Sunday, August 16, 2026

GAMES FROM THE FROG'S BOX #16.5: SUPER WAKANA LAND (PART 2)

Back from last time, let's get to the rest of SUPER WAKANA LAND! Trust me, the madness and glorious hackery has only just begun.

PART 1:
https://froginaboxstudio.blogspot.com/2026/08/games-from-frogs-box-16-super-wakana.html

CREEPY PASTA


Note the space in the title. This level starts fairly ominously, with skeletons hanging from the ceiling, a generally dark and moody atmosphere, and sparse enemy placement...


And the tension only increases as you go, with the level getting darker and darker, with these light circles being all you can see. Better not bumble into anything dangerous.


Especially in this red area, where even the bouncy platforms you need to use are hard to see...


Well, until you get to turn the light on, that is. Then it's easy. Sadly, this level is less creepy than I'd been led to believe, but it's still a fun time that tests your observational skills.
But where's the Easter Egg? It's up in the first dark room, hidden by the darkness. Just fly up, find a pipe... and there's another SECRET CODE!!!!!

GLOOMY FORTRESS


Another castle level, and this one's a doozy. Continuing the darkness theme of the last stage, this level features blocks that turn lights on and off. But they don't last for long, so you'd better hurry to get to the next objective!


There's also a new enemy here, Gabyoalls from Mega Man. You can't kill them, and they zip towards you as soon as you're on their level- dodging is the only option.




You may be wondering what the real challenge of this area is. The twist is, the doors are inaccessible in the dark, so you HAVE to rush forward to get to where they are while it's still lit- or, in this case, time the koopa's shell kicks so that you leave the screen while it's light.


Though, in some cases, the obvious door just sends you back... in which case, you have to hunt around for the CORRECT one, like the one hidden behind this statue.


The second half of the stage is an autoscroller, with spiked balls and Gabyoalls everywhere. Halfway through this segment, a blushing star starts chasing after you, so the challenge becomes dodging him WHILE trying to deal with all the other stuff in the level. 


He's a weirdo, too- his text boxes keep interrupting you.

Yeah, he's a creep. But at least his boss fight is fun. You've got more real estate than usual to dodge the bullet hell he's throwing around, so just blast him until he dies.


There's a secret exit-worthy door here, but sadly it just gives you LEWD spelled out in mana. That is, unless you look around enough after turning the lights on... then you'll find the secret exit.

BLAZE IT FAM!


Immediately after entering this seemingly-normal level, you'll notice a P-switch you seemingly can't access... then you'll find THIS interesting fellow, who gives you weed- and then everything goes to hell.


As vaporwave music plays, and shutterstock potleaves fly by, the level begins to unravel. You run right through the dead end wall, and now pits can wrap around to the ceiling.


I especially love this segment, where the koopas are hopping on the spiked floor, that's actually on the ceiling, etc. It's mind-bending in the best way possible.


Then, you finally get back to the start and get that stupid P-switch from within the block, and finally escape. It's a short stage, but one of my favorites for how off the wall and crazy it is.

WATER CASTLE #1


The first of three Water Castles that all use their gimmick in different ways. This level's unique twist is these punching guys that send you flying- don't worry, you don't have to make absurd jumps with them like you did in Something, they're just there to be avoided. Thankfully.


The secret exit is right there in the open, being inside a pool of water that has a platform in it- for once.


As for the rest of the level, the threat of being dragged down into the water is ever-present. Forced to make jumps with low ceilings above it, baiting Thwomps out of your way, dodging around the punching guys, it's a great challenge.


Surprisingly, there's no boss in this level- just a mildly difficult P-switch challenge.

WATER CASTLE #2


This one's a bit trickier than the first water castle- it starts off with you having to go up through an autoscroll, outpacing the water that's threatening to drag you down.


Also, the lightning clouds return, but thankfully the screen scrolls them off, so they're more of a mild annoyance.


Much less trivial, however, is the second half of the level- now you're going DOWN, and you have to carefully time your jumps and glides in order to not either hit the spikes, or get dragged down into the water. It's tough, but perfectly doable.


