Reviews from

in the past


It's finally time for Mario to face his biggest enemy yet; not Bowser, not Bowser Jr., not the camera, not even the slopes... but the legal system.

Super Mario Sunshine is weird, yeah I know, what a daring statement, but I’m not referring about its presentation and ambience, I’m talking about how it manages to be an amazing and incredibly fun platformer that I would even go as far to say that holds in store some of the best parts in any 3D Mario period… and an absolute mess of a game with glaring flaws in both pacing and design that make it at various points flat out infuriating, frustrating and tedious. I’m baffled at how they screw up in some areas, ‘cause I really cannot stress enough how much of a home run is the good stuff in here.

Delfino Island and its locales amount to what it’s perhaps the best assortment of levels out of any Mario game, at least thematically that is. Peach’s Castle in 64 was a pretty good main hub, and the rest of the series followed suite and they all have fantastic central areas that hold up very well in their own regards (except Odyssey I guess, mainly ‘cause it really doesn’t have one), but none of them hold the candle to Delfino Plaza; not only it’s a fantastic starting point full of secrets and side-quests and a playground to experiment with the mechanics and F.L.U.D.D. as well as very neat introduction to the whole concept of shines and how the isle operates, but it also feels like central area, one where, even if you still have to use paintings and pipes to get to the levels, everything feels interconnected naturally. Being able to see other places from certain levels or the Delfino Plaza itself helps a lot on this regard, but what sells it all it’s how every place works together to form a strong thematic feeling; Mario games aren’t really that into having a particular theme, the only other exception maybe being Galaxy with its space setting, but Sunshine is just on a whole another world: the playful and whimsical nature of Pinna Park, the striking sunset and seemingly endless hotel rooms of Sirena Beach, the ancient and massive looks of Noki Bay… The concept of platforming across the different places in a tropical island was already good, but Sunshine uses this idea and takes it to its fullest potential. With the exception of maybe Pianta Village which fills a tad artificial and purely focused on the platforming challenges, every single one of the main areas are real places in which the inhabitants live or the tourists go visit or have fun, and it just so happens that they are fantastic places do some platforming; of course I’m not saying that there aren’t parts that don’t feel gamified, in fact there are a lot of subareas that are completely obstacle-course focused (we will get to those later), but in the moment to moment gameplay this immersion is only matched by a few other platformers, it’s creativeness it’s only paralleled by the joy-filled sounds and soundtrack, how well these places are designed and how fun it is to traverse them… ‘cause yeah I actually adore the movement and platforming in this game AND I SHALL DIE ON THIS HILL.

It's honestly shocking how despite limiting Mario’s base movement compared to the last entry and putting a focus on vertical movement, Super Mario Sunshine lends itself to be a joy to control using all the capabilities at your disposal to the maximum and being a ton of fun… or at least 50% of the game does… again, we will get to that later. F.L.U.D.D is obviously the star of the show; it’s completely unexpected and bonkers to focus the sequel to motherfucking Super Mario 64 on water and how to use it as a movement tool, but despite only being able to do a handful of things, this water tank trumpet looking-ass is a game changer. The squirt nozzle is a great way to expand of combat and making boss fights WAYYYYYYYYYY more interesting than they ever were, but it’s with the hover nozzle that the game goes insane; hovering in itself is a super cool ability, but in this game not only is mandatory to use it for certain sections, not only it is highly convenient and a life saver in multiple instances, it is what gives you the chance to break entire missions in half, having this tool makes you think outside the box and a ton of the fun of the game comes exactly from that. The missions themselves are also mostly fun (emphasis on mostly), some offer really cool platforming challenges as I said, but a ton of the levels do actual story progression within each of them, having small narratives that advance as you complete chapters and gain shines; it’s a really compelling way both gameplay and story wise to make me just keep playing chapters aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaand Shadow Mario stole F.L.U.D.D. … Uh-oh.

