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 two possible outcomes: A graphic image of a woman with a split-open skull from an apparent accident or two person holding a skinned eagle corpse. Both outcomes uses the same scream from [[The Maze]].
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.
==Link==
 
==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}}