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    Kool-aid!'s Super Mario Bros. 3 (NES)

    [February 21, 2008 04:34:27 AM]
    GAMEPLAY:
    After playing a lot more of SMB3, I was able to feel out how the gameplay progresses over time. There is actually a lot of depth to the world map. I find this interesting because this is the first time a Mario game has featured a world map, and I would think that it would be a simple design the first time around and get more advanced in later games. As I kept playing, I found what happens when Mario runs out of lives. I am forced to start over at the beginning of my current world and all the levels reset. However, there are a number of items which helped me pass through the world faster without having to play all the levels. There is a cloud item which lets me pass over a level. I can use a pick to break a rock or a key to unlock a door so shortcuts will open up that let you bypass levels. This, along with the ability to start levels with certain power-ups, adds a new element to the game besides simple platforming. This creates a kind of map management system. There is a good strategy to deciding when to use your items for the maximum benefit and when to look ahead if you have to start at the beginning of the level.

    Now that I have spent a lot of time with the game, I have a greater sense of the platforming elements. Like I said before, all the classic platforming elements I am used to are present in this game. The problem is I don’t really know how revolutionary these elements are because I didn’t play the game when it was released. What I can say is that this game is a whole lot of fun and its gameplay is both very simple and complex. Like most good games, it is easy to learn, but difficult to master. The levels I played were not that hard. Even as the game progressed, I could still beat the level if I took it nice and easy. The basic idea of continuously moving right and jump on enemies’ head was apparent from the beginning. However, it is almost impossible to resist the urge to try and beat the level as quickly as possible. Even if no body is watching, I like to show off by running through a level without stopping. And SMB3 allows you to do that. A level could be easy if the player is cautious and careful, or that same level could be much more difficult if the player wants to run through as fast as possible. In this way, Super Mario Brothers 3 offers variety in gameplay and replayability, both of which are qualities great games have.

    DESIGN
    Like I previously stated, SMB3 contains many elements which make a great game. However, what makes this game itself great? I know for one that this game was very built up when it was released. Super Mario Brothers was already a huge success and SMB3 was the true successor. I couldn’t help but note all the improvements from SMB when playing the game. Besides the improvements in graphics and presentation I spoke of earlier, I noted how the gameplay itself evolved. The control and the play itself stayed mostly the same, but the designers added a slew of new objects into the mix which gave so much more to the gameplay. The music note boxes for example allow the player to make huge jumps previously unseen in the past titles. I guess what I am trying to say is, why should the designers change the gameplay that already worked in SMB? Players want to see more of what they fall in love with. But players don’t want exactly the same game either. SMB3 is a great example of gameplay which is not basically modified, but greatly improved. That’s what I define as a great sequel.

    But while SMB3 may be a great sequel, why is it a great game? I’m sure there are a lot of people who haven’t played SMB. One difference I noticed is that there is no way to save in SMB3. You can keep continuing if you die, but you cannot save the game unless you are playing a later version. Like I said before, there are a lot of items which can create shortcuts and skip levels and even worlds. One of the great things about this game is replayability. Playing for the first time, I could only try to beat the levels as best as I could. But I do know there are a lot of shortcuts hidden around. By experience and word of mouth, I could eventually find these secrets which increase my skill at playing the game. This increases the social appeal of the game. It encourages players to play in pairs or groups, and share information. Again, this gives the game more and more replayability, unlike other single player games which are played once or twice. What also makes this game great is that it is fun and easy to learn. As said before, the jumping mechanic and the opening levels are very easy to pick up. But what makes this game a masterpiece is how deep it is at the same time. There is a lot to the levels, there is a lot to the world map and there is a lot to the gameplay. There just is a lot to Super Mario Brothers 3.
    read comments (1) read comments - add a comment Add comment
    [February 20, 2008 10:51:12 PM]
    SUMMARY:
    Super Mario Brothers 3 is a classic 2-D side scrolling platformer. SMB3 is a legend within its series, genre and within video gaming itself. A more faithful successor to the original Super Mario Brothers, SMB3 introduced many new elements to the already popular game. SMB3 added a world map with multiple paths, as well as a bunch of new items, power-ups and collectables. Also, each world had its own distinct theme, such as water or dessert, instead of the same time of levels.

    GAMEPLAY:
    As a veteran Mario Bros. player, Super Mario Brothers 3 (SMB3) was instantly familiar to me. I have played a lot of Mario World and Super Mario Brothers one in the past, but not a lot of SMB3, the game which came between the two. Most of the early levels where too easy for me, being an experienced player. However, it is worth noting the learning curve itself is very well developed. These levels were easy, but I became very comfortable with the game while playing them. They introduced me to some of the game’s unique features. There are few video game players who are not familiar with the super mushroom and the fire flower. But I also became familiar with the super leaf, which gave me the raccoon suit which allows Mario to fly and the strange frog suit which let Mario jump higher. And besides the “?” blocks and normal blocks, there where also music note blocks which bounced me back the direction I came from.

    There are a large number of improvements in SMB3 as well as a good deal of common elements. The main enemies of the game are still the gombas, koopa troopas and hammer bros. However, they occupy a wider environment. The first game only mostly only contained blocks and pipes, but SMB3 adds real hills and inclines. While the mushroom kingdom was still very abstract, the design made it look a lot more like a real place. The game also featured a charge meter of sorts which builds as Mario runs, filling it up while with the raccoon suit, Mario can take off and fly across the level. Besides providing a shortcut, I was able to find hidden areas in the clouds which contain extra lives and coins. This freedom made each level seem a lot larger and it felt like I had more freedom in exploring.

    Another new aspect is the world map. Each level is set up as the next step in a path Mario is taking. At times, the path splits and I can choose which way I want to go. This was very helpful when I would get tried of trying the same level over and over again. There were also other objects on the map. Some levels are short mini games which offer power-ups and life ups. There are also houses which offer a random power up. But there are threats too. Mini bosses patrol the roads and each time I finish a level or lose a life, they move a random number of spaces. There is a chance I will be ambushed or not run into any enemies at all. All the power-ups I collected from the mini games I was allowed to save and use at any time on the world map, so when I would have trouble with a level I could just pick an item and chose to start the level with the raccoon suit or with some other power-up. As I play the game more, I think I be able to dive deeper into the level structure and give a better description of how the gameplay itself ties into these new elements.

    This entry has been edited 1 time. It was last edited on Feb 21st, 2008 at 02:25:53.


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    Status

    Kool-aid!'s Super Mario Bros. 3 (NES)

    Current Status: Finished playing

    GameLog started on: Wednesday 20 February, 2008

    GameLog closed on: Wednesday 12 August, 2009

    Opinion
    Kool-aid!'s opinion and rating for this game

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