Review falithes 3/5 · Jan 31, 2025
Sunny with a high chance for slime
It's cool to see Nintendo experiment with new mechanics when they could have gone with a much safer follow-up to 64. The use of FLUDD is clearly inspired by Luigi's Mansion, and the little scientist with a labcoat is even hinted at early on when FLUDD is introduced (and a little graphic of his face is on the box of …
It's cool to see Nintendo experiment with new mechanics when they could have gone with a much safer follow-up to 64. The use of FLUDD is clearly inspired by Luigi's Mansion, and the little scientist with a labcoat is even hinted at early on when FLUDD is introduced (and a little graphic of his face is on the box of every power up). Delfino is also a great hub. It starts enshrouded with an ominous overcast, but as you collect more stars, the shadow is dissipated and more and more of the town lights up, which is a nice way to visually show the player progression is occurring. Not to mention there are period events in the town as you hit certain star marks. These events are typically shadow Mario causing some sort of mischief, but each event leads to a new unlock, whether that be a new level, power up or Yoshi! Delfino is pretty densely packed as well. With several stars you can see, but cannot access until you unlock various power ups within the hub. Some of the activities you can do here don't feel too rewarding. Such as having to kick 3 fruits across a canal into a basket, only rewarding a blue coin (which is 1/10 of a star) and honestly being a pain in the ass to pull off. Or playing basketball with a basket that's suspended above ground (also frustrating and not really worth it for only 1/10 of a star). But overall it's a bright and vibrant hub that rivals Peach's Castle from 64. I personally still prefer Peach's Castle, but there are a lot of improvements with this new hub. Especially how the town seems to grow along with your progression. I just felt the Castle had more clever design and better secrets to find. Such as Boo's Manor, or how some levels would start differently depending on how you entered them. And the gold bunny was a fun optional challenge which coincidentally was used while designing and testing Mario 64's moveset. Nothing as neat as those secrets in Delfino, but still a great follow-up nonetheless.
The game is heavily front loaded with it's best ideas, both in terms of levels, but even within levels. There is honestly a ton of padding in this game which does sour the overall experience, but not enough to ruin the fun. For example, every level has a star where you need to chase around and hose Shadow Mario. This is always the 7th star and is essential for you to beat the game. Once you've beat the 7th Shadow Mario world, you can fight the end boss. Then each level has at least 2 Red coin challenges. This was something in Mario 64, but it's not handled nearly as well this go around. The worst aspect of these Red Coin challenges has to be with the Secret Levels. You need to beat these secret levels once, then you need to return in order to do the red coin challenge. In contrast, these secret levels kinda feel like the Bowser Gauntlets from 64, but a major downgrade. In those Bowser Gauntlets, you could just collect the red coins as you progressed towards Bowser, get the star then fight the boss. The worst design decision and what feels like clear padding is how you are always forced out of a level whenever you get a star, this includes the 100 coin challenge, which in 64 you could complete, but then still get another star... which again forces you to replay the level again. I actually didn't bother doing any of the 100 coin challenges because of how tedious they felt. Truth be told, I didn't even like these challenges in 64 (even with the convenience of being able to continue to play). What's frustrating about this decision is how the game already had a coding to let you save and continue and not get booted out with the Blue coins... so they had a clear solution programmed but chose not to use it... this issue is so egregious (and people who love this game I doubt would ever defend it) that people have made mods removing this mechanic of forcing you out.
Even the blue coins feel like padding. There are 240 of these coins, meaning you can get an extra 24 stars. Some of these blue coins are fun, but a lot of them are pretty tedious. Such as tons hidden in the sand, forcing you to run around like a madman on the beach hosing everything. Or the aforementioned blue coins involving baskets and fruits. This is another challenge I didn't even bother with. Fortunately most frustrating aspects of the game (which do make up roughly half the stars) are optional. You only need to beat the 7th start of each world to beat the game.
This does lead to another issue with the game design, the lack of levels. Mario 64 I believe had roughly twice the number of levels and Sunshine only has 7. These levels are beautiful and large. They are pretty fun, for the most part, to navigate. But they do lead to another issue with Sunshine that feels inferior to 64, a lack of thematic variety in levels. You don't really have a full lava level, you don't have a snow level, it's all tropical. To be fair the game takes place on a resort, but 64 had clever ways of creating non-sensical levels by embracing the cartoonish nature of the game. Such as how the Boo Manor is a small object you shrink into. Why not have a snow globe that Mario Jumps into to enter a snow level? They already had this concept in a level where you jump into a bottle to learn how to use the diver suit. Don't get me wrong, I do like each level and they do feel different. But there just isn't enough thematic variety for this to feel comparable nor superior to 64.
There were some stars I found to be frustrating too because they weren't tutorialized at all. Such as needing to unlock Yoshi in one level, in order to get a star in Ricco Harbor. For this star in particular, you needed to fire juice at fish to create platforms to cross a large gap and make a few other difficult platforming challenges. The main issue here is you have no idea that Yoshi's juice can do this. It's never explained! I only learned when I gave up and looked up how to get the star. Pretty frustrating. Then there's the Pinata Village. The third star you need to navigate an underground hanging maze. Fine, what wasn't fine for me is how there was this new mechanic, that's never explained to you, that you need to grapple onto a surface, smack it, then it will launch across the gap. These types of platforms were normally blue or red before, indicating they could be flipped. Fine, the issue here is these new platforms are brown, which is typically a washed out color you use to communicate to the player "this is not part of the puzzle." So I was stuck. Then I looked up online, once I saw you could smack these platforms to move, I didn't need to look at the guide to figure out the rest of the star. Nintendo is usually pretty good with tutorials. Making these stand out more. The worst star is by far the one requiring you to ride 3 boats along the ocean with Yoshi to reach a small isle so he can juice a barrier so you can enter a pipe. Not hard, but takes a looooong time. And the 'reward' is the most difficult red coin challenge that you will likely get both upset and frustrated over.
Bosses aren't anything to write home about, but can be fun. Albeit the Giant Squid is repeated a few times which isn't great.
Another interesting thing about this hub is how you discover the worlds. The first 4 worlds are basically shown to you even with cameras framing them for you to point you in the right direction. Later levels end up being slightly hidden. Requiring you to use new unlocks and explore Delfino more deeply. Not a bad thing.
Overall I do love the art direction and music of this game even if both lack a thematic variety present in 64. The moveset does feel great. Mario can zip around and has a lot of control in the air thanks to the hovering. The game is certainly balanced around this move set. I watched a 100% speedrun of this game and it's a fun spectacle to watch. It didn't make me regret skipping the 100 coin challenges nor getting all the blue coins though. Still, there is a very high skill ceiling to mastering the moveset and it's impressive how fast you can move with such mastery. I do like this game. It is fun. But it's not an improvement over 64. I respect their departure via the introduction of FLUDD (which is a cool change to his moveset), but the game doesn't feel complete. This needed to cook more and it would have been a masterpiece.


