Boss Doggie
all my loli wolf companions are so moe
What's Japan time btw?
From Nintendo UK Direct site:
Please note that the presentation will not feature any updates on NX and mobile.
http://www.nintendo.co.uk/Misc-/Nin...557.html?at=mail&mailname=cosmos_announcement
Aonuma will appear. Will apologize for the delay. Says the team is hard at work on the game to get it out in a quality the fans will appreciate. Says they can't show footage. But then shows 1-3 pieces of concept artwork.
I would prefer Sunshine HD way more than TPHD... Dat water in Sunshine still impress me up to this day can't imaigine how it would like with an HD treatment hngghhiiii *pterodactyl noises*
This level in 3D World made me instantly imagine Sirena Beach in HD.I'd love to see Sirena Beach in HD.
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There's no way an amiibo with a design those complicated wouldnt' be expensive as hell.If they working on a hd remake, i'll hope it will be super metroid
Something like this
Second i would like them to expend the amiibo set to also have designs like this (for dlc in games)
Example 1
Example 2
What's Japan time btw?
Here's the thing, there's not even another platformer in the same vein as Super Mario Sunshine in terms of gameplay mechanics in a platformer. Not a single one. It wins by default. FLUDD opened up an entirely new dimension of platforming, as well as many different ways to approach the obstacles in the game. Combined with Mario's moveset and the level design, you're practically Cirque Du Soleil-ing your way around the environments.
Yes, the game has some issues, but the flexibility, variety, and freedom you're given to traverse the gameworld completely overshadows any bad thing you can say about it.
I'd love to see Sirena Beach in HD.
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7AM Friday (11/13) for us.![]()
Japan time for the direct? 7am on Friday I believe.
7AM Friday (11/13) for us.![]()
Being unique does not equal "being good". I like Sunshine's physics and controls, but level design, main game/postgame structure etc. are just not up to current Mario standarts.
But worldwide Directs still typically have region-specifc portions in which those games could appear. For the global parts, however, XCX certainly wouldn't appear unless it was somehow relevant to all of their audiences, you're right.
Well, that's exactly why TP needs HD remake over SMS - Sunshine still looks fairly great while TP is muddy and blurry, even too much to be comfortably playable sometimes.
It means:
* No Xenoblade X
* Probably no Animal Crossing: amiibo Party or Mario Tennis: Ultra Smash
Yes, the game has some issues, but the flexibility, variety, and freedom you're given to traverse the gameworld completely overshadows any bad thing you can say about it.
Just the platforming itself, I'd say. Galaxy 1 and 2 have incredible level design, but I've always thought the controls between Sunshine and Galaxy were like the difference between Melee and Brawl. Sunshine speedruns are amazing.
I'll use super mario galaxy to help me explain my next point better, as galaxy and sunshine are like the two sides of the coin.
In the galaxy games, mario is a really simple character. To compensate, the levels are extremely rich. New levels, worlds, ideas and mechanics keep the player going until the end. You could say that the levels are the game. Sunshine is the complete opposite. As soon as you start the game, you already have the most important peice in front of you: mario. In sunshine, mario is fast, acrobatic, and over anything else, complex, and the levels are just big spaces designed so that you can have fun by yourself, with mario.
Galaxy is pure platformer, while sunshine is more of an adventure-platformer. In this aspect, mario 64 probably sits in between the two. If galaxy is all about the levels, and sunshine is all about mario, 64 is in between. Sunshine is the game that depends on the player the most and, naturally, the average player wil miss on some of its potential.
It's up to you to explore everything that mario can do, and to turn the simple act of moving mario around into a compelling experience. Sunshine shines (;p) once you're able to chain each action into the next one. And once you throw the water pack into the mix, mario's movement options become godlike tier!!
There's a fundamental diffence between mario moveset in galaxy compared to 64-sunshine: the dive (the "b" button), which you could combine with the "a" button to get different jump dives (a jump canceled into a dive). The dive, which has been absent since sunshine, is mario's more versatile move. It allows you to move around quickly and keep your momentum going after any manouver. Also, you get a higher satisfaction from using a jump dive, instead of your regular jumps + water pack, to jump over a cliff. why!? well, when you use a jump dive, you feel a greater sense of commitment as, once you do it, you can't do nothing about it if it wans't enought to make it to the other side. There's something really satisfying about mario's parabolic trajectory in the air, and how you start falling after reaching the peak of your jump dive.
Like i said before, in sunshine, the levels are there so that you can have fun with mario.
Personally, i'd say that sunshine is an "adventure-platformer" because it lacks some of the more basic traits of a classic platformer.
For the most part, there's no pitfalls to avoid in sunshine. In fact, most of the time you'll simply fall in water. The fear of misjudging a jump is not common and, even if you do misjudge a jump, you still have the water pack to save you
Also, sunshine has a rather slow pace. Unlike your typical platforming game, the levels in sunshine don't continuosly ask you to jump. Multiple levels have some big flat areas that allow you to move around the level without even jumping. Furthermore, the levels encourage exploration and wasting time moving around.