Even as you have to deal with exceedingly tight spaces like this.


Still no boss in this stage, but at least you get buttcheeks at the end. Make a note of that. No, seriously.
It's very important.

WATER CASTLE #3


Turns out, Buttcheeks is a password. Yes, really. This kind of thing is why I love ROMHacks.


Anyway, this level furthers the water gimmicks, this time with rising and lowering liquid that'll REALYL screw you over if you mistime your movements. One screwup, and you'll be dragged under.


Especially this bit, where you bait two Thwomps out of the way, with spikes under you. Fun stuff.


A new enemy appears here, too- these sorcerers that shoot male symbols at you, and are functionally invincible since they teleport away if you get too close. Just shoot their projectiles down. That's all you can do, really.
This stage is pretty short, but that's fine. This gimmick could be really annoying if used too much. There's no boss here, either.


As for the easter egg... it's inside a cracked block. This was the last one I found, completely missing it the first time. Secret code alert!

SILLIER BRIDGE


This level is fuckin' incredible. It lets you BREAK THE ENVIRONMENT WITH YOUR SHOTS. 'Nuff said. It's amazing.



Despite the powertrip nature of the gimmick, it's not totally effortless, since you have to properly time your shots to  properly break open some specific walls. Easily one of the best gimmicks int he entire game. Hell, you can even blow up the FENCES in the background.


There's plenty of MP around to refill your meter, so there's no real danger of running out. Just run and gun- this is a gimmick level executed to perfection.

THE SUCCEN SHIP(TM)


This level name had me laughing harder than any other in the entire hack. But there's not even any lewd easter eggs in this stage, it's false advertising!


Anyway, this is a fairly standard ghost ship level, with boo rings, ghosts, etc. But there is something interesting to be found here- this flame pedestal, which you can put out by pressing Up. There's four of them around, all in different colors. Suspicious.


Get to the end, and you'll see four stars in the sky... the same color as those flames. Activate them in order, and you'll open the exit. A neat little puzzle, indeed. Really like this.


There's also a secret code here, accessed by breaking blocks in the ceiling. But not JUST that... there's also an extra heart hidden in this stage, the first in the hack (out of two). Unfortunately, you can't get it right now... since the freaking fairy blocks are still in the way, unless you get four Wakacoins.

PIZZA CHALLENGE (C.C.)


Another unabashed gimmick level, the pizza in this stage turns you invincible for a few seconds, so run wild with it to get to the next objective. The Sonic-esque music really pumps up this level even more.


But watch out! Don't touch the cheese pizza, it'll hurt you- even when you're invincible! Still, though, this level isn't that difficult unless you're like me and constantly run into hazards.


Naturally, you have to use the red pizza's effects to dodge past ENTIRE WALLS of cheese pizza, lol. It's another short stage- but a very, very sweet one.


But what about the easter egg, you might ask? Well, if you find the hidden P-Switch and use it to access a pipe blocked by munchers... you get to meet the mysterious C.C. (HAHA PIZZA CHAIN PUNS).
You get to play the rest of the level with FULL IMMUNITY from the cheese pizza. hell yes. it doesn't last outside this level, but it's very fun, and that's the important thing.

MUCH SKIILLS


Hey look, it's Ice Cap Zone! Anyway, this snowboard segment is short, but intense, since you still have the ability to jump multiple times in the air- which the game makes sure to use with GIANT TUNNELS OF SPIKES.


Split-second reaction times are required at all times to get through this one, but it's short and breezy enough to not be a royal pain. A lovely little diversion of a stage, this.


Side note: I love the snowboard sprites for Wakana, they're absolutely adorable.

THE SLIPPERY DARK


Hope you like ice levels. This one's all about slipping around trying not to get poked by various pointy objects- and it's the one time where duck-sliding is actually viable, and REQUIRED in spots, to get under spikes.


