Throwing Up All Over
0641-0000-010D-66E3
Synopsis: A castle stage built around strategically placing and throwing held objects, this is an extensive regurgitation of mechanics specific to Super Mario Worldin particular, the titular upchuck. (Not to be confused with a Chargin' Chuck.) A mastery of other SMW mechanics, like spin jumps and flight, will also provide you with alternative methods for clearing obstacles or even skipping them entirely.
Difficulty: Moderate. Challenges demand a mix of dexterity and good observation/planning, as in light puzzle-solving, but nothing here is beyond the difficulty of a mid-to-late-game Nintendo stage.
- You must be comfortable throwing objects in mid-air or placing them gently. You don't need to be perfect; the challenges here have ample room for error.
- It should be self-evident that fluency with the run button is required.
- Other skills from SMW are optional but potentially helpful. There are some big skips and breaks I found in testing that I decided to leave in as a speed runner's route.
- Yes, there are checkpoints. This is a lengthy stage.
- No Kaizo tricks, no juggling required.
- That said, let's not pretend the clear rate will end up over 5%.
Also, there may not be custom achievements in this game, but in this stage there is a
bonus objective: finish the stage with Yoshi. He is not hard to find (in a room of his own, not tucked away in a hidden block or anything), but rescuing him is, by design, a puzzle of its own that is harder to solve and execute than simply reaching the goal.
I point this out now because I know many players in Super Mario Maker (myself included) habitually clear stages, star them perhaps, and never return, even to the ones they like most. So here I've put in an optional achievement that is highly visible at a glance when you reach the goal, and if you do it, I encourage you to brag about it in a Miiverse post.