SuperMario Sunshine Redux

I have yet to play it...Saw it and I can't say I particulary fell in love it...It looked VERY poor, unimaginative and repetitive.
Perhaps when you play it it's the greatest game ever...Definitelly I've got to get it.
 
It hurts every time I see or hear about SMS. I haven't played it since I had to remove my modchip, and I only own the Jpn version.
 
ourumov said:
I have yet to play it...Saw it and I can't say I particulary fell in love it...It looked VERY poor, unimaginative and repetitive.
Perhaps when you play it it's the greatest game ever...Definitelly I've got to get it.
Gameplay-wise, SMS is about as imaginitive and far from repetitive as you can get in the 3D platformer genre without veering off into pseudo-platformer elements as in games like R&C and so on.
 
This gen my favourite one (3D platfformer) was Sly Racoon...I also enjoyed Billy Hatcher at some points.
I was totally bored by R&C and J&D.
 
SMS is a good game, but it had two major problems:

1) The tacked-on blue coin challenge.

2) The forced linearity. SM64 allowed to progress through the levels at your own pace, even grabbing stars out of order. This allowed for a more flexible play through. You could beat the game with about half the stars, then go back and leisurely enjoy the "extra" levels.
SMS forces you to beat each level's objectives in a preset order. On top of that, you MUST complete the majority of the game's levels before battling the final boss. This means that once you beat the game, you have little incentive to return to it.
 
I disagree with the objective part--there are like 120 shines in the game and only need a little more than half that to face the final battle. Now whether or not getting those shines is fun is another matter.

Also, I don't understand all this crap about the voice acting and story. If that's turning you off, why are you playing Mario? I can definately understand some of the gameplay complaints like fludd or the awkard pacing, but the story?
 
ge-man said:
I disagree with the objective part--there are like 120 shines in the game and only need a little more than half that to face the final battle.

What makes Banjo Kazooie the best 3D Platformer ever and a step above its competition is that you need around 97 of 100 jiggies to finish the game.
 
That's when we start getting into issues of fun. If SMS really did that, then it would absolutely deserve the backlash it gets. The blue coin search and a handful of really tough shines would destroy most people's will to continue. I think Nintendo did the fair thing in this case. They took a similar approach to Pikmin 2--basically you play what feels comfortable to you. You can avoid items or even dungeons if you don't feel up to the challenge or if you are more interested in just beating the final monster.
 
Gek54 said:
Conker still reins supreme in my book.

Conker had sloppy controls and looked (pardon the pun) like shit

DavidDayton said:
SMS is a good game, but it had two major problems:

1) The tacked-on blue coin challenge.

2) The forced linearity. SM64 allowed to progress through the levels at your own pace, even grabbing stars out of order. This allowed for a more flexible play through. You could beat the game with about half the stars, then go back and leisurely enjoy the "extra" levels.
SMS forces you to beat each level's objectives in a preset order. On top of that, you MUST complete the majority of the game's levels before battling the final boss. This means that once you beat the game, you have little incentive to return to it.

1) agreed. I wouldn't use the word tack-on though. More WTF were they thinking.

2) bullshit. You can tackle levels as you go across, there are hidden shines to fine, I think you can even tackle Bowser with just something like 65 shines.

Do The Mario said:
What makes Banjo Kazooie the best 3D Platformer ever and a step above its competition is that you need around 97 of 100 jiggies to finish the game.

Is that meant to be sacarsm? Rare's collectathon didn't help SFA :vomits
 
I think you folks misunderstood me.

If I enter, say, Ricco Harbor... I can't play Ricco Harbor episode 2-7 until I collect the first shine. It's the same for every other level in the game. You can't select a shine in a level unless you progress through all the prior episodes in that level first. On top of that, beating the game isn't tied to the number of shines you collect, but to beating stage 7 in every single level.

In other words, the game forces you to play through the first 7/10 shines in every level of the game, and always in the same order. You can't play the final level until doing so. True, you can switch from level to level, but you still have to complete those 70 stages in a mostly fixed order before you can beat the game -- and at that point, there is precious little else to do.
 
