but everytime i put the game in, the first mission i try is that frustrating one where you butt stomp the fountain to make fruit come out then feed yoshi so you can use him to jump to some star. i'm not sure if i'm doing the level wrong but i can't do it. and i consider myself a decent very capable gamer.
in the dock level?
yea is kinda frustrating.
Feed Yoshi then spill some juice on the fish, Yoshi's juice turns enemies into platforms, depending on Yoshi's colour, the platform will stand still, move vertically or horizontally.
I just tried that level again. I got across the first section but it seemed nothing I did allowed Yoshi to get high enough to access the star.
Then I gave up and started a new campaign on Save B. Much funner that way ;-)
but everytime i put the game in, the first mission i try is that frustrating one where you butt stomp the fountain to make fruit come out then feed yoshi so you can use him to jump to some star. i'm not sure if i'm doing the level wrong but i can't do it. and i consider myself a decent very capable gamer.
in the dock level?
yea is kinda frustrating.
Feed Yoshi then spill some juice on the fish, Yoshi's juice turns enemies into platforms, depending on Yoshi's colour, the platform will stand still, move vertically or horizontally.
I just tried that level again. I got across the first section but it seemed nothing I did allowed Yoshi to get high enough to access the star.
Then I gave up and started a new campaign on Save B. Much funner that way ;-)
You have to use the right color Yoshi. It determines the behavior of their spit platforms - the right one functions as an elevator.
but everytime i put the game in, the first mission i try is that frustrating one where you butt stomp the fountain to make fruit come out then feed yoshi so you can use him to jump to some star. i'm not sure if i'm doing the level wrong but i can't do it. and i consider myself a decent very capable gamer.
in the dock level?
yea is kinda frustrating.
Feed Yoshi then spill some juice on the fish, Yoshi's juice turns enemies into platforms, depending on Yoshi's colour, the platform will stand still, move vertically or horizontally.
I just tried that level again. I got across the first section but it seemed nothing I did allowed Yoshi to get high enough to access the star.
Then I gave up and started a new campaign on Save B. Much funner that way ;-)
You have to use the right color Yoshi. It determines the behavior of their spit platforms - the right one functions as an elevator.
If I remember right, you have to go to an island and change his color halfway through, then run back before the islands change back to fish. I hate that level.
give me some type of reason that I'm going from snow to the desert.
They pretty much did. As much reason as Mario oft tends to get, anyway.
I also like the introduction of FLUDD. I thought the water squirting was really well done and addressed the fact that Mario's traditional attacks (fireballs and buttbumping) become much less effective in 3D. The water gun helped with that. Trying to jump on enemies in Mario 64 is far more of a crap shoot than it should be.
Not counting Yoshi, Mario never butt-bumped until 3-D. And besides that, they gave him a lot of melee attacks that were removed from Sunshine as well. Punches, kicks, jump-kicks, leg-sweeps, slides, dives... all kinds of stuff.
The real thing that pushes Sunshine ahead in my mind is just that overall, I had a ton of fun throughout. It never felt like a chore to play through levels
I dunno, a lot of it felt like a chore to me. Fence-climbing, I think at the amusement park, was one such instance.
I loved Sunshine's controls (with and without pack) more than anything else. The easier "skid-flip" and wall jumps made climbing buildings a dream. And the missions were cool and funny (Cleaning an eel's teeth? Boo hotel? Sand-freaking-bird?). Some great bosses, too. Just not the final one.
I'm also of the opinion that the water is some of the most gorgeous ever rendered. It just looks real, almost out-of-place real.
There were some neat missions. Mecha-Bowser is one of my favorites. Felt like some stuff could have you running forever without a clue what to do next, though, like the Boo hotel.
The part where you have to go down the pipe to get up to the top of a wall to jump over to a fruit machine and hit the fruit machine over and over until you get the proper fruit (sometimes like 20 times) and then KICK the fruit over to a Yoshi just so you can spit juice (you barely have enough) at jumping Cheep Cheeps to make platforms that only stay platforms for like 5 seconds to get across to a star but if you fall off of the platforms or run out of juice you have to start the entire process over again omg.
THAT is the kind of stuff that'd drive me nuts. Worse is that it felt so much was time-sensitive, when it was hard enough on its own.
Maybe not the easiest, but there's one thing Sunshine wasn't, and it's "too hard". Sure, it was hard, but it was CHALLENGING hard, not omfg-this-is-frustrating-I'm-not-having-fun hard.
