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Super Mario Sunshine Afterthoughts

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    Super Mario Sunshine Afterthoughts

    Finally completed the game almost a year after getting it! (no I haven't been playing it that long!).

    Very pleased with the game overall. Once you get the finishing movies it seems to come together a bit more and not seem like a mish mash of ideas - I came to see it as it was - Mario and Buddies wanting a vacation. In the big picture it was a nice idea and its a shame it didn't catch on that well with people.

    I thought the gameplay was fantastic. Graphics were very good. Camera was only a problem I think once for me the entire game, you just had to learn to move it AROUND objects. The soundtrack was brilliant - Some of the tunes very memorable.

    I must admit at first I thought the game was a bit of a let down - But clearing shines 40 through to 75 has been a blast for me.

    My only gripes -

    1) The final boss battle - Talk about stuttering framerates! The graphics were extremely lovely in this battle but the game almost jerks to a halt! Game rushed or cube not capable of handling this?

    2) Missing part of the story - Why did Professor E Gad provide the bad guys with equipment to use? Oh Well.

    I even have a feeling I will want to play through to the 120 Shines but i've put it aside for now so I can continue to clear up my backlog! Zelda next!

    #2
    My attempt to finish it petered out at around 35 shines.

    It just became overwhelming the amount of stuff to do. The challenge is initially great, but after loads of really tricky levels, it ground me down. The Village levels are what did it - the one with the flaming goo. Also I'm worried now that, after a few months break, I'll have lost the skillz needed for those insane old-skool levels.

    Already beat Zelda, that just required patience. Mario requires patience and m4d sk1llz.

    Comment


      #3
      I really enjoyed the game. I imported the jp version and playe dit solidly for around 2 motnhs, getting all the shines and generally "soaking" it all in.

      Big problem for me was that damn fair ground ride boss - & I'm sure I only completed that bit by luck

      Comment


        #4
        Originally posted by weightgain
        Big problem for me was that damn fair ground ride boss - & I'm sure I only completed that bit by luck
        The roller coaster bit? I thought that was a fantastic moment in the game. I did it after a couple of attempts, but it did seem a bit random when I beat it. Without the hints in the japanese version, I can imagine it being trickier.

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          #5
          I think it stands as a great game in it's own right, but doesn't exactly feel like a Mario game....know what I mean?

          I gave up after about 25-30 shines or so, as I found the tasks too arduous (plus this was the Jpn version, so no hints to help you out), but I know it's a great game.

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            #6
            Originally posted by weightgain
            I really enjoyed the game. I imported the jp version and playe dit solidly for around 2 motnhs, getting all the shines and generally "soaking" it all in.
            Did you get the dodgy framerates on the final boss?

            I loved that final boss battle. I think the problem with the latest Mario game is that the levels can never be too huge as there are no save points. Corona Mountain was a great level but if it had been longer it would have been truly amazing. Due to returning to the hub whenever you restart playing SMS it limits how deep the developers can make the levels.

            I think Mario 128 will return have a more everyday approach to platforming (jump your way through levels in order - Save points at certain points in the level). At the same time though I like the Hub idea and it will be a shame to lose that but I think thats the way Nintendo should head.

            Comment


              #7
              The 3D mario games have been made up of a relatively small number of large levels - this suited a hub system.

              However I would like the game to go back to the map style of Super Mario World. You could complete a relatively small level and then you progressed on a map.

              This always gives you a sensation of something new coming up rather than having to retread old ground as you do in both 3D Mario adventures.

              However the problem with this is that you would need a relatively large number of smaller levels, and with 3D it is difficult to make the levels small while still challenging or long enough.

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                #8
                I think the game will be remembered as a true hardcore experience. Tough, frustrating but fair. I'm still on 105 shines but haven't played for a while due to other gaming commitements .
                My only real gripe are the underwater levels, I can't stand them on any game. So frustrating ft:

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                  #9
                  Originally posted by Yoraths mullet
                  My only real gripe are the underwater levels, I can't stand them on any game. So frustrating ft:
                  me too! The only underwater leves that have been done in any game are those found in SMW, because the physics need only be basic, they can be played with ease.

                  I loved SMS, I loved its style, but mostly its challenge. It was harsh but fair, whereas it would have been easy for it to have been just harsh.

                  Comment


                    #10
                    Great game .

                    For me it was much closer to the 2D Mario games that Mario 64. The control of the camera was as much a part of the game as controlling Mario. I also found the singular theme preferable to many unconnected worlds. The whole island felt much more believable than most platformers.

                    I've got all 120 Shines on one save game and have worked up another 65 odd on a second game. The best part was shines 100 to 120 for me, each one was incredibly hard but with a feeling of exhaltation few games can match.

                    There are so many ingenious parts to Mario Sunshine, but with its open nature only a few people will see them all. Some of the blue coins were fantastic, especially scoring a goal with the round fruit and letting the homing bullet bills chase you to destroy the baskets .

                    Comment


                      #11
                      Originally posted by SharkAttack
                      Originally posted by weightgain
                      I really enjoyed the game. I imported the jp version and playe dit solidly for around 2 motnhs, getting all the shines and generally "soaking" it all in.
                      Did you get the dodgy framerates on the final boss?
                      Hmmmmmmmmmm...........good question. I'ill fire her up later and have a looksie as as sure as I am that it was solid framerates I could be wrong......

                      I can remember it was enjoyable........

                      Comment


                        #12
                        Originally posted by Brats
                        I also found the singular theme preferable to many unconnected worlds. The whole island felt much more believable than most platformers.
                        Same here. I never really got into Mario 64, because it all felt so disjointed and abstract... I never felt any motivation to play it. But Delfino Island felt like a whole, consistent and complete world to explore, which kept me interested. That you could see other areas from the one you were currently in was fantastic, it's just a shame you couldn't actually travel between them other than warping from the hub.

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                          #13
                          i've had the game since its release, and i have to say that after i compleated the game i tossed it on the shelf and its been there ever since.
                          i'm not even going to bother with the 120 shines thing, half of its just collecting blue coins and whats the point or fun in that?

                          at least in mario 64 each star was awarded for its own challenge

                          anyway, my opinion is, too rushed, too tricky, not that fun - too many frustrating challenges that pissed me off

                          Comment


                            #14
                            Yeh I REALLY enjoyed it but was just a bit disheartened that when I smashed a corner stone, had 5 bullets flying at me, the concrete cracking and the bath goop spilling out it slowed to a near halt. My machine hasn't had any framerate issues on any of the games others have moaned about like Rogue Leader so I was taken aback a bit!

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                              #15
                              one of the main things that i like about sunshine is the fact that all the levels are nice bright sunny locales.
                              i hate it when games get more industrial and dark towards later levels...its too obvious a thing to do.

                              i also really enjoyed using Fludd too...i dont understand why people hated it. Would it have been better if he had caps or capes that had the same effect?

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