Hello.
Anyone have information about this version of Mario Sunshine ?
Here's a video (click at the "Space World 2001 footage") :
http://media.cube.ign.com/media/016/016713/vids_14.html
Cheers.
Hello.
Anyone have information about this version of Mario Sunshine ?
Here's a video (click at the "Space World 2001 footage") :
http://media.cube.ign.com/media/016/016713/vids_14.html
Cheers.
Last edited by Lyo_; 01-01-2006 at 04:12 PM.
I get an error (and I have a Insiders account.)
if you click the lower right picture: Downloadable versions quicktime a new window opens when you wait some secs. in the lower part you can do a right click save as... and save the video worked for meOriginally Posted by Roi
Lyo_ has edited the link ;)Originally Posted by zappenduster
Roi, i want you to change your avatar!!! ;)
originally, Super Mario Sunshine was running at 60 frames per second - I saw it on CNN (and yes, you can tell it was 60fps) some of the old IGN videos show it running @ 60fps. It is a shame that Nintendo decided to cut the released version down to 30fps.
I think Gamecube could have handled it.
I am guessing that because Flipper (the GPU) was cut down from 202.5 MHz to 162 MHz, thus reducing the pixel fillrate from 810 Mpixels/sec to 648Mpixels.sec and the supporting bus-architecture / system bandwidth was also reduced because of this ( originally 3.2 GB/sec - cut to 2.6 GB/sec ) this made it more difficult to run Sunshine at 60fps.
the fact that the Gekko CPU speed was raised from 405 MHz to around 485 MHz would not have helped because framerate is usually more dependant on graphics processor and bandwidth, at least in console games.
is it just me, or do most 3d adventure games nintendo makes usually run at 30fps?
Well, as you can see from the video the game was completely different. The overworld actually spanned the whole island (or at least a majority of it) instead of just a small central area from where you could teleport to other parts of the island.
The story was also different, instead of having Bowser Jr. causing havok on the island it was caused here by mysterious colored goop falling from the sky from an unknown source.
The blue coins in the final seem to be the equivelent of the sun coins in this video.
The other obvious changes are humans (other than Mario and Peach), different baddies, and most importantly... a soccer ball that was replaced with the fruit in the final (it has the same exact properties as the ball =P).
I'm such a Mario Sunshine nut... I wrote much more about this before elsewhere only to have it disappear. I had plans to draw an accurate to-scale map of the prototype overworld (but of course my laziness always cuts into my projects).
I would kill for a copy of this version of the game.
I think Mario 64 ran at 24 fps. It definitely wasn't 30.Originally Posted by sayin999
grap3fruitman : yes, me too. This version is so different ... but, I think, anyone is really interested.
The framerate was cut in half, but you have to take into concideration that alot of things were added. Like water effects. In the video, water is poorly done. And the cables Mario jumps on, are totally stiff. In the final game they're elastic. Plus there's a lot more going one. More Delfino people walking around, and so on. Overall higher polygon count could force Nintendo to change the framerate, but at least the game doesn't slow down. Not ever.
but if you look at games like metroid prime you see the game teh cube is being pushed pretty hard and its running a constand 60fps. But yeah the beta to mario sunshine i remember looked pretty bare in most respects. I got a feeling they had difficulty making sunshine the most compared to any mario game. In fact its quit possible the big mysterious creature in the background spreading the goop was the main focus of the whole game. Of course it could have been used just for testing for all we know.
Last edited by sayin999; 02-14-2006 at 02:05 PM.
The soccer ball is still in the debug room, which you can access with the Action Replay.Originally Posted by grap3fruitman
Hello.Originally Posted by JLukas
Can you tell me more about the AR codes for access in the debug room ?
Thank you very much.
Regards.
Last edited by Lyo_; 02-15-2006 at 06:47 PM.
Codes are here:
http://www.gscentral.org/game.php?systemID=5&gameID=616
The "Test Level" code
There's also a PAL version code on the PAL page. It wasn't in the original Japanese version to my knowledge. The room itself is very similar to the Zelda Wind Waker debug levels.
Hello,
Years after, is there is someone that can have any informations about this proto ?
Thanks.
Last edited by Lyo_; 12-19-2009 at 04:47 PM.
The use of 60fps can be a stylistic choice imo. It gives the game a different feel.
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