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    noopnomad's Super Mario Bros. 3 (NES)

    [February 17, 2008 04:42:51 PM]
    GAMEPLAY:
    There is a unique state of adventure and curiosity that Super Mario Brother 3 is able to put its players in. Part of this is due to its level design. There is a sense of awe created by looking at the giant “?” blocks of World 4 and there is a sense of wonder for players that jump to and from floating winged red shells. The game rewards players for exploring the levels by providing shortcuts and special items for advanced players. The flute, an item that will warp players to later levels, can only be found in certain levels where the player must travel into typically unseen areas – only discoverable through immense exploration. This keeps the game continually interesting and adds much replay value into every stage.

    While I didn’t grab the attention of any bystanders, I can say that Super Mario Brothers 3 is a social game by the fact that many people have been exposed to it. Even a decade after its initial release, I can still invite friends over to play this game with me because they still fondly remember and still want to play the game. And even though one of my roommates despises the game, we can still hold a conversation about it. The fact that I can still talk about a nearly two decade old game makes it a highly social one.



    DESIGN
    An aspect of the game that is particularly interesting is the game’s hub system. Prior to this Super Mario Brothers 3, few platformers used a hub system. Instead, these games had players traveling from level 1 to level 2, and from level 2 to level 3, and so forth in a very linear fashion. In Super Mario brothers 3, players are given the option of which level they want to play in the hub world. Of course, that is not to imply that the levels lose their linear feel. For example, in the first world, level 2 must be played after level 1 but after that, players are given the option to play either level 3 or 4 to reach an item or to bypass those levels completely. It is this sense of an open world that makes it unique compared to older platformers.

    Also innovative was Super Mario Brothers 3’s use of the camera. At that time, traditional platformers had camera systems that panned only left and right. Therefore, to allow for exploration of the 2nd cardinality, characters were displayed fairly small on the screen. The unique camera of Super Mario Brothers 3 allow for more detailed sprites without sacrificing the 2nd cardinality of play. As a matter of fact, the new upward scrolling camera allows the developers to further explore the potential of object is the sky and much higher then a simple jump. This new design aspect demanded a new ability, the raccoon tail, for players to fully explore the skies above – something impossible to pull off using the old camera.

    In the end, Super Mario Brothers 3 is a highly enjoyable game the never ceases to amaze me. There is no doubt that it was ahead of its time and is still fondly remembered today by many players, myself included. If you've never played this game before, you should.
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    [February 17, 2008 03:56:32 AM]
    SUMMARY:
    The year was 1990 and America was eagerly anticipating the third Mario – the one that promised new graphics and game play. Controlling the plumber who needs to save the princess yet again, players control a fully running, jumping, swimming and flying version of a character that they have already come to love. As a 2D platforming game, it remains one of the best. Even today, Super Mario Brothers 3 for the Nintendo Entertainment System needs little introduction.

    GAMEPLAY:
    Truth be told, the characters are not especially defined. Mario is, well, just playing that same plumber-saving-the princess role that he always was. The princess’ reason for being kidnapped is not explained and Bowser’s motives are as puzzling as they always were. Compared to games like Donkey Kong which make an honest attempt to tell the story in-game, the story of Super Mario Brothers 3 is disappointing, lacking and unoriginal.

    Unsurprisingly, the very first enemy that Mario encounters is a goomba and to destroy the goomba, Mario once again must jump and land on it. An introduction like this makes one assume that Mario hasn’t changed since his last adventure, but that would be wrong. So much has changed. For example, the reward system has been redefined to motivate players through every step of the game. In addition to simple rewards like coins and basic power-ups from previous games, Mario can now hold power-ups in his inventory and collect cards to gain one-ups. Rewards are scattered throughout each level and are plentiful enough as to keep players interested and challenged throughout the game. With so much positive feedback, players won’t be able to put down the controller until the credits for the game finish rolling.

    Let’s face facts: most people know who Mario is. To live in the 90’s was to live in Mario’s era. Mario was plastered onto everything that we loved: cereal, cartoons, bed sheets, backpacks, and even window curtains, to name a couple of things. There is a reason why Americans were once obsessed with Mario and that reason is the excellent gameplay of his video games. Look back on this game, its ability to differentiate between walking and running, something that would normally seem trivial in a video game, is worth noting. It is important that unlike more modern games which use analog control sticks for more accurate walking controls, this game used a simple directional pad as was standard at the time. Yet, Super Mario Brothers 3 featured a walking system that was so advanced and precise that it makes controlling Mario second nature. It even featured a meter to display how fast the player was moving. It’s a eye for detail that made this game simply amazing.
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    Status

    noopnomad's Super Mario Bros. 3 (NES)

    Current Status: Playing

    GameLog started on: Sunday 17 February, 2008

    Opinion
    noopnomad's opinion and rating for this game

    No comment, yet.

    Rating (out of 5):starstarstarstarstar

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