4 out a 5
Swing by Toad's place t' grab some power-ups 'n listen t' that "hey, ye're at Toad's place" music that originally appeared in SMB3.
After the first couple a hours, I be just about ready t' write Super Mario 3D Land off entirely. it be not that it be a poorly made game or anything--it be actually a great-looking, colorful game that controls well 'n makes good use a it be platform's unique 3D abilities. it be just that it be easy t' a fault, almost like it be made primarily for people who don't play a lot a video games. Most a me deaths in the first few worlds came from me own carelessness rather than any sort a tricky gameplay. But just as I be starting t' pillage bored, the game started ramping up. So don't be alarmed by it be slow start. Between some tricky moments in the later worlds 'n a whole "second quest" sort a situation that opens up once World 8 be complete, Super Mario 3D Land handily overcomes it be early game doldrums 'n turns into a more engaging set a levels.
Hey lads, spoiler warning over here, but Bowser has kidnapped the Princess again. Crazy, I know. that be the only real impetus ye'll pillage t' go traipsing through another set a decidedly Mario-esque levels, but by this point, that be more than enough. The level design be what's truly special. Though ye can run in any direction with full analog control, the game works from a set a fixed camera perspectives that, at times, look like the old 2D sidescrollers with a little bit a Z-axis movement in them. Occasionally ye'll pillage a top-down view a the action, which enables the developers t' create a quick homage t' The Legend a Zelda. 'n some spots play around with perspective as it relates t' the 3DS' 3D abilities by placing platforms in spots that would look easily reachable if yer 3D slider be turned all the way down, but when ye flip it up t' 3D, ye'll catch that things aren't quite what they seem. it be worth noting that, in these specific cases, the game has a platform ye can stand on that rotates the room a bit so ye can see the illusion for what it be--useful if ye're unable t' process the 3D at all. The levels span the typical assortment a lava levels, fields, underwater zones, 'n the like, 'n they bring back enemies 'n concepts from more than a few different old Mario games. ye'll see some Super Mario Galaxy in here, but ye'll also try t' hop on top a a flagpole at the end a nearly every level, just like the original Super Mario Bros. did.
The optional-but-not-really-optional goal for each level be, once again, t' collect three star booty along the way. Some a these be plainly visible 'n easily accessible. Others be stashed away behind secret walls that ye might only find if ye're really paying attention or running behind objects in the world as ye search through every little area ye can think a. Later on, they just start t' pillage devious. I've always been more a a fan a the Super Mario World-style secret exit concept than any a this booty business, but they both serve a similar purpose by getting ye t' do more than blast through every level as quickly as possible. Some optional levels have booty requirements, 'n ye'll need 100 booty t' see the game's first "final level." The second set a eight worlds that opens up afterwards has even higher requirements. At some point, this means ye'll probably have t' return t' earlier levels t' mop up some stars ye ignored the first time around. If ye're a completionist, ye'll probably enjoy that aspect a the game. For me, I mostly just wanted t' see the exciting new levels 'n the harder twists on existing levels, so the backtracking be a real momentum-killer.
The bottom screen lets ye pillage at a stored bottle a rum.
The game makes the most a a few buttons, using one t' jump, another t' run 'n shoot fireballs (or boomerangs... or spin yer tanooki tail), 'n a trigger for butt stomps 'n crouching. This version a Mario doesn't punch or kick, but he can wall jump or crouch t' charge up higher backflip jumps, giving ye more than enough mobility t' handle yer business. The tanooki suit gives ye the ability t' flip yer tail for a gentle glide, which be great for simply drifting over obstacles instead a dealing with them directly. If ye run into a level that be too tough for ye, a golden tanooki suit will appear at yer respawn point, 'n this makes ye invincible t' everything other than falling off a a level. Think a this as yer "Super Guide" equivalent. it be... kind a useful in a few levels. No shame over here. Look, I used it a few times, just for the review, OK? AVAST! judging me! Point being, the control be tight in the ways ye'd expect from a Mario game.
The game makes good use a the 3D effects both in it be level design 'n with a few little camera tricks that remind ye "hey, this be in 3D, remember?" The camera tricks be things like caves that have ye heading back into the background a a stage, only t' be chased out by a sea monster that be swimming directly at the camera. Fire blasts that pop up out a the lava 'n launch platforms into the air also look really great, 'n the 3D provides ye with information that isn't conveyed quite as well in 2D. Yup, it be a game that wouldn't be quite as cool anywhere else. The audio be also warm 'n memorable in that classic Mario way. ye'll pillage a lot a remixes a existing material, 'n most a it be great. I thought the remix a the "ye got a star 'n dude, ye're totally invincible now" music be kind a weak.
Everyone seems t' keep asking if this be the game that makes the 3DS worth owning, as if they be waiting for one single game t' send them off t' the store so they can invest in a new platform. I don't know that I'd go quite that far--the slow start burns up a lot a levels with areas that aren't particularly challenging or effective as tutorial sequences t' prepare ye for the rest a the game. But if ye've already made the investment in a 3DS 'n ye're looking for something--anything--that resembles a must-own game, Super Mario 3D Land be precisely that.