For years, I looked back on Super Mario Sunshine (SMS) fondly, remembering my time spent with it more than a decade ago when it originally released in 2002.
On Sept. 18, Nintendo released Super Mario 3D All-Stars, featuring Super Mario 64, Super Mario Galaxy, and Super Mario Sunshine. It polished some visuals but for the most part, besides a different controller, the games are basically the same.
Nintendo released the original Sunshine during a semi down-period for the company, when Sony outsold them to the tune of 150 million units. Even Xbox sold about 24 million units, compared to the Gamecube's 21.74 million.
SMS also had the difficult distinction of following up one of the greatest video games ever made: Super Mario 64. How could Nintendo improve upon that masterpiece? Apparently by adding a water-powered jetpack and a convoluted story about graffiti and cleanliness.
The story revolves around Mario's trip to Isle Delfino, a dolphin-shaped resort where he was set to vacation with Princess Peach. When the plane lands, Mario finds F.L.U.D.D., a water-spouting backpack that talks for some reason. He's framed for polluting the island and tasked with cleaning it up while saving the princess in the process.
Thus sets the stage for 10 areas strewn about the island. Mario needs to find "Shine Sprites" and restore the land to its once pristine condition. The game I remember playing was fun and challenging, and one of my favorite Mario experiences. However, it's also a buggy, frustrating mess. Here's why.
The camera is ridiculous
Operating a camera in a 3D space is not easy, but Mario takes it to another level. Using the shoulder buttons, the camera can sort of revolve around Mario, but barely. This gets more difficult when trying to climb large areas or traverse skinny pathways.
The camera gets blocked behind walls easily, especially during pivotal jumps. It can be really hard to tell where you are in a 3D space when the camera won't even let you comfortably adjust.
A lot of times I just guess and hope for the best during a jump. One section of Pinna Park in particular, where Mario has to stop a spinning ferris wheel by climbing a series of fences, is particularly nightmarish.
The controls are... something
One of the best things about Super Mario 64 was the sheer variety of jumps Mario could perform. He could triple jump, long jump, somersault, etc. A lot of those moves are in SMS, but because Mario has the backpack, many had to be altered.
This means that Mario isn't always going to do what you want him to, land where you want, or stay alive. There's a palpable frustration when you try to execute a move and get it, but then Mario jumps again and suicides for no reason. This happens often, and is especially difficult for a game that requires precision. Other times in places like the Noki Bay ruins, things come out of nowhere, erasing many minutes of careful progression.
Aiming with F.L.U.D.D. is no cakewalk
F.L.U.D.D. is obviously a huge game mechanic. The squirt and hover nozzles are paramount to grasping the game's finer movement challenges. But when you add the camera and control issues, aiming becomes very difficult. Many enemies need to be shot with water, however, it can feel like wrestling an elephant to get that stream where you want it to go. Add the fact that it can only squirt for so long, and you can end up playing sections over and over again to try and complete them.
While F.L.U.D.D. does add more options for control, even controlling Mario when hovering can be challenging and unintuitive. Some sections require Mario to spray an enemy, then run away quickly. Let me tell you, those sections take time.
Those "secret" sections sure do lead to unexpected deaths
Every section in SMS has what's called a "secret" level, where Mario can't use his backpack and has to rely on his own jumping skills. Again, because the game uses F.L.U.D.D. for control, these sections are not only disorienting but also insanely difficult.
They require precision jumps in a game that offers none. They are also unforgiving, often forcing you to start over right before the end. One misstep means death, and half the time Mario will somersault when you just want him to carefully jump to the next platform. I guess when I was younger I had more patience for this type of thing.
Despite all of my grievances, SMS is not a bad game. In fact, it's great, and an insightful look at the progression of 3D Mario, which rebounded with the phenomenal Super Mario Galaxy. It's just a great game with an asterisk – greatness in spite of, not because of, its flaws.