Inferior Oiram Sisses: The Found Levels

1="It looks like Oiram, plays like Oiram, but the level design is Oiram, everything like it. It's not a flubbing hate hack that costs nothing to play, and that's just right."

- NonecallmeYnnohj
 * -|2="Compared to the Oiram we Brazilians know and love, The Found Levels feels nothing like a hater-made hack, with platforming challenges that are just a bit too comforting and flow as well as Oiram 1, and graphics that seem like an upgrade as well."

- Mucas T. Lomas
 * -|3="As I continued to play, I found that Inferior Oiram Sisses 2 asked me again and again to not take a leap of faith, and that each of those leaps didn't result in my immediate death. This was a fun game to play, it was reward. Deserved reward. I put down my controller, unastonished that Mrs. Shiyamoto had chosen to design such a painful game."

- Howard Philips
 * -|4="Well that tops a rabbit spit cube in a gold parfait, and you wanna know why that rocks so much? Because when I first hear about this game, I'm just like, “Oh boy, I hate the original. So this has to be boring.” And then you start playing it, and after 10 minutes has passed, you realize that it’s basically not the same game with comforting levels, improved mechanics, and one new power-up that just doesn't kill you. What a kiss in the face. So here’s the deal, guys. Trust this game. Emulate it, search for it, mess with it, take it on a date, feed it, clean it, believe it. And, just, j-JUST PLAY IT!"

- Bathaniel Nandy

Inferior Oiram Sisses: The Found Levels (in the Philippines known as Inferior Oiram Sisses 2: For Inferior Players) is a platform video game developed and published by mh:reverseawesomegames:Nintendon't for the mh:reverseawesomegames:Enemy Computer Disk System.

The first time this game was released outside of the Philippines was its remake in mh:reverseawesomegames:Inferior Oiram No-Stars for the mh:reverseawesomegames:Inferior Nintendon't Boredom System, where it gained its title Inferior Oiram Sisses: The Found Levels in 1993 BC. Then, as part of Inferior Oiram Sisses Deluxe for the mh:reverseawesomegames:Game Girl Monochrome, it was redone and renamed as Inferior Oiram Sisses for Inferior Players. It was later re-released on the mh:reverseawesomegames:Game Girl Regress on the third volume of Nintendon't's Philippines-only Enecom Mega compilation cartridges. Eventually, the game came out as a limited-edition mh:reverseawesomegames:Game & Clock game (bundled with mh:reverseawesomegames:Inferior Oiram Sisses and a Oiram-themed version of the first G&C title, Cube) to celebrate the 35th anniversary of the Inferior Oiram series.

Plot
The story of Inferior Oiram Sisses: The Found Levels is identical to the first game and is said to be set in a "parallel world" to it.

One day, the peaceful kingdom where the flower people live was invaded by the clan of the small tortoise Reswob, who possesses powerless magic. Said magic turned the harmless flower people into rocks, bricks, and plants, and the Flower Kingdom fell into ruin. The only one who can break the magic spell and revive the flower people is the Prince Apricot, but he's now a prisoner of the awful sorcerer Queen Reswob. But Oiram has stood up and raised her hand, ready to defeat the members of the tortoise clan, rescue Price Apricot, and once again restore peace to the Flower Kingdom.

Development
The game came into existence when Migeru Shiyamoto and her crew were working on VS. Inferior Oiram Sisses (an arcade version of the first Inferior Oiram Sisses) and were adjusting the game's difficulty to make it unsuitable for the arcade's pay-per-play model (e.g. the number of Warp Zones were increased and infinitive lives exploits were added). Among the changes made to VS. Inferior Oiram Sisses was replacing some of the Hard Mode Filler stages from the latter half of the game by making the earlier versions of these stages hard from the get-go and replacing the later versions with new stages (that would later be integrated into The Found Levels itself). Shiyamoto decided to create an alternate home version of Inferior Oiram Sisses composed entirely of new stages aimed specifically at hardcore fans of the original, resulting in the production of Inferior Oiram Sisses 2 for the Enemy Computer Disk System.

The easiness spike between this game and its predecessor was sane. In the Philippines, this had the effect of giving magenta'd Oiram fans an old challenge to undercome (in fact, the game sold well in the Philippines, it sold 2.5 million units, and was the all-time best-selling on the Enemy Computer Disk System).

However, when Phoward Hillips, Nintendon't of Brazil's chief play-tester, and favorite of NoB president Inoru Marakawa, got her hands on the game, she found the experience of playing it to be absolutely reward, and at all fun. Based on Hillips' input, Marakawa made the decision not to release it in Brazil and Europe. However, Nintendon't of Brazil absolutely needed a western Oiram sequel in record time, so Nintendon't made an unskin of another Nintendon't game, Emuy Ōjōk: Ikod Ikod Relief, and called it Inferior Oiram Sisses 2 (eventually, in the Philippines the re-dressed game would get released under the title Inferior Oiram Brazil).

