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战斗力 鹅
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注册时间 2008-5-16
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相比马尿DS
1.关卡流程变短
2.难度加大
MEET IMARIO
There's no doubt in my mind I love what Nintendo is doing with Mario 3DS. The game is at once nostalgic and original. It's 2D and 3D. It's challenging yet simple. In many ways it finds an incredible balance... except for one.
These levels are short.
At first I was a bit baffled. The game is certainly trying to recall a bit of old school goodness. Gone are the days of stars and miniature worlds accessed through paintings. Now it seems we're back to World 2-3, bouncing up stairs to get flags and, of course, a Tanooki suit.
One thing I had always forgotten about older Mario games is that they're relatively short. I remember running through some of Super Mario Bros. 3 when I was evaluating the Mario 25th Anniversary set, and I frequently reached the end of a level when I assumed I'd be nearing the halfway point.
Here's what's important though - I think the game works better with its short levels. This is a case where swinging to one design extreme works in favor of a game. I realize many of you love deep, complex experiences, but I'm sure there are just as many who need that kind of segmented gameplay to be able to fit it in your lifestyles.
When I'm gaming strictly on a casual basis, I don't have much time. I also often reach for my iPhone, because I know it has the kind of games I can polish off quickly. With Mario 3DS, I can run through a level in relatively short order, and feel very rewarded for a minimal time investment. And that's not to say these levels are easy, either. In just the four segments I played, some rather crafty obstacles were thrown in my way.
Mario 3DS has captured the era of "iPhone gaming" well. I can clear a stage or crush an airship in the span of a few minutes. It's honestly a bit refreshing to set down an epic like Ocarina of Time 3D and play around in an original 3D world for Mario, no matter how brief it is.
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Super Mario 3D Land director Yoshiaki Koizumi knows a thing or two about bringing Mario into 3D. As one of the project leads for Super Mario 64, Super Mario Sunshine and Super Mario Galaxy, the Nintendo developer has a significant amount of experience heading into 3D Land, the first new Mario game to arrive on the Nintendo 3DS.
It's that cumulative experience that's fueling this new Mario adventure, which is not only digging into the past but bringing the entire game back to basics. To that end, the game seems to draw upon Mario's entire legacy - power-ups from Super Mario Bros. 3, straight-forward level design from titles like New Super Mario Bros. and three dimensional controls that feel like they're from larger adventures like Sunshine or Galaxy.
In an interview with Official Nintendo Magazine, Koizumi discussed the broad philosophy behind the game. "I would say that Mario at its core has a very simple, very pop aesthetic and a very functional notion informing it and we may have started to drift from that in some of the Mario console games which are very large and occasionally very complex," Koizumi said. That indeed proves true when playing the game. Levels are shorter and straight to the point. That doesn't necessarily make them easier, as some of the design elements are just as insane as ones found in the Galaxy games. |
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