There's also these buzzsaws around, which naturally are placed in quite devious combinations. Spinjump around them if you wish, or simply dodge. Or tank hits as per usual.


A particular highlight is this bit, where you use the Grab Block generators to break away walls in your way. But there is NO stable footing anywhere, with all the spikes and buzzsaws around. It's frantic, yet very satisfying.


I'm also a huge fan of this secret exit, with you having to carry a grab block a lot farther than normal, find a secret pipe, then smack away a lot more blocks. This level avoids most of the usual pitfalls with ice stages, and it's VERY fun.

HIDDEN LAB #1


The endgame has been reached, and the game is picking up even more. Now this is an exciting level. Horizontal wraparound screen boundaries, plus buzzsaws and fireballs that can take advantage of it too... all set to a banging Mega Man tune.


The first half of the stage is a descent of danger, from the very start all the way to its end. The limited visibility only makes it more dangerous- gotta keep an eye on those buzzsaws, since they can follow you down!


The second half ditches the wraparound, but makes up for it with a LOT more buzzsaws. Ones that obey gravity, move around the edges of platforms, bounce... there's a lot of sharp edges to worry about, and it's a joy to scrap your way through.


Just make sure not to lose too much health in rooms like this, otherwise you might be in trouble for the stage's boss.


The boss at the end is quite exciting as well, a huge towering mech built into the wall that rains lightning and spews fireballs all over the place. It doesn't have much health, but it's still a frantic brawl indeed.

Now, how about that secret exit? It's hidden behind a Bowser statue you can shoot (another enemy that you can finally kill with Wakana's magic shots) in a narrow passage. The resulting segment is a short but sweet caper down a shaft of buzzsaws, with the exit orb suspended over a pit.
This level is fast, frantic, and full of danger- a damn near perfect stage.

THE GIANT CLIMB


This moon is mocking me, i swear. Anyway, this level is a BIG upwards ascent, as the name implies.


Full of devious enemy placements, as expected in the lategame. But it gets even better later.

There's a new gimmick in town. Red switches that activate a permanent p-switch effect, and yellow ones that reverse it. This naturally leads to a bit of puzzling as you figure out what the correct way to go is, and it's very fun.


Thankfully, despite the potential for confusion, this stage is far better at subtly funneling you the way you need to go in order to get to the exit than a fair few other stages of its ilk in this game. Very fun level, and it goes down easy.

SMWC HUB


It's time for in-joke heaven, i do not understand any of this. But there is a secret heart here.


Just gotta play a certain song on the jukebox, then walk through the wall behind it. After a brief spicy fadeout, you'll have your seventh heart, and be more than ready to take on the rest of the endgame.

HIDDEN LAB #2



As soon as you enter, everything seems... off. Literally, the lights are off, the enemies aren't even attacking you... what the heck is happening here?


Well, once you turn on the switches... everything comes back, along with a continuous stream of fireballs form the right side of the screen. Have fun dodging!


There's a LOT of nasty spots in this level with dodging all sorts of hazards while staying above giant beams of electricity- a great test of your reflexes and jump timing.


And then, of course, you have to turn the lights OFF again to get through an impassable barrier. I really, really like this gimmick- it's a great way to get more use out of the level geometry, AND lets you have some idea of what's coming up when you turn stuff back on.


And the BOSS... holy shit it's exciting. You're on a giant robot that fires humongous lasers in the center of the screen, while bob-ombs are raining down all around you. The challenge is actually grabbing said bombs before they fall in a pit or walk offscreen.
Not only that, as it loses health, it starts spewing fireballs- and when it's only got one hit left, it stops shooting lasers and starts trying to pull you in instead! It's hectic to be sure- but a very exciting fight.
All the while, a banging remix of X vs Zero is playing. Excellent boss, excellent capper to the stage.



The only real blemish is the secret exit... you have to use a key to go back into the door you just came out of. A bit obtuse, but clever. 


At least it has this fun little sequence with lightning beams all around you to make up for it. And it's nowhere near as brutal as some of the other secret exits in this hack.

CULPRIT SHOWOFF!

