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Super Mario Sunshine

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Template:Infobox Super Mario Sunshine is a Mario platformer first released on July 19, 2002 on the Nintendo GameCube. It is a follow-up to Super Mario 64, and is the second 3D Mario platformer. It was the first main Mario series title not to be a launch title for its respective console, a trend that was followed with Super Mario Galaxy on the Wii. The 120 total Shine Sprites in this game is the same number of total Power Stars in Super Mario 64. This game also introduced many recurring characters and bosses in the Mario series, including Toadsworth, Bowser Jr., Petey Piranha, Gooper Blooper, Piantas, Nokis, Shadow Mario, and F.L.U.D.D..

Enemies

Gameplay

Mario earns a Shine Sprite in the Japanese version of Super Mario Sunshine. The English "Shine Get!" exclamation has since gained infamy
Mario earns a Shine Sprite.

Super Mario Sunshine is the first game where Mario extensively uses an accessory to complete his mission. F.L.U.D.D. (Flash Liquidizer Ultra Dousing Device) features spray and hovering capabilities when it is first acquired; other nozzles can be unlocked to extend F.L.U.D.D's functionality, such as the "Rocket Nozzle" which propels Mario high into the air, and the "Turbo Nozzle" that lets Mario sprint on land and water, as well as break down wooden doors.

The game contains a number of independent levels, which can be reached from Delfino Plaza. Gameplay is based around collecting Shine Sprites by completing various tasks in the levels and over world, very similar to Super Mario 64, but with Shine Sprites instead of Power Stars. However, unlike in Super Mario 64 where the player could usually get most Power Stars no matter which mission was chosen, this game usually lets Mario obtain only the Shine Sprite the player selects from the screen prior to the level.

There are 120 Shine Sprites in the game, and 240 Blue Coins. 10 Blue Coins can be traded in for a Shine Sprite a the Boathouse in Delfino Plaza. There are three Shine Sprites at the airstrip, sixteen in the plaza, and ten in each of the seven other areas. Including the plaza there are eight Sprites for collecting 100 Coins. There are thirty Blue Coins in each of the seven areas, making 210, there are nineteen in the plaza , one in the Airstrip, and ten in Corona Mountain, making 240 altogether.

Mario in the Blue Coin Shop.

At first, each level features one task which may be completed to acquire a Shine Sprite. The player is then returned to Delfino Plaza and a new task is unlocked on the level they just played. Each level consists of up to ten of these tasks, which may be played again at will once they are completed. Once the player has collected enough Shines in total, a new level is available at Delfino Plaza, either by the acquisition of a new ability or some plot-related event, such as Shadow Mario appearing in the Plaza.

Gameplay proceeds in this fashion until all of the Shadow Mario's related missions are completed (the 7th mission of each level), which unlocks Corona Mountain, containing the final boss. As the total number of Shine Sprites available at any given point is greater than the number of Shine Sprites needed to unlock the next level, players may choose which tasks they want to attempt.

Mario can also ride Yoshis in this game. Yoshis can be used to eat certain insects and birds to produce Gold, Blue, or Red Coins, and even Shine Sprites in a few cases. Yoshis can also eat fruit and squirt the juice of the color of that fruit, just like F.L.U.D.D sprays water. If Yoshi runs out of juice or touches water he dies. This juice can be used to dissolve certain kinds of pulsating goop acting as obstacles, as well as to briefly transform enemies into platforms for Mario to step on. The color of the Yoshi, as well as the effect of its juice, depends on the type of fruit last eaten. However, Mario can't take Yoshi with him when he accesses a new area, meaning that Yoshi is only usable in certain areas.

Koji Kondo and Shinobu Tanaka produced the music for this game.

