>>715454141>Mario did it first and still does.No he doesnt, they changed his movement to precision after SMB3. You never move nearly with as much speed or momentum in any Mario game since SMB3. Much less Retro's DKC games.
DKC is notable to how carrying momentum still requires engaging with the level through something like chaining rolls or Crank Komgs cane bounce, whereas Mario had to stay in the air and avoid walls. (SMBW's cape basically lets you ignore levels in this regard).
>Diddy is a glorified health meter and double jumpIf we're being reductive than I could say the same about Mario's powerups.
But legitimately you need that health pool on a first playthrough since the game can be pretty damn difficult. The extra hearts Retro's games are warrated.
And Diddy is more of a hover than a double jump. Dixie is a lift/safety lift (doest save you from falling like a double jump ahould), and Cranky lets you maintain momentum with his cane bounce, which can also be used on certain hazardous surfaces.
>Mario does thisMario does not. Mario levels follow Kishotenketsu pattern of presenting a level idea in order to keep it simple and straightforward (Mario Wonder kinda subverts this, but not entirely).
TF goes Kishoten 2-3times then does its own thing by reintroducing the patterns theme and giving you a entire new mechanic with the theme that was already established. Before ending in a ketsu that builds on all of what it did before.
>Why is that better, how is it not the same thingPulling is more immediate and precise comapred to blowing, they also repurpose it into pulling down on ropes and pulling down on climbables comapred to just blowing a new object or enemy in DKCR
>Mario does thisHe generally only does this with shells, DK does it with every mob.
>challengeMore satisfying, get fucked
>David WiseMakes a good game with all the stated above