At long last, you've caught up with the miscreant who stole your donation box! It's time for everyone's favorite thing... A CHASE SEQUENCE! Set to Wario Master of Disguise music, my beloved.


Thankfully, the rival fairy doesn't move too quickly. Unfortunately, she can float through walls... so you've got twice as much work to do in order to catch up with her. The level's full of spikes and devious traps- if you haven't been using the invincible slide move, now's a good time to learn!


This is a fast-paced, frantic chase, and one of the best adrenaline rushes in the game. (Okay, it's not ACTUALLY required to beat your clone to the goal, but it's more fun that way.)


The secret exit is comparatively simple, with just a simple p-switch- just completely ignore the purple fairy, lol.

VILELABORATORIES #1


With a rocking Mega Man fortress tune, this is the final gauntlet of the main story, and there's three stages in this mad scientist lair. The first is the easiest (obviously) and... honestly, my favorite, for reasons I'll get into later.


There are two new enemies here, the bats from Mega Man X that home directly in on you... and Mets, that seem to just sit there and not even fire at you. Just spin jump over 'em.


This is where the game REALLY starts requiring you to make use of your jumps, with lots of tight windy passages full of spikes. Precision is thankfully not SUPER required, but it's not trivial platforming anymore. This is the real deal.


As you progress, there's also these big guys that take TWO hits- a shocking amount for enemies in this game. There's no boss in this stage- but it's still a lovely, tough challenge anyway.

VILELABORATORIES #2


Oh boy, I have mixed feelings about this level. The big gimmick of this stage is these fields that obscure your view- you can't see ANYTHING through them, and it's kind of aggravating.




Especially since the switches you need to hit to progress are hidden inside those fields, so sometimes it can feel like trial and error whether or not you succeed. For example, this bit where the switch is in the middle of three pits- the others are spikes. Rude.


Like, look at this- it's just blind stumbling around, hoping you don't hit the blocks. Not fun at all.


Let alone the most complicated switch puzzle in the hack so far, requiring FOUR separate switch uses and carrying them through a pipe, and most of it's BLIND.
Now, aesthetically, this stage looks great, everything is green and it just pops. But the actual gameplay is just horrendous. It's actually easier to turn off the foreground layer in an emulator than to play this level legitimately.


Thankfully, the end of the stage really picks things back up, with a boss battle against four groups of Wakana clones. They've got different weaknesses, too- some are only weak to jumps, others to shots. It's a great time, and a great palate cleanser from the weakness of the main level. It's a superior conclusion to one of the worst stages in the game.

I will say... the easter egg in this level gave me the MOST trouble out of all of the ones in this game. Explore around after you press the first p-switch, is my hint for you. BLEGH.

VILELABORATORIES #3


OH BOY, this stage. it seems to be based around darkening the screen based on moving too fast, but i have no idea how it works, and it is not well explained. This gimmick just encourages running around blindly, which is likely to get you killed.


Especially when you still have to make jumps over pits, under low platforms... when you can't SEE. It's like the last level, but worse. Yyeeeeeeeegh. At least the final piece of the secret code in this level is easy to find... and lets you skip part of the level.


Sadly, the boss isn't much better. It's nothing but bullet hell, and firing four bullets in your direction constantly is a bit much. Especially when you have to jump up to hit him... egh. And then the level keeps GOING after that!


Thankfully, the level turns the lights back on after that awful first half, and it gets more fun after that, especially with this autoscroll with the clone Wakanas, but that was a ROTTEN first impression of the stage. Legitimiately, this level would be better if the entire first half was scrapped.


...and then there's another boss at the end, one that will really ruin your day if you're not careful. If you don't get out of the way of his outermost fists, they WILL crush you, forcing you to do the whole half of the stage again. I... man. This boss isn't bad in theory- but the damn darkness gimmick is back, and the light turn off if you move too much.
You can't have a gimmick like this, with a boss that can crush you, shoot cannonballs all over the place, and toss bombs, all while you're trying to shoot him in the face, and expect it to be okay.
At LEAST this guy goes down quickly. But still, this is the worst level in the ENTIRE game. i still beat it without savestates... but i would NOT recommend you do that.