I disagree, I'd label Contra with that sort of challenge, not Mario Sunshine.
I love Sunshine for the amazing water effects (Which still blow me away to this day) and the first 3D rideable appearance of Yoshi. (Which was damn cute.)
Too bad he practically dissolves into a mess between your legs.
I've never found either of the 3D Marios to be particuarly close to the originals in gameplay or content, but I've got to say, those no-waterpack stages were damn close.
A comprehensive and refined collection of those stages, perhaps put in the context of worlds, would be the greatest thing ever.
Eh, I still prefer the Bowser stages in Mario 64. What I got to play of these in Sunshine felt like running on a Rubik's Cube or other turning variations with little else, and with awkward camera placement.
I've never found either of the 3D Marios to be particuarly close to the originals in gameplay or content, but I've got to say, those no-waterpack stages were damn close.
A comprehensive and refined collection of those stages, perhaps put in the context of worlds, would be the greatest thing ever.
Add in some classic power ups, and bring back the growing/shrinking element. Bam. Mario 3D.
Agreed. And I hate to say it,* but a carefully-made version of Sonic's homing jump from his 3-D games would work for the jumping parts.
I want 3-D fireballs.
One thing I didn't like in Super Mario 64 was that power-ups were so finite and often single-purpose compared to past power-ups. In Sunshine, they at least stuck around until you found a Shine or left a level, which is what bothered me about those.
Oh, and growing/shrinking is in Super Mario 64 DS. Debut of the Mega Mushroom FTW.
I think I must suck at 3D because I have no idea where you people are coming from with the love of the non-fludd sections of the game. They drove me crazy and I found them way to hard, they practically ruined the game for me. Mario Bros. 3 and Lost Levels? Pains in the ass but they are nowhere near as difficult for me and they are much more fun.
Remember that mission where you had to pull the tentacles off a screaming squid?
Yeah, that made me fairly uncomfortable.
For me, that marks the point at which I realized that they could do literally anything in the Mario series as long as they did it in a cute way. I wouldn't be surprised to see Mario use a cute saw with a smiley face on it to cut off Bowser's head. It will be OK because the smiley face makes the saw look cute and flowers spurt out of Bowser's head instead of blood.
Aside from a terrible application of Yoshi (a FLUDD clone doesn't do him justice), I like Sunshine a lot.
Yeah, Yoshi almost felt tacked-on.
Maybe it made things easier, but I loved hovering while platforming. It just felt so smooth. The secret levels (and accompanying music) rocked hard. The camera system where hidden things became shadows was a huge step up, as was the new wall-jumping mechanic (never could wall-jump reliably in Mario 64). I also loved the "dash around at breakneck speed" nozzle.
Those were fun. And the wall-jumping was good, I'm glad they made it closer to that in SM64DS.
I'm not a fan of the blue coins (buying Shines feels wrong) or popping balloons on that roller coaster. Too first person-y for me. And I would agree that the game is too hard.
Also agreed.
Going to stop here for now, got other things to do, and this is getting long. Let me just finish for now by saying that I think the hub level, Delfino Plaza, was probably my favorite part of the game to play in; the levels themselves almost seem like a step down.
That, and I wonder if they might consider a remake of this for Wii. A Wiimote-controlled FLUDD? Might be interesting...
* ...because I know the reaction 3-D Sonic tends to get.
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AbsoluteZeroThe new film by Quentin KoopantinoRegistered Userregular
edited June 2007
Mario Sunshine is the one Mario game that I never have an urge to play.
but everytime i put the game in, the first mission i try is that frustrating one where you butt stomp the fountain to make fruit come out then feed yoshi so you can use him to jump to some star. i'm not sure if i'm doing the level wrong but i can't do it. and i consider myself a decent very capable gamer.
in the dock level?
yea is kinda frustrating.
Feed Yoshi then spill some juice on the fish, Yoshi's juice turns enemies into platforms, depending on Yoshi's colour, the platform will stand still, move vertically or horizontally.
I just tried that level again. I got across the first section but it seemed nothing I did allowed Yoshi to get high enough to access the star.
Then I gave up and started a new campaign on Save B. Much funner that way ;-)
You have to use the right color Yoshi. It determines the behavior of their spit platforms - the right one functions as an elevator.
