
At a base technical level, you get 720p handheld and a dynamic 1080p docked, and at last we get a game in this collection that runs at 60fps. As with Sunshine, Nintendo have bumped up the game resolution from SD to HD, and that helps a huge amount with the severe aliasing you see when playing the game on Wii or Wii U. Super Mario Galaxy has likely required the most work to get working on Nintendo Switch, but not on the graphical side. Ultimate, will be disappointed, as there’s no support for this. Anyone hoping to use a GameCube controller via an adapter, a la Super Smash Bros. Now, instead of having Mario’s FLUDD backpack squirt straight ahead while analogue, and then enter an aiming mode once fully depressed, these functions are separated onto the ZR and R buttons. Nintendo have had to fiddle with the control scheme to work around the GameCube’s ‘analogue with a click’ triggers. The less said about the story, the better… Seeing other levels in the background is a lovely touch. It looks great and really holds up well in HD. The waves in the game look fantastic, the water brilliantly simulating the shifting opacity and shimmer of real water, and supremely crisp reflections. Nintendo really pushed the boat out with then-emerging graphical effects as well. All of the levels have a tropical island theme, and you can often spot other levels from the island in the background. While nowhere near as groundbreaking as Super Mario 64, this was still Nintendo at their inventive best, and they stepped away from the rather abstract hodgepodge of ideas from Mario 64 to create something that felt like a cohesive whole. It’s still perfectly playable, but a shame when Super Mario Odyssey could pull off 60fps on the same hardware.Įxploring Isle Delfino is a real joy though. Oh, and of course, it’s the same frame rate for this release. GameCube owners in the PAL region in particular only ever had interlaced output from their consoles, though Sunshine did have a 60Hz mode which meant we could play at 30fps. For one thing, it’s upgraded with a 16:9 resolution and full HD, which combines with renewed HUD elements for a crisp and sharp looking game. Thankfully, Super Mario Sunshine is not quite as puritanical. It’s even a slight step back from the Virtual Console functionality, where you could save a state and resume down the line, and you no longer have access to the digital manual. What I’d give for smooth camera controls, for one thing, or for the draw distance on sprites to be stretched out to infinity, or even just a fix for the weird smoke bug which fans managed this year. It’s not like Nintendo haven’t fiddled with their classic games in the past – Mario 64 DS introduced more playable character, revised the 3D models and more – but the ambition here has been purely on preservation, as opposed to upgrading the game experience.
