![]() Unlike other games the danger of losing valuables before reaching a save point is gone as you can save right away when contacting a blue coin. Everything else should be treated as a bonus. What blue coins inhabit the bad 5% requiring inane uncovering methods would be better suited to be removed altogether or unlock something other than shines. While games like Maximo (PS2) assert game mastery as item amassed, players should know better than to truly believe that. Collecting everything is indeed the least important aspect of the game. Now when I wrote the blue coins were a significant focus that doesn't mean their 100% collection is too. No one sane got 100% in this game without outside help.īLUE COINS ARE AN EXPANSION TO THE CHANGE THAT TOOK PLACE WITH SUPER MARIO 64: choosing sequences within sequences. If I wanted to 100% the game I still would end up satisfied with my experience because I'd have used the guidebook the challenge to see how many I could get before needing help. And I suppose there really isn't any shame in reading a guidebook for Super Mario Sunshine either. Why do I want to do these ocd tasks without outside help? When Super Mario 64 came out I was young and got a guidebook to 100% the game. I did, you know, get curious about what the final reward was maybe a month or so later, looked it up, and realized I made the right decision. Looking back this was a healthy approach to this game. I felt quite content with my experience devouring the bulk of the game in the short time I did. If getting 100% in a game felt exhausting I would naturally give up (see: Donkey Kong 64, Mischief Makers, Yoshi's Story,-geez! probably the whole 3D action adventure library for N64). Now when I beat the game a few days after launch I did not continue playing it till I got 120 shines. So, the execution of blue coins was probably around 95% good and 5% bad. Instead Miyamoto decided to go back to Zelda NES days of discovery (outside the game help), which ultimately decreases pleasure within the game. If the blue coins had a hint system the complaints would vanish. If all the blue coins were in clear view like in Corona Mountain the complaints would vanish. display of blue coins collected versus total per episode) the complaints would all vanish. If the blue coins had a better collector guide (i.e. These ultimately require you to scurry through a stage for every mission looking for one specific coin. The main frustration is with episodic blue coins. spray the *blank* in Pianta Village), so why not these? Hints were dropped for secret shines (i.e. These devilish coins are hidden to those not privileged with lots of luck, time (you'd just about have to spray over the entire stage to find them), or being a member of the design team for Super Mario Sunshine. WORST! Blue coins activated by some invisible design (spray to uncover coin hidden in sand, wall, etc.). Here is a list with a ranking:īEST! Blue coins for removing X or triangle graffiti - Timed coin dispenseĢnd BEST! Defeat wildlife (blue birds) - chase/hunter modelģrd BEST! Blue coins floating in plain site easily reachable, caged or those that are placed in hard-to-get areasīlue coins for removing M graffiti - Regular coin dispenseīlue coins reward for helping (talking to people after cleaning them) The ones where you have to race to get a blue coin before it disappears are much more pleasurable than the exploration ones. Whenever I read about someone bad mouthing blue coins they never go into any detail about them. Hearing that steel pan make that plunking sfx when you touch one is immensely satisfying. #SUPER MARIO SUNSHINE 64 REDDIT PS2#The blue coins give you more places in the stage to reach and explore (the latter shows off how advanced the camera system is - to do this with a bad camera like Maximo's on PS2 would be horrendous). The blue coins are so significant a focus in the game they deserve their own separate write-up. What is the GAF opinion on blue coins? What do you like about them vs dislike? What would you implement in a sequel or remake? ![]()
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