Sonny Daye's Super Mario & Bunea

=Sonny Daye's Super Mario Adventure = This article is viewed best by using the Wikia skin.

Super Mario Adventure is a project by Sonny Daye (t∣b∣c) that is meant to convey what his ideal Super Mario game would be like. It is viewed as a sort of "love letter" to the franchise, both to the main series games and the spinoffs. It celebrates the creator's sixteen-year-long history with the franchise (beginning with Mario Kart: Super Circuit, Super Mario 64, the Game Boy Advance version of Super Mario World, and the original Mario Party [all within two years]). The story is fairly straightforward: Mario and his friends band together to defeat Bowser, who is attempting to boost his often-forgotten dark magic to astronomical levels. The game would release on the Nintendo Switch and be rated E10+. The graphics would look similarly to Super Mario Odyssey, but levels would be designed so that they do not look like floating islands. It would include an abundant amount of references to the creator's favorite games in the franchise.

Contents
[show]==Gameplay== This title would feel fairly similar past 3D Mario titles. Mario retains most of his old moves, such as the ground pound, long jumping, rolling, back flips, and the side somersault. The life meter returns, acting as it did in the Galaxy games and Odyssey. The game again features no lives or "game overs", and Mario will instead lose Coins after dying. However, the more Coins Mario has, the more he'll lose. The amounts range from 10, 30, 50, and 70. This was added in order to give dying more impact. The game is classified as a "collect-athon. Players get to collect all sorts of goodies like clothing, upgrades, trophies & CDs, and artwork. These appear as new items called Capsule Orbs. The player can then spend Coins to unlock the Capsule Orbs and earn the prize inside. Power Moons were originally meant to be the game's collectible, but were replaced due to their hollow and inconsistent nature (for example, some Moons in Odyssey can be gained in seconds, while others are gained in minutes). The value of the prize depends on where the Capsule Orb was found and the challenge the player went through to get it. The prize for a rigorous platforming section could be the Dry Bowser trophy, while ground pounding a shiny area could reveal a Goomba trophy. To encourage players to search every spot, rare prizes can be found in simple areas too. Other rewards include upgrades, Hearts, and large groups of Coins.

Blue Capsule Orbs hold less-value prizes and rarely high-value prizesGreen Capsule Orbs hold medium-value prizes and uncommonly high-value prizesRed Capsule Orbs hold upgrades, power-ups, and large amounts of CoinsGold Capsule Orbs hold high-value prizes Add a photo to this galleryPower-ups would return to the series after an absence in the previous game. Items from the Galaxy and 3D Land titles are featured, including Bee Mushrooms, Super Leaves, and Super Bells. A new mechanic called upgrading is introduced. Upgrades can seem simple, but they are a big help to the player. For instance, the Bubble upgrade will protect the character from one hit, and the Magnet upgrade will draw in faraway Coins. Other upgrades, such as the Luck upgrade, can increase the chance of finding a gold Capsule Orb. Snapshot Mode also returns. This function allows players to pause their game and take photos, which they can then share with people all over the world. In this iteration, more filters would be added, and players could now insert text in their photos.

Similar to the modern Sonic the Hedgehog games, Super Mario alternates between 3D and 2D, depending on what part of an area Mario is in. Controls remain mostly the same, except the player can now only go left and right. 3D sections focus more on the explorative side of the game, while 2D focuses on platforming.

Super Mario uses the mission-based system seen in 64, Sunshine, and Galaxy. Just like those games, the player will return to the hub world (Peach's Castle) when (s)he collects the Power Star. However, this is done so that the player doesn't get lost or have to do needless backtracking, since each mission explores a different portion of the stage. After the first two missions of a stage has been completed, the rest of the missions are unlocked, allowing the player to skip a mission if (s)he doesn't like it. The "Free Roam!" option will also be unlocked, letting the player explore and search for Capsule Orbs without having to chase a Power Star. So, in a way, this game combines the 64/Sunshine/Galaxy system with the Odyssey system.

This game uses an inventory system similar to the one seen in Donkey Kong Country Returns. Before one of the bros enters a Locale, the player can fill the inventory's four slots with a Heart, power-up, or upgrade. Once the item is used, the slot will become empty. Players can toggle/refill the inventory only on the map screen.

 Mario using the Spin Attack The Spin Attack (renamed from "Star Spin", also called spinning) is Mario's offensive maneuver of the game. This ability is acquired after beating the game's first mission. This must be done by pressing X or Y. Aside from being used to attack enemies, it can also be used to activate switches, deflect certain projectiles, swim faster, and pick up nearby items. It will also let the character skate on icy surfaces. After performing a spin, the character must wait for only two seconds to use it again. When spinning near a Coin, power-up, Shell, Heart, or Capsule Orb, the spin will attract the items toward Mario, making them easier for the player to collect. This doesn't work on items that are more than a few paces away from the character, meaning the player still has to be somewhat close in order to spin-pull them.===Controls/moves===

Stages
In this game, Mario and Luigi must travel through the Mushroom Kingdom to get to Bowser's Castle. Because the creator enjoys mission-based levels and free roam, both are included in this project. Aside from Power Stars, players can also find Capsule Orbs that contain clothing, trophies, and upgrades, among other goodies. This was added to address the creator's complaint that there are too many Power Moons in Odyssey. The main hub in the game is Peach's Castle, but rainbow-colored Warp Pipes are used instead of paintings. Once all main missions are completed and a certain number of Power Stars has been gathered, the player can move on to the next area. After defeating the final boss, Prankster Moons appear. They act just like Prankster Comets in Galaxy.

A list of all the game's Capsule Orbs can be found here: Sonny Daye's Super Mario/List of Power Moons

Bosses
In the game, there are 27 regular bosses, and 11 special bosses (marked with an  * ). All bosses appear from previous games in the franchise. Some of the methods used to defeat them are unchanged, while many others are overhauled to fit the style of this game.

CDs
This project's soundtrack is filled with the creator's favorite songs from the entire franchise. These tracks can all be found in Capsule Orbs. This list provides the track name as well as the song itself. (For the best uninterrupted listening experience, AdBlock is recommended.)