makingmusic476 said:
I think I now know why they aren't quite as fun. Looking back, trying to figure out if I have to use a cannon or climb a tower to get one star, where I need to go next in the maze, what's up with this crazy lochness monster looking thing, what do I do with these mirrors to get that Shinesprite, etc. are all why I loved Super Mario 64 and Super Mario Sunshine. In Super Mario Galaxy, it was basically just running from point A to point B, with some really annoying obstacles in my way. I love that in 2D Mario, but in 3D Mario it can be a bit of a chore.
I think the reason that people like the "secret" stars in Sunshine is because of how much less of a chore they are than, say, collecting a bajillion blue coins.
Now, I enjoy Sunshine myself, but there's a reason I could never get myself to reach 120 stars, and that's because the game just wears on the player after a while. It has the 100 coin stars just like Mario 64, but it also has blue coins scattered all over everywhere, which are satisfying to collect at first, but eventually become more of a "chore" than anything else. Then there are hidden stars like ones where you have to find some random golden bird and spray it with FLUDD. Then there are stars that require you to run around collecting fruit and bringing it back to somebody. And, besides stars, you have to find specific kinds of fruits just to use Yoshi, and Yoshi isn't even that useful!
So, in all, Sunshine feels
far more like "work" than the other 3D Mario games. I can't even imagine getting every star in the game. I was tired and ready to move on by the time I hit 80 stars. That didn't happen with Galaxy. With Galaxy, once I hit 80 stars, I was just more excited about what ways the game was going to challenge me in terms of pure level design, and it didn't really disappoint since the game gets its hardest and most satisfying once it hits that point, where a game like Sunshine just seems to drag.
That said, it must be noted that Sunshine also has moments of pure brilliance in its "platforming jungle" methods of level design. Bianco Hills, Ricco Harbor, and Pianta Village eclipse even some of the best levels in both Mario 64 and Mario Galaxy. I'd even go so far as to say that Bianco Hills is a better first world than Bob-omb Battlefield.
Of course, Mario 64 has always been and will always be a masterpiece, just because of how well it was put together and how it never feels like it has "filler" content (something that Sunshine has in droves). After Galaxy 2 I do think it'd be nice to return to a formula that includes Mario 64-esque exploration, but not exclusively. Like Sunshine, there should be levels or pure linearity to break it up, though probably in a greater amount. That'd be ideal.