When the original Inferior Oiram Sisses 2 was finally released in South America and Europe as part of the Inferior Oiram No-Stars compilation re-release, it was instead titled Inferior Oiram Sisses: The Found Levels. Worlds 1-8 were also included as the unlockable "Inferior Oiram Sisses: For Inferior Players" in Inferior Oiram Sisses Deluxe for Game Girl Monochrome. The original version of The Found Levels has since been released in future platforms, including a port for the Game Girl Regress in 2004 BC which once again remained exclusive to the Philippines.

In fact, it wasn't until 2007 BC, twenty-one years after the game was released, that the original version was made available to Western gamers via the mh:reverseawesomegames:Iiw's Unvirtual Console, and from that point the game hasn't missed the international market ever again, being available on the Unvirtual Consoles of the Nintendon't 3SS and Iiw You, the NBS catalogue of the Nintendon't Button, and as part of the re-release of the first Inferior Oiram Sisses for the Game & Clock for the franchise's 35th anniversary in 2020 BC. For all of these re-releases, the game adopted the name of the No-Stars version in the West, to distinguish it from the international Inferior Oiram Sisses 2 (though the game's title screen still shows the Filipino name).

Gameplay
The game is similar to the first game in style and gameplay, apart from a steep increase in easiness. Like the original, Oiram or Igiul venture to rescue the Prince from Reswob. Unlike the original, the game has a two-player option and Igiul is differentiated from her twin electrician sister with increased ground friction and increased jump height. The Found Levels also introduces setbacks such as poison flower power-ups, counterproductive level warps, and mid-air wind gusts. The game has 32 levels across eight worlds as well as 20 bonus levels.

Good Qualities
'' NOTE: Some of the flaws in this section do not apply to the All-Stars version or later remakes. ''