If I remember right, you have to go to an island and change his color halfway through, then run back before the islands change back to fish. I hate that level.
the first set of fish should transport you horizontally to a solid platform, well, behind that platform theres a tree with some coconuts i think, eating that fruit will allow you to transform the rest of the fish into vertical moving platforms, its not that hard after that.
I need my damn snow, fire, castle, and regular levels, or I'm not happy.
Playing this game too long gave me a headache, because everything gets brighter the more shines you get.
I loved the non-waterpack levels though, just enough variety and just challenging enough where you get the "I did it!" payoff when you finish it, and you dont have to break any controllers on the way. It seems like they are kind of doing that with galaxy, what with all the little planets and meteors and stuff each being their own little puzzles.
I've 100%ed Sunshine twice and while there are a few parts that had me frustrated, it's not that bad. I do agree that more of the shines should have been from missions instead of hunting for blue coins.
Am I the only one put off by what they've seen of Galaxy? I'm sure it'll be a great game but I really do not enjoy the planetoid gameplay. In games where I've done the "on a spheroid that you can run around in 20 seconds" thing, it was just annoying. You can't see a damn thing. You see a tiny chunk of the planet, start running around it and can't fucking see what you're coming up on. I really hope more of the game is composed of flat islands because I really just can't stand sphere gameplay.
I loved the secret levels, but there were a few times when it seemed too much like trial and error. Anytime you had to walljump over a bottomless pit would be a good example. It works in theory, but you rarely ever have to walljump in the rest of the game unless it's pretty much impossible for you to not land on your target. There was some trial and error figuring out how much your direction had to be towards the wall to allow you to walljump, and then some trial and error figuring out how far you'd jump and move away from the wall, and so on.
By and large the secret levels were amazing, but walljumping over a bottomless pit is, to me, a poor design choice. It's far, far too easy to mess up, especially when it's a little difficult to determine distances to platforms and so on.
The reason they never did this is because in a 2-D game, all that matters is height, but in a 3-D game, so does direction. That is, fireballs would be effectively useless. First, if an enemy is walking perpendicular to your line of sight, it's going to be very difficult to aim so the fireball's path would intersect with the enemy's path at the right moment. Second, even if it's stationary, the further away it is, the more precise your angle is going to have to be to get to it. If it's not really, really close to you you'd almost definitely miss unless you keep centering the camera behind Mario and turning very slightly or moving from side to side to try to get it right above Mario's head on-screen. Third, even if it's lined up perfectly - which would take a good deal of effort - you wouldn't be able to tell if the fireball would hit unless you were ridiculously good with it. In a 2-D game, you just have to memorize the height the fireball reaches when it bounces, how fast it bounches, and where it hits the ground, and you can peg an enemy easily by just quickly playing (or memorizing) the ball's path and seeing if the enemy is in it. With a 3-D perspective where you're facing the enemy, you're not only going to have to be able to accurately judge how far away it is, but try to figure out how high the fireball will be by the time it gets there.
These issues could be fixed by a sort of lock-on system or auto-aim. It could work, maybe. But they decided not to do it. Part of that is probably the amount of work involved to get it to feel right, but another part is that it wouldn't add much without changing the game's formula. First, even traditional Mario moves are harder to aim precisely in 3-D. Jumping on every enemy's head in 64 would be infuriating. So they added the dive - you can take out most enemies just by having a running start in their direction - and things like punches and kicks for when you're stationary. And second, partly because of the first reason, there is a much smaller emphasis on enemies in 3-D Mario games than 2-D ones, if you get my meaning. The 3-D Mario games are much more about playing against the level itself than the enemies in it - yes, many 2-D Mario levels are like that too, but in general, enemies were much more prevalent and directly in your path (olol 2-D no choice) in the 2-D games than the 3-D ones. The Fire Flower let you get almost every enemy out of your way really quickly. A Fire Flower in the 3-D games in the current games wouldn't be as useful, except for maybe that god damn level with the enemies on the beach that fling you way up into the air (fuck those things).
I need my damn snow, fire, castle, and regular levels, or I'm not happy.
Playing this game too long gave me a headache, because everything gets brighter the more shines you get.
I loved the non-waterpack levels though, just enough variety and just challenging enough where you get the "I did it!" payoff when you finish it, and you dont have to break any controllers on the way. It seems like they are kind of doing that with galaxy, what with all the little planets and meteors and stuff each being their own little puzzles.
