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Super Mario Peakshine Anonymous 05/14/2025 (Wed) 21:20:33 Id: dce51c No. 1358732
People hate it because they were filtered by it. Anyone who actually understood what 64 was going for knows Sunshine is the perfect sequel. No, 64 was not intended to be a collectathon. The focus of 64 was always the missions. There's a few times in 64 where you can see levels changing in-between missions. For example, Womp's fortress and Bob omb battlefield. Sunshine builds upon this and has levels change with each mission thus giving the sandbox more variety and allowing missions to truly prosper. In turn you lose the freedom of 64, but that freedom was never intentional. Doing missions in any order you want was never the intention behind 64. It was a technical limitation. Sunshine has much more interesting missions in general in comparison to 64. There's much less repetitive ",go kill this amount of enemies" "go find five secrets" You have a Zelda dungeon inspired hotel level Rolling watermelons on beaches Climbing an ancient mountain and solving a few puzzles along the way Giving chain chomps a bath Fighting Bowser on a roller coaster You then have the secret levels which act like the Bowser levels in 64 and challenge your skills. Compare Sunshine to Super Mario Odyssey which is supposedly better. Which game has the more meaningful missions? Which game has actual challenging platforming?
>>1359382 It basically got hated on because 64 boomers were filtered by a game that required actual platforming skill. Reminder that 64 boomers also hated all the difficult platforming in 64. >>1360031 Never heard of that. Can you send a picture? >>1360083 No it does not. Bowser's Fury has the same problem as odyssey: repetitive copy and pasted missions and lack of any interesting or memorable missions. It's fun the first time but I have no motivation to play it. When I play Sunshine I look forward to replaying all my favorite missions. >>1360300 The manta ray was probably the hardest part on my replay as well. >>1360884 I find the game controls better than 64 and Galaxy. I never really understood the complaint it was jank control wise. No it's not the worst 3d Mario. 64, 3d land, 3d world, and Odyssey are all worse. 64 is way more janky. >>1361011 64's camera was god awful. Let's not pretend it was a perfect game. >>1361382 The switch version has glitches unique to it. They used a beta build instead of the final release. Same with Galaxy. Apparently Nintendo lost the code to the final release. >>1361808 The worst levels are Pachinco machine (which you don't need to do) sand bird (which you need to do) and chuckster (which you need to do) I understand why people dislike those levels but the good still outnumbers the bad
>>1359382 >I was shocked to discover, years after first playing it, how "hated" this game was. Then I read about people calling that one bird level hard/impossible and suddenly it all made sense. Yeah I was surprised too. I played it and beat the game as a kid so it's crazy to hear others saying how that the game was "too hard".
>>1362242 A lot of people today are absolutely shit at games. There's so many times where I hear something in a game is insufferably hard only to discover it's mildly challenging.
That Chuckster (Next known as Sneedster) Secret level which was MANDATORY before Corona Mountain was just plain mean.
>>1362565 I'm not sure how that level was approved. The gimmick is shit. The only way to actually beat is by trial and error.
The reason why collectathons are becoming more relevant again with games like Super Mario Odyssey isn't because they're superior in terms of gameplay. It's because they're incredibly easy to make. Super Mario 64 itself (although I wouldn't consider it a collectathon) was made around the technical limitations of the N64. They couldn't do the linear obstacle courses they originally wanted to so they compensated by making a few open sand box levels with multiple objectives. Banjo Kazooie which was inspired by 64, chose to spam hundreds of collectables throughout their map and make collecting these things a main focus as a way to stretch their games length out and make it seem bigger. Donkey Kong 64 pushed this lazy and repetitive style of design to its limit. Instead of taking inspiration from Mario 64's mission based gameplay. More games mimicked banjo kazooie because it's much easier to make a game filled with mindless copy pasted collectables than it is to make a game with genuinely interesting missions and a word that changes somewhat with each. We've seen the resurgence of this genre recently with Super Mario Odyssey. It's obvious that the reason Nintendo chose this method of game design isn't because they thought it was right for Mario as it's completely opposed to the kind of design the other Mario games used. They chose to make Super Mario Odyssey and Bowser's Fury a collectathon because it was much easier to just copy and paste a ton of missions in a sandbox to give players the illusion the game was massive. When in reality it's a very shallow game with barely any content worth while. I wish we'd see the return of actual meaningful 3d platformers like Rayman 2, Super Mario Sunshine, Galaxy, and Crash Bandicoot.
>>1362938 The fact that you've stated so few examples is enough proof that the genre isn't particularly in a renaissance of any kind. Beside Nintendo and the ilk of Kickstarter games that are relying on nostalgia, the only real collectathon we've seen in this generation has been Astro Bot. Even then, that might not even fit since those are more linearly structured with asides where collectibles exist. I think Collectathons have value because they have to work to help the player recontextualize the space they are participating in from a number of different perspectives. They lean into the aspect of games as interactive toys because you're actively in a contained and purposely built sandbox where you try approaching the area with a different goal in mind depending on the collectible. Between the collectathon and the Open World, I would prefer the former if only because in each of those containerized worlds, there is greater density and variety of gameplay before going to the next venue / hub. I would have to ask you OP if you're a fan of Metroidvanias, because they often do the same things as collectathons, but have the added nuance of changing your gameplay with an item as opposed to how a different level/objective in M64 would change your gameplay.
Never tried emulating Sunshine before, how do you handle simulating the pressure-sensitive trigger buttons if your controller doesn't have that? I suppose you can just map a different button to half-pressing R?
Sunshine sucks ass and is a janky kuso game that was a miserable followup to 64.
>>1371925 Which is something Sunshine improved upon. >>1376105 Jank?
