At long last, I've started playing through Super Mario Sunshine--a game that was released all the way back in 2002 but which I didn't acquire until a few years ago.
So far, I've only played this tropical-themed, GameCube-based platformer for about three hours. I had hoped to spend a bit more time with it than that in the last week or so, of course, but that's all I was able to devote to it due to an overly busy work schedule and an annoying bout of tendinitis (at least that's what I think it is) in my right arm.
What do I think of Super Mario Sunshine after capturing my first seven "Shine Sprites"? Here are the game's pros and cons as I current see them.
FLUDD--Although Mario's water-squirting accessory is far from perfect in my mind, I'm still enjoying tinkering with it. I especially enjoy making use of its hovering capabilities.
Isle Delfino--To be honest, before I began I wasn't sure if I was going to like Super Mario Sunshine's resort-like setting. Those apprehensions flew out the window as soon as I set foot into the title's first real stage ("Road to the Big Windmill"), which is so bright and cheerful that only avowed curmudgeons are likely to find it off-putting. That said, it'll be interesting to see if the atmosphere retains its freshness throughout this adventure or if it becomes a bit stale and repetitive over time.
Non-FLUDD stages--I've lost track of how many people have told me over the years that this game's "secret stages," which don't allow players to use Mario's FLUDD contraption, are its highlight. Given all of that hype, you'd think that I may have found them underwhelming. I haven't. In fact, the break they offer from the Isle Delfino levels has been refreshing so far, as has the "old school" challenge they offer.
A little help, please?--Although I've only played through a couple of Super Mario Sunshine's many stages so far, I've already found myself lost on more than a few occasions. One of those occasions ("Petey Piranha Strikes Back") was due to the title not properly showing me what I was supposed to do (or, rather, where I was supposed to find ol' Petey), while another ("Red Coins of Windmill Village") was due to me being unable to discern the location of an unearthed Shine Sprite. Granted, I'm usually against games doing too much to hold a player's hand, but in this case I think a bit more could be done to let someone know
Playing blind--As much as I've been annoyed by the above-mentioned situation so far, it's nothing compared to his one, which centers on Super Mario Sunshine's often-wonky camera. Especially frustrating for me has been attempting to jump from the ground or a roof or a wall onto one of the game's many tightropes, although attempting to race along the tops of said walls and roofs can be just as trying.
Given all of the above, what's my current consensus of this GameCube "classic"? Sadly, I have to say that I'm finding it more annoying and less enjoyable than I imagined I would before I booted it up for the first time.
That's mainly because of all of the problems I'm having with its camera, though, so hopefully I'll come to terms with that aspect of the game in time. (If not, don't be surprised if this series of posts ends with me sharing that I've put my trusty WaveBird controller through our TV or one of our walls.)
Now that I've had my say, what do all of you think of this game--and my impressions of it so far?
See also: previous 'Bye-Bye, Backlog' posts