People constantly pat themselves on the back for drawing comparisons between the Wii U and the Gamecube. And rightfully so. The parallels are eerie: Wind Waker has been remade on the Wii U, the sales for both failed to meet Nintendo's expectations, the Wii U will soon adopt Gamecube controller support, and heck the idea of the Gamepad likely originated from the GBA-GCN Link Cable that Nintendo experimented with in the early 2000's. Let's stop to think about this though: even though the Gamecube enjoyed less than admirable sales, is it really a BAD thing for the Wii U to be similar to it? I contend quite the opposite; the Gamecube years were a time of experimentation for Nintendo, and while some of their ideas during this time period failed miserably (I'm looking at you eReader), many welcome innovations came about from this. New IPs like Pikmin and Chibi Robo were born. The established formulas for existing Nintendo IPs were shaken up in the form of games like Metroid Prime, which reimagined the very way we perceived our beloved franchises. Nintendo tried out new ideas in their games, such as a more open-world Zelda in the form of Wind Waker, fleshing out Luigi's personality and letting him star in his own game, and trusting their long-time rival Sega enough to let them make an F-Zero game. The Gamecube may not have lit up any sales charts, but it was an admirable system and was arguably the last Nintendo console where the once industry-kings were willing to take great risks, at times to great results.
This blog will be the first in what I intend to be a series where I discuss how the Wii U should embrace its similarities to the Gamecube as a system to produce exciting new ideas, and surprising new software. Today, we're going to be examining a game that, alongside Super Mario Bros. 2, is considered the "black sheep" of the Super Mario franchise. Super Mario Sunshine implemented a plethora of new ideas that greatly distinguished it from its immediate predecessor, Super Mario 64. Some hate the game, others love it; it's a very polarizing title. In recent years, Mario games have become increasingly derivative: look no further than the New Super Mario Bros. games and you'll notice that a franchise once loved for trying new ideas and knocking gamer's socks off has become comfortable getting by on its pedigree name alome rather than truly paving new ground like it once did. In this article, I will detail how the next 3D Mario game (which has been confirmed to be in development) should borrow a few ideas and concepts from Super Mario Sunshine to deliver a shocking experienc,e the likes of which haven't been seen since Super Mario Galaxy in 2007. With that unnecessarily long introduction out of the way, let's begin!
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The next 3D Mario game should take a few pages out of Sunshine's book to wow players once more.
1) Enough With The Sequels...
Let me clear something up now, the theoretical Mario game I'm about to describe is not "Super Mario Sunshine 2" as you'll soon notice. If you stop to think for a moment, the last Mario game that wasn't a sequel to an existing game in the series was Super Mario 3D Land in 2011, and before that it was Super Mario Galaxy in 2007. Since that year we've seen New Super Mario Bros. Wii, Super Mario Galaxy 2, New Super Mario Bros. 2, New Super Mario Bros. U, and Super Mario 3D World. Don't misunderstand what I'm trying to say: most of those games were excellent and worthy of Mario's name as a seal of quality. However, these games essentially expanded on the ideas of their predecessors, and in some cases literally ran on the same engine as the original. That's not the exciting and daring Mario we're used to. The next Mario platformer should take inspiration from some of the original Mario titles and come up with exciting new ideas and gameplay mechanics rather than expand upon existing ones, just like Super Mario Sunshine did back in 2002.
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The next Mario game better not be a sequel to this, or I will internally rage for years to come.
2) ...and the Themed Worlds!
While games like the Mario Galaxy games have delighted gamers with wacky worlds to explore that couldn't be seen anywhere else, it seems like for the most part Nintendo has been recycling the same environments over and over again in recent Mario titles. There's only so many times I can play through desert, forest, fire, and ice levels before I get bored. On the other hand, Super Mario Sunshine had strangely themed worlds that revolved around it's vacation-spot setting. The levels of Super Mario Sunshine consisted of beaches, seaside resorts, hotels, amusement parks and harbors. The next 3D Mario could take place in say, a tropical setting, with levels consisting of dense rainforests, raging rivers, dank and foggy swamps and the inside of a volcano. Or something. Level design isn't my forte, but I do think it'd be exciting to see the next 3D Mario experiment with a setting revolving around a central environment with uniquely themed levels.
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The world of Sunshine felt very connected, and the levels all revolved around a cool vacation resort theme. I'll take that over fire and ice levels any day of the week.
3) Make The World Fell Alive!
The worlds depicted in Super Mario Sunshine were packed with NPCs to chat up and little details and flourishes that made them feel alive, and aided to the feeling that the whole isle was connected. You could see other levels in the distance, chat up the locals (and bounce on their head ad nauseam), don sunglasses to lower the brightness settings in charming fashion, and scour every nook and cranny for blue coins. Most levels in Mario games feel like just that - levels that you attempt to clear as quickly as possible. By comparison, the levels of Super Mario Sunshine felt more immersive and laid-back as you were encouraged to explore the world at your own pace.
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The levels of Super Mario Sunshine were filled with NPCs to chat up, which helped heighten the feeling the world you were jumping around in was alive.
