Something I love about sunshine that captures the progression aspect is how every time you get a shine, delfino plaza gets brighter, with the circle of light around the center expanding every time. A small detail, but it's just something really nice about the game and its presentation
Super Mario Sunshine is the only Mario game I remember playing that made me feel like the setting actually mattered. It felt like a place where people lived, and stories unfolded for Mario to get involved in. That connects to me on a deeper level than any random assortment of worlds/levels, regardless of the gameplay. This is why, to this day, I continue to tell others that Mario Sunshine is my favorite Mario game. Not even Odyssey, as great a game as it is, could compare.
Galaxy has a setting that matters as well, which is space and the multiple galaxy Mario visits. It’s all connected together through the Observatory hub.
One of the coolest minor details about Sunshine is the fact you can see different levels off in the distance. Makes it all feel like they’re all actual places.
It certainly had the ɓest setting and the only one of the normal Mario games (the RPG/Paper series being different, obviously) where the setting is an actual world instead of just obstacle courses. However, I enjoyed Galaxy and Odyssey more because the gameplay)
As a kid, the levels never felt linear. I think mainly for two reasons. One because it didn't force you to play each shine in a row. You could play one mission of one map and then go to any other map that was unlocked as you pleased, or you could even unlock shines in the plaza. And two because the progression of the story and the missions just felt so natural and because they were all located within the same map. So it just felt like these things were simply evolving as you played, rather than the game herding you from location to location like other more linear games do.
The problem for me was not that the game felt linear, but that whenever the required shines decided to power on Xtreme Pane Mode, you have to do it eventually. That’s only my take though. Personally, if the game had more polish and was balanced better, I’m sure I would’ve loved it.
Yeah and in some levels you don’t even have to do them in order (don’t know how many though) but in a few, there are already the next episodes shine in the level to and you can go to it and do it the one that mainly comes to mind is Petey piranha on the first episode but the only thing that sucks about how linear it is that some levels that are required are randomly extremely hard for no reason like the hotel red coins I don’t think I’ve ever been able to do that one my own otherwise I get lost or forget how to get to the room above the box room.
@@RadeenChoudhuryeveryone's heard of that is it new to you? No offense but are you young? Even still it doesn't make since that she be drugged, I mean, I guess I don't know about the mechanics of pregnancy in the Mario universe but generally it's a 9month experience impossible to forget without also permanently forgetting vital information necessary to live life without a care taker
Huh... actually... would she need to have been there? Hear me out. In the Mario universe, it's shown that storks actually do deliver babies to the parents, so I guess it could very well be possible that she did not know about her own son?
I just wish Nintendo would build characters, atmosphere, and general memorability like this game had. Odyssey was a huge, huge step in the right direction and I'm so thankful for that.
Is there some kind of consensus about saying that? odyssey is awful, it's a mess and environments are extremely ugly. Odyssey became like Mario 64, you are obliged to say it was great even if it wasn't.
@@thecorruptversion I'm not sure there's a general consensus. I don't like it nearly as much as Sunshine or 64. But I'm so happy they made another sandbox-style game. I would agree on the visuals, they are not my thing. Too plasticy. Disagree on 64, that in my mind is a masterwork.
Idk, Odyssey does not come close to recreating that magic feeling that Sunshine has. Nostalgia doesn't play a role for me, I played Odyssey before I played Sunshine (and 64). Imo Sunshine is by far the most magical of the three.
@@Damdaaa I mostly agree. I do think Sunshine is the best 3D Mario game. It's the most lived-in world, it has tons of NPCs with adaptive dialogue, so many scripted events that make the world feel more dynamic, gorgeous visuals that hold up well today, the best music in my opinion, super tight and satisfying controls, and the prettiest video game water I ever did see. Interesting that you played Odyssey first and still rank Sunshine so much higher. For me, nostalgia is a significant factor so it's hard to tell where my nostalgia goggles end and my real opinion begins. Your opinion is unbiased, yet you still regard Sunshine the best. I think that says a lot about Sunshine's underrated quality. I hope I would feel the same way if I hadn't played Sunshine as a preteen.
@@ValseInstrumentalist Yeah obviously I can see Sunshine's flaws, the pachinko machine and Lily pad level (plus some others) are just objectively bad (not bad ideas just very poorly executed) but the entire atmosphere is just so real. It's like usually Mario goes on this adventure through whatever the fuck the mushroom kingdom and all of the other surrounding areas is, but in Sunshine he goes to a place that could literally be real. It makes it so much easier to "connect" with Mario, like he's a human too (is he??) idk, I really hope Nintendo makes something similar to Sunshine (or Sunshine 2, one can dream lol) but I honestly doubt it.
Quite often because they try and do things that aren't quite normal, which doesn't always work out, at least not flawlessly, but it's so interesting and has so many good parts to it you end up remembering it more
@@ShadowVincent3 i agree. Games that explore new ideas are memorable. A good example imo kirby air ride. Flawed game, but the concept of City Trial and diverse vehicles leave a lasting impression.
I also love how you spend the whole game slowly reviving isle delfino to it’s former glory, experiencing pianta’s stories play out as you watch more and more light return to the isle, just to have it all flood right before corona mountain. If you continuously kept up with the piantas in the hub world throughout your gameplay and start to know each one, talking to them durning the flood feels like you’re genuinely experiencing this disaster alongside them. It’s not just random piantas standing on the roof tops, it’s market workers and native islanders you’ve gotten to know. I still remember instantly worrying about the pianta who was stuck on the island and didn’t know how to swim, frantically looking for him to make sure he was ok the first time I experienced the flood as a kid. It’s things like that that make me realize sunshine was so much more than a game to me. It felt like a real community with genuine inhabitants and I felt so immersed. I truly can’t think of many other games I can say had this type of emotional effect on me outside of super Mario sunshine :’)
This was also the first Mario game I played. I had no idea that all the cool gameplay mechanics I kept finding, like falling through the pool behind the tower into the sewers, were glitches. This game made me very interested in exploring every last inch of the island to find more neat gameplay mechanics, and it's still one of my favorite games for that.
Yep, sometimes you found funny things. I will have to try out falling into the sewers. But one glitch I discovered, that I no longer know how to replicate was falling onto the "floor" underneath Pianta Village. So basically instead of falling to your death if you slide down the right mushroom under the world you just live. 😂 Then you can roam around there. Now, there is nothing there, but you can roam around nonetheless
The longer time goes on, the more I realize that we don't engage with video games on a level of trying to find objective perfection - Kirby Super Star came out in 1996 and is utterly flawless and for some reason we kept making games after that for some reason. Instead, I find what makes for a legendary game is how willing we are to look past its flaws because of the generosity and joy that its positives instill in us. And Mario Sunshine is, like, a primo quality example of that. After Odyssey came out, I was admittedly wondering to myself where I stood with Sunshine - its movement was wholly unique amongst the Mario pantheon, yet after Odyssey's jumping ended up being "that, but more, and with an even bigger city to bounce around in", I did start to wonder why I connected so much with Isle Delfino and regarded it fondly, rather than just letting it fall into antiquity. And yeah, nostalgia exists, but there was something more there that you really put wonderfully into words. That slow progression with and connection to the game world, seeing all these little stories unfold, repairing the island - that's a special feeling that's very unique to Sunshine, especially with how in-depth it goes. And relating that to the vacation theme, especially in an era where Nintendo seemed super conscious about the environment (hi Pokemon Ruby/Sapphire, Pikmin, Kirby 64's Shiver Star) is incredibly well done, kudos to you there. Looking forward to whatever you decide to discuss next, was a pleasure watching!
Thank you so much 😊 Im really happy other people who appreciate Sunshine are connecting with this video...I was honestly worried it would only make sense to me
"a legendary game is how willing we are to look past its flaws because of the generosity and joy that its positives instill in us." beautifully well said. I felt similarly... odyssey felt like a mishmash ... it was fun in a zany variety kind of way. Sunshine was stronger and deeper with its setting and theme definitely.
better having that long-ass hard to read note spoken instead of typed. Takes up the whole screen. Like am i meant to be looking at game footage or squinting at a random page of words all the sudden?
Actually the only objectively perfect video game is Tetris. Tetris literally achieved perfection of its concept from the very beginning. All arrangements of tetronimo were explored, the difficulty curve is consistent, the concept is universal, It can not be expanded nor streamlined without ultimately tampering with the balance of perfection as a whole. But everything else you said is true, a game with low lows often makes its high highs contrast and even shine more brightly.
@@sasaki999pro I feel like the t-spin removes objectivity. Depending on your preferences, the t-spin creating a stall now creates a divide into which version of Tetris would be "perfect" based on how much you think the stalling aspect adds or subtracts to it. Not to mention piece preview. "Tetris" may be perfect, but what version of Tetris IS perfect is now subjective to each player.
Thank you SO MUCH for discussing the actual themes of Mario Sunshine- you might be "reading too deeply" into a Mario game, I don't know, but as someone who grew up in a tourist trap beach town (and playing Sunshine as well...), your analysis really resonates with me. As a kid, I remember the only field trip I ever went on was to the local hotel, where they showed us the kitchens and discussed how they handled things like laundry and cleaning. Sure, at the time it was a fun break from class and a free source of cookies, but as an adult, I can't help but feel that it was preparing an oversized class of kids at an underfunded elementary school for reality- that most of us would find our livelihoods serving the tourists visiting our community. Our streets were littered with garbage, it was often unsafe to swim in our beautiful waters because of sewage, and I can't help but feel that I loved Super Mario Sunshine because of some form of catharsis.
I remember watching kingK's vid years back and thinking some of the same things you mentioned here. I adore how this game develops the story for each of these levels, and I'm really glad someone was able to put it to words like this. Stellar vid dude, waiting for your channel to blow up!
I don't comment very often, but I just love this video! For years I've heard a variety of takes on Super Mario Sunshine that I couldn't disagree with on a technical level, but there was always some aspect that didn't capture the *vibes* I feel for the game. This is easily the first time to memory that I've seen someone put just what I feel to words and I'm very glad to see that. Looking forward to future videos of yours!
I wish the writer/director of Sunshine could see your essay. Nothing you're saying is alien to the themes he'll happily dive into when Miyamoto doesn't censor his work. Majora's shared a similar focus.
I remember when I was young and played SMS, I had a fascination with some of the secret level backgrounds. Seeing how Sky ones were in a cloudy infinite expanse high high above the planet, or train tracks looping all around you which you could sometimes spy a little train drawing chugging along was just pleasant to take in.
I think Sunshine was the first time a game ever struck me with wonder when I first entered one of the secret stages. It was my first game beyond the N64 where I was used to confined spaces that didn't leave much to the imagination. The cloudy sea felt so incomprehensibly large and I spent a lot of time just staring at it as the serene music would play. I wished I could use the hover nozzle forever and explore beyond the clouds. Even nowadays, knowing that the whole effect is a facade, a blue cone with cloud textures mapped on rotating cylinders that follow the player's camera, I still can't help but admire it on repeat playthroughs. It's still just such a pleasant place to be.
I used to think the courtroom cutscene was the worst cutscene I've seen in my entire life. Then I realized that Japanese court probably works in a similar manner, and appreciated their attention to detail
And if it was supposed to be based on US court (since it uses our courtroom terminology and the judge looks like a stereotypical American judge) then it can easily be chocked up to them only having seen courtroom drama shows and movies, no actual court proceedings
@@OctagonalSquare that's what threw me off -- it /looked/ american-ish. But then functioned more like divorce court with a really dumbass judge 🤣 it's such a weird cutscene
Speaking from the perspective of someone who played all the main Mario games before playing Sunshine and therefore has no hint of nostalgia for the game, I must admit I was surprised by how much I liked it. I completely agree with everything you're saying. It might sometimes sound like an overanalysis, but you can really feel that storytelling and world-building. Galaxy and Sunshine are the Mario games that focus the most on the player's aesthetic experience, immersing us in a unique and interesting atmosphere, completely different between the two. And as much as I love Galaxy, I must admit that Sunshine's atmosphere is much better implemented. Thanks for the amazing video!
12:00 as a kid I saw the ad for Super Mario Sunshine on TV and asked for a Nintendo 64. when I got SM64 i was so disappointed lol 1-2 years later we got Mario Sunshine and it was the happiest day of my life. I enjoyed SM 64, but Sunshine vibes are just different. my father and I enjoyed it much more
This is what I remember the most of the game and what I love about it, people often overlook isle delfino as a whole character, a character that evolves among its habitants and most of all, it’s so cohesive in its settings (something that no other Mario game has ever achieved). That’s why I get the most involve on this game.
