Banana woman directs us to go to the southwest corner of the map to the Chucklehuck Woods, where we can find a secret soda formula that can cure the queen of her All-Might transformation. Everything about these woods screams “wine.” The entrance is a dark manor house referred to as a “chateau,” there are tons of wooden casks, and the red-and-green pair that we meet here are Frenchmen. Despite this, the game adamantly refers to the beverage produced here as “Chuckola Cola.” I’m curious to know if this is the same in the Japanese version, given that while the Japanese are weird in their own way they are a little less prudish about booze.
That being said, it’s pretty cute how they justify carbonation by saying you tell the fruit jokes while it’s brewing. There’s a minor bit of lore with these little tourism info-plaques that draw one’s attention:
In the next two rooms we encounter a strange situation with an awfully familiar individual;
The green man’s name is Popple, a self-stylized “shadow thief.” He’s got a sort of 40’s gangster way of talking, and he’s recruited an amnesiac Bowser to be his sidekick in order to get the same plot device we’re after. This kicks off with a boss fight against the pair that introduces “reaction attacks,” where a character may get mad and immediately attack if you target the wrong target.
It’s a bit of a risk/reward. Popple has far less HP, so taking him out means less attacks per-round, but every time you make progress on that front you get hammers thrown at you. Your call as a player.
Once Bowser has been trounced, Popple flees the scene like a coward. The aforementioned red-and-green Frenchmen that he has bound and trussed then teach us bros hammer moves and set us free upon the woods to find our goal. The new moves are “mini-Mario,” where Mario is hammered into a tiny size, and “Luigi dunk,” which slams Luigi feet-first into the depths of the earth.
You’re actually free to just leave without getting these moves, but eventually you’ll smack into an obstacle you can’t figure out.
The core concepts here — entering small spaces and going underground — are useful enough that these moves will make a comeback in further installments. Like the high-jump and spin-jump, these open up the world Metroidvania-style for further exploration.
They also have the interesting effect of separating the Mario bros from their lined-up formation. When a character is moving solo, the B button will jump the other brother, but the only way to move him is to press start and switch.
The puzzles in the woods don’t require separating the pair outside of single screens, and they won’t let you leave without both.
They are mostly an exercise in splitting up and reuniting before heading to the next room. This will, however, make a comeback much later. Furthermore, the game has stopped funneling you forward through a predetermined path. There’s an area map now that shows the whole level, and leaves it up to you to navigate to the right rooms where the important stuff is.
I seriously love this gradual trickling of complexity. The game never stops teaching you its own rules.
Like HooHoo Mountain before, Chucklehuck Woods introduces a few gimmicks that can be interacted with using your new abilities. This barrel is important:
That green facemask on the wall will blast you with fire if you step on the switch, so Luigi needs to enter the barrel from below and stand on it to reflect the fireball. Mario can also jump on top of the barrel to reach high switches.
Like Mario swallowing too much water, the barrel is an interactible that changes the context of other actions. I believe it is also the source of a major glitch utilized by speedrunners, but we’re not here to talk about that.
Deep in the woods there’s this big Deku tree that tasks us with getting some additional plot keys before we can go further into the woods.
He does this strange thing where his sprite divides into three pieces that all move separately. I kinda like it. It’s a weird way to indicate how alien he is that effectively bypasses the limitations of the technology. It’s a real shame he got changed in the 3DS version.
This is a bit of a nested quest where we have to explore the corners of this area, fight some enemies, and do some random challenges. There’s a moment worth noting where we meet the Deku tree’s granddaughter, and she teaches about these marks on the ground, in case you haven’t thought to try digging on them. I suppose the intended interaction with these things isn’t immediately clear, but it’s a bit obnoxious because it’s one of the few explanations you can’t skip.
Out of all these games, I like the third’s iteration on beans the most. But we’ll talk about that next time, along with the end of this area.
~Hans