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Mensrea said:
F0X said:
Mensrea said:
I don't understand the love for 3D land. That was a shitty excuse for a 3D mario game. It was so linear, bland, and easy. There seemed to be really no ideas going for it, and it was based on the 3D gimmick. To make a sequel to that game which was designed for a short sessions on a handheld that could display 3D, and was also terrible is really really disappointing.


Did we play the same game, or shall I post YouTube videos of my favorite 3D Land levels?


We played the same game, the second I beat it I sold it. Post away. I liked a couple levels, but the majority of the game to me sucked hard.

I have the ability to say nice things about nearly every level in the game, but I don't have the time.

My favorite level of World 1. The level is basically set up like a downward slope, which becomes more precarious the closer Mario gets to the flagpole. Also one of the first levels in the game to really put the Tanooki suit to good use. Objectively good design, because the player can tell how far he is from the flagpole, and can literally see the level's own difficulty curve.

It's harder to pick my favorite level from world 2 (world 2-3 in particular is cleverly presented and very nostalgic), but there can never be enough reversible platforms. These add a nice puzzle element to the usual gameplay, where the player needs to plan his jumps. This is also another example of how difficulty ramps up over the course of the level, going from a single platform to incrementally increasing amounts.

World 3-1 is very nonlinear. The training wheels are off, and now it's up to the player to decide how to reach the top of the stucture. There an obvious path, but it's not necessarily the safest, either. A little exploration will reward the player with the Propeller Block, which with some skill, can let the player bypass the level. Several levels, in fact, have shortcuts that can be utilized with a combination of items and skill. One water level is almost entirely skippable if the player has a Tanooki suit. These are signs that the game was built with speedrunning in mind. 

World 4-2 is a very unusual underground level, because it's vertical in nature. The focus is on finding the proper path upwards, which often entails hitting a "!" block first. It's also not heavy on platforming, but instead encourages players to take advantage of the angle through squashing goomba towers and using bouncy platforms to grab floating coins. In some ways, this is like a "fun house" level where the focus is on screwing around, unless the player is speedrunning. Then it becomes a matter of using the layout to your advantage in very different ways.

I don't have all night, and though I haven't mentioned my favorite level in the entire game, the Beat Blocks levels deserve more recognition. Obstensively combining rhythm and platformer game design, these levels are about timing above all else. They also contribute one of the soundtrack's gems - the mininalistic tune one must jump in accordance with. For me personally, this is a point where I began to really appreciate the level design and its creativity. The levels are short to the point where I miss experiencing the driving concept behind them, and be pleased when a later level builds upon it even more.

Then there's the Special Worlds, where the bulk of the challenge lies (in getting all the Star Coins). Many of them are remixed versions of normal world levels, which alleviates some of the difficulty. Then there's the secret level of pain and frustration. And the Ghost Houses, which are typically mind-bending. The forced-scrolling airship levels were well done, too.



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