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GC

North America

Super Mario Sunshine

by Adam Kontras - September 15, 2002, 1:38 pm EDT

8

After weeks of play, the negatives start to pile up...but it's still a great game.

In the history of “talking games” I’ve never felt more wrong about a heated debate in my life. Every Nintendo fanboy thinks I’ve lost my ever-lovin’ mind, and other console fanboys just agree out of blindness. Barely anyone seems to look at the sequel to “The Greatest Game Ever Made” without some sort of blinders on. As a multi-console owner who prefers Nintendo games, I have no problem looking at this game next to other games of this generation, and seeing how it stacks up. This review will be 2 parts: Presentation/Graphics/Sound and Gameplay/Lastability. Both are important, but obviously gameplay and lastability wins out in the end. Many of you will think that because there’s more to say about the first part, it means more to me. Untrue. Presentation/Graphics/Sound only matter for about 10 minutes in the game (a testament to the outstanding gameplay) and it also matters when it’s all over and you’re trying to judge the game against other platformers of the time. Now, let’s get it out of the way:

Since the first direct feed screenshot hit I’ve been disappointed. At the time I was in awe of how great other console games were looking (Jak and Daxter) and was extremely excited about the next-generation Mario. Unfortunately, everything looked frighteningly bland. By the time E3 came around, my feelings really didn’t change. The game does have some nice liquid effects, but overall – almost every other game this generation on other consoles easily surpasses it. From textures to models, it seemed rushed and lazy to me back in May. The characters were blocky and seemingly a port of an N64 title that was simply “upgraded”. When the Japanese release hit in July and I finally got to play on my system without the sensory overload of E3, I was even more disappointed. On top of everything, the framerate wasn’t even 60fps...a standard set by many platformers even on the Dreamcast! I again use Jak and Daxter, but even Rayman will suffice for the purpose of the argument – they feel “next generation”. The flow of 60fps is wonderful when exploring. Once you’ve fallen in love with it, going back just isn’t as nice. Yes the water is wonderful, and the draw-in distance is great (though not revolutionary, other games have arguably the same if not more distance) – but those 2 graphical elements seem much more of an “extra” to me. I’d rather have the models, textures and framerate be solid before you make the water really pretty.

Then, on top all of the graphical shortcomings, a completely unexpected problem: the entire presentation is just lazy. Forget that the FMV is poorly compressed, who designed the layouts in these sequences? Is that courtroom scene a joke? Didn’t they have time to actually create the scene rather then have the models against a black backdrop? Scream style all you want, but others have pulled it off with more than enough style. But by presentation, I don’t just mean FMV for cutscenes – when is the scrolling text going to stop and actual speaking characters come to life? I give up. I can no longer stand up for Nintendo in this area. How can Naughty Dog create a presentation in Jak & Daxter so much better? From real-time facial animations to simply PERFECT voice acting, there’s a seamless presentation that adds to the charm of that game in every possible way. It’s a tight package, and it makes you smile the entire time. Yet Nintendo insists on “Wabu, Wabu”, scrolling text, and FMV. I’m sick of it. Nintendo is being outdone by other game-makers, and as a hardcore Nintendo fan it’s embarrassing.

And finally, as far as the sound is concerned, every character you meet in real-time speaks gibberish and the voice acting in the FMV is just adequate. It’s somewhat annoyingly over-the-top, but that’s acceptable for the style of Mario and a game that is geared towards kids. As far as music and ambience/sfx it’s just there. Nothing stands out as good or bad. I love the main theme and have been singing it forever. It’s actually a variation of the original Mario Bros. theme cleverly hidden within a slightly different melody. I believe there are really only 3 other songs in the whole game, but they fit. They just don’t impress. The surround as well is very light, and doesn’t have a sense of 3D that some other games have attained, but it is indeed there.

Now the positive: The sense of exploration in this game is truly second to none. There is an urge to play this game at parts that is so strong it borders on dangerous. Noki Bay (Mare Bay in the Japanese version) is where I really realized how special this game is. The first time you explore this level and see how it changes and opens up new sections – you can’t help but be enthralled. You feel like it’ll take you hours to truly explore a level, and by the time the controller is pried from your hands you’ll realize the hour was too small a unit of time measurement. Half-day, quarter-day – that’s a little more like it.

The water pack is the definition of fun. Leave it to Nintendo to find a way to make something as simple as the movement of your character fun. From hovering to the rocket, each attachment is useful, unique, and FUN. I was a little disappointed that Yoshi wasn’t more integral to the game, but it was nice to use him the little bit you needed to.

