Thoughts?

Thoughts?

Unironically the best 3D Mario game. Haven't played Odyssey though so don't know if that'd top it.

le bing le bing le wahoo

Good game. Can't be discussed on Sup Forums because there are aggressive autists that hate you for liking it.

soy game from soy company thats nu-soyfun

A good yet divisive game, could've used more polish
I never had trouble with pachinko btw

Perfectly enjoyable.

Unironically the worst 3D Mario game. Haven't played Odyssey through so I don't know if that'd top it.

Was my both my favorite and IMO best mario game by far untill Odyssey, now I think Odyssey is better but Sunshine I still personally like more.

Most of the vitriol people have over it is retarded bullshit,the only fully legimate complaints are

>Has a very small amount of levels
>the pachinko, raft, and watermelon levels are bullshit

That was a good game

Better than Mario 64.

I never played it

Pretty fun

Absolute shit

Just bought hack Wii what should i play first? Galaxy or Sunshine?

Slightly more soy than SM64, but not as soy as Osyssey.

better then Odyssey. Cappy is better then FLUDD but sunshine mario feels much better to control and has better momentum.

Im salty because I got this game for christmas this year, and one of the cutscenes stops the disc entirely. Wish this game allowed you to skip them.

Galaxy if you're just kind of rushing to play both (since it's shorter/faster to beat). Sunshine if you're in no rush and want to just take your time and get comfy.

The linearity, blue coins, and FLUDD being a shit mechanic are all legitimate complaints. The FLUDD-less levels are the only genuinely good platforming elements in the game.

BING BING

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>FLUDD being a shit mechanic
What about it is shit? The spray nozzle adds new gameplay elements, opens up new types of puzzles for Mario to explore, and sliding. Hover nozzle can be skipped for those who don't need it, adds a safety net for those who are casual. Jet nozzle and Rocket jump were underused.

I played this game back when it came out, so I guess I was 13 at the time. It took my mind off my dad dying in April of that year, but I didn't have the urge to finish it so i dropped it pretty quickly. I remember the controls being kind of a pain in the ass.

it was ok, better than any zelda, just gets a bit boring

I emulated SM64 a while ago and moderately enjoyed it. Other 3D games just seem too gimmicky (DUDE TOP DOWN PERSPECTIVE, DUDE WATER JETPACK, DUDE HATS). I'll probably try Odyssey on Cemu when it comes out.

*replaces your long jump*
*makes u stop to slowly hover*
*makes u stop to spray down a wall*
*makes u go hop in some water to refill it*

>it's another muh sunshine nostalgia thread
Cancer. It was just a shittier SM64. I blame the dolphinautists

I hated it. I have never hated a game in my life up until I played Sunshine.

Every second felt like I was playing a half-assed, unfinished mario fangame. I was surprised how unfun the game was immediately after Ricco Harbor, I didn't enjoy a single thing after that world. Delfino Plaza is a boring hub world because the secrets are either uninteristing or a chore to get through, the level design is absolutely atrocious because half of it feel like they were intended for the wrong game like feeding Yoshi fruit in Ricco Harbor or rolling down the watermeleon down for the watermeleon contest.
I thought I was going to have some good ol mario fun but all I got was a shell of a game that feels less developed than Mario 64, a launch title for the N64.

at least it does away with that useless punch kick

>New IP with zero arguments
Good to know FLUDD isn't actually shit.

I never played it in it's prime (Never had a Gamecube until after the Wii came out). Don't really have any childhood nostalgia for it. But I loved it, thought it was great. Personally Super Mario 64 was better but I enjoyed Sunshine a lot. I have yet to play Galaxy 1 & 2, or Odyssey.

it's tedious and unneccessary without even being a natural extension of Mario's moveset like Cappy

Red Coin missions sucked, Blue Coins sucked, the Piantas sucked, and there was no point going for 100%. Other than that it was a great game,

>Tedious and unnecessary
At least you're actually arguing this time. I disagree. It complimented the theme of a tropical island. Was used in in boss fights, puzzles, some shooter mini games, though it was underuzed in those aspects. It worked as a new interaction for Mario's environment, spraying objects to get coins or sprites, using it in King Boo's casino.

A mixture of platforming magic and experimental bullshit

But you're missing the point. The only reason sprayable walls and FLUDD-gimmick boss fights exist is because FLUDD exists. They came up with the concept of FLUDD and bent the world around it, they didn't make FLUDD a natural extension of Mario and ask how it could be used with the environment as it is. Imo this is what makes FLUDD organic and tedious, they had to force reasons in the game for FLUDD to exist, it's just like needing two people to open doors in RE5 or having those sections where you boost your partner over an obstacle. They're afterthoughts that were shoehorned in and the game would have worked fine without the partner system

non-organic and tedious*

Nowhere close to as good as Super Mario 64 or Galaxy. Odyssey need not enter the conversation. Sacrifices fun gameplay for gimmicks and "world building" which forces almost all of the (pitifully low number of) levels to have a tropical beach theme, which gets old. Levels are designed around being believable over being enjoyable to play. Still a quality game and fun, but pales in comparison to so many others in the franchise.

This post is the epitome of what I was talking about with most of the complaints being retarded bullshit

>The linearity
You what?The levels are far less linear then in 64. Almost every level in 64 only really had actual platforming and meaningful player interaction with the envoirment along single linear pathways, whereas Sunshine actually has complex geometry and platforming tools built into them all across the levels.

