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Super Mario Sunshine
|Super Mario Sunshine|
|Series||Super Mario Bros|
|Release date(s)|| JP July 19, 2002|
NA August 26, 2002
EU October 4, 2002
AUS October 11, 2002
|Input methods||GameCube Controller|
Mario makes his debut on the Nintendo GameCube with Super Mario Sunshine. On a vacation away from the Mushroom Kingdom, Mario finds himself in a messy situation on the island of Delphino, where a Mario look alike has been causing all kinds of trouble. Explore huge 3D environments that range from a lush waterfall paradise, to an exciting amusement park complete with a rollercoaster you can ride. Mario makes use of a new water pack, which allows him to hover, launch, and rocket around levels, as well as spray enemies with. Mario has never had so many cool new moves, or looked so good in 3D.
- 1 Problems
- 2 Enhancements
- 3 Configuration
- 4 Version Compatibility
- 5 Testing
- 6 Gameplay Screenshots
- 7 Gameplay Videos
Goo/Oil Behaves Oddly
- Under Direct3D, Anisotropic Filtering above 1x makes the goo disappear. OpenGL doesn't seem to have this issue.
- Setting the anti-aliasing to 8x SSAA makes the goo disappear.
- EFB Copies to Texture Only is disabled in the GameINI, requiring you to play it in EFB to RAM. If this is changed, goo/oil may behave oddly and be impossible to spray away.
- The goo/oil may slide across surfaces and erase itself if "Force Texture Filtering" is enabled. If already disabled, turning off "Scaled EFB Copy" can also resolve this.
- Overall to avoid goo issues altogether, just keep "Scaled EFB Copy" checked, "Force Texture Filtering" unchecked, and disable EFB Copies to Texture Only BEFORE starting a scenario that involves goo.
- Setting the Texture Cache Accuracy to safe can also prevent missing goo textures.
On lower-end machines, enabling dual core mode can cause certain props to be shaky, such as the bridge in Bianco Hills. See . The only way to fix it is disable dual core mode or enable synchronize GPU thread, but that can cause slow-downs during emulation. See .
AR Codes Cause Crash
If certain Action Replay codes are activated, then the game may crash upon trying to return to a completed level. This has been confirmed with a "Press B to run fast" code . To solve the problem, simply disable the code.
Striped Loading Screens
For users using builds before, the behavior is as follows for OpenGL:
- Manually setting IR - Works
- Auto (windows size) - Broken on all window sizes
- Auto (Multiple of 640x528) - Works at all window sizes except 1x
Clipped Wall Death
During Pianta Village 5 (the chuckster special stage) on the last throw, there is a catcher platform that you can clip through. Clipping into the platform will make the game think you are crushed, killing you. You can get the shine in spite of the glitch but it makes completing the game very difficult. Use JITIL Recompiler to avoid the problem. See . Fixed by .
16:9 Aspect Ratio Fix
The built-in Widescreen Hack causes various reflection issues. The following AR codes work as a replacement, causing less issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.
By adding the patches below, enabling one, and setting the Framelimit to 60, Super Mario Sunshine will run at 60FPS. See Game Modification: 60FPS Hacks in Dolphin for more details.
$60FPS Patch 0x804167B8:dword:0x3F600000 $Smoother 60FPS Patch, but breaks things 0x804167B8:dword:0x3F800000
The patch that breaks things won't allow you you to enter worlds accessed via rainbow goop on walls, and may cause problems with defeating Shadow Mario.
