I love the heck out of Super Mario 3D Land for the Nintendo
3DS. One of my friends, however, begs to differ. In a conversation some time
back, she says that the game focused too much on one of its features and came
out weaker because of it.
The feature in question is the game's "Tanooki
Suit" power-up. Simply put, the Tanooki Suit's main function allows Mario
to hover in air and generally be much more maneuverable when jumping. Since
jumping between platforms is the backbone of the game, having this power-up
clearly makes things tons easier.
After that conversation, I knew what I had to do. I created
a new file in Super Mario 3D Land and set out to play through the game with one
stipulation: Never use the Tanooki Suit. This way I can compare the impact of
suit versus no suit.
My friends, this game
is amazing when you don't use the Tanooki Suit. The stages are tougher to
navigate, more careful jumping is necessary, and you even get to explore more
of what the game has to offer.
First and most obvious, the game was more difficult. If I
missed a jump over a pit, I couldn't just scramble my way back to try again. It
was down into the pit with me. If my jump landed me in front of an enemy, that
was my problem to deal with. And I loved it. It was practically a whole new
game now that all the circumstances had been changed. I adjusted my play style to account for a
lack of a "get out of trouble free" card and was happily on my way.
Secondly, I came to appreciate the game's other power-ups.
Despite the game emphasizing the Tanooki Suit so hard, it contained two other
power-ups: the fire flower and the boomerang flower. These power-ups give Mario
the ability to launch fireballs or use boomerangs to damage enemies. Boomerangs
can even collect coins wherever it goes. However, these items offer no mobility
upgrades, so they were booby prizes compared to the Tanooki Suit. In fact, I
distinctly remember in my first play through going out of my way to avoid these
power-ups. I only used the Tanooki Suit with another one in reserve.
See the shadow, the goomba, the tail in the title? It's everywhere, man.
Now that the "default" power-up was no longer in
the picture, I was free to make use of the other two. This also added to the
fun factor since I had more choices in how to defeat enemies. I could just
clear the path from afar, pull some impressive shots by bouncing the fireballs
off of walls, or safely defeat bosses by having my projectiles to the work. I
could even carry the other item in reserve just in case I wanted to switch up
the play style. I also got less upset when I took a hit and lost the power-up.
I still had my core abilities and the way I moved stayed the same. In some
cases, I would value the extra hit over the actual abilities of the power-up.
Thirdly, there is just more fun to be had when the game
isn't too easy. I was amazed at how the game engaged me. Before, I could just
float through - in some ways literally - without much challenge breaking my
stride. Now I just had my skill, wits, and reaction time; all of which improved
to adjust. For instance, I had to jump from a rotating block to reach a
collectible item. The window for making this jump was tiny. I had to wait for
the platform to rotate into the optimal position and still jump at the very
furthest I could to get the most height and distance. I must had stayed at that
point for at least half an hour straight, jumping, falling, coming up short,
and having to traverse the whole stage again just for another shot. Finally,
one particularly focused jump saw Mario perch himself on top of the flag pole.
I earned a 1-up and a golden flag. I thought I had passed out and was dreaming.
It probably was the most rewarding thing I had done in a video game in a long
time.
If I were using the Tanooki Suit, I could have made the jump
with a half-hearted effort on the first try. There also is an alternate way to
make the jump much easier, but that would have had to wait way later in the
game.
At this point, this post probably closely resembles the
previous one, trumpeting the praises of the self-imposed challenge. And that is
true that it's similar. In this case, rather than add more challenge to build a
new skill, we are instead avoiding the path of least resistance to enrich the
experience. I'd instead say that the game was built around Mario's default
jumping abilities. Using the Tanooki Suit is more akin to an "easy
mode" than the default.
I can now see where my friend's frustration comes in. The
game wasn't necessarily middling to easy, it actually is pretty well crafted.
However, it came bundled with Nintendo's PR move to put the Tanooki Suit front
and center for the throwback effect. If only there were an Options menu button
that could remove the Tanooki suit, or some method of bringing to peoples'
attentions the possibility of playing the game in such a way. I count one
single collectible that absolutely required the Tanooki suit to obtain.
Otherwise, you could play through the game, as-is, and complete every
objective. To prove my point, here's someone beating the game's toughest level without use of the Tanooki Suit.
This whole thing got me thinking on how we use inhibitors in
our everyday life to make things more comfortable. These range from physical
assistance such as escalators to mental and emotional processes that lead us
away from the strain of thinking for ourselves. Go ahead. Try and find at least
one thing you "use" in your life that makes it easier but duller. Do
you think you could carry on without that thing for a little bit? I'd like to
see you try. Others would probably like to see you try. Most importantly, I'd
wager that you would like to see you try.
No comments:
Post a Comment