2023-09-09 17:00:00
Takashi Tezuka (Osaka, 1960) was there when he designed and launched the first Mario and Zelda games in the 1980s. Since then, he has produced or overseen nearly every entry in these series, perhaps focusing more on 2D games. That’s why when we met up with Nintendo’s legendary producer at Gamescom following playing Super Mario Bros. Wonder, we asked him regarding ways old and new. “So first of all thank you for noticing this,” Mr. Tezuka begins around the 2:30 mark in the video, as we recall when asked how many good ‘ol’ pens and squares of paper there are in this game his origin. As you mentioned, we used to design these courses with pen and paper, but of course we don’t do that anymore! (laugh). So now we’ve developed a specific tool for this, so level designers can use this tool to design their courses. So level design doesn’t mean we just put certain given elements and items into the course. “We also need to think regarding elements like enemies and gimmicks and how those enemies and gimmicks will play out throughout the course.” Play a role. “So these level designers need to work with programmers, sound creators and other designers,” the Japanese producer continued. “Obviously, past Mario classes also had some tricks up their sleeves, in the sense that certain things were predetermined. So we also went through those fixed points, but we also had a lot of different types of classes, so we needed to think regarding different ideas to create these courses. This was one of the most challenging aspects. We then compared the quirks and variety of the Super Mario Bros. Wonder update with what users can create using Super Mario Maker and Super Mario Maker 2 Comparison. “I think when we first launched Super Mario Maker, some people might have thought that this was the pinnacle, or that this was all we needed for 2D Mario,” when asked if Wonder was intentionally designed When asked to create something more complex or crazier, Mr. Tezuka replied that it was really impossible to create something more with Super Mario Maker. “Don’t worry, we can put a lot of ideas into 2D Mario, and we can create new ones.” Something! (laugh). Now we’re finally able to launch this new type of 2D Mario, and we’re excited to do so. In the full video, there are many other Mario topics discussed with Mr. Tezuka and director Shiro Mori, including but not limited to difficulty, animations, and its new online mode. In fact, the last question has Nintendo’s producers reflecting on the platformer genre and how it has evolved since the days when the likes of Shigeru Miyamoto, Takashi Tezuka himself and others served as precursors to the original Famicom.
1694311163
#Nintendo #explains #Super #Mario #Bros #Wonders #challenging #aspects #operating #system