I just love how "conceptual" the level design is in this game. You can really see them trying to strip down 3D platforming to its core and trying to design these specific challenges that are easy to see what you are supposed to do but challenging to complete. They didn't always succeed but it is a really unique way to design a game and I respect it.
19:47 For 38 years, he's been searching for that bird. And you just casually waltz in and shoot it out of the sky 33:14 Clavicle? 35:55 At least he doesn't kill you for failing. Shine Sprites: Defeat Bowser! Blue Coins: Complete!
Wish this was timed better because now I have to wait a week for the last episode. Side note, when you get all 120 shines talk to the guy that gives you the sunglasses. Something happens and a lot of people dont mention it.
I think the red coins in the tall grass might be my favorite shine. It's so peaceful in there, and it's a good example of a level that looks intimidating but really isn't that bad once you get started.
I was upset when Mal cowarded out of doing Chuckster secret, but I'm SO glad we got to watch her struggle with this. Not that I don't like her, I just like watching blind people struggle with the panchinko. But good work Mal. I'm curious as to how long it took.
Who did that happen to? I have watched Chuggaaconroys, NCS, Josh Jepson, Josh and Tyler on Versus twice and Game Grumps Lets Play this game and I don't remember that. But yet again, those were a while ago.
@@cartooncritic7045 they aren't. The lily pad level is a bit challenging, but nowhere near as hard as infamously known. Pachinko is just getting used to the weird physics. Once you do it's pretty straightforward.
HeroofEnelios The Lily Pad level on its own is mediocre at best due to the finicky nature of the F.L.U.D.D.'s propulsion -- how well you're able to move around in levels like Corona Mountain's mud boat or the Lily Pad is seemingly dependent on if the game decides you have enough force to move forward, which isn't consistent -- but is elevated to "terrible" status due to how annoying it is to even reach the level; a process you'll have to repeat if you ever get a Game Over or take the pipe at the end that sends you back to Isle Delphino instead of the start of the slide like most first-time players will assume it will. The Pachinko level's biggest sin is that, much like the water physics, the momentum of the Pachinko spring itself is inconsistent, sometimes not sending you far enough out to reach the slot that you need, or sending you too far causing you to overshoot, both outcomes potentially leading to death depending on your nozzle. Otherwise, it's just a really repetitive and boring level that doesn't utilize the game's mechanics very well and won't leave a positive impression on players regardless of their prior opinion on the game. The only reason these levels don't completely ruin the game for me is that they aren't necessary to see the final boss. That's more than I can say for the Sandbird and Chuckster levels, or the missions in Sirena Beach that require you to spray tiles that flip over if a water molecule is within ten inches of those tiles.
@@cartooncritic7045 it's based on momentum. You use fludd to slow down where appropriate and be efficient. I've never had an issue with the physics of the lily pad or the boat. I'll admit the lily pad entrance is irritating but only due to tedium in getting there. It's not actually "hard" there's just a lot of waiting. I said the pachinko is jannky sometimes, but barring the rare instance of it completely screwing you over it is still managable. It left an impression on me that the devs wanted to try something weird and different with this level and I think they succeeded.
If this game were to get a rerelease (and I'd much rather we sooner get Galaxy 1 & 2 remakes before Sunshine, hell even a 3D World port would be more fun to me than this), I would at least like for them to completely overhaul the physics engine to better accommodate the level design in order to make levels like this and some of the secret missions not feel like I'm trapped in Hell. Oh, and maybe some better voice acting. They don't even really have to change the dialogue too much, just give the actors better direction than what they were given, and just completely recast Bowser because his voice in this is very unfitting for the character.