Yeah… the fludless levels are by far the most disliked part of the game by many, and while I do think there are some fun levels of this kind here and there… yeah no more often than not they are highly frustrating. It’s really strange to me that the developers decided for this to be such an important and mandatory part of the game considering how every single part of the experience is designed around having F.L.U.D.D., which includes the moments you don’t have the goddam thing. A lot of people say that it feels like Mario’s shoes are slippery or on soap, but I think that’s not exactly the problem: again, I think Mario itself controls pretty well, it’s move set is focused on verticality yeah, but by itself there’s not much problem with it… until you can’t hover, and that’s when you realize the physics on this game are atrocious. I swear whoever designed these sub-areas must have had a terrible day, not only there are some almost mean design aspects that make them overly difficult, but if Mario as much as touches a slope, that plumber is already dead. And ignoring the almost comical aspect of Mario letting himself be stolen by Bowser Jr. MULTIPLE times, it’s terrible how some of these sub-areas connect to the main mission; some do it fine enough, but in other’s you’ll be doing a totally normal and actually fun mission to then be immediately teleported to one of these with no reason at all and suffer! Isn’t that fun?!. All of them having the exact same song and visually similar doesn’t help in the slightest, and it juts results and a bunch of stuff that you really don’t want to do… and that’s something that not only affects these obstacle-courses.

Look, Sunshine isn’t the hardest game out there, and despite me not being the most skilled player out there, I actually didn’t find parts of it as other people said they would, hell, some stuff like the sand bird or the watermelon mission I managed to do them just fine! The problem with this game isn’t that its consistently hard, more.so that is consistently annoying. Even some of the missions that I’ve been praising can be a slog, they are just not fun and repetitive, and death meaning being booted back out and having to start from the very beginning is actually evil and an huge waste of time, considering how entering a levels takes a lot more than it did in 64. It’s made even more frustrating ‘cause you’ll be presented with a very cool and original level where you have to clean a huge eel’s teeth and is super fun and challenging, only to have to do one where you have to be thrown by Piantas with 0 aiming skills or having to traverse and overly long, boring and confusing maze; there’s no middle ground, the missions are either 10 out of 10 or a torture beyond human comprehension, and a lot would be remedied if the game just was more friendly in communicating what the hell you need to do; sometimes is clear as water, others, the way to progress is at the exact opposite plaxe from where the start of the level is (fuck you too Pianta Village!).

Progression is also kinda weird; the story is weirdly fast pace, with basically no spoken dialogue or cinematics after a certain boss fight and they disappear until the ending, and the way you obtain the nozzles and Yoshi is also really weird, the nozzles are fine I guess, but it’s weird that you only really unlock them for the main hub (and I believe they would work far better as permanent upgrades) , and that they are also pretty imbalanced, the rocket is WAYYYYY more useful than the other one that I only used like two times and don’t even remember the name. Yoshi is also kinda bizarre since you need to beat a specific mission for it you unlocked, but hey, it doesn’t really matter, after all, all 7 first chapters of every single level and mandatory, so it really that big of a deal!... Wait a second WHAT.

Look, I’m fine with tying the progression with the defeats of Shadow Mario instead with the Shines themselves, that idea at a base level isn’t bad, what IS bad is that because how it is made, shines serve absolutely no purpose unless you want to get 100% completion, which actively makes the already kinda frustrating coin and blue coin MULTIPLE shines even more pointless AND this teensy-little fact is NEVER told by the game EVER. WHY ARE YOU LIKE THIS SUNSHINE, I WANT TO LOVE YOU SO BADLY.

Super Mario Sunshine it’s beyond flawed, and its missteps only become more and more apparent as the game goes on… but still, I have gained a huge fondness for it; at times it’s a fantastic experience, and I value it both for what it s and what it is not: it is a fantastic game with some of the best platforming in the series and incredible sense of style, and it is not just a sequel to Super Mario 64, it’s its own thing that would go on to define modern Mario and a lot of the design choices, like the pan out of the level and showing the objective and the more developed boss fights that , would go on to inspire future 3D Marios, and in that alone it has value, and plus, it’s still a damn good game. I think I’ll ponder over this one for a bit, but as of now I now clearly but even with flaws, it’s worth playing it and discover the surprises it has in store.

And now, officially, summer begins…

É um jogo muito esquisito e com decisões de design muito esquisitas. Não bastasse isso, os controles são imprecisos e escorregadios, o que, para um jogo de Mario, é praticamente imperdoável. A jogatina pode se tornar bem irritante em alguns momento. Apesar de tudo, ele tem charme e vale a pena ser jogado.

