Super Mario 3D Land

from Wikipedia, the free encyclopedia
Super Mario 3D Land
Super Mario 3D Land Logo.png
Logo of Super Mario 3D Land
Original title ス ー パ ー マ リ オ 3D ラ ン ド
transcription Sūpā Mario Surī Dī Rando
Studio
Publisher Nintendo
Senior Developer
  • Kōichi Hayashida (Director)
  • Yoshiaki Koizumi (producer)
  • Takashi Tezuka , Shigeru Miyamoto (General Producer)
  • Erstveröffent-
    lichung
    JapanJapan 0November 3, 2011 November 13, 2011 November 18, 2011 April 28, 2012
    North AmericaNorth America
    EuropeEurope
    Korea SouthSouth Korea
    platform Nintendo 3DS
    genre Jump 'n' run
    Game mode Single player
    medium Nintendo 3DS module
    Age rating
    USK released from 6
    PEGI recommended from 3 years
    information This game is playable in 3D.

    Super Mario 3D Land ( Jap. スーパーマリオ3Dランド , Supa Mario Suri di Rando abbreviated often SM3DL ) is a 3D platformers Run - video game , which the Japanese company Nintendo for the portable console Nintendo 3DS was released. In Japan it came out on November 3, 2011, in North America on November 13 and in Europe on November 18, 2011. Nintendo's Entertainment Analysis & Development department developed the game under the direction of Kōichi Hayashida , who was the director of its predecessor Super Mario Galaxy 2 ( Wii, 2010) acted. The development process began in summer 2010 and required over 45 developers.

    The player takes on the role of Mario, who has to save the princess Peach from the clutches of the evil Bowser. Super Mario 3D Land crosses the 2D game principle known from older Super Mario games with that of the 3D games of the series and draws on other proven elements of the series. Several special functions of the 3DS are also used, including the autostereoscopic 3D effect .

    Critics received Super Mario 3D Land positively and particularly praised the game concept and the creative design of the game sections. The use of the 3D effect also met with a mainly positive response, while some publications criticized the short playing time, among other things. With ten million units sold by March 2015, Super Mario 3D Land is one of the best-selling 3DS games. At the end of 2013, the successor Super Mario 3D World was released for the Wii U , which comes from the same development team and is strongly based on 3D Land .

    Framework story

    During a strong thunderstorm, a tree near Princess Peach's castle loses its leaves, known as super-leaves, which are scattered across the country. With these leaves, which grow a tanuki tail when touched , the evil King Bowser prepares his henchmen. When the Italian plumber Mario inspects the tree the next day with some Toads (residents of Princess Peach's Mushroom Kingdom), they come across a letter from Bowser. In the letter, Bowser announced that he had kidnapped the princess. Immediately Mario sets off to free Princess Peach from Bowser's clutches. In the course of his adventure, in which he crossed several worlds, he received more letters with photos of Peach and Bowser's henchmen. During his adventure, Mario also makes use of the super leaves in order to be able to hover briefly.

    Finally, in the final showdown , Mario succeeds in defeating Bowser and freeing the princess. Using the super leaves, the Toads fly back to the castle with Mario and Peach. Meanwhile the credits are running . However, another letter informs Mario that his brother Luigi has also been kidnapped. Mario now sets out to rescue him and travels through eight additional worlds.

    Game description

    Gameplay

    In Super Mario 3D Land the player takes on the role of the character Mario, later optionally that of Luigi. With the Circle Pad of the 3DS, the game figure is guided in three-dimensional space . The main actions available are running and jumping; other actions are, for example, the pike jump or the wall jump.

    The character must be in a straight-line running level are illustrated by numerous obstacles. The levels are riddled with dangers such as fire or spikes that you have to avoid. In addition, there are opponents in the levels that are defeated in most cases by jumping on the head. If Mario touches an opponent or some other danger in his normal state (“Super Mario”), he changes to “Little Mario”. In this weaker state, he loses one attempt if he has another contact with the enemy. Regardless of this, an attempt fails if the given time of a level expires or the character falls into an abyss.

    Useful power-ups can strengthen the character. These include the fire flower, which Mario transforms into "Fire Mario". In this state, Mario can take another hit and also has the ability to throw fireballs and damage enemies. Another power-up is the tanuki suit. In this state, the character can fly for a short time at the push of a button and, for example, cross abysses in a floating state. When resting on the floor, Tanuki-Mario can also fling his tail and defeat opponents.

    Super Mario 3D Land supports the StreetPass functionality of the 3DS. If the 3DS systems of two game owners, which are in stand-by mode, meet, some data is exchanged, including the best times in the game's unlockable “Time Attack” mode. In addition, Super Mario 3D Land uses the gyroscope built into the 3DS . This enables, for example, the player to adjust the view through telescopes distributed in the game world by moving the handheld or to aim for a cannon shot .

    Game flow

    At the beginning of a new game , Super Mario 3D Land starts with a film sequence that briefly shows the general plot. Immediately afterwards, the world map is displayed, which in the first playthrough extends over eight worlds, each with several levels . The world maps are strictly linear ; the order in which the levels are to be completed is therefore fixed.

    Super Mario 3D Land doesn't start with a tutorial level. Instead, in the first levels, the player learns the basics of the game independently according to learning by doing . The goal of a level is to overcome the numerous obstacles of a level and to get to the end of it to unlock the next level. If all levels of the first eight worlds have been completed, eight further special worlds are available. Mario's brother Luigi can optionally be used as a character for the bonus worlds.

    Tributes to and influences from other video games

    Super Mario 3D Land takes up numerous elements of previous series offshoots. Influences from the first Mario game, Super Mario Bros. (NES, 1985) can often be seen , starting with the game concept, which is to a certain extent a reinterpretation of the rules of the game of Super Mario Bros. in three-dimensional space. The philosophy behind the level design is also reminiscent of Super Mario Bros .; an example of this is that at the end of each level you have to climb a target flag - as in Super Mario Bros.

    Away from the game principle, many other elements that one can find a tribute to Super Mario Bros. represent. For example, some graphics and music from that game are reused for nostalgic purposes . Furthermore, Super Mario 3D Land includes levels, the environments of which were inspired by sprites from Super Mario Bros. The power-up highlighted by the game logo, which transforms the character into a tanuki, is intended as an homage to Super Mario Bros. 3 (NES, 1989).

    After the development team initially planned a numbered title, the later development process agreed on the name Super Mario 3D Land . This title is said to pay homage to Super Mario Land (Game Boy, 1989).

    Nintendo dedicated 2011 to the 25th anniversary of The Legend of Zelda franchise. On this occasion, there is a level in Super Mario 3D Land that is based on the The Legend of Zelda games and uses the bird's eye view of the 2D parts of the series.

