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  • Nintendo made a ton of announcements during E3 2013, and among them was a brand new multiplayer

  • Mario game in the form of Super Mario 3D World for the Wii U

  • But they didn't just announce it, as we actually got to play it too. So we figured we'd do

  • what we do best and analyze everything shown of the game so far, including the footage

  • we took ourselves, to see what secrets it all might be hiding!

  • And with that, let's get started.

  • Okay, so as the game's title suggests, Super Mario 3D World is obviously a sequel to Super

  • Mario 3D Land for the Nintendo 3DS. Big shocker I know.

  • After all, 3D Land did have a pretty distinct feel to it compared to the other 3D Mario

  • games and that's still very much in-tact here as well.

  • Take moving-around for example. The game still features the sticky 8-way directional movement

  • as 3D Land. Basically, if you're playing using the GamePad's control stick, the game generally

  • locks you into 1 of 8 directions, almost as if you were using a Control-Pad.

  • But like in 3D Land, you actually do have slightly more control control if you nudge

  • the control stick slowly, which allows for an even greater freedom of movement.

  • And running still works the same way too, where you get an additional speed-boost after

  • dashing for a second or so, as indicated by the spark here

  • But this time, if you keep on running, you'll actually get a second speed-boost as indicated

  • by an even larger spark, and the dust cloud

  • Now speaking of movement, there are now 4-playable characters as you probably well know, and

  • they are Mario, Luigi, Peach, and Blue Toad, as compared to just Mario & Luigi of the previous

  • game. And they all move handle noticable differently from one another.

  • Take their running speed, for example. As we can see here, while Mario and Luigi run

  • at an average pace, Toad is the fastest of the bunch and Peach is the slowest--hey cut

  • her some slack, she does have to hold her dress after all.

  • Though interestingly, if we take a look at this clip, we can see Mario actually gains

  • some slight ground on Toad briefly, as he seems to reach his top-speed just a bit before

  • Toad does

  • And they all handle differently while jumping too. Now although Mario, Blue Toad, and Peach

  • all jump at similar heights, Luigi leaps noticeable higher. And he gets some additional hang-time

  • both too, though Peach outclasses everyone with her ability to hover in the air for an

  • extra second or so, which can be a real life-saver.

  • Now if any of this sounds familiar, that might be because this is practically identicial

  • to Super Mario Bros. 2 which featured the same four characters with the exact same running

  • and jumping traits. In fact, even the character's artwork is more reminiscent of the cartoon

  • characters of the NES era than it is of their more modern 3D representations

  • In addition, the characters even retain the abiltiy to perform a super jump by crouching

  • for several seconds. Now while this also appeared in Super Mario 3D Land, in hasn't been seen

  • otherwise since its original appearance in--you guessed it--Super Mario Bros. 2.

  • So it seems pretty clear the game is taking at least some inspiration from that title.

  • Now besides the crouch jump, the characters also have access to every move that was available

  • to in 3D Land, such as wall-jumps, long-jumps, side-jumps, backflips, roll-attacks, ground-pounds,

  • and yes, you can still climb trees and even perform a hand-stand on top of them too, before

  • flipping off in spectacular fashion. You go Cat Luigi

  • But it's not all just old news as the characters have learned some new tricks too, like being

  • able to pick each other up and throw them around, just like in the New Super Mario Bros.

  • series.

  • And that's not the only element being lifted from those game, like the 4-player co-op we

  • already mentioned. And as part of that, the bubble ability also returns, and it functions

  • much like before, with characters who have died floating back into the level inside bubble,

  • which can then be popped by another player who touches it.

  • But this time, the bubbled-player can also pop out of it themselves at any-time, which

  • a nice addition

  • So that about covers it for the core move-set, but of course, the power-ups allow access

  • to even more moves.

  • So let's start off by taking a look at the brand new Cat Bell power-up that turns your

  • character into an adorable cat. Awwww.

  • In Cat form you gave access to a wide array of moves, like a new claw swipe, a slide that

  • replaces the roll, and if you're in the air, you can even perform a dive attack

  • But the main addition is that they can now scamper up walls cat-style--and they can even

  • move side-toi-side while doing this--which is useful for finding all kinds of secret

  • areas, as we discovered during our play-time with the game.

  • They can even scamper up flag poles too for an easy 1-Up.

  • But you can't climb forever, as you can tell by Mario tiring out here.

  • Now while The Cat Bell is the only new power-up we've seen, there are a bunch of returning

  • ones too.

  • Like Mushrooms, which makes sense as the game retains the classic power-up based health

  • system used in Super Mario 3D-Land instead of the health-meter used in every other 3D

  • Mario game.

  • Fire Flowers are also back--and in this brief scene, we can see that the Tanooki suit is

  • too. And it appears to function just like it did in 3D-Land, allowing you to gain some

  • additional airtime by gliding slowly back to the ground--and we're going to guess the

  • tail-whip move is back too. But what we don't know is if it'll let you turn into a Statue,

  • like in Super Mario Bros. 3, or if you'll have find the special Statue Leaf, like in

  • Super Mario 3D Land

  • And based on our play-time with the game, we know that the invincibility Stars also

  • return, but they have a new ability this time: Sharing. You see, if you collect a Star for

  • yourself, you can now share the wealth simply by touching any of your teammates, making

  • them invincible too--cool!