Janky physics. I love the setting and FLUDD is a cool guy, but some of the challenges the game throws at you get pretty ridiculous. My problem mostly lies with just how slippery my man Mario is in this iteration. I know he's a slippery Italian man, but he's gotten too greasy this time. Also, I wish the game allowed you to choose what shine sprites to get instead of being forced to do the initial seven of each level to be given the opportunity to fight the final boss. Also, that hotel with Boo's was a big waste of time. I got stuck because I didn't know that Yoshi could eat ghosts. I don't think that was ever a thing besides in this game. Cool nostalgia title, but I can't ever forgive it for some of its crimes against game design.

This is a tricky game to rate. Sunshine has a lot of things working in its favor: the island theming, the music, and the delightfully colorful visuals. Unfortunately, these strengths are often overshadowed by game design that is well below Nintendo's usual standards.

Repetitive missions, janky controls, and some odd QOL decisions (like kicking you all the way out of certain levels after dying) make for an often times frustrating experience.

I finished the minimum requirements to make it to the credits (avoiding some of the game's most notoriously despised missions). I did really enjoy the game at times, but there were other times when I considered abandoning it.

It will likely never happen, but I'd love to see a Sunshine sequel with the polish of Galaxy or Odyssey.

Gets a bad reputation for being restrictive, which isn’t entirely unwarranted. But redeemed by inventive and soulful platforming, immersive stage design and a creative interpretation of what Mario should be. It’s like a tin of crackers. You know you’re not getting the best quality out, but you’ll get a good version of what’s within. Enjoyable game which despite its arbitrary difficulty hits all the right notes.


Sunshine's a game I have a lot of childhood nostalgia for, but I can also kind of see why I never actually beat it as a kid. It's just fun to be in Sunshine's world and environments, the unique summertime vibe that Nintendo's never really tried to recapture in the same way that Sunshine did (maybe besides something like Wii Sports Resort), and a lot of that charm is what really carries the game for me. But on the other hand, Sunshine starts to fizzle out too much by the last several hours as later stages begin to just repeat bosses or goals like collecting red coins or platforming challenges that just aren't satisfying or fun to do. A part of the problem is that movement feels great and snappy when Mario has FLUDD on him generally, but there's issues with the physics here especially on slopes that can be just baffling with how much Mario will be flung off in certain directions if the game doesn't agree with whatever you're doing. The stages that take away FLUDD, your last resort for either saving a bad jump or reaching that last little bit before a platform, really exemplify how too snappy Mario is here compared to how he controlled in 64.

I do vastly prefer this game over 64 because for the most part I still was having a good time and the style carries so much of Sunshine even at its worst, but it's also a game that can feel a little too bloated and overambitious and that's when it becomes harder to look past the more janky aspects of its controls and mechanics. I feel really bad for anyone going for completion on this one because of how much more tedious stuff like blue coins are here in comparison to how relatively simple 64 was.

yeah I'm not 100% this shit, it's surprising I even got to Bowser in the first place
The 1,5 is for the music and the cool shades that cool pianta gives ya, that guy fucking rocks
Gameplay wise tho? eeeeeeeeeeeeeeh

This games movement from Mario 64 is such a big improvement. Fludd and Mario's combination of movements make it so fun to platform. Unfortunately the collision detection took a hit and is somehow worse than in 64 and definitely makes some areas a pain to platform on. Also doesn't help that 100%ing this game is just a nightmare thanks to Blue Coins. I don't like this game much but I also don't hate it.

What an amazing remaster of an already amazing game. I seriously love Sunshine. The atmosphere is something else. I really enjoyed the beach theming and where that took Mario throughout his journey on Isle Delfino. Controlling Mario is still as fun as ever, and with the addition of FLUDD as well as great level design, Super Mario Sunshine is a game I will never forget.

Played a ton as a kid, finally beat the game for the first time as an adult.

The last couple times I tried to play this in the last few years I got frustrated and gave up, but this time I had a pretty good time.

+Vibes/beach vacation aesthetic/music are all immaculate, some of the best no doubt. Taking Mario to this kind of setting was a bold choice, and one that I think paid off in terms of the sheer visual diversity both within itself and against the Mario series at large. Delfino Plaza is a five-star hub.

+Fludd is a fun addition too because it works with Mario's platforming instead of replacing it entirely.

+I will also say that the game has a momentum to it. I beat it in 2-3 days representing 10-12 hours of gameplay.

