Frostilyte wrote:You see more of that collection aspect in the older 3D Mario games with 100 coin stars, collect the 8 red coin stars and blue coins (specifically in sunshine) being utilized as a method for distributing a good number of the in game stars. That kind of design was dropped with Galaxy where the levels shifted from self contained sandboxes with a variety of hidden goodies to a more linear sequence of platforming based challenges en route to a star.
I've only played a little of Mario 64 because I never owned a N64 (my parents bought me a PS1 instead) and didn't touch a Gamecube so I missed out on a lot of the 3D mario games. But from what I've played of 64, yeah I can see the similarities. Though one thing that's different between it an YL is that in YL you have to unlock the expanded versions of levels to get to the boss, and despite opening the final map (I think?) I only just found the Level 1 boss. M64 also had the bonus of the Hub world being relatively straight forward, you can see all the doors when you enter the castle so you know how many stars you need to get into the next one. In YL the HUB world is essentially a collectible world itself and you have to go hunting for the next world to unlock. It's not like it's difficult to work out, I just would have liked the game to tell me that what my objective needs to be before moving on and then its my choice whether to stay longer to collect extras.
I'm actually kind of surprised you backed YL given you aren't a BK veteran. What was the reason behind that?
I was a fan of Spyro, Jak, Croc, Ratchet, Crash etc back in the day, so when I saw that it was a retro platformer with cute mascots and a Dev team that knows what it's doing, I backed it. I will admit that it was only the lowest level to get the game itself, so it was basically a cheap preorder lol