@@cartooncritic7045 I'd personally like to see this game get the Metroid: Zero Mission treatment. Take some of the core concepts that worked, keep the general ideas from the stage layouts (following the original where it worked but making drastic changes where it didn't), keep some of the more memorable missions, and redo the physics. In particular I'd like the secret levels, their associated red coin challenges, and the 100 coin shines considerably rethought. 100 coins feels really tedious in this game compared to Mario 64 (probably because red/blue coins no longer count towards your coin total, whereas in 64 they were worth 2 and 5 respectively, which greatly accelerated the process) and the blue coin hunting really feels like something that was done to sell guides. I don't think I'd suggest outright remove the secret levels, but I think I'd probably only keep the concept of FLUDDless platforming levels while scrapping most of the actual stage design for something less irritating and punishing, especially in the earlier levels.
Dang it Stephen. Why did you killed the poor red bird of happiness? It even had a whole backstory and everything. More character development than most of the NPCs in the game. :(
I'm praying that they remake this game in some form. If they changed the physics and maybe added a blue coin radar I think it would be a wonderful addition to the switch.
I feel like I might be the only one who somehow didn't die playing the Pachinko level? I didn't even notice the hole at the bottom of the machine. Also, I definitely cheesed the hell out of it for the last two coins
I always thought you needed to use the rocket to get up into the hole for the pachinko course. I never realized that the loading zone was right at the entrance of the hole, so I always played this level with the rocket nozzle. To think of how much easier it could've been...
Idk what it is about the Pachinko level but the momentum you have from the spring really doesn’t make a whole lot of sense. It’s like it pushes you to the right no matter what you do.
It's on the list of future LP considerations but per a comment I got from Stephen earlier in this LP, that's "on his radar but he wants to finish some lingering projects first" I do think we will get Pikmin 3 earlish in 2020, as per the same comment "Pikmin 3 is extremely likely to happen in 2020 unless Nintendo were to announce a new Pikmin game for Switch" (The comment in question is on I think episode 15 of this LP, the one where the do Yoshi's fruit adventure and get really frustrated)
Zelda BoTW is the next big LP project, which means it won't happen until the current big LP project finishes. That project is Fallout 4, and Fallout 4 is still on hiatus while Stephen works on the last(?) episode. There will probably be a brief revival of Sims in between the big projects, so it should go like this: 1. Stephen finishes editing Fallout 4 2. Fallout 4 finale airs, and Fallout 4 ends. 3. The Sims comes back for a few weeks. 4. BoTW starts.
@@TitaniumSteph_ Give me the timestamp for that then. I watched it again and didn't see them get it. They should have had 120 before they went to bowser and that isn't the case in the last episode that just came up
Wow, that fruit gathering was thrilling Stephen, I would love it if it happened one more time.
Edit: Wowee wow, my wish came true.
Here on StephenPlays we're dedicated to providing quality fruit-gathering value to all viewers.
And God said to Adam, " you can go anywhere in this garden you want, but DON'T TALK TO THE RACOON!" -Super Genesis Sunshine 1:05
I just love how "conceptual" the level design is in this game. You can really see them trying to strip down 3D platforming to its core and trying to design these specific challenges that are easy to see what you are supposed to do but challenging to complete.
They didn't always succeed but it is a really unique way to design a game and I respect it.
Stephen’s route for the Delfino Airstrip Red Coins was so chaotic but so in character for him
"Hey, try following this coin trail"
"Nah, I'm good"
I think what more annoying is that multiple times there clearly 2 M of graffiti and he doesn't spray them.
It gave me anxiety watching that
@@dancorps1388 In the airport area, it's just yellow coins. Nothing worth showing.
“I don’t like to put myself in unfamiliar holes”
- Stephen Georg 2019
"Probably would've given it a little wet juice, but yeah sure." - Also Stephen Georg 2019
John Joubran why did that make me laugh so hard?
He remains faithful to the hole he knows. Good on him. Yes, I know, that was INCREDIBLY dirty.
Thorbre 👏👏👏
19:47 For 38 years, he's been searching for that bird. And you just casually waltz in and shoot it out of the sky
33:14 Clavicle?
35:55 At least he doesn't kill you for failing.
Shine Sprites: Defeat Bowser!
Blue Coins: Complete!
