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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 one of five images involving accidents and animal cruelty. All outcomes uses the same scream from [[The Maze]]:
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]] 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 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.