Super Mario Land Hands On Preview Hands On Preview

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Back In Review. If you really can't deal with 3D for whatever reason though, there are still cues you can use like looking at the shadows of platforms and blocks on the ground to line up your jumps, so it's still playable without it too. I got to play through a handful of levels that were set within Course World the online portion of the game but the stand out was competitive multiplayer. Super Mario 3D Land succeeds in using 3D as more than just window dressing too — during our playtime, we played with the 3D both on and off, and it definitely makes a huge difference having it on. If red is on then blue is off and vice versa, and every time Mario jumps the color that's on switches off and the one that's off switches on. Share Tweet. That kind of inventive platforming is what the Mario series is all about.

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In one particularly creative level, Mario dons a block-shaped propeller hat that launches him super high into the air like, several screens high , and looking down we saw that the level was made out of huge 8-bit sprites like Mario and Peach from the original Super Mario Bros, and we had to fly from 8-bit island to 8-bit island to get to the goal.

In this way, 3D Land doesn't just play with 3D, but also with heights even though Tanooki Mario still doesn't fly , and others levels feature as much vertical as horizontal movement. The hardest level we played was one where almost the entire level is made of red and blue floor panels that flip whenever Mario jumps.

If red is on then blue is off and vice versa, and every time Mario jumps the color that's on switches off and the one that's off switches on. Given those rules, you have to jump toward the empty space where the panel will be instead of jumping toward the panel you can currently see. That kind of inventive platforming is what the Mario series is all about. Of course, we also saw throwbacks to classic levels too, like a sandy level reminiscent of SMB3 World 2 and a water level full of giant cheep-cheeps, but each still felt like a new take.

Super Mario 3D Land succeeds in using 3D as more than just window dressing too — during our playtime, we played with the 3D both on and off, and it definitely makes a huge difference having it on. Thankfully, Nintendo has also worked some pretty solid magic in order to make building using buttons feel pretty natural.

It obviously does take a little more getting used to, but the luxury of having the big screen is almost a necessity. Obviously, having Super Mario 3D World as a style completely changes things up. I can quickly see this becoming a new favourite once people get their hands on the game. You can also change how quickly levels scroll, or how quickly water or lava rises through out levels, which obviously makes a pretty big deal in terms of placement of platforms.

I got to play through a handful of levels that were set within Course World the online portion of the game but the stand out was competitive multiplayer. The story mode seems like a playful jaunt that shows off some of the tools—early stages focused on new ideas, such as the 3D World theme and the angry sun—while giving more of a stable component to the primarily user-generated content experience.

The light interactions with building the castle are cute, and as always the writing is extremely charming. After playing the story, I dove headfirst into creation. The majority of tools are available at the start, though the Nintendo representatives were cagey as to what was being locked at the beginning.

The most divergent aspect from the Wii U original is the control method. You have two core options: The button option is daunting at first, with shortcuts aplenty. I struggled a lot figuring out how to interact with everything, but I can see that, with practice, controlling creation with buttons might be my preferred option. For an example of the weirdness, when moving the hand cursor around the stage, if you want to go get a new item or switch your theme, your instinct might be to just move the cursor to the sides of the screen where those menus reside.

That just scrolls the stage as you get close to the sides, though.

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You actually have to use the D-pad to switch to the menus at the top and sides of the screen. That said, the radial menus, where the items are almost always nestled, are great. If you have a capacitive stylus, playing handheld and using the touch screen is probably ideal.

With a fat finger? Maybe not so much. I have mild concerns that the barrier for entry in creation could be a big bummer, but hopefully they click with a little more time. The Nintendo representative explained this as a good resource for those who might have missed out a game style in the past.

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I know looking at the 3D World controls started spinning the wheels of creation. Too many games these days throw in nostalgia-baiting nods to 8- and bit games of old, but often come off as pandering because they merely make cheap references without adding anything of their own. If you die several times within the same level, an Assist Block will appear to give you an extra item, which seems reasonable. I can quickly see this becoming a new favourite once people get their hands on the game. Beating that gives you enough coins to start laying the castle foundation.

Super Mario 3D Land hands-on preview Worlds 2 and 3:

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  4. The Nintendo representative explained this as a good resource for those who might have missed out a game style in the past.
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  8. It's hard to comment too much on the difficulty without having played any of the later levels yet, but we can tell you that in case it does get tough near the end we're guessing it does , 3D Land features a help mode to give you a hand when you need it.
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