4) Place More Emphasis on Mario's Latent Abilities
It seems as though many modern Mario titles distinguish themselves from their immediate predecessors by advertising the one or two new power-ups they bring to the table. There is nothing inherently wrong with this as items like the Cat Suit and Double Cherry put a smile on my face in last year's Super Mario 3D World. However, advertising the return of the Tanooki Leaf as one of the main selling points for a new Mario game is downright pathetic. Not to mention a wide variety of the "new" power-ups we have seen in recent years like the Squirrel Suit function in similar fashion to existing power-ups.
Super Mario Sunshine had no power-ups, yet still managed to be an excellent game with a lot of variety. It didn't depend on the cheap novelty of new items and toys, and instead gave Mario new latent abilities that could be used at any time in the form of the Spin Jump and F.L.U.D.D. The latter in particular opened up many new doors: F.L.U.D.D. was required to beat many of the games levels, but speedrunners and those confident in their platforming prowess could also string together exciting combos with F.L.U.D.D's various nozzles, and the game fundamentally controlled differently from every Mario game that came before it as a result. The spin-shake maneuver in the Mario Galaxy games aimed for what F.L.U.D.D. brought to the table but failed to reach the same heights. The next 3D Mario game needs to fundamentally alter Mario's moveset and give him new styles of jumping or some kind of permanent power-up similar to F.L.U.D.D. if it wants to bring something new to the table.
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F.L.U.D.D. shook up the established Mario formula to great effect by forcing even veteran Mario players to adapt to a new moveset. The next 3D Mario would be wise to try and make lightning strike twice.
5) "Evil" Throwback Levels
Super Mario Sunshine forced players to adapt to Mario's new moveset and then gave them the middle finger in certain levels by forcing them to do without the squirt-gun they had gotten so used to having. A handful of the game's levels actually involved Shadow Mario temporarily stealing F.L.U.D.D, and forcing the player to clear a level using only Mario's old-school moveset. No fancy doo-dads to help you this time. What made these levels so enjoyable and memorable was that they were a departure from the rest of the game, and were a welcome throwback to Super Mario 64. Platformers are all about precise jumping and timing, and because these levels forced you to get by without F.L.U.D.D, they controlled vastly different from the ones that came before it. In a game full of innovation and exploring new territory, these levels were a nice reference to the past, and featured a catchy remix of the original Super Mario Brothers main theme to boot.
The next 3D Mario title would be wise to take a page out of Sunshine's book and feature a few bonus levels that controlled fundamentally differently than the rest of the game to add variety to the experience. 3D World was on the right track with the Captain Toad levels, but I'd like to see them take this a step further by having these unique types of levels feature more frequently.
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The throwback levels of Super Mario Sunshine were a welcome departure from the norm.
6) A Hub-World That Isn't Shallow
Hub worlds were once a standard of the 3D Mario titles, but they've slowly faded into non-existence. Virtually all gamers have fond memories of bouncing like a loon for hours on end in Peach's castle in Mario 64, and scouring every last inch of Isle Delfino in Super Mario Sunshine. The Galaxy games both featured visually impressive hub-worlds, but they hid no secrets and solely existed to take you from world to world. 3D Land and World up and got rid of hub-worlds outright. Isle Delfino is quite possibly the best hub-world in video game history. The music was catchy, and never got old no matter how many times it looped. There were locals to chat up, dozens and dozens of well-hidden secrets, side-quests to engage in, and a lot of little touches that made it feel alive and made it a great place to fool around in. Indeed, one could waste hours on end running around Isle Delfino like a brainless lunatic, but dammit it was a lot of fun. Isle Delfino wasn't even particularly large, but there was so much to do or see in it. Modern hub-worlds are fewer and farther between, and often focus more on making the player's jaw drop over their graphics than providing them a fun environment to goof around in. The next 3D Mario should change this and create a hub-world that would put Isle Delfino to shame. Making it big in scope with plenty of things to do, a bundle of hidden stars to uncover, and a ton of locals to converse with and jump upon would give players a nice way to unwind in between tricky platforming bouts.
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I spent hours of my life just bouncing around Sunshine's vibrant hub world like a moron.
7) Continue the Philosophy of "Fun is First."
The reason Mario titles continue to thrive in the modern market despite not being as innovative as they used to be is because people can continue to count on them for a good time no matter what. Even the New Super Mario Bros. games are rather entertaining if you overlook how "samey" they all are. As long as the next Mario game continues to focus on providing players with an enjoyable experience that puts a smile on their face, it really doesn't matter if it incorporates any of the above ideas or not.
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I can't tell if this kid is having fun or possessed, but this is what came up under Google Images, so...
The next 3D Mario is still early in development; we have no idea what form it is taking and may not see it for several years. Here I have merely brought up a few ways it can borrow ideas from the oft-forgotten Mario Sunshine to set itself apart from the pact, but in all honesty t's doubtful that Nintendo would implement any of this. It's more likely they're pushing the series in exciting new directions that none of us possibly could have seen coming, and wow us all with the Mario brand again. Or they could just be making New Super Mario Bros. 3D. Ewww.
Going into the future, I will continue to seek out ways modern Nintendo could learn from its Gamecube years, but I am always open to suggestions, so if you have any feel free to mention them in the comments below, and I will give you proper credit. Do you think the next 3D Mario should take influence from Super Mario Sunshine? Sound off in the comments below, and happy gaming!