Days like these make me happy I emulate stuff. All the "improvements" of this collection are things that already exist in emulation, with none of the drawbacks.
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Going by the Polygon review, people are not inclined to be any more favorable in 2020. Guy savaged Sunshine, stating that it "feels bad" in nebulous terms, and that it is "filled with mistakes" (no examples given).I think Mario Sunshine will fare better in a world where we have seven 3D Mario games to choose from, rather than only two. In 2002 it was saddled with being the follow-up to one of the most revolutionary video games of all time, after a six year wait.
I will try this as soon as I get the game and report back, thank you for reminding me it's a thingCreate a system-level control profile for Sunshine that inverts the sticks I guess? I think that's possible, might be wrong. Not that it shouldn't be an option in the game, but it can be remedied by the Switch's control mapping functionality. I think. Maybe.
Really? I mean, I wasn't expecting much from this port, but the camera controls for Mario 64 are dire and clearly the thing that most needs fixing about that game. I actually have some thoughts about why it would be really difficult to modernize Mario 64, but making the camera better is probably possible and it certainly could stand doing. This is why people like Patrick Klepek are so disappointed with these ports - they're really bare bones, and not a fitting tribute to such an important game series. Crappy camera controls won't stop me from buying them again, but I could see how a lot of people just wouldn't have the patience for it at this point.I am kind of shocked that so many reviewers are shocked that Nintendo didn't rework the entire camera system in Mario 64.
Yes. Note that "I am shocked that they are shocked," not "I am shocked that they are disappointed."Really?
One caveat: Blooper racing killed Sunshine for me, and I haven't been back to the game since. It was so bad that when it popped up in Galaxy I almost shut the game off. I gave it a chance, though, and was amazed at how much better the controls were. I think the course was designed better, too, though.
In reviews I've seen it described that in place of analog buttons there are now two buttons, creating two options: Full blast while standing still, or full blast while running. Presumably this makes some precision control moments a bit more complicated. (Ideally you would probably want at least a low-mid power 3rd option, in my opinion, if there are enough buttons to allow it...)How is firing-while-running done vs. firing while standing still?
I don't remember if it shows up later in the game (I'm sure it does and might be impossible at that point, can't remember), but I played the red coins shine with the Bloopers and the race indoors in Ricco Harbor two weeks ago and had a good time. It's not easy, but it's not the fricking manta ray motion control nonsense from Galaxy, at leastOne caveat: Blooper racing killed Sunshine for me, and I haven't been back to the game since. It was so bad that when it popped up in Galaxy I almost shut the game off. I gave it a chance, though, and was amazed at how much better the controls were. I think the course was designed better, too, though.
This where we will agree to disagree. I spent about 10 hours with the game when it was released and threw my hands up. I actively dislike FLUDD.
I mean I like Sunshine, but the camera could have been better, and I prefer 64 and Galaxy’s “You need X amount of stars to reach the final area” design over the more obscured requirements needed to reach the end in Sunshine. And yeah, I’d rather do all the purple coins and comets in Galaxy again over the blue coins in Sunshine.