World 5: Skyland.
These were high-wire acts, some of them dauntingly sparse.
I can still remember the time I reached Sky Land, or World 5, in Super Mario 3.
This is Finding the Flowzone.
It takes OlliOlli World and thrusts you up into the clouds.
There’s even a new overworld map that sits above the original one.
It feels new and exciting, but it also feels like coming home.
Flowzone - spoilers - is completely rad.
They can lift you up into the sky if they’re coming in from below.
But the game’s best use of gusts is to point them in the opposing direction.
Weird, but it works.
More than that, though, a sort of theme emerges from these levels.
Not a story theme, but a preoccupation in terms of what you’re doing.
I know: this has always been part of OlliOlli World.
But here it’s the main event.
The reason for these different routes is not just the desire to rack up greater scores, either.
In new configurations, of course, becauseRoll7wouldn’t have it any other way.