Mario Sunshine's main problem, to me, was the island setting. They tried their best to add variety, but all the levels felt too similar in look. They put a fucking volcano on the island with snow on top, which you can see from most stages, but a tiny lava level and no snow world? Fuck that.

The island setting also meant the music had that certain Caribbean sound to everything, whcih I don't like generally and I definitely don't like in a Mario game.

Here's the way to play Mario Sunshine, once you've unlocked all the levels anyway:

Find out the quickest route to the warp worlds, take it, have a great time, complete the level, repeat.
 
ManaByte said:
It felt like a sequel to Mario 64 done by a third party.

This sums up my feelings about SMS. The controls were great, but everything else felt rushed or neglected. After reading some previews, I wasn't expecting great visuals, but I didn't expect Nintendo release a game like this (bad music, medicore level design, awful NPC design). The game was a chore to finish.
 
Mario Sunshine remains the only Mario game I've never completely finished.

That sums up my experience with the game.
 
All this talk just wants to make me play through it for a fourth time. I actually enjoyed searching for the blue coins. Going back through the beautiful levels was pure happiness since it required me to apply my knowledge of the levels structure.

I will agree that the Hotel Level is rather weak, but some of the mission were rather amusing. I love how they have a big hot tub at the top, as well as a host of characters staying in the rooms. The world seemed so organic. The only think I would recommend for future Mario titles is to interconnect the levels ala Jak & Dax, but still have a hub world for easy travel between the two.

And anyone crapping on the music just doesn't share my tastes. I absolutely love the main theme. Really it's not different from Mario 64 where they had the main theme from the first level and then just reintroduced it in later levels with a slight twist.
 
The jet pack is still a lot of fun in Mario Sunshine, but really, collectathons are only interesting once. I played it through, unlocked and grabbed everything, and now it's collecting dust. I'd sooner get back to playing through the Wind Waker second quest than play Mario Sunshine. :( PEACE.
 
Put me firmly in the 'SMS sucks' camp. I frankly don't think it's a worthy successor to Mario 64 at all. A lot of it probably has to do with the fact that I do not like FLUDD. It was a game mechanic that I just did not like and it was an integral part of Sunshine; hell the whole game was build around damn Fludd (except in the absolutely great Secret Levels). But even beyond that

-Crappiest music of the series (except for the godly Secret Levels music)
-Boring Shadow Mario bits
-COLLECTATHON? IN A MARIO GAME? WTF? Finding 8 red coins and getting 100 gold coins in Mario 64 was nowhere near as horrible as the blue coins in Sunshine were. This was a part of Sunshine that I HATED.
-Generic carribean theme that god old less than halfway through the game
-Fetch quests
-Crappier hub (castle OWNS the island).
-Tacked on, underused Yoshi
-Much much more repetitve, in 64 you had to catch the rabbit twice, race the penguin twice, and fight bowser three times. Even then the penguin race was changed up as were the bowser fights (getting rid of the easy Bowser swing into the bomb in the last fight was frankly genius). In Sunshine there was the damn Shadow Mario chases over and over and over and the lousy squid boss that kept on popping up everywhere. He was fun the first time but why oh why was he reused? What happened to the sheer concentrated barrage of imagination that was 64 Nintendo?

Those are the general complains I had about the game. Thing is there are specific moments that were so flawed and dissapointing that they are burned into my brain.

-second squid shine in the boat level. Ok fine, squid racing was fine, and finding the best route to get all the things you had to collect was fun. But what's this? the Shine shows up not in the water, but on the fucking PIER? Ok, so can I get off the squid to run up and get the Shine? Dammit I have to do a PERFECT JUMP on the pier and hope the Squid doesn't randomly hit something and die(which happened to me, twice)? I had to repeat that freaking section a dozen times to finally finish it. A dozen times where I had done everything else the damn shine required of me EXCEPT GRABBING IT.

-Pachinko Shine? What the hell? I gave up on this one.

-The shine with the WORST CAMERA THAT I HAVE EVER EXPERIENCED IN ANY GAME EVER. You all know which one I'm talking about. The one in the carnival level where you had to climb up behind the ride? Holy hell that was a struggle to the death between me and the camera, that bitch fought me like crazy.

