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  • ashinadash [she/her]@hexbear.net
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    7 days ago

    It postdates Jumping Flash by about a year, so like nice try smuglord It wouldn’t have killed them to not kick you back to the castle after blue coin challenges for instance, technically feasible.

    But also to be real, the problem is as much that it set the precedent for mercilessly padding your vaguely designed 3D jumping levels out with 7.8 billion collectibles. Why is just platforming like in Super Mario Bros 3 not enough, why do we need an externally motivating ends to which jumping has to be the means? Why is “beat the level beat the boss” not enough?

    (Answer “not enough cartridge space” but bridget-smug )

    • gaystyleJoker [she/her]@hexbear.netM
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      7 days ago

      um actually i said one of the first, not the first smuglord

      anyway, there are a few things that could be improved for sure but it was still a great game. i’m pretty sure you don’t have to do a single red coin or 100 coin challenge to beat it. alternatively, if you’re going for 100%, it’s actually very forgiving in that regard. just get 100 coins during the red coin mission and knock it out in one run. there’s no weird shit like in banjo or dk64. the one major issue i have with it is how falling off the level sends you back to the main map but that’s actually fixed in a lot of modern romhacks