by Golem » Fri Feb 27, 2015 1:20 am
World 6:
6-1
In the first half, cheep-cheeps and porcupuffers approach the bridge from a distance. They approach the player from the side. Then, goombas and biddybuds approach head on. Take note of how enemy introduction is paced (you only get the ground enemies after a few iterations of flying enemies). The final challenge is on a tightrope, making timing tighter.
A secret swimming area offers more freedom of movement than the normal bridge level does, which is almost 2D.
The second half keeps timing tight with more tightropes and longer strings of porcupuffers. Note that there are no ground enemies in the second half.
6-2
A series of one-room challenges with pokeys. First two rooms have spike traps, third room is a bridge segment (it's just an elevator), and the last room changes things up by having to study how the rising platforms work. This last room takes having to study the floor and adds the complexity that different parts of the floor will act in slightly different ways, since different parts of the floor will rise higher.
The second half takes elements from the first half (elevators, spike beds) and introduces bottomless bits between them. This stresses your fine-tuned knowledge of them. For example, it's not good enough just to know that spike beds are bad. You now have to know when they're bad.
6-3
Every ! block always goes to the same room, but each time you enter the hub room, the coins advance a space. You get a couple different challenges (moving piano key platforms, crazy box maze), but only the shifting wall challenge gets much time.
In the second half, you need to time yourself against shifting books so Mario doesn't fall in a pit balanced with getting away from chasing boos. The last challenge puts a twist on this by forcing you to let a big boo chase Mario.
6-4
Blocks that appear in time with the music. It fools around with enemies on the side, but only one wallop gets in the way of a disappearing platform at the end.
Second half layers them with other challenges (moving spike bars) and varies the shapes of disappearing blocks (curved, sloped). When challenges are placed over top of a disappearing block challenge, they're all static timers--you can't influence how spike bars move. Note that you can influence how that wallop at the end of the first half moves, though.
6-5
The first half has some timing challenges versus goombas and moving mushroom platforms. Make sure to pause in front of the third mushroom platform to show how far it moves side to side. Then, there's a mushroom platform that you need to follow along a track. In the former part, you can rely on safe ground and move out to dangerous moving parts at will. In the latter part, you have to follow the mushroom platform all the way; it forces the pace that you approach challenges.
The second half has a similar moving mushroom platform part, but with less safe space versus goomba space. The level caps off with another approach-at-your-own-pace mushroom challenge.
6-Doomship
A sequence of spiked pillars. Starts out by moving between the background and foreground, but quickly switches to vertical and side to side. Two bomb-throwing rocky wrenches make things hard.