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Nintendo GameCube was the first video game console launched
worldwide by Nintendo without the support of a Mario game.
With the launch of Super Mario Sunshine, Nintendo will begin the most aggressive assault it's
ever mounted to win back its position the video game industry. At
this year's Electronics Entertainment Expo, Nintendo introduced Game
Giants - a reference to their strongest franchises - as their focal
strategy to dominating this year's holiday season. Super Mario
Sunshine will be the first to the forefront, followed by Star Fox
Adventures, Metroid Prime, and the Legend of Zelda.
In Super Mario Sunshine,
entirely new
game elements are combined with classic Mario gameplay to create one of the most
unique and enjoyable Mario adventures yet. The storyline of Super Mario Sunshine is much different than
previous games in the series. The adventure begins when Mario and Peach decide to take a vacation to
the beautiful Dolphic Island. When the couple arrives on the island,
they notice
ugly scribble marks covering the walls throughout the community.
What's worse, the person responsible for the scribbling has
disguised himself to look just like Mario. Falsely accused
by the locals, Mario decides to investigate the situation. Armed
with a new water-pumping backpack, Mario climbs trees, wall jumps off
buildings, hangs from gates, walks on on tightropes, and swims
through coral reefs on his quest to reveal the identity of the true villain.
Sunshine's controls are easy to pick up and very responsive. The
GameCube controller was practically designed for this game. Mario's
classic jumps have returned and a new hover spin jump was added,
which can be executed by spinning the analog stick 360° and
pressing A. While most everything else should be straightforward to
anyone who has played Mario 64, the backpack functions do take a
little bit of explaining. The R button spray's Mario's backpack and
refills it when pressed under water. Meanwhile, X will toggle the
backpack between its spray and hover functions.
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Jump |
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Speak,
Grab, Slide |
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Select
Pump Function |
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Camera
Controls |
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Ground
Pound |
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Spray
& Direct Water |
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The truly defining aspect of Super Mario Sunshine's is
unquestionably Mario's new water backpack, named F.L.U.D.D.
The idea for Mario's water backpack came from Yoshiaki Koizumi,
Director of Super Mario Sunshine. Like the special suits
and hats of earlier Mario games, the
inventive devise adds an entirely new dynamic to Mario's adventure
and allows for many new gameplay elements. The backpack can be toggled to
spray a stream of water in any
direction or shoot downward to propel Mario into the air. Mario can use both
backpack functions to clear sludge and defeat enemies. Enabling Mario to
hover for extended lengths, the pack also greatly increases Mario's
mobility. Later in the game, additional nozzles can be found, giving
Mario the ability to perform incredibly high jumps and propel himself
around levels. Players will also have to worry about conserving water and
finding locations to refill Mario's backpack.
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After an eleven year absence, Mario's close friend Yoshi finally
returns in Super Mario Sunshine. Yoshi speeds along Mario's quest
and even adds additional depth to the game's gameplay. Like the
meter on Mario's backpack, Yoshi now carries a juice meter that
gradually runs out as Mario rides him. The meter can be replenished by
feeding him fruit. Yoshi can even throw up fruit punch for some humorous ends.
Sunshine's controls are easy to pick up and very responsive. The
basic system is derived from Super Mario 64 and the button layout is
near flawless. In many respects, GameCube's controller almost seems
like it was designed for this
game. Mario's
transition into three dimensions brought with it
some difficulties first seen in Mario 64. The camera system
in particular is still somewhat of an obstacle and is perhaps the game's only significant flaw.
While game designers wanted to give players near autonomous control
over the camera system, the system's occasional failure to
auto-correct can be
very frustrating.
Mario's water backpack serves to resolve at least one
control issue by improving the gamer's ability to manipulate Mario as he jumps from
one platform
to another. Miyamoto explains, "Making precise movements, such
as jumping, are not easy in 3D games... Hovering contributes to the
smooth play." Because the game's designers felt the water
backpack could make certain levels too easy to navigate, use of the
tool is
limited in some areas of the game.
Graphically, Super Mario Sunshine is somewhat varied. At times the
game can be less than impressive. However, Miyamoto created Mario's
environment to been one of fantasy and imagination so any
expectation that the game's appearance should have rivaled the likes
of Star Fox
Adventures would be
unfair. This is not to say that Super Mario Sunshine's graphics
aren't beautiful.
The game's colorful worlds have a life of their own and are
incredibly fun to
explore. From any point in a level, Mario can see structures and
animated characters clear to the horizon. Additionally, the real-time lighting effects
in the game are nothing
short of spectacular. Keep an eye out for free moving
fully-reflective surfaces. The sludge, water, and heat wave effects are also
beautifully designed and very
entertaining.
Overall, Super Mario Sunshine can be viewed as Mario 64 taken to the
next level in every possible respect. The new environments of
Dolphic Island in addition to Mario's water backpack create an
entirely new feel to the Mario experience.
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Super Mario Sunshine may not be Mario's only adventure on GameCube
though.
According to Nintendo, Mario could be returning for a second time
around sooner than you might expect. When designing Super Mario
Sunshine, Nintendo established a new GameCube development system that
permits for significantly reduced game project times. According to Miyamoto, once the system was created,
Super Mario Sunshine took only a year and a half to develop. In a recent interview Miyamoto expressed great
interest in developing another Super Mario game for GameCube and
commented that key designers of the Mario series have been divided
into several teams, "in order to introduce Mario series games
with less lag time between them."
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