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Ray surfing.The level design, too, is a masterwork - I can't think of a single star in the 85 I've gotten so far that I thought was bad or dull.
I don't mind the inverted Y Axis for FLUDD (honestly, I prefer it), but the Y and B buttons swapping around whether your climbing a wall or ceiling is... *extremely* annoying; had to redo a small platforming section about half a dozen times because I kept jumping off when I tried to punch a gate, or vice versa.
Ray surfing.
Someone got to Pinna Park or Pianta Village, didn't they?
The movement in Mario Sunshine can be an absolute joy when mastered. I'm pretty sure I wrote at length about it once on the old forum and I doubt I could recapture the notions with any amount of lucidity. It came about after playing Sunshine and Galaxy back to back.
In the context of all Mario games, its movement now stands out more now that the majority of Mario games returned largely to the set established by Mario 64. But at the time, Mario 64 was the only bar by which it was judged and so it was allowed to be different if it wanted.
Now the difficulty comes in the latecomer trying to adapt to what it asks when bringing the preconceived control notions in from other games. I won't argue there's a learning curve and maybe even a learning wall at some point. For me, once comfortable with the controls to the point where Mario can be made to do what I am thinking, I again find it to be a joy.
I find the ultimate proof of this to be in the speedrunning arena. Speedruns of Mario Sunshine are fantastic ballets of movement precision and momentum in a way that I don't think Galaxy is capable of.
One man's opinion on strictly the movement of the game.
I find the ultimate proof of this to be in the speedrunning arena. Speedruns of Mario Sunshine are fantastic ballets of movement precision and momentum in a way that I don't think Galaxy is capable of.
I'm hearing conflicting information about Super Mario Sunshine.