![]() ![]() While we wouldn’t say no to a full visual overhaul for the game, as-is, this is the closest Super Mario 3D All-Stars comes to a modern-looking game. Super Mario Galaxy was already a thoroughly impressive game, aesthetically speaking, and the resolution bump alone does wonders for what was already there. Still, for something with limited ambitions, it remains safe and thoroughly playable. It’s the sort of look that we’re used to seeing overhauled with lighting effects in games like the Wind Waker and Twilight Princess updates. Visually, Super Mario Sunshine doesn’t have the flourishes of Galaxy to make the extra resolution feel that much better. Between two games that have been potentially overplayed by a lot of Mario fans, Sunshine offers a different, potentially less stale campaign. But as a result of these criticisms, many never gave the game a real chance. Maybe the music grates and repeats too often? Or the setting and conceit are too weird for you? None of this has changed, so if you had problems with the game, they’re still there. Some think the controls aren’t quite as tight and responsive as other Mario games. Sunshine is definitely the most divisive part of the collection. These moments are fleeting, and you’ll be wishing more of them were just done in-engine. The cinematics are still the old, low-resolution videos and they’re stretched, probably because they were never made in better quality. It’s given a widescreen treatment, as it’s more equipped to handle it. Of the three remasters included in Super Mario 3D All-Stars, Super Mario Sunshine is the most conventional. It’s mostly the same and likely only speedrunners will care about those patches, so most people are just getting a stable version of the game with some force feedback. This Nintendo 64 re-release added more fixes onto the international version’s work, along with Rumble Pak support. It also has a couple of fixes we didn’t see in the West, because it’s based on the Japan-only “Shindou” version. The control scheme works well even without the original controller’s peculiar configuration. The resolution bump makes environments look nicer. What’s here, though, is nice! Interface elements are crisper than we’ve seen in Virtual Console releases. Much has been made of the compilation’s emulation-based approach, but there isn’t another approach, outside of a full-scale remake, that would fix levels being designed without the assets to fill those spaces or platforming becoming too difficult if the camera is zoomed in to a cropped view. This is likely because of the technical challenges of widening an early game like that. The Super Mario 3D All-Stars version of the game remains in a 4-by-3 aspect ratio. In that respect, it’s likely what players want, rather than something that feels “wrong” and breaks old strategies. The controls were great for the time, but now? Even in the context of Super Mario 3D All-Stars, and especially on a platform with a game like Super Mario Odyssey, the rougher aspects grate. Part of setting the groundwork for things to come is that, well, games that build atop these innovations have a head-start and take advantage of it. These things are still true.īut there’s no denying its age. The first 3D Mario game, Super Mario 64 went a long way in defining what movement should feel like and generally how polygonal games should work. But it’s these games’ differences, both in their original development and in how they were adapted for this Nintendo Switch package, that really tell the tale. The three included games - Super Mario 64, Super Mario Sunshine and Super Mario Galaxy - represent the franchise’s first three forays into free-roaming levels. Super Mario 3D All-Stars, the new platforming compilation from Nintendo, looks at first glance like a cohesive collection. ![]()
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