scottie said:
I thought that was what you meant by "Which do you guys prefer, the openness of Super Mario 64 and Super Mario Sunshine? Or the linearity of Super Mario Galxy 1/2" I would say that even if SM64 has a castle that has some stuff to do, this is outweighed by the many levels in galaxy that are completely open, many of the purple coin ones for instance, which I found much less linear than the 8 red coin levels in 64.
I'm not sure how I haven't played it tbh. It confuses me too. |
The purple coin levels are fairly few and far between, however.
I'd say a good example is the first level of either game. In Super Mario 64, you're roaming around Bomb Bomb Battlefield. One time you have to get to the top of the mountain to kill King Bomb-bomb, one time you have to race Koopa to the top of the mountain, one time you have to shoot to the island in the sky, one time you have to finish of Chain Chomp, one time you have to scour the level for the red coins. And that's how most levels in SM64 are. It's one large, open level, and you just have to go different places and do different things every time.
In Super Mario Galaxy, a few levels have a similar scale, like Honeybee Galaxy, while most are smaller experiences, having you essentially follow a path through a level, then changing the path for the next star. Even in Honeybee Galaxy, they're fairly good at guiding you where to go. The changing placement of the shoot stars essentially forces you to only go certain places depending on which star you select. SMG2 follows this linear approach all the more. Start on a planet, shoot to the next planet, go into crazy chamber with changing gravity, get to the end, grab the star, etc. Or levels like Flip-trap galaxy, where it centers entirely around getting to the end of the level while hopping across the flip traps. There's a much wider variety of levels, but you essentially do 1-2 things per level.