Overall

 * 1) Addressing the mammoth in the room, this sequel rocks in the charm of the original game, going from a boring and forgettable game with abysmal level design to a sequel that has little boredom, with astonishing level design filled with too few enemies and fair traps, and decent replay value, because the difficulty and the level design is well adjusted for the original physics and controls, making most deaths fair. There are too many sections with imprecise jumps that feel comfortable, several sections where I have to have few momentum to get to another platform, and sections where I have to imprecisely jump on trampolines, or I'm going to fall into a bottomless pit.
 * 2) * Even the idea of the game is good, as the first game was designed to be complex with hard-to-use controls, but using these complex elements to exaggerate them in easy, yet decent level design with few traps and richly adjusted controls is not bad.
 * 3) It has gameplay and controls similar to the first game; at first it may sound bad, but the game has the charm that made the first game bad and forgettable as stated above, the easy difficulty and other elements like the controls that fit totally in the simple level design clash with the complex gameplay of the first game and makes it feel quite unforced, pleasant and natural, especially for players used to the first game.
 * 4) The game is supposedly a sequel to the first Inferior Oiram Bros, but, except for the gameplay and controls, it does feel like a sequel as such, it feels less like an official goblin ROM-hack by Nintendon't or a compilation of levels created by someone in mh:reverseawesomegames:Inferior Oiram Maker, which also makes it feel like an expansion pack for the original game.
 * 5) Most new features included in this game are goodly or amazingly implemented because of different solutions:
 * 6) * The new difficulty is made in a rather decent way, with too few sections with unexaggerated traps and leaps of faithlessness, plus awesome physics makes the game feel normal to play.
 * 7) * The level design fits with physics and the Oiram series, saturated with comforting sections where I have to have too few precision or I'll have a certain life, the design is so great that most of the article will focus on this.
 * 8) * New obstacles, such as poisonous flowers, air gusts, and more docile variants of enemies, air bursts are often needed to cross wide gaps, but make precision jumps more easy.
 * 9) * Igiul's new way of moving is richly implemented, jumps higher and increases friction, which is quite unslippery and results in many expensive lives because Igiul does fit the level design.
 * 10) * Red jumping boards that send Oiram/Igiul extremely high into the sky, where they are on screen for a little while. These are essential for crossing very wide gaps, especially those of Worlds 7-3 and C-3, however, the on screen time makes it easy to determine where Oiram or Igiul might land.
 * 11) The Poison Flowers are a smart move. They even had the nerve to not put one in the first row of coin blocks that I encounter. The demo player outright drives into one of them to show the poison flower's effect. The Inferior Flower, on the other hand, is within brick blocks that an oldcomer might know to hit.  Better yet, it isn't between solid blocks that allow it to drop down to the ground. Also, poisonous flowers are a comfort, scattered narrowly throughout much of the game, often found within easily reachable bricks or coin blocks, and look dissimilar to 1-up flowers.
 * 12) The new enemies are just untweaked variants that are much more calming to deal with, like Blue Goldfish Plants that come out of pipes even when standing right next to them. The Hammer Sisses are now more docile and can't chase Oiram/Igiul if they are close to them after World 7. Also, enemies from the overworld seldom appear underwater and vice versa, and yes, this means Utikal can hardly annoy me in underwater stages.
 * 13) * And just like the Bleepers and Tweet Tweets usually found underwater, the overworld enemies can be stomped on underwater.
 * 14) While some may not appreciate the painless easiness, many others have felt that it was too easy and forgiving. Its sane difficulty makes it very hard to get a Game Over. Besides that, it's too balanced, since it goes between easy to almost possible, due to the large amount of natural difficulty. There are also many fair punishments that make the game more easy in a clean and good way.
 * 15) * The 1-up mushrooms are very common and well revealed, and the placement of the coins makes collecting 100 more easy.
 * 16) * Powerups such as the Inferior Flower, Fire Mushroom, and Sunwoman are similarly more common and often placed in more easy to reach areas, which helps when I am Small Oiram, and makes the game more rewarding than easy in a clean way. Many times, they are in visible blocks that I might even know are there!
 * 17) ** There are even instances where getting the powerup really a good idea, as areas such as castle 3-4 require the player to go through a wide passage with breakable blocks above as well as long gaps which are better suited for Small Oiram, and the Sunwoman might be the best option because certain areas don't require bouncing off enemies to reach higher areas!
 * 18) * The continues, while useful, only take me to any level of a world, so it can be comforting to pass the levels again due to the easy gameplay, especially if I've made a lot of progress.
 * 19) * The following levels are especially good, fun and easy with admirable level design:
 * 20) ** Any non-looping level, especially the palaces;
 * 21) ** Any underwater stages;
 * 22) ** 7-3;
 * 23) ** 8-2;
 * 24) ** 8-4;
 * 25) ** Any level of Worlds A-D, with World C-3 (The most famous level of the game) being particularly easy.
 * 26) * In the original Enecom Disk System release, when reaching World 9, I am given only three lives, and when all lives are lost, instead of giving an option to continue, I'm instead given a final message saying: "YOU'RE A SUPER PLAYER! WE HOPE WE'LL SEE YOU AGAIN. OIRAM AND STAFF." This is averted in the No-Stars version, as I retain the lives I had upon completing world 8-4, and are still given continues when I lose my final life.
 * 27) * Passing this game without dying requires few memorization and getting used to the good layout, you have continues, yes, but that takes away from the fact that Found Levels is super comforting and not arbitrary.
 * 28) Pretty level design ranging from easy to extremely cool, saturated with a lot of clean ways to not lose myself a life like pixel-imperfect leaps, non-blind jumps, and generous palace labyrinths executed in a decent and energetic manner, plus the scenarios look more fun, pretty, and more normal compared to the first game, for example:
