jett said:
Ahahaha...what? SMW is just as "guilty" of having 45 seconds long levels, if not worse, thanks to that freaking cape. You can practically breeze through the entire game thanks to it. Only cheaters like that stupid thing.
Well, that's one option thanks to the expanded flight mechanics... though there's plenty of levels that punish for trying. Still, the levels in general are far longer than in SMB3, which is more likely due to system constraints in the previous game. Mario 3 really falls flat thanks to this, it's the one thing that holds it back the most imo.
jett said:
Regarding exploration...shit, SMB1's last level has as much "exploration" as any level in SMW.
Hardly, SMB3 approached the idea, but World took and flushed out the concept of hidden exits and differing paths for Mario. It's actually the least linear 2D Mario by a wide margin.
jett said:
In terms of level design, in my mind there's no doubt that SMB3 destroys SMW in terms of creativity and imagination.
Well that's subjective... I'm more of a "meat and potatoes" gamer, where mechanics and game design weigh more heavily than aesthetics and scenario. Likely why I find Mario World to be such a better rounded, more complex and a more rewarding experience than Mario 3.
jett said:
There's nothing in SMW that even rivals the linking ground-sky castle in World 5, or the small-huge idea of World 4, or the awesome vertical levels of World 7, or the tank battles of World 8.
Well, I'd agree world 8's tank levels were wonderful platform exercises (the Air Ship in particular) but the rest of the levels you mentioned were pretty lackluster actually. After the superficial glow wore off, World 4 was rather straightforward (though switching between worlds did allow some neat exploration). Same goes for World 5 (sky/ground switching was only really good for hitting that 1-up in the end) and World 7 (piranna plants are okay I guess... not a big fan of vertical level design or ducking on random pipes to progress though).
But really, going by this I'm guessing you're one of those "style as substance" people.
jett said:
SMW also has a severe lack of "verticality" in its stages. No my friend, its SMW that one that's insanely straightforward in level design, despite having an apparently "open" world map.
It lacked sheer vertical stages perhaps, but levels were also more wide open generally and not nearly as restricted to the right to left design as the Mario 1 & 3. I think you need to replay it, you're pretty much dead wrong on this point.
jett said:
Oh and let's talk about Yoshi, shall we? Most useless gimmick? Yes. He's good for *nothing*. If it weren't for YI that little green bastard would be meaningless.
He's a powerup, pretty straight forward. I'm not sure how he's any more objectively useless than any Mario powerup really.