Super Mario Sunshine

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Super Mario Sunshine
Original title ス ー パ ー マ リ オ サ ン シ ャ イ ン
transcription Sūpā Mario Sanshain
Studio Nintendo EAD
Publisher Nintendo
Senior Developer
composer Kōji Kondō , Shinobu Tanaka
Erstveröffent-
lichung
JapanJapanJuly 19, 2002 August 26, 2002 October 4, 2002 October 4, 2002
North AmericaNorth America
EuropeEurope
AustraliaAustralia
platform GameCube
genre Jump 'n' run
Game mode Single player
control GameCube controller
medium Nintendo GameCube Game Disc
language German, English, French, Italian, Japanese, Spanish (game texts and subtitles)
English (voice output)
Age rating
USK released from 0
PEGI recommended from 3 years

Super Mario Sunshine ( Jap. スーパーマリオサンシャイン, Supa Mario Sans Grove ) is a video game genre 3D platformers Run and action-adventure. The Japanese video game company Nintendo released it on July 19, 2002 in Japan for its stationary game console GameCube . The game was released in North America in late August and in Europe in early October. It is the successor to Super Mario 64 ( N64 , 1996) and the only part of the Super Mario series published for the GameCube .

In Super Mario Sunshine, the player takes on the role of the eponymous plumber Mario, who is falsely accused of having polluted the island of Isla Delfino on a large scale. Condemned to clean the island, Mario receives the multifunctional water syringe " Dreckweg 08/17" (in English: " FLUDD " for " Flash Liquidizer Ultra Dousing Device "). This speech-enabled device serves as a water-based cleaning tool and as a means of transport in the form of a rocket backpack. Dreckweg 08/17 represents the most important innovation within the game principle based on Super Mario 64 .

Nintendo's Entertainment Analysis & Development department was responsible for developing Sunshine , which took around a year and a half . The series creators Shigeru Miyamoto and Takashi Tezuka only acted as producers, the project management was instead held by Yoshiaki Koizumi and Kenta Usui . The soundtrack of the game composed Kōji Kondō and Shinobu Tanaka.

After publication, the game concept, the design of the game sections, the controls and the atmosphere received high praise and led to the highest ratings in the relevant game press worldwide. The guidance of the virtual camera, the plot and the voice output, however, were not convincing and were often the subject of criticism from reviewers and Super Mario fans. Many voices also criticized the fact that Sunshine did not meet the high expectations of a successor to Mario 64 and that it did not fit well into the Super Mario series.

With around six million copies sold worldwide, Sunshine is the third most successful release for the GameCube, which was released a year earlier. In 2007, the successor Super Mario Galaxy was released for the Wii .

action

The plumber Super Mario embarks on a vacation trip to Isla Delfino, a fictional tropical island , with Princess Peach from the Mushroom Kingdom, a handful of Toad companions and the butler Toadsworth . When they land at the airport, the vacationers discover that the whole of Isla Delfino has been smeared with magical slime. The locals ask Mario to clean the airport area and give him the “Dreckweg 08/17” water nozzle developed by Professor I. Gidd , which is capable of speaking and has a life of its own. The plumber straps the device onto his back and cleans the airport from the harmful slime and the monsters that result from it.

Life on the vacation island is seriously affected by the pollution. It is the reason for the disappearance of the insignia of the sun, in which the power of the sun resides, from which the island draws its energy. Therefore there is now a darkness on Isla Delfino. In addition, there are many other inconveniences that the slime and monsters cause the native Palmas and Paradisos. The culprit behind it all is a plumber's doppelganger known as "Mario Morgana" . However, the Isla Delfino court wrongly considers Mario himself to be the culprit, which is why it condemns him to clear the entire island of slime and bring back the insignia of the sun. Mario records this mission using Dreckweg 08/17 the day after the conviction.

Shortly afterwards, Princess Peach is kidnapped by the evil-minded doppelganger in the island's capital, Piazza Delfino. After a brief chase, Mario is able to free them. However, the culprit manages to escape through a magical graffito that he created with the help of his magic brush. Mario Morgana later reappears in Piazza Delfino and abducts the princess to the Parco Fortuna amusement park. Mario takes up the chase and has to face a giant robot controlled by his adversary, who is the image of the villain Bowser . Mario Morgana then reveals his true identity - he is in fact Bowser's son, Bowser Jr. He explains that he thinks Princess Peach is his mother and therefore wants to claim her for himself. Thereupon he flees with Princess Peach to the volcano Collina Korona.