Locations

  • Delfino Airstrip is the small local airport where Princess Peach and Mario land in their airplane to start their vacation on Isle Delfino. The story also begins here, as this is where players are introduced to the concept of cleaning up the game's areas, as well as the introduction to the plot. After beating the final boss (or simply entering and leaving the final area for the first time), the player can come back to Delfino Airstrip for ten coins in a boat.
  • Delfino Plaza is the main city on Isle Delfino, and appears to function as the capital city of the island, as this is where Mario is put on trial for his crimes. The city is of debatable national origin, as everyone there speaks English but all of the accessible area names mean something in Italian, though some might take these names to not mean anything. This town is where Mario can access all other areas of the game and it is where the story is advanced also. Princess Peach is kidnapped from Delfino Plaza, and all of her Toad assistants remain here as well. Later in the story, the city is horribly flooded as a result of malfeasance on the part of Bowser. It is shown again in Mario Kart: Double Dash!! as where the trophies are handed out and where the parades take place. The course Delfino Square from Mario Kart DS appears to be based on Delfino Plaza. Delfino Plaza also appears as a stage in the game Super Smash Bros. Brawl, although there are a few minor differences in the area. Finally, in Mario Kart Wii, the Battle Course Delfino Pier is based off of Delfino Plaza.
  • Bianco Hills is a small village northwest of Delfino Plaza and seems to function as a suburb. The small village is famed for its windmills, and contains a lake and a large central windmill. The town is besieged by various evils during Mario's adventures there, including two devastating attacks by Piranha Plants and Petey Piranha. To enter Bianco Hills, Mario must jump into the graffiti M on the statue of a Pianta.
  • Ricco Harbor is an industrial area just off to the west of Delfino Plaza, and is a major shipping port. At any given time, several ships are in the harbor, shipping off various goods to the other parts of the island and, as would seem to be logical, to other parts of the world. A farmer's market is also found here. The harbor is attacked by a giant squid named Gooper Blooper on several occasions. The water in the harbor is frequently polluted with black Goop. It also appears in Mario Power Tennis with the name Blooper Bay. Mario can enter Ricco Harbor when jumping into the graffiti M on a house that he can exchange blue coins for Shine Sprites.
  • Gelato Beach is a peaceful, eternally sunny beach in the middle of a large bay. Gelato Beach and Pinna Park, are the only courses in the game which do not require the cleaning up of goo. In the middle of the beach, there is an enormous tower devoted to capturing sunlight and using it to warm the egg of a giant Sand Bird that wiggler was endangering. To enter Gelato Beach, Mario must jump into the graffiti M that will later appear on the lighthouse.
  • Pinna Park is actually on a separate island, but is very close to Isle Delfino and is separated from it by a small strait. There are actually two parts to Pinna Island: its small beach and the amusement park which takes up the rest of the island. Its beach has large, talking sunflowers. The park must close when it is attacked by a cannon-wielding Monty Mole, and it is completely disrupted when a gigantic mechanized Bowser robot attacks, and Snooze-A-Koopas weakening the sunflowers. Due to the population of Electrokoopas and Electrowallkoopas on the rest of the island, the park is suffering from a lack of visitors. Eventually, a large Electrokoopa causes the Ferris Wheel to spin out of control. To enter Pinna Park, Mario have to jump in the red cannon located near Delfino Pier.
  • Sirena Beach is another beach located on the far side of the bay from Delfino Plaza. A world-class hotel and a spectacular view are here. According to the game, it is a favorite retreat for couples. The hotel is somewhat disrupted when attacked by a large, manta ray-like ghost that leaves a trail of blue and yellow electric Goop, and the hotel is haunted by King Boo and his ghosts. To enter Sirena Beach, Mario will first have to get on Yoshi and eat the pineapple protruding from a red pipe on a rooftop. After that, Mario can jump into the pipe, and start the course.
  • Noki Bay is on the far side of the island and is home to the Nokis, one of two races that live on Isle Delfino. The first time Mario visits, the water is found to be horribly polluted and is dangerous to touch. Despite battling Monty Mole and Gooper Blooper again, the source of the pollution is found to be a gigantic underwater eel named Eely Mouth with gingivitis. According to the game, the gigantic waterfall is the main tourist attraction in the bay. The entrance to to this level is an homage to the Super Mario 64 course Tower of the Wing Cap. To enter Noki Bay, Mario must gaze at the sun within the colored lights that form a circle near the shine gate.
  • Pianta Village is the ancestral home of the Piantas, the other, more common of the two races who live on Isle Delfino. The most prominent feature of the world is that the entire village is built on a massive tree that extends its branches over a canyon that seems to be endlessly deep. This is to keep the Piantas safe from predators. There is also a village underside containing huge mushrooms, but some Wind Duppies are present there. The village is frequented by orange, fiery Goop. To enter Pianta Village, Mario must grab a Rocket Nozzle and launch up to the top of the Shine Gate. There, He must jump into a red pipe located just off to the left.
  • Corona Mountain is a large volcano in the middle of the island and it is where the final battle takes place. It's pretty much an obstacle course. Corona Mountain has five parts, in order they are: A test of dodging, a platform to take a rest, get a 1-up mushroom and to refill water, a test of navigational skills with a boat. If boat crashes into anything, it will fall into the lava and lose a life, an accuracy test where a rocket nozzle is require to jump from one cloud to another and of course the final boss, Bowser. To enter Corona Mountain just walk into the cave behind the Shine Gate after completing all Shadow Mario levels.

