I don't think anyone expected the sequel to Super Mario 64 to be anything like this. As if the staff at Nintendo went on an extended drug binge and one of them said "guys, what if Mario went to Italy with a water pistol?" and then after a bunch of laughter and sobering up, they ran with it for an entire game. But here we are, and coming back to Sunshine after many years, I like it more than ever for how weird and un-Nintendo it feels.

Most Nintendo games are finished for one. This has a real patchwork feel to it, a leaking bucket plugged up with what feels like test levels and blue coins, two hundred and fucking forty of them to be exact. So many moments in this game made me go full AVGN, turn to the side and say "what the fuck were they thinking??" into an invisible camera, because they were rushed to the point the difficulty in many places wasn't tested at all. Compared to the round planet of Galaxy, there's sharp edges all over the place here.

But despite their desperate attempts to reach 120 shines, there's a very solid core here. There's never been a Mario game so committed to creating what feels like it could be a real place; levels that blend sensical environmental details with totally ludicrous geometry end up coming across really well. I think the success of Isle Delfino is one of the game's biggest strengths, trading out the variety of Super Mario 64 for levels more considered and consistent. It also helps that Mario is super fun to control here. I was shocked to remember you can't even crouch in this game, never mind long jump, but the addition of FLUDD and the spin jump keeps the platforming engaging, pushing you to challenge yourself. Having said that, it's definitely part of a downward trend towards making Mario easier, but less satisfying, to control which continues into Galaxy.

So yeah. I had a really cool time with it. Just don't go for every blue coin, it's not worth it.

Reviewed on Jun 22, 2022


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