Mario3.exe: Difference between revisions
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The game starts as a severely glitched experience with illegible text, presenting a map screen where a cloned Mario avatar drifts unpredictably across the interface. | The game starts as a severely glitched experience with illegible text, presenting a map screen where a cloned Mario avatar drifts unpredictably across the interface. | ||
The first level opens with thick black fog. Defeating a Koopa triggers an abrupt jump-scare: a roadkill turtle image paired with [[The Maze]]'s scream. Goomba kills produce | The first level opens with thick black fog. Defeating a Koopa triggers an abrupt jump-scare: a roadkill turtle image paired with [[The Maze]]'s scream. Goomba kills produce one of five images involving accidents and animal cruelty. All outcomes uses the same scream from [[The Maze]]: | ||
*Internal organs being removed from a flayed bird. | |||
*A decapitated turtle head possibly from a roadkill or an animal slaughter. | |||
*A crushed baby head split-open | |||
*A crushed and malformed head from a blunt force trauma accident. | |||
*A woman with her left side of the face severely injured. | |||
The corrupted second level features an impaled Luigi near lava platforms where crossing triggers a chance of [[Pazuzu]] jumpscare using [[The Maze]]'s scream, temporarily halting progress; the third level introduces a red Mario sprite that slows players while requiring avoidance of jumpscare-triggering mushrooms, culminating in an inverted flagpole exit that returns players to a map screen with hidden progression mechanics tied to the upside-down pole's later significance from there on. | The corrupted second level features an impaled Luigi near lava platforms where crossing triggers a chance of [[Pazuzu]] jumpscare using [[The Maze]]'s scream, temporarily halting progress; the third level introduces a red Mario sprite that slows players while requiring avoidance of jumpscare-triggering mushrooms, culminating in an inverted flagpole exit that returns players to a map screen with hidden progression mechanics tied to the upside-down pole's later significance from there on. | ||
The post-level selection screen becomes permanently locked after three levels, featuring the red sprite that now actively hunts the player with inverted controls requiring counterintuitive inputs, where any collision triggers a jumpscare (split-face accident imagery + Pazuzu apparition) followed by an unresponsive red static screen that persists until forced shutdown. | The post-level selection screen becomes permanently locked after three levels, featuring the red sprite that now actively hunts the player with inverted controls requiring counterintuitive inputs, where any collision triggers a jumpscare (split-face accident imagery + Pazuzu apparition) followed by an unresponsive red static screen that persists until forced shutdown. | ||
== | |||
==Links== | |||
<font color=yellow><u>NOTE</u>: The following game contains [[Screamer|screamers]] with extremely [[graphic content]]!</font> | <font color=yellow><u>NOTE</u>: The following game contains [[Screamer|screamers]] with extremely [[graphic content]]!</font> | ||
* archive.org/details/mario-3 | * archive.org/details/mario-3 | ||
* archive.org/details/mario_202403 | * archive.org/details/mario_202403 | ||
* '''Showcase video''': youtube.com/watch?v=pkNEOx13SdM | * '''Showcase video''': youtube.com/watch?v=pkNEOx13SdM | ||
* '''All images''': archive.org/details/mario3exe-gore-images/image%200.png | |||
{{Gamejolt}} | {{Gamejolt}} | ||
{{Comments}} | {{Comments}} |