| Mr Khan said: I'll assert that Sunshine wasn't non-linear. The game encouraged exploration only in Plaza Delfino (where it encouraged a lot of it. Damn that place was riddled with secrets), but the way the Shines were set up, you couldn't get the Shine that you weren't assigned to get, and the level was often modified to reflect the specific Shine assigned.
Only Super Mario 64 really gave you a sandbox to play around in. There were very few stars that you couldn't get unless you were *assigned* it. I think i can list them, actually: King Bob-omb, King Thwomp, the Koopa the Quick races, the Big Penguin race, the first fight against Big Boo, the Submarine, and capturing the monkey on the mountain.
Those stars were really what Sunshine was like, where unique things appeared based on that. Galaxy of course took that off in a whole new way by more totally modifying the world based on what star you were trying to get, so that aside from thematic concerns, you often might as well not be in the same level. |
I guess the biggest example of the open world aventuring/collecting that iffed me a bit in Sunshine were the blue coins. They were just this random element put into the game that led to the collection of more Sun Sprites. It seemed very Banjo-Kazooie to me (like finding the musical notes and the Jinjos along with the Jiggies). Not that that's a bad thing to have in the game, but it was just something that I never got into (and Sunshine is the only mainstream Mario game I've played where I never 100%'ed it.)
64 had a similar structure with the 8 red coins, and Galaxy 1/2 also has some of that with the purple coin challenges. Although with Galaxy, many of the purple coin challenges are more about successful platforming rather than exploration, not to say that there's none of that (the HoneyHive Galaxy's purple coin challenge is a good example of a non-linear challenge).












