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Super Mario 3D All-Stars - The Chris Pratt Collection


Mr. Gerbik
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11 minutes ago, Paulando said:


Yep.

Ah. So why don't they just do that :P

 

Fun fact, first time I played Sunshine I didn't even realize I had to go round the back with the moving platforms and shit. I just saw that the Shine was at the top and since I had already explored there before by going up the front, I just took the same route. 

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53 minutes ago, Eighthours said:

Has no one considered that Lakitu may just be inexperienced? Toad bought him a camcorder from Dixons for his birthday, but in 1996 there was no YouTube where he could watch a tutorial series to learn how to frame shots properly. Stop crushing the dreams of a young documentary filmmaker, it was his first project FFS!

These day's it would be a mobile phone he'd be holding.  Perfect licensing opportunity for nintendo there!

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1 hour ago, Mr. Gerbik said:

Ah. So why don't they just do that :P

 

Fun fact, first time I played Sunshine I didn't even realize I had to go round the back with the moving platforms and shit. I just saw that the Shine was at the top and since I had already explored there before by going up the front, I just took the same route. 


I think it looks like you can’t hover over to the top from the other side because the Ferris wheel is spinning quickly, but you can actually hover through it no problem.

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2 hours ago, Rain Birds said:

Fucking hell, the section in Sunshine behind the Ferris wheel with the platforms that rotate when you shoot them must have the single worst example of a camera in a major video game.


I loved that bit... was like a wee puzzle. Once you work it out, scaling up there quickly is great fun.

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3 hours ago, Alex W. said:

5 mins on Google - they’re camera-to-texture, there’s a second game camera in the appropriate spot to make the reflection image and that’s fed on to the surface.


Render to texture.

 

Screen space effects use a similar technique though. You render to a buffer, draw that to a full screen quad and use a shader to affect the rendered texture. 

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I'm up to 12 shines now and I'm getting a little more used to dealing with the camera not being inverted. The game seems to tick along at a good pace considering I'm only going for the minimum number of shines. I may have to return to earlier levels at a later stage to collect more shines but I'd hope the most frustrating ones are avoidable. I take issue with not being able to long jump. Diving just isn't as satisfying.

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Finished Mario 64 and now I am really enjoying Sunshine. It definitely has a very different feel to the other 3D Mario games but at the same time you can see the influence it must must have had on the Splatoon and Luigi's Mansion games. It looks gorgeous - it feels almost like if Sega had made a Mario game. In fact if this was a Sega game we'd be saying this was a classic, but I guess it has a lot to live up to in the series.

 

I don't know what is more mind-blowing, that this came out 5 years after Mario 64 or that Mario Galaxy came out 10 years after Mario 64.

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10 minutes ago, Graham S said:

Got to 51 stars and started to find Mario 64 a slightly fiddly chore. I have such nostalgic affection for the earlier worlds, less so for the later ones and I might be done with it. SMS seems a bit duff but I like how easy it is to do a side jump. 


I agree with this. The first half is iconic, the latter half runs out of steam for me. And some of the stages are really ugly too - particularly the swamp. I mean, a swamp?

 

Sunshine has fewer stages, but they’re all lovely, and there’s more stuff hidden away in them. Very much a precursor to Super Mario Odyssey.

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35 minutes ago, Paulando said:

 

Sunshine has fewer stages, but they’re all lovely, and there’s more stuff hidden away in them. Very much a precursor to Super Mario Odyssey.


I love that you can see other stages in the distance. Makes Isle Delfino feel like one large “world”, with only the void levels taking you out of there.

 

It’s a beautiful looking game, particularly on the Lite’s screen. But the game itself, I think it’s less playable than the GameCube original. 

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I’m nearing 70 stars on Mario 64 after probably not too many hours. So far there’s been one or two stars where I’m just wondering what the designers were thinking as they are either super easy (star hidden on the map somewhere behind an object you need to jump to) or just come across as lazy.

 

But what I’m really thinking is how at the time Mario 64 felt like a game that would take months to complete. Sure I have the internet now and my previous knowledge playing through it but even so I’m going through it at quite a pace. Maybe with less games we just enjoyed them more back then rather than trying to rush through them but I do think playing it at a more relaxed pace benefits then game more than trying to power through it in a weekend like we so often do with games now.

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49 minutes ago, Paulando said:


I agree with this. The first half is iconic, the latter half runs out of steam for me. And some of the stages are really ugly too - particularly the swamp. I mean, a swamp?

 

 

I agree with this also, I always used to start getting bored during the second half of Mario 64. I'd say after the lava level, roughly. Never liked the magic carpet level, the clock level or Dire Dire Docks. The second snow level is dull in comparison to the first. Tall Tall Mountain is alright but on the whole I lose interest in the back half and just start trying to scrape enough stars together to beat the game.

 

On another note, Gusty Garden in Galaxy remains an audio-visual triumph to this day. What a moment :wub:

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