A Nintendo 3D platformer where Mario uses a water pack.
Gcreator of Game Maker's Toolkit, with the designer of Islanders and Thronefall testHow to find amazing game ideas
Gcreator of Game Maker's Toolkit testThe World Design of Banjo-KazooieSuper Mario Sunshine shows two design habits that worked. Its water pack came from the GameCube's squidgy shoulder buttons reminding Yoshiaki Koizumi of water pistols, so the input shaped the idea. Pinna Park is also visible in the skybox, linking areas into one believable world. Lesson: let your input method suggest mechanics, and connect your spaces. The sources give no sales or player numbers.
From Game Maker's Toolkit, Yoshiaki Koizumi quote
A controller's feel gave Super Mario Sunshine its water pack idea. Yoshiaki Koizumi found the GameCube's squishy analogue shoulder buttons reminded him of the water pistols he played with as a kid. That sensation led to Mario's water pack in Super Mario Sunshine.
Koizumi said: "Pressing them in, the sensation I was most reminded of was the water pistols I used to play with as a kid." Game Maker's Toolkit gives it as an example of letting the input method suggest the game.
Pinna Park visible in the skybox makes Sunshine's world feel connected. Mark Brown points to Pinna Park showing up in Super Mario Sunshine's skybox as a link between areas. Seeing one area from another makes the stages feel like one believable place.
He compares it to the lake that causes the rain in Hollow Knight's City of Tears. Both are set against Banjo-Tooie's levels, which affect each other.
The GameCube's squidgy shoulder buttons reminded Yoshiaki Koizumi of water pistols, which led to the game.
A controller's feel gave Super Mario Sunshine its water pack idea. Yoshiaki Koizumi found the GameCube's squishy analogue shoulder buttons reminded him of the water pistols he played with as a kid. That sensation led to Mario's water pack in Super Mario Sunshine.
Koizumi said: "Pressing them in, the sensation I was most reminded of was the water pistols I used to play with as a kid." Game Maker's Toolkit gives it as an example of letting the input method suggest the game.
Pinna Park is visible in the skybox, which is the kind of link between areas that makes a world feel real.
Pinna Park visible in the skybox makes Sunshine's world feel connected. Mark Brown points to Pinna Park showing up in Super Mario Sunshine's skybox as a link between areas. Seeing one area from another makes the stages feel like one believable place.
He compares it to the lake that causes the rain in Hollow Knight's City of Tears. Both are set against Banjo-Tooie's levels, which affect each other.
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