Review: Super Mario 3D Land

This was written back on Nov. 30, 2011… but I only realized now, Oct. 1, 2012, that I never posted it. Whewps!

 

If you want to feel like you’re a rock star and god of video games, pick up Super Mario 3D Land. It’s that easy.

What I mean, is that after going through the first 8 worlds with little challenge. I had 220+ extra lives in reserve.

I was told the special worlds would be more challenging. I then went through the first 5 special worlds (S-1, S-2, S-3, etc.) I’m almost done with S-6 and I now have 240+ lives. I’m disappointed.

That’s not to say the game isn’t fun–it is. It’s very fun, but it’s not challenging. Almost all of my deaths in the game were from not being able to judge distance between foreground and background platforms. The 3D effect hasn’t remedied this, as I do just as well playing with the 3D off.

Segue! Other than a few little effects, the game doesn’t benefit from the addition of 3D to it. Sure, throwing a boomerang toward the screen is neat, but it doesn’t add anything. As I stated above, it didn’t really help me with judging distances between platforms.

Level designs are great otherwise, and there are some new items and interactive elements, such as ! switches that, when it, produce platforms that appear and disappear. Yes, platform switches. That’s one of the things that sticks out to me.

The tanooki suit is back from Super Mario Bros. 3, but it has been altered. You can no longer fly, but floating down no longer requires tapping the jump button repeatedly, but can instead be accomplished by merely holding the button. there’s a new boomerang suit as well, where you throw boomerangs.

Maybe the game is hard and I am a rock star. But with the trend of Nintendo trying to gain audiences by dumbing games down (my opinion), I doubt that.

In summation, the game is fun but too easy.

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