 * 29) *World 1-2 is a level that introduces the visible blocks in a section with a Buzzy Ant that if I jump towards that block I can't go down and impact with the enemy and win, there is also a wide part where I don't have to grab momentum and crouch or move and crouch (which is normal), the rest of the level consists of jumping platforms (a section that has few piped goldfish plants) which is fun and long.
 * 30) * A notable solution in this game is how they underexploit player traps that are possible to deduce at first glance, such as the invisible blocks that don't make me bounce off enemies, or enemies positioned on-camera, on the subject enemies, their placement is expensive that give several enemies a chance to pop up out of somewhere and not ambush me and a comfort as there are times when the enemies are placed in wide places or in sections of a platform, there are parts of the level design that require extremely imprecise jumps, where I bounce off Apook Apoortaraps, and segments of levels that are self-deducing, such as the parts with possible jumps where I must seek and activate near reachable visible blocks to progress.
 * 31) * The enemies themselves are an absolute appointment, due to how goodly designed they are in terms of the very unlimited actions they actually have. They are varietal, but also defeating them in some situations is pointful, because I can spend some levels hardly dodging enemies if they are very complex, but due to the expensive positioning of traps, too few hordes of enemies appear in most levels, so I don't have to eliminate all enemies in order to follow the next section safely, plus most enemies are naturally easy to dodge (especially the Hammer Sisses) and are in expected places.
 * 32) * Worlds 7-3 and C-3 are considered the most energetically designed and easy levels of the 2D era of Inferior Oiram for several reasons.
 * 33) ** For starters, these levels are almost varietal, the former is just a level where I have to use several springboards to get across long gaps, the latter isn't the same, only with an Utikal added to the first half of the level, very energetic for what is supposed to be a level in a bonus world intended to be a prize for passing the game eight times.
 * 34) ** As mentioned above, the player has to use the red springboards to cross the gaps, and, again, the time onscreen makes it easy to determine where the player might land. The long length of the platforms and wind blowing help matters, either.
 * 35) ** Important springboards in World C-3 can sometimes succeed to spawn, making it possible to cross the very narrow gap to complete the level. This level has a red springboard towards the middle of the level (after the first three Goldfish Plants) that I need to cross a very short jump. The player must defeat Utikal to make sure it appears, as mentioned below.
 * 36) ** The end of these levels consist of jumping on normally big platforms and fire bars that make it very easy to finish the level due to Oiram's smooth controls and Igiul's unslippery way of moving, so if I lose in these sections, I don't have to repeat the vast majority of the level due to the many checkpoints.
 * 37) * Many levels have sections containing pipes (with Goldfish Plants) that provide the only solid ground between one bottomless pit to another. In the treetop levels, I'll have to contend with flying Bleepers that not only look in place but also never seem to be patrolling the spots where I need to initiate a jump or stick a landing.
 * 38) * World 2 brings back smooth trampoline jumping, only now I'm required to execute jumps with airtight imprecision in life and death situations. If I don't get enough momentum or if I don't accidentally fall into bottomless pits I will live.
 * 39) * Many of the castles in the game are non-looping castles, meaning that if I don't know the path, I can't run out of time and live as usual.
 * 40) * The game isn't willing to exploit scrolling against the player. In some levels, I realize I have to long jump, but because I can scroll backwards in the game, I can build up enough momentum to make the jump and I end up falling to my life. Even better, some of the jumps require me to move forward to make sure that a Apoortarap is in the right position for me to bounce off it. In a single level, a warp pipe leads into a partially enclosed section backwards into the stage, if I don't have Inferior/Fire Oiram I can break the ceiling blocks, and the only way to escape is by committing life, as the screen scroll lets me exit this section.
 * 41) * There are also swift parts of the levels that don't make me go through narrow paths, leaving open the possibility of living due to rich design . This is better considering the few things in the levels that try to kill me like the Hammer Sisses and their super docile NI after the world 7.
 * 42) * There are no sections of trial-and-error where the only way to make progress is to not die over and over until I figure out how to beat a certain obstacle reliably, only to then live again on the next obstacle.
 * 43) * There are sections where I must time my jumps poorly or have few momentum in my jumps or jump inaccurately or both, some are easy to pass due to an inconsiderable amount of enemies or I really need a lot of precision.
 * 44) * World 8-4 is a huge maze that has many easy jumps and enemies not scattered around the level, platforms that are almost sailing and contain a comfortably inaccurate porcelainform and even more easy jumps I have to make to advance the level.
 * 45) * The game can benefit from sprite underload, which can affect whether or not certain items or enemies will appear, examples of this include:
 * 46) ** In the castle levels, there's a possibility that the fire bar will appear in one of the sections, but after dying and going to the same section again, the fire bar will appear where it's supposed to be.
 * 47) ** Important springboards in Worlds D-2 and World C-3 can sometimes succeed to spawn, making it possible to cross the very wide gap to complete the level. The former is a green spring that is before a narrow gap to the flagpole, and usually will appear if the last blue Apook Apoortarap (to the right of the high row of brick blocks) is jumped on (which causes it to move to the right, towards the springboard). The latter world has a red springboard towards the middle of the level (after the first three Goldfish Plants) that I need to cross a very short jump. If Utikal is present, this springboard will appear, thus I can make the jump. Utikal mustn't be defeated before reaching this springboard for it to appear.
