06-12-2019, 12:12 AM
Oh, looks like I forgot about this topic for a while again. Let's take a look at the first fortress of the game:
![[Image: SuperMarioBros3Map1MiniFortress.png]](https://www.nesmaps.com/maps/SuperMarioBrothers3/SuperMarioBros3Map1MiniFortress.png)
Full size
Grass Land's fortress is quite a deviation compared to the previous levels. The levels we previously experienced are pretty bright and lively, while this one here presents us with a dark fortress that has ominous music playing. We also get to face a completely different set of enemies that we've never faced before in this game, all of which suit the gloomy vibe this fortress gives us. Most appear to be lifeless, with one enemy being a skeleton of a familiar enemy we've known for quite a while.
All of the obstacles are introduced on their own, but during the middle of the level, two obstacles are mixed to create an interesting challenge. I like how the doors are introduced here; they are presented to you at a dead-end, which is a good place to put them at if you're introducing them! While Boom Boom is a rather easy boss once you know how to face him, this level made the right choice by introducing him on a flat room that has nothing to hinder you. One compliant I have, though, is how the Fire Flower is introduced here. Only Boom Boom can get hurt by the fireballs, while the others are unaffected. It's good to show the player that the Fire Flower doesn't work on all enemies, but I think it would've been nice if the Fire Flower was introduced earlier or later, as it can cause a bad first impression as it is right now. There's a hidden Warp Whistle that can only be reached by using the leaf. Like World 1-3, it's in a very cryptic spot, but as @VinnyVideo said earlier, it's a pretty powerful item, so it's reasonable to make it hard to find.
Overall, Grass Land's fortress is a well-designed level that serves as a nice change of pace, and it shows that games can switch between moods even if it doesn't have a detailed story with a lot of cutscenes.
![[Image: SuperMarioBros3Map1MiniFortress.png]](https://www.nesmaps.com/maps/SuperMarioBrothers3/SuperMarioBros3Map1MiniFortress.png)
Full size
Grass Land's fortress is quite a deviation compared to the previous levels. The levels we previously experienced are pretty bright and lively, while this one here presents us with a dark fortress that has ominous music playing. We also get to face a completely different set of enemies that we've never faced before in this game, all of which suit the gloomy vibe this fortress gives us. Most appear to be lifeless, with one enemy being a skeleton of a familiar enemy we've known for quite a while.
All of the obstacles are introduced on their own, but during the middle of the level, two obstacles are mixed to create an interesting challenge. I like how the doors are introduced here; they are presented to you at a dead-end, which is a good place to put them at if you're introducing them! While Boom Boom is a rather easy boss once you know how to face him, this level made the right choice by introducing him on a flat room that has nothing to hinder you. One compliant I have, though, is how the Fire Flower is introduced here. Only Boom Boom can get hurt by the fireballs, while the others are unaffected. It's good to show the player that the Fire Flower doesn't work on all enemies, but I think it would've been nice if the Fire Flower was introduced earlier or later, as it can cause a bad first impression as it is right now. There's a hidden Warp Whistle that can only be reached by using the leaf. Like World 1-3, it's in a very cryptic spot, but as @VinnyVideo said earlier, it's a pretty powerful item, so it's reasonable to make it hard to find.
Overall, Grass Land's fortress is a well-designed level that serves as a nice change of pace, and it shows that games can switch between moods even if it doesn't have a detailed story with a lot of cutscenes.
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