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Subject: Super Mario 3D Land
Replies: 2 Views: 2988

j.s.1983 4.11.11 - 10:59am
Exclusive to Nintendo 3DS.

Lots of details:

http://nintendoeverything.com/76696/more-super-mario-3d-land-details-possible-spoilers/

After you complete the main adventure in Super Mario 3D Land, players can experience a bunch of additional content. What sort of content, you ask? You can find that information after the break beware of potential spoilers!

- Secret Boxes: micro-challenges in which you collect as many items as possible
- Gather coins, power-ups, Star Medals in a 10 second time limit
- Earn more Secret Boxes through StreetPass
- Find Secret Boxes obtained through SpotPas* on the map screen in a world where you used up your turn on the original Secret Box
- Eight new unlockable worlds after you save Peach
- Open these worlds with Star Medals
- These levels are almost new full-featured worlds with redux levels, time attacks, sometimes brand new content
- Propeller level gets filled with 8-bit sprites
- In the redux level, youll see new sprites and must shoot your way through cannons
- More enemy fire, with one platform filled with Bullet Bills and sometimes Tanooki tails
- Star Coins harder to obtain
- Cosmic Mario appears in another level; he follows you around and when you get hit by him, you lose your power-up
- Play these levels in any order you wish; skipping levels is possible
- Luigi confirmed once again; he jumps wider and runs faster; stopping his movements is slightly harder
- Find Luigi in the first bonus world
- Use the Tanooki Statue Mario in the late parts of the game.

http://nintendoeverything.com/75091/an-incredible-amount-of-new-super-mario-3d-land-details/

As promised, Nintendo Power has a huge feature on Super Mario 3D Land in their latest issue. The magazine has an eight page article containing new details and images.

It took awhile, but I finally managed to transcribe all of the information from the magazine. You can read up on the details below.

General/some recap

- Focuses on snappy action instead of exploration
- Nintendo Power never spent a second wondering where to go or how to get there
- Usually can press left/right on the Control Pad to move the camera and peek at the path in front/behind you
- All levels have a set of medals that you can collect
- Faint chime can be heard when youre close to a medal
- Ground pound: L or R while jumping
- Need to hold a b*tton to run
- Touch a checkpoint flag to save your progress in the level
- These flags are in every level
- Backflip: start by crouching (L/R); this game requires you to stay crouched for roughly a second to charge up
- Can flip forward or backward once youve charged and jump
- Stopwatches add to your time
- Long jump: Jump while holding L/R
- Mario can wall jump and cartwheel jump
- Triple jump is gone

Tanooki Suit recap

- Continue to hold the jump b*tton to descend slower than normal
- Can whip the suits tails at bricks/enemies
- Swing the tail while holding L or R to crouch

Course 1-2 (shown at E3)

- In Course 1-2, you can bypass a bridge by taking an alternate route along a ledge in the background
- As this happens, Mario looks tiny as he runs along in the distance
- Massive spiked ba11s swing by chains over the bridge in the foreground
- Other games have made good use of 3D, but Super Mario 3D Land is the first Nintendo 3DS title that seems like it was built around the feature. It adds so much to the feel of the game that we would never consider playing without it.
- Course 1-2 comes to an end where you take a green pipe back to the surface
- Throw some fireba11s to light a nearby torch first

Course 1-3

- Bright, brand new area
- Mountains all around
- The level extends to the horizon so that Mario runs into the screen to traverse it
- Cant use control pad camera controls in this level
- Can see almost the entire level from the starting platform
- Stand on a plate in front of a telescope to switch the camera to first-person
- Aim the camera by moving the Circle Pad or tilting the 3DS
- Toad will call out with a Hey! as you move the telescope
- Zoom in with R
- When you spot Toad, hell giggle and toss a medal out to a spot further along the path so you can grab it later
- Ladybug-looking enemies are in the level, come in various colors
- They march in a circle
- Bounce off each of their heads in succession for a 1-up
- Bonus room is filled with coins
- Ride a green platform across a set of rails that carries you over a great chasm
- Move the platform forward/backward by standing at the front/back
- Use Ground Pound on a wooden trunk to release the Tanooki Leaf
- Theres an easy-to-miss tunnel that you can go through by crouching
- Jump on the white block marked with a musical note at the right time to reach the medal from Toad
- Larger/flashier note block will spring you to a new side-scrolling bonus stage
- Grab an invincibility star in the bonus stage and plow through enemies and collect coins as you move across clouds
- Area ends with a big leap off the clouds to grab a floating medal on your way back down to the main path
- Hop through a hoop to bring five red coins out on top of two moving cloud platforms
- Kick open a rock that houses a standard gold coin
- Level ends with numerous long, death-defying drops to lower clouds, columns of coins, one more medal, and a ride on rails

