@Zeldafan79@Balta666 That's because not getting all the stars or shine sprites means that you are missing part of the game while in open-world games, most of the side quests are go from here to there, find me two pieces of red ore, etc. It's not the same 😄.
@Slowdive I don't blame you. It's very re-playable, runs smoother, looks crisper and the poly visuals look nice on the Switch screen. Super Mario Sunshine is much more of an upgrade, though. The Switch port releases its hidden beauty.
I agree with that. When I started Mario 64 a week ago, I thought, "Nah, I don't have to get all 120 stars. Sounds tedious."
Now I'm at 106 stars and it wouldn't feel right not getting the 14 I have left. I think it's because, at least in Mario 64, every star, even the 100-coin stars, presents a different challenge. There are entire parts of the levels and little puzzles that only exist for those stars. So getting them gives you a better appreciation for the whole.
(Of course, I'd be lying if I said I wasn't dreading some of those 100-coiners, but for now I'm having a lot of fun.)
I'm up to 97 shines. I believe the rest are blue coins, and a couple of 100 coin shines. I got 100 coins in Pianta Village and died going to the shine. Why can't the shine just respawn on top of you?
@Octane I'd prefer it if you didn't have to do anything... you collected the 100th coin and you immediately got the star. If they wanted to continue playing the level, then the popup message would ask them if they wanted to, or return to the castle. That's what I'd do at least.
The 100 coin stars/shines are a pain anyway so I'm glad Galaxy got rid of them.
@Octane yah but on the Mansion one I was left about 10 coins and I remembered the boo boss gives you a few coins and enemies so I went there and it puts the sprite in the ceiling out of reach anyways...
Tonight in Sunshine I got the 6th & 7th Shines in Ricco Harbor, the 1st, 2nd, & 3rd Shines in Gelato Beach, and 4 Shines in Delfino Plaza (3 of which were Blue Coin trade ins). I have a total of 24 now.
I liked Ricco Harbor, which was like one huge jungle gym (aesthetically it reminded me a lot of Kirby: Planet Robobot's water world, which I really liked). Died a few times during the Blooper riding & FLUDD-less levels, but nothing too bad. My favorite in the world was the one where you had to climb the scaffolding to get into the big yellow cage.
So far Gelato Beach has been pretty breezy (though I know that could change at any moment, lol). The FLUDD-less level it started out with was by far the easiest yet (didn't die once), and I didn't find the missions where you have to knock the red birds off the mirrors or the (first?) Wriggler fight to be all that challenging.
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
I didn't realize just how much easier 64 DS is over the N64 original. I knew the difficulty was dialed back a little, but levels like Tick Tock Clock were a breeze for me in the DS remake. I prefer the 64's difficulty, personally. It makes certain stars feel much more rewarding.
@Octane I'd prefer it if you didn't have to do anything... you collected the 100th coin and you immediately got the star. If they wanted to continue playing the level, then the popup message would ask them if they wanted to, or return to the castle. That's what I'd do at least.
The 100 coin stars/shines are a pain anyway so I'm glad Galaxy got rid of them.
I think that the idea of the 100 coin stars/shines as a reward for truly mastering the level is a great idea... that never really worked well.
Galaxy's approach (the 100 purple coins levels) are much better in my opinion. They achieve the same thing but they don't force the game to have a 100 coin star against its nature like I'd argue is the case on Rainbow Ride and Tick Tock Clock. The purple comet stars (if a level has one) take different formats that better suit the level but they still give require you to really poke around the corners of the bigger sandbox levels.
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