Only configuration options for the best compatibility where they deviate from defaults are listed. Please see the performance guide for an overview of performance related settings. A full list of options is available in in the Config template's documentation
|1x||Under Direct3D, avoids improper goo behavior|
|On||Avoids improper goo behavior|
|Off||Avoids improper goo behavior|
|Off||Avoids improper goo behavior|
The graph below charts the compatibility with Super Mario Sunshine since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This game has been tested on the environments listed below:
|Windows 7||AMD Phenom II X2 550 @ 3.1GHz||ATI Radeon HD 4850||Fully Playable: 50-60FPS with DX9 plug-in, OpenCL Enabled and Recommended Configuration|
|Windows XP||Intel Atom N270 @ 1.6GHz||Intel GMA 945||Very playable 8-10FPS. Disable Lighting and sound Off for best performance.||LORPAL|
|Windows 7||AMD Phenom II X3 N830 @ 2.1GHz||ATI Mobility Radeon HD 5650||Fully Playable 60-80FPS with DX11 plug-in|
|Windows 7||Intel Core i3-2310 @ 2.1GHz||Intel HD Graphics||Fully playable with a resolution of "size of the window." sometimes slows down the game (ex. on the Isle Delfino just at the statue) lower than 20FPS in USA version||Honguito98|
|Windows 7||Intel Pentium E5300 @ 2.6GHz||ATI Radeon HD 5450||Fully Playable 15-25FPS (45-50FPS video) (PAL)--> 65-100% speed with DX9 plugin,Open CL,Disable fog.If you use EFB copy to texture you can play at 100% speed but sometimes you can have any graphics problem||Markon89|
|Mac OS X 10.6.7||Intel Core i7 @ 2.66GHz||NVIDIA GeForce GT 330M||Fully Playable 10-20FPS at 45 - 95 % seems to slow down when NPCs come on screen||FeelGoodChicken|
|Windows 7||Intel Pentium Single Core @ 4.15GHz||NVIDIA GeForce GTS 250||Playable! smooth gameplay when indoors or when there are little to no NPCs around but functional.||Redstorm3265|
|Windows 7||Intel Core i7-740QM @ 1.6GHz-2.8GHz||ATI Radeon Radeon HD 5870M||Perfectly Playable like on the console: 50/60FPS (PAL/NTSC) with DX9 plug-in and Recommended Configuration||Thundereus|
|Windows 7||AMD Turion II M520 @ 2.3GHz||ATI Radeon HD 4200||Runs great at 20-25FPS with the dx11 plugin, and change the texture accuracy to fastest, enable OpenCL and OpenMP, disable fog, change EFB copies to RAM and enable cache, enable cache display lists and fast mipmaps and also hide shader errors.||Beecher|
|Ubuntu 12.04||Intel Core i5-3570K @ 3.4GHz||NVIDIA GeForce GT 430||Fully Playable: 50-60FPS with OpenGL plug-in, OpenCL Enabled, Upscaling Auto stretch (1080P), Anti Aliasing 4X, OpenMP decode; Sound with DSP-LLE Files on one thread CPU core & Alsa|
|Windows 7||Intel Core 2 Duo E4500 @ 2.2GHz||NVIDIA GeForce GT 440||Playable: constant 30FPS, except in big areas (20-30FPS).||Jhonn|
|Windows 7||Intel Core i3-370M @ 2.4GHz||AMD Radeon HD 6370M||Fully Playable: Graphics and sound can stall for a fraction of a second between scene changes occasionally causing a slight sound stutter, again for a fraction of a second, otherwise no known problems.|
|Windows 7||Intel Core i5-750 @ 2.67GHz||ATI Radeon HD 5850||Perfectly playable. 30FPS consistent, with very rare drops to around 90%. Only exception is secret shine involving tall grass and 8 red coins, which runs around 60%.||crumbworks|
|Windows 7||AMD Phenom II X4 940 @ 3.35GHz||NVIDIA GeForce GTX 660 Ti||Constant 30FPS in almost all areas. Direct3D9, 1280x1024, 2X Internal Res, 9X SSAA, Disabled Scaled EFB Copy (avoids sliding goo), EFB Copy to RAM. No heat wave/blur (due to revision & personal preference). Goo is rendered fine. Only found 1 missing texture but it's minor. 48 sprites in and no major issues found so far.||Jodeth|
|Slackware 13.37||Intel Core i5-2500K @ 3.3GHz||NVIDIA GeForce GTX 550 Ti||Games plays perfectly. 30FPS with no slowdowns or graphical glitches using OpenGL, 2x IR, 4x AA, audio throttling. The goo renders fine with EFB copies set to RAM. GMSE01.ini overwrites default Dolphin configuration to use RAM, so if you start the game up with EFB copies on Texture, it still uses RAM, unless you change your settings in game play.||Shonumi|