Course 1-4

- Level made up almost entirely of rails
- No ground to catch you if you fall
- Move across the rails by tilting a green platform to roll forward/backward
- Dodge Paragoombas
- Collect floating coins
- Platform gets pounded by geysers and soars to a second set of tracks above
- Disembark on a small cliff midway through
- This cliff has a save flag
- Scare away a bird and itll drop a coin
- Then proceed to a new set of tracks (these are more difficult)
- Platform drops from one set of rails to another
- Piranha Plants spit out fire
- After you die a few times, an alternating power-up box will be placed near the midlevel checkpoint
- You can obtain the Tanooki Suit from a purple-box colored room
- Level ends with a rollercoaster-like descent; platform rockets down the rails at a steep angle, which leads to a fall to an orange block that teleports Mario to the flagpole

First Bowser stage

- Castle motif (as expected)
- Regenerating Dry Bones
- Giant Thwomps
- Spinning rows of fireba11s
- Lots of lava
- Begins with a dizzying descent down a tall, multitiered stone structure
- This structure leads to different-sized platforms at the lava level
- Path leads Mario into the screen
- Youll find blue dragons that sneeze fireba11s
- Hammer Brother makes his first appearance in the game at this area
- Can take out the Hammer Brother with the Tanooki tail
- Jump on a Thwomp to reach an area so that you can obtain a medal, stopwatch, and use a telescope
- Telescope shows that you need to reach a Toad locked behind bars
- Bowser will start dishing out fireba11s as you approach
- The path leads into the screen directly towards Bowser, offers occasional nooks for Mario to duck into so the fireba11s can sail by
- Once youve reached Bowser, he takes a massive leap farther into the course
- Mario has to run left as fast as he can to avoid more fire
- The fire is being thrown from a bridge running parallel to Marios path in the distance
- Use long jumps to help you get ahead of the flames
- Then pull a U-turn onto Bowsers bridge for the face off
- Get past the bridge and hit the switch to blow up the bridge which lands Bowser in the lava
- The bridge is long, so its difficult to get past him
- The first time or two you get past him, Bowser will leap backward and block you
- Little room for error on the narrow span
- Bowser has his own Tanooki tail
- Once defeated, Bowser poofs into a Goomba holding a Tanooki Leaf
- Door opens, head past a Toad yelling yippee, hop into an orange box that takes you to the end-of-level flagpole that features a special Bowser version of the flag

Course 2-1 (previously demoed)

- Blue skies and pink spires of a pristine castle
- This course has evolved since it was previously shown
- Telescope now appears at the beginning of the stage
- Toad tries to get your attention atop the castle
- Toad wears a Propeller Block (hes basically all covered except for his feet poking out at the bottom)
- Toad will give you a demonstration of how the Propeller Block works by flying to a new spot where he waits next to a medal
- Start off by running into the screen toward the castle in the distance
- Hell have to scale a tall section of moving platforms to reach the end
- Mario will encounter obstacles previously mentioned and Tanooki-tailed Goombas that flutter-jump at him as he rushes by
- Stomp on one of these enemys to steal its Tanooki Leaf
- Obtain a medal at a green pipe in a room that features visual trickery
- Medal appears on a block that seems to be stacked on top of a bunch of other blocks
- Step on a switch marked with a picture of an eye to change the camera view
- This new view shows that the block is floating in front of the others
- You can notice the blocks position if you look closely enough without changing the camera perspective
- Nintendo Power says that the above is possible in 3D, but not in 2D
- When Mario takes the Propeller Block, only his feet and tail stick out at the bottom
- Leap, then tap the jump b*tton to fly high
- The longer you hold the b*tton, the higher you go
- If you want to reach the top of the flagpole at the end, you need to keep the Propeller Block
- Strange, living coin purse hangs out near the flagpole
- The purse spills its loot as you jump on it
- If you pound on it enough, itll give you a 1-Up