Uhh, no, none of the enemies were brought there by Bowser or his son. They were drawn by Jr. That’s why they all look so weird. Also, King Boo didn’t establish the gambling ring. It’s been part of the casino since the place was built probably.
One thing that wasn't mentioned was how Isle Delfinos flooding was one of the most shocking things to come back to. And also a poignant reminder of rising see levels
I used to play this every summer when I was young, we did not have enough money to have vacations so playing this felt like I was actually in vacation. The open world in Super Mario Sunshine always felt so welcoming, a great escape for a child to run away from the issues at home.
this was such a fantastic video essay, it's refreshing to hear someone talk about/analyze a piece of media they really love while acknowledging its flaws. This angle to mario sunshine makes SO much sense. I always found it deeply satisfying to see levels get clean and back to normal and to see the residents actually benefitting from that
I... I am so happy that someone made a video this complex and narratively engaging with regards to Sunshine. It's such a wonderfully made game and the positively WEIRD reception it got is probably why other Mario games are, with some exceptions, far more... normal, even though there are a lot of people who find it even more enjoyable than 64. This is such an astounding video and I am so happy I sat down and watched it!
This is by far the best Super Mario Sunshine review I’ve ever seen! Like you, this was also my first Super Mario game and it has a very special place in my heart. But I’m still amazed by your narration of the whole story and how much attention to detail you’ve shown, it just made me love it even more. Seeing other videos on this and knowing how much hate this game has received made me really sad that they were not appreciating the complexity of the storyline in almost a cinematographic way and I sincerely thank you for all the dedication you put into making this analysis. YOU ARE THE BEST ❤
Whild you are peotecting the environment, his "literary analysis" was really reaching. You don't engage with damage from tourism and invasive species but you fight an evil antagonist and his monsters whom he is using to get his objective. He also mentioned that two characters are boyfriends (in his headcanon), which certainly isn't the case as Nintendo is so family friendly that they don't even explicitly turn Mario and Princess Peach into a couple. Plus it somewhat annoys me that affectionate friendships are so often perceived as romantic these days. That was a minor thing i wouldn't have mentioned without the reaching equation of bowser's minions with tourism.
@VisualTraining Maybe I should just speak for myself, but I remember being a kid and pretty quickly understanding "This sludge is pollution! And it's hurting this beautiful place! It's important to clean up!"
Nintendo of America leaned pretty heavily into the cleaning the environment for its ads back in the day for this game. One looked like a psa about cleaning up litter. Also I think they gave stuff to schools to give to students for Earth Day.
This is an absolutely amazing video. The editing and writing are so good. I really can't believe you don't have more Subscribers. Super Mario Sunshine is one of my favorite games of all time and after watching this video, I can appreciate it even more. You went into so much detail that it really made me think about things I've never even thought about before. Like the Gooper Blooper for example. I never thought that it might be inside the shipping containers because Bowser is importing them. That's a really good theory. Hoping more people will find your channel because your videos are top-notch. Looking forward to future uploads. Amazing work.
This is why, every time I play Sunshine, I save the eighth episode of each level until the end. After I beat bowser and get every other shine, I celebrate by enjoying the culture of these places. Taking part in the watermelon festival, celebrating the fluff festival, and the crown jewel of it all, the red coin fish. I don’t care that the level on a gameplay pov isn’t that good; it’s my favorite shine because of the vibe. After a journey filled with nostalgia and emotion, capping it all off in the now-bustling ancestral home of the Nokis, and shutting off the console once I gently touch the sand at the bottom and grab the shine will never be anything less than sublime to me
Talking about the lack of long jump in Sunshine, there's actually a hidden mechanic where, if you input a b-dive just after performing a high turn flip, you can cover a huge leap with your jump. I called it Mario's Rocket. The thing is, when a game is so rich with different and organic mechanics, new ones start to emerge from the players sheer will to experiment and try new things. What a beautiful game Sunshine is!
I like to use the Victoria Kramkowski video game rating system to determine if a game is good or not. The rating system is as follows. "Do you have fun playing it?" If "yes", it's a good game, if "no", it's not. The best part is everyone has different opinions of a good game and a bad game. Super Mario Sunshine is tons of fun.
Sunshine is good in concept, and _could_ have been the best Mario game by far. I think the problem though is that execution matters. You mentioned a handful of “the bad” with the game, but the truth is it’s easy to make a multi page list of grievances with the game. The bad is pervasive and in my opinion overshadows any conceptual goodness from the game’s atmosphere and environmental storytelling. I know you can’t talk about everything in one video, but I found it interesting that you, at least two or three times that I noticed, edited your footage to remove the save prompt when collecting blue coins. I know that detail might seem minor but man does that absolutely kill my enjoyment of this game every time I play it. It’s one of those things where I don’t even know what to compare that to because I literally can’t think of any game I’ve ever played that interrupts its gameplay as often as sunshine does with a save dialog.
I really like the idea of the 8th shine in the stage in theory; given the idea of a linear structure where you have to complete a storyline and defeat Shadow Mario in every level, it's nice to have a sort of "victory lap" stage where you enjoy this location as intended. No ongoing crisis, just a vacation activity for a little prize at the end. (It's slightly undercut by how often those 8th stages are extremely janky and difficult, though. Does Mario really have to immediately die of shame if he loses at a roller coaster minigame?) I do wish the other optional shines (and blue coins as a whole) gave slightly more tangible rewards, as opposed to just being another notch toward 100% completion and an admittedly very stylish shirt.
Just found your channel and I love it!! SMS never really has anyone touch on just how integrated the culture and subtle world building is despite it being such a key factor in the game's narrative and world as a whole, and I think you touched on its nuances really effectively!
Really enjoyed this video :) Super Mario sunshine will always have a place in my hearth even though most of my exposure to it was trough old let's plays ten years ago, the atmosphere and the world of the game are so enjoyable and full of life, so much so that cleaning them feels more an activity to enjoy than a chore
very very nice video, i've been wanting someone to make a video about sms for quite a while, without saying "sunshine bad, 64 good" and leaving it at that. i commend you for actually finding a deeper meaning in this seemingly random game. fantastic work, great editing, and you have a good voice too :) hope your channel pops off
It’s a good concept that wasn’t executed perfectly. You can see bits and pieces of when it’s great and the same for the bad. I think it’s kinda cool to have 1 Mario game that has people mostly split
Just mesmerizing work here. Loved every second of the video and how you turned typical readings of this game around in my mind. In recent years I have to say I was much more on the "Sunshine meh" train, but when I was younger it really was unlike anything I've ever played. I'm also just a humongous Bowser Jr. fan, so that probably helped more than anything lol. But yeah, fantastic stuff in this one and happy to see more charitable takes on games who's discourse gets muddied over years of analysis. Hope the rest of 2021 is great for you, Skye!
Sunshine might not be the best mario gameplay wise, but it is the most fun mario game to me. The atmosphere, the music, the characters... Its not just random levels, its a connected world that feels alive and invites you to become a part of it. I love it!
This is the best Mario Sunshine retrospective/video essay I've seen. Hands down. Mario Sunshine has always been my favorite 3D Mario game (with Odyssey coming really close), and it's mostly because of its organic and interconnected setting, atmosphere, and environmental storytelling. Yes, the game is easily the most technically flawed: It's extremely unpolished and glitchy for a Triple-A Nintendo game, it's full of padding, the inability to track blue coins makes 100%-ing the game a pain in the ass, and a good handful of the missions are just... not fun. But it's something that I can easily overlook because I just get so immersed in the cohesive tropical setting. I love the creativity brought about by limiting the level environments to a tropical island setting. Sure, we don't get a snow world or desert world like we get in other Mario games, but we do get environments that we just never would have seen otherwise: a tranquil lakeside village, a bustling harbor, an amusement park, a cliffside bay, a haunted hotel on the beach at sunset, a mountain village. It's amazing how much the devs were able to get out of limiting themselves to a tropical island setting, and it's something I would love to see in a future 3D Mario. On another note, I love that you defended the Piantas. A popular thing to say about the natives is that they're all assholes, and yes, several of them are extremely rude. But most of them are just natives in a state of crisis. Their homeland and culture are literally being defaced by outsiders. Of course they're a little on edge. Also, one more thing: Something that not many people really notice is how the same NPCs' dialogue often changes from episode to episode in most of the levels, signifying some sort of arc. For example: In Ricco Harbor, in most of the episodes, you can talk to these two custodian Piantas on the deck of one of the ships just mopping, and when you talk to them in the first couple episodes, they'll tell you about how much they love mopping. But in the later episodes when you talk to them, they'll sort of have a meltdown and confess to Mario that they really hate their jobs and that the captain is making them mop as punishment for slacking off. Or in Sirena Beach, if you go into the women's bathroom, you'll find a female Pianta who will at first be flabbergasted that you're in the women's bathroom, then politely tell you that the men's bathroom is on the other side. Then in later episodes, if you go in there again and talk to her, she simply says something like: "You came in here KNOWING it was the women's bathroom. Shame on you!" Then in Episode 7 when all the hotel patrons are evacuated outside due to Shadow Mario, the woman will be out there as well and when you talk to her, she'll say: "Hey! Stay out of the women's bathroom!" It's little details like that that really make me love the game.
Yeah i prefer when mario games dont go thru all the environments. The grass, desert, snow, bowser world etc. shtick gets boring. I like how Sunshine, Thousand Year Door & Super Mario world didn't go that route
loved this video! your analysis of the game's narrative as a commentary on tourism is brilliant, that's not really a persepctive i've heard before and your examples were on point. definitely looking forward to whatever you make next!
It really is a shame that Sunshine was a victim of being on the GameCube. It’s become the most mysterious mainline Mario game just because of what got cut from the final release and what little ideas remain on the disc.
I felt as though you were speaking on my behalf. I loved how the duds didn't take away from your enjoyment of the game because, at the end of the game, those didn't matter to the world and the fun you were having along with the main mission, helping the island. Not because you had to but because the game shows you that this is the right thing to do. Love the bio major, and how you bring that into this. Beautifully done. You've got a new subscriber! (LOL jk but yea actually)
I think this video isn't really addressing the biggest complaint I've heard about Sunshine from most of the players I've discussed the topic with. I don't think I've ever heard anyone really complain about the core gameplay of the game except maybe the parts where you lose fludd (then I think the long jump would have been nice). I've also never seen anyone claim that Sunshine is too linear. SM64 isn't that different in the fact that you go in a level and aim for a particular star. Sure, you can deviate more in SM64 than in Sunshine, but it's not really a selling point for most people. The only real difference is in SM64 you have to unlock caps to clear certain levels fully and that means you will have to come back to some levels later, but honestly I'm pretty sure a lot of people see that as a negative. The big difference between SM64 and Sunshine is that in SM64 you actually get to play the game. The challenges are based on the core gameplay. In Sunshine, a lot of the Shines are minigames that are quite frankly not that fun. People want to play the game not do chores. I don't really care for running after a blue Mario to spray him or fighting the same boss for the 2nd time. And then you add things like the hidden Shines which are really uninspired, the blue coins that are sometimes insanely stupid, the 100 coin Shines that don't work on every stage for no reason and the pretty bad levels like the pachinko or the lily pad level to top it off. It's not just that there's a few optional Shines that are sprinkled here and there for the completionists, it's that so much of the game is fluff. I don't think Sunshine is a bad game. I've beaten it a few times and even did 100%. I still like it more than Galaxy 1 and 2 or 3D World. However, every time I'm done with the game I think "why did I have to do all these unfun things in my otherwise fun game".
Many appreciate the novelty of different activities and variety. There's only so much you can do with the basic moveset before your only option is to crank up the difficulty. This is actually how Nintendo went on for the rest of future Mario games, a new idea for each level so the challenge is in variety not the core platforming. Sunshine highlights how a sudden spike in difficulty like removing the water pack and needing to master the pachinko and moving platforms was very uncomfortable for many who had gotten used to the jet pack as a crutch, unlike SM64 which punishes you immediately for a fall.
Haven't played the game in YEARS but it stuck with me. I think mostly for the surroundings/graphics (am a sucker for the tropical setting). I'd really like to see a sequel.