|Windows 7||Intel Core i5-650 @ 3.20GHz||Intel HD Graphics||Fully playable at native internal resolution and enabled OpenCL and Disabled Per Pixel Depth. Dual Core and Idle Skip also enabled. Also EFB to RAM enabled at Max speed. Consistent speed of 89-100% averaging at 95% with the 89% only happening in rare instances (eg: Main square @ Delfino Plaza). FPS solid @ 25-30||SoulFly|
|Windows 7||AMD FX-4100 @ 4.5GHz||NVIDIA GeForce GTS 250||Tested with (DX9). Very good emulation. Be sure to "MMU Speedhack" let off, to avoid errors Games. In game 25FPS, 50FPS video. Meanwhile, the game with "DSP HLE emulation" to be played.||Serverbot777|
|Windows 7||AMD FX-4100 @ 4.5GHz||NVIDIA GeForce GTS 250||Tested with (DX9). In newer Dolphin versions, an error has crept in, and that if I had during the game on the memory card save, and then save-game-state charging, and later a game was stored on the memory card would, there is an error, you can not play more of this to save memory card.||Serverbot777|
|Windows 7||Intel Core i7-2630QM @ 2GHz||NVIDIA GeForce GT 540M||Fine at 50FPS and 50VPS with the DX9 plugin, not tested the DX11 plugin, and change the texture accuracy to fastest, enable OpenCL and OpenMP, disable fog, EFB to Ram, disable AA. No graphics bugs seen.||TiJack|
|Windows 7||AMD FX-4100 @ 4.5GHz||NVIDIA GeForce GTS 250||The most cheats work either not, or there is a crash-emulations.||Serverbot777|
|Windows 7||AMD Althon II x2 270 @ 3.4GHz||NVIDIA GeForce GTX 650ti||Full speed no slowdowns 30FPS||Mirocroatia|
|Windows 7||Intel Core i3-2350 @ 2.3GHz||NVIDIA GeForce 410M||The cheat doesn't work for the PAL version, always the problem of Inkstains||Dratal|
|Windows 7||Intel Core i7-3770 @ 3.4GHz||NVIDIA GeForce GTX 680||Fully playable on 1080p with FXAA activated in the NVIDIA GeForce Control Panel||StarDave|
|Windows 7||Intel Core i7-3517U @ 1.9GHz||Intel HD Graphics 4000||I had to use Throttlestop because my CPU's clock is too low. This way, I could achieve about 2.8GHz. I've beaten the game and there are barely any slowdowns, it runs full speed the whole time. The only issue I noticed was that sometimes the music hangs at the last note played, but this was solved by just resetting the emulator, or reloading a save state (so you can save state often to avoid this). I've used Direct3D9 and every speedhack enabled, with the exception of "Unable Destination Alpha", which makes the goo react weirdly.||Artur|
|Windows 8.1||AMD FX 4300 @ 3.8GHz||AMD R7 260X||Fully Playable 30 or 60FPS forcing 16:9 widescreen|
|Windows 7||Intel Core i5-3570K @ 4.4GHz||NVIDIA GeForce GTX 460||Emulation accuracy is near perfect with a few small bugs and graphical glitches. Use DirectX 11 to fix the heat effect issue. Heat effects render behind objects rather then in front on OpenGL.||Kilobytez95|
|Windows 7||Intel Celeron G1610 @ 2.6GHz||Intel HD Graphics||I have been wandering in the intro. No glitches but very slooooow : 6FPS||hivaoa|
|Windows 7||Intel Core it-4960X @ 4.6GHz||NVIDIA GeForce 780 Ti||Fully playable; just completed this game using dolphin default settings, DX11 4x native, without anti-aliasing. No issues during chuckster stage or anywhere else in the game. Works 100% constant with no noticeable graphical glitches.||himalayan|
|Windows 7||AMD FX-6300 @ 3.5GHz||NVIDIA GeForce 660||Playable, some lag during cutscenes, nothing major||Noobtra|
|Arch Linux||Intel Core i7-3770 @ 3.4GHz||NVIDIA GeForce GTX 650||Runs very well at a constant 25FPS with max graphics settings.||Jakbest|
|Arch Linux||Intel Core i7-3517U @ 1.9GHz||Intel HD Graphics 4000||Runs very well at a constant 25FPS with max graphics settings. Ultrabook fan goes very fast, not ideal system for playing.||Jakbest|
|Linux Mint 16||Intel Core i5-2500K @ 4.4GHz||NVIDIA GeForce GTX 650 Ti||Runs very well at a constant 30FPS|
|Windows 7||AMD FX-6100 @ 3.3GHz||NVIDIA GeForce 650 Ti||Fully Playable constant 30FPS @ High graphics||GigaToni|
|Windows 7||Intel Core i7-3770K @3.50GHz||NVIDIA GeForce GTX 770||Fully Playable at 1080p @30FPS with 4x native internal resolution and 8x anti-aliasing. Also works perfectly in widescreen with the same settings.||Mangaman1001|
|Windows 8.1||Intel Core i5-3210M @ 2.5GHz||NVIDIA GeForce 610M||OpenGL seems to be much faster than Direct3D. 30FPS/60VPS.||Wildgoosespeeder|
- Super Mario Sunshine on PC Full Speed (1080p)
- (60FPS) Let's Play Super Mario Sunshine: Part 2 (Dolphin - HD Texture Pack) (1080p HD) - Nintendo GameCube