-POST NOT FINISHED YET- History of Runouw's Mario Series!
**I cannot post images because the image link is refered as "Spam URLS", this post has not completed yet, it takes time, but it worths.**
I have been a fan of Runouw's Mario Series (Super Mario Sunshine 64 Demo, Super Mario Sunshine 64, Super Mario Sunshine 128, Super Mario 63.) since when I've found the 1st edition of SMS.Sunshine 64 Demo on Newgrounds back in 2006.
My first impression was: Ah! Not another Mario game on Newgrounds again...
My thoughts turned from exception to impression along the publications of Sunshine 64, and WIP Version of Sunshine 128 (Now Mario 63).
In order to express my gratitude of this big project (Not sure if Super Mario Sunshine 64 and Super Mario 63 are separate projects, but I count them as one.), below is explanations with screenshots of each publications of the project ranging from SM. Sunshine 64 Demo to SM63.
**THIS IS A SPOILER SAFE POST AS IT ONLY INTRODUCES THE ELEMENTS OF GAME PLAY, NOT THE STORYLINE OF IT.**
_____________________________________________________________________________________________
2nd May 2006: Super Mario Sunshine 64 Demo 1st Edition.
This was how Runouw's Mario Series were born. It was first published on Newgrounds. The title of the game consists of the game name, Mario greeting players with "It's a me! Mario". If the player don't click the start button within a few seconds, Mario will say: "Hurry up already!", and eventually the game will play the sound of Mario sleeping until the player clicks Start.
Title of the game, with the classic "Start" button.
After the player clicked start, he will be directed to a menu. There are only two levels in the Demo. The menu consists of level selection and the help button. The player do not need to finish level 1 in order to go for level 2.
Icon of the game.
Menu.
How to play screen.
In the 1st edition of the Demo, there are only two levels in the game. The first level needs players to go through the obstacles in order to obtain the Shine Sprite in the sky and the second level needs players to collect 8 red coins in order to unlock the shine sprite.
The Demo showed basic elements for the completed version. Including the health bar, the information to players in every Mario Game on the top right, and game play screen...
Level 1 screen with the classic "Power" bar.
Mario getting Shine Sprite.
3rd April 2006: Super Mario Sunshine 64 Demo 2nd Edition.
The second edition is a follow-up regarding to the completion of the final version, published on Newgrounds. The title now plays the theme music instead of Mario whining players to click the start button. Also, the start button is changed to the Super Mario 64's version of the start button, instead of a texted-Start button. The word "64" is moved towards the right of the word "Sunshine" instead of being under "Sunshine". Shine sprites will follow your mouse cursor.
Icon of the game.
Title of the game.
The Menu has added the objective names for the levels. Also,the Menu has added "Preview the game" button, which shows an animated presentation of the final game. At the end of the presentation, it shows the logo of SM Sunshine 64.
Updated Menu.
Preview screen.
Logo of the final game in Preview. (Yay 16:9 Adobe Flash Player!)
Game play has no significant change to the 1st Edition in general. However, I was starting to get excited and I believe other people was too when I saw the preview of the game.
6 June 2006: Super Mario Sunshine 64. (Notice how special was the day.)
The game is finally published. As same, it's on Newgrounds first. The title plays the theme music like the Demo, after a few sec, the logo will move to the upper right and the screen will show a couple of animated preview of game play. And then returns to the title. The start button also flashes.
Icon of the game.
Title of the game.
The Menu shows a file button with how many stars the player have collected so far. Also a option for player to determine whether to adjust the quality automatically or not. Extra shows cred, level designer, and also an option to delete game file.
Menu 1.
Menu 2.
The level creator allows player to create their own level. (You can't save, but it's already good despite it's a game in 2006.) This also shows that "level designing" feature has been implanted in every Runouw's game since their first project, SM Sunshine 64.
Level creator.
The game starts off with an introduction, and the adventure begins. (Not telling details of the story line despite the post will be too long and it will make spoilers haters hate me.) Shine sprite counter is added on the top right corner. The power bar is also modified to a better, higher quality version. There are 25 shine sprites to collect in total.
No spoiler game play and upgraded power bar, along with a shine sprite counter.
Typo of the word "Saved" (savied) shows true classicness of the early Runouw's Development Team, Rob and Steven.
6 November 2006: Super Mario Sunshine 128 1st Edition.
It took me a while to know that Runouw have an account on Sheezyart for his remake of the Mario Series. They called this "Super Mario Sunshine 128" and said that this version will have better engine, graphics, features than Sunshine 64. The title plays the theme of SM. Sunshine 64 (Not sure if it was remixed), along with a sky background and flashing flares around the title, with the start button from SM. Sunshine 64. This was first published at Sheezyart as far as I know. There are no preview screens unlike SM. Sunshine 64.
Icon of the game. (Not sure this was the icon for 1st and 2nd Edition or only 2nd Edition, otherwise I can't find the icon for 1st Edition.)
Title of the game.
Upon pressing Start, it shows an option of control asking player whether to use "Classic" mode (Arrow keys + Space + Mouse) or "Wiimote" mode (Your mouse turns into a Wiimote cursor.)
Control menu.
When you get in the game, you will spawn outside the castle. When entering the castle, the interior of the castle looked like the layout in SM. Sunshine 64. Players can access the empty pause menu by pressing "+" or "Home". The Fludd bar is moved to the top left corner. There are a lot of unfinished touches in this edition, leading to a hard reset of the game if the player accidentally gets into a unfinished layer of course. There are 5 collectible shine sprites in this edition only.
Game play layout.
Empty pause menu.
Full view of the castle interior. (Thanks Adobe Development Corner!)
