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TopicFix this game Day 1: Super Mario Sunshine
Kamekguy
02/12/18 12:43:17 AM
#25:


*cracks neck* Here we go...

-Add a checklist for Blue Coins, showing you how many you've collected in a level and the locations of those you've gotten on the level map.

-Utilize the rocket and turbo nozzles in boss fights. Odyssey's proven that this could've worked and the Wiggler boss fight proves that they can just throw bosses into the overworld like it's no big deal. Keeps them from being entirely superfluous. For suggestions on this, requiring the turbo nozzle for a piantissimo race would be nice, or make piantissimo checkpoint-based like the sled race in Banjo-Kazooie to use more of the level geometry. Or require the rocket nozzle to jump above the large chain chomp in Pianta Village to play a matador-esque game with it as opposed to it being "exactly the same as the first mission but bigger".

-Reduce getting to that damn lillypad mission to a single boat for Yoshi to travel on; getting to the level in a five minute long unskippable sequence is unbearable.

-Remove all spin tiles from the casino. Hell, remove the casino entirely.

-Make the angles that you're shot from the pachinko machine at based on the movement option Mario uses to get in (i.e. spin jump, sideways jump, slide). Makes it a little puzzle instead of luck. Standard jump in results in it being actual luck, but now there's a trick to it.

-Have the final Bowser fight utilize all three nozzles. I don't mind the bathtub, but it's entirely about getting from place to place uselessly. Add some platforming in between each instead of the same 'walk around THIS part of Bowser's magic hot tub'.

-Turn the watermelon mission into a race mission with all cataquacks removed, so it's about getting the watermelon down in the shortest time possible without it breaking rather than pure survival.

-Make Noki Bay not shit. Needs a 100% facelift outside of the fact that like half of its shines don't even take place in the damn level. Too much verticality in a level without the rocket nozzle and just boring design.

-Make Shadow Mario missions separate from the required order of missions, and simply trigger once the player reaches 10 shines, 20 shines, etc. Keeps it in line with Mario 64 wherein you'd need approximately 70 to fight the final boss.
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