Continued from Part 1.
What I only realised recently is how the game teaches you that you don’t have to play the stars in order on the very first level. Right at the beginning of the game you have no choice. You must tackle star one on level one -‘Big Bob-omb on the Summit’.
After being dropped in you’re taught how to read/speak to things. This is the only thing the game forcibly teaches you, as it is the only thing it can’t teach you through reading or speaking to things, all of which is optional. The game encourages you just learned on a friendly, fuchsia explosive (remember, this is Mario), but you don’t have to.
If you do elect to, he/she/it confirms what would probably be your natural inclination based on the star’s name: to head to the top of the level’s only hill, where the personable pink ordinance tells you an important bad-guy is waiting.
Your path to this moustachioed munition however takes you right past a caged star in plain sight, guarded by a huge Chained Chomp (a massive, vicious metal ball with teeth and eyes, for those unfamiliar) whose chain is held in place by a wooden stake hammered into the ground.
You know you can ground-pound (If you read the manual. This is the 90s.), and that post looks awful stomp-able. But surely, it wouldn’t let you get that star this early… would it? Dodging the chomp, probably taking a few hits and retreating to get some health-giving coins [insert satirical comment on US health system/future of the NHS], you eventually land the three required butt-slams to drive the thing completely into the ground, freeing the chomp. Liberated, the beast galumphs in happiness, smashing the cage before bounding away to freedom. You grab the star, and upon re-entering the level discover that it was actually the sixth (of six). The blinkers are off.