Very good variation and fast pace overall (loses a bit of variation after the forest though, if you use the cape well it's a better flowing game than Sonic 1 overall in that you can be almost constantly moving forward in a level while S1 has various obstacles to wait for and slow moving platforms you have to ride (some of which can be skipped but only after learning shortcuts)) The cape - basically an improved raccoon/tanooki suit (kills undead koopas, spin to fall faster, getting hit while flying only cancels the flight - you don't take damage, better spin attack range and it blocks some projectiles, trickier to use but more powerful flight ability, no need to mash the button to fly or float - makes it much easier to spin while floating, can spin attack underwater)) Unlock alternate paths on the hub world by finding hidden exits and unlocking them with keys found in the levels Various gameplay innovations (spin jump (destroy blocks from above and bounce on most of the otherwise lethal enemies, run up walls using the pink corner stones, the switch palaces - find large "!" blocks and stomp on them to activate special blocks in levels (these bridge gaps between platforms or fill in pits, double jump via Yoshi, twin layered gameplay (the fences), new block types, carry P-blocks and springs, minor stealth (the sleeping fish), controllable coin trail power up (a growing 'snake' of coins), the off/on switches connected to platform trails, baby Yoshi rescue and feeding (grows into a full Yoshi with some minor special ability), get shot out of pipes like they're cannons, ride on dolphins (Vanilla secret path), ride Lakitu clouds (pretty useless but still) D inosaur mount (Yoshi eats, carries, spits, flies and stomps enemies) Super Mario World (SNES, 1990) - Hop 'n Bop Platformer/Semi-Platform Adventure
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