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KappaHattori's Super Mario Bros. 3 (NES)
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[September 13, 2009 09:55:29 PM]
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MUSIC---===
This game is probably the most memorable of all Mario games in terms of the music. It brought the world the beloved underground “Duga-Duga-Duga… Duga-Duga-Duga” theme. The popularity of this one song can be seen throughout the world, as people use it for backgrounds for various videos, and occasionally even attempt the song on their own instruments on YouTube. The game’s music also set a standard along with Zelda at the time for longest composed midis for video games, particularly on the SNES. The game also provides the player with loveable and memorable songs such as the initial music played in World 1.
The music of each stage and each world aids the player by seemingly personifying the mood that the stage generates. In the earlier worlds, which could serve as an introduction, the game plays relaxing melodies composed of softer sounding beats. Boss stages seem to contrast this with sharper, quieter melodies which are interrupted by startling breaks and hits which simulate the fear Mario must possess in traversing a dark castle.
MULTIPLAYER---===
The game, like nearly all Mario games before it supports Multiplayer capabilities. Firstly, two players can compete by taking turns during the main story of the game. This is an easier way for a single player to have extra attempts to complete the game by himself, as both players are granted 5 lives, giving a single player a total of ten if he decides to solely control Mario and Luigi.
The game also reintroduces a versus mode created in the original Super Mario Bros. Here, Mario and Luigi battle it out in a sewer to obtain coins, and kill the other player be hitting them with downed sewer enemies. The victor of this game is completely determined by skill, as the different characteristics between Mario and Luigi which were presented in Super Mario Bros. 2 have been erased.
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[September 13, 2009 09:50:57 PM]
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Super Mario Bros. 3
Super Nintendo Entertainment System
SUMMARY---===
How and where could one possibly start with one of the best installments in the Mario Franchise? Could it be the vast amount of power ups offered? Or could it be the return to a similar style of play as Super Mario Bros. 1? Regardless, this game will be revered in my eyes as one of the best games of all time, and one of the best games of my childhood.
The Super Nintendo reigned when I was about 6 or 7 years old, and I ensured that I played it well into the days of the Sega Genesis, but I was almost required to release it upon obtaining a Playstation. The Super Nintendo harbored several good games, most of them reputably being from the Mario franchise. Super Mario Bros. 3, from the Super Mario All-Stars cartridge was a good example of the great engineering for the Super Nintendo at the time. It’s revised form for the Super Nintendo seems considerably better than the version originally released for the Nintendo Entertainment System, despite slight graphical and audio upgrades. Nonetheless, I will stop my incessant praising and will proceed to the evaluation.
GAME PLAY---===
The game returns to the style of the older Super Mario game, and strayed away from the more “relaxed” style of Super Mario Bros. 2. This game introduces the concept of maps, in which playable levels are located. This gives the player the opportunity to occasionally decide between which levels they want to play. Who doesn’t love the opportunity to choose between a high-jumping cliff bouncing stage, or the symbolic underground stage which left us all with a catchy and easily recognized tune? The stages themselves seem to all possess a different theme as well, despite most being in a world with a pre-established theme. It is clear to say that no two stages will play the same. The designers clearly took the most varied of their ideas to place into the game world. For example, when the player arrives in the desert world, they will face different challenges such as navigating through an above ground pipe maze, and eventually racing the sun to the finish!
The game also introduces several powerups such as the token feather, which grants Mario the ability to fly (and the still unexplained raccoon tail), and a frog suit that makes the underwater portions of the game considerably easier to navigate through. These items are offered so frequently, that it is common for players to choose to lpay the game with their preferred style.
Some of the purpose for the creation of these items is obviously the tons of shortcuts placed in this game. There are several opportunities which generally utilize the powerups which grant a player special items, such as the flute, which possess great abilities. The flute, which grants the player the ability to choose which world to play, can only be accessed in certain locations, and by fulfilling conditions which players generally would not do regularly. For example, the first flute to be obtained in World 1 can be accessed by going into the last layer of the game screen, by crouching on a gray block for about 5 seconds, then flying up and behind the ending screen, and dropping. Normally, people don’t randomly crouch on blocks, and thus would be exempt from obtaining this coveted item. This seems to indicate that the game seems to promote intuitive or abnormally adventurous play. The game is filled with areas that are accessible only through flight, or placed in locations outside of the normally assumed places. This encourages a player to play differently on their second or third attempt to discover all the secrets of the game!
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KappaHattori's Super Mario Bros. 3 (NES)
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Current Status: Playing
GameLog started on: Sunday 13 September, 2009
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