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SSJiffy's Super Mario Bros. 3 (NES)
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[February 22, 2007 02:08:15 PM]
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More of interest to the reader, the 15 unaccessible levels in SMB. 3. The game is already considered the largest level wise with some odd 90 levels. But unbenounced to most veterans is that 15 other levels (some playable, some not at all) are stashed away within the rom. Via means of gamegenies or rom cache hacks one can experience them. They definitely don't add to the existing game (as they weren't meant to) but they overall give a different feeling of what could of been. Some of them seem as they had the potentially but weren't followed through with. Que sera sera.
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[February 22, 2007 02:08:08 PM]
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I grew up playing this game as I'm sure many others here have as well. I'm not entirely sure how any of the Super Mario Bros. games can be so addictive though the player has completed them repeatedly. The level design is effective and just works. Like in World 4 Screen 3 near the ending of the level, there are tricky jumps to reach the exit pipe. There are blocks that bounce the player back if they collide with them. That's one example of the small details that make the plat former so great. Also the numerous power-ups at the players disposal and for once the storage bars outside screens where the player can use any power-up in possession.
No part of the game feels 'easier' per se. The boss battles are varied in how you do battle. Some of them have the abilities to keep Mario aground by stamping the floor, others hop around or fire projectiles. Essentially each world is given its unique feel not only by the it's boss but by the entire world leading on up to it.
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