Super Mario 3D Land Message Board

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Posted by Super Mario man Nov 27 2013 13:11 GMT
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Super-Claus
what the actual *crag* was that
cheezman11

10/10 what a well studied critique

surely an in-depth analysis such as this could only have been written by a true connoisseur of the arts


Posted by Giant Bomb Dec 24 2012 18:00 GMT
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This is it, people. Now that we've all made it through the apocalypse, it's time to begin a glorious new era for the good of all mankind, an era in which we at Giant Bomb make grand, declarative statements about the best things that happened in video games over the 12 months prior.

Hmm. In that respect, maybe this era isn't much different from the dark age that preceded it. In any case, you can look forward to a new batch of our awards every day this week, and be sure to hear our deliberation podcast to get an aromatic whiff of our sausage-making process.

2012's 2011 Game of the Year

Super Mario 3D Land

There are games that define a system, and Super Mario 3D Land is exactly that for Nintendo's 3DS. Not only it is yet another spectacular platformer from the same creative minds responsible for Super Mario Galaxy, but it simultaneously made the case for 3D being more than just a visual gimmick that tires your eyes. The 3D in Super Mario 3D Land actually enhances the player's ability to assess the world around them, and provides useful information for the game's trickiest moments. You won't encounter the most dastardly of those sequences until the second half of the game, a curious design choice that might lead someone to write the game off too early. Everything before the second half is fun to play, but it lacks a certain edge.

The second half of Super Mario 3D Land has all the challenge you're looking for, especially for players pursuing the hidden golden coins. For the most committed, beating the whole game a second time with Luigi unlocks one of the most difficult Mario levels ever constructed, one where you'll resort to checking a FAQ to complete, and spend hours cursing the screen in glorious frustration. In a year where we collectively lost faith in the Mario franchise with back-to-back lackluster sequels in the "New" series, Super Mario 3D Land reminds you how relevant Mario can be, and that Nintendo's decision to soften the challenge in many of its games is a deliberate one. When it want to punish you, it can. Super Mario 3D Land is proof. How about a little more of that, Nintendo? Please.

Runners-Up: TrackMania 2: Canyon, Pushmo

Best Moment/Sequence

Fez - Cracking the Code

Fez might be the world's greatest switcheroo. It's a bait-and-switch that actually pays off by taking one game that you already wanted to play and turning it into a different game that you simply can't stop playing. Or thinking about. Obsessing over Fez and its real meaning was the thing to do in April and May of this year. All of that obsession starts once you begin to realize that there's much more to Fez than simple platforming and puzzle-solving. It's there, just under the surface, and it's constantly trying to tell you something.

Figuring that "something" out is the best moment of 2012. Realizing that the game is communicating with you from the very beginning, and that all those various blocks and scribbles aren't just gibberish is part of it. But finally cracking that code and getting to the root of the game's language is a magical happening that's unlike anything else. It shifts your perspective on the entire game, inspiring you to go back through every little bit in every single room to hunt for more clues and secret messages. It went from a quaint little 2D game with inoffensive puzzles to something with huge depth. It suddenly felt vast. It's nuts. It turned the game into a huge mystery, with message boards full of people poking away at different parts of it in an attempt to figure out what the hell Fez is really all about. Honestly, we're still not sure if the mystery was ever completely solved, but the journey was certainly worth it.

Runners-Up: Journey - Side-View Sliding, Frog Fractions - Going Underwater

Best New Character

Vaas

Video game villains regularly come in one of two flavors: boringly flaccid or cartoonishly evil. While there's certainly an extremely evil quality to Far Cry 3's pirate ringleader Vaas Montenegro, the intensity of his character never quite gives way to the over-the-top near-parody that plagues the bad guys in so many other games. Vaas feels genuinely threatening every time you come face to face with him, and even though the guy displays plenty of unstable behavior, you're never quite sure exactly what else he's capable of or what he's going to do next. He's the sort of unhinged madman who makes you feel uncomfortable every time he's around you. You just want to get the hell away from him as fast as possible. That's a good villain.

