Played and completed on the NSO right after completing SMB3.

As a platformer, it is of course pretty solid: it maintain the formula of SMB3 while adding more stuff to it, like the spin jump to hit the ground harder and a more smoother jump.
The world and presentation is still whimsical and creative.

Though my main issue with the game is some of the decisions behind the level design.
I feel like some of the developers noticed how easily the cape can break some of the levels (I feel that compared to the super leaf from SMB3, the feather powerup is a lot cheaper, since it is easier to use and I think requires less speed before the jump), so to solve the issue they decided to add levels that just... don't reward the player to just reach the end. In theory this is not a bad thing, it forces the player to explore the levels they designed... though I feel some of the levels don't really lead you some hints to just get how to proceed properly.

Here's an example, in World 5: FOrest of Illusion 3, you have to find a secret exit in order to exit the woods: the game presents you a level made of a straight line where you can find a blue switch to turn coins into blocks, a set of coins that goes upward, a bunch of lakitus that can give you the cloud (so an incentive to go explore up) and the finish line.... you may think that some of these are the obvious solution... and nope, the solution is the second to last pipe before the flag, a pipe that looks the same from every other pipe and requires a mushroom to get the key. ne can say that this is the point of a wolr called "Forest of Illusion" and I will get it.... if not for the fact that Choco Island ALSO has levels like those.

I am not a fan of the ghost houses either: I don't mind the way that traps you into possible loops, but the way you have to find out the solutions can often be weird and not obvious. Like the first ghost house lets you escape by summoning a beanstalk, but you cannot call it unless you hit the block in the left door without getting the coins that comes out of it (which is kind of an weird thing to ask the player I feel).

All the levels that adds Yoshi are fine tho; I kinda love that the Yoshi jump is so reliable that I oftn sacrificed the dinosaur to save myself from a bottomless pit.
And the levels from the star roads and the giant switches on the map creates a cool world to explore.

Overall ya, of course Mario world is a clsssic, a cool platformer that is a solid continuation of the mario formula for the SNES. Even though I personally don't like it as much as SMB3 because of the overall gimmicks that decides to add. Still a classic awesome title

Reviewed on May 22, 2024


Comments