Mr Khan said:
Set paths are the core implement of 2D Marios, however. What i think would work in that case is, as i mentioned before, having power-ups that you hold over between stages. An understated problem is that power-ups have been on a temporary basis and used (especially in Galaxy) to merely get you past certain obstacles. Really, Sunshine was superior in that regard with the alternate FLUDD nozzles, as while certain nozzles were required to do certain things, you could also use them to approach the game differently and apply them the way you wanted to apply them |
Yeah. Also Malstrom did mention that power ups are just optional ways to enhance the games in old school Mario games. I also realize that some of the less fun levels in Super Mario World were those that required a power up to get to the goal (even if just the secondary one).
A flashy-first game is awesome when it comes out. A great-first game is awesome forever.
Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs








