![]() Since the difficulty of Super Mario Sunshine increases very quickly, the levels and objectives also get trickier and more insane. Every time a new world opened, my mouth watered at the possibilities of what I could do in these arenas of fun. The level design is right on par with what only the extraordinary minds of Nintendo can create. The environments you get to play in are what I would consider extreme playgrounds. Super Mario Sunshine’s gameplay is comprised of the main hub objectives, main levels, and then within those levels there are sublevels, and the new infamous Warp-Mini Game levels. Actually all of the nozzles just open up more possibilities of exploration, which a game like Super Mario Sunshine invites you to do. Not because I need to, but because it’s a hell of a good time. Personally, the propeller was my favorite (and unfortunately not utilized much in the game), and if there’s water and I have access to the propeller, I’m scooting all over levels. Overall though, you’ll be using the main squirt-hover nozzle the most. All of the nozzles are very balanced, and due to the way the levels and game is designed you really can’t cheat. Getting used to operating FLUDD in different situations takes some time to perfect, but once you’re through the first 10-15 Shines, you’ll be switching modes, and nozzles on the fly. It has three main purposes: to clean up graffiti and paint, to disable and/or defeat enemies, and to transport Mario. I didn’t think I would like FLUDD as much as I do, but when I found myself in levels without it, I wished many times I had my little water spraying friend along for assistance. You’re forced to alternate pressing A and B which makes you swim in a wavy motion, which becomes frustrating when you’re trying to get that lingering coin that’s just right in front of you. Once you’re in the water you press B to dive and swim fast downwards, and press A to bring you to the surface or swim upwards. The only exception is swimming, which isn’t as simple as Mario 64. Just as in Mario 64, the movements feel extremely fluid. Once you have the controls mastered, you can really pinpoint jumps, hovers, and landings. Some people don’t like the “stick” but for a fan of wall jumping that I am, I think it really helps to be accurate. You can actually jump from one wall to another, slide down again, and then jump back to another wall or surface. Wall jumping is crucial to survival and Shine acquisition, and this time around Mario has the help of a little “stick” to him. My guess is you don’t need it due to having the jet pack. Fortunately many of the trademark moves made it over including the butt-stomp, U-turn jump, and triple jump, but disappointingly the long jump didn’t make a return. Obviously you’ve got FLUDD and Yoshi joining your control options, but now added is the new 360-Spin jump, and dive hop. So much so, I’d recommend playing through parts (or in my case 70 stars worth) of Mario 64 to get yourself in shape for some hardcore Mario action. With some additions, Super Mario Sunshine at its heart is a true sequel to Mario 64. Nintendo and Shigeru Miyamoto have once again raised the bar not only in platformers, but videogames themselves. Within moments my fears were put to rest. I was even skeptical that Super Mario Sunshine would give me the same feeling as a gamer as Mario 64 did. You see, Mario 64 is probably my favorite game of all time. Sure, we got a fun but extremely short holdover title with Luigi’s Mansion, but it wasn’t the same. For the first time ever, a Nintendo console was released without a Mario title. When I was at Spaceworld last year, I was praying and hoping Nintendo would miraculously have a Mario title secretly ready for the GameCube launch.
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