Thursday 21 February, 2008
GAMEPLAY 2
After my second gameplay session of Super Mario Brothers 3, I reasoned that the game was far more engaging and innovative than I had first made it out to be. It began when I realized that the raccoon suit actually had the power to increase my time in flight – an ability worth a great deal in enemy dodging. I was able to soar through levels and time my jumps according to the enemies on the ground. As I covered more terrain and marked each completed level with the M, I was satisfied with my imperialist methods of conquering, as the entire map was now scattered with Ms, M for Mario. I also looked at the map of all the levels and saw a castle far in the corner at the end of my path, with a blinker reading “HELP!” I then learned that it is a princess I am saving, and gained a further understanding of my goals as Mario.
The levels got increasingly harder and incorporated new aspects of the gameworld, such as water, lava, and rotating platforms. There was even a level that took place in the sky and was focused on timing and precision of movement. I was relieved to find that not every single level consisted of hopping and running; the game progression got much less linear and more complex.
The game got very frustrating when I ran out of lives because it meant that it was “Game Over” and I had to start all the way from the beginning. Tedious. I played for about an hour but after realizing I had nearly beat the game (or the stage, I am not sure) and now had to start from the first level I shut off the NES right then and there. The limited lives system did, however, make the game more intense because I had to rely on my skills alone. I soon became emotionally invested in the game when my chances fell short.
DESIGN
Super Mario Brothers 3 takes the platform game experience to the next level. Seemingly dull at first, the designers incorporate gravity, resource management, and time limitability to create what can quickly become an intense gameplay experience. When the player really gets into it, the level design even has an effect on the experience. For instance, after completing a sunny, grassy level, I was thrust underground in a large green pipeline into an almost hellish environment. It was very dark, there were lava and spikes and fireballs, even skeletons of previous enemies. I wont lie – it was the slightest bit scary. When I got to the surface, I was relieved. I would never have thought that such an outdated game could have such an effect.
The game makes great use of both space and time. There is a time limit to each level, encouraging the player to control Mario both to avoid enemies and the clock as well. One level moves on its own, and its up to the player to not let the edge of the screen push Mario off a cliff. This particular sequence also involved jumping on timed logs that would soon fall once landed on. Once again, timing of jumps and landing was key in staying alive and completing the level.
If I could change anything about Super Mario Brothers 3 it would be two things – easier attainment of 1 Ups, and a predictable direction of mushroom movement. I found myself cursing at the NES for making me start all the way at the first level after slipping off the edge in the last one. However, the limited lives made the game much more intense, as all my progress was on the line. I think it would be better if getting 1 UPs was easier, but unlimited lives would make the game boring. Additionally, the player must jump below a cube labeled with a question mark and receive either a coin or a mushroom, which will give Mario an extra chance if he is hit by an enemy. The mushroom pops up, then scurries in an random direction. Many times the mushroom would scurry away from me and I died chasing it. A small issue, but it could have made the difference between a Game Over and otherwise.
My experience with Super Mario Brothers 3 gave me a lot of ideas for my game. Overall, learned that platform games don’t have to be just run and jump. Elements such as space, time, and powerups can play a key role in making the game more engaging for the player.
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