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Kazin

did i do all of that?
(he/him)

I had a blast doing (most) of the regular stars, and (almost all) of the green stars. The 242nd star is a crime. I can rest now. Galaxy 1 > Galaxy 2.

To follow up on this briefly now that I'm not enraged from the stupid last star, I have to say I get why they did it that way. You shouldn't try to get all 242 stars - the green stars are where you should end it, if you enjoy those (as I did). It's too frustrating to try and beat that last star. You get no checkpoints, 1 health, and it's a long, difficult level, topped off by having to kill a bunch of super accurate hammer brothers and boomerang guys. It's bad. Don't do it. The fact you have to grind all those star bits out is the game trying to warn you you're about to waste a bunch of time (and lives) on a ridiculously difficult last level.

I would like to thank Neil Cicierega's Mouth Dreams for entertaining me while grinding out 9,999 star bits.
 

Bongo

excused from moderation duty
(he/him)
Staff member
I did The Perfect Run on original hardware back in the day. after hundreds of tries. By passing through this crucible, I attained video game enlightenment, and single-player games almost never get me tilted any more.
 

Beta Metroid

At peace
(he/him)
I don't intend to dismiss any opposing opinions; I just want to give voice to positive SMG2 Yoshi discourse. After his unplayability in a few 3D Marios, and his limited/awkward playability in a couple others, Yoshi's implementation in SMG2 was everything I hoped for. I felt this when the game first came out, and nothing changed when I revisited the game about a year ago.
 

muteKi

Geno Cidecity
I think having beaten SMG2 to 100% completion was a major impetus for creating Super Mouthy Oh Brother by which I mean that last level did in fact break my brain
 

Kazin

did i do all of that?
(he/him)
I don't intend to dismiss any opposing opinions; I just want to give voice to positive SMG2 Yoshi discourse. After his unplayability in a few 3D Marios, and his limited/awkward playability in a couple others, Yoshi's implementation in SMG2 was everything I hoped for. I felt this when the game first came out, and nothing changed when I revisited the game about a year ago.

I will give SMG2 Yoshi this - he absolutely is 100% better than playing as him in Sunshine, and I love Sunshine.
 

muteKi

Geno Cidecity
I have decided to get into this through the back door (which as all of us Mario fans know is the much easier option) by way of the WiiU VC port of Mario 64. Hey, emulation is emulation, right? There are a few notable priority issues from time to time (e.g., Mario appears in front of trees in places where he probably shouldn't) but it overall is still pretty great, and while I know the WiiU VC has a reputation for washed-out colors, fortunately there's no loss of vibrancy on my TV.

Bob-omb Battlefield is such a delightful statement of purpose, even if the mission where you have to grab coins from the cannon is hampered by the low object draw distance. I've 100%-completed the missions for it, Thwomp's Fortress (also quite excellent, though the 3 easy stars make it a much less memorable level), Snow Man's Land (a pain to navigate if you don't know about the warp, but it's easy to stumble on accidentally), and Big Boo's Haunt (mostly quite fun except for the bit where you have to kill king boo on the roof -- that bit with the double jump to the wall kick is unpleasant and not helped by the fixed camera angle; same with actually getting to the top of the roof to reach the star).

I've gotten partway through Shifting Sand Land too, and that level is as un-fun as I remember. The first star is fine since it's so simple (just get to the other side from the closest spire by a long-jump next to the pyramid's main entrance), as is the pyramid alcove star, and heck, even the one where you just climb inside the pyramid (probably the most fun one of the bunch because there's no instakill sand inside it!). I spent an inordinate amount of time trying to get the 'stand on the 4 pillars' star, because those pillars are fiddly and I think you have to select the star in question to get the top to pop off properly. Still haven't done the 8 red or 100 coin stars, nor the pyramid puzzle and I'm not particularly looking forward to them.

I already have 38 stars (got the wing cap, vanish cap, dark world, first Mips, both slide, and one Toad secret star), so I don't actually need to do any of these basement levels other than Bowser's sub at this point, but I want to make a serious attempt at most of the game, as it's been a while and I've played enough newer 3D Mario that I want to take it seriously. As someone who never really liked how the game controlled, I think my experience with newer Mario games is helping a lot, because while the jumping still tends to be pretty fiddly it's much less frustrating than when I was a kid.
 

Phantoon

I cuss you bad
Isn't one of the big problems with the Wii / Wii U versions the joystick sensitivity? Mario starts running way earlier in the joystick throw than he should do so it makes him really skittish
 

Jeanie

(Fem or Gender Neutral)
The trick to getting to the roof of Big Boo's Mansion for the star is crawling. INNN! MY SKINNN!

Don't ask me to explain why, but crawling around can get up many hills that Mario would slide down.
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
Bob-omb Battlefield is such a delightful statement of purpose, even if the mission where you have to grab coins from the cannon is hampered by the low object draw distance. I've 100%-completed the missions for it, Thwomp's Fortress (also quite excellent, though the 3 easy stars make it a much less memorable level), Snow Man's Land (a pain to navigate if you don't know about the warp, but it's easy to stumble on accidentally), and Big Boo's Haunt (mostly quite fun except for the bit where you have to kill king boo on the roof -- that bit with the double jump to the wall kick is unpleasant and not helped by the fixed camera angle; same with actually getting to the top of the roof to reach the star).