Mario Sunshine is a perfect imperfect game. It's clunkyness can be frustrating and it's worst levels are brutaly unfair. That being said, I replay it every summer because the things it does do right... Hoh boi does it do them right. I actually do wish we could receive a finished version that wasn't rushed in development. Great Video! Especially the part about storytelling, on point.
This video was absolutely incredibe. I never realized how much depth a game like Mario Sunshine could have. From a technical standpoint, the controls and physics of the game might not be the best, but if you look into it a little more the game has excellent storytelling that helps immerse the player in it's tropical setting. Most importantly, it sends a message, and I don't feel like every Mario game can say it does that so that just makes Sunshine even more unique. It makes me happy I can look at Sunshine with this perspective and appreciate it even more now so thanks. :)
As a big Sunshine fan, there were points that I didn't even consider (like King Boo's gambling ring thing, and the invasive species point), but it did open my eyes more in making the world of Sunshine even more immersive than it already was. So many people miss out on all this because I don't think they really bother talking to other characters to get the picture of whats actually going on and why you're doing what you're doing. The random Pianta's and Noki's are also all very entertaining to talk to, some of they say can be very quirky lol
You. You get it. THANK YOU for encapsulating the underlying genius of this game and what I believe so beautifully sets it apart from all the rest of the series! I love the progressive nature of the episodes and how they gradually evolve the world and its stories therein. Plus, who doesn't love the feeling of escaping to a tropical getaway with such memorable races and vibrant colors? I personally advocate for Sunshine every chance I get - and I hope future Mario games learn from the golden nuggets hidden within its shortcomings. P.S. I am here for this enemies-to-lovers Pianta agenda
I was too dumb to pick up on the hint of how to get into Noki Bay when I first played this game. I must have had at least two hundred hours of running around before I figured it out. One day, on a whim, I just happened to look up into that bright ray of light. Getting teleported to a whole new area I never knew existed is still to this day one of the most magic experiences I've had playing games.
great video! i was recommended this by someone, and wow i’m glad. while i never beat sunshine as a kid, the way you speak about it i wish i had. your love of the game is so clear by how you speak about it. i never thought about the ecosystem approach to it, it’s coop !! the themes are surprisingly tight for a mario game. your editing style is sharp too, definitely earned yourself a sub and a watch of your other videos. keep up the good work!
SMS is easily my favorite 3D Mario, even though I grew up with 64. I will say, responding to the (perfectly valid) criticism, one thing the game could have done better is to have the starting point in each level change with each Shine, to reduce repetition a bit. You could even build in new and interesting platforming challenges that way. Also, replacing the Shadow Mario chase sequences with Shadow Mario bosses would have made those a lot more interesting.
honestly my biggest gripe with the game is how the wrong subtle movements end up turning into wrong big movements. The number of times I’ve fallen off of secret levels because of a tiny wrong input
I hated the pachinko and chuckster levels too- but after figuring out how they actually work, they become extremely manageable. The chucksters work by drawing a line between Mario and the chuckster when the conversation is initiated and Mario is thrown along that line. Annoying? Definitely. But, once you know how the game calculates the throw, it definitely makes it more manageable. The pachinko level on the other hand has a single fatal flaw that makes it almost unbeatable- Fludd. For whatever reason, this level is perfectly designed to align with Mario's base movement- push the stick to the left to grab the coins on the left, center the stick or push to the right for the center, and dive to reach the right. As soon as I figured out this level was made based on Mario's base movement and NOT Fludd, I completed it immediately after. Of course, players aren't given any indication this is the intended method to complete this level. The only reason I found out about it was because of an article where someone talked about how they figured it out through experimentation. I suppose it's rewarding once you do figure out the strategy, but having no indication of what to do is definitely an issue- especially when there are levels that take Fludd away from you. If not that, at least a sign or character or something to give the player some idea of what to do. And for Corona Mountain, I was terrified of reaching this for the first time on my recent playthrough. I never beat this game as a kid and my only reference of this level was someone's gameplay commentary which I vaguely remember having a death montage at this part. But, despite that, I completed it first try. Considering everyone seems to despise it, I'm going to guess that I just got extraordinarily lucky, especially since I was even able to grab a few blue coins at the end without issue too. Anyways, I really appreciate this video. Galaxy 2 was my first mainline Mario game as a child and I spent even more time enamored by Mario 64 (especially those old blooper videos from ye olde time), but despite that Sunshine for whatever reason remained in my head the most. It has such a unique method of storytelling for a Mario game and a strangely cohesive setting. Also, I agree with you about loving Fludd. Sure, it sucks not having the long jump. But I love Fludd and the attacks and movements it allows for. The game is definitely not perfect by any means (my most recent playthrough on Switch started with me wondering why I ever liked this game), but once I got used to it it ended up being one of, if not my favorite, Mario game. And in regards to the linearity versus 64- yes, it is a bit annoying and tedious that you need to collect 7 shines from EVERY level. However, I love the linearity within each level. Yes, 64 leaves room for a ton of freedom and exploration, but I swear if I didn't have the knowledge of that game that I do, a lot of the stars would be more or less unobtainable. All you get is some vague mission title and you're thrown into the world. At least with Sunshine for the most part it's a bit more clear with the level objectives, which I like- especially since it doesn't compromise player freedom all that much in other ways like you mentioned.
Every sunshine video is just “yeah it’s bad BUT I have massive nostalgia for it and I’ll try to explain that nostalgia” not hating it’s just funny to see
Nostalgia doesn't magically make a game good. There are plenty of games that I have nostalgia with. But, none of them really hit like Sunshine. Why? Because Sunshine is just that good of a game. So, your comment doesn't really make sense.
I love Super Mario Sunshine, but the one thing I do not like is the presence of a lot of bonus shines. It isn't bad that you have to complete most of the shines in every area to find the end of the game. But as a kid I remember being stuck on The Secret of The Dirty Lake and doing almost every single other shine and being frustrated at having not got to move forward. The game should be more clear that after you collect 30 shines it stops being a collect-a-thon.
Lovely personal essay and analysis! Great work! :D I recognize Sunshine's flaws will still finding a lot to enjoy - the water and paint effects/cleaning are wonderful, and I will never tire of spraying water ahead and diving into to slide! Odysee is fantabulous (and more recently, Bowser's Fury proved a real treat) but Galaxy remains my fav. It just exudes exuberance and boundless creative energy, and when the music kicks in it makes my soul soar.
I loved this game. I sold it and all my games, as I thought I couldn't play anymore due to hand pain. But after finding meds that help, I have missed it more and more over the years. So... I am going to order this game again because I miss it. So. Much. Also, I love beaches and wish to live near one... Until then, this game helps my beachlust. 😊
Great video! Glad to see you back with more analysis. Excuse the long rambling comment incoming - but hey, I just listened to 5000 words about a game I haven't even played. This was a pretty insightful look at the game even when I've never played it, and, admittedly, don't really have any interest in every playing it. The way that Sunshine is apparently an actual fleshed-out world with an identity is something I was never really aware of - the most I knew about was just that it was meant to feel like the fun summer adventure that Delfino Plaza's music evokes. I didn't play a ton of Mario as a kid. But there was a time when I saw some videos of Super Mario 64 on youtube. I was young enough that I didn't even really process that it was a game (for all I knew it could have been a fan animation, which I also watched some of around that time) and I definitely didn't know what game it was, or that SM64 existed. But something about the idea of that dreamlike castle to explore, and the inherent fantastical feeling of jumping into the world of a painting, captured my imagination. Like you say, SM64 is abstract. Both the castle and the levels feel like something out of a dream (or are my dreams just like that?). And for a while, this is how I thought of Mario games. The first one I actually played (other than spinoffs like Kart and Party) was NSMB on the DS. This, like most of the 2D games, was similarly abstract, even if in a much less immersive way than the 3D games. But for years that was my impression of what Mario games were like. I saw them as similar to Kirby games - experiences where it would feel extremely out of character to see the characters have actual dialogue (and I'm not a fan of how Kirby has started to do that). The first Mario game I played that actually tried to create a sense of a lived-in world was, shockingly, Super Mario Odyssey. (Side note, what do you think of Odyssey's worlds? Do you think they compare to Sunshine in depth and telling a story, or do you think they're just more shallow window dressing? Jumping off of another video essay like you did, I think Joseph Anderson's look at Odyssey is interesting, even if I disagree with a lot. And one of my core disagreements is how he casually mentions that a lot of his issues with the game would be better if the worlds were interesting, but in his (paraphrased) words, the worlds in Odyssey are very generic and boring. IMO, that doesn't give it enough credit, but I'm curious as to your perspective.) Anyway, all of that is to say, I'm genuinely surprised and impressed that Sunshine did all of this so early. I didn't realize Odyssey had a precursor in making a genuine, lived-in feeling world (I also haven't even played Galaxy), much less one that did it with so much depth to its themes and purpose to making that world feel alive. From my perspective of not having played it, I do think this sounds extremely convincing - I doubt anybody would disagree that Isle Delfino is meant to feel like a tourist destination, and I think the rest of this reasonably follows from that analysis. The idea of pollution and other damage to the environments due to tourists being portrayed as a 'darkness' makes me think of how that's a surprisingly common theme in Nintendo's games, and certain genres of japanese media in general. I definitely feel like Zelda plays with a similar idea, especially in Ocarina of Time, and I've heard some analysis of a lot of that being inspired by Princess Mononoke. And of course, Okami is one of the most obvious examples. The use of darkness as a distinct effect on the world, that can also be a metaphor for a real-world issue, is something I don't think I've really seen outside of japanese stuff. I want to mention that I feel I have similar thoughts toward finding the depth in games. With some games, I find myself constantly questioning if the depth I find in them is really there, or if it makes the games "good." Of course, we both know it's all subjective and we should only care about what we can personally get out of games, as well as sharing those thoughts with others. But it's still a difficult-to-escape instinct, to try and justify that something is good when it's often criticized. Especially when it's something one experienced at a young age. Do these themes make Super Mario Sunshine a misunderstood, genius masterpiece? Or do they make it nothing more than a janky but fun experience for children, that does have a decent backbone to make a good impression on the kids? These are completely stupid questions to ask, but they're the kind I find myself asking myself anyway about games I love. Is Explorers of Sky actually one of the best stories ever? Is Bravely Second as deep as it is for me personally? With so much online discourse toward trying to prove games are good or bad, sometimes it feels like I can't even keep track of where the scale is set. If the depth I see is extraordinary or something that should be the bare minimum standard in most game stories, that you'd find anywhere if you overanalyzed enough. But, seeing your analysis at least, I think it's impressive. I think that the game's story sounds meaningful and well-conveyed, and that you've done an impressive job of realizing it all. And I think that whether stories really only mean something to us just because we experienced them as kids is something to embrace, not to reject. Super Mario Sunshine doesn't have to be good for everyone who plays it now as an adult because of this depth. What matters is that those who resonate with it, for whatever reason, get what meaning out of it that they do. I don't know if the plot of Explorers of Sky is really revolutionary and masterful, or just kinda good for kids? After all, the present me has experienced Disco Elysium, and started branching out into some of the novels that inspired DE. But what Explorers of Sky means to me is constant regardless. I had an interesting experience recently trying to play Okami. For me, it was honestly just kind of boring - felt as though I was spending most of the time on boring tasks, and that the combat system never really made intuitive sense to me. But at the same time, I was completely convinced that if I had played it when I was young enough, it might have been one of my favorite games ever. And that doesn't mean it's "for kids" so much as just tastes evolve, and our experiences with games are heavily affected by where we are in our lives and what we're looking for at the time when we play them. Okami's story is simple and charming, and clearly has deep subtext behind it, but it isn't really what I'm looking for anymore. Likewise, Sunshine isn't really what I'm looking for right now, but I'm glad I got to see your explanation of what you find so special about it. It's not about finding what Sunshine is "really about" so much as I think your perspective was interesting and worthwhile to hear. Finally, thank you for showing Owl Boy. I saw it in a Dunkey video YEARS ago and could not for the life of me remember what the hell it was called, or the video I first saw it in. That's been bothering me for so long and you finally resolved it. I don't even really want to play it, I just wanted to know. In conclusion: Gooper Blooper.
