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Pysis's Super Mario Bros. 3 (NES)
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[October 3, 2009 07:28:06 PM]
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GAMEPLAY
I'm playing further into the game and I just experience more worlds. Now you probably get a more wholesome experience doing this, but when you don't want a longer game there are some secrets implemented that let you skip worlds.
The game is long because there are eight world, and in them an average of 8 levels. Each level may take about 3 minutes to beat, but there is an inherent difficulty that keeps you dying and using up your lives to keep you going. Sometimes you can die and just be unlucky, or you haven't predicted your movements accurately and the enemies random intelligence has killed you. It's getting past this part that makes you restart the level, and sometimes the game, that you have to play through.
It takes a long time to beat it, and I've only just done this once recently because I've always stopped around the third world either I ran out of lives or interest.
DESIGN
Some good elements about this is that the graphics are improved on, while staying on the same system as its predecessors, as well as its music, and it has minor story sequences.
The level design as I said has been altered a bit in its own style. The levels are less a random bunch of challenges and parts of them are there so that you just walk around the uniquely built level. The makes the feeling of the game world a bit more seamless and fun to explore.
Parts of the level show complexity out of a unique object placed there created for that scene. But sometimes it's just he grouping of certain enemies in differently arranged terrain that presents a new challenge. Some levels are built so that you are following a path by similar means throughout the level like a moving platform or a new suit.
There weren't many rewards in the game except for the items you pick up. These which you can use before a level will change your characters state initially, which can be degraded upon being attacked. So it helps you until you lose it which is quite easy to do if you misuse the power. It's this which gave me a fleeting sense of the items which in turn made me not use them as often unless I had died a couple times at a level.
The game would keep me interested for the most parts until the later worlds because they were just more level to pass with an increasing level of difficulty. It's only when I decided to really make it to the end to play though them all.
And I did this once with a friend, where having two players effects the other, but in a very segmented way. One of you plays a level and when you complete it or die, the other plays the level or the next one. So the two players don't interact as much, but the effects do when the level is beaten the first player no longer has to do it. The two players do interact when one decides to challenge the other randomly. They step into a screen with a few platforms to hop on and you try to kill five or so enemies first, and you can hit a block that makes any extra life modifiers fly out which the other player can steal.
So in all it was a good game, the best part being the play style with the items, mini-games, and differently built levels with new enemies and bosses.
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[October 3, 2009 06:58:45 PM]
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SUMMARY
In this game, you are Mario or Luigi, trying to save the princess from Bowser who has captured her again. There are a series of worlds to go through, and many levels in each. You run through these levels passing or defeating enemies and getting powerups to help you. You can also use items you collect or play mini-games from the world map. You get to the next world by defeating the boss in the previous one at the last level.
GAMEPLAY
So as another installment of a Mario game, the story is pretty much the same. As with most of the characters, one or two like toad have new roles in your adventure which is a nice change than him telling me I got to keep going. One amusing sidenote was that each mini-koopa-boss has stolen a wand and transformed a king of a castle into an animal and beting the world turns the monarch back.
The quality that brings people to play this next game is the mechanics. The levels play similarly to Super Mario Brothers 1, with slight differences makeup differences. More like the levels aren't just totally randomly placed blocks to present the same or different challenges, they make more of a contiguous scene. In addition to this game, the levels are grouped in world with distinct themes, where in SMB1 they were just abtract numbers resetting the levels. This give me a sense of what to expect and an aesthetic pleasure of moving around with a couple choices of levels to play and other elements only present here.
So with slightly improved graphics I take a greater liking to this game. I also enjoy the freedom of movement that is more accurate, and with the new powerup items, gives me more choices to traverse a level.
The flow of the game was created with similar environments between levels, connected with the world map movemnet, and the simple narrative segmentation between worlds.
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Pysis's Super Mario Bros. 3 (NES)
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Current Status: Finished playing
GameLog started on: Sunday 6 September, 2009
GameLog closed on: Saturday 3 October, 2009 |
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