5: Actually, Your Princess Is In This Castle
Reposted from two years ago.
We* knew what this was all about. We had all heard that there were
eight worlds in Super Mario Brothers, and there were only 4 levels per
world, so in the closing moments of 8-3 (easily the hardest level in the
game, btw. There was no easy way around those damn hammer throwers with
the entire level taking place on flat ground. We died SO MANY TIMES on
that level), we knew what was coming - the last level, the end castle...
the final boss.
Of course, we had two lives left, so we died in the first room, unable to figure out the logistics of that first jump.
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The screen that spawned a million minced oaths form children around the world. |
It took several runthroughs to even figure
out how to get to the Koopa King, there was the moving lava bridge, the
waterless hall of flying fish (which made no sense), the hall of
underwater flame fences and octopi (which made significantly less
sense), and finally the Koopa King's throne room. Each portion (five of
them, if I remember correctly) claimed several lives before we got it
all down, and sure enough, I was facing Koopa small on my last life,
with a wall of hammers and the big guy himself waiting for me. I waited,
and somehow managed to sneak by and cut the rope.
We
had done it. We had conquered a video game. Sure, the princess looked
like she had a horrible case of gout, but that hardly mattered.
|
Hey there, sexy |
Bowser had been defeated, but more importantly, we had beaten our first video game...
...then
we started on the New Game+ where all the goombas were turned to
beetles, and all the fire fences were made enormous. Our asses were
kicked within minutes, taking the buzz off juuuuust a bit. It was still
pretty awesome, though.
*"We" were my childhood best
friend Colin, my younger brother (who, being 4 or 5 at the time wasn't
very good at SMB, and was forced to merely spectate our legendary
victory), and I. My house had no Nintendo, and his mom didn't want him
playing on his for more than an hour a day, so there was always a sense
of urgency to our gaming sessions.