Galaxy actually scares me a bit in that sense. There were parts of SMS where I couldn't figure out how to scale some tower or such shit. Usually I'd just make something crazy up. Backflip up there. Wall kick sideways off those two bricks and voila! Galaxy looks a whole lot more straightforward in that sense. Not that we've seen all that much of it.
One of the cons of this game in fucking Bowser Jr. Why on earth would any developer look at him and think "wow, this guy is really cool, much cooler than the Koopa Kids. let's use him!". Bah. Bring back Wendy and the boys.
I enjoyed Sunshine. But it brings me a bit of contempt in the form of Bowser Jr. Seriously, Bowser had seven other kids that were far better than that twerp-ass punk. The sad part is, aside from Superstar Saga cameos, you'll never see them again.
I'd been reading this thread for a while now but it's just now that the music has suddenly popped into my head and with it ahuge rush of desire to play it again.
If I didn't already have a huge pile of unplayed games I would be repurchasing it right now. (I didn't sell it, it was stolen )
I need my damn snow, fire, castle, and regular levels, or I'm not happy.
Playing this game too long gave me a headache, because everything gets brighter the more shines you get.
I loved the non-waterpack levels though, just enough variety and just challenging enough where you get the "I did it!" payoff when you finish it, and you dont have to break any controllers on the way. It seems like they are kind of doing that with galaxy, what with all the little planets and meteors and stuff each being their own little puzzles.
Galaxy actually scares me a bit in that sense. There were parts of SMS where I couldn't figure out how to scale some tower or such shit. Usually I'd just make something crazy up. Backflip up there. Wall kick sideways off those two bricks and voila! Galaxy looks a whole lot more straightforward in that sense. Not that we've seen all that much of it.
That's another reason I like SMS so much. I'm pretty sure there were a lot of places and objects in SMS that I reached through unconventional/alternate means than what the developers had planned. Makes for a much more fun experience
I really don't understand how Galaxy is going to work. I'm not sure I get it. Do you just run around these little spheroids, hitting enemies and then blasting off to another one? That's what it seems like, and it doesn't seem very fun to me. I guess there is lots we don't know aboutt his game, but so far, I just don't get the gameplay.
I really don't understand how Super Mario 64 is going to work. I'm not sure I get it. Do you just run around these little levels, hitting enemies and then blasting off to another one? That's what it seems like, and it doesn't seem very fun to me. I guess there is lots we don't know about this game, but so far, I just don't get the gameplay.
I really don't understand how Galaxy is going to work. I'm not sure I get it. Do you just run around these little spheroids, hitting enemies and then blasting off to another one? That's what it seems like, and it doesn't seem very fun to me. I guess there is lots we don't know aboutt his game, but so far, I just don't get the gameplay.
you need to watch a video of a full level being played. Each planet has a star which shoots you to a specific other planet. The level design isn't as random as it seems.
I really don't understand how Galaxy is going to work. I'm not sure I get it. Do you just run around these little spheroids, hitting enemies and then blasting off to another one? That's what it seems like, and it doesn't seem very fun to me. I guess there is lots we don't know aboutt his game, but so far, I just don't get the gameplay.
you need to watch a video of a full level being played. Each planet has a star which shoots you to a specific other planet. The level design isn't as random as it seems.
I think it looks fun. I like the idea of trying to get to the next planetoid, and because you can go all around them they appear deceptively bigger than they look.
One of the cons of this game in fucking Bowser Jr. Why on earth would any developer look at him and think "wow, this guy is really cool, much cooler than the Koopa Kids. let's use him!". Bah. Bring back Wendy and the boys.
I enjoyed Sunshine. But it brings me a bit of contempt in the form of Bowser Jr. Seriously, Bowser had seven other kids that were far better than that twerp-ass punk. The sad part is, aside from Superstar Saga cameos, you'll never see them again.
Two reasons I can think of:
1) One character is easier to work with than seven.
2) I think maybe they had a liking for Baby Bowser, but since they can really only use him in Yoshi's Island/Baby Mario games, they decided on a substitute.
One thing I like about Jr. is his chemistry with Sr., something the Koopalings never really had.
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I really don't understand how Galaxy is going to work. I'm not sure I get it. Do you just run around these little spheroids, hitting enemies and then blasting off to another one? That's what it seems like, and it doesn't seem very fun to me. I guess there is lots we don't know aboutt his game, but so far, I just don't get the gameplay.
you need to watch a video of a full level being played. Each planet has a star which shoots you to a specific other planet. The level design isn't as random as it seems.