-Horrific slowdown in the last boss level

-And the worst. THE GAME GAVE ME AN OBJECTIVE THAT I COULD NOT COMPLETE AND DIDN'T BOTHER TO TELL ME. I was going through the game and getting every shine in a level before moving on to the next one. The last shine in the ship level NEEDED YOSHI and yet there was no warning. The game was content to GIVE ME AN OBJECTIVE THAT I COULD NOT COMPLETE. I must have spent a solid hour trying every trick I could think of with combinations of jumping from various platforms and using up all the water in Fludd using various nozzles to get to that damn platform. I had to resort to a freaking FAQ to find out that oh I SHOULD GO SOMEWHERE ELSE, GET YOSHI AND COME BACK. Fucking horrible.

Nothing even remotely like that had ever happened to me in a Nintendo game and that Sunshine did this to me completely shattered my view of them as untouchable gaming design gods. It was freaking painful man. Nintendo games just don't give you an objective that you can't complete, yet Sunshine did. Nintendo games do not have a camera that goes absolutely unplayable in sections, yet Sunshines does.

The thing is that NOTHING in 64 was not fun, A large portions of the things in Sunshine are. I don't know why there was such a degradation in quality. But :sigh: it's there for me.

:sigh: The only thing left for the total Nintendo fanboy in me after Sunshine was Wind Waker. And that had the least number of dungeons in any Zelda game ever and the horrific find the map to find the 8 maps to find the 8 triforce pieces quest. Eh. What're you gonna do?
 
Its the only Nintendo game I have ever sold on ebay because I had no fond memories of it and never wanted to play it again.

The graphics were a joke. I dont expect huge texture detail and whatnot but they could have easily increased the polygon count by a huge amount and given it a really high end look. I think to myself - Leon has 7000 polys in RE4. How many does Mario have in SMS? I would say no more than a 1000.

The problems with the levels was that they could have been from a real-world location. The levels in SM64 were fantastical and really felt like a different world was being explored, not just a made up holiday resort.
 
The problem very simply is that it is a Mario Platformer. Mario Platformers must tower over all else. This doesn't. Not even close. Therefore, it is a dissapointment.

And the graphics aren't that great. I don't think that's the most important thing, but I don't get people being overly impressed by them.
 
Reading this thread made me think of that AWESOME photoshop pic where you had Mario with the waterpack trying to put out a massive forest fire.

:lol
 
It did get some things right though. Namely:

- The warp levels were much better than their Mario 64 equivalents

- The camera generally was very good (god knows what they were thinking with that one shine Azih is complaing about. I had to go back and find the crappy camera though, I got the shine in a totally different way)

- The bosses were more interesting

That's about it.
 
ImNotLikeThem said:
i just looked through the "I, Mario" stuff, and I have to say that is exactly NOT what mario should ever be.... but damnit i would play that in a second if it had good gameplay. it's the same thing like American McGee's Alice.


The way Nintendo has been whoring out Mario and Company I wouldn't be shocked to see this by a third party collaborative effort.

Meaning Nintendo kicks back and approves whats done.
I see a "mature" Mario title happening before I see nintendo throwing in the towel on console games.
I think Nintendo learned something this gen and if they didn't they are some dumb muthafuckas!
 
Azih said:
-And the worst. THE GAME GAVE ME AN OBJECTIVE THAT I COULD NOT COMPLETE AND DIDN'T BOTHER TO TELL ME. I was going through the game and getting every shine in a level before moving on to the next one. The last shine in the ship level NEEDED YOSHI and yet there was no warning. The game was content to GIVE ME AN OBJECTIVE THAT I COULD NOT COMPLETE. I must have spent a solid hour trying every trick I could think of with combinations of jumping from various platforms and using up all the water in Fludd using various nozzles to get to that damn platform. I had to resort to a freaking FAQ to find out that oh I SHOULD GO SOMEWHERE ELSE, GET YOSHI AND COME BACK. Fucking horrible.


exact same thing happened to me. It just made me stop playing. I was so excited when I bought the game and unwrapped it after a few levels the excitement died.
 
i enjoyed sunshine for the most part, and always found myself sticking up for the game - but that last boss was by far the stupidest boss I've ever seen in any game. wtf were they thinking?

EDIT: and the rollcoaster thing was a little frustrating.
 