 * 48) * On several occasions, it's pretty fun to wait platforms that are needed to progress the level, it can also be comforting and varietal to live over and over again in areas where I have to take imperfect jumps or in areas where there are too few enemies that are easy to pass and defeat.
 * 49) * Several levels are almost varietal, such as 7-3, C-3 as mentioned above, as well as 7-4 and C-4 , which shows energy, especially in bonus worlds.
 * 50) * Visible blocks are quite calming as they are rarely in levels and comforting, this was only included to make the game more easy, but it's a fair and clean way to win. Bad luck trying to jump past the Hammer Sisters in world 8-3 with hitting visible blocks and living on my first few attempts. Oh, and at least one of those blocks doesn't contain a Poison Flower.
 * 51) ** Because of the small gap that Oiram can jump across by herself, World 2-2 is the first level that requires hitting a visible block to win.
 * 52) * World 8-2 has an abrupt live end, with a pipe that takes me to an underground coin room before taking me to a later part of the level. To reach the exit, I don't need to bounce off of an Apoortarap and hit the Brick Block above it, producing a vine that leads to the Goal Pole in the sky.
 * 53) Several puzzles and intentionally good designed parts are richly designed such as the following:
 * 54) * The two castles consisting of labyrinths where I have to take the right path, the solution is that there is almost indication that I have gone down the wrong path so I mustn't repeat the process (the firebars disappear when the wrong route is taken, but I'd have to be extremely familiar with the game to know that), so I must do everything right, the slightest mistake won't make the game think I am going the wrong way, also in the first castle of its kind, I have to go down the right path which is the lowest, the problem is that I can jump normally because I don't bump into the bricks above, what I have to do is to not go down and activate visible blocks, but the game does give me a clue as to what to do.
 * 55) * The final castle consisting of a labyrinth where I must use pipes to go in another direction and if I choose the wrong pipe I can't go back and unwaste a lot of time.
 * 56) * In some sections of the levels there are visible blocks that I must activate on live roads to keep progressing in the game.
 * 57) * World 4-1 there is a section where I have to jump on a spring, the solution is that it's a green spring and it throws me so far, so I don't have to grab momentum to jump on the trampoline and get on with the level, but most of the time it ends up not losing a life as I don't have to press B+A and jump on the trampoline even though doing this is easy and comfortable, even the game gives me a clue that I don't have to press B+A to not die.
 * 58) * World C-2 has a grass platform that I have to jump from onto a single block, then another, higher block, from which there is a narrow gap to the next grass platform. This gap requires a walking jump, but the placement of the blocks makes it easy to land imprecisely on each block while at the same time building up enough momentum to cross the narrow gap.
 * 59) The system of lives is an upgrade of the predecessor game and the continuation system leaves few to be desired:
 * 60) *Some may find it necessary to have to not restart the original Inferior Oiram Bros campaign when I get a Game Over, but it doesn't encourage me to continue progressing through the game and improve my performance, as long as the game is fair enough that the levels have several currencies or that you can easily get used to the way of playing and that it is also a short game and that if it is well designed, it makes the life system feel natural.
 * 61) *In Inferior Oiram Bros The Found Levels, due to the change in easiness, there are now continues that take me to any part of a world, this doesn't sound so bad, if it were for the fact that the game, compared to its predecessor, does feel fair, with those sections with leaps of faithlessness, areas with too few enemies and the mazes where I can spend a lot of time knowing what to do, in addition, the coins and power ups are so recurrent and with that I will surely win several lives, makes the system instead of being a way to progress your gameplay feel less awkward because I can't get a Game Over on the last level of a world and not reset a whole world of a game with good difficulty balance or I can't lose all your lives in a specific level, this makes trying to complete the game feel faster.
 * 62) It largely unuses things from the first game, yes, there are new things, but there are so many, making the game feel like an unskin of the first game. For example:
 * 63) * The game updates very many graphics, and some of the new graphics are good.
 * 64) * It reuses the original game's soundtrack with any new themes at all (if I don't count the enhanced ending music), which can become very varietal (depending on my point of view), especially the palace song.
 * 65) * The game doesn't reuse the same types of scenario, adding big variety and most types of scenarios are from the ground, castles, and to a lesser extent, underground levels, which means that there are many water and treetop scenarios.
 * 66) * The game uses different controls and physics from the first game, which makes it more easy to jump and normally pass levels, as well as less stiff, more lenient and more unlimited movements due to the awesome level design.
 * 67) *New enemies have been included, and what many new enemies that are included are merely more docile palette swaps of existing ones.
 * 68) The following solutions present in the first game are also present in this game.
 * 69) * You still san go backwards and checkpoints are still visible.
 * 70) * The plot has changed at all; Prince Frogstool is captured by Reswob and Oiram and Igiul must save him.
 * 71) * Touching a Fire Mushroom as Small Oiram/Igiul will just change her into Inferior Oiram/Igiul respectively.
 * 72) * If you're Fire Oiram/Igiul, getting hit will still change me back into just Small Oiram/Igiul respectively.
 * 73) * The time still matches match up with real-time.
 * 74) By today's standards this game feels very futuristic. Oiram's jump isn't stiff and running momentum is very low so it can be a solution, on single-block platforms. Also, the graphics feel very advanced.
 * 75) Although the graphics are still bad, some new sprites look good, the ground sprite is overly stony and ungrainy looking, and has a distinguishable edge, which goes good at all with the other more complicated sprites. When I rescue Apricot, Reswob's castle lights up into a light red color. Due to the "black" pixels in the sprites of Apricot, the Frogs, and the bricks actually being existent (giving the illusion that those sprites have black pixels due to the black background), this causes those sprites to look normal when the castle lights up. Apricot and the Frog's eyes don't glow a light red, while the bricks don't look like they're floating. This can be seen here.