Thank you for the wonderful comment :) I really appreciate how much you engage with what I create. And yeah idk I think just the subjective, sometimes almost random ways we connect with different pieces of art is really cool! Too much emphasis has been placed on whether something is good or not, and thats just one narrow lens to experience things through. I haven't replayed Odyssey since it was released, but I dont think its world scratches the same itch for me that Isle Delfino does. Because each area is so disconnected from the others I find it hard to come up any cohesive message the game might communicate. There are definitely interesting elements, like the robots in the forest level and that dragon in the ruins level, so maybe there's something there! But I am less interested in spending the time to find out than I was for Sunshine, mostly because my memories of the game aren't quite as deep or fond. As I said in the video if it weren't for my personal relationship with Sunshine I wouldn't have had the interest needed to get this sort of reading out of it. While I never played Explorers of Sky specifically, I also connected pretty strongly to the Pokemon mystery dungeon games as a kid so I know exactly what youre talking about there. Maybe worth revisiting for the channel?? Who knows I hadnt considered it before but I could probably make it work. Lastly, your comment reminded me how I really need to get around to Disco Elysium! And also expect an Okami essay sometime next year (no promises though lol)
I do not feel this essay reads too far into things--I think it's spot on, on every point. I do feel the essayist is a bit too forgiving of the faults and hand-waves them a bit much, but he makes it clear that he knows he's biased and that this isn't a gameplay review. Great video Skyhoppers, i am now subscribed 😎
My issue with Sunshine is that it's difficulty never comes from difficult level design. It's difficulty comes from clunky controls and quirky gameplay concepts that weren't polished enough. All of this game's most difficult levels have mechanics that are neither fun nor functional. The watermelon festival. The Pachinko machine. The boat levels. all very difficult levels, not because they are difficult from a skill basis, but because they are all "water" levels. Note: Water level means a level that takes the core mechanic of a game and completely ignores it in favor of a totally different mechanic that often times slows down the game. Although, most of these broken, under tested levels are optional.
Came here because of Adam Millards recommendation in his Tunic video. I was not disappointed. Nice work there! You gained a new subscriber. Oh and BTW I never understood the hate Sunshine has gotten. And my first Mario game was SMB1 on the NES back in the day and I had played 64. Sunshine was different, but in my opinion also really really good.
Whenever I play Mario 64, I feel like I should always 100% the game; it just feels right for a collectathon style game. The main problem I had with Sunshine was that it felt very punishing to 100% which is disappointing. I think it really ruined the experience for me where I could’ve had a lot of fun. I look back fondly on a lot of the best parts of the game, especially the realness of the locales. It’s just that the blue coins, 100 coin shines, and secret levels make up a lot of the 100% experience, and the game doesn’t do very much to help you. I think if I played it again without worrying about 100%, I would have a ton of fun with it 🏝️
"Super Mario Sunshine" is a game I enjoy conceptually - I love the Fludd mechanic, setting, and aesthetics. That said, I don't enjoy playing it - the sensitive movement, boring level design, and broken structure make it a chore to experience. Even as a kid, I found "Super Mario 64" to be the better game, and replaying both has only highlighted its predecessor's superior and tighter, more efficient and intuitive game design.
1. Thank you for putting all my thoughts and feelings towards Sunshine into video essay form. You have read my mind every turn of the way and I’m glad that I can easily explain my opinions by showing others this video. 2. Considering the marketing for the game showing pollution cleanup as the goal of the game, I don’t think you are reading too deep into the games core ideas at all.
14:33 The issue is with that is sunshine's movement is very cluny/janky/not good like there is no excuse for it being this bad and it's my favoite game in the 3D series but man not for movement it's objectively the worse... And I do adore Flood but the long jump should have been kept to and the overall gameplay tightened up as I do miss it every time I do play sunshine.
I like the "bad" levels. The throwing thing is weird and out of nowhere but it is fun to do and fun to fuck up just because it's absurd. It's mario so it isn't really hard enough to be an issue. The variety is nice regardless if it doesn't land.
Would i say it’s the best most polished game ever? No not really. But it’s definitely my favorite 3D Mario game and the one i consistently have the most fun with.
I also played Sunshine to death as a kid, and loved it so. The immersion was really gripping. It's a game about a tropical vacation that's designed to feel like a tropical vacation, go figure. You're supposed to waste time, explore nooks and crannies, play little made up games with yourself, and see intriguing sights. All that is weird for a mario game, but it's doing exactly what it tries to. The weaker parts of the game are a big hindrance mostly because of how many of them are required. Yoshi always felt stressful to ride because of the constant need to eat fruit and the inexplicable water intolerance. The game is definitely padded and unpolished at some points. Slope detection, which makes mario slide on inclines, is a little too sensitive at points. Especially in the secret levels, it causes mario to slide off of platforms too easily when they tilt. All in all, this troubled but wonderful game lives in my heart too. PS Corona mountain was a unforgivable blunder and the game never should have shipped like it did
Finally, someone that actually appreciates this game. I didn’t connect all the dots here on my own, but I felt the vibes, and when you alluded to the tourism being the problem with the island my brain connected all the dots. You’re so right, though I’m curious how you missed the “Shadow Mario” aspect: Mario is a tourist too. He came here to exploit the island as much as the Bowser and Son did, and he fights his own shadow everywhere he goes before finally being welcomed into the communities he’s helping in their 8th shine levels. Something to think about
I definitely wouldnt call it “overanalyzing.” Love for Sunshine is great to see, and even though I think many of us could see some of the obvious themes with pollution, hearing you dive deep and put it all into words really shows just how much thought the developers had for this game despite having to release it without having fully finished a few things lol
*Thank you so much to my $5 Patreon supporters Sleepteiner and Stuke!!! I apologize for forgetting to make the credits :(* What do you think of my interpretation of Super Mario Sunshine? Is it even something that should be interpreted? Did I miss anything that would influence my argument? If you want early access to my videos as well as the ability to vote on future subjects, consider joining my Patreon www.patreon.com/skyehoppers ! I'm aiming to build a community of like-minded people discussing and analyzing media without the pressure that an academic setting creates. Here are some little discussion questions for things that didn't make it into the script! 1. What do you think of Il Piantissimo? Is he really just an afterthought or does he too contribute to the themes of the game? 2. Is there anything interesting to be learned from analyzing the core plot of the game? (The Peach and Bowser Jr. stuff) I sure couldn't think of anything. 3. I didn't talk much about Pianta Village, and it was the level whose problems have the least obvious connection with Shadow Mario. Is it meaningful that the issues you solve in Pianta Village seem to be, at least on the surface, coming from the village itself?
With regards to Pianta Village, it is ultimately the cultural center of Isle Delfino. While Noki Bay has similar cultural significance, it still has plenty of grand beauty and spectacle that tourists would be likely to flock to. Pianta Village is the most secluded, isolated part of Isle Delfino, which is emphasized the fact that it only has a singular entrance in the form of a narrow, rickety bridge. With tourists having relatively little reason to come there, it makes sense that it would be by far the least impacted by the negative effects of tourism that the game demonstrates. To the outside world, it's a normal, unremarkable community of natives. Thus it is relatively unperturbed by outside events.
I will never forget the christmas of 2002 waking up with my mew gamecube, super mario sunshine (i wanted it more than anything) and star fox adventures, it was the best christmas of my life, im 27 now and that was a long time ago. My parents really made sure i had a great christmas.
"Mario has access to technology that makes him uniquely equipped to clean the pollution, more so than the actual victims, so it is still his responsibility to do what he can." It's always so refreshing to encounter this mindset. So long as it's being applied respectfully. (The UK went through a fairly lengthy period where their colonial empire was justified by claiming that the people of those colonies could not rule themselves, and that Britain was uniquely capable of bringing them the benefits of civilization. Which...uhh...hence the need for respect to be included if you decide to take that sentence as a mission statement.)
i hear people ask about why the shinesprites scattering and the sun no longer shining as brightly would be dangerous for the Piantas and this explanation of Isle Delfino being a delicate ecosystem makes that conflict a lot more urgent. its not just that these folks used to living in a tropical paradise cant get their suntans anymore. The piantas litterally have plants growing from their heads, they need the bright sun to photosynthesize and stay healthy. thats why at the beginning of the game the prosecuting pianta (lol) points out them "trembling beneath a veil of darkness" as their first concern. i guess in this case the shine sprites are like a metaphor for a key-stone species. they keep the place bright and sunny- only leaving once the environment destabilizes due to the pollution and invasive species brought by bowser and bowser jr this is why i love sunshine so much, it just feels so much more real than the other 3d mario games. Other than Odyssey no other Mario game has so much depth to its settings and the people that inhabit them that you can so easily speculate and form stories about npcs or random details like that. its a very specific and intimate kind of storytelling i wish we got more often :3
16:50 personally, I think Odyssey demonstrated the perfect solution to BOTH of these issues- continuous existence in a location while having major story events unlock new ones. You can STILL have certain events be locked behind others, and have the locations change over time as you solve problems or new ones arise, but it isn't going to boot you out of the level every time you finish one. Having said that, it DOES need a way to incentivize taking a break from a location to visit other ones sometimes. This is why Sunshine's system worked, as it would send you back to the plaza to see new levels become available or chase after Shadow Mario with something you need, giving you a reason to do anything other than powering through a single area until completion. This is where one of a few solutions comes in, some of which Sunshine even did- collectibles locked behind obtaining certain things (like Yoshi, or the nozzles), and of course having cutscenes which trigger events that boot mario back to the hub world again. Just because not ALL collectibles boot you to the hub world, doesn't mean SOME can't if the story calls for it. Point is, I think if you took Sunshine's world building, and incentive to exit areas occasionally, Odyssey's continuous play approach to having the location change, and Bowser's Fury's direct connectivity of the levels (while still giving access to fast travel like all the others), it would make the perfect 3D mario title. Oh, and maybe also DON'T spam 99 quadrillion collectibles on every hill and in every pebble, aim between Sunshine and Bowser's Fury.
Really enjoyed the video! I also recently wondered why I remembered Super Mario Sunshine so fondly. Hearing your interpretation of the deeper meaning of the story, the environmentalism and the critic of exploitation in a (post)colonial setting, just resonates so well with me. So it's no wonder really. The game just creates a world I care about and is filled with adversaries I'm concerned about.
Something I love about sunshine that captures the progression aspect is how every time you get a shine, delfino plaza gets brighter, with the circle of light around the center expanding every time. A small detail, but it's just something really nice about the game and its presentation
It gets slowly brighter up to 60 and then is fully lit.
But none of those ungrateful plant people acknowledge the change until after you leave Corona Mountain.
It actually feels like your progression is affecting the world, which is why it feels so impactful
@@SamUHellsgalaxy too
How dare you call the Toads' voice acting anything less than an artistic masterpiece.
Fereal lmao 😂😂
yeah, i honestly dont get how it could be better
😅 I uhhh....
Tbh this is when this whole videos lost credibility for me 😂
@@nikolasincorporated must of never played the game then.
Super Mario Sunshine is the only Mario game I remember playing that made me feel like the setting actually mattered. It felt like a place where people lived, and stories unfolded for Mario to get involved in. That connects to me on a deeper level than any random assortment of worlds/levels, regardless of the gameplay.
This is why, to this day, I continue to tell others that Mario Sunshine is my favorite Mario game. Not even Odyssey, as great a game as it is, could compare.
same, honestly, it's a perfect example of what Mario could be.
@@Jane-oz7pp the same setting? no diverse levels?
Galaxy has a setting that matters as well, which is space and the multiple galaxy Mario visits. It’s all connected together through the Observatory hub.
One of the coolest minor details about Sunshine is the fact you can see different levels off in the distance. Makes it all feel like they’re all actual places.
It certainly had the ɓest setting and the only one of the normal Mario games (the RPG/Paper series being different, obviously) where the setting is an actual world instead of just obstacle courses. However, I enjoyed Galaxy and Odyssey more because the gameplay)
As a kid, the levels never felt linear. I think mainly for two reasons. One because it didn't force you to play each shine in a row. You could play one mission of one map and then go to any other map that was unlocked as you pleased, or you could even unlock shines in the plaza. And two because the progression of the story and the missions just felt so natural and because they were all located within the same map. So it just felt like these things were simply evolving as you played, rather than the game herding you from location to location like other more linear games do.
The problem for me was not that the game felt linear, but that whenever the required shines decided to power on Xtreme Pane Mode, you have to do it eventually. That’s only my take though. Personally, if the game had more polish and was balanced better, I’m sure I would’ve loved it.
