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Mario Sunshine : 1ères impressions

kobold2
kobold2
Niveau 10
15 juillet 2002 à 17:15:56

non, elles ne sont pas de moi. je les ai trouvé sur un forum US, elles viennent d´un joueur vivant au japon et qui a pu essayer une des bornes de démo du jeu. c´est en anglais, c´est un peu long mais je suppose que ça en intéressera certains.

"This is going to be briefer than the game deserves, because I’m typing something relatively extensive for later this week.

Dunno what version this was, but it looks final to me – you have access to the world map from the start.

Switch on: Nintendo logo, Dolby Pro-Logic II logo (so it is supported…) and a cut scene begins. Mario on a place with that slut Peach. They watch a commercial for their holiday destination, with strange aliens inviting them to island paradise. All the dialogue is in English, with Japanese subs (didn´t see an option to switch language, sorry).

Mario starts dreaming of seafood. Plane flies through cloud, clouds part…. And we see a beautiful tropical island. ‘Dolphic Island’ (spelt Dolphic, not Dolphin).

If there was anymore to this cut-scene, I skipped it. Time to play!

I only tried three stages. One was the port stage with ships, and Mario World style grills you can climb over and flip around. This stage felt a bit muddled to me, though possibly because I was still getting used to the controls.

Ah yes, the controls:

A is standard jump, land, press again is the ‘whoopee’ high jump, then the mega-high triple jump. Same as Mario 64.

B is context sensitive, allowing you to slide around, dive ahead etc. R shoulder button is shoot water. X button changes the shape of your water cannon – the two I had access to at the start were ordinary shoot, and jetpack. One thing that bothers me is that I can’t seem to run and shoot water at the same time – am I doing something wrong?

Otherwise, control is perfection. It has that familiar string-attached feeling, Mario is glued to every single controller movement. Pure interactivity.

Control basics are very similar to Mario 64, but the water canon adds a huge amount -- because you have to start thinking about how to apply it to the environment around you. You can do a lot with this, and there are many combinations depending which formation the canon takes (gun, jet pack etc). It´s almost too much... though with practice I can imagine very intuitive.

The big difference is the size and complexity of the levels. You could spend hours screwing about in each stage, shooting stuff, sliding about, trying the water canon on things... and go nowhere. It seems like the stages have been designed with total non-linearity. Explore, goof about, get a few Sunshine coins along the way if you come across them.

Second stage I tried was a green hills style area, the first level I imagine. This was fantastic. The worlds are so much bigger and MORE INTERACTIVE than Mario 64. You can flip off the side of everything, jump really high, jetpack even higher, dive ahead and slide around on your stomach… the water spray can be used in really cool ways. Though the clear winner in the ‘utter delight’ stakes was tight rope walking. Some levels have ropes extended hundreds of feet high, and sliding down them, flipping around off them, getting momentum and jumping really high is super, super fun.

Music is predictably calipso, happy, happy joy. Haven´t heard the Mario theme yet.

Third one I played (a very quick bash) was this big, scary dark stage which was classic Mario brilliance, in the style of the last Rainbow stage in Mario 64. No ground. No form or logic to the level. Just spinning gears and rotating block madness positioned surreally in space, seemingly stretching on forever. Platform perfection."

FanCube
FanCube
Niveau 6
15 juillet 2002 à 18:15:24

Je n´avais pas besoin de lire ca pour penser que ce jeu serait grandiose. Ce Mario sera une futur bombe en terme de game play car Nintendo n´a plus le droit a l´erreur apres ses boulettes de planning (que ce soit au Japon ou en Europe).

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