In a medium full of people plagued by the uncanny valley, all of Far Cry 3's major players are rendered with a relatively impressive sense of character and believability, and the Ubisoft team deserves much of the credit for bringing them to life. But Vaas wouldn't be as chilling as he is without actor Michael Mando, whose likeness and captured performance are what really instill Vaas with such a chilling malice. If the eyes are the window to the soul, you can see clearly enough into Vaas to know that he doesn't have one. Even if his potential and incredibly strong introduction are ultimately squandered by his perfunctory dismissal from the story later on, Vaas is still one of the stronger arguments we've seen lately that characters in video games can match the dramatic standards set by the actors in television and film.

Runners-up: Lee Everett, Javik

Best Music

Hotline Miami

The one thing you can say for all of the nominees in this category is that in each case, the music was an integral part of the experience. Not just ambient noise, or catchy riffs, but music painstakingly crafted to evoke a very specific emotional response in the player. In the case of Hotline Miami, most often that feeling could best be described as a kind of psychotic, yet leisurely dread.

The developers at Dennaton built their game's aesthetic heavily around the dingy, neon-soaked horrors of Nicolas Winding-Refn's film Drive, and to compliment that aesthetic, they sought out a variety of indie electronic artists to craft an aural vibe well-suited to that kind of late-'80s griminess. As the beats and synths kick into gear, the on-screen action becomes more than just a quickly paced top-down shooter. It turns the act of playing Hotline Miami into something almost resembling an intoxicating fugue state, the likes of which you simply won't want to escape from.

But don't just take our word for it. Listen for yourself.

Runners-up: Fez, Journey

Best Classic Revival

XCOM: Enemy Unknown

It certainly didn't feel this way at the time, but the way 2K rolled out its revival of XCOM almost feels like some deep, insidious plan in hindsight. Like this:

Announce that you're turning a beloved turn-based strategy game into a first-person shooter.Show off said shooter and receive a fairly negative reaction.Remove shooter from view for "retooling."Announce that you're working on a more faithful reboot of the original turn-based strategy game.Profit.

What if the whole first-person shooter thing was a ploy from the get-go? It's the video game equivalent of tuning your guitars to A432, man. Seriously, I read all about it in one of my newsletters. Ultimately, none of that matters. What does matter is that XCOM: Enemy Unknown is a kick-ass modernization of one of the greatest games of all-time. It treats the source material with an appropriate amount of respect without sacrificing modern playability in the process. That's something of a highwire act these days, and not only did Firaxis nail it, but the team there also figured out a way to make the whole thing run on consoles without controlling like a total embarrassment. Super-impressive.

Runners-Up: Syndicate, Double Dragon Neon

Game of the Year 2012: Day One Recap

We review the winners of Giant Bomb's first day of awards.


Posted by Kotaku Sep 18 2012 01:00 GMT
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#ifraud Another day, another beloved video game gets cloned by an iOS developer out to make a quick buck. The current victim is Nintendo, a company that is seeing their lovely 3DS game Super Mario 3D Land pilfered by the creators of 3D Cartoon Land Safari. More »

YouTube
Posted by Kotaku Jun 11 2012 18:15 GMT
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#mario Now, I know that Samantha gets turned on by most things. But all the same, this one's pretty funny. More »

Posted by Kotaku Apr 13 2012 18:30 GMT
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#supermario Stories of how Mario creator Shigeru Miyamoto draws inspiration for game design from his everyday life have become beloved bits of video game mythology. The Legend of Zelda sprang from his experiences playing outside in caves as a child, his family's pet canine sparked the idea for Nintendogs and so on. More »

Posted by IGN Mar 09 2012 10:30 GMT
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As the gaming industry continues to evolve into a more mainstream, high stakes trade than ever before, many times game developers come off sounding more like a car salesman trying to sell you the latest model rather than a creative entity speaking on a passion project. To be fair, it's not too diffi...