    Technology, graphics and sound

    Nintendo 3DS

    The camera perspective in Super Mario 3D Land is fixed and can only be adjusted slightly to the right or left by the player. Normally, the camera follows the character in the third-person perspective , in some sections the camera scrolls automatically and independently, while in other sections it shows the game from a fixed position diagonally above.

    The Nintendo 3DS has two screens; The upper one enables an autostereoscopic 3D effect , which is supported by Super Mario 3D Land , among others . In the game there are two different settings for the depth of field of the optional 3D effect. The levels are displayed on the upper screen, while information is displayed on the lower screen. This is a touchscreen whose functions the game uses for menu navigation. The game's graphics are calculated in real time and are polygon- based. The display of Super Mario 3D Land is adapted to the 5: 3 aspect ratio of the 3DS.

    The soundtrack of the game comes from the pen of the composers Asuka Hayazaki, Takeshi Hama and Mahito Yokota and was generated by sound synthesis . In addition to some new tracks, the soundtrack includes remixes of well-known tracks from previous Mario games. The voice output is limited to simple exclamations from the characters. Charles Martinet voiced Mario and Luigi, while Princess Peach and the Toads of Samantha Kelly and Bowser were dubbed by Kenny James.

    Development and Background

    The responsible developers: Yoshiaki Koizumi (left, producer) and Koichi Hayashida (right, director)

    For the development of Super Mario 3D Land , Tokyo Software Development Group No. 2 of the Nintendo Entertainment Analysis & Development (EAD) department. It is the team’s first handheld game. The work began immediately after Super Mario Galaxy 2 (Wii, 2010) and lasted for about a year and a half. About 45 people were involved under the direction of the director Kōichi Hayashida . According to other information, the development extended over a period of about two years and was most recently accomplished by 30 participants. Team manager Yoshiaki Koizumi took on the role of producer , while Mario creators and EAD directors Takashi Tezuka and Shigeru Miyamoto supervised and coordinated the development as general producers. Two employees of the Nintendo studio 1-UP Studio (then Brownie Brown ) supported the developers during the work. The cutscenes in the game are from the external company Digitalscape.

    Origin and pre-production

    The concepts of most of the previous Super Mario titles came from the series founders Miyamoto and Tezuka or, most recently, from Koizumi. The idea for Super Mario 3D Land, however, came from Kōichi Hayashida, who was already the director of Super Mario Galaxy 2 . Since developing Super Mario Galaxy , the team's goal was to bring 3D platformer to a wider audience. To achieve this with Super Mario Galaxy 2 , the developers also built two-dimensional level sections into this 3D offshoot.

    In the chronology of the Mario series, Hayashida recognized a large gap between Super Mario World ( SNES 1990) and Super Mario 64 ( N64 1996) with regard to the evolution of the game principle . Therefore, he wanted to create a transition between 2D and 3D offshoots of the series with a new project. To do this, the team transferred game mechanics from 2D games to the concept of 3D offshoots. A 2D / 3D hybrid was created that blends numerous elements from the series' past. To prevent inexperienced players from getting lost, the levels have been designed in such a way that they always guide the player. This linearity from the 2D offshoots is in turn weakened by the optionally collectable star medals from the 3D games, which are hidden in the levels.

    "So the way we see it is someone would pick up Super Mario 3D Land and play that, and then maybe they would move onto Super Mario Galaxy or Super Mario Sunshine or Super Mario 64 after that."

    "So we see it that someone would take Super Mario 3D Land and play it, and then maybe switch to Super Mario Galaxy or Super Mario Sunshine or Super Mario 64. "

    - Kōichi Hayashida

    Since Super Mario 3D Land, unlike the team's previous games, was developed for a portable console, the focus was on a short game that should be suitable for short games in between. In an interview, Hayashida expressed this with a comparison: If Super Mario Galaxy 2 is like the largest documented menu in history, the Manchu Han Imperial Feast , then Super Mario 3D Land as a compact game is like a hamburger .

    Early stage of development

    After the work on Super Mario Galaxy 2 was completed in spring 2010, the team began to implement the concept of a 3D Super Mario , which was to serve as an introduction to the previous 3D parts. When work on Super Mario 3D Land started , only two people were involved. First, the developers checked whether a mandatory 1: 1 port of one of their previous console games, Super Mario Galaxy 2 , would run on the 3DS. It was noticeable that the proportions were too small and the character was difficult to see on the small screen. On the basis of this experiment, the team determined which camera technology and level environments were appropriate for the screen of the 3DS and decided on a relatively large representation of the character. Another experiment tested what impression a selected level from Super Mario 64 made on a 3D-capable screen. It was the same level that the team had reworked for Super Mario Galaxy 2 .

    By autumn 2010, the developers had succeeded in working out the basic concept of Super Mario 3D Land and programming a prototype in which a placeholder token wandered through a simple environment filled with coins and blocks. It was agreed early on that the game perspective should be a parallel camera that was further simplified compared to Super Mario Galaxy 2 .

    Concepts

    In a test carried out by the development team, Bowser spat fireballs towards the player, which, thanks to the 3D effect, seemed to protrude from the screen. As a result of this experiment, the developers included Bowser in the game and designed a boss fight in which the antagonist spits fireballs “out of the screen”. The opponents Boom-Boom and the Koopalinge were built into the game at the request of some team members, after it was determined that the Tanuki suit should appear in the game.

    Since UI elements on the upper screen are not compatible with a good 3D effect, the team tried to keep their number as low as possible. A UI element that has appeared in all 3D Super Mario games to date is a power indicator that visually illustrates Mario's remaining power. After about a third of the development time had elapsed, the developers decided not to represent Mario's power through a UI element, but through visual changes to the character. As a result, the "little Mario" condition arose.

    In Super Mario 3D Land there is an item that turns Mario into a statue and that appears only rarely and in the last levels of the game. This only found its way into the project towards the end of development. Another item is the propeller block, which allows Mario to make particularly high jumps. According to Hayashida, this item is in the game because “it just feels good” and because of the 3D effect that results from particularly high jumps. In the late development process, this item gave rise to the idea of ​​a block that is stuck on Mario's head and from which coins come out as soon as Mario moves.

    Influence of the Tōhoku earthquake

    The office building of EAD Tokyo

    Nintendo planned to release Super Mario 3D Land in time for the 2011 holiday season. In order to be able to meet this deadline, the support of an external company was necessary. The choice fell on the Nintendo studio Brownie Brown (today: 1-UP Studio), which is based in Tokyo. To brief Brownie Brown on the development of a Mario title, Hayashida explained the design of the first level of Super Mario Galaxy 2 to the studio staff on March 11, 2011 .