Course 2-2

- Underground area
- Environment is incredibly dark
- Visibility is poor beyond a circle of light that stays centered on Mario
- A lot of the stage is covered in pools of poisonous purple goo
- Tricky to get past the goo
- Platforms can be triggered to unfurl into midair walkways, but they fold back up after a short time
- This means Mario has to get a move on quick
- Platforms form paths that duck in and out of walls, snake under ? Blocks and medals, and dip in and out of the ooze
- Last walkway leads to the flagpole
- Need to use a well-timed long jump to reach the top of the pole

World 3 ship

- Straightforward side-scroller
- Giant spiky pistons appear to thrust out of the screen
- theres an eye-popping use of 3D right at the start of the stage if you guide Mario toward the screen to reveal a small balcony that holds a Super Mushroom both Mario and the balcony look like theyre hovering out in front of you.
- Good amount of the course makes you wait for pistons to retract and run by them
- Made more challenging when you have to worry about falling platforms, explosive Mario-seeking Bob-ombs, cannons that launch spiky ba11s
- Cut a lot of corners with the long-jump
- If you take a hit, Mario gains a few seconds of useful invincibility
- Finishes as Mario runs across a lengthy bridge of falling platforms to reach a green pipe before a long row of pistons stab out at you
- Boom Boom is at the end of the pipe
- Hell hold out his fists and spin around like a top
- Boom Boom steers himself toward Mario until he gets dizzy and falls down
- Jump on his head and Boom Boom will retreat inside his spiky shell and skitter along the floor
- Difficult to dodge the attack because the floor is split into two conveyor belts moving in opposite directions (slow or speed up Mario)
- Boom Boom soon restarts his attack pattern
- Three head stomps to defeat Boom Boom
- Finally, theres a medal off screen at the end of a long and narrow wooden beam.

http://nintendoeverything.com/74166/new-super-mario-3d-land-details/

- No time limit for Fire Flowers
- Remixes of classics tunes and sound-alike tunes in the game
- Coin heaven sections are back
- Zoom in on Toad with the binoculars to receive extra coins
- New and old enemies
- New enemies such as insects and tiny dragons
- First Bowsers Tanooki tail cant be grabbed as its spiked
- Bowser reveals himself as an imposter Goomba with a leaf when defeated
- Find secrets by straying a bit off the path and checking every nook and cranny
- Secrets are hidden by perspective and optical illusions
- One level directs downwards instead of left to right or back to front
- Warp Zone in World 1-2 now leads directly to World 2
- First world was completely linear, contains four main stages, Bowsers castle, and a Mushroom House
- Unlock stages by collecting medals
- Nintendo not letting people see whats in the Mushroom House yet
- Map similar to Super Mario Galaxy 2. *

j.s.1983 5.11.11 - 10:26pm
The second portion of the Super Mario 3D Land Iwata Asks discussion has been translated on Nintendo of Americas website. If youd like to catch up on the details without reading the full interview, head past the break. Koichi Hayashida, Yoshiaki Koizumi, Takashi Tezuka, Shigeru Miyamoto, and Satoru Iwata parti ted in the discussion.