After Mario has defeated his opponent Mario Morgana in battle in all seven areas of the island - including a mountain village, a port, a beach and a hotel - Piazza Delfino is ravaged by a flood. This opens access to Collina Korona, through which Mario enters Bowser Jr.'s hiding place. In the volcano, the plumber fights his way to the top of the mountain, where there is an oversized bathtub in which Bowser is staying with his son and Princess Peach as part of a supposed family vacation. After a great fight, the huge tub falls over and its occupants fall into the depths. Mario and Princess Peach land unscathed on a small island near Isla Delfino, but Dreckweg 08/17 suffers seemingly irreparable damage. Meanwhile, Bowser and his son come up on a floating platform, where Bowser explains to his son that Princess Peach is not really his mother.

Meanwhile, the liberated insignia of the sun gather at the Porta Sole, the island's landmark. The power of the sun is restored and the entire island has been freed of Mario Morgana's slime. The locals celebrate this occasion with a big party in Piazza Delfino. Meanwhile, the Toads have repaired the dirt road 08/17 again. Together with the water jet, which was a loyal companion to Mario throughout the adventure, the real vacation begins for Mario and Peach.

Game description

Game principle and sequence

In Super Mario Sunshine, the player controls the character Mario through the three-dimensional game worlds using the GameCube gamepad . The virtual camera shows what is happening from a third-person perspective and tracks the character automatically and can be controlled manually at the same time. The player can save the game progress after completing a mission and at any time in the overworld, for which a memory card is required. Sunshine does not offer a multiplayer mode and can therefore only be played alone.

Super Mario Sunshine starts with a pre-calculated film sequence and then gives control to the player. During the start of the game at Isla Delfino airport, which acts as a tutorial , Mario receives Dreckweg 08/17. Then the character arrives at Piazza Delfino, which serves as the upper world for the rest of the course and as the starting point for each saved game. Depending on the number of insignia collected, script sequences are triggered in Piazza Delfino , which unlock further playful possibilities. So the character can reach more island sections over the upper world with increasing progress.

There are a total of seven such levels in the game, each with eight chapters. Within a level the chapters have to be mastered in the given order, and for each completed chapter Mario receives an insignia [sic!] Of the sun. The individual chapters of a level build on each other, because some of Mario's actions change the game world in the following chapter. Common mission objectives include locating and defeating a boss, completing a course , collecting eight hidden red coins , chasing and stopping Mario Morgana, or winning a race against the athlete Palmathon. In addition, there are many hidden insignia. There are also missions based on older Super Mario games, in which Mario has to do linear courses without the help of Dreckweg 08/17. Because these courses are floating in the air, the player has to start again after a mistake. In addition, a large number of blue coins are distributed throughout the game world , which appear when the graffiti affixed by Mario Morgana is removed or other tasks are completed. Mario can exchange ten blue coins for an insignia of the sun in Piazza Delfino. In addition, Mario receives an insignia in each level if he collects 100 yellow coins. These are distributed over the entire game world and are also located in objects and opponents.

The goal of the player is to complete the fight against the final boss . To unlock this, the player must have completed the seventh chapter in each level. If the player collects all 120 insignia of the sun contained in the game and defeats the boss, a bonus ending scene is shown.

Mario has eight hit points that are visualized in the form of a HUD display. If the playing figure is injured by an opponent, falls from too high a height or is exposed to other dangers, it loses at least one hit point. Mario's energy regenerates itself when he collects coins. However, if the energy drops to zero, Mario loses one try and has to start the current mission from the beginning. After all attempts have been lost, the game-over screen appears. The player receives additional attempts if he collects green 1-up mushrooms.

Basic skills and camera control

The player controls Super Mario Sunshine with a GameCube controller. The game supports force feedback .

With the help of the analog stick on the Nintendo GameCube controller , the player lets Mario go and controls his direction. The more the stick is tilted, the faster the character moves. The A button lets Mario perform jumps, while the B button allows him to interact with non-player characters (NPC) and the environment in a context-sensitive manner . Most common opponents can be defeated by Mario by jumping on their heads. In addition to these main actions, Mario has other techniques: when jumping on the wall, he pushes himself off a vertical platform in the air, and when jumping three he makes three jumps in a row, the last one taking him particularly high in the air. In addition, the twist jump, the sideways somersault and the stomp attack are available. With the latter, Mario can fight opponents, destroy certain objects and enter the sewer system of Isla Delfino. Mario can also swim and dive for a limited time. It is also possible for the play figure to carry and toss fruit, to hold on to platforms, to climb on palm trees, poles and bars, to slide over the floor and to balance over wire ropes and to use them as a trampoline. The player can carry out the individual actions mentioned seamlessly one after the other, whereby only the stomp attack has a short cooldown .

With the help of the yellow C-Stick, the player can rotate the camera around the character and zoom ; in the smallest setting, Mario takes up about a fifth of the screen and in the largest setting about a thirteenth. The camera can be centered behind Mario by pressing a button; In addition, the player can set the camera directly behind Mario's shoulder in order to be able to look around Mario's current position in the virtual world from there. If there is a wall between the camera and the pawn, the pawn can only be recognized as a silhouette.

