Without an HD remaster forthcoming, it's harder to revisit Isle Delfino along with Mario – short of digging your GameCube out of retirement or tracking one down second hand – but it's worth making the effort to do so. It's strange that Super Mario Sunshine hasn't received a re-release already, in fact – beyond the strength of the core game, it massively expanded the Mario Universe, even adding fresh core villains with the first appearance of Bowser, Jr – who's still menacing Mario to this day. If Nintendo were to revisit the game on Switch, giving it a similar high definition treatment to the one that Wind Waker received on the Wii U, better camera options would be a basic and easy fix. This also has the side effect of making the crucial jump mechanics of the game sloppier, and especially frustrating in the case of boss fights. The GameCube's stubby yellow C-Stick allowed more command of the camera than in Mario 64, but there's no way to modify or invert those controls, making moving Mario where you want counter-intuitive for some. The biggest problem in returning to the Super Mario Sunshine of 2002 in 2017 is one of controls. It's perhaps a little too large though, and easy to get lost in – especially in the networks of underground tunnels, seen only in silhouette. Unlike Peach's castle, where paintings served as portals to levels in Super Mario 64, Isle Delfino is a vast hub world to explore in its own right, packed with hidden secrets. However, Sunshine does fall prey to moments of excess, as if Nintendo thought "bigger is better" would be enough to improve upon the predecessor. Master its functions, and there was a real joy in navigating Sunshine's worlds. Jump on a lilypad, and the FLUDD's streams of water serve as propulsion across vast lakes. Fired forward, the FLUDD created slip-n-slide paths, allowing Mario to glide lightning-fast around the environment. With the tap of a button, it switched from a water cannon to an aquatic jet pack, hovering over enemies and splashing them into oblivion, or breaking falls from great heights. Not only could Mario hop, triple-jump, and spin-jump around Delfino with more agility than anyone would expect from a man of his physique, the FLUDD was incorporated into his moveset, making him more versatile than ever. While Mario still possessed all his athletic acumen, the high tech backpack gave him a new repertoire of moves that were pivotal to completing the game. Unlike power-ups like the Fire Flower or Tanooki Suit, Mario used the FLUDD consistently throughout Sunshine, using its replenishable supply of water to spray away pollution and enemies alike. Gadd, a nod to the inventor behind the ghost vacuum in Luigi's Mansion – was an aberration in the series. The Flash Liquidizer Ultra Dousing Device – designed by Professor E. The biggest change by far though was giving Mario his FLUDD backpack. In some ways, it was doomed from the start. With the motion controls the Wii would gift to Super Mario Galaxy still a console generation away, and the GameCube not offering much technological innovation beyond more processing power and the adoption of a faster, high capacity disc format, Sunshine was relegated to being merely the second 3D Mario game.
Mario 64 was painted onto blank canvas Sunshine had expectations to live up to. When its metaphorical older brother had already revamped an entire gaming genre, proving 3D platformers were even seriously viable, Sunshine faced an uphill battle to impress.
It was ultimately a case of 'little sibling' syndrome.
Yet just as The Legend of Zelda: The Wind Waker had to live under the shadow of the similarly groundbreaking Ocarina of Time, so too was Sunshine judged more on the accomplishments of its predecessor than its own merits. The Nintendo 64's flagship title was undeniably historic – the first 3D Mario game redefined the franchise for a new era, and did so brilliantly.