I agree, but its an annoying rock and a hard place, catering to both audiences, especially with a platformer where difficulty is derived specifically from level design, which just is what it is. I did find the first half of the game criminally easy, though still very enjoyable.
Actually, it's very simple, and they've done it masterfully:
People new to/not very good at Mario games: Ability to go back to stage (S)1-1 and pick up Tanooki Suits as needed, which make levels much easier due to flutter.
People who are looking for a challenge: Ignore the Tanooki Suits both in stage (S)1-1 and elsewhere and have to rely entirely on your own abilities to beat the levels, which, especially in the Special Worlds, leads to some satisfyingly difficult levels (like, since I just beat it recently and it's fresh in my mind, say beating S8-5 while picking up all three Star Coins without Tanooki). Of course, stuff like the early worlds are kind of easy regardless and they could have extended this principle more across the game more, with the levels all normally having some degree of difficultly with the Tanooki Suit being an out-card for people that aren't looking for as much of a challenge, but even so, the point still is that as is, the people who are looking for a challenge have options like playing through the Special Worlds without the Tanooki Suit, and those that aren't can just breeze through the game by using it, which seemed to be an acceptable solution to that problem to me.
The only real problem is the latter camp can't seem to get along too well with the former in some cases. For some reason, many people who are looking for a challenge aren't satisfied with there being an option available (like the Tanooki Suit) for those that aren't at all. There's the valid options of not using the item at all or at least not using its ability, but that doesn't seem to be enough for many, which I can't really seem to understand. There are people who complain about the Tanooki suit being cheap and making too levels too easy, but when it's proposed to simply not use it, they suddenly due an about face and complain that refusing to use it would only be giving the levels "fake difficulty", despite the experience they'd get by doing so matching the one they claim to want anyway (the levels either not having the suit as an option at all or the suit being nerfed to oblivion).
Regardless though, the experience they'd get would be the same, with the only difference being that one way being who aren't exactly looking for that much of a challenge also have an option available for them, and the other way that's not available at all. In either case though, the people who are looking for a challenge get their option, so I'd rather go with the option that expands the audience and lets those that aren't be able to play their way as well. This is exactly what Super Mario 3D Land does and I've personally been very satisfied with the results.
EatChildren said:
They should have just dropped cross level power ups. People would be pissy about it, but fuck it. Its clear some levels are designed specifically around certain items, hence why they appear, but are broken by others (or just the Tanooki Suit). I suppose the random item block that appears kind of ruins that though.
Again though, what exactly is the problem with that though? It's of course fine to play the levels the way the designers intended and most of the time, that probably will end up being the best way to play them, but why should that be the
only way of playing through the levels? Yes, that might be the most satisfying/difficult/rewarding way of playing a level, but again, what if I'm not exactly looking for those things and just want to be able to clear it? Providing an
option of bringing in power-ups from other levels is a fine away around this, as it provides options for both camps. I can see no actual benefits/improvement that can be provided by removing the
option of bringing other power-ups into a level and removing potential other ways the level could have creatively/more speedily/etc be completed.
The_Darkest_Red said:
I think people complain because the Tanooki suit is really cool and fun to use, so it would be nice if its effectiveness was somehow toned down a bit so they could still enjoy it without feeling like it cheapens the experience.
But that's the thing, isn't it? That is, the reason why it's fun to use in the first place is precisely because it's cheap. Or rather, better put, the reasons why it's cheap and why it's fun to use are one and the same: the length and feel of the flutter it provides. If they toned it down and gave it some super-short flutter instead, I really doubt it would be as fun to use, precisely because there would be less use to it: it wouldn't do as much and the effect wouldn't last as long, making it feel much less satisfying (in other words, if Mario dropped like a stone using it, and there was much less time to able to be able to get cool views and such using it, would it really be as much fun? I personally can't really imagine that being the case). At least in the Tanooki Suit's case, there's really little way to reconcile those two things, since they are both due to its effect being what it is.