Dreckweg 08/17 and Yoshi

The central element of the game in Super Mario Sunshine is the talking water spray Dreckweg 08/17, which - apart from special course levels - is available to the player throughout the entire adventure and sometimes gives hints. With Dreckweg 08/17 the plumber can remove the magical smears and graffiti and fight opponents. In addition, the water nozzle is a central element for solving puzzles. Occasionally, removing gunk can even change the game worlds, for example by exposing a building that has been swallowed by slime or a sunken NPC.

With the right analog shoulder button, the player activates the water nozzle of the Dreckweg 08/17. If the button is only pressed lightly, Mario splashes water and can run at the same time. When the player presses the button all the way, Mario stops so that the direction of the water jet can be controlled. The water tank display is visible at the bottom right of the HUD, which drops when the Dreckweg 08/17 is used. The tank refills when Mario comes into contact with water, equips a new nozzle or collects water bottles.

Dreckweg 08/17 has always equipped two nozzles, between which the player can switch at any time and which act as a kind of power-up . The floating nozzle makes it possible to float over the ground for a few seconds like with a rocket backpack and thus, for example, to overcome abysses or to save yourself on a safe platform after a failed jump. In addition to the horizontal movement, the floating nozzle also lifts the plumber slightly upwards. There are also two other nozzles that are only available to Mario once the game has progressed at a certain level. When he opens a corresponding nozzle box, the floating nozzle is replaced by the newly collected attachment. The two other attachments are the rocket nozzle and the turbo nozzle: the former catapults Mario into the air, with the latter the character can move particularly quickly both on land and in water and jump both higher and further than usual, des Furthermore, the turbo nozzle enables the plumber to walk on the water.

After a certain game progress, green-spotted eggs appear in some levels and missions. If Mario brings a prescribed fruit to such an egg, the dinosaur Yoshi hatches from it , which Mario serves as a mount. In Super Mario Sunshine, Yoshi can eat opponents and fruits as well as spit juice, which has a similar effect to the water from Dreckweg 08/17 and can also dissolve the slime that is resistant to normal water. Yoshi can turn some opponents into platforms with his juice, the behavior of which depends on which fruits the dinosaur has previously consumed. Yoshi can also perform a short flutter flight. Yoshi disappears as soon as he falls into an abyss, comes into contact with water or his juice supply is exhausted. Furthermore, Mario can only keep it until the end of a mission.

History of origin

Super Mario Sunshine was created by Nintendo's Entertainment Analysis & Development (EAD) development department. The two department heads Shigeru Miyamoto and Takashi Tezuka , who had also founded the Super Mario series, served as producers . The project management took over Kenta Usui and Yoshiaki Koizumi , who previously co-director of Super Mario 64 , The Legend of Zelda: Ocarina of Time (N64, 1998) and Majora's Mask: The Legend of Zelda was (N64, 2000). According to Miyamoto, the development team consisted of around 30 people, and around 50 contributors are named in the credits . Some of them were young Nintendo employees for whom Sunshine was making its video game debut.

Shortly after the release of Super Mario 64 for the Nintendo 64 (N64), one of the first video games with a freely accessible 3D game world, Nintendo started work on a sequel. However, no published games resulted from the two projects Super Mario 64 2 ( 64DD , 1998/1999) and Super Mario 128 (GameCube, from 2000). Instead, it was only six years after the market launch of Super Mario 64 with Sunshine, its official successor.

Project start

Koichi Hayashida was the lead programmer responsible for creating the code for Super Mario Sunshine .

In mid-1999 it was announced that Nintendo was working on a new Super Mario game for the N64 successor console, which was still being developed under the project name “Dolphin” at the time. In fact, Nintendo was still dealing with the basic development at this point. First, Nintendo programmed a new game engine for the GameCube, which was to be used in several video games, so that the technical basis did not have to be redeveloped for each project. From this measure, Nintendo expected a more efficient development process. While the new development environment was being created, work on the new Super Mario game was suspended . Its actual development phase did not begin until the end of 2000 or the beginning of 2001 and lasted about one and a half years. Nintendo's new game engine was first used in Super Mario Sunshine and was later used for The Legend of Zelda: The Wind Waker (GC, 2003), among others . Kōichi Hayashida was involved in the groundwork for the GameCube and the creation of the new 3D engine and was employed as the lead programmer of the new Super Mario project.

To shorten the development work even further, Nintendo put together an internal team to create 3D models of frequently used characters across all games. The models of some of the main characters from Sunshine come from that team and were accordingly reused in later games. The Sunshine team only designed exclusive models, such as new opponents.

Concept work

Co-Director Yoshiaki Koizumi came up with the water jet concept.

