There is nothing else to do but scale upwards on it. On III, there is nothing to jump out towards that camera redirection would cause frustration for. 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. The game auto-rotates around corner posts and the totem pole in Hotel Delfino. The camera auto-rotates on the spiral shells in Noki Bay. 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. This should have been turned off altogether since user camera control movement is smooth unlike 64.
When you are working your way up and circling around the tower the camera turns. One significant place is the large windmill in Bianco Hills. Very subtle due to the desirability and natural-inclination to have the camera follow Mario behind-the-back. It doesn't get in the way of doing anything from what I have played. Was not even aware of it until I specifically studied the silhouette effect. I dont see the necessity of it for the trees. So, bigger shifts are felt when closer to 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). -This is most likely due to the camera going overhead which hinders obscuring Mario. Diminished effect on small structures when zoomed out. Even trees, column structures, and crates will do this. It is the same camera functioning as the L Trigger (light depress). The game auto-rotates camera when going around an objects that would block the view of Mario producing a silhouette. The newest addition to auto-rotation mechanics is. Levels that are more linear oriented do not have auto-rotation while open levels do. 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.Ī) Default - Camera panned keeping Marios position in the center of the screen with auto-rotation to redirect behind-the-back.ĭefault 2 - Camera panned keeping Mario's position in the center of the screen without any auto-rotation to redirect behind-the-back. If facing sideways the camera pushes back to increase the scope of where Mario is looking. 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.ĭefault 2 - Camera panned keeping Marios position in the center of the screen (when facing forward or backward). Camera auto-rotates to redirect behind-the-back. This is never mentioned in threads on the camera system in that there are two types of default camera systems in place.Ī) Default 1 - Camera panned keeping Marios position in the center of the screen (when facing forward or backward). The camera system in Super Mario Sunshine is so finely tuned it is even tailored to the level.