Platform: 3DS
ESRB: E
Publisher: Nintendo
Developer: Nintendo EAD Tokyo
Rating:
Review by: Matt Peters
A Nintendo launch without a Mario game just doesn’t feel right. That may be the reason why the Nintendo 3DS stalled out of the gate. That empty space has now been filled, as Nintendo gives us Super Mario 3D Land. With a few new tricks up his sleeve and his signature hat, Mario’s ready to save the Princess again. Fortunately, this adventure was worth the wait.
Super Mario 3D Land isn’t so much a continuation of the original Super Mario Land Game Boy series, but a new direction that distinguishes it from the New Super Mario Bros. game format that started on the DS and migrated to the Wii. Character design and graphics seem pretty much the same, if not dialed back a little to get the most out of the game’s engine. Of course the big difference here is now Mario’s world is in 3D. Thankfully, it’s not on the Virtual Boy this time.
The 3D integration isn’t just tacked on; depth puzzles occur throughout the game. I reached one underground level with a staircase made of blocks, but couldn’t seem to jump on the second one up for some reason. Flipping on the 3D effect allowed me to see that the block was actually part of the foreground, and I had to wall-jump to get to it. It’s pretty slick. The accelerometer isn’t as useful, but does find a way to make itself a neat gimmick. Using a telescope, players can get a view for what power-ups and enemies are in the distance by moving the 3DS around. Even the system’s StreetPass feature gets a little love, as users can trade items by just walking past another player’s 3DS. This should be great for convention season.
The leaf power-up from Super Mario Bros. 3 is back, but in an odd twist, it gives Mario the Tanooki Suit and doesn’t allow him to fly. A short little shuffle jump with the tail wagging slows his fall enough to let Mario get more hang time (think Yoshi or Luigi from SMB2). Fortunately, a later variation allows the plumber to use the Tanooki Suit to turn into a statue temporarily. Other than that, the Mushroom, Fire Flower, and Star return along with two new items: the Propeller Box and Boomerang Flower.
One of my biggest issues with New Super Mario Bros. has also been addressed as well. For some reason, every enemy seemed to love the new level background music so much that they had to stop and do a little jig during certain portions. Now, however, they could care less. Timing’s important, especially with the additional dimension, and thankfully the developers abandoned this idea.
Super Mario 3D Land is the best experience I’ve had on the 3DS since its launch. It uses almost every feature of the hardware in an organic, non-intrusive way. It feels like Mario, it sounds like Mario, and there’s enough fan service to keep even the hardest of the hardcore satisfied. More important than anything else you’ve read here, Super Mario 3D Land is pure fun. This game should be in every 3DS owner’s collection, and should be packaged with the system in the next phase of the handheld’s lifespan. Nintendo’s got another winner on their hands.
For more info, nintendo.com
January 15th, 2012 at 9:48 am
I’m slowly playing through this at the moment. I have two gripes, but only one really has to do with the game itself. So far, it feels like the game’s worlds don’t have as much thematic connectivity as in other Mario games I’ve played. Perhaps that’s a small complaint, but I just wondered why they decided to go that route this time around. On the upside, Mario 3D Land has some of the most brilliantly created levels that I’ve ever played in a Mario game, so it more than makes up for the seemingly random worlds. So, that being said, I love this game. And you’re right, every 3DS owner should have it.
The bigger gripe that I have doesn’t really have to do with the game so much as the 3DS. This might be just me (and it might sound odd), but I feel like the thumbstick on the 3DS gets a little too slick after playing for a while. And it’s not like I eat while I play games or anything like that, and my hands don’t sweat profusely when I’m playing, so there’s no reason for it. However, because of this, I find my thumb slipping at times when I’m playing, and it throws my game. I would argue that it’s not a problem solely experienced with Mario Land 3DS but with games on the handheld in general, but I haven’t really played too many games that required use of the thumbstick until now. I know that’s sad but it’s true. Has anyone else had this problem?
January 17th, 2012 at 12:04 pm
Eric, you may be on to something there. The worlds do feel random, but I think they sacrificed that continuity aspect in order to provide more entertainment. I would guess that some worlds’ themes didn’t quite provide as many scenarios as others, so they shook it up a little.
The 3DS itself… Honestly, this is the first game I’ve played for this long on the system. After a while, my right hand started to get a little strained. I didn’t have this issue on the DS or the PSP, so it’s a little strange in that regard. Also, I’m not sure if you got yours at launch, but my brother’s system seems to suffer from similar issues with the thumb stick. I’m sure MadCatz has something in mind to fix that. Speaking of peripherals, the impending doom of the Circle Pad Pro will surely escalate my hand cramp issue.
January 17th, 2012 at 12:18 pm
Yeah, after thinking about it, you’re right about forgoing the themed worlds. Actually, after playing it some more, I think it was good on them to really just go crazy with the level design and not tie themselves down, because there’s some really awesome ideas at play. Just the fact of how things play out in the long run alone really surprised me.
I didn’t get my 3DS til the price drop, so it’s probably a common issue that pops up from time to time among gamers. Personally speaking, I’ve always had a hard time with smaller controllers, like the Wii Remote (at least when playing it sideways), and the SixAxis analog sticks always feel too close together, so a lot of that is just me. I haven’t really had too much in the way of cramping though. I do, however, feel that I have to hold the 3DS in a way that doesn’t support maximum comfort, as otherwise I end up hitting the shoulder buttons. I’m actually looking forward to that Circle Pad thing. I’m hoping it makes the 3DS a little more weighty in my hands. Only time will tell.
January 21st, 2012 at 10:22 pm
I think the randomness is indicative of the “Land” in the title. The Mario Land series has almost always been collections of random (and sometimes experimental) ideas, stages and enemies. The first Mario Land game had a side scrolling sub shooter level that came out of nowhere. Mario Land 2 had all sorts of wacky going on, but it was the most fun I had on the original Game Boy. The way the levels change up has definitely kept me playing to see what they throw at me next.