02-09-2019, 09:41 AM
(This post was last modified: 12-27-2019, 09:28 PM by VinnyVideo. Edited 1 time in total.)
A good analysis! I've played this level dozens (probably hundreds) of times by now, but it's interesting to think about every detail of the level and why each feature exists. It serves as a tutorial level, although it's different from tutorial levels in most newer games - the level design suggests ways you can use the new power-ups you just found, but the game doesn't tell you exactly what you have to do to do things, like flying or using your spin attack. I understand why newer games tend to have detailed in-game instructions on how to use a new mechanic, but there's also an appeal to throwing a player out in a game world and encouraging them to learn how to do things on their own.
I agree that the first Venus Firetrap probably should've been later in the level. I remember SMB3 was the first game I ever played, back when I was three years old! I had some trouble getting past the first Venus Firetrap (although they're easy to avoid if you know to stand by their pipe to prevent them from emerging). Still, for a game like SMB3, it would've been better to place a regular Piranha Plant instead of the first Venus Firetrap.
[12/27 Edit: Added a missing "do" because it was bothering me.]
I agree that the first Venus Firetrap probably should've been later in the level. I remember SMB3 was the first game I ever played, back when I was three years old! I had some trouble getting past the first Venus Firetrap (although they're easy to avoid if you know to stand by their pipe to prevent them from emerging). Still, for a game like SMB3, it would've been better to place a regular Piranha Plant instead of the first Venus Firetrap.
[12/27 Edit: Added a missing "do" because it was bothering me.]
Course clear! You got a card.