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Feb 2nd, 2007 at 03:15:01 - Super Mario Bros. 3 (NES) |
After playing a level several times, the player accepts the limitations and rules of the games. Although I thought I would never get out of this location near a body of water, I realized that one of the limitations such as the ability to go backwards in the game, allowed me to use this ability to my advantage if I had missed an item. As oppose to getting an item on the first try, the limitation, in this sense, helped me to acquire the item by walking backwards on a second try. So, I discovered that limitations are not necessarily limits to the players decisions while playing a game. Instead, a limitation can create possibilities to achieve a goal.
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Feb 2nd, 2007 at 02:33:52 - Super Mario Bros. 3 (NES) |
While playing Super Mario Bros. 3, I noticed how easily I became part of the "magic circle." The first sign I noticed was the feeling of being safe and unharmed by any of the villains. Although I have felt a stronger sense of safety while playing Resident Evil, SMB 3 allows players to experience a new reality. It seems natural for people to sometimes experience and live in another world that is beyond our own physical limitations such as defying gravity. For just a few seconds to a couple of hours, I noticed how my attention became completely focussed on the game-characters, setting, and goals-while everything else is ignored. I felt completely absorbed into the game. Is this a lusory attitude?
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Jan 19th, 2007 at 18:25:10 - Super Mario Bros. 3 (NES) |
Does Mario have some pre-3D effect such as his head moving when he is walking? Other than the appreciated 2D quality, the power ups – fire flower and super leaf - are important elements to Mario’s quest. Although it took a sizeable amount of time to adjust to the controls, especially when using a power, I realized that a character’s range in powers makes the game more thought provoking. For example, I could not beat my enemies with the usual stomp; I could beat them with a bat of Mario’s raccoon tail. The variety of power ups allows for something other than a monotonic game play experience by allowing the player to choose the most appropriate and effective power to break a block or defeat an enemy. Possibly, this is something to keep in mind when creating our own games.
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Jan 19th, 2007 at 17:39:28 - Super Mario Bros. 3 (NES) |
Super Mario Bros. 3 is an example of how the rules make this game a memorable one. Considering the previous example of the complexity of rules between Final Fantasy XII and Legend of Zelda, I noticed that Super Mario Bros. 3 undergoes a similar sense of evolution when it began as Super Mario Bros. For instance, SMB 3 gives the player more control such as choosing which levels to play to anticipating a body of water according to the map rather than not being able to travel backwards in a level and so forth. It is clear that SMB 3 is a better game than its predecessors since it creates new game play experiences through the expansion of its rules.
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jnguyene's GameLogs |
jnguyene has been with GameLog for 17 years, 10 months, and 12 days |
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Entries written to date: 14 |
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