Review by Matt S.
Super Mario 3D Land was one of the few games on the 3DS where I would argue the 3D slider was an essential part of the experience. The game was built from the very ground to take advantage of 3D, and in fact as I was playing it I would struggle to properly gauge jumps and navigate around the world with the slider down.
So bringing a new "3D" game to a console that can't display 3D graphics struck me as a somewhat odd move by Nintendo. That initial impression didn't go away when I started to play the game. I did indeed lose a couple of lives early on from poorly-judged jumps and without Fire Mario at first I found it easier to simply avoid enemies than try to jump on them. That impression stayed with me for the first couple of levels, but I started to understand the physics and environments better, I was able to kick back and simply enjoy the supreme quality of level design that Mario's latest outing offers.
Super Mario 3D Land was one of the few games on the 3DS where I would argue the 3D slider was an essential part of the experience. The game was built from the very ground to take advantage of 3D, and in fact as I was playing it I would struggle to properly gauge jumps and navigate around the world with the slider down.
So bringing a new "3D" game to a console that can't display 3D graphics struck me as a somewhat odd move by Nintendo. That initial impression didn't go away when I started to play the game. I did indeed lose a couple of lives early on from poorly-judged jumps and without Fire Mario at first I found it easier to simply avoid enemies than try to jump on them. That impression stayed with me for the first couple of levels, but I started to understand the physics and environments better, I was able to kick back and simply enjoy the supreme quality of level design that Mario's latest outing offers.
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