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  • Breather Level: The ghost house in World 7. Literally a carbon copy of the first fortress (which was empty with no enemies at all) in the Pipe Maze of Super Mario Bros 3. If you know where the exit is (which is flying above in the second room), you can beat this level in mere seconds. However, Big Boo's World revisits this level, which adds mooks in several areas that were never there before - and complicates things a bit by adding a secret exit.
  • Good Bad Bug:
    • Using one is required to unlock Big Boo's World. Basically, you have to find a specific pre-boss room in Bowser's Castle, and then press a P-Switch in a way that allows you to clip through a specific wall, which leads to a hidden level-ending sphere.
    • At least one other secret exit uses it as well, specifically Pipe World 1. Apparently, when you duck and climb onto a vine, the game still considers Mario to be ducking...
      • Pipe World 1 also has another glitch, shown in the game's intro, where you can throw a key onto a block that contains a 1-Up mushroom and produce infinite lives.
  • Memetic Mutation: "This isn't Demo" note 
  • Nothing Is Scarier: The Vacant Ghost House. You arrive at your first Ghost House in the game, expecting just a normal level. However, you get an ominous message that "everyone is leaving" and for "Bowser to seal the exit". All of this is Foreshadowing to the super hidden Big Boo world.
  • Scrappy Mechanic: The pipes that take you from one segment to another (which was present in Super Mario Bros 3 itself). Sure they look really cool on paper (Mario even does a peace sign if he's entering the pipe from above, but the execution is considered rather sloppy. First of all, there's no warning of any potential Piranha Plants on the other end of the pipe, meaning you'll sometimes be slammed right into one, meaning you could lose a powerup or even a life, so unless if you see what's on the other end, you might have a bad time. Several of these also contribute to frustrating levels, considering that the seventh world is chock full of these pipes. The author even apologized for Pipe World 2 for the overcomplicated mess that the level brought because of it.
  • That One Level:
    • Desert World 4. You have to keep up with two separate moving platforms and it also requires you to have both a cape and fire flower at different points. You're not even allowed to fly with your cape, with blocks on the ceiling preventing you. note 
    • Desert Pyramid. It's not optional, and is one of the game's most large and confusing levels. It's also the first "P-Switches and springboards" level.
    • The Crystal Castle is a strong contender for trickiest level in the game as it forces you to walk through some very narrow passageways that can crush you, and is pretty much impossible to beat without dying once (although various tool-assisted speedruns have managed it). The midpoint is a conveniently placed death trap too. Fortunately you're placed at a different position after dying. Getting the secret exit is even harder.
    • Pipe World 5 is a pain filled with piraƱas that have large hitboxes that will kill you if your timing is not perfect. Some parts of the level also force you to shrink and Yoshi won't flail like usual if you touch them, so it's basically 1-hit kill the whole time.
    • Bowser's Castle. None of the rooms really stand out (the only enemies you encounter in the level are Bowser Statues, Thwomps, Ninjis, and Lava Bubbles) and the whole area is one giant tedious maze with a lot of confusing pathways and layouts. There are also three exits in this level - one of them which leads to Bowser (and triggers the credit sequence so it doesn't count as an actual exit), one of them which is a key room which leads to the Star Road, and another complicated one that leads to Big Boo's World.
    • Misty Star World. Incredibly long and tedious, and you also have to switch between your cape and fire flower. Not bad for the first Star World level. The game warns you ahead of time that the Star Road could potentially be a death trap for those who are able to get the secret exit.
    • Big Boo's World 4. Almost the entire level is composed of blocks that turn into Boos periodically. It's possible to time... but there's not even any room to stop and save a state. Considering that the following two levels are very straightforward and self-explanatory, this level is perhaps one of the hardest in the world, and due to the mechanics of Big Boo's World, you're stuck there too.
  • Visual Effects of Awesome: Even though the hack was released long ago, it really showed the capabilities of graphic editing back then. The background elements were used from from Super Mario All-Stars, Super Mario World 2: Yoshi's Island, Mega Man X (from the first three games specifically), and even Donkey Kong Country and Super Mario RPG (Culex's background is used for the Star World levels). Specifically in the Crystal World, the graphic styles blend very well together by using the terrain from Crystal Snail's cavern stage. There were even full-fledged ice and sky worlds, which weren't even in the original game to begin with note . Speaking of an ice world, there's even a snowfall effect as well.

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