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TRS wick cleanupCamera Screw has been redefined and its original meaning moved to Event Obscuring Camera, both YMMV


* CameraScrew: Averted; the creator hacked the camera to be easier to control than the original game.
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* RecycledSoundtrack: All of the music is recycled from ''Mario'' games or other video games.

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* RecycledSoundtrack: All of the music is recycled from ''Mario'' games or other Nintendo-console video games. games, rearranged in the ''[=SM64=]'' sound font.
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* FakeDifficulty: [[https://youtu.be/re6qlTbQB4w?t=1920 As pointed out by]] WebVideo/ExoParadigmGamer, a lot of the game's difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that aren't built with ''Mario 64'''s sensitive movement and moveset in mind or are made to counter-intuitively work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldn't possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks and will gravely punish the player with either harsh FallDamage or death.

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* FakeDifficulty: [[https://youtu.be/re6qlTbQB4w?t=1920 As pointed out by]] WebVideo/ExoParadigmGamer, a lot of the game's difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that aren't built with ''Mario 64'''s sensitive movement and moveset in mind or are made to counter-intuitively work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldn't possibly be expected to have. In particular, the ninth and eleventh main levels, Mad Musical Mess and Colossal Candy Clutter in particular Clutter, are full of these kind of cheap design tricks and will gravely punish the player with either harsh FallDamage or death.
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updated hidden palace notes - no frame perfect wallkicks required


* BrutalBonusLevel: ''Hidden Palace Finale'', which is the hardest level in the game next to ''Mad Musical Mess''. It requires well-timed triple jumps, ''frame perfect'' wall kicks, the most precise platforming the game can possibly demand, all while being set high up over a BottomlessPit for the bulk of it. (And the sections that ''aren't'' are over the courtyard, so falling down ''still'' means starting over from the beginning.)

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* BrutalBonusLevel: ''Hidden Palace Finale'', which is the hardest level in the game next to ''Mad Musical Mess''. It requires well-timed triple jumps, ''frame perfect'' wall kicks, the most precise platforming the game can possibly demand, precision platforming, all while being set high up over a BottomlessPit for the bulk of it. (And the sections that ''aren't'' are over the courtyard, so falling down ''still'' means starting over from the beginning.)
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** Colorful Coral Caverns is Rainbow Resort from ''VideoGame/KirbysAdventure''. The Bowser's Rainbow Rumble boss music is the Dark Castle theme from ''VideoGame/KirbysDreamland2''.

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** Colorful Coral Caverns is Rainbow Resort from ''VideoGame/KirbysAdventure''. The Bowser's Rainbow Rumble boss music is the Dark Castle theme from ''VideoGame/KirbysDreamland2''.''VideoGame/KirbysDreamLand2''.
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Video Game Settings is an index, not a trope.


* VideogameSettings
** AbandonedLaboratory: Starlight Runway.
** BandLand: Mad Musical Mess.
** BigBoosHaunt: Gloomy Garden.
** BrutalBonusLevel: Hidden Palace Finale, unlocked after collecting 120 stars.
** BubblegloopSwamp: Piranha Plant Pond.
** EternalEngine: Puzzle Of The Vanish Cap, Bob-omb Battle Factory
** LethalLavaLand: Fatal Flame Falls.
** NostalgiaLevel: Retro Remix Castle.
** PalmtreePanic: Bob-omb Islands.
** PortTown: Chuckya Harbor.
** RemixedLevel: The castle grounds at night, where you go after defeating Bowser.
** ShiftingSandLand: Koopa Canyon.
** SwampsAreEvil: Bowser's Slippery Swamp
** SlippySlideyIceWorld: Melting Snow Peaks.
** UnderTheSea: Colorful Coral Caverns.
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* FakeDifficulty: [[https://youtu.be/re6qlTbQB4w?t=1920 As pointed out by]] WebVideo/ExoParadigmGamer, a lot of the game's difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that aren't built with ''Mario 64'''s sensitive movement and moveset in mind or are made to counter-intuitively work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldn't possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.

to:

* FakeDifficulty: [[https://youtu.be/re6qlTbQB4w?t=1920 As pointed out by]] WebVideo/ExoParadigmGamer, a lot of the game's difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that aren't built with ''Mario 64'''s sensitive movement and moveset in mind or are made to counter-intuitively work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldn't possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.tricks and will gravely punish the player with either harsh FallDamage or death.