Posted by Kotaku Mar 08 2012 16:00 GMT
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#speakuponkotaku Presented with a vast array of collectibles and achievements, most gamers have no problem skipping the items and accolades and moving on. Gamers with obsessive-compulsive disorder, on the other hand... I'll just let commenter Daemon_Gildas explain in today's Speak Up on Kotaku. More »

Posted by Kotaku Mar 08 2012 02:00 GMT
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#supermario Most of Koichi Hayashida's talk at the Game Developers Conference today about making the most recent Super Mario game for Nintendo was silly. Some of it was even a joke. Until he got to the earthquake. More »

Posted by IGN Mar 06 2012 12:00 GMT
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At the end of this month, the Nintendo 3DS will turn one year old in the United States. What a difference those past 12 months have made. With a price cut and two juggernaut titles turning the tide, the system has enjoyed a surge in sales, not only overseas in Japan, but in the United States as well...

Posted by Kotaku Mar 01 2012 09:30 GMT
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#nintendo And why shouldn't Nintendo go 3DS crazy? Today, the Kyoto-based game maker revealed a new 3DS color: Cobalt Blue. I quite like it. More »

Posted by IGN Feb 14 2012 21:42 GMT
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It's no secret that Mario is a man about town. That jump! That mustache! If there were only more humans in the Mushroom Kingdom, he'd surely be head of his own harem by now. As it is, everyone's favorite plumber only has eyes for a certain lady in pink.....

Posted by GoNintendo Jan 19 2012 04:05 GMT
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Wow. Slow night. So as to not leave you totally empty-handed, I'm going to leave you with this very apt review from one of our beloved GoNintendoers, Sailing_Day. You can be sure he loved it, but how does he justify that affection? Time for me to hit the road. Enjoy. --cort

==PROS==
-Gorgeous graphics, probably the best use of 3D in a video game ever.
-Gameplay's mix of new and old works very well.
-With 16 Worlds and tons of Star Coins to collect, there's large amounts of content to play through.
-Particularly great use of SpotPass and StreetPass.
-Tanooki Suit is just as fun as it was in Super Mario Bros. 3.
-Great difficulty curve. Starts out easy, but the difficulty does increase, and by the end you'll be grinding your teeth. It's not frustrating either, it's a genuinely challenging game in a pleasant way.

==MEHS==
-Music isn't bad, but not outstanding.
-The other items in the game are not nearly as useful as the Tanooki Suit.

==CONS==
-The game hands out 1-Ups like it's Christmas. Game Overs mean nothing because it's unlikely you'll ever get one.
*note: for the record, I beat all 16 worlds and collected /nearly/ all the Star Coins in the game prior to writing this review.

As someone who wasn't a huge fan of the New Super Mario Bros. games, I was a bit skeptical about Super Mario 3D Land. It looked great; but it promised to be a nostalgia-driven glorification of Mario's past like the NSMB games. That said, it surpassed any expectation I had, and it's turned out to be one of the best portable platformers I've ever played. Super Mario 3D Land is perhaps the 3DS's biggest killer app and an excellent Mario game.

==PRESENTATION==

Visually, 3D Land derives much of its visual style from both the Galaxy games and the New Super Mario Bros. games. It's never a bad thing to look like Super Mario Galaxy, and 3D Land pulls it off very well. This is a very pretty game, especially in 3D. There are even two settings for the 3D, which change the 3D effect to a "pop out" or a "looking in" kind of 3D. Both are great and I found myself switching between the two settings depending on the sort of level I was playing in.

The story is adorably simple. A storm blows away all of the Super Leaves on the Tail Tree in front of Peach's Castle. Bowser, now arming his minions with Super Leaves, kidnaps Princess Peach. The story is mainly delivered in the form of pictures Peach sends you at the end of each world. The only disappointing part of the presentation was the music. Mind you, it wasn't bad, but I had set my expectations rather high after Super Mario Galaxy 2. The music is pretty derivative of other Mario games; you'll hear songs from Super Mario Bros. to Super Mario Galaxy, but the few original songs don't really blow my mind. It works, I suppose.

