I half walked into Super Mario 3D Land expecting a rushed production: it’s a high-profile Nintendo game that was announced, revealed, demoed and released all in the same year. And at a time where the platform is having its rocky road, surely Nintendo fast-tracked it to get it to stores?
Yeah, that’s obviously not the case. I’m writing this without having 100% completed the game and it’s clear that Super Mario 3D Land got all the love and attention of the best of Nintendo’s “A” games. I’d go as far as saying that this handheld version nearly reaches Super Mario Galaxy 2’s brilliance in design and fun – it’s certainly the best handheld Mario game to date, and easily one of the best Super Mario games developed.

There’s not much “new”to the Mario blueprint here as it lifts its design from games that come before it. There’s a lot of Galaxy and Sunshine platforming, tweaked with jumping abilities seen in Super Mario Bros. 3. Lots of timed jumps on stationary and spinning or rotating platforms, and, naturally, a ton of block smashing and goomba stomping. And just like in most Mario games, deaths are plentiful but so are extra lives.
What I think is special about Super Mario 3D Land is its near seamless merging of 2D and 3D, bringing the platformer back to an old-school feel by locking players into a designed set. It was a hint of things to come in the Galaxy series: Nintendo taking camera control away from the user and letting them explore the 3D-rendered world on its terms, only giving back that control when it’s absolutely necessary. Here, the camera is even more restrictive to the point where you’re stuck with what the level designers give you. That is not a bad thing.

With a camera that’s locked into position, you now simply work within the confines of what the designer wants you to see. Back on the NES, you didn’t — and arguably shouldnt — have the freedom to stop and scroll ahead, and yet in the majority of levels you only needed to see what was immediately surrounding you. In this game, the camera is constantly shifting and moving to ensure that you’re seeing exactly what you need to see to move forward. The designers use this as a tool to build their levels, going so far as to strategically hint and hide some of the all-important collectibles. And it’s done without those weird “in between” issues – you’ll never fudge a jump because the camera was moving from position to position.
It also helps that this camera strategy plays up the 3DS system’s core strength: stereoscopic 3D. The designer is now in full control over what you see, and many times the level designer will screw with depth to show off what stereo3D can mean to gameplay. Imagine a room filled with identical blocks stacked both on top of and in front of each other, and the camera positioned in such a way that it’s difficult to see, without a perception of depth, which is in front and which is beside. With a stereoscopic display it becomes evidently clear, and Nintendo’s designers have come up with some clever challenges that play up the pairing of platform layouts and camera positions to ensure that the 3D slider on your system is turned on.
But it’s also obvious that the designers had to appease those who can’t see – or don’t want to see – the impressive depth perspective. For every “you gotta see this in 3D!” there’s a way out, either by the buttons that can skew the camera left or right or by an in-game trigger that will shift the camera to a flat-friendly view. It’s a smart give-and-take that ensures everyone can play this game to completion. Even cyclopses and pirates.
Any way you look at it, Super Mario 3D Land is a beautiful game, one that shows the visual power of the handheld. At this point you should understand that the 3DS system, just like every handheld Nintendo’s released since the Game Boy, can’t stack up to the current generation of systems on the market – but even so, there’s a lot of power in the 3DS and Super Mario 3D Land pushes it with graphics that feel right at home in today’s gaming age. It might not be running in Galaxy’s silky 60 frames per second environment, but there are times where even the most basic use of shaders can impress – reflections on rotating walls or the shimmer on the water surfaces. And it’s all enhanced with the addition of depth, and there are times you have to just sit and admire those visuals as they jut off into the distance.
Much of this game is based around what 1990’s Super Mario Bros. 3 brought to the table, but not when it comes to moving from level to level. Instead of unlocking challenges in a branching path, it’s a slightly uncreative linear design that mirrors the “one level after the next” of the original Super Mario. It’s not much to complain about, and if it’s because the designers had to focusing on the level challenges over how those levels are presented then I’m hugely glad they did.

The 3DS could have used a game like Super Mario 3D Land right at launch and we could have avoided the last six months of public doom and gloom. But whether a Christmas release was always in the cards or the game just needed another few months in cooker, the 3DS got itself one hell of a system seller within its first year. It’s a must-play, absolutely.
Now let’s see what Nintendo designers can do with stereo3D-enhanced “New Super Mario Bros.” on the handheld. My money’s on a Holiday 2012 release.

I was waiting this post from you!
Great, as always!
Gee thanks, You just convinced me to buy Mario, what’s worse I don’t have a 3DS yet. Thanks for the review. I’d held out since launch titles were… nvm, and I’d bought Ocarina of Time 3 times already, but this… this is what I’d been waiting for. (and Mario kart helps too) Keep the great info coming.
Also, if you feel so inclined, check out my site some time, I’m a small, one man, dev team with a sincere love for the old school and I’d love some input on what I’ve done so far.
(warning, buggy incomplete engine build)
http://jestern.com/game_files/super_block_world.exe
I totally agree with this to a tee. I miss your reviews on IGN!!!! Anyways I’m loving the game but I do want to comment on your last comment; is that you want to see a Mario bros. from the “new” series on 3DS. but after galaxy 2 and 3D land, at least as far as gameplay and level design go, I don’t care about the “new” series very much. Those 2 games feel so bland WHEN COMPARED to galaxy 2 and 3D land. I really want a 3D land 2, with more ideas spurred from 3D land, and REAL YOSHI’s this time! (I felt they were used so sparringly in new Mario bros. wii and didn’t do them justice.) but you are probably right and we will get a “new” series for 3DS. I would just prefer it be a download purchase rather than physical media.
In a better universe (better for readers, not for Craig!), this would have been IGN’s review. Also, it’s “cyclopes”, not cyclopses. Great work, Craig!
Sounds good. I won’t be playing this for a while but I’m jealous of those who are.
Also, yay for not having to give the game a score!
Glad to see you enjoying this as much as I am Craig. I’m still not done yet as I’m taking it slow and only playing during commutes and such, I’m at least most of the way done though and I completely agree with your assessment. Also, thanks for keeping a blog up about your gaming interests. I still miss reading your IGN stuff.
Love the review Craig. I really miss you and the guys at IGN. The company will never be as good as when you, Bozon, and Casa where running the show. F*ck damon Hatefield or whatever the F*ck his name is.
Awesome as usual Craig man I miss you being on the IGN Nintendo Team.
lol top comment, dnnteino didnt deliver has much on ds mario platformer wise, princess peach and new super mario brothers were both pretty meh.
Well Craig you are a master of predicting Nintendo’s release schedule, Nintendo is releasing New Super Mario Bros. 2 for the 3DS in August 2012, almost exactly what you predicted…