Secret Levels

File:FLUDD!.png
Shadow Mario stealing FLUDD.

Every area in the game has one or two secret levels. These are never part of the regular area and are usually inside an alcove (barred off after defeating the level). These secret levels start with a short cutscene of Mario falling through a white area and Shadow Mario stealing F.L.U.D.D, thus leaving Mario only to rely on his acrobatic skills. These levels can also be revisited, but F.L.U.D.D will be accessible to aid in movement. There is also a red or pink switch that, when pressed, makes eight Red Coins appear throughout the level and sets off a timer. The red coins must be collected before the timer runs out or Mario loses a life and has to restart the level.

These levels feature a remix of the classic "Mario Bros." music (Super Mario Bros. for the NES) in a rhythmic, upbeat, a cappella style accompanied by snapping fingers. Secret levels are staged in an apparently infinite void in which Mario may fall and lose a life. There any many types of multi-colored platforms and obstacles in these secret levels, such as:

  • Red and blue platforms that flip constantly. The player must Jump on these from red platforms to blue platforms because they flip in a set sequence.
  • Long, square-faced wooden blocks with colored knobs that rotate, so the player must run along the long dimension or risk being flipped off. This level was slightly modified and reused in Super Mario Galaxy 2
  • Cubes made of glass with white edges that have colored corners that frequently sit at the edge of a platform (or shortly off it). These will carry Mario on the top and move to otherwise-unreachable platforms as they rotate and turn.
  • Blocks made of sand that crumble as Mario steps on them (but regenerate shortly). These are often arranged into a long path that crumbles if not crossed swiftly or a sand castle that has to be navigated through that is continually breaking apart.
  • Blocks that disappear at regular intervals, regardless if the player steps on one of them. They are very tricky and are tough to move across without falling.
  • Moving Yoshi Egg patterned blocks that move in a set path and must be jumped across in order.
  • Orange blocks with no special characteristic other than moving in every direction. They are arranged in large groups.
  • Some platforms have nails sticking out of them. If Mario Ground Pounds on them three times they will be completely in the ground and the player could get a few coins, a 1-Up Mushroom, but usually nothing. They are usually on large platforms that are not moving.
File:SMSunshine SecretLevel.jpg
The Shell, Noki Bay's secret level.

It is also noteworthy that, when losing a life on the secret levels, Mario will restart at the starting point of the level as opposed to returning to Delfino Plaza like he does after dying anywhere else. The exception to this rule is when Mario loses all lives, when he would invariably be returned to the plaza).

There is also a second, rare type of secret levels. In these secret levels, Mario always has access to F.L.U.D.D. They also have a different background music. One appears in Episode 4 of Gelato Beach, one in Episode 3 of Noki Bay. Secret levels are also available in Delfino Plaza such as:

  • A level with Blocks. Mario has to use FLUDD's nozzles get the Shine.
  • A Slide level with blocks somewhat similar to The Princess's Secret Slide in Super Mario 64.
  • A level with tall grass. Mario has to search Red Coins and defeat enemies in the grass.
  • A level shaped like a giant Pachinko Machine. Mario has to collect Red Coins here.
  • A level with Red Coins and a lily-pad in the Poisonous River. Mario must guide the lily-pad down the river while collecting red coins.
  • A Turbo Nozzle area where Mario must jump across blocks with the Turbo Nozzle.

Items

  • Shine Sprites - When certain totals are achieved, the story progresses.
  • F.L.U.D.D. - Helps Mario throughout the game with various abilities.
  • Nozzles- Allows Mario to Hover for a short time, blast up in the air, or make him go extremely fast.
  • Red Coins - Some levels require all eight Red Coins of the level to be found in order to get the Shine Sprite.
  • Blue Coins - Can be traded for Shine Sprites at the Blue Coin Shop.
  • 1-Up Mushrooms - Give Mario an extra life.
  • Fruit - Food for Yoshis, which refills their Juice Meter.
  • Water Bottles - Fill F.L.U.D.D's water tank.
  • Mario's Cap - Stops Mario from losing lives.
  • Gold Coins - Mario can collect 50 to get a life, or 100 to get a Shine Sprite.
  • Water Barrel - Mario can throw it to clean a large area, as it releases a large burst of water.
  • Trampoline - Allow Mario to reach higher areas.
  • Water Rockets - Missiles that attach to F.L.U.D.D that can be launched with water.

Staff

Main article: Super Mario Sunshine/Staff

Image Gallery

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Quotes

For a full list of quotes, see here.