Yeah and in some levels you don’t even have to do them in order (don’t know how many though) but in a few, there are already the next episodes shine in the level to and you can go to it and do it the one that mainly comes to mind is Petey piranha on the first episode but the only thing that sucks about how linear it is that some levels that are required are randomly extremely hard for no reason like the hotel red coins I don’t think I’ve ever been able to do that one my own otherwise I get lost or forget how to get to the room above the box room.
i love how peach sounds so shocked that she could be bowser jrs mom. like girl you would have been there
I think she has some heat exhaustion
You’ve ever heard of lacing someone’s drink? This shit is dark
@@RadeenChoudhuryeveryone's heard of that is it new to you? No offense but are you young?
Even still it doesn't make since that she be drugged, I mean, I guess I don't know about the mechanics of pregnancy in the Mario universe but generally it's a 9month experience impossible to forget without also permanently forgetting vital information necessary to live life without a care taker
Huh... actually... would she need to have been there?
Hear me out.
In the Mario universe, it's shown that storks actually do deliver babies to the parents, so I guess it could very well be possible that she did not know about her own son?
She's been hitting them both.
I just wish Nintendo would build characters, atmosphere, and general memorability like this game had. Odyssey was a huge, huge step in the right direction and I'm so thankful for that.
Is there some kind of consensus about saying that? odyssey is awful, it's a mess and environments are extremely ugly.
Odyssey became like Mario 64, you are obliged to say it was great even if it wasn't.
@@thecorruptversion I'm not sure there's a general consensus. I don't like it nearly as much as Sunshine or 64. But I'm so happy they made another sandbox-style game. I would agree on the visuals, they are not my thing. Too plasticy.
Disagree on 64, that in my mind is a masterwork.
Idk, Odyssey does not come close to recreating that magic feeling that Sunshine has. Nostalgia doesn't play a role for me, I played Odyssey before I played Sunshine (and 64). Imo Sunshine is by far the most magical of the three.
@@Damdaaa I mostly agree. I do think Sunshine is the best 3D Mario game. It's the most lived-in world, it has tons of NPCs with adaptive dialogue, so many scripted events that make the world feel more dynamic, gorgeous visuals that hold up well today, the best music in my opinion, super tight and satisfying controls, and the prettiest video game water I ever did see.
Interesting that you played Odyssey first and still rank Sunshine so much higher. For me, nostalgia is a significant factor so it's hard to tell where my nostalgia goggles end and my real opinion begins. Your opinion is unbiased, yet you still regard Sunshine the best. I think that says a lot about Sunshine's underrated quality. I hope I would feel the same way if I hadn't played Sunshine as a preteen.
@@ValseInstrumentalist Yeah obviously I can see Sunshine's flaws, the pachinko machine and Lily pad level (plus some others) are just objectively bad (not bad ideas just very poorly executed) but the entire atmosphere is just so real. It's like usually Mario goes on this adventure through whatever the fuck the mushroom kingdom and all of the other surrounding areas is, but in Sunshine he goes to a place that could literally be real. It makes it so much easier to "connect" with Mario, like he's a human too (is he??) idk, I really hope Nintendo makes something similar to Sunshine (or Sunshine 2, one can dream lol) but I honestly doubt it.
To me, Galaxy is the one that sticks out, while I see Mario 64, Sunshine and Odyssey as a continuum.
its kinda weird how the imperfect games are the ones we look back on fondly the most, huh?
Quite often because they try and do things that aren't quite normal, which doesn't always work out, at least not flawlessly, but it's so interesting and has so many good parts to it you end up remembering it more
Imperfect is better than perfect imo
@@ShadowVincent3 i agree. Games that explore new ideas are memorable. A good example imo kirby air ride. Flawed game, but the concept of City Trial and diverse vehicles leave a lasting impression.
Crash TwinSanity and Shadow The Hedgehog comes to my mind with this mindset too.
Likely because these games had some form of innovation in them, something we hardly ever see these days anymore.
It absolutely DESTROYS me that it took so long for this extraordinary video essay to appear in my recommended. Brilliantly edited and written!!
Thank you :)
I also love how you spend the whole game slowly reviving isle delfino to it’s former glory, experiencing pianta’s stories play out as you watch more and more light return to the isle, just to have it all flood right before corona mountain. If you continuously kept up with the piantas in the hub world throughout your gameplay and start to know each one, talking to them durning the flood feels like you’re genuinely experiencing this disaster alongside them. It’s not just random piantas standing on the roof tops, it’s market workers and native islanders you’ve gotten to know. I still remember instantly worrying about the pianta who was stuck on the island and didn’t know how to swim, frantically looking for him to make sure he was ok the first time I experienced the flood as a kid. It’s things like that that make me realize sunshine was so much more than a game to me. It felt like a real community with genuine inhabitants and I felt so immersed. I truly can’t think of many other games I can say had this type of emotional effect on me outside of super Mario sunshine :’)
This was also the first Mario game I played. I had no idea that all the cool gameplay mechanics I kept finding, like falling through the pool behind the tower into the sewers, were glitches. This game made me very interested in exploring every last inch of the island to find more neat gameplay mechanics, and it's still one of my favorite games for that.
Yep, sometimes you found funny things. I will have to try out falling into the sewers. But one glitch I discovered, that I no longer know how to replicate was falling onto the "floor" underneath Pianta Village. So basically instead of falling to your death if you slide down the right mushroom under the world you just live. 😂 Then you can roam around there. Now, there is nothing there, but you can roam around nonetheless
The longer time goes on, the more I realize that we don't engage with video games on a level of trying to find objective perfection - Kirby Super Star came out in 1996 and is utterly flawless and for some reason we kept making games after that for some reason. Instead, I find what makes for a legendary game is how willing we are to look past its flaws because of the generosity and joy that its positives instill in us. And Mario Sunshine is, like, a primo quality example of that. After Odyssey came out, I was admittedly wondering to myself where I stood with Sunshine - its movement was wholly unique amongst the Mario pantheon, yet after Odyssey's jumping ended up being "that, but more, and with an even bigger city to bounce around in", I did start to wonder why I connected so much with Isle Delfino and regarded it fondly, rather than just letting it fall into antiquity. And yeah, nostalgia exists, but there was something more there that you really put wonderfully into words. That slow progression with and connection to the game world, seeing all these little stories unfold, repairing the island - that's a special feeling that's very unique to Sunshine, especially with how in-depth it goes. And relating that to the vacation theme, especially in an era where Nintendo seemed super conscious about the environment (hi Pokemon Ruby/Sapphire, Pikmin, Kirby 64's Shiver Star) is incredibly well done, kudos to you there. Looking forward to whatever you decide to discuss next, was a pleasure watching!
Thank you so much 😊 Im really happy other people who appreciate Sunshine are connecting with this video...I was honestly worried it would only make sense to me
"a legendary game is how willing we are to look past its flaws because of the generosity and joy that its positives instill in us." beautifully well said. I felt similarly... odyssey felt like a mishmash ... it was fun in a zany variety kind of way. Sunshine was stronger and deeper with its setting and theme definitely.
better having that long-ass hard to read note spoken instead of typed. Takes up the whole screen.
Like am i meant to be looking at game footage or squinting at a random page of words all the sudden?
Actually the only objectively perfect video game is Tetris.
Tetris literally achieved perfection of its concept from the very beginning. All arrangements of tetronimo were explored, the difficulty curve is consistent, the concept is universal,
It can not be expanded nor streamlined without ultimately tampering with the balance of perfection as a whole.
But everything else you said is true, a game with low lows often makes its high highs contrast and even shine more brightly.
@@sasaki999pro I feel like the t-spin removes objectivity. Depending on your preferences, the t-spin creating a stall now creates a divide into which version of Tetris would be "perfect" based on how much you think the stalling aspect adds or subtracts to it. Not to mention piece preview. "Tetris" may be perfect, but what version of Tetris IS perfect is now subjective to each player.
Thank you SO MUCH for discussing the actual themes of Mario Sunshine- you might be "reading too deeply" into a Mario game, I don't know, but as someone who grew up in a tourist trap beach town (and playing Sunshine as well...), your analysis really resonates with me.
As a kid, I remember the only field trip I ever went on was to the local hotel, where they showed us the kitchens and discussed how they handled things like laundry and cleaning. Sure, at the time it was a fun break from class and a free source of cookies, but as an adult, I can't help but feel that it was preparing an oversized class of kids at an underfunded elementary school for reality- that most of us would find our livelihoods serving the tourists visiting our community.
Our streets were littered with garbage, it was often unsafe to swim in our beautiful waters because of sewage, and I can't help but feel that I loved Super Mario Sunshine because of some form of catharsis.
I remember watching kingK's vid years back and thinking some of the same things you mentioned here. I adore how this game develops the story for each of these levels, and I'm really glad someone was able to put it to words like this. Stellar vid dude, waiting for your channel to blow up!
I don't comment very often, but I just love this video! For years I've heard a variety of takes on Super Mario Sunshine that I couldn't disagree with on a technical level, but there was always some aspect that didn't capture the *vibes* I feel for the game. This is easily the first time to memory that I've seen someone put just what I feel to words and I'm very glad to see that. Looking forward to future videos of yours!
Aw thank you :) Im glad I was able to capture the vibes
I wish the writer/director of Sunshine could see your essay. Nothing you're saying is alien to the themes he'll happily dive into when Miyamoto doesn't censor his work. Majora's shared a similar focus.
I remember when I was young and played SMS, I had a fascination with some of the secret level backgrounds. Seeing how Sky ones were in a cloudy infinite expanse high high above the planet, or train tracks looping all around you which you could sometimes spy a little train drawing chugging along was just pleasant to take in.
I think Sunshine was the first time a game ever struck me with wonder when I first entered one of the secret stages. It was my first game beyond the N64 where I was used to confined spaces that didn't leave much to the imagination. The cloudy sea felt so incomprehensibly large and I spent a lot of time just staring at it as the serene music would play. I wished I could use the hover nozzle forever and explore beyond the clouds.
Even nowadays, knowing that the whole effect is a facade, a blue cone with cloud textures mapped on rotating cylinders that follow the player's camera, I still can't help but admire it on repeat playthroughs. It's still just such a pleasant place to be.
@@uglybad4 those memories were so formative for me
I used to think the courtroom cutscene was the worst cutscene I've seen in my entire life. Then I realized that Japanese court probably works in a similar manner, and appreciated their attention to detail
I loved that it's one of the only times where mario looks EXTREMELY distressed and defeated. you don't see that very often
And if it was supposed to be based on US court (since it uses our courtroom terminology and the judge looks like a stereotypical American judge) then it can easily be chocked up to them only having seen courtroom drama shows and movies, no actual court proceedings
@@OctagonalSquare that's what threw me off -- it /looked/ american-ish. But then functioned more like divorce court with a really dumbass judge 🤣 it's such a weird cutscene
Speaking from the perspective of someone who played all the main Mario games before playing Sunshine and therefore has no hint of nostalgia for the game, I must admit I was surprised by how much I liked it.
I completely agree with everything you're saying. It might sometimes sound like an overanalysis, but you can really feel that storytelling and world-building.
Galaxy and Sunshine are the Mario games that focus the most on the player's aesthetic experience, immersing us in a unique and interesting atmosphere, completely different between the two. And as much as I love Galaxy, I must admit that Sunshine's atmosphere is much better implemented.
Thanks for the amazing video!
12:00 as a kid I saw the ad for Super Mario Sunshine on TV and asked for a Nintendo 64. when I got SM64 i was so disappointed lol 1-2 years later we got Mario Sunshine and it was the happiest day of my life. I enjoyed SM 64, but Sunshine vibes are just different. my father and I enjoyed it much more
This is what I remember the most of the game and what I love about it, people often overlook isle delfino as a whole character, a character that evolves among its habitants and most of all, it’s so cohesive in its settings (something that no other Mario game has ever achieved). That’s why I get the most involve on this game.
I’m a Chuckster.
"Higher! Higher!"
Uhh, no, none of the enemies were brought there by Bowser or his son. They were drawn by Jr. That’s why they all look so weird. Also, King Boo didn’t establish the gambling ring. It’s been part of the casino since the place was built probably.
Flawed as it may be, and aged as questionably as it has, it still hurts my brain to imagine calling Sunshine a “bad game.”
One thing that wasn't mentioned was how Isle Delfinos flooding was one of the most shocking things to come back to. And also a poignant reminder of rising see levels
where does the water come from if the sea level rises?
@@TheJacklikesvideos Icebergs melting or do you mean in the game?
