As I was enjoying my free week of Super Mario on Switch, I found it interesting to compare how we are introduced to Koopa Troopa mechanics in Super Mario episodes. Because, yeah, I'm fond of Koopas mechanics.
Koopas are dangerous, but you can turn them back at their allies (same for dumbladors, you'd say). And you can dispatch many of them at once that way (unlike dumbladors) if you follow it closely enough. But then it can trick you if it bounces on a wall.
In SMB1, you're welcome to kick in and dispatch 2 goombas, then another 4 if you're running after the shell, but then it will bounce back at you. To some extent, your first experience with Koopa Troopa is the full experience. Dangerous/helpful/treacherous. You're warned: this is what the game has for you.
Weird enough, the first koopa in SMW is not in its shell. It falls towards you at the very start of the level, giving you only a few seconds to find the JUMP button. Its shell awaits you nearly half a level away, ready to let you discover you can kick things upwards.
But we all know the real first level in SMW is Yoshi Island 2, where plenty of koopas await you, harmless unless you decide to face them, and a free shell ready to line them up for a free 1UP
When you do so, there is high chance that the shell will eventually slip past the edge of the screen and be discarded by the game engine. You're safe. pfewh. You'd have to race the shell for more than half a level before it eventually bounces on a solid stairs-like structure.
This, my friends, is the price to pay to have a 'first' level where you have no risk of falling into a pit before 3/4th of the level.
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