What really sets Super Mario apart is how it takes advantage of the 3D screen. There's countless "wow" moments that really sold me on 3D. What drives the experience is an optimized placement of the camera. The default view is set very low, to make Mario appear as if he's in a 2D platformer. Because of the low angle of the camera, you can clearly make out depth and judge what's in the distance. Many items and routes will be hidden behind other objects, and turning on the 3D makes a significant difference in your ability to make jumps and find those hidden items. The 3D effect becomes even more pronounced when the game switches to a top-down perspective. Seeing Mario literally jump out of the screen is very fun. And once again, the game plays with multiple layers and depth in order to create an experience that I haven't seen before. Like Galaxy before it, Super Mario is a champion of clever level design. Of course, if you're in the small (but still sizable) group of people that simply can't see 3D images (like Johnny Depp), Super Mario's cleverness will be entirely lost on you. In fact, given how much of the game relies on 3D, you might not be able to play it all. Watch the Shacknews E3 2011 page to follow all our coverage of this year's show. You can also subscribe to it with your favorite RSS reader.
This is far more compelling in 3D.