    During this meeting on the fifth floor of the Nintendo Tokyo Office, the 2011 Tōhoku earthquake occurred . The office building was closed for a week. During this time it was unclear whether the development of Super Mario 3D Land could continue there. When the office reopened, Hayashida consoled his team over the shock:

    “We're all asking ourselves what we can do to help right now. I think bringing smiles to the faces of people with a fun game by the end of this year is something maybe only we can do. "

    “We all wonder what we can do right now to help. I think making people's faces smile with a fun game at the end of the year is something that maybe only we can do. "

    - Kōichi Hayashida

    After the earthquake, Hayashida set himself the goal of creating a video game that should be just plain fun. In this way, he oriented himself to one of Shigeru Miyamoto's fundamental philosophies in the further game production. Hayashida also loosened up the working atmosphere. Programmers and designers, for example, could already talk freely at any time in the office. As part of the relaxed atmosphere, Hayashida also held regular test game sessions in which all team members played the game, such as "at our friends' house when we were kids".

    3D effect and multiplayer mode

    The 3D effect of the 3DS is made possible by the fact that the left eye receives a slightly different image than the right eye. In the case of images with a great spatial depth, a blurred image quickly emerges for the viewer. The development team faced this problem towards the end of the work. The time it took to resolve the problem contributed to the game being delayed by a good month. In Mario Kart 7 , which another EAD team was developing for the 3DS at the time, the problem did not occur. Hayashida realized that the player's racing car served as a reference plane in Mario Kart ; Since the player focuses his gaze on the kart, there is no optical shift. He transferred this to his project and set Mario as the reference plane. The camera angles and perspectives have been adjusted accordingly. This 3D view is known as the normal view and is set by default in the game.

    Since around a fifth of the team thought the previous 3D perspective was better, it was left in the game. It is characterized by a greater three-dimensional depth; the event no longer takes place on the same level as the screen, but protrudes strongly into the screen. The so-called depth view is the second 3D view in the game. Use the control pad to switch between the two.

    According to Koizumi, they were interested in a multiplayer mode in Super Mario 3D Land . According to the plans, several players should have looked at a 3DS system. However, this concept would not have been compatible with the 3D mode, as this requires a fixed viewing angle. Therefore the planned multiplayer mode was discarded. Koizumi said, however, that the challenge will also have to be met in the future (see also the section on successors ).

    Announcements and publications

    Announcements

    Nintendo President Satoru Iwata announces Super Mario 3D Land at GDC 2011.

    During an investor conference on October 29, 2010, Miyamoto spoke about the advantages and disadvantages of 2D and 3D games and summed up the internal considerations of the Mario team at the time. The manager said that 2D Super Mario games are easier to grasp for the consumer than 3D offshoots, which is clearly evident in the respective sales figures. That is why Nintendo tried to simplify the 3D concept with Super Mario Galaxy , while the company published the 2D game New Super Mario Bros. at the same time . For the 3DS, Nintendo will therefore also develop both 2D and 3D Mario games, Miyamoto confirmed. He also said that the 3D autostereoscopic effect in a 3D Mario could make the game concept more accessible. In an interview conducted by USA Today in November 2010, Miyamoto confirmed again that a three-dimensional Super Mario was in production for the 3DS. He announced that for the first time Mario could be controlled on a handheld with an analog stick.

    Preliminary logo with which the game known at the time under the working title Super Mario was presented at the GDC in March 2011.

    At the Game Developers Conference (GDC), Nintendo President Satoru Iwata announced the previously undisclosed game under the working title Super Mario on March 2, 2011 . It is being developed by the makers of Super Mario Galaxy and is to be presented in more detail at the E3 2011 game fair . Iwata presented a preliminary logo and four screenshots. In April, Miyamoto described the game to the Edge as a mixture of Super Mario 64 and Super Mario Galaxy and emphasized that the 3D effect was important for the gameplay.

    At Nintendo's E3 press conference on June 7, 2011, the manufacturer presented the new Super Mario game to the press and released a first trailer. Visitors to the fair could allude to the still not officially titled Super Mario there. On July 28, 2011, Nintendo announced the game's final title, Super Mario 3D Land , and narrowed the release date to November.

    A 3DS conference was held in Japan on September 12, 2011 as a preliminary event to the Tokyo Game Show . There Nintendo announced the exact release date for Super Mario 3D Land and confirmed that the game would use the StreetPass and motion control functions of the 3DS. In an article published that day video conversation between Iwata and Miyamoto latter described the game collectively referred to as "3D Mario , which like a 2D Mario ( '3D Mario did plays like a 2D Mario game.') Plays game."

    Publication and Bundles

    In Japan, Nintendo released Super Mario 3D Land on November 3, 2011. Ten days later, Nintendo of America published it in North America, and Nintendo of Europe released it in Europe on November 18 . In South Korea, the game was released there at the same time as the 3DS on April 28, 2012.

    In 2012, Nintendo began offering full price titles digitally. In addition, the company subsequently published Super Mario 3D Land as a full price download from the Nintendo eShop . It was first available in the European eShop on October 4, 2012; it was made available in the North American eShop on October 18, and it has been available digitally in Japan since November 1, 2012. As part of a promotion that took place from November 2012 to January 2013, new Nintendo 3DS XL buyers were able to download one of five full-price titles for free, including Super Mario 3D Land .

    On November 24, 2011, Nintendo released a bundle in America that included Super Mario 3D Land together with a fire-red 3DS. In Europe, a bundle of the game with a white 3DS followed on December 2nd.

    Financial importance

    Sales figures

    Global

    By March 31, 2015, the manufacturer was able to sell ten million copies of Super Mario 3D Land worldwide . This makes it the third best-selling 3DS game after Mario Kart 7 and Pokémon X / Pokémon Y. In the individual markets, the game occupied top positions in the charts when it was launched.

    The following table gives an overview of global delivery figures, divided into Japan and overseas. The data comes from official Nintendo financial reports. Digital sales are not included.

    was standing Global Japan Overseas
    January 27, 2012 5.03 million 1.36 million 3.68 million
    April 27, 2012 5.84 million 1.57 million 4.27 million
    December 31, 2012 8 million 1.85 million 6.13 million
    March 31, 2013 8.29 million 1.90 million 6.39 million
    March 31, 2014 9.27 million
    March 31, 2015 10 million
    June 30, 2018 12.12 million

    Japan

    According to market research company Media Create , the game sold 343,492 times in Japan in the first week. By the end of November, the number of units sold had risen to over 500,000. With sales just over a million copies by the end of the year, it was Japan's second-best-selling video game in 2011.