References to Other Games

  • Mario Bros.: The second (and last) time F.L.U.D.D. scans Mario during his malfunction after the fight with Bowser, a black-and-white screenshot from this game is shown with the text "GAME OVER" just before his video crashes.
  • Super Mario Bros.: Before the game starts, an 8-bit coin sound effect is played while the copyright information is displayed. Also, remixes of the main Super Mario Bros. theme, as well as the underground stage theme, are featured in the game. There's also a stage in Sirena Beach where a giant 8-bit Mario can be seen in the background. Also, at the beginning of the game, you can see three "memories" of Mario in the lower left-hand corner. The first of the three is a NES video of Mario approaching a False Bowser on the iconic bridge (although it could just as easily have been a FDS recording of Super Mario Bros.: The Lost Levels).
  • Super Mario Bros. 3: When the player opens the Z-button guide in Delfino Plaza, the map of Delfino Plaza has the sprite of Mario's head showing his current location.
  • Super Mario World: When F.L.U.D.D. scans Mario, the second video shows the SNES boss fight with Iggy Koopa. Also, the ability to climb on gates and punch enemies from the inside of it originated from this game, as well as riding on Yoshi, as well as the added drums in the background music when Yoshi is being rode.
  • Luigi's Mansion: During the third episode of Sirena Beach, one of the employees in the hotel claims that the ghosts are annoying and wishes that "Someone would come and suck them away with a vacuum or something" and then asks Mario "Why are you looking at me like that?".
  • Super Mario 64: Also when F.L.U.D.D. scans Mario, the last video is the memorable N64 boss fight with Mario swinging Bowser by the tail. The stage is Bowser in the Dark World.
  • The Legend of Zelda: Ocarina of Time / The Legend of Zelda: Majora's Mask: If the game is hacked to remove Il Piantissimo's mask, he has the same face of the Running Man / Postman of Termina, only with darker skin.
  • One mission in Noki Bay (Red Coins in a bottle) are entered the same way as Mario enters "Big Boos Haunt" in Super Mario 64. However, this time Mario doesn't have to do something to get into it.

References in Later Games

Beta Elements

For a list of this game beta elements, see here.

Glitches

For a list of this game glitches, see here.

Trivia

File:SuperMarioSunshineWWSM.png
Mario wearing a short sleeved shirt in WarioWare: Smooth Moves.
  • The Toad Brigade, later seen in Super Mario Galaxy and its sequel, is most likely the same Toads that traveled with Mario, Peach, and Toadsworth, during the events of this game.
  • A Test Level is accessible, only by use of an Action Replay cheating device. This was a debugging level that the developers forgot to take out of the game. It is scattered with blocks with numbers, and there is also a giant blob-like creature with legs.
  • Super Mario Sunshine is the first Mario game to have extensive character voice acting, and currently the only one.
    • While all versions of Super Mario Sunshine featured voice acting in English, the Japanese version infamously includes extra bits of dialogue between Mario and Toadsworth in the game's first cutscene. They are still seen speaking to each other in other regions, but oddly no words come out. There are no subtitles to accompany their minor discussion, as it's in the background.
    • Even though Super Mario Sunshine has extensive character voice acting, Mario obviously doesn't have any extensive dialogue.
  • Super Mario Sunshine has many other breaks from series norms in terms of plot and gameplay.
    • It is the only Mario 3D game that does not begin with Peach sending Mario a note. It is also the only 3D game where Peach's Castle doesn't appear.
    • It is the only 3D Mario game that does not have Goombas or Koopa Troopas as enemies.
    • This is also the only mainstream game to not have any sort of invincibility item.
    • This is the only game to date in which Mario wears a short sleeved shirt. This is probably due to the island's hot climate.
      • However, in WarioWare: Smooth Moves Mario is seen wearing a short sleeved shirt as well, only because the microgame showing Mario like this is based on Super Mario Sunshine itself.
  • The Crystal Entity's face looks almost exactly like Mario's life meter.
  • Every level has its own unique theme music to it. Bianco Hills is a village type theme, Gelato Beach is reggae, just to name a few. It should be interesting to note, however, most of the music is heavily remixed versions of the Delfino Plaza theme.
  • All except Noki Bay has an Italian translation. "Bianco Hills" means "White Hills", "Ricco Harbor" means "Rich Harbor", "Gelato Beach" means "Ice Cream Beach", "Pinna Park" means "Fin Park", "Sirena Beach" means "Siren Beach", "Pianta Village" means "Plant Village", and "Corona Mountain" means "Crown Mountain".


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