Wish this was timed better because now I have to wait a week for the last episode. Side note, when you get all 120 shines talk to the guy that gives you the sunglasses. Something happens and a lot of people dont mention it.
Pachinko In The Skyyyyy
Mario flies twice as hiiiigh
Take a look, rays to boot
Mario Sunshiiiiiine~
I think the red coins in the tall grass might be my favorite shine. It's so peaceful in there, and it's a good example of a level that looks intimidating but really isn't that bad once you get started.
4:06 OH SHE GRABBED ONTO THE LEDGE!!!!!
Redemption for Pianta Village
tss3393
It’s a reference to a famous line from a certain Sunshine let’s play
I was upset when Mal cowarded out of doing Chuckster secret, but I'm SO glad we got to watch her struggle with this. Not that I don't like her, I just like watching blind people struggle with the panchinko. But good work Mal. I'm curious as to how long it took.
Also holly cow of all praising, this LP just flew by. Still feels like yesterday when Mario was arrested and became a criminal.
Mal remembering the blue bird is quite impressive to me
Edit : Mal's memory is impressive, period.
Lol 0:59 "don't go in there" if Mal would've found out how easy she could get more shines and then switch off😂😂
Stephen & Mal Plays Super Mario Sunshine : Episode 26
Totals;This Episode
Stephen|Mal
Life Lost : 177;3|241;12
Deaths : 066;|68;6
SD : 1; |
Game Overs : 01;|2;
Shines Got :051;5|44;6
B.Coins : 204;5|36;7
Y.Coins :1341;69|772;104
1-ups : 30;|37;1
Yoshis Drowned : 3;|4;
Yoshis Starved to Death : 1;|2;
Sweaty Palms : 5;|
Sweaty....Feet?: 1;
Censors : |1
Crashes : 1;|
I HAVE NO WATER?! : 0|2;
Good thing your power didn't go out during the pachinko level. Not that that would happen any notable LPer.
Who did that happen to? I have watched Chuggaaconroys, NCS, Josh Jepson, Josh and Tyler on Versus twice and Game Grumps Lets Play this game and I don't remember that. But yet again, those were a while ago.
@@TheZebbga it happened in chuggaaconroy's lp
@@darkninjafirefox Thanks. Haven't watched it since it came out and that has been a while.
@@TheZebbga you're welcome! It's been a long while since i last watched it too
@@darkninjafirefox I would watch it again but I know the audio quality is going to want to make me rip my ears out haha.
I remember Emile’s video on the Pachinko machine...
I remember the Game Grumps episode on the Pachinko machine. Arin Hanson had a complete breakdown and left the room. xD
@Jackpottastic Funny, I read 'outage' as 'outrage'. Both were very true!
He also referred to it as a pinball table
Both excited for the finale and sad that it's gonna be over in a week. It's been a really great LP :)
In the Turbo Nozzle level, That last platform is designed to have you catch the ledge and not land on it.
When you have to wait a whole week for one episode hahah. Can’t wait
Sees Pachinko in the thumbnail.
Curls up into a ball, crying uncontrollably.
Pachinko in the sky~
I can go twice as high~
Take a look! It's in Delfino Plaza! Pachinko Painbow!
Glad Mal had at least one of the more tricky levels to do before she has to do Corona Mountain.
Looking forward to the finale!
Oooooh, she finally found the dash level. nice.
That pinball level too me ages, I think I grabs some of them from going behind the board.
That Pokemon (tall grass) area might be my favorite area in the game by a long shot, and I've never seen it before. o.o
This episode should have been called "Konami in the Sky".
15:50 that level in the sky is not only because it's in heaven, but because it's .... holy ...
What a good week for terrible sunshine levels.
Pachinko is a bit janky i'll admit, but neither this nor the lily pad level are terrible levels.
@@HowlingOneify I mean, they are though.
@@cartooncritic7045 they aren't.
The lily pad level is a bit challenging, but nowhere near as hard as infamously known.
Pachinko is just getting used to the weird physics. Once you do it's pretty straightforward.