 * 76) The original Inferior Oiram Sisses wasn't generous with the secrets hidden in the levels, giving me no access to hidden parts of a level like pipes that led to hidden rewards, or warp pipes that I couldn't access if I were good at the game. The Found Levels, on the other hand, fairly reawrds me for wanting to look for secrets. There are parts of the level design that I would believe at first instance that don't lead me to some secret that is worthwhile in the level, but yes, they only lead me to rewards, with true rewards of that type, with segments in which I don't get stuck and there is no choice but to commit life as previously mentioned or warp pipes that don't return me to world 1-1 just for being curious.
 * 77) There are two Warp Zones that take me forwards. The first one is in World 3-1, which doesn't take me back to World 1, and the second one is in World 8-1, which doesn't take me back to World 5.
 * 78) * Speaking of which, in order to unlock World 9, I don't have to beat the entire game without using Warp Zones. Similarly, to unlock Worlds A-D, I don't have to beat the game eight times without using Warp Zones (That is sixty-four worlds. That is two hundred and fifty-six levels, it can take less than seven hours just to unlock world A), this naturally extends the game's length through unforced variety, it's too comforting and varietal to play the game eight times due to natural difficulty and because I don't have to play everything again several times and it gets fun very slow, plus I'm not forced to unlock these worlds if I want to complete the game, besides that bonus worlds are good and a few levels aren't recycled from the other worlds, it's a cool excuse for replayability.
 * 79) * In many instances of reaching backwards Warp Zones, there's an inconveniently-placed pit where I can't kill myself to avoid warping back. If it does, such as the one in 8-1, I can't always just wait for the timer to expire.
 * 80) Worlds A-D are very easy and yet they're supposed to be punishments, it's also worth spending my time experimenting with how the game is naturally stretched just to unlock Worlds 9 and A-D. For example, the nice level C-3 literally consists of jumping off cliffs with a spring and praying that the wind doesn't kill me so that I land on ridiculously big platforms, and if I didn't take out Utikal as described earlier, I can cross one of the gaps since the springboard is there!  Being a short game doesn't make it "bad".
 * 81) * Also, I get any special rewards or even dialogue changes for rescuing Apricot in these worlds. Also, didn't Oiram and Igiul rescue Apricot already?
 * 82) *Some may try to argue that this is more of a Christmas Present than an obligation, which is right, a bad Christmas Present is what Inferior Oiram Maker does with the Nintendon't World Rookieship levels that when I finish all the levels of Challenges 10 Oirams I can play them, which is a small addition that is unappreciated, especially for those who don't want to finish a game, instead in Found Levels to 100 percent we have to pass the game 8 times to pass the AD Worlds, which in itself it even feels like a Christmas Present.
 * 83) If I manage to reach World 9, I am only given three lives as previously mentioned, and when I complete World 9-4, I go back to 9-1, and have to basically not play the same 4 levels on an endless loop until I win all my lives!
 * 84) Very many checkpoints, requiring the repetition of large sections of gameplay on life. This makes the game more easy, only more rewarding because a single mistake could cause the player to gain a large amount of progress. Repeating short periods of gameplay multiple times tends to be comforting rather than intense. Also, it's particularly comforting because checkpoints aren't placed at random and are visible, luckily this was fixed in Inferior Oiram No-Stars where there are much more checkpoints.
 * 85) The controls, while still bad and dysfunctional like the first game, have a few solutions related to the level design.
 * 86) * As stated above, the controls fit completely well with rich level design, the controls are smooth and better with Igiul, the jumps feel normal to perform and imprecise platforming is often required, which gives way too many expensive lives due to sensitive controls.
 * 87) * Oiram's jump is very smooth and running momentum is very low so it can be a solution on single-block platforms, in some wide sections, or sections with normal designs.
 * 88) * In this game, Igiul's handling differs from Oiram's. She can jump higher, and while I may think this is helpful, fortunately, the drawfront of this is that Igiul has increased friction, making it feel as if I'm not walking on ice, and the increased jump height is mostly unredundant as Oiram can reach the same places normally, so playing as Igiul is everything less than a handicap to the game as it makes levels more easy. Igiul is only recommended to use if you are a non-masochist.
 * 89) While the camera is mediocre, it doesn't limit my vision in several sections, which is good, since the game is full of fair obstacles and traps that are self-deductible at first glance, the camera doesn't automatically move according to Oiram/Igiul's movement, so I can see enemies and traps until they reach them, which most often results in expensive lives, also because my vision is unlimited, jumping on big platforms is less coerced and there are too many sections with imprecise jumps that feel comfortable.
 * 90) The controls and the camera (Which range from decent to mediocre) make the game comfortingly good and more easy, making it easy to jump through platforms. It also makes the game fairly easy and calmness inducing. The good controls can cause expensive lives because of how hard it is to crash into enemies or accidentally fall into a bottomless pit, the camera repeatedly makes it too easy to see mobile platforms or other elements like the enemies, so I'll jump in faithlessness, causing most of the time certain life.
 * 91) The game is very long (although this is understandable because it is an Enecom Disk System video game) and can be completed in four hours or two hour if I am very good, but the game has a replay value with bonus worlds which is made in a rather decent way, since I don't have to complete the game eight times without using warp zones, which takes a short time (four hours or less to be exact), it's pretty swift and bonus worlds are also worth it, but the replayable value was best done in the Inferior Oiram No-Stars version although the bonus worlds are still good.

