Monday 12 December 2011

Super Mario 3D Land - Rise From The Slump.



The levels of Super Mario 3D Land are much more linear and compact than the other 3D titles, more along the lines of the sidescrolling games. Levels have a time limit and even feature flagpoles, a staple of the original Super Mario Bros. and the New Super Mario Bros. games, rather than Power Stars, as the level goals. When Mario is defeated, the "Too Bad" banner from every 3D Mario platformer since Super Mario Sunshine is displayed, but a circle covers the screen instead of a Bowser face. To enter pipes, the player must press L or R.. The graphics of the game greatly resemble those of the Super Mario Galaxy games, while the levels show visual similarities to the New Super Mario Bros. titles. Unlike the 2D Mario games, the level themes in a world tend to be more generic like the galaxies of Super Mario Galaxy 2 compared to the world, instead of focusing on a particular setting per world.


While giving examples of how the Nintendo 3DS enhances gameplay, Shigeru Miyamoto has stated that hitting blocks from underneath in 3D Mario games would be easier with stereoscopic 3D.Blocks are more prevalent in the title, unlike past 3D games, where blocks were more few and far between. Star Medals that have a similar design to the Comet Medals from Super Mario Galaxy 2 are found in each level, with collecting all three being part of the level's challenge, like in the New Super Mario Bros. games. Plus Clocks can be picked up to give the player more time to complete the level, the latter a mechanic only seen previously in Super Mario Galaxy 2's Speedy Comet missions. Mario himself returns with some of his trademark 3D abilities, such as the Wall Jump, Long Jump, and Ground Pound, and is now capable of performing rolling, which is done by crouching while moving. By rolling and jumping at the same time, the player can do a somersault during the long jump. Mario's health system is now based on the side-scrolling titles rather than being a numbered meter: one hit shrinks Mario to a smaller size and removes his cap, while power-ups give him an extra health point. These power-ups include the Super Mushroom, the Fire Flower, the Star, the Boomerang Flower, the Statue Leaf and the Super Leaf, the last of which has not been seen since Super Mario Bros. 3. Notably, the Fire Flower, unlike its previous 3D appearances in Super Mario Galaxy and its sequel, no longer has a time limit imposed on it and is retained until Mario is hit, as in the side-scrolling games. When Mario dies, he respawns in Super Mario form, not his Small Mario form, unlike previous titles. When Mario dies twice in one level, a flying Roulette Block appears. The lives counter in Super Mario 3D Land extends beyond 99, unlike in the previous Mario games.

There are at least four returning tracks from Super Mario Galaxy: the Airship theme, the Sweet Sweet Galaxy theme, a remixed version of Ghostly Galaxy's mansion theme and the Cosmic Mario theme. There is also one track returning from Super Mario Galaxy 2: the theme used on Bonus Planets.(The Peewee Piranha boss theme was also present during the battle with Boom Boom at the E3 Demo as placeholder music. The track is nowhere to be found in the full game). The "tick-tock" that is heard when a timed Ground Pound Switch in the Super Mario Galaxy series is activated is used for when a P-Switch has been jumped on.

The actual game in itself is a magnificent platformer, arguably the best ever, and this is Nintendo's chance at showing us what they can really do. This is Nintendo's Rise from their current position(Pretty Low).

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