veritassin
Banned
Maybe they ought to put it to rest for awhile and come up with something new...bwahahaha what am I talking about?
I know I am super late to this thread, but I would metaphorically give my left nut for a full sequel to SM64. Why did they never do this
It is no different than going down a pipe.
what the hell is this some kind of strategy game?
But Banjo-Kazooie is much, much better than Mario 64 =P
this guy
"platforming"
Pfft I beg to differ. Sunshine was centered around that gimmicky water pack. Aside from having mario in it, it might has well have been the spiritual prequel to splattoon. Saying sunshine was the sequel to mario 64 is like saying galaxy was the sequel to mario 64 - completely different games imo.They did, it is called super Mario sunshine.
what the hell is this some kind of strategy game?
That they need to give the franchise as a whole, a few years off and develop other series.
Pfft I beg to differ. Sunshine was centered around that gimmicky water pack. Aside from having mario in it, it might has well have been the spiritual prequel to splattoon. Saying sunshine was the sequel to mario 64 is like saying galaxy was the sequel to mario 64 - completely different games imo.
Pfft I beg to differ. Sunshine was centered around that gimmicky water pack. Aside from having mario in it, it might has well have been the spiritual prequel to splattoon. Saying sunshine was the sequel to mario 64 is like saying galaxy was the sequel to mario 64 - completely different games imo.
Saying Sunshine is a sequel to Mario 64 is like saying Galaxy 2 is a sequel to Galaxy.
Like...if sunshine had the exact same theme, but only 4 Banjo-Tooie sized stages where the player has to collect 25 stars in each level (The stars are hidden plain sight all you have to do is navigate the playground) under a 3 day time limit I'd see where some of you 64-lovers are coming from.
Saying Sunshine is a sequel to Mario 64 is like saying Actraiser 2 is a sequel to Actraiser.
Oh come on now, they had the exact same level design, objective design, mission structure, and player mechanics.
I get if some of you guys don't like the game (That's perfectly fine), but it is SM64's spiritual successor in almost every way; adding in a water pack doesn't mean much especially when all it did was replace 64's long jump most of the time.
Pfft I beg to differ. Sunshine was centered around that gimmicky water pack. Aside from having mario in it, it might has well have been the spiritual prequel to splattoon. Saying sunshine was the sequel to mario 64 is like saying galaxy was the sequel to mario 64 - completely different games imo.
But they didn't have the exact any of those things. That's the problem.
SM64 has a certain size level, with a certain amount of coin collecting, and actual platforming design in every one of its stages. It has a very particular mix of traditional platforming obstacles (moving blocks, etc) and exploration.
Sunshine has things-to-jump-on level design. They didn't design any actual obstacles. It's an astounding misunderstanding of their own game design. We have the geniuses at Rare to thank for this.
The very first thing you do in Mario 64 is run past chain chomps, bomb-bombs, over a tilting bridge, past rolling cannon balls, and face a boss.
The very first thing you do in Sunshine is clean goddamn paint!
The very first thing you do in Mario 64 is run past chain chomps, bomb-bombs, over a tilting bridge, past rolling cannon balls, and face a boss.
The very first thing you do in Sunshine is clean goddamn paint!
To be fair - the first thing you do in Mario 64 is run around outside of a castle, climbing in trees, swimming through the moat, etc., before entering the castle, exploring the initial area, finding an open door, and jumping through a painting.
I could spend all day just running around outside the castle <3
Also, these "Mario Sunshine is basically just Mario 64 with a waterpack" posts are making me sad inside =(
They need , something new again, but honestly I can't see where they can go from here.
To be fair - the first thing you do in Mario 64 is run around outside of a castle, climbing in trees, swimming through the moat, etc., before entering the castle, exploring the initial area, finding an open door, and jumping through a painting.=(
Also, these "Mario Sunshine is basically just Mario 64 with a waterpack" posts are making me sad inside =(
No. Sunshine was structured around its story through and through--Shadow Mario, a Mario impostor, was on the loose in Delfino Harbor framing Mario for things you didn't do and you had to stop him. Since the game focused around this story at its core, you have to beat the Shadow Mario level in each world before the final world, Corona Mountain, will open up and you can beat the game. And because of the way the missions are structured, you can only access the Shadow Mario missions after you've beaten the preceding missions. Meaning each time you play through the game, you have to play through those exact same ~50 Shines. You can change which order you tackle each world and go back and forth a bit, but you have to get those Shines each time you beat the game.Oh come on now, they had the exact same level design, objective design, mission structure, and player mechanics.
I get if some of you guys don't like the game (That's perfectly fine), but it is SM64's spiritual successor in almost every way; adding in a water pack doesn't mean much especially when all it did was replace 64's long jump most of the time.
