My theory is that Nintendo will rerelease this collection every year or so for somewhere around a week to a month before delisting it again (similar to what they've done with the Four Swords Anniversary Edition).
Mario 64 might become available on a N64 app (and the price will be slightly slashed to account for it), but I don't see the other 2 ever being available separately on Switch.
@Toy_Link that’s kinda pointless though. I think Nintendo didn’t have any big plans to release a 3D All stars collection, but since the fans wanted ANYTHING news wise from Nintendo, they copied this up as fast as they could. That’s why almost nothing is improved. And that’s why it’s limited edition.
The biggest issues are the lack of Super Mario Galaxy 2 and the lack of clarity on availability of the excluded game and the included games after March. This article seem to agree with us:
I would have loved Mario 64 to be remade in the Odyssey engine, but that’s perhaps a bit too ambitious. I’m OK with them just being HD ports because the games already look near flawless as is.
The only thing I really would have liked to see is digital artwork in a museum mode. In fact I’m actually shocked they didn’t include such a feature. I don’t really care about the music because I’m not going to use my switch like an MP3 player. It’s fine for checking out a few songs once or twice but after that if I wanted to listen to the music I would do it from YouTube or on my phone. An artwork collection though, that would’ve been rad. Or development interviews from Iwata asks. Like Bioshock Collection did.
Ah well. I’m just happy these games are coming to Switch, AND, this means we will now have both Mario 64 and Final Fantasy VII on cartridge, for Nintendo Switch, as console and handheld versions. Gotta appreciate that. I also like the limited availability. It rewards those who have been faithful customers and own a Switch at this particular point in time. Years from now, I’ll look back on my copy and treasure it, seeing as I never did buy the All Stars collection on Wii, since I wasn’t really into gaming at the time.
Psalms 22:16 (1,000 yrs before Christ)
They pierced My hands and feet
Isaiah 53:5 (700 yrs before Christ)
He was pierced for our transgressions
Zachariah 12:10 (500 yrs before Christ)
They will look on Me whom they pierced
@JaxonH I wouldn't mind the HD upgrades either, if the collection was only 40$ or below. For 60$ I expect something like Odyssey's engine, or close to it. Just feels like buying the same games again.
@Ninjalaislit (@TheFrenchiestFry@BlueOcean) The reason Mario 64 doesn't support wide screen or a higher resolution has to do with the engine it was built in. Game engines were a lot more finicky back in the day and they certainly weren't scale-able like modern game engines. Simply put, if you're running Mario 64 at 60fps, the internal clock speed will also run twice as fast, so enemies, objects, and also Mario will move twice as fast, and time will run twice as fast. I can only assume that changing the resolution will also cause problems.
Since this is just a straight up port, and not a remade version, those issues aren't going away in the collection.
@Octane
I felt funny to see a lot of peoples try to mod Mario64 into very smooth HD 60 fps.
It was really well done polished but i felt it was like being forced to be looks great.
I personally didn't even care with mod version as i found other 3D platformer games were more interesting than Mario64 regardless of any version.
I had some attention for Mario64 but it was the NDS version that looks better in graphics with same 240p quality and the hype for that game was still very low compared with other 3D platformer games.
Nintendo had nothing so they cobbled together this to get something out there for the switch. These should have been remasters. They know however that they have a fan base immersed in nostalgia and open to a continual stream of ports and double dipping on the same games.
In a year when the world has been completely turned upside down though it’s hard to be overly cynical - everyone’s plans have been affected (halo with the series x as an example)
Literally every fanbase buys ports and double dips, in fact, on other platforms people buy the same game twice on the same exact platform!
So ya, that's not something exclusive to Nintendo's fans, that's literally all gamers everywhere.
These are games 25, 15 and 10 years old, 2 of which have never been re-released and are among the highest rated video games of all time.
So ya, of course people are gonna be interested. Especially when the games dont actually need any major face lifts. Sunshine and Galaxy look about as good as could possibly be expected.