    The following table provides an overview of the sales figures announced by Media Create within the first few weeks in the Japanese market:

    week Period Sales Total sales Chart place
    1. October 31st - November 6th 343,492 343,492 1
    2. 7-13 November 93,441 436.933 4th
    3. 14.-20. November 62,318 499,250 4th
    4th 21.-27. November 61.710 560.960 4th
    5. November 28th - December 4th 73.907 634,868 3
    6th 5th-11th December 89,743 724.611 3
    7th 12-18 December 112,533 837.143 5
    8th. 19.-25. December 174,566 1,011,709 3
    9. December 26th - January 1st 2012 68,483 1,080,192 4th

    North America

    According to Nintendo, over 500,000 copies of the game were sold in its first two weeks on the North American market. Super Mario 3D Land thus qualified as the fastest selling mobile Mario offshoot. According to market research firm NPD Group , Super Mario 3D Land was the ninth best-selling video game in North America in December 2011.

    Europe

    Super Mario 3D Land debuted in sixth place in Media Control's weekly game software charts for Germany and was able to reach fourth place the following week. In its first week of sales in the UK , the game ranked ninth on the nationwide game charts and became the best-selling 3DS game of the year. In Ireland , too , Super Mario 3D Land debuted in ninth place in the weekly charts, in Italy in fifth place and in the Netherlands in third place. The placements of the game in the weekly charts for the market launch in Scandinavia were further down . In its first week of sales , the game was number 12 in the charts in Sweden , number 9 in Norway and number 18 in Finland . According to official information, the manufacturer was able to sell around 400,000 copies of the game in France by mid-2012.

    Economic importance for the 3DS

    After a successful market launch in March 2011, sales of the 3DS were sluggish in the weeks and months that followed. Frequently mentioned reasons for this were the initially high price for the handheld and the lack of games that appeal to a broad target group and encourage them to buy. It wasn't until the end of 2011 that the console gained a lot of momentum. The main reason for this was a worldwide reduction in the recommended retail price of the 3DS by around a third and the publication of evergreen titles such as Super Mario 3D Land and Mario Kart 7 .

    Video game journalist Audrey Drake sees the great accessibility of Super Mario 3D Land as the reason that the game has been able to bring about a sustained increase in sales of the 3DS. Super Mario 3D Land is accessible to all target groups regardless of their video game experience. The game succeeds in addressing both "hardcore" and casual gamers to a degree, as was the case with the extremely successful series founder Super Mario Bros., who appeared in 1985 . In addition, according to Drake, the game illustrates the capabilities of the 3DS with good and fluid graphics. Another reason Drake cites is that the game is one of the first original and exclusive blockbuster titles for the 3DS. The previously published 3DS games from Nintendo such as The Legend of Zelda: Ocarina of Time 3D and Star Fox 64 3D , however, were merely new editions.

    Bryan Vore of Game Informer magazine shared this view:

    “The 3DS has a couple of great games from Nintendo. The problem is that they're remakes of N64 titles. Gamers were glad to experience classics […], but no one buys a new system to play games over a decade old. That all changes with the excellent Super Mario 3D Land, an all-new adventure in the Mushroom Kingdom ”

    “There are some great games from Nintendo for the 3DS. The problem is that they are reissues of N64 titles. The players were happy to experience classics [...], but nobody is buying a new system to play games that are over ten years old. All of that changes with the award-winning Super Mario 3D Land , a completely new adventure in the Mushroom Kingdom. "

    - Bryan Vore : Game Informer, game review

    reception

    Reviews of Super Mario 3D Land were very positive. Most reviewers praised aspects such as level design , technical implementation or 3D effect or its use. Recurring points of criticism in the reception of the game include the level of difficulty, the length of the game and the levels and - compared to previous games by the developers - the game concept, which is not very revolutionary. Super Mario 3D Land also received a number of prizes and awards.

    Reviews

    Audrey Drake from the online portal IGN Entertainment wrote in her review of the game that Super Mario 3D Land mixes elements of new and old Mario games. Although the first half of the game is not very demanding in terms of difficulty, Drake considers the levels to be extremely creative and praised the use of well-tried game elements. In the second half of the game, the level of difficulty increases sharply and, according to Drake, more creative ideas are added to the game. She rated the game world as very interactive; the graphics are, in their opinion, some of the best the 3DS enables. Drake emphasized the good shading as well as the brilliant textures . The graphic style has strong parallels to Super Mario Galaxy . Overall, Drake described the game as extremely well balanced; it makes excellent use of the 3DS technology, is a must-buy for console owners and could influence the future of 3D platforming games.

    In a game preview , IGN editor Richard George rated Super Mario 3D Land as a well-balanced game with regard to aspects such as nostalgia and innovation, 2D / 3D gameplay and level of difficulty. In return, he noted that the levels were very short. He described this circumstance as commendable, since Super Mario 3D Land is intended to serve mainly as a game for a portable console for short game games in between. The short levels of the game are suitable for only playing a few minutes on the go.

    The British magazine Edge confirmed that the game was similar to Super Mario Galaxy and Super Mario Bros. 3 in its review . At the same time, Super Mario 3D Land succeeds in being something unique. Due to the slightly revised controls compared to Super Mario Galaxy , the game is similar to the early 2D offshoots of the series. The Edge also praised the level design. The magazine slightly criticized the power-ups in the game. The tanuki suit, for example, induces experienced players to play through the levels too hastily and not pay attention to the carefully designed level design. The Edge described the boomerang suit as redundant to the Fire Mario transformation, which also occurs in the game. Although the game idea seems almost conservative compared to previous works by EAD Tokyo such as Super Mario Galaxy , Super Mario 3D Land is so fun that these minor flaws should be overlooked. Thanks to a creative fusion of old and new Mario -elements as well as 2D and 3D gameplay imagine Super Mario 3D Land one of the best Mario title for a handheld for years is summed up the magazine, but it was not enough quite to Super Mario Galaxy zoom .

    Video game journalist Chris Kohler came to the following conclusion in his game review for Wired :

    [Super Mario] 3D Land is a grabby borrower of a game - enemies from [Super] Mario [Bros.] 3 , music from 2006′s New Super Mario Bros. , gameplay from [Super Mario] Galaxy . Eventually it starts borrowing from itself. It's an excellent game because all of these things work so well together; the only thing keeping it from perfection is that it cries out for more innovations to call its own.