The most important innovation in the game mechanics of Super Mario Sunshine goes back to an idea by Yoshiaki Koizumi. The two analog shoulder buttons on the GameCube controller reminded him of the trigger of a water pistol and inspired him to play a game based on it. Based on this, Koizumi's team developed a game concept. Three months after the start of this concept phase, in which the project had not yet been assigned to a game series, the developers decided to combine the new water jet concept with the game principle of Super Mario 64 . So began work on a new Super Mario part. The developers wanted to bring in sophisticated water representations in order to prove the powerful GameCube hardware. That is why water became the central motif of the new Nintendo EAD project. To take this into account, the game should take place on a tropical island in the summer. Early on, the developers planned a release of the new game that would fit this scenario in the summer of 2002. The final name of the game, Super Mario Sunshine , comes from Koizumi.

After the concept of the water nozzle was fixed, Koizumi determined the action repertoire of the play figure and the other play elements. It was then that the idea came up that Mario should use his water jet to remove graffiti. To do this, the team experimented with calculating irrigation, graffiti drawing and removal.

There were various options for implementing the water nozzle idea. One of them was for Yoshi to sit on Mario's head and spit water from there. Another consideration was that Mario should shoot the water himself. The appearance and function of a classic water pistol were also up for debate. With a view to a release in North America, where Nintendo wanted to avoid any connection with weapons or pistols, the team decided against the appearance of a water pistol.

The development team designed ten nozzles for Dreckweg 08/17, whereby the floating nozzle, which the device converts into a rocket backpack, was one of the last ideas. For the sake of clarity, however, the number of nozzles has been reduced and the floating nozzle has been made one of the two main functions. The rejected ideas include a fireworks- like and a sprinkler nozzle. They hoped that the floating nozzle would make it easier for the players to estimate the spatial distance and thus, in particular, to make targeted jumps easier. This was a weakness of Super Mario 64 and other contemporary 3D platformer. Through this measure, the water nozzle should make the control of the new game easier, but at the same time it also increased its learning curve .

According to the objectives of the new project, the game worlds should appear more realistic than in Super Mario 64 and have many buildings so that Mario's wall jump is used more often. Furthermore, the game worlds should be larger than that of the predecessor. As part of this objective, some members of the development team collected inspiration for the design of the game worlds by traveling. Accordingly, the upper world “Piazza Delfino” was created, the capital of the fictional island “Isla Delfino”, whose outlines resemble those of a dolphin and whose name is an allusion to the working title of the GameCube.

Koizumi was also responsible for the film scenes of the game and also advocated that Mario should wear new clothes. However, producer Tezuka was against this idea, but agreed that the plumber, unlike usual, wore a short-sleeved shirt under his blue overalls .

Development process

Series creator and producer Shigeru Miyamoto

The development team revised the camera system from Super Mario 64 so that the player can now control the view of the action step-free. This should help make the new game more accessible. In addition, the revised system enabled complex tracking shots, such as those used in the game during a roller coaster ride . An automatic or semi-automatic camera was also up for discussion, but ultimately did not succeed.

Originally, Mario was supposed to get to the individual districts of the island by train from the upper world of Piazza Delfino. In the final game, Mario reaches these locations instead by entering magical wall graffiti or special locations in Piazza Delfino - similar to how the plumber in Super Mario 64 has to jump through magical paintings to get from Princess Peach's castle to the other game worlds. In addition, the team presumably rejected at least five planned game worlds early in the development process. The volcano Collina Korona, which in the final game is only the scene of the final battle, was originally intended to have several missions like the other game worlds. The team also worked on camera behavior for an apparently planned multiplayer mode that was never finalized.

The basic game system was developed in mid-2001. Material from this development phase still shows major differences to the finished game and shows early or alternative versions of some game worlds. The individual worlds were redesigned several times in the course of the development work. The head-up display also went through several stages. In addition, human non-player characters were initially included, whereas in the end product, apart from Mario and Princess Peach, no people are shown. From mid-2001 the developers tried to steer the product more in the direction of Super Mario 64 . Press material that was created only a few weeks before the game was completed still shows some differences to the finished game.

In mid-2003, Miyamoto told video game journalist Steven L. Kent that the development of Super Mario Sunshine had started a little too late. He indicated that due to the fixed release date, the game could not be further enlarged or improved:

“In the case of [Super] Mario Sunshine , I think that we could have made the game a lot more interesting if we had worked harder on it. [...] Obviously, because of the concept of [Super] Mario Sunshine , there was a need to release the game during the summer. Based on that, you could say that we started [development of] the game a little later than we should have. "

“As for Super Mario Sunshine , I think we could have made the game a lot more interesting if we had worked harder. […] Because of the atmosphere in Super Mario Sunshine , we obviously had to bring the game out in the summer. In relation to this, it can be said that we started developing the game a little too late. "

- Shigeru Miyamoto, May 2003

Music and sound

Super Mario series composer Kōji Kondō wrote the main theme of Super Mario Sunshine .
Jen Taylor dubbed Princess Peach and the Toads.