Psalms 22:16 (1,000 yrs before Christ)
They pierced My hands and feet
Isaiah 53:5 (700 yrs before Christ)
He was pierced for our transgressions
Zachariah 12:10 (500 yrs before Christ)
They will look on Me whom they pierced
@StuTwo I have no doubt that Odyssey is what I least want Mario to be. I think it's, precisely, all the good stuff that Super Mario Sunshine has in it what makes it not just worthwhile but the most awesome. I agree with @link3710 because he specified very well the issues, how easily the could be fixed and also with @Ralizah when he noted that just a few shines can be really frustrating. My biggest complaint is actually the lack of track down system for the blue coins but they are optional, anyway. Super Mario 64 and Sunshine need these tweaks more than a much recent game like Galaxy or Galaxy 2 but that's just logical. Super Mario Galaxy (and the sequel) is a lot like Donkey Kong Jungle Beat, made by the same team, it's much more action-oriented than any other 3D Mario game and very streamlined and I'm not being negative here. To be honest, we don't know if Nintendo have improved the gameplay or menus/inventory of Sunshine. Super Mario 64 could do with a new camera.
Oh - I agree that a few relatively minor tweaks would make a huge difference with Sunshine. Which is partly why I'm so disappointed that it doesn't seem as if we're getting them.
The blue coins tracking is (for me) the least important issue whilst at the same time being the easiest for Nintendo to actually fix. I'm not and never have been weird about wanting to 100% a game. If it's rewarding to do I will whilst if it's clearly a chore I won't.
I think that there are a lot of things in Sunshine that I wasn't really that tolerant about when it was first released. I loved the special stages for instance (although more variety in backgrounds and music would have been welcome!) - they were a natural extension of the Bowser stages in SM64. But the camera and very precise 3d platforming was very difficult. The "spin" added in Galaxy to give you a half second grace in the air made a huge difference. Like FLUDD without being too much of a momentum breaking clutch.
The more recent games give you a "ok - if you need help we can play through this bit for you" button after you fail enough times. I know some people hate the fact that the button exists in the first place and I've never personally used any of those but I think that Sunshine would benefit greatly from that sort of system. Large parts of the game will forever remain locked away from most players behind unnecessary and often unfair difficulty spikes or just plain unfriendly game design. When I was growing up you'd be patient and throw yourself at the wall again and again (literally in the case of the Pachinko level) because there wasn't the same choice of games to play and they were expensive but today there's just so many other choices out there and games are so cheap.
I'm sure some people will say "just git gud" like it's the Dark Souls of Mario games ("praise the Sunshine") but I don't think that's really the right attitude for a game that was supposed to be a very mass market game and is now being put forward as that again.
More generally I thought Sunshine was caught between the liberating freedom of Mario 64 (which also has some very rough edges in the back half of the game...) and the much tighter platforming obstacle courses of the Galaxy and 3D Land/World games. Personally I found it had the worst of both worlds (and I found the tropical island theme bland and tiring) but, hey, I'm glad that some people love it and I think it's good that it's coming bundled in!
Hopefully a lot of people get a lot of enjoyment out of it.
@StuTwo The pachinko level isn't broken. It's just completely counter intuitive because the controls are never explained. Once you get it, it becomes fairly easy. When you jump on the bounce pad, you use the launch time to control how much you're being flung in the pachinko machine itself. Hold the control stick to the left and it'll drop you off on the left side. If you hold the control stick to the right, it will launch you all the way over to the right side. Don't do anything and you will land in the middle.
There is a 16:9 hack that works in the Wii U version of Super Mario 64 which runs on Nintendo's emulator. There's pop-in on the sides because the game was designed for a 4:3 presentation. Nintendo could have worked a little bit for the Switch version presentation but it was easier not to.
@Octane I didn't say it was broken. It's just lacking intuition and feels random and (like the "pick a pianta to throw you" special stage) it punishes you for something you can't ever know first time (or likely second or third) time around. The system of lives in the game compounds things too because if you're unlucky (or didn't bulk up on lives before entering a special stage) the punishment can be quite severe in terms of wasting your time.
I don't think that's good game design at all. It was tolerated in 1990 but it was never great and it was certainly not good enough by the time Sunshine was released.
It's a shame because Sunshine has some great level design and ideas in places and I'll certainly dip into it myself but I'd really have liked to see it tuned up properly.
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