  • Finally, while we were searching for secrets during the E3 demo, we discovered that the

  • Question Boxes from Super Mario 3D Land that you can wear are also back. And like before,

  • you'll earn more coins the faster you move while wearing them.

  • And speaking of Power-Ups, you can still store a spare one just like in 3D Land which you

  • can access at any time by pressing the Minus-Button.

  • Now as you might have noticed, all of the power-ups shown so far, besides the Cat Suit,

  • return from 3D Land. But they're far from the only returning element, some of which

  • go back much further in the Mario series.

  • Such as checkpoint flags, 1-Ups, or Red Rings, which still spawn 8 Red Coins and award a

  • power-up for collecting them all in time.

  • Then there are the Clocks which add precious seconds to the timer

  • Oh, and Warp Boxes are back too, which transport you to another part of the level. Though this

  • time, they'll automatically pull everyone else into it just a second or so after the

  • first player hops in

  • So there's really no mistaking this game for anything but a sequel to 3D Land, but there

  • are quite a few elements being taken from other Mario games too.

  • Like the POW block, which believe it or not, is the first time it's actually appeared in

  • a 3D Mario game.

  • Then there's the ? Coin in this clip, which first appeared in the Mario Galaxy games.

  • Typically, these cause any number of things to happen depending on the situation, but

  • we've only seen one example thus far, and that is you need to collect 5 of them here

  • in order to reveal a Warp Box.

  • And speaking of Mario Galaxy, we can see that the Green Stars that first appeared in those

  • games are back too. But this time, they appear to be scattered around each level from the

  • get-go, as opposed to Mario Galaxy 2, where they only appeared after first beating the

  • game. And in both Mario Galaxies, they unlocked additional levels. Now if you've played Mario

  • 3D Land, then you might have noticed this sounds awfully similar to the 3 Comet Medals

  • hidden in each level of that game, which were also used to unlock levels. So it seems they've

  • simply been replaced by Green Stars instead.

  • Now interestingly, in the demo that we played at E3, all 4 of the main levels had 3 Green

  • Stars to find, as indicated by the icons on-screen here.

  • But in the trailer, we can see a couple of clips that also appear to show areas that

  • contain only 2 Stars, or up to 5.

  • Now one of these clips appears to take place inside a bonus room of the demo's first level,

  • which we played at E3, except as we mentioned, there were 3-Stars for us to find in the level

  • instead of just two as shown here.

  • And then we have this scene, which shows there are 5 Green Stars to find--and we can see

  • at least 4 of those Green Stars in this scene alone, and so we're guessing the 5th one is

  • probably hidden here too--maybe the tunnel here leads to it, as there seems to be no

  • other way to reach the ledge on the backside

  • All of this suggests that this area--and ones like it--might actually be self-contained

  • levels. So maybe these levels are actually similar to the Mystery Box levels in Super

  • Mario 3D Land? Supporting this idea is that those levels only had 2 Star Medals instead

  • of the usual 3, which remember, are what we think the green stars are replacing

  • And on top of all that, it appears you'll be playing as an entirely different character

  • here too: Red Toad here, as opposed to the Blue Toad seen elsewhere in the game. He even

  • gets his own portrait in the corner, which suggests he is in fact player-controlled.

  • But he's not just any red toad, because if we look close, we can see he's wearing a headlamp,

  • just like the captain of the Toad Bridgate in the Mario Galaxy games. So if it is indeed

  • the same toad what's he doing here--how's he involved in all of this?

  • Well, we have an idea. Based on this, admittedly very short clip, it seems that he'll actually

  • play entirely different than th e rest of the characters. For instance, he walks throughout

  • the entire clip, and doesn't run at all.

  • And he doesn't jump here either. But it seems like he may not need to, as all 5 of the stars

  • appear to all be reachable simply by using the ramps and various platforms--though we

  • are assuming the one in the corner here will travel upward once Toad steps onto it.

  • So it seems these levels may actually have a slower, more deliberate pace to them, perhaps

  • being puzzle-focused in figuring out how to actually get around and collect the stars,

  • which could be why camera-control seems to factor in so heavily here. It's actually a

  • little bit like the 3D Challenge rooms from 3D Land.

  • Now we couldn't help but notice that we only see one character here--is this a single-player

  • only challenge? If not, who will the other players play as? Perhaps the other members

  • of the Toad Brigade

  • So between the red Toad and the other 4 characters, it seems there are a lot of returning good

  • guys. But what about the bad guys?

  • In typical Mario fashion, there are a lot of returnning baddies, such as Pirhana Plants,

  • Stingbies, Fuzzies, Biddybuds. Boos, Goombas, in both original form that only take one-hit,

  • as well as their Super Mario World form that takes two, Bullet Bills, Bonzai Bills, Fire

  • Bros, Fire Bars, Spikes, who now throw Spiked Logs instead of Balls, and Chargin' Chucks\,

  • who also haven't been seen since Super Mario World.