HeroofEnelios The Lily Pad level on its own is mediocre at best due to the finicky nature of the F.L.U.D.D.'s propulsion -- how well you're able to move around in levels like Corona Mountain's mud boat or the Lily Pad is seemingly dependent on if the game decides you have enough force to move forward, which isn't consistent -- but is elevated to "terrible" status due to how annoying it is to even reach the level; a process you'll have to repeat if you ever get a Game Over or take the pipe at the end that sends you back to Isle Delphino instead of the start of the slide like most first-time players will assume it will.
The Pachinko level's biggest sin is that, much like the water physics, the momentum of the Pachinko spring itself is inconsistent, sometimes not sending you far enough out to reach the slot that you need, or sending you too far causing you to overshoot, both outcomes potentially leading to death depending on your nozzle. Otherwise, it's just a really repetitive and boring level that doesn't utilize the game's mechanics very well and won't leave a positive impression on players regardless of their prior opinion on the game.
The only reason these levels don't completely ruin the game for me is that they aren't necessary to see the final boss. That's more than I can say for the Sandbird and Chuckster levels, or the missions in Sirena Beach that require you to spray tiles that flip over if a water molecule is within ten inches of those tiles.
@@cartooncritic7045 it's based on momentum. You use fludd to slow down where appropriate and be efficient. I've never had an issue with the physics of the lily pad or the boat. I'll admit the lily pad entrance is irritating but only due to tedium in getting there. It's not actually "hard" there's just a lot of waiting.
I said the pachinko is jannky sometimes, but barring the rare instance of it completely screwing you over it is still managable. It left an impression on me that the devs wanted to try something weird and different with this level and I think they succeeded.
Episodes like this really highlight why I give a side eye to anyone asking for a Sunshine rerelease. Y'all really want to relive these awful missions?
If this game were to get a rerelease (and I'd much rather we sooner get Galaxy 1 & 2 remakes before Sunshine, hell even a 3D World port would be more fun to me than this), I would at least like for them to completely overhaul the physics engine to better accommodate the level design in order to make levels like this and some of the secret missions not feel like I'm trapped in Hell.
Oh, and maybe some better voice acting. They don't even really have to change the dialogue too much, just give the actors better direction than what they were given, and just completely recast Bowser because his voice in this is very unfitting for the character.
@@cartooncritic7045 I'd personally like to see this game get the Metroid: Zero Mission treatment. Take some of the core concepts that worked, keep the general ideas from the stage layouts (following the original where it worked but making drastic changes where it didn't), keep some of the more memorable missions, and redo the physics. In particular I'd like the secret levels, their associated red coin challenges, and the 100 coin shines considerably rethought. 100 coins feels really tedious in this game compared to Mario 64 (probably because red/blue coins no longer count towards your coin total, whereas in 64 they were worth 2 and 5 respectively, which greatly accelerated the process) and the blue coin hunting really feels like something that was done to sell guides. I don't think I'd suggest outright remove the secret levels, but I think I'd probably only keep the concept of FLUDDless platforming levels while scrapping most of the actual stage design for something less irritating and punishing, especially in the earlier levels.
7:46
Jesus, it takes a special talent to make cleaning a large bell sound dirty.
On pachinko I find it really easy with hover.
"you are extremely hot!" - Stephen Georg 2019
29:40 *Five more in the final boss room.
4:05
I seem to be overcome with a feeling of deja vu right now...towards a certain other playthrough of this game? ;)
Every single time I play that level?
@@ThunderHam I was thinking the same. I do that so often.
Stephen does the lilypad level, Mal does the Pachinko level. Fair and balanced, as all things should be.
I’m rewatching this during the corona pandemic and I find it so ironic that the mountain is called corona. I know it means nothing but still
**insert "grabbed onto the ledge" joke here**
"Ooh, so close." He says as Mal is standing in midair because the final box was just destroyed underneath her. XD
*sees the title*
Oh. Oh no.
I cannot wait to see them cash in all those blue coins.
