That’s also a factor, can’t deny. Maps were intentionally more esoteric, or perhaps sometimes accidentally more esoteric because we hadn’t got good at the art of level design yet.
But it was still a different problem. Back then you were getting stuck because the switch was in such an illogical place you’d never look there, whereas now you’d be getting stuck because the switch blends in so well with all the other scenery you can walk right past it 5 times and not notice it unless it glimmers at you.
That’s also a factor, can’t deny. Maps were intentionally more esoteric, or perhaps sometimes accidentally more esoteric because we hadn’t got good at the art of level design yet.
But it was still a different problem. Back then you were getting stuck because the switch was in such an illogical place you’d never look there, whereas now you’d be getting stuck because the switch blends in so well with all the other scenery you can walk right past it 5 times and not notice it unless it glimmers at you.