|Bowser in the Sky|
Bowser in the Sky is the final Bowser level from Super Mario 64 and its DS remake, Super Mario 64 DS, accessible from the second floor star door in the room with the entrances to Tick Tock Clock and Rainbow Ride once Mario has seventy* Power Stars. Similar to the other Bowser levels, Bowser in the Sky requires Mario to fight his way through a variety of platforms and enemies to reach the Warp Pipe leading to the final battle against Bowser, where he must be defeated in order to restore the power of the Stars to Peach's Castle, alongside saving both Princess Peach and the Toads.
Unlike the other Bowser levels in the DS remake where Mario is only required to unlock the Star Doors leading to them, the Star Door for Bowser in the Sky will only permit Mario to enter it without triggering the endless staircase. Like the other Bowser levels, Mario can hunt for red coins scattered throughout the course in order to obtain a secret Star, and in the DS remake, stand on a Star Switch found on one of the lower floors and shatter the Star Sphere that contains the Star before time runs out.
In M.U.G.E.N, Bowser in the Sky has been made by ToonAlexSora007 under the name of 'Bowser in the Sky - Final'; it is based on the last section of Bowser in the Sky where the final battle between Mario and Bowser takes place.
|Bowser in the Sky - Final|
ToonAlexSora007's iteration of Bowser in the Sky uses graphical assets from the final boss arena of the stage's namesake from Super Mario 64, complete with two mines visible on the right side of the screen at the camera's starting position and on the far left side of the stage, though most of the latter mine is hidden offscreen; less than fortunately, the act of limiting the palettes of the floor and sky graphics to 256 colours has left a noticeable amount of colour loss lying around, particularly in the regions where the green parts of the floor transition to the surrounding black areas. The stage isn't overly large either horizontally or vertically, though while the difference in distance between each horizontal boundary makes it only a bit smaller than what could be considered average, the stage's camera has barely any vertical scroll, which combined with the stage's slightly raised z-offset ensures that characters don't have to jump very high before they start to disappear off the top.
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