@@TheJacklikesvideos The water in the oceans expands as they get warmer
It's funny how Nintendo went directly from making a world full of life in Sunshine to one that explores the melancholy of loneliness in Galaxy
I used to play this every summer when I was young, we did not have enough money to have vacations so playing this felt like I was actually in vacation. The open world in Super Mario Sunshine always felt so welcoming, a great escape for a child to run away from the issues at home.
"to truly love something you must first understand it's flaws" - some wise guy a long time ago
this was such a fantastic video essay, it's refreshing to hear someone talk about/analyze a piece of media they really love while acknowledging its flaws. This angle to mario sunshine makes SO much sense. I always found it deeply satisfying to see levels get clean and back to normal and to see the residents actually benefitting from that
I... I am so happy that someone made a video this complex and narratively engaging with regards to Sunshine. It's such a wonderfully made game and the positively WEIRD reception it got is probably why other Mario games are, with some exceptions, far more... normal, even though there are a lot of people who find it even more enjoyable than 64. This is such an astounding video and I am so happy I sat down and watched it!
I find Sunshine more enjoyable than 64.
Yeah but the tourism damage part was really reaching
Sunshine is still my favorite 3D Mario game
Everyone always talks about the Long Jump being absent in Sunshine but nobody talks about the absence of the backflip
Probably because the backflip is in the game
@@Skyehoppers No the sideflip is but not the backflip
This is by far the best Super Mario Sunshine review I’ve ever seen!
Like you, this was also my first Super Mario game and it has a very special place in my heart. But I’m still amazed by your narration of the whole story and how much attention to detail you’ve shown, it just made me love it even more.
Seeing other videos on this and knowing how much hate this game has received made me really sad that they were not appreciating the complexity of the storyline in almost a cinematographic way and I sincerely thank you for all the dedication you put into making this analysis. YOU ARE THE BEST ❤
That's a really interesting take, eco-mario is definitely headcannon for me, it's such a cool interpretation
I mean I think it's pretty explicit, it doesn't have to be anyone's headcannon, the game is obviously about protecting the environment lol
Whild you are peotecting the environment, his "literary analysis" was really reaching. You don't engage with damage from tourism and invasive species but you fight an evil antagonist and his monsters whom he is using to get his objective. He also mentioned that two characters are boyfriends (in his headcanon), which certainly isn't the case as Nintendo is so family friendly that they don't even explicitly turn Mario and Princess Peach into a couple. Plus it somewhat annoys me that affectionate friendships are so often perceived as romantic these days. That was a minor thing i wouldn't have mentioned without the reaching equation of bowser's minions with tourism.
@@nvrndingsmmrit’s obvious now that you’re an adult, but when I was a kid I never thought Sunshine was about the environment.
@VisualTraining Maybe I should just speak for myself, but I remember being a kid and pretty quickly understanding "This sludge is pollution! And it's hurting this beautiful place! It's important to clean up!"
Nintendo of America leaned pretty heavily into the cleaning the environment for its ads back in the day for this game. One looked like a psa about cleaning up litter. Also I think they gave stuff to schools to give to students for Earth Day.
This is an absolutely amazing video. The editing and writing are so good. I really can't believe you don't have more Subscribers.
Super Mario Sunshine is one of my favorite games of all time and after watching this video, I can appreciate it even more.
You went into so much detail that it really made me think about things I've never even thought about before. Like the Gooper Blooper for example.
I never thought that it might be inside the shipping containers because Bowser is importing them. That's a really good theory.
Hoping more people will find your channel because your videos are top-notch. Looking forward to future uploads. Amazing work.
Aw thank you so much :) I'm gonna try to make a whole lot more of these! Keep an eye out
This is why, every time I play Sunshine, I save the eighth episode of each level until the end. After I beat bowser and get every other shine, I celebrate by enjoying the culture of these places. Taking part in the watermelon festival, celebrating the fluff festival, and the crown jewel of it all, the red coin fish. I don’t care that the level on a gameplay pov isn’t that good; it’s my favorite shine because of the vibe. After a journey filled with nostalgia and emotion, capping it all off in the now-bustling ancestral home of the Nokis, and shutting off the console once I gently touch the sand at the bottom and grab the shine will never be anything less than sublime to me
Talking about the lack of long jump in Sunshine, there's actually a hidden mechanic where, if you input a b-dive just after performing a high turn flip, you can cover a huge leap with your jump. I called it Mario's Rocket. The thing is, when a game is so rich with different and organic mechanics, new ones start to emerge from the players sheer will to experiment and try new things. What a beautiful game Sunshine is!
I like to use the Victoria Kramkowski video game rating system to determine if a game is good or not. The rating system is as follows. "Do you have fun playing it?" If "yes", it's a good game, if "no", it's not. The best part is everyone has different opinions of a good game and a bad game. Super Mario Sunshine is tons of fun.
Sunshine is good in concept, and _could_ have been the best Mario game by far. I think the problem though is that execution matters.
You mentioned a handful of “the bad” with the game, but the truth is it’s easy to make a multi page list of grievances with the game. The bad is pervasive and in my opinion overshadows any conceptual goodness from the game’s atmosphere and environmental storytelling.
I know you can’t talk about everything in one video, but I found it interesting that you, at least two or three times that I noticed, edited your footage to remove the save prompt when collecting blue coins.
I know that detail might seem minor but man does that absolutely kill my enjoyment of this game every time I play it. It’s one of those things where I don’t even know what to compare that to because I literally can’t think of any game I’ve ever played that interrupts its gameplay as often as sunshine does with a save dialog.
I really like the idea of the 8th shine in the stage in theory; given the idea of a linear structure where you have to complete a storyline and defeat Shadow Mario in every level, it's nice to have a sort of "victory lap" stage where you enjoy this location as intended. No ongoing crisis, just a vacation activity for a little prize at the end. (It's slightly undercut by how often those 8th stages are extremely janky and difficult, though. Does Mario really have to immediately die of shame if he loses at a roller coaster minigame?)
I do wish the other optional shines (and blue coins as a whole) gave slightly more tangible rewards, as opposed to just being another notch toward 100% completion and an admittedly very stylish shirt.
Just found your channel and I love it!!
SMS never really has anyone touch on just how integrated the culture and subtle world building is despite it being such a key factor in the game's narrative and world as a whole, and I think you touched on its nuances really effectively!
Really enjoyed this video :)
Super Mario sunshine will always have a place in my hearth even though most of my exposure to it was trough old let's plays ten years ago, the atmosphere and the world of the game are so enjoyable and full of life, so much so that cleaning them feels more an activity to enjoy than a chore
Yes! A lot of people get annoyed with having to use fludd but even without the story justifications the mechanic was always very satisfying to me
A double dash video would heal my soul 🤍 that and sunshine were also my introduction to video games as a whole! :)
The last Mario game to have any personality. Everything after seemed like a safe bet.
very very nice video, i've been wanting someone to make a video about sms for quite a while, without saying "sunshine bad, 64 good" and leaving it at that. i commend you for actually finding a deeper meaning in this seemingly random game. fantastic work, great editing, and you have a good voice too :) hope your channel pops off
It’s a good concept that wasn’t executed perfectly. You can see bits and pieces of when it’s great and the same for the bad. I think it’s kinda cool to have 1 Mario game that has people mostly split
I love your analysis, these videos are so well put together
Just mesmerizing work here. Loved every second of the video and how you turned typical readings of this game around in my mind. In recent years I have to say I was much more on the "Sunshine meh" train, but when I was younger it really was unlike anything I've ever played. I'm also just a humongous Bowser Jr. fan, so that probably helped more than anything lol. But yeah, fantastic stuff in this one and happy to see more charitable takes on games who's discourse gets muddied over years of analysis. Hope the rest of 2021 is great for you, Skye!
Sunshine might not be the best mario gameplay wise, but it is the most fun mario game to me.
The atmosphere, the music, the characters... Its not just random levels, its a connected world that feels alive and invites you to become a part of it. I love it!
This is the best Mario Sunshine retrospective/video essay I've seen. Hands down.
Mario Sunshine has always been my favorite 3D Mario game (with Odyssey coming really close), and it's mostly because of its organic and interconnected setting, atmosphere, and environmental storytelling. Yes, the game is easily the most technically flawed: It's extremely unpolished and glitchy for a Triple-A Nintendo game, it's full of padding, the inability to track blue coins makes 100%-ing the game a pain in the ass, and a good handful of the missions are just... not fun.
But it's something that I can easily overlook because I just get so immersed in the cohesive tropical setting. I love the creativity brought about by limiting the level environments to a tropical island setting. Sure, we don't get a snow world or desert world like we get in other Mario games, but we do get environments that we just never would have seen otherwise: a tranquil lakeside village, a bustling harbor, an amusement park, a cliffside bay, a haunted hotel on the beach at sunset, a mountain village.
It's amazing how much the devs were able to get out of limiting themselves to a tropical island setting, and it's something I would love to see in a future 3D Mario.
On another note, I love that you defended the Piantas. A popular thing to say about the natives is that they're all assholes, and yes, several of them are extremely rude. But most of them are just natives in a state of crisis. Their homeland and culture are literally being defaced by outsiders. Of course they're a little on edge.
Also, one more thing: Something that not many people really notice is how the same NPCs' dialogue often changes from episode to episode in most of the levels, signifying some sort of arc.
For example: In Ricco Harbor, in most of the episodes, you can talk to these two custodian Piantas on the deck of one of the ships just mopping, and when you talk to them in the first couple episodes, they'll tell you about how much they love mopping. But in the later episodes when you talk to them, they'll sort of have a meltdown and confess to Mario that they really hate their jobs and that the captain is making them mop as punishment for slacking off.
Or in Sirena Beach, if you go into the women's bathroom, you'll find a female Pianta who will at first be flabbergasted that you're in the women's bathroom, then politely tell you that the men's bathroom is on the other side. Then in later episodes, if you go in there again and talk to her, she simply says something like: "You came in here KNOWING it was the women's bathroom. Shame on you!"
Then in Episode 7 when all the hotel patrons are evacuated outside due to Shadow Mario, the woman will be out there as well and when you talk to her, she'll say: "Hey! Stay out of the women's bathroom!"
It's little details like that that really make me love the game.
Yeah i prefer when mario games dont go thru all the environments. The grass, desert, snow, bowser world etc. shtick gets boring. I like how Sunshine, Thousand Year Door & Super Mario world didn't go that route
Beautiful video and great analysis! I really loved you digging into how the progression of the gameplay tells a story.
Thank you! I dig the celeste profile pic btw
loved this video! your analysis of the game's narrative as a commentary on tourism is brilliant, that's not really a persepctive i've heard before and your examples were on point. definitely looking forward to whatever you make next!
Thank you! Im gonna try and make a whole lot more of these :)
This is such a ridiculously underrated channel. Wow. So happy I finally found this treasure trove of content
It really is a shame that Sunshine was a victim of being on the GameCube. It’s become the most mysterious mainline Mario game just because of what got cut from the final release and what little ideas remain on the disc.
Yeah but also people call it the most Sega game (I don’t think anyone does anymore but people actually have spoken or typed that)
I felt as though you were speaking on my behalf. I loved how the duds didn't take away from your enjoyment of the game because, at the end of the game, those didn't matter to the world and the fun you were having along with the main mission, helping the island. Not because you had to but because the game shows you that this is the right thing to do. Love the bio major, and how you bring that into this. Beautifully done. You've got a new subscriber! (LOL jk but yea actually)
I think this video isn't really addressing the biggest complaint I've heard about Sunshine from most of the players I've discussed the topic with. I don't think I've ever heard anyone really complain about the core gameplay of the game except maybe the parts where you lose fludd (then I think the long jump would have been nice). I've also never seen anyone claim that Sunshine is too linear. SM64 isn't that different in the fact that you go in a level and aim for a particular star. Sure, you can deviate more in SM64 than in Sunshine, but it's not really a selling point for most people. The only real difference is in SM64 you have to unlock caps to clear certain levels fully and that means you will have to come back to some levels later, but honestly I'm pretty sure a lot of people see that as a negative.
The big difference between SM64 and Sunshine is that in SM64 you actually get to play the game. The challenges are based on the core gameplay. In Sunshine, a lot of the Shines are minigames that are quite frankly not that fun. People want to play the game not do chores. I don't really care for running after a blue Mario to spray him or fighting the same boss for the 2nd time. And then you add things like the hidden Shines which are really uninspired, the blue coins that are sometimes insanely stupid, the 100 coin Shines that don't work on every stage for no reason and the pretty bad levels like the pachinko or the lily pad level to top it off. It's not just that there's a few optional Shines that are sprinkled here and there for the completionists, it's that so much of the game is fluff.
