

It let players loose in semi-open levels filled with enough secrets to encourage replay, while also providing the player with a variety of objectives to complete. It would have been easy to retread the same ground that 64 covered as a safe way to introduce 3D Mario gameplay to the wonderful, purple, little box of joy.

Granted, the team had more development time than they did with Majora’s Mask, and they were working with the soon-to-be-legendary GameCube, Nintendo’s powerhouse of a new system. Remember how Ocarina of Time was a traditional Zelda through and through, but was the first 3D game in the series that stood out for just how well it brought that classic gameplay into the third dimensional space? Remember how it was a smash hit both critically and commercially? And how Nintendo, wondering how in God’s name you follow up what many were calling the best game ever made, decided to give a development team a year to do whatever they could think of, and they wound up producing the entirely unique, wonderful Majora’s Mask? Seriously, the leaps Nintendo took with MM are super weird to think about.īut they did the same thing with Super Mario Sunshine, the first true, fully 3D platforming sequel to their uber-popular Super Mario 64.