==GAMEPLAY==

As you may have heard, the gameplay is a combination of aspects from 2D and 3D Mario games. It takes place in the 3D plane, but the style of the levels much resembles the linear start-to-finish style of the 2D Mario games. That said, however, the style of levels vary somewhat. While most are very linear levels, there are a few bigger ones that do require some Mario 64-like exploration to figure out where you have to go. But that doesn't mean the linear levels are bland; there are tons of forks, hidden rooms, and platforming challenges that make the levels extremely compelling. Lengthwise they are rather short, but they are more numerous, which is perfect for a portable setting.

Controls are tight and work very well. They are set up like a 2D Mario Game: There is the run/shoot fireball/tailswipe button, the jumping button, and crouching using the shoulder buttons. Using the Circle Pad, though, it makes it a joy to transfer these controls into a 3D game. 3D is the focus of some of the hidden rooms, which trick players without 3D, and require depth perception to figure out the solution. These are great, but sadly there's not that many of these, understandably. The use of StreetPass and SpotPass is also great in this game. People who you walk by or play with online on other games will give you extra Toad Houses and Challenge Boxes, which are short, timed battles to get extra Star Coins.

Difficulty wise, the first 8 worlds were fun, but you can tell Nintendo was targeting the casual crowd with those levels and their rather easy nature. The true love letter to long-time fans is the 8 Special worlds, which ramp up the difficulty significantly. Items wise, the Tanooki Suit returns in full force. There are a couple of variations of the Super Leaf: There is the Stone Leaf, which also allows you to transform into a statue like in Super Mario Bros. 3 (Yeah!!!), and the Assist items for players who are having trouble, the Invincibility Leaf, which works exactly like it sounds. Other items are the ever present Fire Flower, and the new Boomerang Suit, which is cool because it allows you to fetch far-away items like Star Coins of Super Leaves. Also returning is the Propeller Box from New Super Mario Bros. Wii, which is a really cool item with 3D, which helps a million in making difficult landings. The only real annoyance in the gameplay department is the particular wealth of 1-Ups in the game. I'm not really nitpicking either; by the time I finished I had gathered 250 1-Ups, so by the time the game got hard and I started dying a lot, I still never, ever got a single Game Over. Why even have them in the game if they're so plentiful?

==CONCLUSION==

Super Mario 3D Land is a great game. I'd call it one of the best portable platformers ever made. It is, by far, the best game on the 3DS right now, though. Aside of the minor 1-Up annoyance, this is a damn near-perfect game. It has just enough amounts of old to keep your nostalgia high, and just enough new to keep you enthralled.

Source: GN Game DB


Posted by Giant Bomb Jan 12 2012 17:15 GMT
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Has there been any greater torment to video game fans the world over than the tyranny of portability? While great games have come for consoles like the DS, the PSP, and the like, the true tragedy of these titles is the sheer amount of portability each console comes encumbered with. How many times have you found yourself playing a game like Super Mario Land 3D and suddenly become overwhelmingly frustrated by the unfettered ability to move your console around as you please? How many times have you been sitting on a subway train, plodding along at Ocarina of Time only to think to yourself, "Man, this game would be so much better if I could attach it to some kind of stand that could sit atop a table. Couldn't someone out there hear my cries of pain and displeasure?!?"

Finally. A plastic stand thing. Just what my 3DS was aching for.

Fear not person who would actually think something like this, for Nintendo has you covered--at least in Japan. You may have heard a rumbling or two over the last several months regarding upcoming 3DS title Kid Icarus: Uprising. Specifically, you may have heard the controls are an unwieldy, spastic mess that borders on unplayable in spots. Even more specifically, you may have heard this from me, because I've played it, and it's true. Or, at least it was true the last time I had the chance to play it, which admittedly was several months ago. That said, based on today's news, it sounds like maybe those issues aren't entirely worked out.