* PlatformHell: Many of the game's later courses contain very precise platforming and are filled with pits and/or lots of ways to chew away at your health through FallDamage. Gloomy Garden and the first Bowser level is where is starts getting tough and then you have nearly every level in the second half of the game which might as well be summed up as "a bunch of small platforms and risky platforming over [[ThisIsGonnaSuck giant lava/death pits]]".

to:

* PlatformHell: Many of the game's later courses contain very precise platforming and are filled with pits and/or lots of ways to chew away at your health through FallDamage. Gloomy Garden and the first Bowser level is where is it starts getting tough and then you have nearly every level in the second half of the game which might as well be summed up as "a bunch of small platforms and risky platforming over [[ThisIsGonnaSuck giant lava/death pits]]".
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** Mad Musical Madness uses the theme of the first level of ''Band Land'' from ''VideoGame/Rayman1995''.

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** Mad Musical Madness uses the theme of the first level of ''Band Land'' from ''VideoGame/Rayman1995''.''VideoGame/Rayman1''.

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Changed: 11

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The game begins with Yoshi briefing Mario on the situation: Bowser has learned how to enter the realm of the [[VideoGame/PaperMario Star Spirits]], and thus has access to a multitude of [[VideoGame/SuperMarioWorld Star Road portals]] that lead all over the Mushroom Kingdom. He's using the portals to transport his troops and cause chaos. Mario must stop him by accessing the Star Road himself, but he can only do so at Star-Leap Tower--and Bowser's sealed it off. To reach it, Mario must collect Power Stars to open sealed doors.

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The game begins with Yoshi briefing Mario on the situation: Bowser [[BigBad Bowser]] has learned how to enter the realm of the [[VideoGame/PaperMario Star Spirits]], and thus has access to a multitude of [[VideoGame/SuperMarioWorld Star Road portals]] that lead all over the Mushroom Kingdom. He's using the portals to transport his troops and cause chaos. Mario must stop him by accessing the Star Road himself, but he can only do so at Star-Leap Tower--and Bowser's sealed it off. To reach it, Mario must collect Power Stars to open sealed doors.





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* BigBad: Bowser, as usual; this time, he has broken into the Star Road and is using the portals to launch an invasion of the Mushroom Kingdom.
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* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w?t=1920 by ExoParadigmGamer]], a lot of the game's difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that aren't built with ''Mario 64'''s sensitive movement and moveset in mind or are made to counter-intuitively work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldn't possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.

to:

* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w?t=1920 by ExoParadigmGamer]], As pointed out by]] WebVideo/ExoParadigmGamer, a lot of the game's difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that aren't built with ''Mario 64'''s sensitive movement and moveset in mind or are made to counter-intuitively work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldn't possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.
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Currently Skelux is working on an UpdatedRerelease for the DS, called ''Super Mario Star Road DS''. It is set to feature radically revamped levels, improved gameplay, and up to 10 completely new areas. Additionally, a sequel, entitled ''Star Road 2'', is in production. This game will have 240 Stars, 40+ levels, and original music.

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Currently Skelux is working on an UpdatedRerelease for the DS, called ''Super Mario Star Road DS''.World''. It is set to feature radically revamped levels, improved gameplay, and up to 10 completely new areas. Additionally, a sequel, entitled ''Star Road 2'', is in production. This game will have 240 Stars, 40+ levels, and original music.
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None

Added DiffLines:

* PlatformHell: Many of the game's later courses contain very precise platforming and are filled with pits and/or lots of ways to chew away at your health through FallDamage. Gloomy Garden and the first Bowser level is where is starts getting tough and then you have nearly every level in the second half of the game which might as well be summed up as "a bunch of small platforms and risky platforming over [[ThisIsGonnaSuck giant lava/death pits]]".
Is there an issue? Send a MessageReason:
None


* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w?t=1920 by ExoParadigmGamer]], a lot of the game's difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that aren't built with ''Mario 64'''s sensitive movement and moveset in mind or are made to work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldn't possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.