>>1375849 Gamecube doesn't have L2 so just bind it to that
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>>1360571 Getting 99 lives does not matter since lives are virtually worthless in this game. Saving you a 10 seconds runback to whatever level you somehow game over'd on when you've finished everything is almost an insult. And meeting yoshi who give you 3 lines of dialogue before noclipping out of the game is as much of a reward as a different end screen. And as such, we can conclude that both rewards are equally as shit. But sunshine at least gave you some cool shades.
Sunshine has value because it taught Galaxy everything it shouldn't do.
>>1378121 It's funny you say that because Galaxy is basically a combination of Super Mario Sunshine and Donkey Kong Jungle Beat. The way missions work is more inspired by sunshine than 64. The way each world changes with an individual mission is also building off Sunshine. The game is more Sunshine than 64
>>1378612 But the worlds do change with individual missions in 64.
>>1362121 >mommy look i replied to everyone! Look at me!
>>1378761 >too stupid to have an opinion on more than one post at a time.
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>>1358732 I played both 64 and Sunshine when I was young. Sunshine had peak aesthetics where the game still looks gorgeous to this day. Every level was comfy as fuck with the tropical vacation setting and there was always something different to do in each one. Was the gameplay functionally janky? Probably. But I had enough patience to 100% it as a retarded autistic kid, the challenge was acceptable for all its limitations. Maybe the little baby zoomers complaining should get good. The game was never intended to be played by you guys. :)
>>1378769 >not patient enough to reply to posts individually >this also doesn't get you enough attention
>>1379838 What's the difference between making 8 posts in a row replying to 8 people or 1 post replying to 8 people? You autistic or something? If anything 1 post is less clutter
>>1378761 Go back to reddit.
>>1380591 The sunshine haters tend to be massive hypocrites who trash sunshine to shill worse games like banjo kazooie and Mario Odyssey. A few bad missions does not make sunshine a bad game.
The hotel and the casino were pure comfiness.
>>1380950 holy shit taste, sunshinefags are truly retarded >>1380950
>>1381095 you're a big blubbering baby.
>>1380950 >immediately pulls a strawman sunshine fags everybody
>>1381095 End of what?
>>1381095 Skill issue. I had no difficulties with slipping. Also that watermelon mission is so fucking easy lmao. Get filtered. Go play kiddy shit like Odyssey.
>>1384184 Because it's entirely subjective. You think sunshine physics are bad and slippery. I think they're right and precise.
>>1379848 >What's the difference between making 8 posts in a row replying to 8 people or 1 post replying to 8 people? Mass replying makes it annoying to follow reply chains and forces half the thread to give one post (You)'s in order for everyone to make a single reply. It's nigger-tier faggotry on the same level as name/trip fagging on 4cuvk. Not quite as offensive as samefagging.
(You) ARE going to do your annual Sunshine playthrough in the hottest week of the summer, aren't you?
>>1382535 It's niggerspeak. They're too stupid to comprehend sentence objects, so they think they can shorthand away "discussion" from a closing sentence and be taken seriously. The watermelons and lily pads were bullshit, though.
>>1362121 I don't think "not needing" to do Shines is a good argument for anything, honestly; Pachinko Machine and Lillypad Hell being optional Shines don't make them any less tolling on the overall experience, and the same goes for every single optional Shine. If I'm playing a game, I am making the most of the experience, I'm not stopping to wonder what is or what is not important because everything the game offers IS important. This is specially true if you're forming opinions about a game and sharing your thoughts about it. >the good still outnumbers the bad I may not be one to talk because I played with the worst possible controller for a 3D platformer, but I can remember half of collectable Shines ranging from "annoying" to "infuriating"... and for the record, I'm the kind of fellow to admit a skill issue, so I'm not accounting Shines I was simply a scrub at. There's a large chunk of Shines and levels that are just not fun in hindsight for one reason or another.
>>1391920 >For super mario odyssey, I do knock off points for every bad Moon it has. I, for one, hate that jump rope Moon with a passion. I never beaten it legitimately without cheating with the MARIO letters glitch. git gud
Really makes you think.
I beat it for the first time some weeks ago. Got like 110 stars. Did everything except for some 100 coin and blue coin stars, and the chuckster red coin mission. Game's good, but it's no more than good. The physics are really iffy. There's a lot of weird quirks to Mario's movement, and a lot of jank around moving platforms like in this anon's second clip >>1361382 that made the game endlessly frustrating to play. By contrast I played Vexx right before Sunshine and as mediocre as that game was I never had a problem landing pinpoint jumps with its controls. Mario's air movement is weird. His X-axis and Z-axis acceleration work by different rules. Suppose you jump from a stand-still while facing forward; if you move the control stick left or right, Mario instantly gains a set amount of momentum in that direction, and when you let go of the stick, he instantly loses it. If instead you move the control stick forward or backward, Mario gradually accelerates in that direction, and when you let go of the stick he keeps all momentum gained. If you ever need to make an adjustment on both axes at once, for instance to land a precise jump on a moving platform, this system makes that needlessly unintuitive. The hover nozzle is made tiresome to use by the game's insistence that Mario must slowly swivel around to face the direction he's trying to move to before being allowed to move in that direction. The ground controls are much too sensitive. Acceleration is practically instant and even a tiny tilt of the control stick makes him move too fast, so in some situation you end up having to make a lot of quick microadjustments like in that above clip. Also, it may just have been my controller, but it didn't feel like Mario had full 360 degree movement. If I make him run forward and slowly turn the stick left or right, it takes a while before I notice a change in his direction. And that's just the most obvious stuff I can recall from memory. This isn't a huge deal if you're just running around an open level, and I did have good fun messing around with the moveset in those parts of the game, but it's a poor fit for the more precise platforming sequences the game loves to throw at you. Outside of that, a lot of missions are a work of tedium.


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