This is in response to a couple of posts on another forum, but it pretty much sums up my opinions on the game. I want to say that below is simply what bothers me with the game. There's only so many times I can say "OMG great level design!!1" etc.
Speaking of which, I really wish you could appreciate the level design in multiplayer as much as you could in single player. I kept telling my friends last night how great World 7's level design was, World 7 is so awesome, and so on, and then we got there and it really wasn't nearly as wowing as it was in single player, because you can't even focus on it. Right now, we're up to the World 7 Castle. Can't wait to see how painful World 8 becomes with four players!
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It relates to the balance of the game, I'm sure. If Yoshi could be used on ANY stage it would potentially break the challenge, since some of the best challenges offered by the game come from the star coins. The level design just wasn't made to allow for Yoshi to be used everywhere.
Which goes to show you how far they went with the gameplay design in this game compared to Super Mario World and Super Mario Bros. 3. I love this game, but they just BARELY didn't make it, as a complete package, to where Super Mario World and Super Mario Bros. 3 were for me.
Besides not going through the effort to tweak each level for Yoshi's use, there's the still pretty straight forward map design, which fails to eclipse Super Mario Bros. 3, let alone Super Mario World in greatness. SMB3 not only had branching paths, but secret paths that could only be found using rare items, Rare Mushroom houses that gave you items like the Whistle, Tanooki Suit, etc. instead of just the frankly useless stars, and secret areas that were completely off the map. What's more, the Hammer Bros. would move around the entire map, forcing you to alter your course to avoid (for what at least at the time, for me) was a much deadlier enemy. The airships would also move around the map, often forcing you to play levels that you hadn't played the first time in order to reach it as a type of a balance feature, or more importantly, levels that you HAD beat, but got a Game Over on afterward, something that I never came close to having happen in this game. This also comes as an argument against removing Game Overs in games such as these. Yeah, difficulty might still be good in level design, but it's no big fricking deal if I die at all in this game, and frankly, I didn't very often until World 8.
Now lets go to Super Mario World, where the map was completely interconnected into Dinosaur Land. Not only could you find secrets within a World (that didn't consist of uninspired rectangular maps, mind you), but you could find a secret in one World that lead you somewhere on the map to another World. Not to mention the step above and beyond the Warp Zone/Cannon that was Star Road. Or how about levels like Secret Area 1? Or elements such as the Switch Palaces? Or that the map dynamically changes as you go through levels? Or secrets that don't rely almost entirely upon false walls to discover? That are instead rewards for excellent gaming skills? Or for both World and 3, a WHOLE ENTIRE SOUNDTRACK that is good? Not just somewhat half the songs?
While in the later levels, New Super Mario Bros. Wii excels in its level design, it is a completely false statement to me to say that New Super Mario Bros. Wii is on the same level as Super Mario Bros. 3 and Super Mario World. Elements such as the rigidly structured world maps and the music that leaves much to be desired takes New Super Mario Bros. Wii down from being that 10 for me to a solid 9-8.5.