![]() ![]() ‘Super Mario Sunshine’ is widely considered by many to be one of the more divided entries of the Mario, one that felt like it was a rushed game in hopes to release on the Gamecube months after it was released. This is a problem that a lot of newer games face (I also got extremely irritated when I was playing the newer NiGHTs game, but that has it's own laundry list of issues too).Oscar Torres, Arts & Entertainment Editor I don't want to wait for Mario to sit in jail and watch some cutscene with FLUDD. I want to get in and play as soon as possible. I also really hated the bits of story interspersed in the beginning parts of the game. There was neat stuff everywhere, not spread out in vast open areas with little to fill them. Mario 64 levels were smaller, I'm sure due to the the weaker hardware, but it forced all the interesting bits to be closer together. If they're going to be the size they were, they should have been more like Banjo Kazooie levels where you can pick up the Jiggies and keep playing, rather than get transported to the entrance after each Shine Sprite. The levels were much larger than they needed to be, with too much open space. Why can't I use the FLUDD to propel me around underwater? ![]() It also really bugged me that the game was themed around water and beaches but Mario's swimming ability was greatly diminished from what it was in M64. In SMS and forward they stripped a lot of that and left him with a smaller array of actions (I also wish Galaxy ditched the spin punch and went back to all of Mario's old jumps and kicks. Even if not all of them were strictly necessary, it felt good to have so many options. In Mario 64 nearly every combination of pressing A, B and Z would produce a different action and they all felt intuitive. Tropical beach, tropical waterfront city, tropical theme park, tropical everything! Where's my Big Boo's Haunt, Tick Tock Clock, Dire Dire Docks, or Tiny Huge Island? The setting grated on me because it was the same for every level. My biggest complaints were that I didn't like the level design or the setting, but I also wasn't a fan of the FLUDD mechanic. I found it really boring after a while, a feeling I never got with M64. Since the N64 was the first mainstream console with an analog stick, and Mario 64 was designed around that usage, I'd say a lot of 3d games afterwards owe a lot to Mario 64. There are a lot of bad 3d games from that era. #Super mario sunshine 64 mariosonic how to#Mario 64 pretty much showed people how to make 3d platformers. Slowed the game down and felt weird in a Mario game. I felt overwhelmed in Sunshine, and I often didn't know where the game wanted me to go. It was fun and dangerous at the same time. Even down to the fact that the toads were imprisoned in the walls. I can't remember any music from Sunshine. I remember being wowed when I discovered that the Hub was a level in and of itself-with stars and secrets to find. You had to find hidden passages and explore unknown areas, revisit old places, etc. Mario 64 had this "fun house" feel to it. Perhaps some places you found difficult, others found easy, and vice versa. Some of the Stars had to be hard to collect or else it becomes more of a chore than a challenge. ![]() They've aged much better than other games from that era. Play other 3d games from the Mario 64 era and see how bad early 3d camera controls were. It is hard to compare the controls of games from different eras. Whether its giving you more options or just refining old controls. Giving Mario FLUDD felt like those fan-made games of Super Mario World where they give you weird items.Įvery Mario game generally improves on controls. ![]()
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