Monday, April 2, 2012

Super Mario Bros. 3

I recently got an NES, and with it came Super Mario Bros. 3 (in case you haven't read the title). Compared to my Atari 2600, the graphics are insanely good. In fact, everything's good about it: Controls are perfect, only marred by my faulty controller, on which only left, up, and down work on the D-pad. Right simply refuses to work unless pushed with around 3.8 million pounds per square inch.

SMB3's gameplay is challenging and yet not frustrating... who am I kidding, the game's harder than spitting into a shotglass whilst riding on top of a car. I can't make it past level 2 without losing two-thirds of my lives. An example: In the FIRST FRACKING LEVEL, I pick up a super mushroom, grab a Koopa shell and use it to get the raccoon-powerup-thing (not the Tanooki suit). 5 seconds later, a jumping Goomba comes out of nowhere, and takes away my hard-earned powerups! ARGH. And from what I've (metaphorically) heard, the difficulty only increases.

Another odd thing is that the game makes very little sense. Let's see: It starts with curtains being raised to reveal the startup screen. Then, whilst still IN the startup screen, you see floating platforms. This would be dismissible as suspension of disbelief, except said platforms are somehow bolted to the sky. Oh, and there are moving platforms bound to what appears to be a slit in the background. Finally, at the end of each level, Mario enters a strangely black place with white-outlined scenery. From all of this, the only credible conclusion that I can come to is that the entire game is merely a play designed to entertain you, the audience. The moving platforms must be powered by machinery hidden behind the set. And the blackness is Mario exiting stage right. Or... maybe it really doesn't make any sense.

But apart from all the little quirks (the game being stupidly hard and not making sense), it's still a great game.

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