  • But this time it appears you can knock their hlmet off, which might suggest they'll take

  • 2-hits instead of Mario World's 3. Oh, and he sure doesn't look happy when you knock

  • his helmet off, so maybe he'll grow even fiercer when that happens, sort of like when you knocj

  • the flower off of Wiggler's head

  • And of course, there are a host of new enemies too, such as these odd-looking fish, Mice,

  • and Spiked Mice, both of which are seen running on rolling hills, Caterpillar-like enemies,

  • and a Snowman that looks strangely like a Pokey.

  • So it seems that'll be a good mix of both new and old, and that's only based on the

  • few levels we've seen thus far. And speaking of which, let's yake a look at those levels,

  • starting with the 5 we played in the E3 demo.

  • The first one we played was 2-1, which bears a suspicious resemblance to the very first

  • level of Super Mario 3D Land, right down to multi-colored blocks scattered around the

  • course, as well as the white birds that fly away when you get close.

  • Because of this--and the fact that it feels very much like a tutorial-type level--iut's

  • odd that it's evidently not the first level this time around, but is instead the first

  • level of the Second World--weird. Now the level itself is split into 2 outdoor sections

  • that are joined together by a brief underground area where you'll find the bonus room we've

  • talked about before. And this level also places a heavy focus on the Cat power-up which is

  • found throughout the level

  • And surely you noticed the rolling rills from the New Super Mairo Bros series

  • Then we have World 1-5, where everyone catches a ride on a large Yoshi-like Sea Creature

  • for most of the level. Now in order to control this creature, you need to work together as

  • a team to lean in the proper directions using the control pad--the more people that lean

  • together, the faster you'll turn.

  • NOw because this is such a unique mechanic, we'd be very surprised if it didn't appear

  • at least once more elsewhere in the game. Especially when you consider this was the

  • case for the similar Mantra Ray sequences in Mario Galaxy 1 and the Bird-riding sequence

  • in Mario Galaxy 2, both of which were made bu the same development team at EAD Tokyo

  • Next up we have World 4-2, which takes pl;ace highy above the clouds and places an emphases

  • on another of the game's brand new gameplay mechanics: Clear Pipes.

  • Now although you are propelled through them automatically, you can actually choose where

  • the direction you take at each intersection. Which is important to dodging enemies travelling

  • through them, as well as for choosing which end of the pipe to exit out of

  • In addition, you can even use the pipes offensively by launching fireballs into them--it's cool

  • stuff. Oh, and there's a freakin' slide later in

  • the level. Weeeee!

  • After that, we have World 6-3 where you'll ascend some tall structures using platforms

  • that look like clouds, spring platforms that also appear in Mario & Luigi Dream Team, as

  • well as a new conveyor-belt wall that allows your Cat characters to climb super high. Oh,

  • and you'll have to dodge Bullet Bills for much of the level too.

  • The final level in the demo is World 4's Boss Battle, and it appears to take place during

  • a castle's carnival.

  • And the snake-like boss you're battling appears to be the king, at least based on crown he's

  • wearing which also marks his weakspot. But you'll have to use his plate-wearing henchmen

  • as platforms to reach it.

  • But there's something a bit different about this battle

  • In vritually every Mario game to date, the boss fight came at the end of an ordinary

  • level. But this time, the boss battle is basically the entire level, with only short platforming

  • book-ending the fight.

  • And then there's the fact that there appears to be no hidden Green Stars on this level

  • either, as their icons are missing fromt he HUD.

  • So all of this suggests that the bosses may actually be their own self-contained levels

  • this time around, which would be an interesting change. Of course, it is possible it was only

  • set up this way for the demo too.

  • Alright, and that about covers it for all the 5 levels playable at E3, but the trailer

  • for the game actually reveals several more.

  • Such as the Ghost House here, which appears to take place on a dark and stormy night as

  • we can see rain through the window, and lightning flashes that light up the entire room

  • And if we freeze the clip at the very end, we can see some pictures of Boo hanging on

  • the wall--are they just there fo decoration, or is it possible Boos will come out of them,

  • like in Mario 64?

  • And finally, keep a close-eye on the bottom-right corner as we loop the clip a few times--do

  • you see how the floor's moving? Looks like convener belts will play a role in this level.

  • Then we have this desert level, which shows off the new bug-like enemy which can crawl

  • up walls, and apparently can be used as platforms to reach high areas. And in another clip from

  • that same level, we can tell that it appears the Cat power-up will appear here too.

  • Another clip shows off--at first--what appears to be another desert level, but upon closer

  • inspection, seems to be more of a dessert level, at least if the multi-layered structures

  • and the cookie-looking there are any indication

  • Now we we also see that the flipping Red and Blue platforms from Super Mario 3D Land play

  • a large here. Now in that game, they flipped every time you jumped--at the exact moment

  • that you jumped. But this time, there seems to be a slight delay as the platform appears

  • to flip exactly 5-frames after the first person jumps following a flip--which still isn't