Now. there is the final level next... but there's TWO entire bonus worlds to deal with, so I'll cover those first.

The SACRIFICE WORLD is composed of six ultra-hard platforming challenges, found through six Star Road warps throughout the world. They're pretty fun all around.

SACRIFICE #1


Starting off with a bang with this level, a complicated maze of nippers, boos, and piranha plants. 


Especially these purple boos, that go ridiculously fast. It's not a complicated stage at all- but it does demand quite a bit of precision with some of these jumps.


The second part picks up even further, with some diabolical use of the lengthening blocks- they will shunt you RIGHT into the ceiling if you're not careful.


And finally, it caps off with a frantic run over a pit with enemies everywhere, and very little stable footing to be found. Great challenge level to kick off Sacrifice World with, and they only get better from here. (Also, love the Touhou music.)

SACRIFICE #2


Carrying on the use of the quick lengthening blocks, the first part combines the lightning clouds AND quicksand- a diabolical combination. You can't sit still for a second, lest you get caught and combo'd to death.


Only problem is, there's a LOT of hazards designed to get in your way throughout, and force you to take it slow when that is really not a good option for you. It's tense and frantic, and I love it.


The second half is an autoscroller with Thwomps flying everywhere and the passage-manipulating switch blocks. Better react quick to what they do, lest you get smacked or fall into a pit.


I do love the LOL that appears if you don't escape the autsocroll in time.


Even the end of the stage isn't free, as you have to smash your way through a bunch of blocks while a lightning cloud is harassing you. If you lost too much health... this might give you some trouble. Still a good stage.

SACRIFICE #3


Starting off in a dark cavern lit only by the light of glowing statues' boobs... excellent. Lovely aesthetic points here.

Anyway, this level is extremely claustrophobic, and full of bob-omb puzzles, too. Trying to get out of the way of their explosions while not running into another hazard is quite hair-raising.


The level crescendos with a nail-biting gray switch puzzle... finding what you're supposed to do with it is just as hard as using it. Enough bumbling will get you to the goal, though... 


And of course, it caps off with a rematch with the Undertale Muncher... but it's even HARDER now. These muncher patterns are ferocious, with much less room to dodge around...


And it only gets worse when he joins the fray himself, flying around like a Phanto while you're still trying to dodge everything else. Genius reprisal of an earlier thing- Sacrifice #3 is my pick for the second best stage in the world as a result.

SACRIFICE #4


This level has the most sadistic gimmick yet... LOSING YOUR MULTIPLE JUMPS (GASPS)
No seriously, it's a great way to make the player feel vulnerable again after the powertrip of the reast of the game.


Don't think the ghost airship is gonna take it easy on you either- the cannons are out in full force, giving you their particular brand of bullet hell.


Let alone having to make huge jumps over spikes WITHOUT YOUR JUMPS, including ones that require you to bounce off of cannonballs! At least you can glide... thankfully, this is the only level that does this, and it pulls its punches enough to keep from being too overbearing.

SACRIFICE #5


This gimmick... whoo boy. So. It's the opposite of the hated gimmick from Vilelaboratories #3, where it darkens if you STOP moving- oh, and you die if it's dark for too long. Somehow, this makes it MUCH more fun, since platformers encourage you to move around a lot anyway- especially ones with as fluid movement as this.


This level's full of firebars, which you are probably going to run into- but it's still a HUNDRED times better than the other level, and a very tense challenge. And it gets even better!


The second half changes things up, with battery pickups being the key to keeping the lights on. It's a brilliant rush, constantly dashing to the next battery, desperately praying it doesn't run out. Because if it runs out... you DIE.


It's absolutely frantic, especially when you have to deal with a switch puzzle towards the end (thankfully a simple one) and dodge around all manner of nonsense, all while that timer is ticking down.
This might be the hardest level in the hack... but it's DEFINITELY one of the best, and singlehandedly made me appreciate Vilelaboratories #3 a bit more. Just a bit.