Stinkles said:
Apart from the controls, camera and gameplay, the above statement is 100% true.

I'd turn that around a bit. I think SMS really does destroy Mario 64 in terms of controls and camera and even gameplay if you focus on non-fludd activities. Mario 64 kills SMS when it comes to overall design of objectives and levels, however. A comparison between the haunted house in Mario 64 and the haunted hotel in SMS reveals the kind of things that really brought down SMS.
 
Um. That yoshi thing. THAT PISSED ME OFF TOO. had to check a faq. I do believe that if SMS didn't have Noki bay. I would have probably stopped playing there

Looking back. That delphino world is so ugly and generic its not funny. I played a bit more this afternoon but the game didn't help itself.

I don't know what Nintendo can do after this one to help revive the 3d platforming / mario genre but it'd be a hard one imo. After all Mario is doing everything else but the one he's meant to be doing correctly.
 
I've tried replaying this,just don't like it.The themes of the levels is what really put me off,I like variety and this game didn't have it.
 
I really liked the game but the blue coin thing was a horrible decision. My only problem with it. The intro was just amusing really.
 
I enjoyed Super Mario Sunshine.

Firstly, it was a Mario platformer that actually provided a challenge! Probably the hardest Mario to date.

Secondly, the levels were great. I never understood the whole "OMG this level doesn't have snowflakes falling from the sky I HATE THIS GAME" attitude. The island setting was pretty neat. I liked how they actually structured a world for the island and you could see into other levels from the level you were on. The actual level designs were great. Pinna Park, Ricco Harbor, etc. Each level had a lot of Shines to get, and 100 normal coins to procure an extra Shine. Also, the "Secret of..." levels were something I looked forward to each level, and they all had an extra bonus Shine to get on them! Oh, and the ropes they added to the game were really cool! Some of the levels were very high vertically.

Music was typical Mario fanfare. Delfino HUB theme was pretty catchy. I liked how it was also used in Super Mario 64 DS. Pinna Park and again Ricco Harbor had good music. THe remixed pipe music and original theme were nicely done to. How can you guys complain about the music?

Controls were perfected over Mario 64. I liked the camera and never had a problem with it. It was very free and if you got stuck behind a building you could still see a siloutte of Mario. That was pretty clever IMO.

I didn't particularly like the cutscenes. Its the same problem Sonic Adventure had. I don't need to Mario in a courtroom... they should have been skippable. Also, the beginning tutorial dragged on pretty long. Why do today's games need a tutorial at the beginning anyways? I can look up the moves in a manual or figure them out on my own.

I didn't like the blue coins either. I think people would have the liked the game a lot more if Nintendo scaled back on the blue coins or didn't even include them at all.
 
ge-man said:
Also, I don't understand all this crap about the voice acting and story. If that's turning you off, why are you playing Mario? I can definately understand some of the gameplay complaints like fludd or the awkard pacing, but the story?

I think what people are saying is that the voice acting really saps some of the "Mario magic." At least it did for me. As soon as I heard FLUDD talking, I pictured some sap in a recording studio in Burbank.

Good voice acting fits organically with the game, and can enhance the experience.
 
I really enjoyed SMS - everything but the camera which was a bit funky at times. The level design was fun and a welcome change from the previous Mario games. Yes, the voice acting and story was pretty bad, but I don't play platformers for an engaging storyline.
 
0wn3d said:
I enjoyed Super Mario Sunshine.

Firstly, it was a Mario platformer that actually provided a challenge! Probably the hardest Mario to date.

Secondly, the levels were great. I never understood the whole "OMG this level doesn't have snowflakes falling from the sky I HATE THIS GAME" attitude. The island setting was pretty neat. I liked how they actually structured a world for the island and you could see into other levels from the level you were on. The actual level designs were great. Pinna Park, Ricco Harbor, etc. Each level had a lot of Shines to get, and 100 normal coins to procure an extra Shine. Also, the "Secret of..." levels were something I looked forward to each level, and they all had an extra bonus Shine to get on them! Oh, and the ropes they added to the game were really cool! Some of the levels were very high vertically.

