Mario land 3d going back to the roots of the franchisewhen mario made the jump from 2d gaming to 3d, the developers noticed something crucial
it was much harder than before to jump on stuff, so they made mario 64 (and the ones after it) accordingly
the focus was not so much on jumping on enemies but rather exploring the environnement and finding what to do to get to the end of the stage
so they added things like the triple jump and other stuff (punch/kick was made possible to kill monsters more easily) to make it more fun
Mario land 3d will challenge gamers to once again start pounding monsters, and is going back to true challenge (difficulty) instead of exploration
http://mynintendonews.com/2011/10/01/nintendo-3ds-nintendo-power-reveals-super-mario-3d-land-details/Quote
- 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 you’re close to a medal
- Ground pound: L or R while jumping
- hold a button to run
- Touch a checkpoint flag to save your progress in the level
- flags are in every level
- Backflip: start by crouching (L/R); this game requires you to stay crouched for roughly a second before doing a backflip
- Can flip forward or backward
- Stopwatches add to your time
- Long jump: Jump while holding L/R
- Mario can wall jump and cartwheel jump
- Triple jump is gone