Like...if sunshine had the exact same theme, but only 4 Banjo-Tooie sized stages where the player has to collect 25 stars in each level (The stars are hidden plain sight all you have to do is navigate the playground) under a 3 day time limit I'd see where some of you 64-lovers are coming from.
That's true. And who can resist. Still the best hub world ever
Yea I don't get it. I wish all those Mario 64 clones were, you know, actually clones. Instead we've got the great Banjo Kazooie systematically eliminating everything that was fun about Mario 64 and adding in a million and one things to collect. One of the puzzle pieces in the first real level is just sitting there on the ground. It's just sitting there. You merely have to walk to that part of the level, mosey on over there, and pick it up. 'Project Dream' they called it. Good grief.
Then, EAD follows Rare down the primrose path to self destruction. Unbelievable
Edit: said note originally, meant puzzle piece
It was just a puzzle piece to show you how to open levels, you are looking way too into it lol.
haha I mean the one on the first main stage, Mumbo's Mountain. I don't think I missed the guy opening a path or anything. Was just right out there in the open.
But they didn't have the exact any of those things. That's the problem.
SM64 has a certain size level, with a certain amount of coin collecting, and actual platforming design in every one of its stages. It has a very particular mix of traditional platforming obstacles (moving blocks, etc) and exploration.
*giant post*.
SM64 has a certain size level, with a certain amount of coin collecting, and actual platforming design in every one of its stages. It has a very particular mix of traditional platforming obstacles (moving blocks, etc) and exploration.
SM64 had smaller stages because they were working with the N64; I'm sure if they made SM64 on the NGC the courses would be way bigger.
Sunshine also has plenty of traditional platforming obstacles in it's action-adventure style worlds, but both of those games lack any sort of complex and tightly designed platforming outside of the linear levels they forced the player to complete ("Bowser In The____" in the case of SM64 and the secret fluddless courses in the case of Sunshine)
Really? I felt like 64's levels (outside of the Bowser ones) had very little platforming challenge in them. Most of the platforming was really basic, I assume because players back then were new to running around in a 3D space and they didn't want to challenge them too much. Most of the objectives were based around exploring the levels, not overcoming obstacles.
Galaxy felt like the first real 3D Mario platformer to me. The levels were linear and they focused on platforming challenge rather than exploration. They continued this design in 3D Land and 3D World so I think this type of 3D Mario is here to stay.
openworld 3D superpapermariokartmakersmashbrosdarksouls
A return to the semi-open nature of Super Mario 64 is long overdue. Galaxy had wonderful moments but at other times felt like Sonic Adventure (jump off this spring...er, star-thing and watch Mario run fast...er, fly through space for 6 seconds).
Nintendo tried to blend 2D and 3D Mario in 3D World, which worked to a certain extent, but I want that exploration and mystery from SM64 brought back.
I said sometings it feels like Sonic Adventure. Instead of pure platforming (one of the things people praise Galaxy for, it seems) there are plenty of parts when you're just hitting a spring (or in Galaxy's case, one of those star hoola-hoops) and zooming to the next spot with no skill involved. In other cases, you're flying through space "touring" the level. How's that any different than when Sonic would be all "gotta go FAST" and hit those loop-de-loops and basically show off for 20 seconds while the player was simply holding Down on the control stick?What? Sonic Adventure and Mario Galaxy are NOTHING alike lol.
I said sometings it feels like Sonic Adventure. Instead of pure platforming (one of the things people praise Galaxy for, it seems) there are plenty of parts when you're just hitting a spring (or in Galaxy's case, one of those star hoola-hoops) and zooming to the next spot with no skill involved. In other cases, you're flying through space "touring" the level. How's that any different than when Sonic would be all "gotta go FAST" and hit those loop-de-loops and basically show off for 20 seconds while the player was simply holding Down on the control stick?
Can you elaborate; also why is that in spoilers? It spoils nothing.It should be obvious.
MarioUniverse
Mario 64 was genre defining, so much of what followed in Banjo & Kazooie (Fantastic game) and other 3D games came directly from lessons that were taught to people by Mario 64. There are many games that I love and many Mario games that I love but for me there isn't another game anywhere that works as a whole in the way that Mario 64 does.But Banjo-Kazooie is much, much better than Mario 64 =P
Mario 64 was genre defining, so much of what followed in Banjo & Kazooie (Fantastic game) and other 3D games came directly from lessons that were taught to people by Mario 64. There are many games that I love and many Mario games that I love but for me there isn't another game anywhere that works as a whole in the way that Mario 64 does.
For me there's never been as good a match as Mario 64 and the N64 controller as were a single entity and worked perfectly together. I wasn't a fan of the N64 controller but there was no separating it from this game.
Should add that I'm a major fan of the 3D Mario games, probably controversial but for me Mario has always played better in 3D where as Zelda always played better in the 2D games for me.