I feel like you're leaving something out...
 

muteKi

Geno Cidecity
Isn't one of the big problems with the Wii / Wii U versions the joystick sensitivity? Mario starts running way earlier in the joystick throw than he should do so it makes him really skittish

If that's a problem it's not one I've noticed particularly, and in fact it feels a little easier to control than I remember on the original, not that the N64 joystick was ever considered a bastion of analogue control quality.
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
There's definitely a difference; I could just barely bonk my way to the end of Star Fox 64 the first time I played it on Wii. But once I adjusted, I never had a problem on either Wii or Wii U. (Now put it on Switch.)
 

muteKi

Geno Cidecity
I feel like you're leaving something out...

Do you ever think it's funny how the one large sea creature the game has a sign to warn you about getting eaten by is the only one that is content to simply ferry you across a pond?
 
the trick with the wall jump to get on the roof is that it's easier if you side somersault -> wall kick, and then flashier if you dive into the landing
 

muteKi

Geno Cidecity
Unrelated but this video showed up on the youtube homepage and I'm disappointed that this level never became a thing. It looks like Whomp's Fortress but better (it even has the through-planet pipe that Throwback in Galaxy 2 had). I love revisiting old Mario stuff as much as the next guy (I mean, hence my previous post) but it feels like a genuinely missed opportunity that this isn't in Galaxy 2. I suppose a lot of its ideas were subtly folded into Odyssey stages...

 

muteKi

Geno Cidecity
Now I really want to know what the deal is with the guy who's like "sure this water level is nice but what it really needs is a eel so big a single tooth is nearly the same size as Mario" like where did this tradition come from
 

Dracula

Plastic Vampire
(He/His)
Yesterday I finished Super Mario Sunshine for the first time ever.

Trying to formulate my own thoughts on the matter, I consulted with a team of the foremost experts on current Mario critical theory. This was the conclusion at which we arrived.

k1SyfLs.jpg
 

Ghost from Spelunker

BAG
(They/Him)
As a non-Switch owner somebody please satisfy my curiosity:
Did this collection improve the draw distance in Mario 64?

I remember taking forever to get the 100 coin star in Jolly Roger Bay because I would see no coins, so I go swim somewhere else, still no coins, so I have to start going everywhere physically to actually see the coins.
 

muteKi

Geno Cidecity
I've still got a few Noki Bay shines to complete before I can get to Corona Mountain. I am overall enjoying the game much more than I did my last time through. The camera is still often pretty unhelpful (there are a few different missions where the routing is pretty unintuitive) but it's less awful than I thought. I got the Chuckster secret shine my second time.

The longest star was the one for the Noki Bay gooper blooper, because I went the wrong way. Twice. Finished that one with 97 coins, and I did get many of the blue coins in the process. Second-longest was the Petey Piranha refight, because of how hard to predict it is. Maybe the third-longest was Pianta Village's "everything is lava" star because I forgot how the meshes work and didn't see how some of them connected.
 
I completed 120 on everything this week, but will take a breather before doing Galaxy again as Luigi. This was only the second time I ever beat Sunshine, the first being upon release. My thoughts on it are still settling. It's weird. It's bad in many places. It's good in many places. It's fascinating to see what it does right/wrong and where it fits in the evolution of 3D Marios and the tension Nintendo had between open world sandboxes and wanting to have a guided goal. I'm still not quite sure how I feel about it or the idea of Mario having a permanent attachment, but Super Mario Galaxy felt....kind of boring to complete afterward? I dunno, I found myself oddly wanting some of the same techniques as Sunshine and rather bored by the on-rails nature of getting the stars.

Regardless, I enjoyed playing through all these and seeing how each one kind of contributed toward the ultimate goal of Odyssey.
 

Kazin

did i do all of that?
(he/him)
Well, that's good. Camera options really should have been there from launch, but better late than never, I suppose.
 

Phantoon

I cuss you bad

This is all true. You can add:
Weird locales for a Mario game, which weren't anywhere near as varied as usual levels because they were locked into the Tropical Paradise theme and were strangely realistic at the cost of doing interesting things. Mario Galaxy and the following games went hard into the surreal again after this.
Weird enemies and characters that felt like they came from another game (Piantas still don't look like they belong in Mario years later) and we haven't really seen them since.
FLUDD, though fun enough, takes over the game's mechanics to the point where it doesn't feel like a Mario game, it feels different enough to be a different franchise entirely.
The emphasis on story in a Mario game with some truly horrible voiced lines, including for Bowser. It's telling that since then it's been roars all the way for him. I know the cartoon says that there's no story to speak of, but this is a Mario game and what is there is comparatively a lot.

It's still a good game, but it feels like they didn't really know how to follow on from Mario 64 and the way they chose to evolve it ended up wrong.
 

Dracula

Plastic Vampire
(He/His)
I've heard a lot of people complain about the controls in Sunshine. I thought they were perfectly fine. Mario does the thing you ask him to do. It's a marked improvement over Mario 64. The camera controls are also fine. Again, unlike Mario 64, the camera does what you ask it to do. I think almost all of the game's problems come from level design that feels hostile to the player. That sometimes comes into play when stage elements block the camera from moving. This isn't bad control - it's just weird implementation of physics.
 
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