But for all of that, it's also very clearly deeply flawed and may have aged worse than 64.

-Punishments for failing levels/getting game overs I would refer to as "somewhat cruel." If you get a game over, you're booted to the start of the hub world. If you lose your footing on an obstacle course where the goal is to climb, you go all the way back to the bottom of the level. If you lose a single life outside of the secret levels, you get booted to outside its entrance in Delfino.

This game has a weird penchant for feeling the player needs to waste 2 minutes reattempting a challenge as punishment for either losing a life or attempting to solve an open world puzzle in a way that's not exactly the game's preferred way of doing so.

I also found some of the required challenges needlessly hard (or at least bullshitty) for a game with as many camera freakouts as I experienced (not to mention a few collision detection issues). I have no idea how kids beat some of these levels without employing 3D Mario acrobatic tricks.

I don't think I'd actually mind the difficulty so much if Sunshine wasn't so needlessly punishing. The level design is excellent and I love a platformer with some bite. Mario also feels really good to control even despite some aforementioned issues. But when an otherwise excellent game so frequently decides to waste my time for deaths that don't always feel like my fault per se, it's hard to summon anything more than a soft, well-asterisked recommendation.

This review contains spoilers

The game that introduced Bowser Jr itself! I really liked this one! Controls a bit difficult to hold but in the end you get used to them!

Mario Sunshine is an interesting game. Its buggy, likely a biproduct of coming out early in the 6th gen's life style and I can only assume a brutal production timeline, it's got some of the most fucked up stars in the whole franchise (i'd argue that lily pad IS the worst star in the franchise), and an odd structure to its stars making atleast 30 of its stars feel redundant; more if you don't reconsider anything that's not attached to its own mission or secret area unnecessary.

And I wouldn't change a fucking thing.

Okay well maybe I'd change Lily Pads.

I love Mario Sunshine, I'd even say it's my favorite 3d mario, with the only aesteric being that I haven't played galaxy 2 in like 10 years so idk how I really feel about it. For all it's jank and weird design choices lie a ton of soul, cool stars, fun movement, an unmatched aesthetic and Levels Were You Can Actually Die.

Sunshine's main gimmick is is FLUDD, a funny little talking water gun on your back who you use to shoot water or flip between a hover mode or eventually a rocket mode or a turbo speed mode. FLUDD rules. Like every game mechanic I like it's multi purpose and you can is used in many creative ways without designing specific interactions, and benefits the level design. it's weird that a lot of the cool fludd stuff (slip and slides/shotguns blasts/ect) are hidden and you just gotta figure it out on your own but it's whatever you've watched a sunshine speedrun before and watched them turn shadow mario to dust. I have no problem with fludd, he's great.

Individual stars are a mixed bag. I'd argue that most of them are good, but the stinkers are crazy. I said it before but lily pad red coins is genuinely awful. I do think a lot of the levels people point to as being annoying is mostly just because people didnt fully understand the mechanics. Things like the Manta Ray/cleaning up Sirena beach are much easier then they seem if you know what a shotgun blast is; and to be honest I never understood how people walled by things like Sandbird/blooper racing.

But the stars that ARE definitely fucked up, things like Pachinko or I'm A Chuckster! idk I just think they're funny. If dying in a single player video game hurts your ego no matter what or something, first go to therapy second it's not really a big deal. Most of the Secret levels have a 1up mushrooms early in the level to keep you going. Is pachinko fucked up? yeah. It is really funny to see mario go to hell on a stub? also yeah. Am I being bias? yeah fuck you.

And like I mentioned before, something I really like about this game is difficulty. If you read my review from a few years ago on Galaxy 1, what brought me down on that game was that despite it's insane polish and strong gameplay gimmick, was how easy the game is. All the polish in the world means nothign to me when most of the game is completely frictionless because there's like 5 stars total where there's even a risk of dying, it becomes a snoozefest. Mario sunshine is much harder then it's companions, and I like that. It's not like it's a complete ball buster but I have pay attention and try to win, and most of the Secret levels are gonna take you multiple tries to get at. 64 is not as bad about thsi but most of 64 is kinda a cakewalk anyways.

Something I like about this game that doesn't come with an * is the aesthetic . God. This game is still wonderful to look at. I've been chasing this game's aesthetic since it came out. One of my incredibly bias gripes about Pokemon Sun Moon (bet you didnt think that game would show up) is that I thought that game aesthetically would be the Sunshine 2 that i craved, and in the end i got Just Regular Pokemon.

