• she/her/it/its

18+
psychotic aroace genderfluid neurodivergent transfem
rambling all of my arbitrary thoughts about the world on here i guess


The-Menagerie
@The-Menagerie

I've been saying this

If i remember correctly, the Spin Jump still doesn't bounce off of Grinders in Super Mario Maker. It doesn't even break Rotating Blocks in Super Mario Bros. Wonder

The way the New Super Mario Bros. games handle Super Mario World mechanics seems to just miss the point in general


A big part of the Yoshis in SMW was bonding over time, if you will. You could bring them between courses and even raise some from Baby Yoshis to maturity. It's, like, arguably an equivalent to raising a Pokémon or virtual pet, if way simpler. Different colors of Yoshis would develop different powers so you were encouraged to hold onto your favorite as long as you could.

The 1990 game with a rushed development managed to let you take Yoshis into almost every course. Two decades later, NSMBW either couldn't manage or couldn't bother to actually design around this mechanic, so you have to leave your Yoshis at the Goal Pole for no reason, sorry. Yoshis are only in like 6 courses in the entire game. Naturally, the different colors are just cosmetic now, which i guess gives you something to fight over in multiplayer before the course ends

They still had the gall to put three Yoshis on the boxart, though. I mean, it's not false advertising, but they're such a non-presence in the actual game that it feels misleading

Then New Super Mario Bros. U went all, "Remember Baby Yoshis? Here's a shallower, gimmicky version of that!" They don't grow up (which i thought was the whole point), they just have special powers lifted from the fruits in Super Mario Galaxy 2, and one of them doesn't do anything in all but a few courses. You can take them between courses, but again, not the now-vestigial adults—who still barely appear, and have just all been made green to show that they don't have abilities like the Baby Yoshis. It's disjointed as hell

Then SMW also has the whole four-color system, which adds a lot of depth to Koopas and their shells and how they interact with different Yoshis, and makes G(al)oombas carriable to capitalize on the new throwing mechanics, and and and…

It's just so many cohesive, interlocking systems at the game's core, and it feels like they haven't really tried to do anything like that since. They could have expanded on any of this, but they threw it all out, despite SMW being one of the very same classics they kept hearkening back to


@ladytimpani shared with:

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