Hands On: Super Mario 3D Land

We played Super Mario 3D Land some time ago, before it even had its final name in fact, but at the time it featured just four levels to give an impression of how the game looks and handles. We've had a chance to play the near-final build now and this article will discuss exactly what you can expect from the final game when it goes on sale later in the year.

Super Mario 3D Land has been described as mixing Super Mario Galaxy with some of the older Mario titles and it is certainly clear why playing this version. Players moves through levels by using an overworld map, whereby each world has a line of levels that you progress through. However, the gameplay itself blends the previous games yet creates a unique experience that combines the best of both worlds.

Across the numerous levels on hand we had the opportunity to undergo the typical tasks in the series: stomp on goombas, collect coins and defeat Bowser. There is much more to this game then simply 'another entry in the series' though as it feels like a completely fresh and enjoyable experience. Super Mario 3D Land uses depth cleverly and effectively, by making you account for the z-axis and throw in a few visual jokes such as the cardboard cut-out enemies. Shigeru Miyamoto has often commented on how it would use the console's ability to output 3D visuals in a unique manner and we can see how.

The sense of dimension was utlised in a number of levels. In one you begin at the top of a series of platforms and work your way down, but as the camera is essentially over your shoulder it feels different from other titles in the series. In another you stood on a platform that moved either forward or backward depending on where you were standing on it and you moved throughout the space. What at first was easy soon became difficult as I found myself falling off at certain points as I desperately wanted to get every coin.

When the game was first teased months ago many people noted the tanooki (or raccoon, depending on what you wish to call it) tail on the logo. Fans were indeed correct and the old Super Mario Bros. 3 power up returned. However, it's not just Mario who has it...and that's all we're saying about that.

The build we played included the tanooki power up alongside more common place items such as the fireflower, star and mushroom. The ability to collect a 'back up' item meant it was easier to recover after being hurt, and thus having your special ability removed, and added an element of strategy to the game.

Shigeru Miyamoto has stated that Super Mario 3D Land will be easier and shorter than some of the recent Mario games. The levels that we played were all fairly short, taking no more than a few minutes each, but were still a lot of fun. Short sharp bursts of Mario gameplay suit the portable nature of the Nintendo 3DS and while it may upset fans who want something as long as Super Mario Galaxy it could go a long way to making sure casual gamers play it.

Overall we're confident that the wait for Super Mario 3D Land will certainly be worth it. While we would have liked it at the console's launch it is forming a key part of Nintendo's 'second push' of the console during the holiday period and will undoubtedly, and deservedly, become one of the Nintendo 3DS' biggest games so far.


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