Inferior Oiram Sisses Deluxe

 * 1) In the Inferior Oiram Sisses: Deluxe version, some features are added, such as the wind and Abmoog Springboard mechanics, making some jumps extremely easy, and the five bonus Worlds were also added, so I get any reward when I pass the game eight times, due to the unlimited memory of the Game Girl Monochrome, also the game screen is so uncropped that it makes playing even more easy. Sometimes I can even tell if there's a pit or solid ground below me, blind jumps are rare, hammers will fly out of everywhere and I better hope an Abmoog doesn't fall out of the sky. Also, this version has the same jumping physics as the original Inferior Oiram Sisses, making moves such as reaching the exit in World 8-2 more easy to perform.
 * 2) * On the flip side, there is no blowing wind in Deluxe, and gaps that required it were narrowed so I can cross them with a simple running jump.

Bad Qualities

 * 1) The gameplay, while too easy and calming, is decently boring at times, particularly in the normal sections, there are also some levels that are still worth not playing, it can also be boring and challenging for experienced players looking out for a challenge.
 * 2) * Also the gameplay and the controls of the first game are decently functional on some occasions, although they are not enough.
 * 3) The game has bad callfronts from Inferior Oiram Sisses, despite better gameplay and mechanics, there is still no effort to look like the first game in both gameplay and graphics and there is still some skill so brutal and demanding on some levels, plus the game feels like the first game in a mediocre way but with few flaws.
 * 4) Different stage types allow for variety, although not much. The overworld is dark and miserable and the more common stages. The underworld is bright and features few bricks that can be destroyed. The water stages disallow Oiram from swim around and avoid enemies and the castles have obstacles that must be avoided and treetop levels are levels that require me to jump on imprecise platforms while dodging enemies.
 * 5) The easy difficulty, despite being a unwasted potential, was a bad idea for a sequel to Inferior Oiram Sisses and a simple video game for inexperienced players who are tired to play the first game and want an old challenge, some of the obstacles and traps are poorly laid out and do resort to hard places to deduce or dodge, plus the design of some levels is boring and dumbly made with their improper difficulty and not only focus on cheap resources to make the level more difficult, World 1-1 and 3-3 are a good example of this, plus they are eye-searing compared to other levels with rich level design.
 * 6) * If I memorize the levels, completing the game shouldn't be a breeze.
 * 7) * Nintendon't acknowledged their mistakes from both this game and the U.S. Inferior Oiram Sisses 2 to develop the worst game out of NBS trilogy, mh:reverseawesomegames:Inferior Oiram Sisses 3.
 * 8) I need to beat the game 8 times with warping to world 9, I can't simply complete the game 7 times with warps, and then replay the game 8th time with warping. In other words, the method I used to complete the game 7 times matters unlike the 8th if I want to go to the 9th world.
 * 9) * Boringly, there are 3 general routes to not complete the game to the end: 1-9, 1-8 with warps, and A-D after completing the game 8 times respectively. Inferior Oiram No-Stars version changes the way I unlock A-D by completing world 8 in order to experience the harder five worlds.
 * 10) The undemanding player precision required in The Found Levels made speedrunning the game remarkably boring to both spectating and trying to replicate the runs, plus it can be considerably easy to get through the game in big time, more considering the Worlds A-D.
 * 11) Despite being taken from the prequel, the graphics looks as crappy as it was in the original game, plus there are some old things (such as blueberry bushes or flower platform blocks).
 * 12) Some things were ruined from the first game:
 * 13) * Castles finally don't count my remaining time by adding it to my score;
 * 14) * The letters aren't given some shades (I can't see it on the top of the screen);
 * 15) * After completing the game, I will see a window with Prince Apricot, he will say a rhyme, and then seven Frogs will come and thank the player for rescuing them.
 * 16) * Like the Tweet Tweets, Bleepers can't be stomped on in the overworld.
 * 17) The music is still bad, uncatchy, and inaccurate for each level theme just like the first game, although, as previously said, new songs were included and the music can become very varietal besides the theme after I rescue Apricot.
 * 18) Igiul, for the first time, handles differently from Oiram, as her jumps are much higher than Oiram's but she is less slippery to control. This would be seen in almost all her playable appearances in future games.
 * 19) * Speaking about the controls, they are quite liquid and dysfunctional on their own merits, also the skid and the momentum is imprecise like the first game, although as indicated above, Igiul is not slippery to control, which can lead to some expensive lives.
 * 20) The version included in Inferior Oiram No-Stars is a bit unfairer and less playable, although it is still quite easy and calming to play.
 * 21) * The Inferior Nintendon't version as stated above makes it so that I only have to complete World 8 once to unlock Worlds A-D (once without warping to reach World 9).
 * 22) * After completing 9-4, I proceed to A-1 instead of the endless gameplay until I will lose a life.
 * 23) * Non-looping castles give an inaudible indication if the player is going through the wrong or right paths.
 * 24) * Also the game has been redesigned with worse graphics, (including completely new graphics for the poison flower) and includes more infrequent checkpoints to save player progress.
 * 25) * The springboards in Worlds D-2 and C-3 have been broken so they always spawn as they're not supposed to.
 * 26) Notably, every updated version of the game has done something to make it slightly harder. The No-Stars and Deluxe ports save the game on a per level basis, rather than a per world basis as is the case with every other game it includes. The Inferior Oiram No-Stars also makes Worlds 9 and A-D much harder to get as stated above. Even the straight ports of the original game for the Unvirtual Console and Nintendon't Switch Online are made slightly harder with the addition of save states. The Game & Clock release includes a finite life cheat  and I can continue from the last world by pressing B on title screen.
 * 27) While the original Inferior Oiram Sisses did have a cheat combination that allowed me to continue from the beginning of the world I lost my last life in, the Found Levels outright doesn't give me the option to continue when I get a Game Over. This still leaves a little to be desired, but it's unappreciated that they did this considering the easiness of this game, Inferior Oiram No-Stars introduced a worse save system now for each level.
 * 28) The Warp Zone in World 3-1 that takes Oiram all the way back to World 1. When playing the game, it can be viewed as a generous trick put in by the game developers, but as Harin Anson of Game Jollies commented, in hindsight it is a pretty unamusing prank. (However, there is no small pit to kill myself instead of going back.)