- Following Galaxy 2, Hayashida wanted to make a game that would be an introduction to the 3D Mario games
- Basic direction was worked out from summer to fall the year that Galaxy 2 was finished
- Prototype was up showing the relation between the player-character and the landforms; included Coins and Blocks
- Mario was actually a block in this prototype
- Mario was a mushroom in the prototype for Mario Galaxy
- Important theme early on was making a 3D Mario game that would be close to 2D so everyone could play
- Adjustments made to the parallel-track camera used in Galaxy 2
- Dev. team thought they could make something fun by mixing all that had built up in the 3D Marios with 2D Mario rules
- Hayashida has a collection of Miyamotos sayings
- Hayashida: I was an instructor at the Nintendo Game Seminar last year. I passed on Miyamoto-sans wisdom to the students and an*lyzed it for them. I did a point-by-point an*lysis of the Super Mario Bros. games on the Nintendo Entertainment System (NES) and tried to apply those points to this game. That really motivated me.
- Hayashida began making Mario 3D Land in the mindset of an archeologist
- The staff said it was like making the Super Mario Bros. game for the NES
- Fun elements on Super Mario on the NES were imbued for this title
- Team looked back at the processes they went through in the NES days for making corrections
- Tezuka felt like it was a 2D Mario game since the team was trying to reconstruct the game with the original Super Mario elements
- With Mario Galaxy, the Coins originally would fly to the player, but was changed so that the players pick them up because it would have felt impersonal otherwise
- You go towards the goal in Mario 3D Land, so collecting them would be a nuisance if they were scattered in the opposite direction
- Hayashida lengthened the timer because he felt it was too short
- The team decided to make the game as if it were a short-distance rather, not a long-distance race
- Started to think about how to make the game in a short time; thought about cutting out cinematics/boss battles but decided that wasnt a good idea
- Took a different approach: Lets make the best game in a short time!, What can we do to in the short timeframe to make the best game possible?
- Re-thought about how a cinematic should be to get the point across instead of cutting them completely
- Changed the combination of landforms or move to make a completely different kind of fun gameplay when fighting enemies
- Team made full use of the game pieces
- They didnt stray too far during the initial approach to the project
- Koizumi told Hayashida to put in interesting elements from Galaxy 2 and to do so quickly; also said that Hayashida didnt have to put in many new elements
- Plan was to include only one new power-up for Mario originally
- Time was set aside to review how good the software could become; staff came up with Boomerang Mario
- Dev. period didnt drag out even though new material was added
- Combining Fire Marios movement with the enemys Boomerang gave birth to Boomerang Mario
- Staff would fix all sorts of elements in one day, which helped development
- Tezuka loved the idea of the Invincibility Leaf
- Comment from a tester led to the Invincibility Leaf
- He said he couldnt get past an area, but didnt want to fly over it with the P-Wing; thought the tester could go up that spot by continuously being Tanooki Mario and if invincible, he could move on
- The leaf comes out if you lose Mario five times (originally eight)
- Tezuka suggested five since eight times felt like a lot; he used his instincts as a player
- P-Wing was originally available after 16 deaths
- Invincibility Leaf lets you destroy anything
- Miyamoto found stomping satisfying because they redefined what stomping is
- Wanted to make an action game in which you could enjoy stomping things
- Mario can change direction while hes in the air
- Miyamoto used to be against putting in unusual movements, but realized hanging direction in the air would be a big plus and gradually came to allow it
- Miyamoto so happy about the new things we came up with that eh can barely stand it
- Staff made a room that looks like youre peeking into it from above
- This was never done in a 3D Mario
- Tezuka had a very positive reaction to this level, decided it had to be an homage to Zelda
- Koizumi believes Mario 3D Land will be key in leading to the next Super Mario game (a new point of origin, or a crossroads)
- Super Mario 64 DS sold almost four times as much in America as in Japan
- Miyamoto feels that a lot of players in America are used to playing 3D Super Mario
- Miyamoto believes not everyone is used to 3D Mario yet
- Iwata hopes Mario 3D Land removes the borders in our brains between 2D and 3D Super Mario. *

j.s.1983 11.11.11 - 09:19am
E3 2011 Trailer: http://www.youtube.com/watch?v=SYTcm5oH20M

Gameplay footage (11 minutes) : http://www.youtube.com/watch?v=U_0Ww3R31x0

Footage showing second playable character: http://nintendoeverything.com/76693/new-super-mario-3d-land-footage-confirms-second-playable-character-tanooki-suit-feature-more/

Footage showing Boomerang Suit: http://nintendoeverything.com/76262/new-super-mario-3d-land-footage-first-look-at-the-boomerang-bros-suit-in-action/

Iwata Asks footage: http://www.youtube.com/watch?v=33QFyuY3Pcg

Kotaku footage: http://kotaku.com/5856612/we-have-10-minutes-of-super-mario-3d-land-to-show-you

1up footage: http://nintendoeverything.com/77270/23-minutes-of-off-screen-super-mario-3d-land-footage/

Nintendo Everything footage: http://nintendoeverything.com/77591/27-minutes-of-super-mario-3d-land-footage/ *


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