SACRIFICE #6


Hey, remember how slow the clone of you was in Culprit Showoff? NOT ANYMORE. The fun-size Wakana Clone is an absolute speed demon, so keeping up with her is a lot more difficult.

Thing is, the stage is FILLED with all sorts of stuff to get in your way. Buzzsaws on rails, spikes, ice... oh yeah. It's a quick course, but it's an absolute adrenaline rush once you find your footing, constantly rushing through hazard after hazard, trying desperately to stay ahead...

A fitting and climactic end to the Sacrifice World, full of frantic and twitchy action.


What's that? What's the space in the center? You'll find out later. The second bonus world awaits first!

???


One of the secret exits takes you to this mysterious area in the clouds. All that seems to be up here at first is this giant devil lady with bouncy chest (yes, really).
BUT NOW! is when that secret button combination comes into play! Use that code...


To open up a room with another code. Better get all the Lewdies and put together the letters... and only then will the second secret world, ASCENSION WORLD, appear.

ROUNDY SPACE GALAXY


The Ascension World doesn't start off too extravagant, giving you a simple space stage... with giant boobs you can bounce off as platforms. Yes. You have infinite flight for this level only, so get flying.


Anyway, this level is a huge scavenger hunt for the Wakacoins, given the goal is locked behind fairy blocks. Don't expect it to be easy- there's pits EVERYWHERE, and chagrin' chucks getting in your way too.


This part is ESPECIALLY rude, with the boobs that bounce you directly DOWN into a pit. Thankfully, you have INFINITE FLIGHT in this level, so it's not as aggravating as it could be.


This stage has some devious platforming with occasional frustration, but it's a great start to Ascension World in most respects. (I am ashamed to admit that I didn't realize I had infinite flight until dying like five times.)

J. SCOTTI PRESENTS...


He presents: Who wants to be a Millionaire? Yes, really. It's a fucking quiz level.


And of course, the questions are all lewd-related ones, ones related to the game itself, or SMWC injoke related ones. Lol. There's not much else to say about this, but it's a great bit.

TITRIS X DR. WAKANA


This stage consists of two separate minigame-themed segments, one of which was cut from the recent versions- and they're both incredibly creative and fun. First up is Titris- and see this is what you call committing to the bit. An entire UI just for this one segment.


Titris is a great gag, and a great gameplay slice besides. Dodge the tetris blocks and moving spikes, and don't get crushed.


Stage 2 kicks it up a notch with the introduction of the nuclear waffles. Worst part is, there's no good spots to charge up your MP to heal, so you really can't tank any excess damage at all. Practice makes perfect!


Stage 3 is a real barnburner with some of the tightest squeezes yet (NOT LIKE THAT). Also, BOOB AND HEART PATTERNS IN THE BLOCKS!!! Absolutely amazing.
All of this would be great for one stage, but this is just the FIRST HALF!!! DR. WAKANA IS UP NEXT!


The high effort continues for this segment as well. An entire outfit swap for Wakana as a doctor, plus an entire battle UI... amazing. Anyway, this part is a lot harder- you hvae to collect enough pills to fill the meter up above, but hitting a red pill empties it COMPLETELY. And as you keep playing, the stages get harder and more devious.


This is by far the harder segment of the level, mostly because of those blasted red pills and the low ceiling of the play area getting you killed half the time. It's still good... but i think i prefer Titris. Or at the very least they should have been separate levels.

GAMBLY NIGHT


The first part of this stage is a nice Casino Night zone-esque sendup, complete with typically brutal platforming for this late in the game. No gambling gimmicks, but what can you do. It is very fun, but... soon the level takes a strange digression.


The second part, though... it's a featureless green box. What? 


There's some annoying puzzles here, involving forcing a floating platform through water and tossing shells around. What I want to know is, what happened here? The supreme high effort of the rest of the hack tells me this is an intentional bit, but for once it's not terribly funny.