to:

* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w?t=1920 by ExoParadigmGamer]], a lot of the game's difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that aren't built with ''Mario 64'''s sensitive movement and moveset in mind or are made to counter-intuitively work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldn't possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.
Is there an issue? Send a MessageReason:
None


* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w here]], a lot of the game's difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that aren't built with Mario's sensitive movement and moveset in mind or are made to work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldn't possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.

to:

* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w here]], be/re6qlTbQB4w?t=1920 by ExoParadigmGamer]], a lot of the game's difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that aren't built with Mario's ''Mario 64'''s sensitive movement and moveset in mind or are made to work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldn't possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.
Is there an issue? Send a MessageReason:
None


* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w here]], a lot of the games difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that arent built with Mario's sensitive movement and moveset in mind or are made to work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldnt possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.

to:

* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w here]], a lot of the games game's difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that arent aren't built with Mario's sensitive movement and moveset in mind or are made to work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish that a casual player couldnt couldn't possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.



* GameMod: Obviously, of Mario 64. As mentioned above, there's also an official fan-made one of this hack that allows you to play as Luigi.

to:

* GameMod: Obviously, of Mario 64.''Mario 64''. As mentioned above, there's also an official fan-made one of this hack that allows you to play as Luigi.
Is there an issue? Send a MessageReason:
None


* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w here]], a lot of the games difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that are either not being built with Mario's sensitive movement and moveset in mind or being made to work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.

to:

* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w here]], a lot of the games difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that are either not being arent built with Mario's sensitive movement and moveset in mind or being are made to work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish.accomplish that a casual player couldnt possibly be expected to have. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.
Is there an issue? Send a MessageReason:
None


* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w here]], a lot of the games difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that are either not being built with Mario's sensitive movement and moveset in mind or being made to work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish.

to:

* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w here]], a lot of the games difficulty is due to much of the level design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that are either not being built with Mario's sensitive movement and moveset in mind or being made to work ''against'' said control scheme, with some jumps requiring significant skill and reflexes to accomplish. Mad Musical Mess and Colossal Candy Clutter in particular are full of these kind of cheap design tricks.
Is there an issue? Send a MessageReason:
None


* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w here]], a lot of the games difficulty is due to much of the level design either not being built with Mario's sensitive movement and moveset in mind or being made to work ''against'' said control scheme.

to:

* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w here]], a lot of the games difficulty is due to much of the level design design, which is often full of [[PlatformHell "Do or Die" platforming moments]] that are either not being built with Mario's sensitive movement and moveset in mind or being made to work ''against'' said control scheme.scheme, with some jumps requiring significant skill and reflexes to accomplish.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FakeDifficulty: As pointed out [[https://youtu.be/re6qlTbQB4w here]], a lot of the games difficulty is due to much of the level design either not being built with Mario's sensitive movement and moveset in mind or being made to work ''against'' said control scheme.
Is there an issue? Send a MessageReason:
Adding an image and tidying up some other stuff


''Super Mario Star Road'' is a fan game RomHack of ''VideoGame/SuperMario64'' created by Skulex. It features 130 Power Stars, 30+ original levels, and a noted increase in difficulty.

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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/starroad.png]]
''Super Mario Star Road'' is a fan game RomHack of ''VideoGame/SuperMario64'' created by Skulex.Skelux. It features 130 Power Stars, 30+ original levels, and a noted increase in difficulty.



* CameraScrew: Averted; the creator hacked the camera to be easier to control.

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* CameraScrew: Averted; the creator hacked the camera to be easier to control.control than the original game.
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* SchmuckBait: In the 14th level, there is a pipe with a sign that tells you that it isn't safe to enter the pipe. If you enter anyway, you jump out right on top of radioactive sludge and die immediately.

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* SchmuckBait: In the 14th level, Bob-omb Battle Factory, there is a pipe with a sign that tells you that it isn't safe to enter the pipe. If you enter anyway, you jump out right on top of into the radioactive sludge and die immediately.
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Included info on Super Luigi Star Road.

