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Super Mario 3D Land is SO good

Best handheld mario.

It's still in my top 5 best mario, period. I ate so much fucking crow with this game. Not that I thought it would be terrible, but I just didn't think it was all that interesting and would only be a "cool game". The hell was I thinking...
 
It's decent, but after 100%ing it I have no desire to ever play it again. Would much rather boot up Galaxy 1 and play that from beginning to end instead.
 
It felt pretty mediocore, almost as boring as Mario Land 2. The 3D doesn't doe anything for me either.

Good thing the Wii u iteration is shaping up to look like a much beefier, fun package.
 
It's still in my top 5 best mario, period. I ate so much fucking crow with this game. Not that I thought it would be terrible, but I just didn't think it was all that interesting and would only be a "cool game". The hell was I thinking...

Yep. My opinion is that as much as I love the Galaxy series, Land took its ideas and almost refined it to feel more like an old school mario game.

Now to get something that is a combo of sooo many games in 3D World, I think Nintendo could have the best Mario on its hands, and even more crow will be ate around here.
 
Its a game that seems perfectly designed and built around the 3DS, with everything from the fixed camera, to the special 3D stuff, to the short timed levels.
Which is why it is so disappointing that 3D World is just lazily taking this 3ds framework and slapping it on to the Wii U.
As someone who can't see the 3D effect, I'm forever grateful that 3D World will not be tied into that frustrating "feature." It should make for a less annoying experience when judging distance (which is frequently the main reason I enjoy 2D Mario more than 3D anyway; I just feel more in-control).

The 3DS itself was the only thing that was holding 3D Land back as far as my personal experience went.
 
The only thing this game lacked was great music. Otherwise, I have no complaints. I wouldn't say it's nearly as good as Galaxy though.
 
It's still in my top 5 best mario, period. I ate so much fucking crow with this game. Not that I thought it would be terrible, but I just didn't think it was all that interesting and would only be a "cool game". The hell was I thinking...

same here. thought it looked dull as hell before release, couldnt get into the demo at all, and was convinced it was going to be some kind of disappointment

a friend let me play her copy, i got through 2-3 worlds, and i went out and bought a 3DS a few days after. Never been so happy to eat up a pile of crow, 3D Land is just too good
 
The only thing this game lacked was great music. Otherwise, I have no complaints. I wouldn't say it's nearly as good as Galaxy though.
You crazy. The 3D Land main theme is probably the best theme in the series since the original SMB.
 
I enjoyed it, but I really never understood the overwhelming amount of positivity it got around here. It is absolutely a great game, but I just feel like it is as bare bones the concept of "Super Mario" in almost every aspect. The game very rarely really challenged me, and it didn't seem to take the franchise in any interesting directions.

It felt like a great game to play on a handheld because of how simple it was, so I can honestly say it's probably, if not absolutely one of the best handheld Mario games out there, and it's pretty damn replayable too, but it just wasn't a memorable experience for me outside of a few levels such as Crown. That was amazing.
 
I laughed at the very notion of getting a 3DS at the time of its release. Then I played a Mario 3D Land demo randomly at some department store.

The rest is history. I love my 3DS, and Super Mario 3D Land is one of my favorite Mario games of all time.
 
3D Land is a really good game, and deserves much credit for being the first Mario game to truly merge the sensibilities of the original 2D sidescrollers with the 3D format. The way the player is ushered along a more directed path but still give some latitude is a nice synthesis of play styles. The level design itself ranges from pretty darn good to downright amazing, and somehow manages to be fun and engaging even when it's not exactly taxing your skills. Thematically it relies heavily on classic themes that the NSMB series is doing its best to drive into the ground, but somehow the change in format breathes some much needed life into them. So yeah, I'm a fan.

That said, it's not beyond criticism. For starters, the controls have some unpleasant idiosyncrasies. I actually thought the 8 direction controls were a good marriage with the pseudo 2D gameplay, but the run button doesn't make sense with analog imo. I see what they were shooting for, but it's better in theory than execution. The running feels sluggish, and the lag before hitting higher speeds makes certain platforming segments unnecessarily annoying. I'm all for challenge, but there's nothing gratifying about bad response time, or having to run around in circles to build enough momentum to jump on top of a floating box.

Like most modern Mario games it starts off extremely easy and even when it ramps up (too gradually) the difficulty curve just sort of hits a plateau somewhere around the middle worlds and never really progresses any further. The boilerplate response to this is usually "but, second quest!". This aspect of the game is also questionable. The overall difficulty of the second "half" of the game is overstated imo. Same with the notion that it doubles the amount of content. Truth be told it's mostly straightforward cut and paste of stuff you've already played, just with further limitations imposed (shadow Mario, timed platforms disappearing faster etc.). Of course, at this point you've already played most of the levels and already know what they entail, meaning they lack the challenge derived from figuring out something new, as well as the novelty.