The video game music for Super Mario Sunshine was written by Kōji Kondō and Shinobu Tanaka. Kondō has been responsible for the music of the Super Mario series since it was founded and composed most of the pieces for Sunshine , including the background melody from Piazza Delfino, which is the main theme of the game. Tanaka, on the other hand, started her work at Nintendo in 2001 and worked on the soundtrack of Luigi's Mansion before Sunshine .

According to the game atmosphere, the soundtrack of Super Mario Sunshine can mainly be classified as Caribbean music and uses characteristic instruments such as steel pans . When Mario rides Yoshi, the background music is complemented by a bongo soundtrack. Some pieces from Super Mario Sunshine are arrangements of tunes from Super Mario Bros. ( NES , 1985), the first part of the series. This includes an a cappella version of the famous theme song from the Super Mario series.

As the only Super Mario -part has Sunshine cutscenes with voice output. The exclamations of the otherwise silent eponymous plumber come from Charles Martinet . The Toads and Princess Peach voiced the voice actress Jen Taylor , Kit Harris voiced the Dreckweg 08/17 and the Paradisos, Scott Burns voiced Bowser and the male Palmas and Dolores Rogers voiced Bowser Jr. and the female Palmas. The Nintendo composer Kazumi Totaka lent his voice for the sound effects of Yoshi . Even in the original Japanese version, Super Mario Sunshine only offers English voice output with subtitles .

Super Mario Sunshine supports Dolby Pro Logic II. The game uses surround sound for example during the car chases with Mario Morgana. The player hears the theme of Mario Morgana from the direction in which the villain is, and the melody gets louder the closer Mario gets to his adversary.

graphic

Super Mario Sunshine runs at a constant frame rate of 30 frames per second. During the development phase, however, the game's frame rate was still 60 frames per second. The GameCube calculates the image in a native resolution of 480p in full screen mode and in an aspect ratio of 4: 3. An important part of the game's graphics is the liquid simulation , which together with special shaders and the consideration of reflections and light refractions contribute to a realistic representation of water. The development team realized the slime feature with the help of animated textures that are placed over the game worlds and that react dynamically to the player's influence. Other post- processing effects that Super Mario Sunshine uses to create the believable atmosphere of a hot tropical island include bump mapping , depth of field and heat-induced distortion. While Sunshine uses relatively few shading effects, many textures are blurred and the character models appear flat and coarse, it uses complex particle systems . It also calculates the physics of the slime as realistically as possible, so that Mario, for example, gets dirty himself if he comes into contact with slime and smears them with his footprints. In addition, the game offers a relatively high rendering range.

publication

Launch

The GameCube was the first Nintendo console without a new Super Mario game as a launch title ; instead, Luigi's Mansion came out parallel to the console . Sunshine didn't appear until a year after the GameCube.

In May 2001, the name Mario Sunshine first appeared as a GameCube game on a Nintendo website for E3 2001. In the same month, Miyamoto announced that Nintendo would present the new Super Mario game for the GameCube for the first time at Nintendo Space World on August 22, 2001. As part of this in-house exhibition, Miyamoto presented video game journalists with the first video material for Super Mario Sunshine . Dreckweg 08/17 was not yet in action. The reason given by Miyamoto was that they wanted to prevent mental theft of the concept. Although the performance took place behind closed doors and Miyamoto prohibited the publication of image or video material, the games website IGN distributed a filmed version of the material. As the release period for the game, Nintendo specified the summer of 2002 at Space World. The name "Super Mario Sunshine" was just a temporary working title for the game at the time. Nintendo announced the game's final release dates in March 2002. At the end of May 2002, Nintendo introduced Super Mario Sunshine to the public at the Electronic Entertainment Expo and presented a trailer .

In Japan, Nintendo released Super Mario Sunshine on July 19, 2002. In North America, the game was launched on August 26, 2002, and in Europe and Australia on October 4, 2002. In October 2002, Nintendo released a bundle , the GameCube console including controller and memory card as well as a copy of Super Mario Sunshine . In September 2003, Nintendo released new copies of the game at a lower price under the “Player's Choice” label.

To market the game, Nintendo held a world record attempt in San Francisco in August 2002. 1.5 tons of spaghetti were served, with which Nintendo set the world record for the largest serving of pasta according to the Guinness Book of Records .

Sales figures

Super Mario Sunshine had a successful start in Japan . According to the analysis company, over 300,000 copies were sold in the first three days, bringing the game to number one on the Japanese weekly video game charts. In the following week, the game was purchased 100,000 more times. By the end of August, Sunshine had sold around half a million copies in Japan.

During its first ten days on the North American market, over 350,000 copies of Super Mario Sunshine were sold , according to Nintendo . The sales of the GameCube would have increased by about 50% during the publication period. Although it wasn't released until the end of the month, Sunshine became the second best-selling video game in North America across all platforms in August 2002. The following month, Sunshine was third on the North American video game charts. As of 2003, sales of the game in North America were just over 1.1 million, according to the NPD Group .

