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Podcast Discussion / Re: Super Mario World - RFN RetroActive Discussion Thread
« on: August 12, 2009, 07:04:42 PM »Isn't the spin jump a shorter jump? If it isn't, then I've always made this game harder than it is.
Something that really pisses me off is that some of the secret exits are the real exits, and the straightforward path doesn't do anything.
As I recall, there is no way to beat the game without finding at least two secret exits.
One choice I find interesting is that right from the start, the player is given a choice of what level to try first-Yoshi's Island 1 or 2. Virtually every other Mario game has one starting point, but this one has two.
I do have a problem with the cape, though. In the end, I think it's too good, allowing you to skip over virtually any open level easily. While limitless flight might be fun, it ultimately proves to be too powerful, allowing players to skip large portions of this game. By comparison, I think the carrot and fire flower in Super Mario Land 2 are much better balanced.
Also, scrolling does have a use-in some levels, you can use it to control when the Swoopers and Blarggs are triggered.