We continue on to acquire the second and third stars, and see Forest Maze, Pipe Vault, Yo'ster Isle, and Moleville. Also some discussion of the game's basic camera and control scheme, and what makes a good minigame.
Image gallery from this episode
Some discussions about the common dimetric projection for games like this. Also a visible example in Mario RPG--if you look at the bright edge of the carpet, you can clearly the 2:1 slope of the pixelated line.
I wonder how much recurrent, short looped music is in minor modes due to its inherent need for resolution allowing it to loop forever (I guess Mixolydian would also work? It's been years since I've been super into theory but this is something that came bubbling up from the depths of my memory).