    " [Super Mario] 3D Land is a greedily borrowing game: opponents of [Super] Mario [Bros.] 3 , music from New Super Mario Bros. , released in 2006 , gameplay from [Super Mario] Galaxy . Eventually it starts to borrow from itself. Because all of these things work together so well, it's an excellent game; the only thing keeping it away from perfection is that it cries out for more innovation. "

    - Chris Kohler : Game Review, Wired GameLife

    According to the Japanese weekly video game magazine Famitsu , everything in Super Mario 3D Land is as it should be - from the length of the individual levels to the positioning of opponents and items to the level of difficulty. The game sections, which can only be mastered in 3D mode, are fun and, according to the magazine, motivate you to find all the hidden sections. Famitsu also rated the game as beginner-friendly and loaded with nostalgia. Super Mario 3D Land manages to feel like a 2D Mario but to play like a 3D Mario .

    Bryan Vore of Game Informer magazine wrote that Super Mario 3D Land is made up of many different types of platforming gameplay. Several of these appear in one level. The changes between the different concepts are so subtle that the player hardly notices them. The camera is correctly positioned at all times and enables precise control. In summary, Vore said that Super Mario 3D Land is a successful and entertaining mix of nostalgia and innovation that maintains the quality of previous series offshoots, despite the downer like repetitive boss fights and some very similar levels.

    The German monthly magazine N-Zone , which specializes in Nintendo, praised the level design, the transformation possibilities and the 3D effects of Super Mario 3D Land . The editor Christoph Kraus criticized the fact that the levels were too short, sometimes too easy to collect star medals and that the camera was sometimes in an unfavorable position. Although the levels were varied as usual, the N-Zone judged the game to be poor in innovation and the first game run as too easy.

    Use of the 3D effect

    IGN wrote that Super Mario 3D Land represents the breakthrough in the 3D autostereoscopic effect , which is one of the main features of the 3DS. According to IGN, the 3D effect in previous video games had no influence on the gameplay, but was only an optical gimmick . Developers did not succeed in integrating the 3D effect in a way that promotes the game principle. In Super Mario 3D Land, on the other hand, the 3D effect is an enrichment because, according to some publications, it makes it easier to estimate the distance of jumps in three-dimensional space. Due to the easier handling, more complex jump inserts are also possible in the game. That's why IGN called the game the benchmark for future 3D video games. In the official IGN game review, the editor-in-chief, Audrey Drake, said something similar. She dubbed Super Mario 3D Land as the first 3DS game in which the 3D effect is of great importance. The game is said to have been created for the effect, so that the controls in 2D mode appear much more imprecise and difficult.

    “By relying on 3D as an important mechanic rather than a second thought to enhance the visuals, the developers achieved the most effective 3D I've ever seen in any medium, as well as the most brilliant use of it. From the clever platforming puzzles to the creative level design, every aspect of the game is heightened by the masterful use of an effect that up until now has essentially only been used as an optional visual boost. "

    “By relying [Nintendo] on 3D rather than thinking about improving the visuals, the developers have created the most effective 3D I've seen in any medium, as well as its most ingenious use. From the nifty platform puzzles to the creative level design, every aspect of the game is enhanced by the skillful use of an effect that until now has basically only been used as an optional visual enhancement. "

    - Audrey Drake : IGN, game review

    The Edge praised the 3D effect in the game as one of the best and most unobtrusive of all 3DS games released at the time. The effect makes the game look like a diorama that has come to life . Regarding the question of how strong the effects of the 3D effect on the game principle are, the Edge behaved more cautiously than IGN and described the 3D effect as a gimmick .

    Rating mirror

    As of January 12, 2013, Super Mario 3D Land has an average rating of 90 out of 100 points on the Metacritic website , which calculates the average of a large number of game reviews, based on 82 reviews. In GameRankings, the average rating is 90.19% and was calculated from 54 recorded reviews.

    Magazine / website Rating date
    1UP B + 1 November 9, 2011
    Computer picture games 1.78 2 November 10, 2011
    Edge 8/10 November 10, 2011
    Eurogamer 9/10 November 10, 2011
    Famitsu 38/40 3 October 25, 2011
    Game Informer 9.5 / 10 November 9, 2011
    GamePro 5/5 November 9, 2011
    GameSpot 8/10 November 9, 2011
    IGN Entertainment 9.5 / 10 November 9, 2011
    Joystiq 9/10 November 9, 2011
    N zone 90/100 November 16, 2011
    Nintendo Power 90/100 November 8, 2011
    Nintendo Online 9/10 November 18, 2011
    Official Nintendo Magazine 94/100 November 17, 2011
    The Escapist 4.5 / 5 November 12, 2011
    The Guardian 5/5 November 21, 2011
    The Daily Telegraph 5/5 November 11, 2011
    Wii & Nintendo 3DS Magazine 90/100
    Wired 9/10 November 9, 2011
    1Rated with American school grades
    2 Rated with school grades
    3 Consists of individual ratings between 1 and 10 by four editors

    Awards

    Super Mario 3D Land was nominated for some video game awards and was partially awarded. The following table provides an overview of some of the prizes awarded to the game:

    Surname Price / category Nominated / Won date
    Computec Bäm! Awards 2011 Most Wanted: Mobile / Handheld Won   2011
    Spike Video Game Awards Best Handheld / Mobile Game 2011 Won  Dec 2011
    GameCity Prize GameCity Prize Nominated  Sep 2012
    Game Developers Choice Awards 2012 Best handheld / mobile game Nominated  March 2012
    BAFTA 2012 Best design Nominated  Feb. 2012
    BAFTA 2012 Mobile & handheld Nominated  Feb. 2012
    15th Annual Interactive Achievement Awards Handheld Game of the Year Won  Feb. 2012
    BIU Sales Award BIU Sales Award in platinum Won  Apr. 2012
    Children's software award TOMMI 2012 1st place Won  Oct. 2012
    IGN Best of 2011 Best action game Nominated  Dec 2011
    IGN Best of 2011 3DS / DS Game of the Year Won  Dec 2011
    IGN Best of 2011 Best 3DS / DS Action Game Won  Dec 2011
    IGN Best of 2011 Best 3DS / DS Graphics Won  Dec 2011
    IGN Best of 2011 Best 3DS / DS sound Won  Dec 2011

    In retrospect, IGN named Super Mario 3D Land as the best 3DS game to date in August 2012 because it made extremely good use of the 3DS's capabilities. Another list of the best 3DS games followed in September 2013, with Super Mario 3D Land again taking first place. The developer website Gamasutra included the studio EAD Tokyo in a list of the 30 best developer studios based on Super Mario 3D Land 2012. The site also ranked the game as the best handheld game in 2011 and the sixth best game of the year across all platforms.