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Additonally, there is another version of this game called ''Super Luigi Star Road''. Made by Quasmok, with permission from Skelux, the hack replaces Mario with Luigi, complete with new model, voice clips, and his moveset.


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* GameMod: Obviously, of Mario 64. As mentioned above, there's also an official fan-made one of this hack that allows you to play as Luigi.
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None


** The Power-Up music is "Lets Go Lightly" from ''VideoGame/MarioParty''.

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** The Power-Up music is "Lets "Let's Go Lightly" from ''VideoGame/MarioParty''.
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** Retro Remix Castle is the Fortress and Castle theme from ''VideoGame/SuperMarioWorld''. It's boss music is the remix of the boss theme from ''VideoGame/MarioAndLuigiSuperstarSaga''. The Creepy Cap Cave theme is the Koopaseum from ''VideoGame/MarioAndLuigiPartnersInTime''.

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** Retro Remix Castle is the Fortress and Castle theme from ''VideoGame/SuperMarioWorld''. It's Its boss music is the a remix of the boss theme from ''VideoGame/MarioAndLuigiSuperstarSaga''. The Creepy Cap Cave theme is the Koopaseum from ''VideoGame/MarioAndLuigiPartnersInTime''.



* RomHack: Of SuperMario64.

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* RomHack: Of SuperMario64.''VideoGame/SuperMario64''.
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* BrutalBonusLevel: ''Hidden Palace Finale'', which is the hardest level in the game next to ''Mad Musical Mess''. It requires well timed triple jumps, ''frame perfect'' wall kicks, the most precise platforming the game can possibly demand, all while being set high up over a BottomlessPit for the bulk of it.

to:

* BrutalBonusLevel: ''Hidden Palace Finale'', which is the hardest level in the game next to ''Mad Musical Mess''. It requires well timed well-timed triple jumps, ''frame perfect'' wall kicks, the most precise platforming the game can possibly demand, all while being set high up over a BottomlessPit for the bulk of it.it. (And the sections that ''aren't'' are over the courtyard, so falling down ''still'' means starting over from the beginning.)



* FanSequel: To SuperMario64.

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* FanSequel: To SuperMario64.''VideoGame/SuperMario64''.



* PostEndGameContent: By collecting 120 stars, you unlock Hidden Palace Finale. Completing that brings you to 121 stars. After that, 9 star replicas appear hidden in the bonus levels throughout the game, bringing the total number of stars up to 130.

to:

* PostEndGameContent: By collecting 120 stars, you unlock Hidden Palace Finale. Completing that brings you to 121 stars. After that, 9 star replicas appear hidden in the bonus levels throughout the game, game [[note]]including Hidden Palace Finale[[/note]], bringing the total number of stars up to 130.



* RecycledSoundtrack: All of the music is recycled from Mario games or other video games.

to:

* RecycledSoundtrack: All of the music is recycled from Mario ''Mario'' games or other video games.
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* AscendedGlitch: The glitch to go through the Whomp King in the original is almost required to beat his successor here.

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* AscendedGlitch: The Because of the holes that makes dodging more difficult, the glitch to go through the Whomp King in the original is almost required to beat his successor here.successor.
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* BrutalBonusLevel: ''The Hidden Palace'', which is the hardest level in the game next to ''Mad Musical Mess''. It requires well timed triple jumps, ''frame perfect'' wall kicks, the most precise platforming the game can possibly demand, all while being set high up over a BottomlessPit for the bulk of it.

to:

* BrutalBonusLevel: ''The Hidden Palace'', ''Hidden Palace Finale'', which is the hardest level in the game next to ''Mad Musical Mess''. It requires well timed triple jumps, ''frame perfect'' wall kicks, the most precise platforming the game can possibly demand, all while being set high up over a BottomlessPit for the bulk of it.
Is there an issue? Send a MessageReason:
None


** Chuckya Harbor is a remix of Arctic Abyss from ''VideoGame/DonkeyKongCountry2''. Bowser's Slippery Swamp is Bayou Boogie from the same game.

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** Chuckya Harbor is a remix of Arctic Abyss from ''VideoGame/DonkeyKongCountry2''.''VideoGame/DonkeyKongCountry2DiddysKongQuest''. Bowser's Slippery Swamp is Bayou Boogie from the same game.

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