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--

Days in Journal

1 day

Last played

March 1, 1997

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DISPLAY


These levels should have stayed lost. Built on the already aged bones of the first SMB, it goes to show how much that game relied on solid level design. The levels here are more haphazard at best, and dickish/trollish at worst. Blind jumps, invisible block bullshit, and other unfair level design is the norm, usually requiring trial and error. Not fun! When NOA said the American market wouldn't like it, I think what they meant was that the game was bad and would hurt the brand. They were right.