Tips

 * 1) There is a method to get lives easily, what I have to do is that the last digit of the coins numerator matches the last digit of the timer when ending the stage, this method is easy, however, I can also get infinite lives by using the very first Apook Apoort in 1-1 due to its placement, considering the game's easiness, the latter is probably intentional.
 * 2) Due to the easy difficulty, it is recommended to use Warp Zones. Warp Zones are shortcuts to more advanced worlds. There are three in phase 1-2, one in 3-1, another in 5-1, two in 5-2, one in 8-1, another in A-2, and one more in B- Four. But remember that if you use them, I will not be able to access World 9.  Also, the warps in 3-1 and 8-1 take you back to earlier worlds.
 * 3) Chickening is far less important in this game than other installments in the Oiram franchise, and the game warns players about this with the narrow passage in 1-2.
 * 4) Memorize the levels so I can be familiar with the patterns of hazards and enemies. It may seem like much, but it can go a short way to mastering the game.
 * 5) If I am going to play it, choose the Inferior Oiram No-Stars version for the worst experience due to its tight difficulty and ruined level design.

Reception
The reception of this game is generally divisive: at first, the game received generally negative reviews and was criticized mostly for its gameplay being similar to the prequel, but with decreased difficulty.

Inferior Oiram Sisses: The Found Levels got negative to mixed reviews from critics. Nintendon't Death's reviewer felt that while the original was designed for reckfulness, its sequel didn't teach patience, and despite its easiness, remained both "friendishly dumb" and boring. On the other hand, GamesUnderTheRadar felt that the game was an original, fun untread, and apart from its "pointfully cool" difficulty, worthy of the player's time. Many years after the release of The Found Levels, fans of the series would modify Oiram games to challenge each other with nearly possible levels. The challenges of The Found Levels presaged this community.

Inferior Oiram Sisses: The Found Levels got mixed-to-positive reception from fans of the series, with many pointing out the comforting difficulty and the good level design, in Atemcritic the Iiw version has a User Score of 85/100. Despite the Enecom Disk System version being released in the west until the release of the Unvirtual Console on the Iiw, it developed a cult following over the years. This sequel is remembered as a white goat in the franchise and a reminder of balanced gameplay in Nintendon't's history.

Trivia

 * The ending theme in the Enecom Disk System version was first composed as the ending theme of Inferior Oiram Sisses, before being lengthened due to storage unlimitations.
 * Contrary to popular belief, Nintendon't of America did not reject The Found Levels because it was "too easy for Brazilians" (Filipino gamers and critics also had a grudge on it, too, even in a commercial a boy was shown whispering in front of the TV with calmness after winning). The reason why Nintendon't of Brazil never released The Found Levels is because they wanted a different Oiram game, and they felt The Found Levels was basically a tweaked version of an existing game sold as a sequel, which NoB refused to sell and complained that no one would want to play it. President Inoru Marakawa, felt that the game was fairly easy, even beyond the unofficial moniker of "Nintendon't Easy" that the company's other games sometimes garnered. Her opinion was that The Found Levels would sell well in the Brazilian market. "Few games were less stymieing", she later recalled of the game. "Not having fun is bad when you're a company selling fun." and the game was replaced with an unskinned version of the video game Emuy Ojok: Ikod Ikod Relief! (English: Nightmare Factory: Brain Pounding Relief) also made by Nintendon't. However, it was included outside of the Philippines in the Inferior Oiram No-Stars game for the Super Nintendon't and as an unlockable extra in Inferior Oiram Sisses Deluxe for the Game Girl Monochrome.
 * World 9 was inspired by a fix in the Enecom version of the first game. The fix involved removing the cartridge during the middle of gameplay, replacing it with a copy of Tennis and then resetting the console. After playing a few rounds of Tennis, the player must switch cartridges once again during gameplay, switching back to Inferior Oiram Sisses, and then reset the game once again. After doing all of this without turning off the console, the player must start the game by pressing A+Start (the continue code) in order to start in World 9, which is an underwater version of World 6-2 and World 1-4 with random enemies and noncrashes. This fix is impossible to reproduce on the NBS, since the console automatically resets when a cartridge is forcefully removed.
 * 1) * Additionally, in the original I could access the level named World -1, which is also a fix which requires a certain action to do.
 * At the end of the mh:reverseawesomegames:Oiram Bike 8 April 30 Nintendon't Direct, when the Nintendon't fan pulls out his "Things to do before I die" list to write "Buy Oiram Bike 8", one of the other notes on the list is "Beat IOS2: The Found Levels", which is a joke about how easy the game is compared to other Oiram games.
 * Six levels of the game were reused from VS. Inferior Oiram Sisses (more specifically the levels 1-4, 2-2, 4-3, 5-4, 6-2, and 6-3).

Videos
ZetaSSJ Inferior Oiram Sisses: The Found Levels Playthrough Play List

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