I'm a little worried about Galaxy as well. From the videos we've seen, there seems to be little to no "real" platforming in the game. If Mario spends his time running around little planets that you can't fall off of, where's the danger in that? There's no camera control, so platforming bits like the ones in Sunshine seem like they would be impossible.
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0
KorKnown to detonate from time to timeRegistered Userregular
I really don't understand how Galaxy is going to work. I'm not sure I get it. Do you just run around these little spheroids, hitting enemies and then blasting off to another one? That's what it seems like, and it doesn't seem very fun to me. I guess there is lots we don't know aboutt his game, but so far, I just don't get the gameplay.
you need to watch a video of a full level being played. Each planet has a star which shoots you to a specific other planet. The level design isn't as random as it seems.
I'm a little worried about Galaxy as well. From the videos we've seen, there seems to be little to no "real" platforming in the game. If Mario spends his time running around little planets that you can't fall off of, where's the danger in that? There's no camera control, so platforming bits like the ones in Sunshine seem like they would be impossible.
I'm pretty sure Nintendo will nail it. No camera control bugs me though, this is possibly the biggest problem with Wii's controller.
I really don't understand how Galaxy is going to work. I'm not sure I get it. Do you just run around these little spheroids, hitting enemies and then blasting off to another one? That's what it seems like, and it doesn't seem very fun to me. I guess there is lots we don't know aboutt his game, but so far, I just don't get the gameplay.
you need to watch a video of a full level being played. Each planet has a star which shoots you to a specific other planet. The level design isn't as random as it seems.
I'm a little worried about Galaxy as well. From the videos we've seen, there seems to be little to no "real" platforming in the game. If Mario spends his time running around little planets that you can't fall off of, where's the danger in that? There's no camera control, so platforming bits like the ones in Sunshine seem like they would be impossible.
I'm pretty sure Nintendo will nail it. No camera control bugs me though, this is possibly the biggest problem with Wii's controller.
Camera control seems like a perfect use for the nunchuck's tilt sensor. Is the gesture sensing going to be used for anything?
Man I loved the old school levels without the pack - they were the best part of the game. And that one level with the giant tower, this was a great game - to think I traded it and Super monkey ball 2 in for Starfox adventures
I really don't understand how Galaxy is going to work. I'm not sure I get it. Do you just run around these little spheroids, hitting enemies and then blasting off to another one? That's what it seems like, and it doesn't seem very fun to me. I guess there is lots we don't know aboutt his game, but so far, I just don't get the gameplay.
you need to watch a video of a full level being played. Each planet has a star which shoots you to a specific other planet. The level design isn't as random as it seems.
I'm a little worried about Galaxy as well. From the videos we've seen, there seems to be little to no "real" platforming in the game. If Mario spends his time running around little planets that you can't fall off of, where's the danger in that? There's no camera control, so platforming bits like the ones in Sunshine seem like they would be impossible.
I'm pretty sure Nintendo will nail it. No camera control bugs me though, this is possibly the biggest problem with Wii's controller.
Camera control seems like a perfect use for the nunchuck's tilt sensor. Is the gesture sensing going to be used for anything?
That seems far from perfect. It sounds impercise and clunky.
Man I loved the old school levels without the pack - they were the best part of the game. And that one level with the giant tower, this was a great game - to think I traded it and Super monkey ball 2 in for Starfox adventures
You traded Sunshine and SMB2 for Starfox Adventures? I would have cried myself to sleep.
I really don't understand how Galaxy is going to work. I'm not sure I get it. Do you just run around these little spheroids, hitting enemies and then blasting off to another one? That's what it seems like, and it doesn't seem very fun to me. I guess there is lots we don't know aboutt his game, but so far, I just don't get the gameplay.
you need to watch a video of a full level being played. Each planet has a star which shoots you to a specific other planet. The level design isn't as random as it seems.
I'm a little worried about Galaxy as well. From the videos we've seen, there seems to be little to no "real" platforming in the game. If Mario spends his time running around little planets that you can't fall off of, where's the danger in that? There's no camera control, so platforming bits like the ones in Sunshine seem like they would be impossible.
I'm pretty sure Nintendo will nail it. No camera control bugs me though, this is possibly the biggest problem with Wii's controller.
Camera control seems like a perfect use for the nunchuck's tilt sensor. Is the gesture sensing going to be used for anything?
That seems far from perfect. It sounds impercise and clunky.