I don't think Sunshine is a bad game. I've beaten it a few times and even did 100%. I still like it more than Galaxy 1 and 2 or 3D World. However, every time I'm done with the game I think "why did I have to do all these unfun things in my otherwise fun game".
Many appreciate the novelty of different activities and variety. There's only so much you can do with the basic moveset before your only option is to crank up the difficulty. This is actually how Nintendo went on for the rest of future Mario games, a new idea for each level so the challenge is in variety not the core platforming. Sunshine highlights how a sudden spike in difficulty like removing the water pack and needing to master the pachinko and moving platforms was very uncomfortable for many who had gotten used to the jet pack as a crutch, unlike SM64 which punishes you immediately for a fall.
Haven't played the game in YEARS but it stuck with me. I think mostly for the surroundings/graphics (am a sucker for the tropical setting). I'd really like to see a sequel.
This is a phenomenal video essay, can't wait to see what games you cover in the future!
I always liked how sunshine felt like individual stories in each world, and how they evolved around some of the things in prior levels was fantastic
Idk man I’ve never understood why people dislike it. It’s my favorite mainline mario game, easily.
Mario Sunshine is a perfect imperfect game. It's clunkyness can be frustrating and it's worst levels are brutaly unfair. That being said, I replay it every summer because the things it does do right... Hoh boi does it do them right. I actually do wish we could receive a finished version that wasn't rushed in development. Great Video! Especially the part about storytelling, on point.
This video was absolutely incredibe. I never realized how much depth a game like Mario Sunshine could have. From a technical standpoint, the controls and physics of the game might not be the best, but if you look into it a little more the game has excellent storytelling that helps immerse the player in it's tropical setting. Most importantly, it sends a message, and I don't feel like every Mario game can say it does that so that just makes Sunshine even more unique. It makes me happy I can look at Sunshine with this perspective and appreciate it even more now so thanks. :)
As a big Sunshine fan, there were points that I didn't even consider (like King Boo's gambling ring thing, and the invasive species point), but it did open my eyes more in making the world of Sunshine even more immersive than it already was.
So many people miss out on all this because I don't think they really bother talking to other characters to get the picture of whats actually going on and why you're doing what you're doing. The random Pianta's and Noki's are also all very entertaining to talk to, some of they say can be very quirky lol
You. You get it. THANK YOU for encapsulating the underlying genius of this game and what I believe so beautifully sets it apart from all the rest of the series! I love the progressive nature of the episodes and how they gradually evolve the world and its stories therein. Plus, who doesn't love the feeling of escaping to a tropical getaway with such memorable races and vibrant colors? I personally advocate for Sunshine every chance I get - and I hope future Mario games learn from the golden nuggets hidden within its shortcomings.
P.S. I am here for this enemies-to-lovers Pianta agenda
I was too dumb to pick up on the hint of how to get into Noki Bay when I first played this game. I must have had at least two hundred hours of running around before I figured it out. One day, on a whim, I just happened to look up into that bright ray of light. Getting teleported to a whole new area I never knew existed is still to this day one of the most magic experiences I've had playing games.
great video!
i was recommended this by someone, and wow i’m glad. while i never beat sunshine as a kid, the way you speak about it i wish i had. your love of the game is so clear by how you speak about it. i never thought about the ecosystem approach to it, it’s coop !! the themes are surprisingly tight for a mario game.
your editing style is sharp too, definitely earned yourself a sub and a watch of your other videos. keep up the good work!
SMS is easily my favorite 3D Mario, even though I grew up with 64.
I will say, responding to the (perfectly valid) criticism, one thing the game could have done better is to have the starting point in each level change with each Shine, to reduce repetition a bit. You could even build in new and interesting platforming challenges that way.
Also, replacing the Shadow Mario chase sequences with Shadow Mario bosses would have made those a lot more interesting.
honestly my biggest gripe with the game is how the wrong subtle movements end up turning into wrong big movements. The number of times I’ve fallen off of secret levels because of a tiny wrong input
I hated the pachinko and chuckster levels too- but after figuring out how they actually work, they become extremely manageable. The chucksters work by drawing a line between Mario and the chuckster when the conversation is initiated and Mario is thrown along that line. Annoying? Definitely. But, once you know how the game calculates the throw, it definitely makes it more manageable. The pachinko level on the other hand has a single fatal flaw that makes it almost unbeatable- Fludd. For whatever reason, this level is perfectly designed to align with Mario's base movement- push the stick to the left to grab the coins on the left, center the stick or push to the right for the center, and dive to reach the right. As soon as I figured out this level was made based on Mario's base movement and NOT Fludd, I completed it immediately after. Of course, players aren't given any indication this is the intended method to complete this level. The only reason I found out about it was because of an article where someone talked about how they figured it out through experimentation. I suppose it's rewarding once you do figure out the strategy, but having no indication of what to do is definitely an issue- especially when there are levels that take Fludd away from you. If not that, at least a sign or character or something to give the player some idea of what to do.
And for Corona Mountain, I was terrified of reaching this for the first time on my recent playthrough. I never beat this game as a kid and my only reference of this level was someone's gameplay commentary which I vaguely remember having a death montage at this part. But, despite that, I completed it first try. Considering everyone seems to despise it, I'm going to guess that I just got extraordinarily lucky, especially since I was even able to grab a few blue coins at the end without issue too.
Anyways, I really appreciate this video. Galaxy 2 was my first mainline Mario game as a child and I spent even more time enamored by Mario 64 (especially those old blooper videos from ye olde time), but despite that Sunshine for whatever reason remained in my head the most. It has such a unique method of storytelling for a Mario game and a strangely cohesive setting. Also, I agree with you about loving Fludd. Sure, it sucks not having the long jump. But I love Fludd and the attacks and movements it allows for. The game is definitely not perfect by any means (my most recent playthrough on Switch started with me wondering why I ever liked this game), but once I got used to it it ended up being one of, if not my favorite, Mario game.
And in regards to the linearity versus 64- yes, it is a bit annoying and tedious that you need to collect 7 shines from EVERY level. However, I love the linearity within each level. Yes, 64 leaves room for a ton of freedom and exploration, but I swear if I didn't have the knowledge of that game that I do, a lot of the stars would be more or less unobtainable. All you get is some vague mission title and you're thrown into the world. At least with Sunshine for the most part it's a bit more clear with the level objectives, which I like- especially since it doesn't compromise player freedom all that much in other ways like you mentioned.
Every sunshine video is just “yeah it’s bad BUT I have massive nostalgia for it and I’ll try to explain that nostalgia” not hating it’s just funny to see
Nostalgia doesn't magically make a game good.
There are plenty of games that I have nostalgia with.
But, none of them really hit like Sunshine.
Why? Because Sunshine is just that good of a game.
So, your comment doesn't really make sense.
I’ve played every 3d Mario game starting with 64. Sunshine has always been my absolute favorite. The settings and music are on point.
Very inspiring and well-made review. I enjoyed the editing and everything else about it a lot!
I love Super Mario Sunshine, but the one thing I do not like is the presence of a lot of bonus shines. It isn't bad that you have to complete most of the shines in every area to find the end of the game. But as a kid I remember being stuck on The Secret of The Dirty Lake and doing almost every single other shine and being frustrated at having not got to move forward. The game should be more clear that after you collect 30 shines it stops being a collect-a-thon.
Lovely personal essay and analysis! Great work! :D I recognize Sunshine's flaws will still finding a lot to enjoy -
the water and paint effects/cleaning are wonderful, and I will never tire of spraying water ahead and diving into to slide!
Odysee is fantabulous (and more recently, Bowser's Fury proved a real treat) but Galaxy remains my fav.
It just exudes exuberance and boundless creative energy, and when the music kicks in it makes my soul soar.
I loved this game. I sold it and all my games, as I thought I couldn't play anymore due to hand pain. But after finding meds that help, I have missed it more and more over the years. So... I am going to order this game again because I miss it. So. Much. Also, I love beaches and wish to live near one... Until then, this game helps my beachlust. 😊
Great video! Glad to see you back with more analysis. Excuse the long rambling comment incoming - but hey, I just listened to 5000 words about a game I haven't even played.
This was a pretty insightful look at the game even when I've never played it, and, admittedly, don't really have any interest in every playing it. The way that Sunshine is apparently an actual fleshed-out world with an identity is something I was never really aware of - the most I knew about was just that it was meant to feel like the fun summer adventure that Delfino Plaza's music evokes.
I didn't play a ton of Mario as a kid. But there was a time when I saw some videos of Super Mario 64 on youtube. I was young enough that I didn't even really process that it was a game (for all I knew it could have been a fan animation, which I also watched some of around that time) and I definitely didn't know what game it was, or that SM64 existed. But something about the idea of that dreamlike castle to explore, and the inherent fantastical feeling of jumping into the world of a painting, captured my imagination. Like you say, SM64 is abstract. Both the castle and the levels feel like something out of a dream (or are my dreams just like that?). And for a while, this is how I thought of Mario games. The first one I actually played (other than spinoffs like Kart and Party) was NSMB on the DS. This, like most of the 2D games, was similarly abstract, even if in a much less immersive way than the 3D games. But for years that was my impression of what Mario games were like. I saw them as similar to Kirby games - experiences where it would feel extremely out of character to see the characters have actual dialogue (and I'm not a fan of how Kirby has started to do that). The first Mario game I played that actually tried to create a sense of a lived-in world was, shockingly, Super Mario Odyssey.
(Side note, what do you think of Odyssey's worlds? Do you think they compare to Sunshine in depth and telling a story, or do you think they're just more shallow window dressing? Jumping off of another video essay like you did, I think Joseph Anderson's look at Odyssey is interesting, even if I disagree with a lot. And one of my core disagreements is how he casually mentions that a lot of his issues with the game would be better if the worlds were interesting, but in his (paraphrased) words, the worlds in Odyssey are very generic and boring. IMO, that doesn't give it enough credit, but I'm curious as to your perspective.)
Anyway, all of that is to say, I'm genuinely surprised and impressed that Sunshine did all of this so early. I didn't realize Odyssey had a precursor in making a genuine, lived-in feeling world (I also haven't even played Galaxy), much less one that did it with so much depth to its themes and purpose to making that world feel alive. From my perspective of not having played it, I do think this sounds extremely convincing - I doubt anybody would disagree that Isle Delfino is meant to feel like a tourist destination, and I think the rest of this reasonably follows from that analysis.
The idea of pollution and other damage to the environments due to tourists being portrayed as a 'darkness' makes me think of how that's a surprisingly common theme in Nintendo's games, and certain genres of japanese media in general. I definitely feel like Zelda plays with a similar idea, especially in Ocarina of Time, and I've heard some analysis of a lot of that being inspired by Princess Mononoke. And of course, Okami is one of the most obvious examples. The use of darkness as a distinct effect on the world, that can also be a metaphor for a real-world issue, is something I don't think I've really seen outside of japanese stuff.
I want to mention that I feel I have similar thoughts toward finding the depth in games. With some games, I find myself constantly questioning if the depth I find in them is really there, or if it makes the games "good." Of course, we both know it's all subjective and we should only care about what we can personally get out of games, as well as sharing those thoughts with others. But it's still a difficult-to-escape instinct, to try and justify that something is good when it's often criticized. Especially when it's something one experienced at a young age.
Do these themes make Super Mario Sunshine a misunderstood, genius masterpiece? Or do they make it nothing more than a janky but fun experience for children, that does have a decent backbone to make a good impression on the kids? These are completely stupid questions to ask, but they're the kind I find myself asking myself anyway about games I love. Is Explorers of Sky actually one of the best stories ever? Is Bravely Second as deep as it is for me personally? With so much online discourse toward trying to prove games are good or bad, sometimes it feels like I can't even keep track of where the scale is set. If the depth I see is extraordinary or something that should be the bare minimum standard in most game stories, that you'd find anywhere if you overanalyzed enough.
But, seeing your analysis at least, I think it's impressive. I think that the game's story sounds meaningful and well-conveyed, and that you've done an impressive job of realizing it all.
