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Skewers appear as an obstacle, alongside [[Grinder]]s in [[6 Wendy's Castle|#6 Wendy's Castle]] in the first room; in fact, the very first obstacle in the castle is a slow-moving Skewer that take around 13 in-game seconds between rising and pounding the ground and a [[Dry Bones]], where Mario must time his jump on one of the two [[Trampoline|Jumping Board]]s to pass by. In the ''Super Mario Advance 2'' version of Wendy's Castle, an extra Skewer over a pit has been added before the Skewer with the Jumping Boards. A row of seven Skewers that move faster, take around 8 in-game seconds between rising and pounding the ground, then appear, hiding in the ceiling, where Mario must time his running while also avoiding Grinders as he waits for the Skewers to rise. Before the door to the [[Midway Gate]] and the second room, three more Skewers appear, the second of them pointing upward and moving in an alternating pattern, and they move very quickly where they take around 3 in-game seconds between rising and pounding the ground. If Mario has activated the switch at the [[Red Switch Palace]], the red [[! Block]]s make it easier to cross over the second Skewer facing upward. In an early version of the level, more fast-moving Skewers before the Midway Gate were planned to appear.<ref>{{cite|author=TCRF contributors|title=[[tcrf:Super_Mario_World_(SNES)/Unused_Levels#Early_Wendy.27s_Castle|The Cutting Room Floor: Super Mario World (SNES): Unused Levels]]|accessdate=September 3, 2020|publisher=TCRF}}</ref>
Skewers appear as an obstacle, alongside [[Grinder]]s in [[6 Wendy's Castle|#6 Wendy's Castle]] in the first room; in fact, the very first obstacle in the castle is a slow-moving Skewer that take around 13 in-game seconds between rising and pounding the ground and a [[Dry Bones]], where Mario must time his jump on one of the two [[Trampoline|Jumping Board]]s to pass by. In the ''Super Mario Advance 2'' version of Wendy's Castle, an extra Skewer over a pit has been added before the Skewer with the Jumping Boards. A row of seven Skewers that move faster, take around 8 in-game seconds between rising and pounding the ground, then appear, hiding in the ceiling, where Mario must time his running while also avoiding Grinders as he waits for the Skewers to rise. Before the door to the [[Midway Gate]] and the second room, three more Skewers appear, the second of them pointing upward and moving in an alternating pattern, and they move very quickly where they take around 3 in-game seconds between rising and pounding the ground. If Mario has activated the switch at the [[Red Switch Palace]], the red [[! Block]]s make it easier to cross over the second Skewer facing upward. In an early version of the level, more fast-moving Skewers before the Midway Gate were planned to appear.<ref>{{cite|author=TCRF contributors|title=[[tcrf:Super_Mario_World_(SNES)/Unused_Levels#Early_Wendy.27s_Castle|The Cutting Room Floor: Super Mario World (SNES): Unused Levels]]|accessdate=September 3, 2020|publisher=TCRF}}</ref>


Skewers are the main obstacles in the [[Valley Fortress]]. The first row of seven simultaneous Skewers move slowly, take around 13 in-game seconds between rising and pounding the ground (11 in the ''Super Mario Advance 2'' remake), and give players ample warning by slowly inching out before crushing the ground. In between them, past the first three is a green ! Block. The second set of five move faster, take around 8 in-game seconds between rising and pounding the ground and additionally require players to jump over [[Spike Trap|spikes]] to pass. Past the Midway Gate, the last set of seven Skewers move very quickly, take around 3 in-game seconds between rising and pounding the ground, and Mario needs to jump over [[lava]] and avoid [[Lava Bubble]]s in addition to avoiding the Skewers. The last Skewer in the set before the [[Warp Door|boss door]] is a Skewer that moves upward, and it moves in an alternating pattern from the first six.
Skewers are the main obstacles in the [[Valley Fortress]]. The first row of seven simultaneous Skewers move slowly, take around 13 in-game seconds between rising and pounding the ground (11 in the ''Super Mario Advance 2'' remake), and give players ample warning by slowly inching out before crushing the ground. In between them, past the first three is a green ! Block. The second set of five move faster, take around 8 in-game seconds between rising and pounding the ground and additionally require players to jump over [[Spike Trap|spikes]] to pass. Past the Midway Gate, the last set of seven Skewers move very quickly, take around 3 in-game seconds between rising and pounding the ground, and Mario needs to jump over [[lava]] and avoid [[Lava Bubbles]] in addition to avoiding the Skewers. The last Skewer in the set before the [[Warp Door|boss door]] is a Skewer that moves upward, and it moves in an alternating pattern from the first six.


They last appear in [[Bowser's Castle]] in door number 5, where a row of 9 of them appear alongside [[Thwomp]]s, and they take 13 in-game seconds between rising and pounding the ground. The first Skewer is the closest to the ground and the succeeding ones get situated higher until the penultimate and last one, and Thwomps are situated between the Skewers, forcing players to run through them. Unlike Wendy's Castle and Valley Fortress, the Skewers in Bowser's Castle come down slowly, but can still cause an instant life loss if the player gets crushed by them in the SNES version of the game.
They last appear in [[Bowser's Castle]] in door number 5, where a row of 9 of them appear alongside [[Thwomp]]s, and they take 13 in-game seconds between rising and pounding the ground. The first Skewer is the closest to the ground and the succeeding ones get situated higher until the penultimate and last one, and Thwomps are situated between the Skewers, forcing players to run through them. Unlike Wendy's Castle and Valley Fortress, the Skewers in Bowser's Castle come down slowly, but can still cause an instant life loss if the player gets crushed by them in the SNES version of the game.

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