    PETA criticism

    The animal rights organization People for the Ethical Treatment of Animals (PETA) criticized Super Mario 3D Land . According to the organization, the game feature, which transforms the character into a tanuki, motivates people to wear furs . Under the title Mario Kills Tanooki , the PETA published a browser game in which a tanuki skinned by Mario chases the plumber to get his fur back. Shortly after the parody was published , the PETA announced that it was not intended to be serious, but to draw attention to the fact that animals are being skinned alive for their fur.

    Successors and Influences

    The next part of the Super Mario series, New Super Mario Bros. 2 , appeared in 2012 for the 3DS. It's a 2D platformer, just like the next part, New Super Mario Bros. U , which was released for the Wii U in late 2012 . With regard to 3D parts of the Super Mario series, Super Mario 3D World is to be regarded as the successor to 3D Land . The game comes from the developers of Super Mario 3D Land . It was announced in June 2013 and was released in Europe on November 29, 2013. The game is based on Super Mario 3D Land and is the first part of the series to allow simultaneous multiplayer for up to four people. The development team had their first thoughts on this successor while working on Super Mario 3D Land . Super Mario 3D World also features HD graphics and new skills such as a cat suit.

    In Super Mario 3D Land , there's a block that gets stuck on Mario's head when he bounces against him. Then, depending on the walking speed, coins come out of the block. When 3D Land was near the end of the development phase, Yusuke Amano was instructed to use this idea in his 2D Super Mario game. The team on this project came up with more ideas around coins. The project appeared in August 2012 as New Super Mario Bros. 2 for the 3DS and is characterized by the importance of coin collecting. In the chronology of the Super Mario series, the game is the one that appeared after Super Mario 3D Land .

    In Super Mario 3D Land there is a level that pays homage to the old parts of The Legend of Zelda and is played from a bird's eye view. The positive response to this idea from fans encouraged the Zelda team to develop a new Zelda part based on the 2D offshoots . This was released in late 2013 as The Legend of Zelda: A Link Between Worlds for the 3DS.

    Web links

    Remarks

    1. The working title was Super Mario ; unofficially the game prior to the announcement of the final title was also Super Mario 3DS called