The "ALL DESIGN AND NO AESTHETICS" part feels like a potshot at somebody or other.



And the boss is literally just a block, that shoots tons of other blocks at you. If you didn't get the Wakacoins to make your mana gain faster, you might be in trouble here.


And right afterwards, you just go back to the casino portion like nothing happened. I feel like the level would have been better if it stuck to the initial theming... but I won't lie, seeing this weird digression did make me laugh. Still probably the weakest level in Ascension World, though.

LEWD SPACE TRIP


This is a great cooldown after the last stage. A shoot-em-up level in space, with all the enemies being dicks and boobs, with Buoy Base Galaxy blaring in the background. Love it. It is kind of strange that this isn't an autoscrolling level, but I'll take the breather after the frustration of the last stage, and the upcoming one.

As you progress, you can see an even bigger pair of honkers in the background- then it cuts to black.


After that, you end up in a small room with this ominous message... and the titties are painted red now. Ooh, scaaaaaaaary- yeah, no, this boss is gonna kick your ass.


OH GOD THE BOSS. You're stuck on a tiny platform, while dicks are flying everywhere at you, and you have to dodge this woman's GIGANTIC LASER while this his happening. The rest of her body is a giant bouncy pad... which doesn't help, since you need to recharge your mana and you can't do that while bouncing around.


Once you get the hang of what you're doing it's not too bad, but it's a steep learning curve. Still a unique and fun climax (HA) to the stage... and yet, the next one is even more ridiculous.

M E G A B O O B S


This is it. The final boss of Ascension World. The big sister of that other boss from Parodius. WHO COULD IT BE?



Why, a gigantic anime girl with pentagrams in her eyes, of course!



This boss is simpler in some ways than the last one, mostly because you have room to move. The really annoying attack is the big heart that keeps following you around... though, if you mess up and bump  into the giant tits, you'll be sent flying, probably into a hazard, so don't do that.


Not only is she throwing all sorts of projectiles, including diagonal shots and a fucking homing shot that never goes away- AND eventually summoning flying dicks to get in your way- the way to actually dispatch her is quite rough indeed.
You see, this boss doesn't have a health bar, she has an EXCITEMENT meter, which goes DOWN if you go too long without hitting her. So you can't just shoot, you have to shoot CONSISTENTLY, ACCURATELY, AND QUICKLY.
And you have to do it right in the nipple for it to work. I wish I was making this up.

Once you get the groove down, this is a great boss fight, constantly dodging around projectiles while consistently attempting to land your hits... it's tense, it's frantic, and it's just the right of amount of lewdly humorous. Great capper to Ascension World.

THE FINAL SHOWDOWN


Well, getting thrown into an evil purple void uncontrollably is one way to start a level. This level is badass- the pounding music, the evil fucked up Wakana clones around... and the spikes. Oh god the spikes. They are EVERYWHERE, so don't lose too much health!


The clone Wakana enemies are either tanky in the case of the grounded ones, or extremely difficult to hit with the flyers. I highly recommend just running past them, there's too many to deal with individually.


As you progress, practically every obstacle in the game will be thrown at you. Lightning quick p-switch challenges, Cannon salvos in an airship, the fastest fucking snakeblock you've ever seen, Thwomps that chase you, going back to previous rooms just to use one switch, it's all here.


This level has some AMAZING flow, you're practically ricocheting from challenge to challenge, grabbing mana and healing as fast as you can, tanking hits just to keep from getting stuck, it's AMAZING.


And, at the end of it all, you finally get to smack around that one clone that took your goddamn donation box. She swaps back and forth between flying, walking, sliding, and back to flying. All while tossing around an absurd amount of projectiles- but the trick to make this fair is, you can destroy all of them yourself to even the playing field. It's a frantic and fun final boss- not the most grandiose, but certainly challgening enough to end the game with a bang.

But that's not the end. There's still a couple more things to deal with. Just you wait.