Example of unfinished levels.
--UNDER CONSTRUCTION BELOW--
I have been a fan of Runouw's Mario Series (Super Mario Sunshine 64 Demo, Super Mario Sunshine 64, Super Mario Sunshine 128, Super Mario 63.) since when I've found the 1st edition of SMS.Sunshine 64 Demo on Newgrounds back in 2006.
My first impression was: Ah! Not another Mario game on Newgrounds again...
My thoughts turned from exception to impression along the publications of Sunshine 64, and WIP Version of Sunshine 128 (Now Mario 63).
In order to express my gratitude of this big project (Not sure if Super Mario Sunshine 64 and Super Mario 63 are separate projects, but I count them as one.), below is explanations with screenshots of each publications of the project ranging from SM. Sunshine 64 Demo to SM63.
**THIS IS A SPOILER SAFE POST AS IT ONLY INTRODUCES THE ELEMENTS OF GAME PLAY, NOT THE STORYLINE OF IT.**
_____________________________________________________________________________________________
2nd May 2006: Super Mario Sunshine 64 Demo 1st Edition.
This was how Runouw's Mario Series were born. It was first published on Newgrounds. The title of the game consists of the game name, Mario greeting players with "It's a me! Mario". If the player don't click the start button within a few seconds, Mario will say: "Hurry up already!", and eventually the game will play the sound of Mario sleeping until the player clicks Start.
Title of the game, with the classic "Start" button.
After the player clicked start, he will be directed to a menu. There are only two levels in the Demo. The menu consists of level selection and the help button. The player do not need to finish level 1 in order to go for level 2.
Icon of the game.
Menu.
How to play screen.
In the 1st edition of the Demo, there are only two levels in the game. The first level needs players to go through the obstacles in order to obtain the Shine Sprite in the sky and the second level needs players to collect 8 red coins in order to unlock the shine sprite.
The Demo showed basic elements for the completed version. Including the health bar, the information to players in every Mario Game on the top right, and game play screen...
Level 1 screen with the classic "Power" bar.
Mario getting Shine Sprite.
3rd April 2006: Super Mario Sunshine 64 Demo 2nd Edition.
The second edition is a follow-up regarding to the completion of the final version, published on Newgrounds. The title now plays the theme music instead of Mario whining players to click the start button. Also, the start button is changed to the Super Mario 64's version of the start button, instead of a texted-Start button. The word "64" is moved towards the right of the word "Sunshine" instead of being under "Sunshine". Shine sprites will follow your mouse cursor.
Icon of the game.
Title of the game.
The Menu has added the objective names for the levels. Also,the Menu has added "Preview the game" button, which shows an animated presentation of the final game. At the end of the presentation, it shows the logo of SM Sunshine 64.
Updated Menu.
Preview screen.
Logo of the final game in Preview. (Yay 16:9 Adobe Flash Player!)
Game play has no significant change to the 1st Edition in general. However, I was starting to get excited and I believe other people was too when I saw the preview of the game.
6 June 2006: Super Mario Sunshine 64. (Notice how special was the day.)
The game is finally published. As same, it's on Newgrounds first. The title plays the theme music like the Demo, after a few sec, the logo will move to the upper right and the screen will show a couple of animated preview of game play. And then returns to the title. The start button also flashes.
Icon of the game.
Title of the game.
The Menu shows a file button with how many stars the player have collected so far. Also a option for player to determine whether to adjust the quality automatically or not. Extra shows cred, level designer, and also an option to delete game file.
Menu 1.
Menu 2.
The level creator allows player to create their own level. (You can't save, but it's already good despite it's a game in 2006.) This also shows that "level designing" feature has been implanted in every Runouw's game since their first project, SM Sunshine 64.
Level creator.
The game starts off with an introduction, and the adventure begins. (Not telling details of the story line despite the post will be too long and it will make spoilers haters hate me.) Shine sprite counter is added on the top right corner. The power bar is also modified to a better, higher quality version. There are 25 shine sprites to collect in total.
No spoiler game play and upgraded power bar, along with a shine sprite counter.
Typo of the word "Saved" (savied) shows true classicness of the early Runouw's Development Team, Rob and Steven.
6 November 2006: Super Mario Sunshine 128 1st Edition.
It took me a while to know that Runouw have an account on Sheezyart for his remake of the Mario Series. They called this "Super Mario Sunshine 128" and said that this version will have better engine, graphics, features than Sunshine 64. The title plays the theme of SM. Sunshine 64 (Not sure if it was remixed), along with a sky background and flashing flares around the title, with the start button from SM. Sunshine 64. This was first published at Sheezyart as far as I know. There are no preview screens unlike SM. Sunshine 64.
Icon of the game. (Not sure this was the icon for 1st and 2nd Edition or only 2nd Edition, otherwise I can't find the icon for 1st Edition.)
Title of the game.
Upon pressing Start, it shows an option of control asking player whether to use "Classic" mode (Arrow keys + Space + Mouse) or "Wiimote" mode (Your mouse turns into a Wiimote cursor.)
Control menu.
When you get in the game, you will spawn outside the castle. When entering the castle, the interior of the castle looked like the layout in SM. Sunshine 64. Players can access the empty pause menu by pressing "+" or "Home". The Fludd bar is moved to the top left corner. There are a lot of unfinished touches in this edition, leading to a hard reset of the game if the player accidentally gets into a unfinished layer of course. There are 5 collectible shine sprites in this edition only.
Game play layout.
Empty pause menu.
Full view of the castle interior. (Thanks Adobe Development Corner!)
Example of unfinished levels.
--UNDER CONSTRUCTION BELOW--