My absolute favorite parts of the game are the floating platform, a cappella, old-school gaming levels you run across many times without the comfort of your water pack. These are some of the more difficult parts of the game, some decidedly unfun, but for the most part wonderful. That being said, the difficulty of the game has to be addressed. As an older gamer this aspect completely thrilled me. I was ready for a deep, satisfying, challenging game. Sunshine definitely delivers that, but many of the difficult shines simply aren’t fun. Having to do a level 20 times for over an hour because the *&%#$ camera keeps swinging around at an inopportune time isn’t deep, satisfying, or challenging. These annoying shines are certainly few and far between, but it seems as though a few of the poorly designed ones are what gives the game lastability and that’s unfortunate. Feeling dread in having to go back to a level to get a star is certainly something I never felt in Mario 64.

The other thing I never felt in the predecessor was a lack of variation. As I’m sure you already know there’s only 7 levels, and they all have an island feel. Also, they’re all accessible by the time you have 30 shines. ?!?!?! Yes, some of the levels are big, but you could argue that 3 or 4 of the levels are the same size as some of the bigger levels in Mario 64. That’s really disappointing. The lack of variation keeps it from feeling like a true Mario sequel, it feels much more like a side-story. Since when has Mario been confined to one area because of plot?! Damnit, just go down a pipe and go play in the snow. If there was ever a platformer who had every right to do the clichéd fire/water/snow levels it’s Mario.

And finally I was able to win the game with 59 shines (in what had to be the worst boss fight in the history of games – beat it on my first try). The remaining 61 shines (and here’s where gameplay score gets knocked down) are almost completely coin related. Finding gold, red or blue coins. I’m right at 100 shines right now, but I have to tell you, I don’t really feel the urge to mindlessly search for thousands of coins when there’s zero incentive. No more levels, no more puzzles, no more characters. Just finding coins. Woo hoo. The thought of not completing a Mario game is blasphemous to me, but then again, this is the first Mario where the thought even crossed my mind. Take that as you will.

So overall, I am indeed disappointed with the sequel. Realize disappointed is an 8.0, still a good score. The game is indeed fun, but just disappointing. And not because the game didn’t revolutionize the genre, I never expected that. It simply didn’t live-up to some standards that games on several other systems have been able to achieve. It feels like Nintendo is starting to become out of touch with the gaming world today.

Score

Graphics Sound Control Gameplay Lastability Final
7.5 7.5 9 8 8.5 8
Graphics
7.5

Models are blocky, framerate is iffy, presentation is horrible – but the water effects are absolutely breathtaking.

Sound
7.5

Love the main theme, and the a cappella rendition of the classic Mario tune. Other music is somewhat lacking. Sound effects are sufficient. The Dolby is almost nonexistent.

Control
9

Best part of the game. It seems as though 50 % of the game’s development was focused on the control of Mario with the jetpack. Some jumps are a little bit touchy (jumping on a nail for instance), but for the most part the controls steal the show.

Gameplay
8

Starts off perfect, and quickly turns into repetitive coin collecting. A lack of variation in the levels also hurts the gameplay as well.

Lastability
8.5

The challenge will make it long-lasting, but whether or not you’re compelled to finish it is another story.

Final
8

The rest of the gaming world is catching up. They used to be stealing ideas and genres from Nintendo, and now they are surpassing Nintendo at their own game. I suggest that anyone who has only ever played Nintendo products should play some of these other platformers. Only then can you truly understand where this genre is today, and why Nintendo no longer leads the way. However the game is still quite fun, and absolutely worth your $50.

Summary

Pros
  • At times, the most addictive game you’ll ever play
  • Bright, colorful worlds that scream FUN
  • Inventive water pack adds hours of screwing around time
  • Wide open levels that are a joy to explore
Cons
  • All levels have the same island theme, total lack of variation
  • Gameplay becomes boring and repetitive half-way through
  • Graphics not up to standards of other games in this generation
  • Only 7 levels
Review Page 2: Conclusion

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Game Profile

Super Mario Sunshine Box Art

Genre Action
Developer Nintendo
Players1

Worldwide Releases

na: Super Mario Sunshine
Release Aug 25, 2002
PublisherNintendo
RatingEveryone
jpn: Super Mario Sunshine
Release Jul 19, 2002
PublisherNintendo
RatingAll Ages
eu: Super Mario Sunshine
Release Oct 04, 2002
PublisherNintendo
Rating3+

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