1. I didn't really think that was going to be a big problem when I was making it. The differences between British and American English aren't huge, when it came to the words I used. And in a way, maybe that gives it a little British touch? Making it obvious that a Brit made it could be a good thing or a bad thing. Admittedly though, I'm not a huge fan of spelling colour as color.
2. The idea of an original soundtrack was way too ambitious for me, both in the sense that it would take a lot of time, and that my social abilities when I was 15 weren't great, even on the forums.
3. While Tyke was absolutely inspired by Wheelie, Shannon Cannon was based off of the Lava Lotuses from SMW, but more like weaker versions that you could jump on. The sprite I made for it wasn't great as it doesn't look much like a flower, so I redesigned it for the sequel. You're correct with the Fliprus connection, too.
4. I got someone else to make the Goomba and Koopa. With the Boo sprite I was attempting to make it like the 64-era incarnation with the more frightening look than the goofier modern look. Lakitu's sprites were meant to be a cross between SMB3 and SMW. Had I made the game now I could've definitely done a better job.
5. I prefer to come up with my own power-ups than to use existing ones that came with the engine. The Super Leaf was going to be in the game alongside the Jetpack, but I didn't see the point in having more than one flight powerup (aside from the Laser Jetpack, but that's a combination of powerups so maybe it gets a pass?), and I wanted it to stand out more from SMB3. Laser Mario was supposed to be the game's equivalent of Hammer Mario in that it can defeat enemies that the Fire Flower cannot, such as Buzzy Beetles.
6. I was originally going to have Mario's dialogue involve a lot of having his-a words end a lot like-a this-a. Then I decided that might get annoying after a while when reading it.
7. That was the entire point of the Laser powerup. Nothing wrong with referencing other series, is there? But with the Jetpack, a theme I was going for with the new powerups was futuristic, and that's how it came to mind, and after that I guess I used Jet Kirby from Kirby Super Star as a reference. Bomb Mario was not a powerup I created; it was in the engine I used already, and it's been in the Hello Engine since 2009.
Heck, I'm surprised you didn't mention how hard some of the level design can be, and how often deaths are caused from trial-and-error dimension switching. I will agree that it isn't worthy of 9/10 or 10/10 reviews; the main reason it received them was because it was an actual completed full-length Mario fangame.
2. The idea of an original soundtrack was way too ambitious for me, both in the sense that it would take a lot of time, and that my social abilities when I was 15 weren't great, even on the forums.
3. While Tyke was absolutely inspired by Wheelie, Shannon Cannon was based off of the Lava Lotuses from SMW, but more like weaker versions that you could jump on. The sprite I made for it wasn't great as it doesn't look much like a flower, so I redesigned it for the sequel. You're correct with the Fliprus connection, too.
4. I got someone else to make the Goomba and Koopa. With the Boo sprite I was attempting to make it like the 64-era incarnation with the more frightening look than the goofier modern look. Lakitu's sprites were meant to be a cross between SMB3 and SMW. Had I made the game now I could've definitely done a better job.
5. I prefer to come up with my own power-ups than to use existing ones that came with the engine. The Super Leaf was going to be in the game alongside the Jetpack, but I didn't see the point in having more than one flight powerup (aside from the Laser Jetpack, but that's a combination of powerups so maybe it gets a pass?), and I wanted it to stand out more from SMB3. Laser Mario was supposed to be the game's equivalent of Hammer Mario in that it can defeat enemies that the Fire Flower cannot, such as Buzzy Beetles.
6. I was originally going to have Mario's dialogue involve a lot of having his-a words end a lot like-a this-a. Then I decided that might get annoying after a while when reading it.
7. That was the entire point of the Laser powerup. Nothing wrong with referencing other series, is there? But with the Jetpack, a theme I was going for with the new powerups was futuristic, and that's how it came to mind, and after that I guess I used Jet Kirby from Kirby Super Star as a reference. Bomb Mario was not a powerup I created; it was in the engine I used already, and it's been in the Hello Engine since 2009.
Heck, I'm surprised you didn't mention how hard some of the level design can be, and how often deaths are caused from trial-and-error dimension switching. I will agree that it isn't worthy of 9/10 or 10/10 reviews; the main reason it received them was because it was an actual completed full-length Mario fangame.