Well, you can check how many you've gotten in each level on the Totals screen. The only problem I have is that there's no way to tell which episodes have coins that you can't get in other episodes. That's really the only thing stopping you from tracking your progress.
It's hard to find them. That's the point, and that's why they're optional.
People complained about the camera in sunshine?
I never had any issues with it... Underrated game, especially here on gaf
A harder game or the controls are not the reasons it didn't sellIt's time someone started explaining why Super Mario Sunshine has the most advanced camera of a Nintendo game to date. And I will do that.
Some people have problems with Sunshine's camera auto-rotation mechanic when hovering. I don't, but they do.
1. Hovering is designed around the Mario feel in that Mario enters a rigid no turning linear type of movement when jumped (opposed to other games like Jak & Daxter, Maximo, Wario World, Super Mario 3D World, etc.). It would produce discordance if you could whip yourself around in the air easily like in DK64 with Diddy Kong's jetpack. The camera does not move in the direction you are going at a fast speed to prevent jerky camera movement (i.e. SM64's R-cam when turning). Hovering controls are tight to allow for tight landings. That is the design. It's a great design, but just like Sony casuals complaining about not being able to strafe in Resident Evil 4 expertly designed only for Gamecube, these same people pretending to be Nintendo fans can't seem to grasp jet pack controls that don't default to casual design of other games.
2. The camera punishes non-synchronization to Mario's movement. The camera will readjust itself to stay within a range that shows what is straight ahead of Mario that syncs with the FORWARD MOVEMENT DESIGN of the game. Try running sideways in Super Mario Sunshine (excluding athletic courses) and the camera will start to move to be behind Mario so that Mario is forward. So, no, the camera is not going to let you hover backwards to produce forward movement. No the camera is not going to let you hover sideways because that does not produce forward movement. Desyncing leads to awkwardness ala Mario swimming and jumping when moving toward the camera in the pool of water in Tall, Tall Mountain in Super Mario 64 or Flight Mario flying towards the camera in Super Mario Galaxy.
Let's look at Matthewmatosis' Mario Sunshine review which has nearly a quarter million views on youtube who gets cited here frequently for his supposed in-depth analysis:
He understands the camera re-orients itself behind hovering Mario but fails on maneuvering WITH it. On how to handle hovering he says: "This means the player needs to continually change the movements on the left analog stick based on what the camera is doing". Which is completely backwards. Camera movement follows Mario NOT leads him. The player should obviously be changing the camera direction with the camera stick in the direction of Mario's back or simply snap it in place with L-Trigger. It never occurs to him in the video of his review to use the c-stick.
Do you even hover?
Next thread: Auto-rotation and level design
A harder game or the controls are not the reasons it didn't sell
They are losing thier minds and if this is the reason they are making lesser games today like world and such then they need a reality check. Sunshine wasn't ever the goat mario game and had less appeal Because of its water focus. Not to say it isn't a good game but it has nothing to do with its difficulty.
Casual players rarely finish games anyways.
Miyamotos thinking is killing me
What does this have to do with this thread ?That's all well and good that you think that, but can you outshoot him, bet you can't.
I don't care if they're "optional". I like to be able to 100% my games if I want to, and putting in something that actively prevents me from doing so is grating.
I wouldn't put 64, land and world in the same boat. Stop insulting the goat like thatThey make it nearly impossible to 100% the game without using a guide. I can easily 100% SM64, both of the Galaxy games, 3D Land, and 3D World without using a guide, but Sunshine I always have to use one because I can never remember where all of the blue coins are.
It's hard to find them. That's the point, and that's why they're optional.
Unless the NX has analog triggers, that won't be happening any time soon. Unfortunately.It's almost sad how often I wish there was a Super Mario Sunshine Remaster announced. It's one of my most cherished gaming memories, and it's an incredibly fun world to be a part of.
This is baffling to me. I mean, what, you deserve to 100% it just because you want to? Every challenge, even optional ones, should be easy enough for you, personally?
If you hate them, don't collect them. If you want them, then do what it takes to get them. What's the problem?
I wouldn't put 64, land and world in the same boat. Stop insulting the goat like that
They could, Wii U has gamecube adapter and NX might have it too. Nintendo just love to hold us backIt's a shame it'll never be ported, it doesn't work without the ability to limit the spray based on trigger feedback and I don't think any modern controller has the feedback function built in anymore.
Great game.
The problem is not that it's difficult, but that it's boring. Did that not come across in my post? I like games that are difficult, as long as the difficulty is fun. It's grating because I liked the rest of the game and wanted to see it through to the end. Even if it's optional, I'm not sure why the designers would put something that's not fun into the game.
It's a great design, but just like Sony casuals complaining about not being able to strafe in Resident Evil 4 expertly designed only for Gamecube, these same people pretending to be Nintendo fans can't seem to grasp jet pack controls that don't default to casual design of other games.
I will forever love this game because of the setting. Give me an HD version, please. ;_;
Also, non-linear 3D Mario >>> linear 3D Mario.
This is how I remember it. Sunshine is the only 3D Mario I haven't completed. Seeing everyone praise it makes me want to give it another go.
Wow, what a fantastic camera.
I hated this part so much that camera made it so fucking frustrating I can even remember the music looping over and over again ugh
Wow, what a fantastic camera.
Holy shit at the realization that Sunshine is only six years older then Super Mario 64. That is fucking insane.
Wow, what a fantastic camera.
The camera is absolutely busted almost as often as it's actually working, and this is easily demonstrable. It doesn't matter how much you scream about "casuals" and "bad players" and how other games "play themselves." The camera is objectively dysfunctional.
That's fine. I may have assumed it.The problem is not that it's difficult, but that it's boring. Did that not come across in my post? I like games that are difficult, as long as the difficulty is fun. It's grating because I liked the rest of the game and wanted to see it through to the end. Even if it's optional, I'm not sure why the designers would put something that's not fun into the game.
...all I said was that I could beat them 100% without using a guide. When did I say anything about how good they were?
Seems like this is more the level design's fault than it is the cameras. The camera system is great IMO it's just this level design is built in a way that doesn't take the camera's weaknesses into account.
Controls in them self are very tight and responsive.If Serious Sam had fixed camera angles (like in old-school RE), the game would be literally unplayable. Would we blame the level design or the camera?
They go hand-in-hand. It's the same exact issue regardless of which one you blame. But sure, I'll settle for saying that Sunshine has poorly thought-out, dysfunctional level design as well.
Controls in them self are very tight and responsive.
I feel this analogy is quite off base. It's a first person game and yes it would or could work with fixed camera angles but you do have to look up and down to shoot which is still possible but your stretching the analogy out a bit here I think.
Hit points would be made differently for sure, you would no longer have precise control. Controls would have to be atkeqsr designed for that play style, this your stretching too much.not to say a camera isn't important.
It's almost sad how often I wish there was a Super Mario Sunshine Remaster announced. It's one of my most cherished gaming memories, and it's an incredibly fun world to be a part of.
But could, fixed didn't mean you can't have a lot of camera changes and positionsThe controls themselves are fine, but we're talking about the camera. A camera which simply does not work in many of the levels. Whether you blame the level design or the camera itself, it's a huge problem that drags the game down.
It's an exaggerated analogy to prove a point. You wouldn't be able to get past the first level of SS with fixed angles.
As bad as you think the camera is in the US version, in the Japanese version it's even worse. The Pachinko stage is straight-up busted, if I recall.
The Pachinko level is still pretty busted in the US version. I can only imagine how horrible the Japan version is if it's even worse.