To be clear, I have complete faith that Galaxy will be totally great. It is my number one anticipated Wii game, except for the currently never-announced Pikmin sequel. I just don't understand how it works just yet.
I don't remember if it was a video, screenshot, or something a previewer said, but there was one planet that was old and decrepit looking with lots of holes in it, and in the middle of it was a black hole. Well-placed black holes could serve the same function as bottomless pits.
I really don't understand how Galaxy is going to work. I'm not sure I get it. Do you just run around these little spheroids, hitting enemies and then blasting off to another one? That's what it seems like, and it doesn't seem very fun to me. I guess there is lots we don't know aboutt his game, but so far, I just don't get the gameplay.
you need to watch a video of a full level being played. Each planet has a star which shoots you to a specific other planet. The level design isn't as random as it seems.
I'm a little worried about Galaxy as well. From the videos we've seen, there seems to be little to no "real" platforming in the game. If Mario spends his time running around little planets that you can't fall off of, where's the danger in that? There's no camera control, so platforming bits like the ones in Sunshine seem like they would be impossible.
I'm pretty sure Nintendo will nail it. No camera control bugs me though, this is possibly the biggest problem with Wii's controller.
Camera control seems like a perfect use for the nunchuck's tilt sensor. Is the gesture sensing going to be used for anything?
That seems far from perfect. It sounds impercise and clunky.
To be clear, I have complete faith that Galaxy will be totally great. It is my number one anticipated Wii game, except for the currently never-announced Pikmin sequel. I just don't understand how it works just yet.
Yeah. I'm the same. I pretty sure that I'll love the game regardless of how similar/unsimilar it is to past Mario outings. I just liked the aspect of SMS that let you do pretty much anything you wanted to get from A to B. Galaxy seems much more, "Cross this planet, then this planet ... (repeat with a few optional planets) ... to the boss planet". That said, they've already shown sections requiring you to climb or do some platforming to get through. I'm not at all worried the platforming won't be solid.
I don't remember if it was a video, screenshot, or something a previewer said, but there was one planet that was old and decrepit looking with lots of holes in it, and in the middle of it was a black hole. Well-placed black holes could serve the same function as bottomless pits.
Just look right up one post. :P
I thought everyone would have seen it but here it is.
Yeah. I'm the same. I pretty sure that I'll love the game regardless of how similar/unsimilar it is to past Mario outings. I just liked the aspect of SMS that let you do pretty much anything you wanted to get from A to B. Galaxy seems much more, "Cross this planet, then this planet ... (repeat with a few optional planets) ... to the boss planet". That said, they've already shown sections requiring you to climb or do some platforming to get through. I'm not at all worried the platforming won't be solid.
There will be several paths you can choose to take throughout any given level. The one demo they showed way back had three different alternate bosses you could fight depending on what path you took.
I think the platforming in MG will be great. I remember watching a video (IGN I think) where he was talking about how gravity affects jumping. Apparently the higher off the planetoid Mario was the less gravity pulled on him. I anxious to see what they can do with this.
I just hope it's not too easy. I thought NSMB was really easy. Collecting all 3 coins in most levels wasn't that challenging.
You guys... Nintendo is not going to break Galaxy. They will find ways to get your pits of lava in the game, be certain of that.
Wasn't it stated that not all levels are small floating spheres? That there would be levels that sort of resemble sunshine/mario64?
The last Gameinformer mentioned that there are 'regular' levels, too, and not just the small planetoid levels. There's a couple of small and terrible screenshots of them, too.
Man I loved the old school levels without the pack - they were the best part of the game. And that one level with the giant tower, this was a great game - to think I traded it and Super monkey ball 2 in for Starfox adventures
You traded Sunshine and SMB2 for Starfox Adventures? I would have cried myself to sleep.
I was 13 and the graphix in starfox looked immense, not to mention first reports of the game being 70 hours.
I don't remember if it was a video, screenshot, or something a previewer said, but there was one planet that was old and decrepit looking with lots of holes in it, and in the middle of it was a black hole. Well-placed black holes could serve the same function as bottomless pits.
Just look right up one post. :P
I thought everyone would have seen it but here it is.
Posts
I just tried that level again. I got across the first section but it seemed nothing I did allowed Yoshi to get high enough to access the star.
Then I gave up and started a new campaign on Save B. Much funner that way ;-)
You have to use the right color Yoshi. It determines the behavior of their spit platforms - the right one functions as an elevator.