The summer theming and the commitment to the aesthetic. It's so so good. No backing down to generic areas, the most generic you get is a volcano area and thats the final level. It's a summer vacation aesthetic; We got the easy beach stage but we also got other sick shit; an amusement park, a dock, a scenic beachside nice hotel with the casino you parents didnt let you come with and it might be haunted too (idk whats up with this I never really associated summer with horror but it's apparently a classic japanese summer thing so w/e), villages that are probably tourist traps, ect. It's wonderful. I want this more and no game as given it to me. It's either every level looks the same or every game has rapidly different designs for the sake of variety. The commitment to an aesthetic idea and variance without giving up on the core idea. it's perfect. I will never get this game's aesthetic again and it hurts.

To get back to being negatives despite that I love this game, the game's star structure is weird. To hit credits you need to beat the 7th level of every stage unlike 64 which was just get X amount of stars to progress to the next part of the castle, leading to only needing 49 stars to beat the game. Along with that a large chunk of the stars in this game are attached to blue coins, which suck but oh now you all agree with me that collectathon shit like banjo sucks? you all love banjo but hate blue coins? whatever man. To put it all together the reward for 120 stars is really ass; 64's isnt much better but there's not that many stars that feel like filler in 64 and obviously later into the franchise you get crazy 120 star rewards like galaxy. I say do all the main stages and grab delfino stars, and see how many blue coin stars you got by the end, you're not missing too much going blue coin hunting. you can also skip lily pad. fuck lily pad.


Sunshine is flawed, but I love the flaws. For everything it lacks it has something nothing else has. I'm also bias. fuck it. I should replay mario galaxy 2.


Like yeah it’s a Mario game so it’s not bad necessarily but it feels super cheap for a Nintendo game. I also think the 64 style of progression is kinda just not for me, Odyssey does collectathon Mario so much better.

I have heard quite a few things about Mario Sunshine before I started playing it, from one person I heard it was a really bad game, from another I heard it was essentially a B-movie in the fact its so bad its good...and from another they told me its a good fun game.

I lie somewhere in the middle in the fact its a really fun game with some nightmare fuel levels due to them being tricky by design and also the mechanics of sunshine makes them hard. Like 64 had some freaking maddening levels but some of these were in another league (Im looking at you river leaf and Pachinko level, I didnt do them because I didnt wanna suffer the pure torment considering I lost it in some of the non-Fludd levels.)

But anyway, for the most part, I actually really loved Sunshine, sure the voice acting in the story leaves...something to be desired but the area's in this game are superb and about 60 to 70% of the episodes were pure fun and great in design, like gathering the red coins out of the coral reef or the mysterious hotel delfino level. Some of the bosses are absolute classics that are really fun and have gone down to be favourites in the mario universe, like Petey Pirahna and Gooper Blooper so if that doesnt tell you all the greatness this game accomplished, I dont know what will.

Overall, this is a super fun game and despite its flaws, is really something special in my opinion. It may make me want to punch someone in some places and its not exactly perfect with its sensitive controls and unbalanced mechanics at some points but its fun factor overall more then makes up for it. I probably wont pick this up again for a long time but im very happy that I played this.

Mario squirts everywhere and shouts wahoo, just like me.

This game was definitely rushed, but I honestly prefer the open-world gameplay to the more linear Galaxy and 3D-World. Additionally it feels just the right amount of hard, not as janky as 64 but still challenging.

Comparing the port to the original: Yeah, it could probably be 60fps, but it doesn't need to be. The HD textures and greater view-distance look amazing all by themselves, to be honest.

I don't know how this is simultaneously the best Mario game and the worst Mario game, but it really is.

So first of all, it's a Nintendo game, so the charm and style are on point. I've always loved that they made a whole game dedicated to the summer theme and it's explored very thoroughly here. From a bustling harbor with boats and cranes to a summer theme park, the game gets a surprising amount of mileage out of what's basically one theme that it sticks to throughout the entire game.

The only problem is that the gameplay is janky as hell. Mario will go flying for no reason at all when you've barely touched the control stick and some of the platforming challenges without F.L.U.D.D. are brutal.

