We take a romp through the first three worlds.
Nintendo gave me another go at Super Mario 3D Land yesterday, where I was able to play most of the first three worlds. Starting off, with the story, a rainstorm is seen tearing leaves from a tree. After the storm is over, Mario and Toads arrive at the now-barren tree, which is revealed as the source of the tail-granting Super Leaves, complete with its own wooden tail. Nearby, they find an envelope. Inside is a picture of Bowser holding Peach captive, along with many of the leaves that blew from the tree. Completing the no-nonsense introduction, Mario immediately runs to World 1-1 and the game begins.
While 3D Land feels closest to the Galaxy games, it takes a lot of hints from previous games, particularly Super Mario Bros. 3, with contributions from pretty much all of the mainline Mario games. The levels seamlessly mesh all of these elements, as well as providing its own new spin. The levels are simply well-crafted, and while the game packs in tons of different enemies, platforms, and situations, it all blends together so well. All of the level types you might expect, above ground, underground, underwater, desert, athletic, ice, castles, Doom ships, cloud heaven, etc., are well-represented. Within levels, there are many micro challenges, such as collecting six red coins or a collection of notes in a limited time. Yet, the game never takes itself too seriously. In the first stage, Mario can find Toad by using binoculars. Toad tries to show Mario how to jump to the flagpole -- and fails miserably.
The game's key element is 3D. Super Mario 3D Land will set the new bar for 3D experiences on the 3DS. The expert camera design puts Mario in a number of perspectives, including side-scrolling, isometric, behind-the-back, and looking down from overhead. The obstacle courses in particular make use of the overhead view, making things like traversing Donut Lifts, rail lifts, and flip panels nerve racking. Those who can't see 3D can still use other cues like shadows to navigate (good thing it's always noon in the Mushroom Kingdom). Certain rooms are specifically designed to deceive you if viewed in 2D. A 3D label appears on screen to let players know of these up-front. You can step on an eye tile to tilt the room, or use the camera tilt feature.
Mario's Tanooki suit behaves very differently in this game compared to its original appearance. While you can't fly or turn into a statue, even gliding works more like Super Mario World's cape -- you only have to hold down a button. Coupled with the Propeller Block and Mario's newer powers like wall-jumping, Mario is still quite powerful. Wooden wheels appear in some stages, which when tail-attacked, will make its platform rise into the air to reach hidden areas.
The first three worlds didn't give me any trouble at all. I ended up with about 75 extra lives and found all of the hidden medals, but hopefully the later levels will provide more challenge. For those who do need help, Nintendo doesn't provide a Super Guide this time, but help is still available. If you die in a stage five times, an Invincible Leaf block appears, granting Mario an invincible white Tanooki suit. After ten deaths, a P-Wing block appears, which after activated, will warp you directly to the flagpole. These aids do not seem to appear once the level is cleared. And while the stages are timed, there are a number of stopwatch items found in the levels that extend your stay.
Even without ideas such as Galaxy's gravity mechanic, Nintendo proves that platformers are alive and well, and again Mario is at their forefront. The game design is chock full of creativity that makes you want to explore every nook and cranny, and I am looking forward to experiencing more of it.
Check here for my earlier impressions. Also, check out 75 new screenshots. And new artwork is here, including a female Boom-Boom and Tanooki Luigi statue!