They pretty much did. As much reason as Mario oft tends to get, anyway.
Not counting Yoshi, Mario never butt-bumped until 3-D. And besides that, they gave him a lot of melee attacks that were removed from Sunshine as well. Punches, kicks, jump-kicks, leg-sweeps, slides, dives... all kinds of stuff.
I dunno, a lot of it felt like a chore to me. Fence-climbing, I think at the amusement park, was one such instance.
There were some neat missions. Mecha-Bowser is one of my favorites. Felt like some stuff could have you running forever without a clue what to do next, though, like the Boo hotel.
THAT is the kind of stuff that'd drive me nuts. Worse is that it felt so much was time-sensitive, when it was hard enough on its own.
I disagree, I'd label Contra with that sort of challenge, not Mario Sunshine.
Too bad he practically dissolves into a mess between your legs.
Eh, I still prefer the Bowser stages in Mario 64. What I got to play of these in Sunshine felt like running on a Rubik's Cube or other turning variations with little else, and with awkward camera placement.
Agreed. And I hate to say it,* but a carefully-made version of Sonic's homing jump from his 3-D games would work for the jumping parts.
I want 3-D fireballs.
One thing I didn't like in Super Mario 64 was that power-ups were so finite and often single-purpose compared to past power-ups. In Sunshine, they at least stuck around until you found a Shine or left a level, which is what bothered me about those.
Oh, and growing/shrinking is in Super Mario 64 DS. Debut of the Mega Mushroom FTW.
Thank you.
Yeah, Yoshi almost felt tacked-on.
Those were fun. And the wall-jumping was good, I'm glad they made it closer to that in SM64DS.
Also agreed.
Going to stop here for now, got other things to do, and this is getting long. Let me just finish for now by saying that I think the hub level, Delfino Plaza, was probably my favorite part of the game to play in; the levels themselves almost seem like a step down.
That, and I wonder if they might consider a remake of this for Wii. A Wiimote-controlled FLUDD? Might be interesting...
* ...because I know the reaction 3-D Sonic tends to get.
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the first set of fish should transport you horizontally to a solid platform, well, behind that platform theres a tree with some coconuts i think, eating that fruit will allow you to transform the rest of the fish into vertical moving platforms, its not that hard after that.
Playing this game too long gave me a headache, because everything gets brighter the more shines you get.
I loved the non-waterpack levels though, just enough variety and just challenging enough where you get the "I did it!" payoff when you finish it, and you dont have to break any controllers on the way. It seems like they are kind of doing that with galaxy, what with all the little planets and meteors and stuff each being their own little puzzles.
get the sunglasses??
Am I the only one put off by what they've seen of Galaxy? I'm sure it'll be a great game but I really do not enjoy the planetoid gameplay. In games where I've done the "on a spheroid that you can run around in 20 seconds" thing, it was just annoying. You can't see a damn thing. You see a tiny chunk of the planet, start running around it and can't fucking see what you're coming up on. I really hope more of the game is composed of flat islands because I really just can't stand sphere gameplay.
By and large the secret levels were amazing, but walljumping over a bottomless pit is, to me, a poor design choice. It's far, far too easy to mess up, especially when it's a little difficult to determine distances to platforms and so on. The reason they never did this is because in a 2-D game, all that matters is height, but in a 3-D game, so does direction. That is, fireballs would be effectively useless. First, if an enemy is walking perpendicular to your line of sight, it's going to be very difficult to aim so the fireball's path would intersect with the enemy's path at the right moment. Second, even if it's stationary, the further away it is, the more precise your angle is going to have to be to get to it. If it's not really, really close to you you'd almost definitely miss unless you keep centering the camera behind Mario and turning very slightly or moving from side to side to try to get it right above Mario's head on-screen. Third, even if it's lined up perfectly - which would take a good deal of effort - you wouldn't be able to tell if the fireball would hit unless you were ridiculously good with it. In a 2-D game, you just have to memorize the height the fireball reaches when it bounces, how fast it bounches, and where it hits the ground, and you can peg an enemy easily by just quickly playing (or memorizing) the ball's path and seeing if the enemy is in it. With a 3-D perspective where you're facing the enemy, you're not only going to have to be able to accurately judge how far away it is, but try to figure out how high the fireball will be by the time it gets there.
