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Yoshi's Island: Best "Mario" Platformer?
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Btw, are there any powerups in the game? (and I don't mean those lame 3 shot ice and melon ones)
I like it more than SMW, but not more than SMB3.
SMB3 and YI are interesting because they came out near the ending years of their console. Both were very innovative, but for the time, I still think MB3 had more wow factor. I mean, just look at it and then SMB. It's crazy they came out for the same system.
I think the only place YI really stomps it is with boss battles. YI had some fucking awesome boss battles.
Battle on the moon FTW.
Dear god yes. That was the best part of that game. When my friends said they didn't like it because they thought it was hard, I murdered them.
However I still think the best 2D platformer is Donkey Kong Country 2.
Somehow, I still preferred the Bowser levels in Super Mario 64...
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Best. 3D. Platforming. Ever.
Yeah. That was great, but some of the levels were insanely hard. I think I just about had a mental meltdown trying to negotiate a particularly tricky series of jumps in one. Most of my problem was with the camera angles... some of the levels had you rapidly changing direction, and I couldn't adjust the camera angles quick enough, and misjudged the jumps.
I had a dream once that Nintendo released a Super Mario Sunshine bonus disk, like the Metal Gear VR missions, that was just 500 of the pure platforming levels. Damn my dreams!
That sounds like pretty much like what I want.
I really feel like the Sans-waterpack levels were the closest thing we've ever seen to a true 3D imagining of Mario.
I'd love to see alot more of that.
What do you mean by that?
Sunshine had a few flaws. Good game, but needed more of that "Mario-ness" that the previous games had, as I like to call it. Fludd wasn't a good replacement to the magical items in previous games. Also, there needed more thematic variety. I loved the island look, but it gets boring seeing the same environment. The space levels rocked, though.
Also, I beat YI. Fuck awesome final battle. But my opinion's still the same overall.
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Super Mario 64 had much more of a tendency towards openess than the 2D games, for obvious reasons, though this decreased in the later worlds. Some people like later worlds the best, but in my opinion those worlds seemed to miss the point of being in 3D, pretty much devolving into 2D platformers that let you rotate the camera and occasionally let you choose a path. I greatly prefer some of the earlier stages that give you more flexability. Stages like Bobomb Battlefield and Jolly Roger Bay are awesome specifically because they show the possibilities of a 3D world without needing to rely on traditional platforming, and being able to either platform through Lethal Lava Land or fly above it is cool.
I was looking forward to a Mario game that explored the idea of an open world more deeply, and Sunshine gave me that. At this point, focusing on linear, branching worlds seems like a step backwards in innovation. Like I said, there's nothing wrong with that, but it's not what I'm looking forward to in new 3D platformers.
It's a pity that Banjo Kazooie will probably never appear on a Nintendo console again. I loved both games, even though I never actually ended up owning either myself. Even if I did, I really don't want to mess with my old N64 at this point.
I get what you're saying, and I agree for the most part. Sunshine did a good job with the open world thing, but like I said, if it had more thematic variety, maybe different levels connected to each other, a la Zelda, then it would have been kickass.
Hell, that's still my dream Mario game. One continous world with different styles. Man, that would rock. But I won't be getting it anytime soon it seems.
Still, Mario Galaxy looks to rock the casba.
As for Yoshi's island, it was beautiful to look at, but it doesn't have the staying power of Super Mario World. Blazing through the levels with precise jumps, dumping yoshi into a pit to save yourself, and bouncing off turtles while never really touching the ground, is something YI lacked. It felt far to slow.
Was it the inclusion of the world map / mini games / inventory? Storyline with the koopa siblings? Maybe I just didn't explore the levels enough, I don't know.
On topic, I *loved* Yoshi's Island (would of been perfect if not for the damn crying), but I'm still not sure I'd put it above SMW. For some reason I have really fond memories of that game.
I agree with this. Plus, sometimes the camera was a struggle, and sometimes it felt a little unclear where you might need to go. My biggest issue with the camera that I remember, though, was in the theme park, I believe, jumping between chain-link fences, if I recall...
I really hated how Yoshi was implemented, specifically how he pretty much evaporates if you touch water or don't keep stuffing his face.
I disliked not being able to keep nozzles handy, especially after completing a goal.
Finally, I think there was a slight problem in the game, or at least with me (maybe a combination of the two) where it felt like you had to use more water than was really necessary. I watched a speedrun once so I could finally see the end, and was surprised by just how little water was often used for doing things...
Sunshine is a game I want to love, and it pains me not to. But I wonder if I wouldn't be able to enjoy it more if a supposed Wii remake (remember, Miyamoto mused about the possibility of remaking GCN games for Wii) featured a better camera and better control of the waterpack through the Wii remote...
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Can't speak for anyone else, but I loved that it had the highest number of items in a Mario game, and the level design was quite exquisite (sky world, desert world, etc.)
Yes, yes, I've heard everything about it. I've also heard that it's decent in its own right, if short and easy. Part of it is for collection purposes, though. I'd love to get a copy for cheap, were it complete.
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I'd say Sunshine possessed superb variety in locations and levels, and made fantastic use of each. Off the top of my head you have,
A beach with sandcastles that erupt from the ground when watered, with a large hillside at it's back, and a reef just off it's shores.
An active bay, complete with boats stationed among scaffolds that reach high into the sky that make for some fantastic platforming.
A village with a lake to it's side, with a tall windmill at it's center.
A perpetually sunset beachfront hotel, complete with outside and inside levels. Inside having a variety of boo awesomness.
A tall reaching cliffside surrounded by shell structures rising from the water, connected by wires and ruins that reveal themselves in the cliff face when watered.
A village suspended over a bottomless pit of mushrooms, with scaffolds underneath and enormous trees at it's corners.
An awesome amusement park, with a rollercoaster, swinging ships, yoshis, and a beach at it's entrance.
Granted, none of these are terribly unexpected from the setting, but each manages to feel like an integrated part of the island and still feel unique and interesting. Most all of the missions managed to be extremely original and fun, as well, and the game's platforming really never gets old. I could go back and backflip and slide from roof to roof in Delfino Square right now without a second thought.
I remember being stuck inside for like a year, looking for a fruit or something.
Not to say I didn't enjoy the game. Like I said, it's not a bad game but it's far from perfect. Letting Artoon anywhere near Yoshi, as Universal Gravitation/Topsy Turvey has proven, is never a good idea.
I was talking more about the usual platformer type levels like ice, fire, etc.
And as mentioned, the powerups sucked.
Yeah, more of those would've been good. The variety, as it was, was ok, I guess. I'd still like to see what a Wiimote and maybe a slightly more-generous water-use system could do, and a better camera.
I liked the Power-Ups, sans Yoshi, pretty well, I just hated the method of getting and losing them.
Using Yoshi felt more like a chore than a pleasure.
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