Bowser's Bathtime fun is over, and I currently stand at 86 shines. I feel like at this point there's little pressure for me to push on for 120 shines, and that I can give a refreshed and educated opinion on Super Mario Sunshine.
and that verdict is that the game is REALLY good but hits a couple of harsh snags with so many little things, and that people's ill opinions of this game are a sort of 'death by a thousand cuts' other than one central big thing besides Camera and slope physics.
That being said, I breezed through Noki bay with 0 deaths (9 shines collected!) and had pretty minimal resistance on Pianta village's front too. my only real deaths this last session were from me messing around and clipping through Delphino plaza to a death plane, and... Corona Mountain, but i'm not ready to harp on Corona mountain.
The next several paragraphs will be about Super Mario Sunshine's virtues, because you will find PLENTY of venom about this game otherwise from the people who grew frustrated with it over Retroactive. Heck, there was a point I was pretty frustrated!
First of all, Mario's movement rewards high skill in SUCH an incredible way. Mastery of a few key advanced Techniques make this game a far more rewarding and open ended to play. knowing how and when to apply spin jumps, dives, flips, Wall Jumps, the rope spin (a technique originally from DK94), the shotgun-like "Spamspray", and the Slip n' slide are all vital to BLAZING through Super Mario Sunshine's tougher shines. when I played this game as a lad, I was disappointed by the mysterious disappearance of Mario's melee attacks and the long jump and back flip, but now I truly understand just how crazy mobile Mario is. It's a level of mobility that Super Mario Galaxy only manages to match when you start putting powerups, yoshi, and the cloud flower into the equation.
the granular nature of Blue coin collection I think is something the folks at EAD tried to pick up from the Rare teams, and it works inasmuch that it gets you to explore the levels on offer, and explore them on a mission by mission basis. a true 120 shine run of Super Mario Sunshine will likely mean intimate knowledge of the game.
there's a LOT of bold ideas for shines here . Blooper Races, the underwater jetpack based shines in Noki bay, The Watermelon Festival, the Fluff Fluff Festival, The Sand Bird, the chain chomp stuff in Pianta village... of course, it's easy with hindsight to say the Galaxy games did similar, and did it better, but there's a lot of pioneering that went on here.
In a previous post, I praised this game for archetectural and artistic cohesion, and that still stands. Outside of maybe Rogueport, Delphino Island is one of the most striking and distinct settings a Mario game has ever taken place in. the music is great in almost every level, and the game isn't afraid to let things get abstract for a self contained little thing, even if it doesn't make much sense (I'm looking at you, Magic bottle, literally every secret area...!)
for how WILDLY this game changed in development, and how relatively short of a time frame they must have turned this game around judging from the fact that they probably wanted it out sooner then they managed to get it out, I think Super Mario Sunshine turned out wonderfully...!
BUT...those dozens of little things of shine missions falling flat on their face, the physics engine borking itself sometimes, the lack of checkpoints anywhere, the 100 coin shines or secret shines ejecting you from the level, the lack of tracking and outright obtuse Blue Coin placement, the idea of any "required" shines outside of the initial Airstrip shine, underutilized mechanics, inconsistent mechanics, and the whole of Sirena Beach CANNOT be ignored. I feel like I'm coming out of this FAR more positively than some of my peers, and I even have a boatload of stuff to bitch and moan about.
EDIT:did one more stream to bump the shine count to 109. I just have Blue Coin shines left.