her, expolde

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    • gaystyleJoker [she/her]@hexbear.netM
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      2 months ago

      it’s an easy way to drive exploration in the level. you spread the collectibles out and put them in a lot of semi-hidden areas to force people into those spots

          • ashinadash [she/her]@hexbear.net
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            2 months ago

            In Super Mario World, you might go down a green pipe because there could be one of those slotmachine rooms in it, with a chance to get a cape feather… The SM64 equivalent would be pressing down on the dpad on every single pipe in case a star is hiding there…

            • gaystyleJoker [she/her]@hexbear.netM
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              2 months ago

              game design in 2d and 3d environments is fundamentally different though. i can’t even remember a level with an open vertical pipe to be honest

                • gaystyleJoker [she/her]@hexbear.netM
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                  2 months ago

                  both sonic adventures had a scoring component based on the amount of rings you collected during the level as well as a mission mode in 2 that had you going back through the levels to collect things

                  • ashinadash [she/her]@hexbear.net
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                    2 months ago

                    Ranks aren’t exclusively ring-based though and rings aren’t ever required for progression. You can collect stuff in the Adventure games, up to and including Emblems, but it’s all a side thing, right? It helps you score better or supports side game stuff, but it’s not the core focus. Core focus is Gotta Go Fast, whereas SM64 legit locks you out of stages without × amounts of stars.

                    (I know I’m so hateful :3)