![]() Most of the paths are straightforward, offering one route with very little deviations, even for hidden power-ups. There's no one set direction throughout the acts, so like the Marble Zone, this level more resembles a maze, plentiful in puzzles to solve, and is definitely not a smooth, speedy one. The ground is mostly connected though, so there are fewer platforms to jump around on. The surfaces to walk on are notoriously rocky and uneven, full of bumps and steps in the path, and directions take you left and right through the winding tunnels, using these steps to guide you up steep vertical passages aswell. Some corridors are very cramped while others are a bit bigger, and you can also get much larger rooms every now and then, which are often above the water and contain a collection of objects that form a small puzzle to complete. Needless to say, this makes for a highly enclosed structure, typical of this level type, and everything has a ceiling above it. ![]() Labyrinth's layout is essentially a mass of solid rock occupying the whole maps, with a network of winding passages and rooms cut into it to make up the pathways. Nonetheless, it has an adequately lively atmosphere, thanks in part to its catchy music, and yellowish and brown colours. It's basically an old, underground passageway left by an ancient civilisation, now half-flooded. That aside, there really isn't a whole hell of a lot else to see in this zone. Water is plentiful of course, and it's dropped down from the mouths of stone gargoyle heads into pools that consume large chunks of the rocky terrain. Carved on some of the stones are various ancient symbols, seemingly depicting weird faces, and nearby accessories include thin vines that hang from the ceiling, coloured crystals and poles reaching up from the ground. This goes for both the detailed and varied ground Sonic stands on and the background, which is little more than a series of huge, duller coloured square stones. ![]() Star Coin 3: In the third room, the player must follow another small Snake Block, which goes right to the final Star Coin.This enclosed, water-filled cavern level is constructed entirely of yellow/orange stone blocks, including a mixture of carved squares and naturally-shaped rocks, in varied sizes.Star Coin 2: In order to collect the second Star Coin, the player must ride the first small Snake Block in the level, found right after the first Star Coin.Star Coin 1: In the second area, the first Star Coin is found just to the right of two Amps. ![]() Before the fight officially begins, Magikoopa swoops in and enlarges Boom Boom. An Invisible Block hides an item on the wall next to the door. To the far left is the door to Boom Boom's room. A Hidden Block containing a 1-Up Mushroom is located on the right wall. The third Star Coin is found as the giant Snake Block rises. A P Switch can be found on the left wall that creates Blue Coins. Entering it leads to a hidden room with three coins and a second Warp Pipe.īoth Warp Pipes take Mario to a similar area, though this time he encounters bigger Spinner rows, and more Big Amps. Mario needs to go through the same area the Snake Block traveled. There is a Warp Pipe below the giant Snake Block on the left wall. The Warp Pipe is located on the right wall. When the Snake Block clashes with a wall, stone blocks on the ceiling break, thus revealing the Checkpoint Flag. The second area features a giant Snake Block, which goes upwards, coming across Amps and their larger sub-species, Spinners, a Red Ring, a small Snake Block as well as two Star Coins. A Warp Pipe takes the player to the second area of the tower. The level begins in a small, one-screen room where some Big Blocks and one Mega ? Block are found.
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