There's also just a lot of glitches. Clipping through things for no reason, janky collision, it's kind of just - to be blunt - not polished very well, which is very surprising considering this is a Nintendo game, let alone a Mario game.

I still love this weird game, warts and all, but it's pretty hard not to notice all it's flaws. I think it might be a game I have to return to every year or two now that I know I can beat it in two days.

its so flipping peak.... -.5 stars because i 100% 3d marios and blue coins exists. really. these shits suck. most fun gimmick ofa ll mario games i love Fludd and everything in the games world blends together seamlessly with the abilities u get. honestly a little heartbreaking how we never got delfino in another game besides kart

mario sunshine ended up being one of my least favorite types of games - one that has a ton of stuff i really enjoyed, yet bogs itself down with so much dumb shit that i end up hating it. i don't mean that in the sense of "oh there's one level that made me so pissed that it poisoned my experience" i mean that it's genuinely frustrating how this game takes such an incredible concept and just drowns it in shit.

first off, i fucking love fludd. it adds so much to the way mario controls that i barely realize he's missing shit like long jumping. hovering, squirting water on the ground and sliding on it, tap spraying the shit out of shadow mario... it's so damn cool, dude. mario sunshine is at its best when you're actually able to do some sick ass platforming and use fludd to its fullest potential.

so why the fuck does the game insist on limiting your use of fludd as much as it possibly can? whether it be through fluddless platforming levels or other stupid ass gimmick shines where you're playing slots instead of actually bing bing wahooing around, sunshine fucking neuters their gimmick by making sure you're hardly ever using it. this is where sunshine just falls flat on its ass - without fludd, you realize that mario controls like utter dogshit. the left stick is so sensitive that barely tapping it will make him sprint right off the edge of a level, sometimes he'll just clip through shit or become way more slippery than he usually is, and with no way to correct your jumps it really brings to light how much the game relies on fludd.

what's worse is that this game gets fucking demolished by the way it's structured - instead of having free reign over which shines you can get to complete the game, it makes you play through every single level up to shadow mario. this means that you're required to hit at least like, 70% of the game's horrible levels. sand bird, goopy inferno, the chuckster level, bum-ass ricco harbor red coins, all of these are required to beat the fucking game. it's not like mario 64 where you have relative free reign over the order in which you do shit. over and over this game just shoots itself in the foot by making you go through some of its worst section and not letting you just fucking. play the levels you want to play.

there are a few other gripes i have too. blue coins are fucking stupid and there's not really any way to easily track which ones you have, so im never gonna feel incentivized to go for 100%. also, since so many levels have multiple stupid gimmick/fluddless shines, a lot of them don't really live up to their potential as Platforming Levels. like, most stages will usually have one section where You Gotta Platform, and the rest is just filler space to find red/blue coins.

and this is all a god damn shame, because there's parts of sunshine that i really like! even though there's not as much platforming as i would have liked, i think every stage still hits it out of the park (except maybe pianta village). they all manage to be fun and unique despite their similar island theming. the soundtrack is top notch, the aesthetic is great, i love all the wacky-ass enemy designs and it makes me sad that we'll probably never see them again. i 100% understand why people love this game, and it makes me sad that i find it so frustrating that i can't love it the same way. i promise i'm not trying to be a contrarian hater in this review, it genuinely pains me that there was so much dumbo shit that held me back from loving this game.

It's really though working during your vacation

Narrative: 3 - Gameplay: 4 - Visuals: 3 - Soundtrack: 5 - Time: 3.5
Stars: 3.5

My journey with Super Mario's three-dimensional platformers is coming to an end. And so far ahead in the road, I come across some weird game. I mean, what the hell was Nintendo thinking? Everything - from the cutscenes to the gimmick chosen to be the core mechanic - is weird...
And kind of cool.

The plot with Bowser Jr. in his dramatic search for his misplaced mother is absurd and so funny. FLUDD is a nice gadget-side-kick (character?), but where's the mouth? The screw are eyes? And don't get me started with the islanders and that water-type mammal-shaped Island. And, by the way, I hope to God that Delphino Island and its inhabitants aren't some sort of reference to Brazil or Latin America. At the same time, the carnivalesque soundtrack sure points towards that. Regardless of my doubts, their design is just awkward. None of that takes us off the solid gameplay.

