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eatfffire's Super Mario World (SNES)
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[February 21, 2008 12:12:21 AM]
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Gamelog Entry #1
Summary
In Super Mario World, the player takes on the role of one of the Mario Brothers in a new world. The player will once again face off against various enemies across dangerous terrain to advance in the game. Bowser has (Surprise surprise!) kidnapped Princess Toadstool, and it is the goal of the game to rescue her. The format of the game has not changed, it is still a side scrolling platformer.
Game Play
People familiar with the control scheme of the Super Mario Bros. Series should have no trouble picking up the control and going. The controls remain relatively the same. Enemies are neutralized by stomping...etc. A new addition which was absent in earlier games was the addition of Yoshi, a friendly ally to the Mario Bros. Yoshi added new way to move,attack, and defend in the game. The player now could plug into a new slew of power ups on top of the previous mushroom and fireflower.
I experienced a very fluid sense of action progressing through levels. The areas never got so inactive that i was bored, or too hectic that it was impossible to move without dying. Enemies were as fun to defeat as they were challenging. The variety increased the way to approach them. No longer were most just "stompable ". Bob-ombs blew up after you stepped on them and charging chucks would try to jump on you.
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[February 21, 2008 12:04:36 AM]
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Gamelog Entry #2
The replay value on this game has increased dramatically from the previous series installment. The major factor into this is due to the amount of secrets that are in the game. Levels are filled with secret passages and power ups. The addition of these allows for the player to have a relatively large amount of freedom in how to complete the game. For example, if the player chooses to spend some of the alloted time in a level to search out pipes that lead somewhere, the end result might lead to a short cut in the overworld that would lead to the end of the game sooner. There are two main ways to approach the game from this, the player can either speed through the levels to finish the game quicker or spend time seeking secret areas to extend the game with new levels.
I enjoyed the themes that the game possessed. The settings were consistent throughout the game. If the player was in an underground overworld, the lighting, terrain, and music would reflect this. It would be dark, rocky, and have a darker tone to the music. These characteristics also extended to the levels themselves. The music also was astonishing in by itself. It reflected the game play in an incredibly well put together manner. If the game play forced the player to be constantly jumping and moving, the fast tempo light hearted music would reflect it. Areas that involved much dark emotions such as the Haunted Houses or the Castles would half slow dreary and sinister sounding music to add to the mood.
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eatfffire's Super Mario World (SNES)
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Current Status: Playing
GameLog started on: Wednesday 20 February, 2008
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