In many instances it feels like the rehased levels are merely as difficult as they should have been in the first place. "But the final level!" Yes, the final level is actually a real challenge. Just like Galaxy 2. That's cool, but the kErAzY difficult last level is almost a tacit admission that the rest of the game was neutered for "accessibility", or as I like to call it, lack of faith in the audience. Personally, I have a distaste for when "easy" and "accessible" are conflated in game design. Intuitive controls, a thoughtful difficulty curve, and overall fairness (lack of arbitrary or unavoidable obstacles) make a game accessible, not remedial difficulty. Tacking on one hard level for "true fans" is merely throwing a bone, and the schism between the main game and the buried-beneath-overly-repetitive-filler last level is jarring and sadly illustrative of Nintendo's well meant but often clumsy "bridge" approach between casual and core.

Not that any of that negates the inventive layouts, sense of rhythm, and overall happiness inducing charm that are the results of obvious craft, polish, and attention to detail. For all its flaws the game is probably one of my favorite handheld Mario games, and it's hard to ignore the fact that it outclasses the vast majority of console platformers out there today. Great game, just not as *perfect* as the upper pantheon of Mario game. I'm super excited to see how they expand upon the foundation 3D Land laid with 3D World.
 
3D Land is a really good game, and deserves much credit for being the first Mario game to the sensibilities of the original 2D sidescrollers with the 3D format. The way the player is ushered along a more directed path but still give some latitude is a nice synthesis of play styles. The level design itself ranges from pretty darn good to downright amazing, and somehow manages to be fun and engaging even when it's not exactly taxing your skills. Thematically it relies heavily on classic themes that the NSMB series is doing its best to drive into the ground, but somehow the change in format breathes some much needed life into them. So yeah, I'm a fan.

That said, it's not beyond criticism. For starters, the controls have some unpleasant idiosyncrasies. I actually thought the 8 direction controls were a good marriage with the pseudo 2D gameplay, but the run button doesn't make sense with analog imo. I see what they were shooting for, but it's better in theory than execution. The running feels sluggish, and the lag before hitting higher speeds makes certain platforming segments unnecessarily annoying. I'm all for challenge, but there's nothing gratifying about bad response time, or having to run around in circles to build enough momentum to jump on top of a floating box.

Like most modern Mario games it starts off extremely easy and even when it ramps up (too gradually) the difficulty curve just sort of hits a plateau somewhere around the middle worlds and never really progresses any further. The boilerplate response to this is usually "but, second quest!". This aspect of the game is also questionable imo. The overall difficulty of the second "half" of the game is overstated imo. Same with the notion that it doubles the amount of content. Truth be told it's mostly straightforward cut and paste of stuff you've already played, just with further limitations imposed (shadow Mario, timed platforms disappearing faster etc.). Of course, at this point you've already played most of the levels and already know what they entail, meaning they lack the challenge derived from figuring out something new, as well as the novelty.

In many instances it feels like the rehased levels are merely as difficult as they should have been in the first place. "But the final level!" Yes, the final level is actually a real challenge. Just like Galaxy 2. That's cool, but the kErAzY difficult last level is almost a tacit admission that the rest of the game was neutered for "accessibility", or as I like to call it, lack of faith in the audience. Personally, I have a distaste for when "easy" and "accessible" are conflated in game design. Intuitive controls, a thoughtful difficulty curve, and overall fairness (lack of arbitrary or unavoidable obstacles) make a game accessible, not remedial difficulty. Tacking on one hard level for "true fans" is merely throwing a bone, and the schism between the main game and the buried-beneath-overly-repetitive-filler last level is jarring and sadly illustrative of Nintendo well meant but too often clumsy "bridge" approach between casual and core.

Not that any of that negates the inventive layouts, sense of rhythm, and overall sense of happiness that are the results of obvious craft, polish, and attention to detail. For all its flaws the game is probably one of my favorite handheld Mario games, and it's hard to ignore the fact that it outclasses the vast majority of console platformers out there today. Great game, just not as *perfect* as the upper pantheon of Mario game. I'm super excited to see how they expand upon the foundation 3D Land laid with 3D World.

Nice post.
 
Goddamn it, I buy a 3DSXL a few weeks ago and now I need to fucking buy every goddamn game now.

I'm in the middle of: MH3U, FE:A and DKCR.

Pokemon X/Y is literally less than a day away, now I have to add 3D Land on top of the list of games I need to get:

-SMT4
-Dream Team
-Luigi's Mansion
-Animal Crossing
-and too many more, not including good shit from the DS catalogue, VC stuff, etc.

And here I was thinking I'd never get around to my huge Steam backlog, the 3DS I got sure isn't helping (or helping me get through any 3DS games)
 
I just finished playing the 2nd run levels, played world S2-S8 on a single sitting and had a blast. What a great freaking game, this thread inspired me to finally finish it. It's my 2nd favorite 3D Mario game after Galaxy 2.

The only thing I found weak was the music, it wasn't bad but it just doesn't compare to the beautiful OST from the Galaxy games.
 
Movement isn't 8-way only. It just "favours" locking in the main directions, especially I noticed when moving from still, but you can turn with any degree while you're already running.

3D Land controls brilliantly mix the revolutionary Mario64 screen relative character control (where the character moves independently of where the camera and where himself is facing ut only following the absolute direction perceived from the player through his external point of view) with "traditional" pre-Mario64 character relative controls, which make in this case the character follow the stage orthogonal axis (thus many people describing 3D Land as an "isometric" game, and this is not totally wrong, at least to a certain degree and in certain stages).
 
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