When I saw some bad criticism about the second half of the game, I was surprised and kind of suspicious. I mean, we all know that Nintendo can drop the ball with new consoles or IPs, but to think they would mess up one of their main franchises would shock me. Well, it was not exactly like that. I see the frustration that comes with some of the clunkiness of the controls, and some levels can get irritating, but in the end, it's all good fun and solid game design. There are challenges, and I won't lie: I'll die cursing Pinata Village (and praising Sirena Beach).

In the end, I'm glad that Nintendo took some weird directions with this one. I feel that it can hold its ground with no shame side-by-side with all the other three-dimensional Super Marios.

Next - and final - stop: Super Mario Galaxy.

I grew up with Super Mario Sunshine so it’s incredibly nostalgic for me. Even though I know it has flaws I love this game and play it every year.

I have a lot I could say but I’ll keep it brief. I love that every level almost has a little story going on as you progress through it. I love that the levels feel like they’re actual places on the island and that they have a bunch of NPCs to talk. In fact there are some NPCs in this game that if you talk to them in every episode in a level they almost have a character arc it’s super cool and the fact that you can completely miss it if you don’t talk to the characters for fun is a real shame cause there was clearly work put into the dialogue.

Gameplay wise I always have fun playing it. FLUDD is fun to use to navigate levels and fight enemies. I even don’t mind collecting blue coins cause to me it’s just a fun thing to collect to earn more shine sprites even if you don’t need any of them to finish the game.

I know the game can be glitchy at times but I kinda like some of the glitches. I’ve played this game so much that it’s fun to glitch or exploit my way into levels early. For instance this time when I played through the game I tackled all 7 levels episode 1 first before moving on to episode 2 then I’d play all the levels episode 2 before moving onto 3 and I did that all the way till the end.

Now if you’ve played the game you’d know that you need to beat episode 4 of Pinna Park to unlock Sirena Beach. But using some glitches I was able to get into Sirena Beach whenever I wanted! Even getting into Pianta Village early is easy with a well timed triple jump!

I know the game isn’t for everyone but it was my first ever console game, so I have have very strong feelings towards it and it will probably always be my favourite Nintendo game.


It was definitely a step up from 64, and this is where the 3D mario nostalgia hit my veins with full force. It has a neat aesthetic with some great little details such as E. Gadd and the sky box featuring additional parts of delfino and overall it has a lot more personality that was refined from 64. It does have some odd choices, like even beginning the 3D mario per-game gimmick. FLUDD and the general controls are better than what's in 64 but it does have its share of difficulty in maneuvering. It also has some wildly shifting difficulty and while easier to figure out than 64, it can be overly vague on what one should do. In general it still feels great to control with some additional locomotion tricks beyond 64, but it can be a bit of a pain. Also it's dearly important to confirm bowser fucked at some point

Delightfully inventive, but the one thing a Mario title simply cannot be is clumsy, and for this it suffers relative to the rest of the Mario catalog.

Review in progress:
Flawed, but very fun at times. One of the most blatantly unfinished games Nintendo has ever released. Lacks the polish of other Mario games. This port was a missed opportunity.


Não esperava nada, não dava a foda, nem ia jogar, mas no final entregou quase tudo, uma gameplay divertida, um enredo típico, mas bom e até misterioso, por final, uma trilha sonora maravilhosa e bem feita. O maior problema é a camera que pode bugar e fazer o Mario cair no limbo

At first I was quite conflicted on Mario Sunshine, I was having fun which was interrupted with the odd annoying level. However as it went on, I found it just got more and more frustrating to play, especially during the secret levels and overall wasn't really enjoying myself anymore. I do believe there is a really good game here which you could easily find if you ignore some of the more annoying parts and focus on the tropical setting and music which is one of my highlights, but it's too obvious to me that a lot of this game feels half-baked or not even playtested, such as the chuckster level feeling broken at times with the way you're thrown.

Overall I'm glad I've gotten to play Mario Sunshine, but it's definitely the black sheep of the 3D Mario games to me, and nothing makes me want to comeback to this game to 100% it.

I can understand why people don't like this game but it was so much fun. It had some pretty hard levels but it tested you on how good you are which I liked.

very frustrating mario game in general. while the setting is great and the characters have their charm, the plot is just uncanny to me and the controls - while sometimes celebrated by people for their diversity - suck badly and take out all the fun that collecting shines could have brought...