According to its own information, Nintendo was able to sell around 175,000 copies of the game on the European market during the weekend of the market launch. Here the sales of the GameCube have increased by around 40%. It was also said that Sunshine was selling about three times as much at the time as Super Mario 64 was at the corresponding time of its market cycle.

As of December 2003, Nintendo had shipped 3.5 million copies of Super Mario Sunshine worldwide; by June 2006, global sales had increased to 5.5 million, and in 2010 they were 6.3 million. After Super Smash Bros. Melee (2001) and Mario Kart: Double Dash !! (2003) makes the title the third most successful GameCube game.

reception

Preview reports

In August 2001, Nintendo presented Super Mario Sunshine to the press for the first time . The IGN website then rated the game worlds and Mario's actions positively in a preview report. The worlds are more realistic, larger and more detailed than in Super Mario 64 , but they do not necessarily meet expectations. Since essential game concepts were still unknown, IGN was only cautiously optimistic. The GameSpot website also expressed its concern . She also noted that the game seemed to be in a very early stage of development - some graphics and sound elements had been temporarily taken from Mario 64 - and was skeptical whether the game would actually be finished by summer 2002.

IGN editor Matt Casamassina wrote another cautiously skeptical preview report on the game in March 2002. Sunshine just looks like Mario 64 with better graphics, which are still not very attractive for GameCube standards and sometimes even jerk, he criticized. Nintendo is still holding back a lot of information about the game, so it was difficult for him to make a judgment. Still, the editor was confident that Sunshine would offer a dynamic game world and be extraordinarily fun.

Market launch criticism

Meta-ratings
Database Rating
GameRankings 91.50%
Metacritic 92%
reviews
publication Rating
1UP A.
Allgame 3.5 / 5
Computer and video games 10/10
Edge 9/10
Eurogamer 9/10
Famitsu 37/40
Game Informer 9.75 / 10
GameSpot 8/10
GameSpy 5/5
IGN 9.4 / 10
Nintendo Life 9/10
Nintendo Power 10/10
Nintendo World Report 9.5 / 10
N zone 91%
Cubed3 9/10
Nintendo Online 8/10

When it launched, Super Mario Sunshine received very good reviews. In the rating aggregator Metacritic , the game has a so-called Metascore of 92%. 61 reviews were included in this average rating. The average rating for GameRankings is 91.5% and was calculated on the basis of 76 individual ratings .

IGN's review of Super Mario Sunshine , published in August 2002 , was very positive, but it also contained a lot of negative criticism. The editor Fran Mirabella III stated that the levels were designed to be varied, fun and convincing from a playful point of view, but were thematically not very varied because of the island motif. Sunshine turns away from some well-known topics and elements of the Super Mario series and can therefore only score little with nostalgia . In addition, Mirabella judged the game's new characters to be insignificant, the plot and design of the characters to be stupid and not well elaborated, and criticized the cutscenes as poorly done. Dreckweg 08/17, however, is a sensible and well-built-in play element that simplifies navigation through the worlds and at the same time gives the game concept more depth. Mirabella also attested that the game had a successful and precise control, which, thanks to more options than in previous parts, enabled different playing styles. The camera controls stand in the way, which is difficult to learn, especially for casual gamers, and which also has serious shortcomings. With a little practice, however, the camera turns out to be a powerful tool. The editor's judgment on the game's technology was ambivalent. On the one hand, Sunshine scores with a fluid image structure, realistic water representations and good foresight; on the other hand, the quality of the textures together with the high contrast and the sometimes dazzling bright colors spoil the visual impression. Mirabella described the soundtrack of Sunshine as atypical for the Super Mario series. In and of itself it is not badly done and contains some catchy, but also many irrelevant pieces without a lasting impression. The sound effects and Charles Martinet in the role of Mario sound good, whereas the Toads and the islanders in particular sound extremely stupid. In summary, the IGN editor described the title as the most fun 3D platformer ever, but due to minor flaws it was not perfect.

Tom Bramwell of the English language website Eurogamer had a very positive review of the game in October 2002. The basic controls are easy to learn and Dreckweg 08/17 fits in well as a natural and intuitive extension. However, the camera system is less successful than in the predecessor and disrupts the course of the game as it requires frequent manual correction. Bramwell was enthusiastic about the very varied design of the game worlds and missions. In general, Sunshine presented the player with a greater and at the same time more balanced challenge than its predecessor, although the editor found the course level to be particularly tricky. The graphic style is very similar to that of the predecessor, but benefits from the higher computing power of the GameCube. In this context, Bramwell highlighted the expressive and detailed animations of characters and opponents.