Dang it Stephen. Why did you killed the poor red bird of happiness? It even had a whole backstory and everything. More character development than most of the NPCs in the game. :(
10:05
Playing basketball with pinapples XD
yooooooooooo huge shout out to y'all for getting all the coins and shines! finale next week!
Before you step into Corona Mountain, buy all of the remaining Shines in the game from the raccoon. That way you can 100% the game as you beat Bowser.
I'm praying that they remake this game in some form. If they changed the physics and maybe added a blue coin radar I think it would be a wonderful addition to the switch.
This episode was brought to you by Konami
E R O T I C V I O L E N C E
For future reference to future players: Yoshi one-shots birds with his tongue
and red birds! And bees!! And yoshi's!!
Holy crap she grabbed onto the ledge oh my god!!!
Think of the people who playtested for nintemdo to figure out the angle for the chucksters.
But I don't want the series to end,I love it so much
I feel like I might be the only one who somehow didn't die playing the Pachinko level? I didn't even notice the hole at the bottom of the machine. Also, I definitely cheesed the hell out of it for the last two coins
I always thought you needed to use the rocket to get up into the hole for the pachinko course. I never realized that the loading zone was right at the entrance of the hole, so I always played this level with the rocket nozzle. To think of how much easier it could've been...
Amazing
27:30 and Konami love them
The hell begins...
favorite mission lol besides chucksters
Pachinko in the Sky with diamonds
Here we go...
27:05 - 27:25 cue more Arin Hanson screams
In response to the thumbnail: WE. WARNED. YOU.
These guys need to play luigis mansion
I’m a simple man. I see pachinko, I click
Did yall get the shine on the island with yoshi where the leaf is decaying or the shine in the green pipe behind the lighthouse?
Oh god this level
Idk what it is about the Pachinko level but the momentum you have from the spring really doesn’t make a whole lot of sense. It’s like it pushes you to the right no matter what you do.
Do Stephen and the bell need to get a room?
Go back to the guy who gave you boxes to destroy he has another shine yall only got 1 from him not 2
They've already got both.
How many star have you collet
Unfortunately, despite how hard we looked, we couldn't find a single star in any of the levels.
For this level you have to look really Good to find the red coins
That thumbnail hurts to look at
racuun
Is Zelda botw after this lp?
Nope. Just bring us the girl and we'll wipe away the debt... Check out the LP schedule. :^)
Might come after Extra Life though, for the next Stephen and Mal LP.
It's on the list of future LP considerations but per a comment I got from Stephen earlier in this LP, that's "on his radar but he wants to finish some lingering projects first"
I do think we will get Pikmin 3 earlish in 2020, as per the same comment "Pikmin 3 is extremely likely to happen in 2020 unless Nintendo were to announce a new Pikmin game for Switch"
(The comment in question is on I think episode 15 of this LP, the one where the do Yoshi's fruit adventure and get really frustrated)
Zelda BoTW is the next big LP project, which means it won't happen until the current big LP project finishes. That project is Fallout 4, and Fallout 4 is still on hiatus while Stephen works on the last(?) episode. There will probably be a brief revival of Sims in between the big projects, so it should go like this:
1. Stephen finishes editing Fallout 4
2. Fallout 4 finale airs, and Fallout 4 ends.
3. The Sims comes back for a few weeks.
4. BoTW starts.
Oh? The Sims is coming back? I thought he was waiting on a complete collection to release before bringing it back
So what about the 100 coin delfino plaza shine? You need 96 shines before the blue coin ones :P
They already got the 100 coin shine during this episode
@@TitaniumSteph_ Give me the timestamp for that then. I watched it again and didn't see them get it. They should have had 120 before they went to bowser and that isn't the case in the last episode that just came up
@@linkcourage1 13:46 is when they realise the coin count doesn't reset to zero each delfino shine. 14:42 is when Mal collects the 100 coin shine.
stop with the annoying as hell voices please
no
@@stephenplays Keep doing the voices. They are the best part about the LP.