lastrealgameralive
Member
Shigeru Miyamoto said:Their attitude is, okay, I am the customer. You are supposed to entertain me. Its kind of a passive attitude theyre taking, and to me its kind of a pathetic thing. They do not know how interesting it is if you move one step further and try to challenge yourself [with more advanced games].
Auto-rotation and level design
The camera system in Super Mario Sunshine is so finely tuned it is even tailored to the level. This is never mentioned in threads on the camera system in that there are two types of default camera systems in place.
Super Mario 64
A) Default 1 [Normal Camera] - Camera panned keeping Marios position in the center of the screen (when facing forward or backward). If facing sideways the camera pushes back to increase the scope of where Mario is looking. Camera auto-rotates to redirect behind-the-back. Active on Castle exterior, certain parts of Castle interior, Jolly Roger Bay, Hazy Maze Cave, Shifting Sand Land's pyramid interior, Snow Man's Land, Dire, Dire Docks, and Big Boo's Haunt underground and mansion exterior.
Default 2 [Normal Camera] - Camera panned keeping Marios position in the center of the screen (when facing forward or backward). If facing sideways the camera pushes back to increase the scope of where Mario is looking. No auto-rotation. Active on Bob-omb Battlefield, Whomp's Fortress, Wet-Dry World, Tiny-Huge Island, Tick, Tock Clock, Rainbow Ride, and most importantly the Bowser levels.
Super Mario Sunshine
A) Default [Normal Camera] - Camera panned keeping Marios position in the center of the screen with auto-rotation to redirect behind-the-back.
Default 2 [Normal Camera] - Camera panned keeping Mario's position in the center of the screen without any auto-rotation to redirect behind-the-back. Active on Athletic Courses.
Levels that are more linear oriented do not have auto-rotation while open levels do. The newest addition to auto-rotation mechanics is...
CAMERA MOVEMENT CAUSED BY STRUCTURE
I. The game auto-rotates camera when going around an objects that would block the view of Mario producing a silhouette. It is the same camera functioning as the L Trigger (light depress). Even trees, column structures, and crates will do this. Most recognizable when fully zoomed in. Diminished effect on small structures when zoomed out. -This is most likely due to the camera going overhead which hinders obscuring Mario. Also, visual depth has a strong influence on the wielding and disturbance of a camera; camera rotation speed is linked to the travel distance needed to rotate around the center (Mario). So, bigger shifts are felt when closer to Mario.
I dont see the necessity of it for the trees. Was not even aware of it until I specifically studied the silhouette effect. It doesn't get in the way of doing anything from what I have played. Very subtle due to the desirability and natural-inclination to have the camera follow Mario behind-the-back.
II. One significant place is the large windmill in Bianco Hills. When you are working your way up and circling around the tower the camera turns. This should have been turned off altogether since user camera control movement is smooth unlike 64. If you keep the control stick held up while running on the top Mario will not run off the tower but run in a circle on it.
III. The camera auto-rotates on the spiral shells in Noki Bay.
IV. The game auto-rotates around corner posts and the totem pole in Hotel Delfino.
On II, there is literally nothing to do up there besides get a 1-Up from a Pianta or a blue coin drop from an enemy. On III, there is nothing to jump out towards that camera redirection would cause frustration for. There is nothing else to do but scale upwards on it.
With all that written, auto-rotation around structures should have been disabled since it interferes with movement. This kind-of camera aiding is unnecessary with such an advanced camera system in place.
CAMERA MOVEMENT CAUSED BY ENEMY
I. The camera auto-rotates around certain bosses. (i.e. the Big Blooper boss on the helipad in the harbor stage, the first Petey Piranha battle, the final battle etc.), which keeps them front and center. This functions as z-targeting does in Zelda: OOT.
Auto-rotation should be disabled because the enemies are not hard to keep track of since Mario is so fast.
So the big question is what do people think of auto-rotation?
I think that the default camera rotating caused by Mario being tailored to the level design is well done. I don't agree with having the camera being affected by structures or bosses because that causes altered movement. The player is given the c-stick and L Trigger (slight press) to deal with manual rotating around towers. Auto-rotation to help with basic functions for beginner players actually negatively impacts the game.
Do you even rotate?
Next thread: Clipping and the silhouette.