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I can understand the idea of throwing players an extra mushroom just to give them an edge, but this feels like overkill. Initially, this may sound helpful, but it can quickly take the fun out of things once you realize enemies die as soon as you touch them, spikes become scenery instead of environmental hazards, and boss fights become cakewalks. If you die enough times the first time you try to work through a stage, the game’ll give you a white, sparkly version of the Tanooki tail-suit that makes you impervious to everything except falls off-screen. Sometimes games are designed to pick up on if the player is doing poorly and make things a little easier to get players back into the swing of things. For the most part when you beat a stage you’ll be able to progress to the next without having to double back, although there are plenty of side opportunities to rack up bonus lives.ģD Land’s concept of ‘dynamic difficulty’ is another problem. It’s more of a fun side challenge to locate them all for playing the unlockable stages later on.
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Each stage also has three star-coins to collect, which let you unlock extra levels, but aren’t all that necessary to progress through the main worlds. No, this time it gives Mario billions of coins to pick up instead. Thankfully, 3D Land doesn’t go overboard with giving Mario a billion stars to collect this time around. As cool as it was to blaze a fiery path of destruction through my enemies, with such a strong focus on hopping, skipping and jumping to victory I liked having more control over my time in the air. The Tanooki suit lets Mario jump up and float down to the ground, giving you a lot more control over some of the trickier platforming parts.
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Another fun and fast-paced stage essentially puts you in the middle of a construction site with buzz saws actively cutting away parts of the level, yourself included if you aren’t quick enough to get to a safe power-tool free area.Ī few classic power-ups return, such as the fire flower that lets Mario throw fireballs, but the Tanooki suit from Super Mario 3 is probably the most helpful power-up in the game. One particularly memorable level had multi-colored blocks that disappeared and reappeared in time with the music, requiring close attention to avoid plunging towards an unfortunate end. It’s an enjoyable experience exploring each stage and overcoming whatever obstacles it throws at you, whether it’s a handful of tricky jumps or a tower of angry Goombas. You’ll be running and leaping around detailed Goomba-filled plains, icy mountains, and ghostly mansions in your quest to rescue the princess from Bowser. The levels themselves are very well designed and look fantastic, regardless of whether you have the 3D turned on or off. There are eight worlds for Mario to explore, each with about five stages to play through and end in boss fights against one of Bowser’s henchmen, the fist-swinging Boom Boom or boomerang-chucking Pom Pom.