Obtaining Yoshi involved finding his egg and delivering the fruit the egg asks for. Yoshi also had a much larger role in the game before launch, but ultimately became more of an easter egg. The Pinna Park stage, for instance, was originally supposed to be another hub area like the main isle Delfino section the game starts you in, but ended up being converted into its own stage instead (presumably because the small numbers of stages didn't warrant a second hub area). Supposedly several additional worlds were planned before being cut back to the eight featured in the game. entirely, which played more like Super Mario 64. To get around this and the complaints some staff internally held about the game's lack of difficulty, sections were added that removed F.L.U.D.D. You could feel that lack of variety, which combined with a lack of in-game items could make the game feel somewhat limited in how you could approach different sections. These were fairly standard movement changes, but apparently Nintendo had planned about a half-dozen others that had to be cut due to time constraints. He also had a rocket nozzle that can lift him up to high areas, and a turbo nozzle that sped up Mario’s movement. With different nozzle attachments that allowed him to slowly hover over wide areas, platforming sections were easier than in previous games. Mario’s water-spewing backpack offered wildly different mobility options. RELATED: Super Mario Sunshine on Switch Receives New Update Allowing GameCube Controller Support.This ended up very well executed, but it was definitely difficult to market to a mass audience. Needless to say, Sunshine had a hell of an act to follow, so instead of following it directly Nintendo went full leftfield with the core game mechanic: The Flash Liquidizer Ultra Dousing Device (or F.L.U.D.D.) - essentially a talking water-based jetpack and super-soaker that aided in platforming and cleaning sections of the world. Despite how much the game got right, it wasn’t without its faults, even by the standards of the time.įor starters, Sunshine had the misfortune of following Super Mario 64, a game which not only ushered Mario into 3D with flying colors, but also set the benchmark for every 3D platformer from that point forward. When you think of GameCube titles, Mario Sunshine is inevitably one of the first ones mentioned. Many players at the time praised Mario Sunshine for its unique gameplay mechanics, incredible soundtrack, and its memorable summertime colour palette and atmosphere. However, after we started actually making the game, it took about one and a half years to complete Super Mario Sunshine."įor perspective, Super Mario 64 took around three years and Mario Galaxy took two-and-a-half. "If we add the development period for this engine to the overall development time, the development of Super Mario Sunshine took a relatively long time. In a 2002 interview, Shigeru Miyamoto, one of the game's producers, opened up about Sunshine's rather short development cycle. After a development time of around 18 months, Nintendo released Super Mario Sunshine in Japan on July 19, 2002, with a western release the following month. With the PlayStation 2 selling gangbusters from the very beginning, and Microsoft throwing their hat into the console ring with the original Xbox, Nintendo could not afford to be as patient with the GameCube as they probably would have liked. Rushed development cycles were a common theme with the GameCube. Despite some of its more bizarre game design choices, many people still hold Sunshine up as their favorite 3D Mario game. In the intervening years since then, we came to learn just how troubled the development was and how rushed it came out the door in order to help sagging GameCube sales at the time. It’s been 20 years since Mario’s lone platforming title was released on the ill-fated Nintendo Gamecube.
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