ADVENTURE'S END


Remember that pipe at the verrrrrrrrry beginning of the game?
Let's go check it out. There's a boss in there, and it's a VERY fun one.


This boss has a lot of stuff going on- throwing around ball projectiles that home in on you VERY aggressively, and lighting the floor on fire, all with a tiny-ass bit of room to move around in. It's not actually impossible- but it IS a lot to deal with. But! You get infinite shots for this boss, so let 'em fly, and soon you'll bring this guy down... but something weird happens when you do.

 
Oh. oh that's unnerving. well, just collect the orb. I'm sure this won't backfire later.

THE NIGHTMARE STAGE
I hope you like creepypasta!


With all 68 other exits obtained, now, the warp in the center of the Sacrifice World is open, with a completely glitched out level name.


Entering it takes you back to a stage resembling the beginning of the game... BUT, there's an evil red face flashing in occasionally.


And the goal is also flashing into an evil face, too. Spooky. It's worth noting that this stage is not in the newer versions of this hack- that's why i HAD to track down the original. i felt like a Creepypasta protagonist unearthing this for the first time, It's SO cool.



Anyway, collecting the screwed-up goal orb leads you to THIS nightmare of a broken title screen...


And this corrupted intro...

And now you get the red-tinted version of the tutorial stage, with blood and corpses everywhere...


And when you get out to the world map, you get THIS lovely thing... with the slowed down and discordant world map music. Creepypasta at its finest.


Entering DIE HERE goes to a broken down/corrupted version of the first stage, with eldritch faces flashing in and out and Wakana flickering heavily. Oh dear.


Trying to exit normally just breaks the victory screen and sends you right back. So... why not go where that pipe that started all this was?


There's a door where that pipe is, oh, but first, you have to pick YOUR FUCKING HEAD OUT OF A PIT and use it to reach the door. Amazing.


The most innocuously terrifying message ever.


When you finally get there and fight the Impossible Boss again... the entire game just SHITS itself, with the background going absolutely haywire as the boss threatens to glitch itself out of existence. It's not a hard boss, but it's really hard to focus on it with this much visual chaos. Just make sure to deal with the homing balls as they appear, shoot the boss, and you'll be fine.
The presentation of this boss, though, is on par with Giygas in its sheer unsettling nature, and I haven't been spooked this much by a creepypasta in ages. It's wonderful.

Of course, it gets worse. when you kill it, you see the boss without its head, Wakana covered in blood, and her disembodied head laying there.


Even when you go back to the normal level, Wakana's still covered in blood, and the music's stopped. It's a great ending to the level, because it encourages you to stop and think... "what the hell did I just DO?"


Exit the stage, and the hexagram in the Sacrifice World disappears... ominous, isn't it? A perfect capper to the game, honestly. And one of the best creepypasta-esque stages in anything I've ever seen.

FINAL THOUGHTS:


Stuff like Super Wakana Land is half the reason I love playing ROMHacks so much. For all the difficulty and occasional jank, this hack is a BEEFY game with tons of great gimmicks, banging SMW ports from other games, an extremely fun new moveset, and more fun humor and easter eggs than you can shake a bra at. It's wonderful.
Unfortunately, the lewdness makes it hard to casually recommend, but trust me- underneath the bawdiness and in-jokes is a rock-solid platformer. Even if you don't like Super Mario World (and trust me, I don't like its physics very much) this is STILL an excellent game highly worth playing.
Just make sure to play the 1.0 version.

GAME LINK:
https://www.smwcentral.net/?p=viewthread&t=94638 (The 1.0 Version is here, grab that. Trust me, it's worth it. Played it on SNES9X and there were no issues.)

Thanks to Isaque and LordKronos100 for a couple of the extra screenshots... the latter's walkthrough in particular was INVALUABLE to plumbing this game's deepest secrets.
https://www.youtube.com/watch?v=PRtFWtMhuLM&list=PLyLdgAh4zMOjUWOdB9OwgbigqL04887cO&index=34
https://www.youtube.com/watch?v=cu6WkxjQzxQ&t=5197s

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