And I think that whether stories really only mean something to us just because we experienced them as kids is something to embrace, not to reject. Super Mario Sunshine doesn't have to be good for everyone who plays it now as an adult because of this depth. What matters is that those who resonate with it, for whatever reason, get what meaning out of it that they do. I don't know if the plot of Explorers of Sky is really revolutionary and masterful, or just kinda good for kids? After all, the present me has experienced Disco Elysium, and started branching out into some of the novels that inspired DE. But what Explorers of Sky means to me is constant regardless. I had an interesting experience recently trying to play Okami. For me, it was honestly just kind of boring - felt as though I was spending most of the time on boring tasks, and that the combat system never really made intuitive sense to me. But at the same time, I was completely convinced that if I had played it when I was young enough, it might have been one of my favorite games ever. And that doesn't mean it's "for kids" so much as just tastes evolve, and our experiences with games are heavily affected by where we are in our lives and what we're looking for at the time when we play them. Okami's story is simple and charming, and clearly has deep subtext behind it, but it isn't really what I'm looking for anymore.
Likewise, Sunshine isn't really what I'm looking for right now, but I'm glad I got to see your explanation of what you find so special about it. It's not about finding what Sunshine is "really about" so much as I think your perspective was interesting and worthwhile to hear.
Finally, thank you for showing Owl Boy. I saw it in a Dunkey video YEARS ago and could not for the life of me remember what the hell it was called, or the video I first saw it in. That's been bothering me for so long and you finally resolved it. I don't even really want to play it, I just wanted to know.
In conclusion: Gooper Blooper.
Thank you for the wonderful comment :) I really appreciate how much you engage with what I create. And yeah idk I think just the subjective, sometimes almost random ways we connect with different pieces of art is really cool! Too much emphasis has been placed on whether something is good or not, and thats just one narrow lens to experience things through.
I haven't replayed Odyssey since it was released, but I dont think its world scratches the same itch for me that Isle Delfino does. Because each area is so disconnected from the others I find it hard to come up any cohesive message the game might communicate. There are definitely interesting elements, like the robots in the forest level and that dragon in the ruins level, so maybe there's something there! But I am less interested in spending the time to find out than I was for Sunshine, mostly because my memories of the game aren't quite as deep or fond. As I said in the video if it weren't for my personal relationship with Sunshine I wouldn't have had the interest needed to get this sort of reading out of it. While I never played Explorers of Sky specifically, I also connected pretty strongly to the Pokemon mystery dungeon games as a kid so I know exactly what youre talking about there. Maybe worth revisiting for the channel?? Who knows I hadnt considered it before but I could probably make it work.
Lastly, your comment reminded me how I really need to get around to Disco Elysium! And also expect an Okami essay sometime next year (no promises though lol)
I do not feel this essay reads too far into things--I think it's spot on, on every point. I do feel the essayist is a bit too forgiving of the faults and hand-waves them a bit much, but he makes it clear that he knows he's biased and that this isn't a gameplay review. Great video Skyhoppers, i am now subscribed 😎
You write intelligent, thoughtful videos, you're pleasant to listen to AND you're gorgeous. I can't believe you don't have more subs.
My issue with Sunshine is that it's difficulty never comes from difficult level design. It's difficulty comes from clunky controls and quirky gameplay concepts that weren't polished enough.
All of this game's most difficult levels have mechanics that are neither fun nor functional.
The watermelon festival. The Pachinko machine. The boat levels. all very difficult levels, not because they are difficult from a skill basis, but because they are all "water" levels.
Note: Water level means a level that takes the core mechanic of a game and completely ignores it in favor of a totally different mechanic that often times slows down the game.
Although, most of these broken, under tested levels are optional.
Came here because of Adam Millards recommendation in his Tunic video. I was not disappointed. Nice work there! You gained a new subscriber.
Oh and BTW I never understood the hate Sunshine has gotten. And my first Mario game was SMB1 on the NES back in the day and I had played 64. Sunshine was different, but in my opinion also really really good.
I’ve never gotten the reason why Sunshine was so divisive either, by the way what were your favorite aspects of Super Mario Sunshine?
Whenever I play Mario 64, I feel like I should always 100% the game; it just feels right for a collectathon style game. The main problem I had with Sunshine was that it felt very punishing to 100% which is disappointing. I think it really ruined the experience for me where I could’ve had a lot of fun.
I look back fondly on a lot of the best parts of the game, especially the realness of the locales. It’s just that the blue coins, 100 coin shines, and secret levels make up a lot of the 100% experience, and the game doesn’t do very much to help you. I think if I played it again without worrying about 100%, I would have a ton of fun with it 🏝️
It's not a bad game if you enjoy it.
"Super Mario Sunshine" is a game I enjoy conceptually - I love the Fludd mechanic, setting, and aesthetics. That said, I don't enjoy playing it - the sensitive movement, boring level design, and broken structure make it a chore to experience. Even as a kid, I found "Super Mario 64" to be the better game, and replaying both has only highlighted its predecessor's superior and tighter, more efficient and intuitive game design.
Thank you for this video! I crave videos that analyze games with this depth
Glad you enjoyed :) There will be a lot more where that came from!
1. Thank you for putting all my thoughts and feelings towards Sunshine into video essay form. You have read my mind every turn of the way and I’m glad that I can easily explain my opinions by showing others this video.
2. Considering the marketing for the game showing pollution cleanup as the goal of the game, I don’t think you are reading too deep into the games core ideas at all.
14:33 The issue is with that is sunshine's movement is very cluny/janky/not good like there is no excuse for it being this bad and it's my favoite game in the 3D series but man not for movement it's objectively the worse... And I do adore Flood but the long jump should have been kept to and the overall gameplay tightened up as I do miss it every time I do play sunshine.
I like the "bad" levels. The throwing thing is weird and out of nowhere but it is fun to do and fun to fuck up just because it's absurd. It's mario so it isn't really hard enough to be an issue. The variety is nice regardless if it doesn't land.
Would i say it’s the best most polished game ever? No not really. But it’s definitely my favorite 3D Mario game and the one i consistently have the most fun with.
Great reply!
I also played Sunshine to death as a kid, and loved it so. The immersion was really gripping. It's a game about a tropical vacation that's designed to feel like a tropical vacation, go figure. You're supposed to waste time, explore nooks and crannies, play little made up games with yourself, and see intriguing sights. All that is weird for a mario game, but it's doing exactly what it tries to.
The weaker parts of the game are a big hindrance mostly because of how many of them are required. Yoshi always felt stressful to ride because of the constant need to eat fruit and the inexplicable water intolerance.
The game is definitely padded and unpolished at some points. Slope detection, which makes mario slide on inclines, is a little too sensitive at points. Especially in the secret levels, it causes mario to slide off of platforms too easily when they tilt.
All in all, this troubled but wonderful game lives in my heart too.
PS Corona mountain was a unforgivable blunder and the game never should have shipped like it did
Finally, someone that actually appreciates this game. I didn’t connect all the dots here on my own, but I felt the vibes, and when you alluded to the tourism being the problem with the island my brain connected all the dots. You’re so right, though I’m curious how you missed the “Shadow Mario” aspect: Mario is a tourist too. He came here to exploit the island as much as the Bowser and Son did, and he fights his own shadow everywhere he goes before finally being welcomed into the communities he’s helping in their 8th shine levels. Something to think about
I definitely wouldnt call it “overanalyzing.” Love for Sunshine is great to see, and even though I think many of us could see some of the obvious themes with pollution, hearing you dive deep and put it all into words really shows just how much thought the developers had for this game despite having to release it without having fully finished a few things lol
*Thank you so much to my $5 Patreon supporters Sleepteiner and Stuke!!! I apologize for forgetting to make the credits :(*
What do you think of my interpretation of Super Mario Sunshine? Is it even something that should be interpreted? Did I miss anything that would influence my argument? If you want early access to my videos as well as the ability to vote on future subjects, consider joining my Patreon www.patreon.com/skyehoppers ! I'm aiming to build a community of like-minded people discussing and analyzing media without the pressure that an academic setting creates. Here are some little discussion questions for things that didn't make it into the script!
1. What do you think of Il Piantissimo? Is he really just an afterthought or does he too contribute to the themes of the game?
2. Is there anything interesting to be learned from analyzing the core plot of the game? (The Peach and Bowser Jr. stuff) I sure couldn't think of anything.
3. I didn't talk much about Pianta Village, and it was the level whose problems have the least obvious connection with Shadow Mario. Is it meaningful that the issues you solve in Pianta Village seem to be, at least on the surface, coming from the village itself?
With regards to Pianta Village, it is ultimately the cultural center of Isle Delfino. While Noki Bay has similar cultural significance, it still has plenty of grand beauty and spectacle that tourists would be likely to flock to. Pianta Village is the most secluded, isolated part of Isle Delfino, which is emphasized the fact that it only has a singular entrance in the form of a narrow, rickety bridge. With tourists having relatively little reason to come there, it makes sense that it would be by far the least impacted by the negative effects of tourism that the game demonstrates. To the outside world, it's a normal, unremarkable community of natives. Thus it is relatively unperturbed by outside events.
Please don't ever stop making content, we all adore it. You're gonna be the next Summoning Salt.
Thank you, thats honestly one of the best possible compliments I could get :) Ill try my best!!
'...both emotional and muscle.' *chef's kiss*
I will never forget the christmas of 2002 waking up with my mew gamecube, super mario sunshine (i wanted it more than anything) and star fox adventures, it was the best christmas of my life, im 27 now and that was a long time ago. My parents really made sure i had a great christmas.
"Mario has access to technology that makes him uniquely equipped to clean the pollution, more so than the actual victims, so it is still his responsibility to do what he can."
It's always so refreshing to encounter this mindset. So long as it's being applied respectfully. (The UK went through a fairly lengthy period where their colonial empire was justified by claiming that the people of those colonies could not rule themselves, and that Britain was uniquely capable of bringing them the benefits of civilization. Which...uhh...hence the need for respect to be included if you decide to take that sentence as a mission statement.)
i hear people ask about why the shinesprites scattering and the sun no longer shining as brightly would be dangerous for the Piantas and this explanation of Isle Delfino being a delicate ecosystem makes that conflict a lot more urgent. its not just that these folks used to living in a tropical paradise cant get their suntans anymore. The piantas litterally have plants growing from their heads, they need the bright sun to photosynthesize and stay healthy. thats why at the beginning of the game the prosecuting pianta (lol) points out them "trembling beneath a veil of darkness" as their first concern.
i guess in this case the shine sprites are like a metaphor for a key-stone species. they keep the place bright and sunny- only leaving once the environment destabilizes due to the pollution and invasive species brought by bowser and bowser jr
this is why i love sunshine so much, it just feels so much more real than the other 3d mario games. Other than Odyssey no other Mario game has so much depth to its settings and the people that inhabit them that you can so easily speculate and form stories about npcs or random details like that. its a very specific and intimate kind of storytelling i wish we got more often :3
Completely agree and resonate with your final paragraph.
I will forever associate a fresh breeze on a sunny spring morning with this Game 🙏
16:50 personally, I think Odyssey demonstrated the perfect solution to BOTH of these issues- continuous existence in a location while having major story events unlock new ones. You can STILL have certain events be locked behind others, and have the locations change over time as you solve problems or new ones arise, but it isn't going to boot you out of the level every time you finish one.
Having said that, it DOES need a way to incentivize taking a break from a location to visit other ones sometimes. This is why Sunshine's system worked, as it would send you back to the plaza to see new levels become available or chase after Shadow Mario with something you need, giving you a reason to do anything other than powering through a single area until completion. This is where one of a few solutions comes in, some of which Sunshine even did- collectibles locked behind obtaining certain things (like Yoshi, or the nozzles), and of course having cutscenes which trigger events that boot mario back to the hub world again. Just because not ALL collectibles boot you to the hub world, doesn't mean SOME can't if the story calls for it.
Point is, I think if you took Sunshine's world building, and incentive to exit areas occasionally, Odyssey's continuous play approach to having the location change, and Bowser's Fury's direct connectivity of the levels (while still giving access to fast travel like all the others), it would make the perfect 3D mario title. Oh, and maybe also DON'T spam 99 quadrillion collectibles on every hill and in every pebble, aim between Sunshine and Bowser's Fury.
Really enjoyed the video!
I also recently wondered why I remembered Super Mario Sunshine so fondly. Hearing your interpretation of the deeper meaning of the story, the environmentalism and the critic of exploitation in a (post)colonial setting, just resonates so well with me.
So it's no wonder really. The game just creates a world I care about and is filled with adversaries I'm concerned about.
Sunshine is the one Mario game I can't bring myself to go back to.
Sunshine is a superior title of the entire franchise solely because Mario - a plumber - gets to actually do something related to his character job.