Friday 25 January, 2008
Gamelog Entry #2
The level design is excellent throughout what I have played. There are seperate worlds that all include regular "levels", Castles, bonus levels, and secret short cuts. The levels visually maintain a consistent theme relative to the "world" the player is in. Aside from the visual side to it, the level design is great. There are varied settings that introduce the player to increasingly difficult challenges. Among the levels are also several varied power ups that aid the player in movement and defeating enemies (sometimes both). Boss battles are reserved for the castle and airship levels. The game is incredibly linear, but not to the point where it becomes dull to play. Enemies, setting, and power ups mix things up. However the game does reward players who explore places that might seem like dead ends. Rewards may include a simple mushroom power up to a flute that allows the player to skip half of the worlds in the game. The addition of these hidden rewards increase the replay value of this and encourages me to search the levels for more.
The story line of Super Mario Brothers 3 is incredibly simple and sappy. Bowser, King of the Koopas, is creating havoc in the world and it's up to the Mario Brothers to rescue the world. That's basically the premise. Decalogue most of the time is for completion of worlds. The story's minimal info and development does not hurt the game play at all. But when I just sit down and think of the story nothing too dynamic is occurring, for me this just makes it seem corny. I would have felt way more engaged with the story if it had been developed with a more complex premise other than "Bowser is terrorizing the world, you must stop them".
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