Many words have been written about the problems ofSuper Mario Sunshine, at the time of its initial Gamecube release in 2002 and more recently after the game got remastered as part of 2020’sSuper Mario 3D All-Starscollection for the Switch. There’s no denyingSunshine’s physics might be clunky, some level feel rushed, and its 3D camera is usually the most significant threat the player might face. However, the game’s legacy shouldn’t be so easily dismissed, as, withoutSunshine, there would be noSuper Mario Odyssey.
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A Whole New World
While many2D Mariogames have beautiful overworlds that work as fancy level selection screens,Super Mario 64took things up a notch by turning Peach’s Castle into a level itself, filled with secrets to discover. The Castle, however, remained disconnected from the main levels, which can be accessed through enchanted paintings and objects everywhere. This clever design choice allowedSuper Mario 64to have levels with unique locations without breaking the narrative cohesion of the enchanted castle.Sunshinetook a step forward by connecting every level to the overworld before the players’ eyes.
Sunshinetakes place in the paradisiac Isle Delfino, where Mario and his troupe go on vacation. There, the gang ends up involved with the evil deads of a Mario doppelganger who’s been polluting the island. While magic portals are everywhere,Sunshine’s main levels don’t teleport the player to different dimensions. Instead, they take Mario to distinct corners of the same island. That meansSunshine’s levels share the same overall tropical island theme.

While this choice could have led to repetitive level design, Nintendo did an exceptional job in making each level unique, leading the player to explore a harbor, a beach, a haunted hotel, and a lush forest, among many other locations. Stitching everything together is Plaza Delfino, the most vivid and exuberating HUB world inSuper Mariohistory. From Plaza Delfino, the player can also see other levels in the distance. Other locations are also present in most of Delfino Isle’s main levels. So, for instance, when the player explores the touristic village, they can also see the attraction park on the horizon, another location they can explore. These small details help create the illusion thatSunshinetakes place in one colossal scenario instead of disconnected levels.
Sunshine’s failure led Nintendo to go back to the structure of disconnected levels. BothSuper Mario Galaxygame HUBs work like Peach’s Castle, teleporting players to distant corners of the universe. As forSuper Mario 3D WorldandSuper Mario 3D Land, both reuse the level selection map made famous bySuper Mario Bros. 3andSuper Mario World. While the overworld of these games creates some connection between levels, each location works as a separate challenge. Not only do these games go back to the safe formula of disconnected levels, but their gameplay is also focused on small-Sunshine level-sized challenges that must be completed one by one. On the other hand,Sunshine’s levels followSuper Mario 64’s lead in creating giant sandboxes filled with collectibles to reward players’ exploration.

For 15 years,Super Mariogames went back to the linear progression of early titles. Then, everything changed whenOdysseybrought back the freedom to the Switch in 2017.Odyssey’s levels are the largest locations of anySuper Mariogame. And while there are set story goals inOdyssey, the game truly shines when it allows players to explore to their heart’s content, uncovering surprises beneath every unturned rock.
Odyssey’s levels are also part of the same scenario: the world. While the trip around the globe creates an excellent excuse for level variation,Odysseyalso resonates withSunshineby organically connecting its locations. It’s possible to see new places on the horizon, and characters from different corners of the world are always visiting distant levels as tourists.Odysseyconstantly reminds the player that every level is actually part of something bigger, a lesson learned fromSunshine. That’s not the only lessonOdysseylearned fromSunshine, though.
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Cappy, Meet FLUDD
Odysseyis highly (and deservingly) praised for its gameplay. The introduction of Cappy allows players to master a whole new set of movements. With Cappy, beginners have a new tool that can help them explore the vast levels and evade danger. For experienced players, Cappy turns the world upside down by becoming part of dangerous maneuvers that are still fluid and exciting to execute. For example, while players can finishOdyssey’s main story without ever learning how to use Cappy to prolonged jumps mid-air, the ability is needed to grab every Power Moon available. In a few words, Cappy is an easy-to-use and hard-to-master tool that brings something new to players with different skill levels to play with.
Only one otherSuper Mariogame ever had the same approach to game design, and that wasSunshine. InSunshine, Mario received the water backpack FLUDD, capable of helping the mustachioed hero clean Delfino Island while also adding new tools to explore levels. With FLUDD, Mario can hover to gain more air control, a much-needed ability that helps new players to finish the game. However, expert players can do wonders by exploring FLUDD’s advanced skills. For example, you’re able to reachSunshine’s credits without learning how to wet the floor to slide and gain impulse or spray water in a circle mid-air. But like withOdyssey’s Cappy,Sunshine’s FLUDD demands players’ mastery if they want to find every secret.
Unfortunately, FLUDD removes some of Mario’s classic moves to work properly. Also, the physics-based precision of the water spray drains some of the fun in specific challenges. Nevertheless,OdysseyreusesSunshine’s idea of adding a new tool on top of Mario’s tested and proved range of jumps, cautious not to repeat FLUDD’s mistakes. Still, FLUDD’s DNA is all overOdyssey’s Cappy. And by possessing creatures with Cappy, Mario can even get some of the same abilities —Odyssey’s Gushen propulsion works identically toSunshine’s Turbo Nozzle.
‘Sunshine’s Legacy Should Be Praised
At first glance,SunshineandOdysseymight seem like they are in opposite corners of the 3D Mario spectrum —Sunshineis often considered the worst 3D Mario game, whileOdysseyis almost consensually declared the best. Even so, a closer look might reveal the games are more alike than one might think, asOdysseyechoes the many inspiring design choicesSunshinebrought to the table.
We cannot argueOdyssey’s implementation of these elements is by far more polished and thought-through — finishing a 100% run ofSunshinewas one of the most frustrating things I’ve ever done. Even so, it’s fair to say thatOdyssey’s success is also due to some greatSunshineideas that Nintendo wiped underneath the carpet for far too long. Lucky for all of us, Nintendo decided to learn from their mistake, turningOdysseyinto the definitive Mario adventure. Now,Odyssey’s success leads to thereinventing of other franchises, such asKirby.
While Nintendo missed a huge opportunity when they refused to fix some ofSunshine’s problems forSuper Mario 3D All-Stars, we should still praise the game’s legacy.Sunshineproved we could create diverse levels without losing cohesion, showed that rewarding exploration leads to more engaging 3D levels, and demonstrated how you could shake the classic Mario formula by introducing a new tool. So, yes, withoutSunshine, there would be noOdyssey. And that’s already reason enough for us to spray more love overSunshine.