    Individual evidence

    1. a b c d e f g h credits from Super Mario 3D Land . In: Kyoto-Report.wikidot.com. Retrieved July 14, 2013 .
    2. a b c d Super Mario 3D Land (2011) Nintendo 3DS release dates. In: MobyGames . Retrieved May 25, 2013 .
    3. a b Eric Caoili: Nintendo brings 3DS, strong launch lineup to Korea on April 28. In: Gamasutra. April 19, 2012, accessed May 25, 2013 .
    4. Luigi Playable in Super Mario 3D Land at ds.ign.com. Retrieved November 12, 2011 .
    5. a b Resetting Super Mario 3D Land at ds.ign.com. Retrieved November 12, 2011 .
    6. a b c Audrey Drake: How Mario Saved the 3DS. In: IGN. December 1, 2011, accessed May 30, 2013 .
    7. Audrey Drake: Making Mario Magic - The Interview. In: IGN. March 12, 2012, accessed May 25, 2013 .
    8. a b TGS: Super Mario 3D Land: Regaining What Was Lost at ds.ign.com. Retrieved September 15, 2011 .
    9. E3 2011: The Legend of Super Mario 3DS: The Zelda Connection at ds.ign.com. Retrieved September 15, 2011 .
    10. N-Zone 08/2011, pp. 30-33
    11. Supa Mario 3D rando (2011) Technical Specifications. In: Internet Movie Database . Retrieved May 25, 2013 .
    12. Supa Mario 3D rando (2011) (VG) - Full cast and crew. In: Internet Movie Database. Retrieved May 25, 2013 .
    13. a b Anoop Gantayat: Shigeru Miyamoto is Very Busy (playing Mario and Zelda). (No longer available online.) In: Andriasang. November 12, 2011, archived from the original on January 19, 2012 ; accessed on May 29, 2013 (English).
    14. Super Mario 3D Land Wasn't Miyamoto's Idea. In: Siliconera. November 8, 2011, accessed May 29, 2013 .
    15. Audrey Drake: Bridging the Gap Between 2D and 3D Mario. In: IGN. November 30, 2011, accessed May 29, 2013 .
    16. Iwata asks: Super Mario 3D Land; Part 1.2: Bridging the gap between 2D and 3D Mario. In: Nintendo. Retrieved May 29, 2013 .
    17. JC Fletcher: Hayashida: Super Mario 3D Land is a gateway game. (No longer available online.) In: Joystiq. March 16, 2012, archived from the original on January 28, 2015 ; accessed on May 29, 2013 (English).
    18. a b Iwata asks: Super Mario 3D Land; Part 1.1: Keyword: Back to zero. In: Nintendo. Retrieved May 29, 2013 .
    19. ^ Christian Nutt: The Structure of Fun: Learning from Super Mario 3D Land's Director. In: Gamasutra . April 13, 2012, accessed May 29, 2013 .
    20. a b Audrey Drake: The Creation of Super Mario 3D Land. In: IGN. November 30, 2011, accessed May 29, 2013 .
    21. Iwata asks: Super Mario 3D Land; Part 2: The Producers; 1: Like an archaeologist. In: Nintendo. Retrieved May 29, 2013 .
    22. a b Tim Turi: Super Mario 3D Land Director Talks Sequel Possibilities And More. In: Game Informer. March 22, 2012, accessed June 14, 2013 .
    23. a b Chris Kohler: How Super Mario Survived the Quake. In: Wired. March 29, 2012, accessed May 29, 2013 .
    24. a b c Stephen Totilo: How Do You Make a Super Mario Game At a Time of National Tragedy? In: Kotaku. March 7, 2012, accessed May 29, 2013 .
    25. a b Iwata asks: Super Mario 3D Land; Part 1.4: It is so high that I get scared. In: Nintendo. Retrieved May 29, 2013 .
    26. a b Question and answer session on the occasion of a Nintendo investor conference. In: Nintendo. April 27, 2012, accessed July 24, 2013 .
    27. Stephen Totilo: Nintendo Hopes Their Newest Mario Game is the Series' Much-Needed 'Missing Link'. In: Kotaku. November 23, 2011, accessed May 29, 2013 .
    28. Question and answer session at an investor conference for the 2010/2011 fiscal year, page 2. In: Nintendo. October 29, 2010, accessed May 29, 2013 .
    29. Mike Snider: Q&A: 'Mario' creator Shigeru Miyamoto. In: USA Today. November 8, 2010, accessed May 29, 2013 .
    30. Jim Reilly: GDC: Super Mario 3DS Revealed. In: IGN. March 2, 2011, accessed May 29, 2013 .
    31. Colin Moriarty: New Super Mario 3DS Details Emerge. In: IGN. April 21, 2011, accessed May 29, 2013 .
    32. Jim Reilly: Super Mario 3D Land, Mario Kart 7 Get Release Months. In: IGN. July 28, 2011, accessed May 29, 2013 .
    33. Thomas Held: Appointment for Super Mario and Mario Kart, Kid Icarus postponed. In: Gamona. September 13, 2011, accessed May 29, 2013 .
    34. Patrick Overkamp: Owners of a 3DS XL receive full price titles for free. In: Nintendo-Online. November 28, 2012. Retrieved May 29, 2013 .
    35. Audrey Drake: Zelda 3DS Bundle Confirmed for US In: IGN. November 28, 2011, accessed May 29, 2013 .
    36. Super Mario 3D Land: Nintendo 3DS bundle available from December 2nd. In: Videogameszone. November 4, 2011, accessed May 29, 2013 .
    37. a b c d Top Selling Software Sales Units - Nintendo 3DS Software. In: Nintendo. March 31, 2014, accessed May 7, 2014 .
    38. Nintendo Financial Report to December 2011 (PDF), p. 6. (PDF; 85 kB) In: Nintendo. January 27, 2012, accessed May 30, 2013 .
    39. Nintendo Financial Report to March 2012 (PDF), p. 6. (PDF; 85 kB) In: Nintendo. April 27, 2012, accessed May 30, 2013 .
    40. Nintendo Financial Report to December 2012 (PDF), p. 6. (PDF; 110 kB) In: Nintendo. January 31, 2013, accessed May 30, 2013 .
    41. Nintendo Financial Report to March 2013 (PDF), p. 7. (PDF; 113 kB) In: Nintendo. April 25, 2013, accessed May 30, 2013 .
    42. Burak Cakir: Japan: Soft- & Hardware-Charts (October 31 - November 6). In: Nintendo-Online. November 9, 2011, accessed May 30, 2013 .
    43. Mike Rose: Super Mario 3D Land Japan's Top Selling Game In November. In: Gamasutra. December 6, 2011, accessed May 30, 2013 .
    44. Famitsu 2011 Top 100. In: GoNintendo. January 13, 2012, accessed May 30, 2013 .
    45. ^ Media Create Sales: Week 44, 2011 (Oct 31 - Nov 06). In: NeoGAF. November 9, 2011, accessed May 30, 2013 .
    46. ^ Media Create Sales: Week 45, 2011 (Nov 07 - Nov 13). In: NeoGAF. November 16, 2011, accessed May 30, 2013 .
    47. ^ Media Create Sales: Week 46, 2011 (Nov 14 - Nov 20). In: NeoGAF. November 23, 2011, accessed May 30, 2013 .
    48. ^ Media Create Sales: Week 47, 2011 (Nov 21 - Nov 27). In: NeoGAF. November 30, 2011, accessed May 30, 2013 .
    49. ^ Media Create Sales: Week 48, 2011 (Nov 28 - Dec 4). In: NeoGAF. December 7, 2011, accessed May 30, 2013 .
    50. ^ Media Create Sales: Week 49, 2011 (Dec 05 - Dec 11). In: NeoGAF. December 14, 2011, accessed May 30, 2013 .
    51. ^ Media Create Sales: Week 50, 2011 (Dec 12 - Dec 18). In: NeoGAF. December 21, 2011, accessed May 30, 2013 .
    52. ^ Media Create Sales: Week 51, 2011 (Dec 19 - Dec 25). In: NeoGAF. December 28, 2011, accessed May 30, 2013 .
    53. Media Create Sales: Week 52, 2011 {12/26/2011 - 01/01/2012}. In: NeoGAF. January 5, 2012, accessed May 30, 2013 .
    54. ^ Andrew Goldfarb: Skyward Sword is Fastest-Selling Zelda of All Time. In: IGN. November 28, 2011, accessed May 30, 2013 .
    55. Tom Curtis: A disappointing December leads to 2011 retail video game declines. January 12, 2012, accessed May 30, 2013 .
    56. Fabian Kreutmayr: Germany: Software Charts (. 14.11.-20.11). In: Nintendo-Online. November 25, 2011, accessed May 30, 2013 .
    57. Fabian Kreutmayr: Germany: Software Charts (. 21.11.-27.11). In: Nintendo-Online. December 1, 2011, accessed May 30, 2013 .
    58. ^ Neil Long: Zelda and Mario hit top ten. (No longer available online.) In: Official Nintendo Magazine. November 21, 2011, archived from the original on December 29, 2011 ; accessed on May 30, 2013 (English). Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / www.officialnintendomagazine.co.uk
