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Jan 31st, 2007 at 14:38:31 - Super Mario Bros. 3 (NES) |
This is my second gamelog for Super Mario Brothers 3. I am continuing from where I left off in World 3 (mor eor less) This may be a slight spoiler but one of the neat gameplay mechanics that makes the game fairly pick up and playable is the fact that you only need to play a few levels of World 1 in order to obtain warp whistles to warp to any world in the game.
I mentioned earlier how Super Mario Brothers 3 does a good job of keeping stages varied. I neglected to mention the fact that the worlds themselves are very diverese as well. I'm in World 3, the water world. As you would expect the levels seem to fit the theme very well. I ended it up stoping in the next world which is named Giant World (and for a good reason). World 4 is interesting in that most levels let you play as a giant Mario in a small level or conversely a small mario surrounded by giant enemies and objects. Funny enough Mario's jump ability works the same whether you are stomping on a cat sized koopa or a VW Beetle sized koopa.
The game difficulty seems to slowly be getting higher as well, which is a nohter aspect of a good game in my opinion since it helps to keep things interesting as the game progresses.
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Jan 31st, 2007 at 04:50:31 - Super Mario Bros. 3 (NES) |
I decided to choose Super Mario Brothers 3 from the relatively small list of classics availible. One thing I was pleased with was the fact that I was able to just jump in and play. The goal of the game is relatvely straight forward, get to the end of the stage. For being an older game I feel the graphics are very well done. Many other NES games feel a little monochromatic, but Super Mario Brothers 3 introduces a very colorful art style.
One useful aspect of the game is the ability to store power-ups for later. That came in handy for the stage in the second world where the sun (of all enemies, ya) is chasing you as you try to run across the desert. I simply pulled out a P-Wing and flew across the stage to the goal.
I also really appreciate the level design of the game. Some levels are set up in a puzzle manner such as the last level of World 2 inside the pyramid. Others are more open ended such as the first level of the game, run to the goal while killing enemies. Others focus on getting to the goal why dueling with a foe, such as the sun or that big fish that chases you in World 3-3. Then there are always the levels like World 1-4 where the screen pushes you forward and you have to react quickly to tackle obsticles. Those types of levels coupled with the castle and airship stages help create a healthy mix in what could have easily been a boring and repetitive two and a half worlds that I played through.
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Jan 29th, 2007 at 02:19:03 - Super Mario 64 (N64) |
Even though Super Mario 64 is more of an open ended type of game where you can play other worlds before completing prior ones, I still like to try and get all 8 stars (if possible) before I advance.
I played through Big Boo's Haunt, which happens to be one of the more clever worlds in the game in my opinion. Hunting down all of the ghosts and then battling the Big Boo is a pretty interesting game mechanic. I appreciated the level of complexity to the level design. There is an underground carousel in the basement of the haunted house, and roof top access at the very top. But it required some moderate acrobatics on the part of mario to reach that height. Collecting the 8 red coins may seem tedious but it happend to be pretty cool since I was able to also collect 100 coins in the process. If you guys aren't aware there is a hidden star in each world that is unlocked by collecting 100 coins in each stage.
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Jan 29th, 2007 at 02:01:19 - Super Mario 64 (N64) |
Nintendo faced a big gamble launching the Nintendo 64 with TWO launch titles. Luckily they hit a homerun with this game and the second game released wasn't half bad either.
Often imitated, but never duplicated, Super Mario 64 was the blue print for which all 3D platformers were to follow. It managed to combine intuitive controls with nice looking graphics and addictive gameplay. Not only that, the game solved the problem from a developers stand point of how to created large 3D worlds without spending an excessive amount of time and money modeling.
Overall I'm very impresed with the character animations for Mario. Even held to today's standards they are very detailed and fluid. The controls respond perfectly and you get many chances to test that claim throughout the game. The Lava level in the basement being on of the better examples.
Voice acting? Wow it's actually in the game, I know unheard of. Luckily for us Nintendo was smart enough to realize that we are all literate and spared us the excessive cutscenes and inane drama that modern games seem to love making us suffer though in order to play. Mario's voice is spot on, and doesn't seem to get annoying during extended periods of play. Princess seems to be the only other person who speaks and she only says two lines of dialogue in the beginning of the game.
Overall I am very happy with what Nintendo did with the game. Super Mario 64 is a light but solid game that doesn't nag you to commit to it for life like some of the codependent software titles of recent memory on the other systems.
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aray's GameLogs |
aray has been with GameLog for 17 years, 9 months, and 23 days |
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