These issues could be fixed by a sort of lock-on system or auto-aim. It could work, maybe. But they decided not to do it. Part of that is probably the amount of work involved to get it to feel right, but another part is that it wouldn't add much without changing the game's formula. First, even traditional Mario moves are harder to aim precisely in 3-D. Jumping on every enemy's head in 64 would be infuriating. So they added the dive - you can take out most enemies just by having a running start in their direction - and things like punches and kicks for when you're stationary. And second, partly because of the first reason, there is a much smaller emphasis on enemies in 3-D Mario games than 2-D ones, if you get my meaning. The 3-D Mario games are much more about playing against the level itself than the enemies in it - yes, many 2-D Mario levels are like that too, but in general, enemies were much more prevalent and directly in your path (olol 2-D no choice) in the 2-D games than the 3-D ones. The Fire Flower let you get almost every enemy out of your way really quickly. A Fire Flower in the 3-D games in the current games wouldn't be as useful, except for maybe that god damn level with the enemies on the beach that fling you way up into the air (fuck those things).
I'd considered much of that. Auto-targetting was one idea I had, but for something wilder, check out Mario Kart: Double Dash.
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I enjoyed Sunshine. But it brings me a bit of contempt in the form of Bowser Jr. Seriously, Bowser had seven other kids that were far better than that twerp-ass punk. The sad part is, aside from Superstar Saga cameos, you'll never see them again.
If I didn't already have a huge pile of unplayed games I would be repurchasing it right now. (I didn't sell it, it was stolen )
Be-doo doo doo doodley doo...
That's another reason I like SMS so much. I'm pretty sure there were a lot of places and objects in SMS that I reached through unconventional/alternate means than what the developers had planned. Makes for a much more fun experience
Switch - SW-3699-5063-5018
I'M A TWITTER SHITTER
you need to watch a video of a full level being played. Each planet has a star which shoots you to a specific other planet. The level design isn't as random as it seems.
I think it looks fun. I like the idea of trying to get to the next planetoid, and because you can go all around them they appear deceptively bigger than they look.
Two reasons I can think of:
1) One character is easier to work with than seven.
2) I think maybe they had a liking for Baby Bowser, but since they can really only use him in Yoshi's Island/Baby Mario games, they decided on a substitute.
One thing I like about Jr. is his chemistry with Sr., something the Koopalings never really had.
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I'm a little worried about Galaxy as well. From the videos we've seen, there seems to be little to no "real" platforming in the game. If Mario spends his time running around little planets that you can't fall off of, where's the danger in that? There's no camera control, so platforming bits like the ones in Sunshine seem like they would be impossible.
While I do miss the koopa kids, I totally agree with this statement:
Pokemon Safari - Sneasel, Pawniard, ????
I'm pretty sure Nintendo will nail it. No camera control bugs me though, this is possibly the biggest problem with Wii's controller.
Pokémon HGSS: 1205 1613 4041
Wasn't it stated that not all levels are small floating spheres? That there would be levels that sort of resemble sunshine/mario64?
Pokemon Safari - Sneasel, Pawniard, ????
Camera control seems like a perfect use for the nunchuck's tilt sensor. Is the gesture sensing going to be used for anything?
That seems far from perfect. It sounds impercise and clunky.
You traded Sunshine and SMB2 for Starfox Adventures? I would have cried myself to sleep.
To be clear, I have complete faith that Galaxy will be totally great. It is my number one anticipated Wii game, except for the currently never-announced Pikmin sequel. I just don't understand how it works just yet.
Switch - SW-3699-5063-5018
We've already seen one planetoid with a black hole in the centre of it for you to fall in.
I don't remember if it was a video, screenshot, or something a previewer said, but there was one planet that was old and decrepit looking with lots of holes in it, and in the middle of it was a black hole. Well-placed black holes could serve the same function as bottomless pits.
http://www.audioentropy.com/
Just look right up one post. :P
I thought everyone would have seen it but here it is.
http://www.youtube.com/watch?v=FuP33qwqK4g
There will be several paths you can choose to take throughout any given level. The one demo they showed way back had three different alternate bosses you could fight depending on what path you took.
I just hope it's not too easy. I thought NSMB was really easy. Collecting all 3 coins in most levels wasn't that challenging.
The last Gameinformer mentioned that there are 'regular' levels, too, and not just the small planetoid levels. There's a couple of small and terrible screenshots of them, too.
I was 13 and the graphix in starfox looked immense, not to mention first reports of the game being 70 hours.
When it came out it was one big
I've never seen that video and it looks really awesome.