Wario's Woods SNES: Round Clear (1-99) (No Continues)

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  • เผยแพร่เมื่อ 12 ก.ย. 2024
  • Even though I am not the best Woods player out there (I've had my fair share of NES matches on Fightcade + tried speedrunning SNES VS. Com for a bit, but couldn't quite hold up), I still wanted to scratch this off of my puzzle game bucket list. I've played this version before the NES one, and while there are fans of the 8-bit version and its original mechanics, there's just something about the polish and refinements in this version that make me prefer it more (still makes me wonder why Nintendo won't rerelease this version in any of its classic catalogues too).
    Anyway, Round Clear is one of the two modes that you can go out of your way to 1cc (the other being VS. Com). While traditionally, I normally do single player campaigns with VS. Com, I wanted to get this one done first. The traditional single player campaign is a bit unique compared to other puzzle games I've played in that all of the stages are predetermined sets (and if I recall correctly, the same can be said for the 8-bit version too). Something about that design choice just interests me more than just getting to a high level/score in other titles.
    For those who haven't played Wario's Woods, think Super Mario Bros. 2, but they took Toad out of that game and locked him to a 7x11 grid of monsters. Toad can lift objects as he would from said game, but he can also lift multiple objects at once, flip a stack underneath himself, and kick objects as well. You use bombs that are dropped from the sky and match at least 3 of a similar colour to remove them from the field. Objects can be cleared horizontally, vertically, or diagonally. Use this method to remove all of the monsters onscreen to advance to the next stage. Two types of monsters are introduced in each round, where some of them have unique conditions to clear them.
    There are two modes to be mindful of as you progress, each with their own timer. The regular mode (gonna call it Birdo time), is when you only have to worry about bombs dropping. When the time runs out, the game will change to monster mode (calling it Wario time), where your field will receive both bombs and monsters from above. Not only that, but the Thwomp at the top of the field will go downward on occasion, limiting your play space. After time runs out, the game cycles back to Birdo time and repeats the cycle. Chain reactions help increase or reduce Birdo time and Wario time respectively, and to also raise the Thwomp (if lowered). Clearing at least 5 colours in a row will grant you a diamond that will cause all monsters of its colour to disappear when cleared. If the entire field is filled with objects, it's game over.
    Doing this run, my gatekeeper prior to this recording would always be Round 82 (something about the double monsters always had me). Afterward, it was essentially fresh territory from then on out as it was a long time when I finished this mode (with continues).
    I've always loved the mechanics to this game because of how it took a pre-existing formula from a Mario game, and made it blend well into a very unique entry in the puzzle genre, and I'm glad to knock this out of the bucket list. Will I try to play this again to improve time? Probably not, but someday I'll find the time to at 1cc VS. Com in the future.

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