Review Information
Game Reviewed Super Mario 2D Land Demo, by moonrat
Review Author rchammer97
Created Aug 29 2015, 1:47 PM

General Commentary and Game Overview
Super Mario 2D Land is what we call a drag-and-drop game. You know, those fan games that take somebody's well-built engine as a base and then do absolutely nothing new or interesting with it? drageezy's engine may well become the new Hello if we're not careful...

The main problem with this game isn't broken physics or terrible graphics like many other games of this nature. The main problem is an even more common problem with games like this.

It's boring.

It's boring as f#%&.

Little to no time, effort or thought was put into how this game would be different from all the rest. It just slapped a bunch of flat, uninteresting levels together, using no creativity or anything of the sort, and copy-and-pasting every Mario element we've seen in Super Mario Bros. 3 into them.

Let's go for a ride. A ride on the kiddie carnival roller coaster disguised as a game.
 
Pros -The engine is very solid, and includes a lot of elements from classic Mario titles.
-It's uh... it... uhm... it's a game.
-It isn't too broken...
 
Cons -The game uses none of these elements cleverly or creatively.
-The graphics are as overused and bland as the levels.
-Little Things: Wall-running has no transition for turning along corners, and is actually kinda hilarious; One level has a strange occurrence with a pipe, see "Gameplay".
 
Impressions
Gameplay
2 / 10
When the author forgets to remove the engine credit screen that says you can replace it with your own logo, you know you're in for a quality gaming experience.

As said screen tells us, this game was made with drageezy's engine, an engine that seems to incorporate elements across all the classic Mario titles, from the P-meter and Card Goal of SMB3 to the Goal Posts and running-up-walls mechanics of SMW. It plays like those two games. Unfortunately, that's all Mr. moonrat thought was necessary to make a good game.

Each level is one bland, boring and uninspired piece of dry toast after another. Go to the right, get the Star Coins that are placed oh-so-not-cleverly-at-all, and hit the goal at the end. In one level you go up, and in another you go down. That's as far as the creativity goes as far as level design. And a good part of that Going-Up level was waiting for that one stupid platform to slowly descend so I could use it to stand there for a good solid minute before I could continue. And if I fell, I'd have to waste even more time waiting for it to come back.

I played a fort level that was mostly standing on a platform as it floated to the right over a sparse group of enemies on a completely flat plane with absolutely nothing stopping me.

Wheeeeeeeeeeee.

Mercifully, most of them are fairly short.

Oh, and in that fort level, you enter a vertical pipe, and you exit out of the right side of another vertical pipe whose entrance is at the top.

What even.

Anyway, it's boring. I'm bored. Backspace to drop items why.

At least it works.
 
Graphics
5 / 10
SMB3/Recolored SMW, with a little custom. That is all. Not bad, just uninspired.
 
Sound
6 / 10
Mario MIDIs. Not terrible (except that Desert Hill theme... sounds like a continuous, gargling fart)

...Why the hell does Athletic music play in a f@#$ing castle?

I'll give credit for the use of Mario Kart music; don't see that too often.

And the SFX are Mario All-Stars and Mario World. What did you expect?
 
Replay
1 / 10
I'd rather perform oral surgery on myself with a toothpick than subject myself to such agonizing boredom again.
 
Final Words
3 / 10
It's playable. But only for a few minutes before you realize you could go watch the hairs grow on a moose's scrotum and get more out of the experience.

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