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aray's Super Mario Bros. 3 (NES)
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[January 31, 2007 02:38:31 PM]
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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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[January 31, 2007 04:50:31 AM]
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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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