Super mario sunshine 64 mariosonic1/4/2024 For example, where an early Mario game would simply give you a trampoline to bounce on, Super Mario Sunshine would give you a vendor's stall with a bouncy little tarp for its roof. Super Mario Sunshine re-imagined what a 3D Mario game could be by contextualizing everything into its fiction. We were largely fine with this because they were fun - nevermind that early video games had to be abstract due to technical limitations. Stages in Super Mario 64 and his 2D titles would have vague cosmetic concepts behind them, but they largely consisted of floating platforms that didn't make any logical sense. Prior to Sunshine, Mario games had always been based around abstractions. Indeed Super Mario Sunshine's dedication to world building was really ambitious for its time. Instead, it was content to be what its premise promised all along: a vacation. Super Mario Sunshine didn't concern itself with being a kingdom-spanning epic. It's got hotels, an industrial area, a haunted house, coral reefs, and of course, beaches. While some found the beach resort limiting or same-y, I always viewed it as a plus, as I was really impressed at how much Nintendo managed to squeeze out of this one theme. Where previous Mario games saw you traverse the Mushroom Kingdom across a wide array of biomes, Super Mario Sunshine dedicated itself to a single tropical motif, as the whole thing was set around a vacation gone awry. Perhaps Super Mario Sunshine's most divisive aspect was its devotion to one particular theme. Where previous Mario games saw you traverse the Mushroom Kingdom across a wide array of biomes, Super Mario Sunshine dedicated itself to a single tropical motif Since you had to dive back into the same stages time and time again, being able to carve your own path through these levels offered a playful sense of creativity that I found missing in more linear Mario adventures. Not everything you could do was especially useful in attaining your overall goal of collecting shines, but this freedom of movement offered tiny joys like finding your own shortcuts. But even without the FLUDD - which is taken away for certain classic platforming challenges - Mario had a triple jump, spin jump, wall jump, and somersault, offering such a complete repertoire of maneuverability that it was fun to just run around on your own and scale the architecture. The FLUDD jetpack/hose was key to this, as it offered Mario a forgiving hover ability, but it also granted him the ability to slide on his belly, blast up in the air, and sidestep. As for why, there are a multitude of reasons, so let's get into it! The FLUDD water pack added a number of new game mechanicsįirst off, the key to any Mario game is its movement, and I reckon Super Mario Sunshine has the best, most intuitive, and downright expressive moveset of any Mario game. Part of this is personal bias due to the fact that it was the first video game I ever owned (I was so young that I remember being scared by the silly little mud enemies), so it imprinted itself onto me early, but it's also a game that I've revisited many times over the years and have come to appreciate more each time. Super Mario Sunshine has a somewhat dubious reputation among Nintendo fans, but I can say with absolute sincerity that it's my favorite of Mario's 3D adventures. This entry was contributed by Benjamin "BenStar" Kiefer, developer of the twin-stick roguelite platformer Revita. Why I Love is a series of guest editorials on intended to showcase the ways in which game developers appreciate each other's work.
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