In sunshine, mario can cover a huge horizontal distance with each jump (his jumps + the water pack). Because of this, there would be no point in asking mario to do a small/short jump, as it would be very easy thanks to the water pack. Therefore, platforming sections tend to always ask the player to do some really long jumps, instead of asking him/her to do multiple short jumps in succession. Platforms are not close to each other. The player will find himself relying on the water pack a lot. So, from time to time, sunshine asks you to do a big jump, while a more classic platformer would ask you to do smaller jumps more often.
The term "adventure-platfomer" refers to the fact that exploration, and a more relaxed pace, coexist with the platforming. I think that it's easy to see how, by removing the water pack on the "secret levels", we get a more classic platforming experince. Without the water pack, pitfalls come back, and so does the fear of misjudging a jump. Platforms are now closer, and platforming turns into a more active experience, as you have to keep jumping to advance.
I like the water pack, it gave us a very unique game. But it definitely made the game more "adventure like", which obviously goes against what many people expect from a mario platformer.
After removing the water pack, mario's moveset looks closer to 64, sure, but the differences are still apparent. Mario's different moves cover more distace in sunshine and he also has the extremely usefull spin jump, among other things. Mario simply "needs more room to breathe" in sunshine, even more when adding the water pack. As a result, we got levels that weren't very "plafformer-like", and this dissapointed part of players.
Yes, the game has some issues, but the flexibility, variety, and freedom you're given to traverse the gameworld completely overshadows any bad thing you can say about it.
Unlike the galaxy games, sunshine doesn't have enough high quality content. It's that simple.
Sunshine was a rushed and unfinished game, yet it had 120 shines. How!?
- 24 shines collecting 240 blue coins (10 blue coins per shine)
- 24 shines collecting 192 red coins (8 red coins per shine)
- 9 shines collecting 900 coins (100 coins per shine)
- 8 shines where you had to catch shadow mario
Aside from that, there was also the more varied objective based shines inside the levels, but, in the end, around half the game was "filler". Most of it was optional, although you had to beat the shadow mario shines and just some of the red coin shines.
Sunshine's main campaing (the 50 mandatory shines) was below nintendo's standard. Furthermore, the rest was even weaker!! Sometimes... abysmal even. It's not a coincidence that most of sunshine's weakest content is not mandatory. Nintendo made you a favour and put the best they had first, but that doesn't mean that the rest isn't there...
The harder it is to find something in sunshine, the worse it tends to be.
Each time you unlock a new area, as you advance on the main campaing, you have 30 new optional blue coins to find. Naturally, you'll want to explore that new area and, in the process, you can and will find a decent amount of blue coins. You'll run into some blue coins (the ones that are easier to find), and that's fine, but stop there. Things will eventually get really ugly, same for some red coin shines and some 100 coin shines... Delfino plaza is specially scary, there's some embarrasing stuff hidden there.
Once you catch shadow mario in each stage you can beat the game. And it's safer to stop there xD
Also, because of the short development, the game was sometimes "glitchy" with how it handled mario interacting with some surfaces or with the camera.
Imagine the meltdown and outrage when Nintendo doesn't announce TP HD in the Direct and in a later tweet reveals that they are currently not working on a remaster for TP, but never say never. lol.
Imagine the meltdown and outrage when Nintendo doesn't announce TP HD in the Direct and in a later tweet reveals that they are currently not working on a remaster for TP, but never say never. lol.
Hashimoto retweeted the direct, im geeked to see starfox again!
Hashimoto retweeted the direct, im geeked to see starfox again!
PLEASE don't put too much focus on Animal Crossing Amiibo festival! -__-
PLEASE don't put too much focus on Animal Crossing Amiibo festival! -__-
I would disagree if you said this about any game ever developed in the entire industry's history. Not saying that SMS specifically has these issues, but traversal freedom has never and will never cover up poor gameplay design.
just starting to read the new page.... lol what?
that's not how games are reviewed, specially on GAF
Aside from what has already been said about the level design, there was a lot more wrong with sunshine. Let me remind you:
(again, quoting myself)
If they working on a hd remake, i'll hope it will be super metroid
Something like this
Interesting that they mention it.
Might be that we see NX already a few months before E3. Sony showed the PS4 in February 2013, right?
I'd play the shit out of that Metroid. I still remember that image.
If Nintendo is smart, they will unveil NX by Spring 2016. General hardware announcement, announce release window (hopefully Q4 2016.), show a few tech demos and basic functionality, show a few impressive gameplay videos. At E3, announce exact date, pricing, unveil 3rd party games and extended demos of 1st party offerings.
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Too good to be true, but a Direct announcement NEEDS its fakes.
That has to be fake what are they gonna give the little mac inkling? Squid gloves? lolSo is this fake or not?
>Amiibo
obvious fake lol
snake for smash or death