    59. Thomas East: Super Mario 3D Land beats Mario Kart 7 in 2011 3DS chart. (No longer available online.) In: Official Nintendo Magazine. January 11, 2012, archived from the original on January 16, 2012 ; accessed on May 30, 2013 (English). Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / www.officialnintendomagazine.co.uk
    60. Irish video game charts for the week ending November 19, 2011. In: Chart-Track. Retrieved May 30, 2013 .
    61. ^ Giorgio Melani: Le classifiche italiane dal 14 al 20 November 2011. In: Multiplayer. Retrieved May 30, 2013 (Italian).
    62. Dutch game charts for the week ending November 26, 2011. In: Dutchcharts. Retrieved May 30, 2013 (Dutch).
    63. GfK Home Entertainment Nordic (no exact links possible; search criteria must be entered manually). (No longer available online.) In: GfK. Archived from the original on July 9, 2013 ; accessed on May 30, 2013 (English). Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / www.gfkhitlist.com
    64. ^ France - First party sales breakdown. In: GoNintendo. June 27, 2012, accessed May 30, 2013 .
    65. Eric Caoili: Record Sales In Japan Push 3DS Past 4M Mark. In: Gamasutra. December 26, 2011, accessed May 30, 2013 .
    66. a b c Bryan Vore: Super Mario 3D Land Review. In: Game Informer. November 9, 2011, accessed May 30, 2013 .
    67. a b c d Audrey Drake: Super Mario 3D Land Review: Legitimizing 3D, one Goomba at a time. In: IGN. November 9, 2011, accessed May 30, 2013 .
    68. Richard George: E3 2011: Mario 3DS - Meet iMario. In: IGN. June 9, 2011, accessed May 30, 2013 .
    69. a b c Super Mario 3D Land review. (No longer available online.) In: EDGE. November 10, 2011, archived from the original on June 25, 2012 ; accessed on May 30, 2013 (English).
    70. a b Chris Kohler: Review: Super Mario 3D Land Borrows From The Best. In: Wired GameLife. November 9, 2011, accessed May 31, 2013 .
    71. ^ Famitsu - review score details, Miyamoto talks Super Mario 3D Land. In: GoNintendo. October 26, 2011, accessed May 30, 2013 .
    72. a b N-Zone 12/11, pp. 36-41
    73. Super Mario 3D Land for 3DS Reviews. In: Metacritic. Retrieved May 30, 2013 .
    74. Super Mario 3D Land for 3DS. In: GameRankings. Retrieved May 30, 2013 .
    75. Jeremy Parish: Review: Super Mario 3D Land Plays It a Little Too Safe to Truly Excel. (No longer available online.) In: 1UP. November 9, 2011, archived from the original on March 15, 2015 ; accessed on June 16, 2013 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / www.1up.com
    76. Axel Hengstbach: Super Mario 3D Land: A little 3D, lots of fun. In: Computer Picture Games. November 10, 2011, accessed May 30, 2013 .
    77. Christian Donlan: Super Mario 3D Land Review: The Mushroom King. In: Eurogamer. November 10, 2011, accessed June 16, 2013 .
    78. Super Mario 3D Land: Famitsu rating on par with Super Mario Galaxy. In: VideoGamesZone. October 26, 2011, accessed May 30, 2013 .
    79. Justin Haywalkd: Review: Super Mario 3D Land Has a Gimmick That Works. In: GamePro. November 9, 2011, accessed June 16, 2013 .
    80. Maxwell McGee: Super Mario 3D Land Review. (No longer available online.) In: GameSpot. November 9, 2011, archived from the original on November 22, 2011 ; accessed on May 30, 2013 (English).
    81. JC Fletcher: Super Mario 3D Land review: Depths worth plumbing. (No longer available online.) In: Joystiq. November 9, 2011, archived from the original on January 28, 2015 ; accessed on May 30, 2013 (English).
    82. Nintendo Power November 2011, p. 70
    83. ^ Jannes K .: Super Mario 3D Land Review. In: Nintendo-Online. November 18, 2011, accessed May 31, 2013 .
    84. Chris Scullion: Super Mario 3D Land review: Mario sets forth on his first 3DS adventure with plenty of surprises in store. (No longer available online.) In: Official Nintendo Magazine. November 17, 2011, archived from the original on August 11, 2012 ; accessed on May 31, 2013 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / www.officialnintendomagazine.co.uk
    85. ^ Paul Goodman: Super Mario 3D Land Review. In: The Escapist. November 12, 2011, accessed May 31, 2013 .
    86. Nick Cowen: Super Mario 3D Land - review. In: The Guardian. November 21, 2011, accessed May 31, 2013 .
    87. Ashton Raze: Super Mario 3D Land review: Super Mario 3D Land is a sublime, precise platformer that presents Nintendo's remarkable level design skill in a new perspective. In: The Telegraph. November 11, 2011, accessed May 31, 2013 .
    88. Wii & Nintendo 3DS Magazine, 7/11, p. 36 f.
    89. BÄM! The COMPUTEC Games Award 2011: The winners. In: Computec. August 23, 2011, accessed May 31, 2013 .
    90. Christopher Grant: Here are the winners of the 2011 Spike Video Game Awards. (No longer available online.) In: Joystiq. December 10, 2011, archived from the original on January 31, 2015 ; accessed on May 31, 2013 .
    91. Eric Caoili: Indie and AAA titles picked for GameCity Prize 2012. In: Gamasutra. September 25, 2012, accessed May 31, 2013 .
    92. Game Developers Choice Awards Archive. In: Gamasutra. Retrieved May 31, 2013 .
    93. a b Mike Rose: Arkham City, LA Noire lead 2012 BAFTA Awards nominations. In: Gamasutra. February 16, 2012, accessed May 31, 2013 .
    94. Mike Rose: Skyrim wins big at 15th Annual Interactive Achievement Awards. In: Gamasutra. February 10, 2012, accessed May 31, 2013 .
    95. BIU Sales Award: Super, Mario! - Platinum for Super Mario 3D Land. (No longer available online.) In: IT Times. April 18, 2012, formerly in the original ; accessed on May 31, 2013 .  ( Page no longer available , search in web archivesInfo: The link was automatically marked as defective. Please check the link according to the instructions and then remove this notice.@1@ 2Template: Toter Link / www.it-times.de  
    96. Patrick Overkamp: Mario wins twice at the TOMMI Prize. In: Nintendo-Online. October 12, 2012, accessed May 31, 2013 .
    97. Best Action Game - Best of 2011. In: IGN. Retrieved May 31, 2013 .
    98. Nintendo 3DS / DS - Best of 2011. In: IGN. Retrieved May 31, 2013 .
    99. Best 3DS / DS Action Game - Best of 2011. In: IGN. Retrieved May 31, 2013 .
    100. Best 3DS / DS Graphics - Best of 2011. In: IGN. Retrieved May 31, 2013 .
    101. Best 3DS / DS Sound - Best of 2011. In: IGN. Retrieved May 31, 2013 .
    102. Top 10 Nintendo 3DS Games: We rank the best of the best for Nintendo's newest handheld. (Page 2). In: IGN. August 21, 2012, accessed May 31, 2013 .
    103. The Top 25 Nintendo 3DS Games. In: IGN. September 10, 2013, accessed on September 11, 2013 .
    104. Our Top 30 Developers: Monolith Soft to Robot Entertainment. In: Gamasutra. July 18, 2012, accessed May 31, 2013 .
    105. Eric Caoili: Gamasutra's Best of 2011: Top 5 Handheld Games. In: Gamasutra. December 28, 2011, accessed May 31, 2013 .
    106. Gamasutra's Best Of 2011: Top 10 Games Of The Year. In: Gamasutra. December 23, 2011, accessed May 31, 2013 .
    107. Audrey Drake: PETA Targets Mario for Tanooki Abuse. In: IGN. November 14, 2011, accessed May 31, 2013 .
    108. Daniel Krupa: PETA: "Mario fans: Relax!" In: IGN. November 17, 2011, accessed May 31, 2013 .
    109. Richard George: E3 2013: Super Mario 3D World Revealed for Wii U. In: IGN. June 11, 2013, accessed June 14, 2013 .
    110. Richard George: E3 2013: Mario's 3D Land Becomes a 3D World. In: IGN. June 11, 2013, accessed June 14, 2013 .
    111. Iwata asks: New Super Mario Bros. 2 Part 3: Shouldn't this part be about coins? In: Nintendo. Retrieved July 19, 2013 .
    112. How A Link Between Worlds was influenced by Super Mario 3D Land. In: Nintendo-Online. July 6, 2013. Retrieved July 19, 2013 .
    This version was added to the list of articles worth reading on July 31, 2013 .