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Super Mario World: lost in chocolate

Posted on 30/01/2026 Written by Xexyz

I have got further than ever before, but that’s not saying much. I own Super Mario World on multiple systems – SNES, GBA, Wii, Wii U, 3DS – as well as having emulated it on the Raspberry Pi, the iMac, and (shh) my work laptop. I have played the start of it many times over, knowing to go left at the first map screen and turn on the yellow switch, then progressing right up the map to Donut Plains. I know about the secret exit in Donut Plains 2 to get to the green switch palace. I have, very often, given up at the ghost house in Donut Plains because I just hate the way the enemies move and the need for constant vigilance.

Not this time, though. Playing on the Switch (and then the Switch 2), I pushed through, and found new life beyond the ghosts in Vanilla Dome, Twin Bridges, and then the Forest of Illusion. And at this point it became really annoying.

In an effort to actually finish the game, I tried to ignore the red blinking dots that told me there were alternative exits to the levels. I went straight through each level, to the obvious end, making progress. And then in the Forest of Illusion, taking the obvious exit no longer worked; I ended up going around the overworld map in circles. I did find a secret exit in Forest of Illusion 1, but that just took me to the ghost house which I had already accessed from Forest of Illusion 3. The ghost house exit took me to FoI4, and then the exit from there went back to FoI2. I was frustrated for ages until I found the secret exit from FoI3 which was hidden in a pipe I was sure I’d been down multiple times before, just before the normal end of the level.

Keeping a Yoshi seems to make life a lot easier.

Through Roy’s castle, and onto Chocolate Island. I was doing fine until Chocolate Island 3, when I found that the exit led me into a loop which took me back to Chocolate Island 3. I explored CI2 for ages, because there was a sign at the start indicating that if I collected a certain number of coins or finished at a certain time I would get a different exit, but no amount of experimenting gave that result. There didn’t look as if there could be a secret path leading from the ghost house or CI1. And then, met with a facepalm, I realised that the arrows at the end of CI3 were pointing to the right, showing me where I had to go. I rode Yoshi along, swallowed the blue koopa to give me wings, and then made my way over to the other secret exit.

I’ve left it at CI4, which has a lot of diagonal platforms to slide down. Hopefully I won’t get lost again.

Filed Under: Gaming Diary Tagged With: Emulation, SNES, switch, Switch 2

Kirby’s Dream Land 3 (Switch): COMPLETED!

Posted on 17/07/2022 Written by deKay

After the travesty that was Kirby 64, I thought I’d play this on the SNES service on the Switch. It’s been ages since I last did (and even then it was in Japanese), and I’d forgotten – and been tainted by 64 – just how good it looked. In fact, it’s probably the best looking SNES game. How did they go from this to that? Unpossible.

I love the crayony style of the graphics. Kirby 64 just looks so empty and bland in comparison.

I haven’t collected everything on every level, and I’ve not done all of the “missions” each one presents you with. so I presume there’s a secret extra world yet to come for when you do, but I beat a final boss and got the credits.

Filed Under: Gaming Diary Tagged With: completed, Diary, kirby, retro, SNES, switch

Castlevania: Vampire’s Kiss (Switch): COMPLETED!

Posted on 31/10/2021 Written by deKay

Vampire’s Kiss is A Bad Game. I’ve no idea why Konami decided to dump this poor Super Castlevania IV followup on the Castlevania Advance Collection because it’s neither a GBA game nor is it a “metroidvania” style game. And it’s rubbish.

I’m trying not to represent it badly because it isn’t the same genre as the other three games on the collection, and it’s several years older, but no – it’s just no fun to play. It’s short, it has about three near impossible sections but the rest is pretty easy, and it plays really, really slowly. It does, however, look incredible, especially early on in the game, and the fact it’s a Super NES game makes that all the more impressive. It’s just a shame it’s way too clunky to go with it.

I mentioned Super Castlevania IV partly because that game is so much better than this, although it doesn’t look as good. It’s also linear, and also slow, but it’s much more fun to play. Vampire’s Kiss is just bobbins,

Filed Under: Gaming Diary Tagged With: castlevania, completed, Diary, retro, SNES, switch

Super Double Dragon (Evercade): COMPLETED!

Posted on 08/03/2021 Written by deKay

Or, in some parts of the game, “Return of Double Dragon”.

The thing is, I picked my Evercade up and the Technōs cartridge was still in it from when I played River City Ransom recently and the shelf with all my Evercade games on was easily six feet away and therefore too far to bother with, so I picked something from the cart already inserted and that was Super Double Dragon, which I’d never played before.

It’s very much What if Double Dragon was Final Fight, but it’s not as good as Final Fight. It’s not a bad game, but it was pretty easy and much less impressive both visually and sonically than Final Fight. Or Streets of Rage.

The post Super Double Dragon (Evercade): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, double dragon, evercade, Post, retro, SNES

Ranma 1/2 (SNES): COMPLETED!

Posted on 18/09/2016 Written by deKay

Another retro game chosen pretty much at random today, but Ranma 1/2 is leagues ahead of Running Battle, despite not being all that fantastic itself.

It’s a one-on-one fighting game, and clearly doesn’t have the depth of anything like Street Fighter II, or even Fatal Fury. You’ve four buttons, light and heavy attacks, jump, and block. Pressing both attack buttons together performs a special move, which for Ranma himself (who I played as) is some sort of whirlwind thing which rarely did anything useful.

ranma

Since I know a little of the original Ranma 1/2 story, having characters I knew elevated it a bit higher than other similar games from the same era. Each foe required different tactics to beat as well, which made it more interesting but looking at it now it seems this was to replace proper reactive AI. I can see it being a lot more fun in two player mode.

In single player though, it was far too easy (I didn’t lose a single round) and so over too quickly. A lack of moves is a minus as well, although since I had no instructions it’s possible there were a load I just didn’t figure out, despite trying Street Fighter and Mortal Kombat style control acrobatics.

Click to view slideshow.

Perhaps the most amazing thing about the game is that it came out in the west, as it’s just about the most Japanese thing ever. Mind you, Goeman did too, so who knows.

The post Ranma 1/2 (SNES): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, Post, retro, SNES

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