Wasting Water on Isle Delfino
Hello fellow gamers and welcome to the first ridiculous endeavor I’ve decided to try out! Super Mario Sunshine without jumping. I figured what better place to start this series off with than one of my favorite games of all time combined with a ridiculous challenge attached to it. Super Mario Sunshine was one the early titles for the Nintendo Gamecube and sadly hasn’t been remastered since. In the game Mario is falsely accused of covering Isle Delfino with a mysterious goop and has to clean all of it up. To help him clean the island, Mario meets FLUDD, a hi-tech water gun that even has a hover function. As I’m sure you can already guess, FLUDD’s Hover Nozzle is going to be the primary way of rising up in a world where Mario’s most iconic trait is not allowed. Now, those of you familiar with the game are likely aware of the obvious roadblock of the secret levels which restrict FLUDD from being used. My answer to that is to clear the stage normally once when FLUDD is banned, and immediately redo the stage once FLUDD is unbanned. It’s not a perfect solution but it stops the game from being unfinishable. So this run is also considered a minimum jump run. For the sake of not subjecting anyone to pointless cutscenes, I edited out the very long cutscene at the start of the game. Personally I think this was a great way to learn the game even more in depth than I already had from my years of experience. I already knew what my limitations were but the real challenge and satisfaction for me was trying to use everything within my reach as I tend to pick the speediest ways nine times out of ten. It felt great finding that one platform I needed to make everything work together well. I think my favorite missions were Ricco Harbor One and Three because of how much I needed to use the map layout to my advantage to finally reach that Shine Sprite. In the end, I only managed to get 9 Shine Sprites truly with no jumping required. Someday I would not mind giving this run another shot now that’s I’ve figured out some of the optimal routes for the early game.