>blue coins
Optional, and even then only like 20% of them are legimately difficult to find.

>The FLUDD-less levels are the only genuinely good platforming elements in the game.
Bullshit, see what I said above. The levels in sunshine are far more condutive to actual creative platforming if you want to do them, it's just not required.

>and FLUDD being a shit mechanic
>*replaces your long jump...
>*makes u stop to slowly hover*
Combining the Dive/slide with somersault covers as much distance as the long jump, as does the spin jump. It was made obsolete. If you don't like hovering with the FLUDD, then don't, Sunshine has far more avenues and paths around levels opened up to you by creative platforming then 64 does thanks to what I mentioned above. You don't actually need flud to get arounf any od the levels.

I will, however, give you that it doesn't feel like a natural extension of mario's moveset, as you say in . However, I disagree with what you say in : Even if it doesn't feel like an actual part of mario's core moveset like cappy, FLUDD still feels emergent in terms of usage. Contrast that with capture in Odyssey, which truly feels forced and artificial because every single usage of the ability to do shit is something that was obviously and blatently designed as such. With Fludd, you still have freedom to use the nozzles in creative ways and to do shit that feels creative like you as a player decided and came up with it.

It has better level design then 64 though, see above

I did it, Sup Forums! I made my ideal 3D Mario moveset!
It's a rushed spaghetti graph that is completely nonsensical but I did it!

It's cool to dislike Sunshine now but it's justified because it was overrated to begin with

Why are gamecube-babbies so damn obnoxious?

I don't have the energy to argue with this autist, I just hate Mario Sunshine.

>You what?The levels are far less linear then in 64. Almost every level in 64 only really had actual platforming and meaningful player interaction with the envoirment along single linear pathways, whereas Sunshine actually has complex geometry and platforming tools built into them all across the levels.

You had to get seven of the shine sprites in every stage in order to get to the final boss. You had no choice in the matter. In 64 you could get whatever stars in whatever order in whatever stages and as long as you had 70 you could then go to Bowser. In Sunshine you don't have that freedom, you absolutely had to get every sprite up to and including Shadow Mario's sprite in all the stages and only then were you allowed into Corona Mountain. That is very linear.

>gets btfo
>h-ha fucking autist look at this guy actually having an arguement

A bald assertion isn't an argument. I've already refuted your representation based arguments. Give me something else.

You didn't need all the shines in every level, but you DO need to get certain ones including the Shadow Mario challenge ones in order to get to the final boss. Your point about 64 having much more freedom in how you get to the end of the game still stands, but your reasoning was wrong.

This is one of the most underrated points to 64 in my mind. It's wonderfully non-linear. Besides the first star which must be acquired in Bob-omb Battlefield, your progress through the game and its stars can be completely varied after that point. By the time you get 50 stars, you can get the other 70 in absolutely any order you please, which is great fun and makes the game very replayable. Don't want to play a bunch of Bob-omb Battlefield to begin with? Don't need to. Don't want to play the swimming stages? You don't need to, ever. This non-linearity also makes it so you'd be hard pressed to find two players whose first playthroughs went through exactly the same path of star collection.

Is this true?

No because every Souls game is shit

if it's true that their is a menu showing what blue coins are left then it's easily a 9/10

64 = Demon's Souls
Sunshine = Dark Souls 2
Odyssey = Bloodborne

this desu

>Contrast that with capture in Odyssey, which truly feels forced and artificial because every single usage of the ability to do shit is something that was obviously and blatently designed as such
You're really splitting hairs here. Almost every single thing you'll actually use FLUDD for in Sunshine was designed with FLUDD in mind. For most of Odyssey's gameplay sections, capping enemies is optional except for a few bosses (which are also optional) and scaling walls at Bowser's castle. The great thing about Cappy is that he lets you traverse levels in other completely creative ways and even if you decide to capture something to get a moon or traverse a level, at least you can just throw Cappy at an enemy native to the level and keep going. FLUDD causes a lot of breaks in the momentum and gameplay, you know it does

Underrated by casuals

Overrated by speedrunners

Better than Odyssey still

Objectively wrong on both parts, but you grew up with the gamecube so your opinion is irrelevant.

It's absolute trash.
Sunshine level design is outright awful
Rushed game with padding up the ass
Shitty water spray autism

People only like it for nostalgia because most of this board today grew up with the gamecube and gen 6.

That's why you have Wind Waker autists too

As much as I like Wind Waker, it's pretty obvious that game was rushed too. The triforce quest is easily one of the worst things to ever grace a zelda game because of how repetitive it is. Dungeons are pretty bad too, especially compared to OoT's and MM's.

A lot of Gamecube games just dont cut it for me. When City Trial is the only good mode in Kirby's Air Ride, you know its gonna be a subpar game if 2/3 of the content isnt as enjoyable.

>those escort mission dungeons

I love wind waker but fuck man

I knew the game was rushed when they just completely skipped over the fish dungeon and gave me the blue pearl for free

the best 3D mario game beacuse it dose not have a Control gimmick like the rest of them.

how is analogue stick a gimmick but analogue triggers aren't

I want to believe this is ironic

im serious.

What escort missions? You could literaly play as them, and what's better: both could fly.

those dungeons weren't really escort missions, you were using the other character for puzzles and not really trying to protect them. if anything they were a glorified extra item for a single dungeon

Fpbp

better than galexy. there, i said it.

Then you might be the dumbest person alive

Absolutely fantastic setup.

But obviously unfinished and rushed to market.