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 | The first level opens with thick black fog. Defeating enemies will sometimes trigger graphic images with [[The Maze]] scream. Defeating a Koopa triggers one of two images involving animal cruelty: | ||
*Internal organs being removed from a flayed bird. | * Internal organs being removed from a flayed bird. | ||
*A decapitated turtle head possibly from a roadkill or an animal slaughter. | * A decapitated turtle head possibly from a roadkill or an animal slaughter. | ||
*A crushed baby head split-open | |||
Goomba kills produce one of three images involving accidents: | |||
*A crushed baby head split-open. | |||
*A crushed and malformed head from a blunt force trauma accident. | *A crushed and malformed head from a blunt force trauma accident. | ||
*A woman with her left side of the face severely injured. | *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]] | The corrupted second level features an impaled Luigi near lava platforms where crossing triggers a chance of a [[Pazuzu]] jump-scare using the aforementioned 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. |