Konrad Lischka from the German online magazine Telepolis wrote about Super Mario Sunshine in October 2002 : "The game design is captivating, fun and the environment puts the player in a holiday mood". He described the representation of liquids, reflections and slime as an “aesthetic experience”, but also criticized the camera controls. He also attested that the game, unlike its predecessor, was not a revolution, but an evolution. He also found an antithesis between the micro- and macrocosm of Super Mario Sunshine : While Mario has more skills and actions than in previous titles, the game as a whole seems more restrictive and linear.

The British video game magazine Edge looked at Super Mario Sunshine in September 2002 against the backdrop of its predecessor Super Mario 64 . While Sunshine is one of the best Nintendo games ever and surpasses practically all other platforming games by far, it does not come close to the quality of its predecessor and thus cannot meet the high expectations. Because Sunshine only has half as many game worlds as its predecessor, it also appears more varied and repetitive. In addition, the worlds were more limited and smaller than those of Super Mario 64 , the underwater controls were much more limited and the missions required less lateral thinking. Accordingly, Super Mario Sunshine is overall more linear than its predecessor. The Edge judged Dreckweg 08/17 as a perfectly implemented innovation that was smoothly integrated into the flow of the game and which the player had a lot of fun with, especially when experimenting. As a result of the water jet, many levels of the game are oriented vertically and focus on climbing, which sometimes creates moments of frustration. The blame for the loss of an attempt is never to be found in the controls, but always in the player himself. In addition, the specialist magazine reported on sporadic technical defects such as program errors and crashes , which are extremely unusual for a Nintendo game. The Edge named the game's camera as an even bigger flaw.

Retrospective review

Leaderboard placements
Publication (year) list placement
Edge (2003) Game of the year 2002 place 3
Famitsu (2011) 50 best Nintendo games 19th place
Game Informer (2009) 25 best GameCube games 7th place
GameSpy (2005) 25 best GameCube games Place 10
GamesRadar (2014) 50 best GameCube games 17th place
IGN (2007) 25 best GameCube games 9th place
IGN (2014) 125 best Nintendo games 47th place
Metacritic (2010) Best Super Mario Games 5th place
Metro (2013) Best Super Mario Games 13th place
Nintendo Life (2012) Best Super Mario Games Place 10
Nintendo Power (2012) 285 best Nintendo games 83rd place
ONM (2009) 100 best Nintendo games 46th place

In 2009, IGN's Levi Buchanan stated that Super Mario Sunshine received exceptionally good reception around the world when it was released and that the game's flaws did not come into focus until the following years. The judgment of critics and fans has changed so much over the years that Sunshine is now one of the worst games in the Super Mario series. To put this statement in context, Buchanan quoted his colleague Daemon Hatfield: "But even if you were disappointed with Super Mario Sunshine , it was still better than 90% of all other games" ("Even if you were disappointed with Sunshine, it was still better than 90-percent of what else is out there ”). Specifically, IGN criticized the fact that Dreckweg 08/17 was nothing more than a gimmick and that it did not have a lasting effect on the Super Mario series. In addition, the water jet distracts from the actual game concept, so that the course missions that can be mastered without it are more interesting than the rest of the game. In addition, there are half-baked ideas in sub-optimal execution, which is very unusual for a Super Mario game.

Chris Schilling from Eurogamer wrote in a retrospective of Super Mario Sunshine in 2013 : "The story is terrible, its introduction endless and embarrassing and the camera struggles terribly with the complex level architecture" ("The story is dire, its introduction interminable and embarrassing." The camera struggles terribly with the complex level geometry "). The author attributes these deficiencies to the premature termination of the development work due to the high demand for the game and the low number of third-party releases for the GameCube. Furthermore, Dreckweg 08/17 was not well received by many fans because of its voice, which was perceived as annoying. Schilling identified a further problem with Sunshine as the high level of difficulty: The course levels punish every mistake on the part of the player with a restart, and in the normal levels falling from a high passage sometimes means a time relapse of a few minutes. Because the player can correct an unsuccessful jump or a fall from a platform with the floating nozzle, Dreckweg 08/17 makes these situations more frustration-free. The editor made an ambivalent judgment on the blue coins : on the one hand, a little creative means to extend the playing time, on the other hand, they would invite you to explore the surroundings more closely.

In 2015, the German Nintendo website Nintendo-Online published a retrospective review of Super Mario Sunshine , in which it wrote that the convincing game worlds would invite filigree exploration through many hidden secrets. However, the game's missions made too little use of its vast worlds; instead, recurring types of tasks created monotony. Nintendo-Online judged Dreckweg 08/17 as an expansion that took getting used to, but was creative and intensely and seamlessly integrated into the game flow. The floating nozzle would also hide the partly imprecise control, which suffers from the uneven frame rate. The website also complained that it was too difficult to obtain all of the 120 insignia of the sun because the blue coins required were too large and too well hidden.