As an effort to address any potential control issues, Nintendo plans to release a plastic stand that will come bundled with Kid Icarus: Uprising. The stand (seen in the attached screenshot, provided by Masahiro Sakurai) sits the 3DS at a nice, playable angle, and also gets rid of all that infernal hand-holding. Presumably the stand is lightweight enough to where you could bring it with you, and set up the stand on, say, your laptop bag, or desk at work. Also presumably, no one in their right mind would want to do this with a handheld handheld because it's a handheld system. Hand. Held.

This news comes on the heels of yesterday's announcement that Uprising will also support the Circle Pad Pro attachment, with the goal of aiding left-handed players. So, in theory, the more sinister-minded folk among us could find themselves taking their 3DS off the charging dock, attaching a Circle Pad Pro, and then setting their system atop this plastic stand--provided the Circle Padded 3DS will even fit comfortably into this stand, of course. Now all that's left is for Nintendo to release a controller you can use to play the game from a distance and a video-out port that lets you play on your TV and oh wait that's a goddamned console.

Nintendo has not yet confirmed whether the stand peripheral will come along with the American and European releases of Uprising, but given that this is actually designed to make the game (theoretically) work properly, it wouldn't be insane to assume that it will. Or, well, any more insane than this story already is.


Posted by IGN Jan 10 2012 00:36 GMT
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If you own a 3DS (or have access to the internet - which I'm guessing you do, seeing as how you're accessing it right now), chances are you've heard of a little game called Super Mario 3D Land. In fact, you're probably feeling pretty cozy with Mario's latest handheld adventure by now. You might even think you're pretty damn good at it...

Posted by GoNintendo Dec 14 2011 20:19 GMT
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A portion of a NerdMentality review...

Nintendo sure made us wait a long time for our first 3D Mario experience, but it was worth the wait. Super Mario 3D Land is definitely a game any Nintendo 3DS owner should have in his or her collection.

Full review here

Posted by Kotaku Dec 13 2011 13:00 GMT
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#3ds During the Nintendo 3DS's launch week, the portable sold 371,326 units in Japan. When Nintendo slashed the priced, the portable sold 214,821 units in Japan. What about when Monster Hunter 3G was released? More »

Posted by GoNintendo Dec 07 2011 13:26 GMT
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A portion of an A-N review...

Super Mario 3D Land is a great game for long-time fans of the series and newcomers alike - new players can jump right in and explore what the levels and Mario's abilities have to offer without a difficult learning curve, and the Tanooki Suit (one of my favourite power-ups) has transitioned perfectly from its 2D side-scrolling origins.

Full review here

Posted by IGN Dec 01 2011 22:28 GMT
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When the 3DS launch lineup was first announced, many questioned Nintendo's decision to focus on third party offerings. There was no Mario or Zelda game in sight - the closest early adopters had to look forward to was the Zelda: Ocarina of Time remake that was set to launch a full three months after the system. This lack of sure-win software, paired with the system's initially lofty price tag, no doubt accounted for the poor sales the 3DS suffered during its infancy...

Posted by IGN Nov 30 2011 20:55 GMT
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Super Mario 3D Land represents a unique step for the Mario franchise. It's a three-dimensional Mario game in stereoscopic 3D that plays like one of the plumber's 2D adventures. The result was a masterful blend of elements from Mario's past and present, a blend that must have been rather difficult for the developers to achieve...

Posted by IGN Nov 30 2011 20:54 GMT
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As longtime Mushroom Kingdom fans have no doubt noticed, Super Mario 3D Land contains some familiar power-ups from past Mario titles. We recently had the chance to ask the game's director, Koichi Hayashida, a few questions about the process of creating this part of the game, and how he manages to keep things fresh after all these years...

Posted by IGN Nov 30 2011 20:54 GMT
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Naturally, a lot of planning went into the making of Super Mario 3D Land. Gameplay mechanics aside, one of the more important decisions had to be deciding who Mario would actually be facing off against. We recently had the chance to ask the game's director, Koichi Hayashida, about this process, as well as a few other things about the making of Mario's latest adventure...