PlatformOVERALL
Nintendo 3DS9.00
Overall 9.00
Super Mario 3D Land is the closest hybrid between 2D Mario and 3D Mario we have ever seen. The level design and structures resemble the 2D levels while Mario's movements and skills are taken from the 3D games. Borrow some of the best elements from Galaxy, mix it all up and you have yourself the best handheld Mario title of all time.

3D Land starts off very easy but don't let the laughable difficulty sway you. This game is pretty massive and will reach a point where your platforming skills will properly be tested. The first time you play through the game, 40+ levels, it is a fun romp but it is missing the challenge. Afterwards you unlock what is basically a remixed hard mode where you replay all the levels again but this time they are    arranged differently to make it much more challenging. You play the levels in a brand new order so it doesn't feel like you are just playing the game again. In total there are over 80 levels with many secrets to find so in terms of content the game is stacked.

Mario as always controls like a dream and everything feels right about the mix of 3D with more 2D like levels. Gone are large open areas, instead it is mostly small paths that have some width to it to allow you to run around a 3D space. The game is at its best when you are going from side to side to in and out to diagonally into a level. The game plays with perspectives beautifully which gets enhanced with the amazing 3D effects.

Level design is where I had my issues as you get a taste of Galaxy like levels but this game never reaches the highs of the Galaxy games. Neither is it as well crafted as the best 2D Mario's of days old. Too many levels are simple concepts that don't impress. The many powerups as always are fun but I found them to be unbalanced or something, as if you used them more as an aid than a gameplay mechanic. Yes I know a powerup by definition should be an aid but since SMB3 the powerups have been used in ingenious ways and outside a few hidden coins that require a powerup they never shine in the way powerups do in Galaxy.

It may not be the best Mario adventure but it is a damn great one and again definitely the best on handhelds. This game is a showcase for the 3DS as the game makes the most out of the 3D effects. No it does not effect gameplay, it never will, it just looks damn cool. There are some great new music tracks and of course a mix of oldies. This was the best game the 3DS had to offer (RE has that honor now) and like clockwork another gem by Nintendo.
Posted by Dvader Sat, 11 Feb 2012 02:17:39
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Wed, 22 Feb 2012 05:17:34
@Vader
From the short time I played 3d Land, Yes.

In the first level there are coins suspended in mid air after you get up a roof, by tail swiping something that looks like those things you steer a boat with. I could see exactly where the coins were hanging in mid air and where Mario was in 3d space. I could immediately see if I would mis jump it.

Of course that is only half the equation. The other half the controls worked against me. First I do not like that you only have 8 directions instead of full analogue control. Second the 3d slider was used more times than Steel's mom, so it was stiff as hell.

@Foolz
Actually you could climb a tree by closing both eyes and navigate with touch alone.  
 
Wed, 22 Feb 2012 05:22:21
I actually played the entire game and I actually own a 3DS and yes it can have minor benefits but I don't see it having any significant impact at all. That said out side of judging depth in jumps what else can this 3d effect actually be used for in games? It is a novelty, it is there to be cool and nothing more. I see it no different than a game looking better in HD, it is a cosmetic change.
 
Wed, 22 Feb 2012 05:36:34
Very true Iga, and it wouldn't necessarily be a great disadvantage either.

So I think what we've established is that 3D platformers should have no graphics at all?
 
Wed, 22 Feb 2012 17:12:17
@Vader
You played with 3D always on, GG tried playing some levels without it and found it frustrating.

And no stereoscopic 3D is not a novelty, it is a powerful tool to determine depth. We use it in real life all the time and if the game is developed properly it could lead to advantages also.

Try playing some of the trickier level with 3d off. The 3d effect can be used in all games where judging depth is beneficiary. A good example is Pilotwings, there in no way to determine how far the rings are in 2D, but super easy in 3D.

@Foolz
Graphics are overrated, we need the HapticMaster.
 
Wed, 22 Feb 2012 21:24:43
But Iga I have flown throw rings for a decade now. You know how many games have the "fly through rings" mission. I have never had a problem judging rings.

I am sure there is some benefit, you came up with some great points but I dont think there is nothing they can make that will basically require 3D cause it changes gameplay so much or the game is built around it. It will always be something you can turn off and not miss.
 
Thu, 19 Apr 2012 13:58:52
Having finished playing the game, I can say that on the 3D argument Vader is correct, IGA is wrong (which makes sense given he is the one who played the game).  3D doesn't affect gameplay one bit.  You use Mario's shadow to gauge where or if he will land much like the Galaxy games or Mario 64, not the extra dimension (or the perception of depth given by the 3D effect). I played the entire game with the 3D slider 3/4 of the way up.  As Vader said, it looks cool but it doesn't affect gameplay.  It's not a point against the game (though I have plenty others) but it is what it is.
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