On the tenth anniversary of the publication of Super Mario Sunshine , the English language website Nintendo Life dealt with the negative criticism of the game. Editor Jamie O'Neill stated that the control of the camera was made more difficult by the large game worlds and especially the high vertical structures of some levels. Another problem is the sometimes unbalanced learning curve. Sunshine therefore requires a lot of practice from the player, but tries to make the experience easier with generously distributed bonus attempts. O'Neill countered the frequently mentioned accusation that Sunshine , like Super Mario Bros. 2, does not fit into the context of the series, that the game is developing its own place within the series. The lack of classic Super Mario scenarios such as ice or desert should not be interpreted as a lack of variety due to the completely new location within the series. The absence of well-known opponents such as Gumbas or Koopas as well as the new game world, which is not in the well-known Mushroom Kingdom, can not be held against Sunshine negatively, because the game instead creates its own style with completely new characters and an independent game world.

In this context, Chris Schilling described Sunshine as the most controversial Super Mario game. The title could hardly have any meaning within the series and did not influence any subsequent games. Schilling metaphorically transferred the game's holiday theme to its meaning within the Super Mario series: The game world is very unusual for the series, as its focus is more on realism than on the playfully appealing level design . Isla Delfino is supposed to be a vacation spot for Mario and accordingly the game world is not exactly tailored to the character's abilities. In order to be able to integrate into this world, the plumber is therefore dependent on the dirt road 08/17. In addition, Schilling said that the player in Sunshine still has a lot of influence on the actual adventure, since he is allowed to explore the game world on his own, whereas the following games have become more linear.

Successor and influence on other games

The next release in the Super Mario series after Sunshine was the 2D platformer New Super Mario Bros. , which was released in 2006 for the Nintendo DS handheld console . However, the title comes from a different development team within Nintendo EAD. The team behind Super Mario Sunshine founded a new EAD studio in Tokyo in 2003, which in 2004 produced Donkey Kong Jungle Beat for the GameCube. EAD Tokyo then developed the 3D platformer Super Mario Galaxy ( Wii , 2007), which is the successor to Sunshine . Under the direction of Sunshine Director Yoshiaki Koizumi, EAD Tokyo also has the following 3D games Super Mario Galaxy 2 (Wii, 2010), Super Mario 3D Land ( Nintendo 3DS , 2011), Super Mario 3D World ( Wii U , 2013) and Super Mario Odyssey ( Nintendo Switch , 2017) developed.

Chris Schilling from Eurogamer spoke out in favor of a sequel to Super Mario Sunshine in 2013 because Nintendo avoided the game's mistakes instead of correcting them, and therefore built subsequent games in a more linear fashion. While a Super Mario game with sprawling worlds would now be easier to implement than before thanks to advanced technology, Nintendo is continuing to move towards linearity with the series. The editor argued that this trend could be countered with a second Sunshine game.

In 2013, Sunshine Director Yoshiaki Koizumi stated that he was interested in realizing the game with an autostereoscopic 3D effect for the handheld 3DS, and as part of the release of the new HD edition The Legend of Zelda: The Wind Waker HD (Wii U, 2013) the producer Shigeru Miyamoto expressed interest in similar re-releases for 3D Super Mario games such as Sunshine . As of 2015, Nintendo has not brought such a new edition, a re-release or a sequel to Super Mario Sunshine on the market.

Nintendo has brought references to Super Mario Sunshine in the form of cameos of characters, environments or Dreckweg 08/17 in game series such as Super Smash Bros. , Mario Kart , Mario Tennis or Mario Golf . In addition, Bowser Jr. , who appeared for the first time in Sunshine, became one of the central characters of the Super Mario universe and can also be played in some offshoots of the series mentioned. In Super Mario Galaxy 2 there is also a level that is supposed to be reminiscent of the course level from Sunshine .

literature

  • Christian Donlan: Super Mario Sunshine . In: Tony Mott (Ed.): 1001 Video Games You Must Play Before You Die . 2010, ISBN 978-0-7893-2090-2 , pp. 964 f .
  • David SJ Hodgson, Bryan Stratton, Stephen Stratton: Super Mario Sunshine: Prima's Official Strategy Guide . Prima Games, 2002, ISBN 0-7615-3961-1 .
  • Chris Kohler: Power Up . How Japanese Video Games Gave the World an Extra Life. BradyGames, Indianapolis, Indiana 2004, ISBN 0-7440-0424-1 , 3: The Play Control of Power Fantasies: Nintendo, Super Mario and Shigeru Miyamoto, p. 73-75 .
  • Bill Loguidice and Matt Barton: Vintage Games . An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time. Focal Press, Boston and Oxford 2009, ISBN 978-0-240-81146-8 , 18: Super Mario 64 / Tomb Raider (1996): The Third Dimension, pp. 261 .

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This article was added to the list of excellent articles on December 3, 2015 in this version .