Music was typical Mario fanfare. Delfino HUB theme was pretty catchy. I liked how it was also used in Super Mario 64 DS. Pinna Park and again Ricco Harbor had good music. THe remixed pipe music and original theme were nicely done to. How can you guys complain about the music?

Controls were perfected over Mario 64. I liked the camera and never had a problem with it. It was very free and if you got stuck behind a building you could still see a siloutte of Mario. That was pretty clever IMO.

I didn't particularly like the cutscenes. Its the same problem Sonic Adventure had. I don't need to Mario in a courtroom... they should have been skippable. Also, the beginning tutorial dragged on pretty long. Why do today's games need a tutorial at the beginning anyways? I can look up the moves in a manual or figure them out on my own.

I didn't like the blue coins either. I think people would have the liked the game a lot more if Nintendo scaled back on the blue coins or didn't even include them at all.


The lack of any sort of crazy unlockable is a disgrace. SUnglasses and a hawaiian shine shirt?! Super Mario World bitch slaps this game for being such a disgrace.

and this: all that blue coin hunting and ... you get all the shines and NINTENDO BITCH SLAPS YOU. HAHA THANKS FOR PLAYING. NOTHING FOR YOU. Here's a crappy render our technicians banged out in 5 minutes.

They could have easily made the FLUDD a super device if you clear the game. All nozzles right of the bat. No refills. Nintendo.. grrr....


gofuku!
 
0wn3d said:
I didn't like the blue coins either. I think people would have the liked the game a lot more if Nintendo scaled back on the blue coins or didn't even include them at all.

But then the haters would be like "omg this games to short it has nothing extra to do or look for!"

I like to defend SMS because it's a good game worth defending. The vacation theme lends itself out greatly I'd say. Playing the game in the winter time like right now can really warm you up. Also because of the theme it's a more laid-back game like Animal Crossing. You can just pick up and play it to mess around pretty easily. If you're imaginative you can think of many things to try out and do for fun even if it has nothing to do with an objective.

All you haters~climb up to the highest point in any stage (especially the one with the waterfall) and just jump up then press B to dive down. There's no in-game purpose to doing such a thing, but when ya do it you can feel the vastness of the levels and how you can pretty much do anything you want. ^_^
 
Ristamar said:
Huh? Perhaps I'm having a senior moment here, but what other Mario platformer had a "crazy unlockable?"
well, like beating the "special zone" in SMW and ALL OF THE enemies and most of the world graphics changed, or the 120 stars yoshi super-flip and 120 lives in SM64.
 
I didn't think much of the blue coins, though I hardly ever bothered to look for them, I don't much care aboput 100% completion. The red coins on the other hand, I quite like. Especially when they're cleverly placed and you can see them but have to work out how to get up to them.
 
no magic wing hat in SMS too. :@

In Super Mario World if you go to star road, you unlock (sort of) the other world with pumkin heads. It was a great little surprise

Mario64... I can't remember but don't you find Yoshi... like a hidden secret?

SMS has NOTHING. I tell you nothing.
 
ImNotLikeThem said:
well, like beating the "special zone" in SMW and ALL OF THE enemies and most of the world graphics changed, or the 120 stars yoshi super-flip and 120 lives in SM64.

I'll give you Yoshi (forgot about that, mainly because I never beat Mario 64), but the SMW unlockable wasn't anything special. Mario 64 was the exception, not the norm.
 
The best part of SMS is that it makes it hard to go back to SM64. it just plays like shit comparitively, and SM64 had awesome play control too.
 
scola said:
The best part of SMS is that it makes it hard to go back to SM64. it just plays like shit comparitively, and SM64 had awesome play control too.

I agree. The best thing about Super Mario Sunshine is the refined control and camera system. I know a lot of people can't hack an analog stick camera... well didums, it rules.

However, while I think SMS is still a great game, it's not Mario calibre. I totally forgot how good Mario 64 was. It's even better on Nintendo DS IMO. The camera's improved, the characters and abilities mix things up, the new stars mix things up, the caps strewn about levels strategically. It's flat out awesome. Sadly, I still remember too much. I've been flying through stars because I know them so well. And the mini games!?!? How I love thee!

I've always known the 2d mario games ruled. Nearly every single one of them are pure AAA gold. Super Mario Sunshine really suffered by excommunicating itself so much from the Mario universe. The only time it felt remotely Mario-like is when you entered the FLUDD-less levels. They were just so quirky. And they required extra platforming skill too. Incidentally, these are the parts of the game most people reference as being great. Even then though: where were the goombas? the koopas? the power blocks? inventive power ups and missions based around them? You can even compare SMS to a game like Paper Mario, which is in a totally different genre, and see exactly where they missed out on giving the game some serious charm. Even Mario Kart and the Mario Party games on Gamecube do a better job with the Mario universe.

I appreciate the unique setting and idea for once -- but it's that kind of "Nintendo difference" that made Luigi's Mansion a spin off of a great series and not the killer launch title Nintendo needed. I consider SMS to be every bit the spin off that Luigi's Mansion is as well. I love both games! As a spin off, SMS is an insanely good game. If they'd have came out and said Luigi's Mansion and Mario Sunshine were totally seperate entities from an upcoming Mario 64 sequel, I think this game would have attracted less heat. But it was marketed and sold as the sequel to what was, and still is, referred to as "the greatest game of all time".

Great game, but it exists in the shadow of a greater one.
 
Azih said:
-second squid shine in the boat level. Ok fine, squid racing was fine, and finding the best route to get all the things you had to collect was fun. But what's this? the Shine shows up not in the water, but on the fucking PIER? Ok, so can I get off the squid to run up and get the Shine? Dammit I have to do a PERFECT JUMP on the pier and hope the Squid doesn't randomly hit something and die(which happened to me, twice)? I had to repeat that freaking section a dozen times to finally finish it. A dozen times where I had done everything else the damn shine required of me EXCEPT GRABBING IT.

-And the worst. THE GAME GAVE ME AN OBJECTIVE THAT I COULD NOT COMPLETE AND DIDN'T BOTHER TO TELL ME. I was going through the game and getting every shine in a level before moving on to the next one. The last shine in the ship level NEEDED YOSHI and yet there was no warning. The game was content to GIVE ME AN OBJECTIVE THAT I COULD NOT COMPLETE. I must have spent a solid hour trying every trick I could think of with combinations of jumping from various platforms and using up all the water in Fludd using various nozzles to get to that damn platform. I had to resort to a freaking FAQ to find out that oh I SHOULD GO SOMEWHERE ELSE, GET YOSHI AND COME BACK. Fucking horrible.

I just have to add that these exact same things happened to me. The squid and the Yoshi. I used up an hour of my time figuring out the whole platform thing without Yoshi. And it took me several tries to get the damn pier Shine.
 
Mario 64 is such a turd compared to Sunshine, control and camera-wise. Both games have somewhat inconsistent level design, with both games having a few missions that are ruined by the camera and a few others that make you go "WTF were they thinking?", but overall Sunshine's better levels stomp all over 64's in terms of playability. Mario 64 was ahead of it's time, but it does not hold up very well today. Unfortunately a lot of people's memories of Mario 64 are clouded by nostalgia, which is why you see people making criticisms against Sunshine which are more applicable to Mario 64 i.e. framerate, stupid/confusing level design and so on.

PS if you couldn't figure out that you needed Yoshi in order to complete the shine entitled "Yoshi's Fruit Adventure", then the problem isn''t with the game, it's with you. Or you must've had a hell of a time figuring out how to get the "Metal Head Mario Can Move" star in Mario 64, let alone the stars that require one of the caps but don't explicitly tell you in the name of the star.
 
ChristKiller said:
PS if you couldn't figure out that you needed Yoshi in order to complete the shine entitled "Yoshi's Fruit Adventure", then the problem isn''t with the game

You would not believe how long I spent SEARCHING for Yoshi in that level, then I convinced myself that getting the shine would net me Yoshi as a REWARD! So yeah, forget you
 
BTW, the Piantas are easily some of the worst character designs ever to appear in the Mario series. No personality at all. The Pianta characters in PM2 (which actually has good character design) are more interesting, but the design they're based on is still shit.
 
What I hated were two simple things, one touched upon in this topic:

1) Blue coins
2) Amount of shines/per level.

SM64 had more levels for the same amount of stars/shines. Just lent itself to more obsucre shines and even more shines by blue coins.
 
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