Can't you change where you are right now?" Tezuka and he said, "Well, if you're just going to warp to an area, it's the same. So what we did specifically was that you would get warped to a different area if you grab an item. What we wanted to do was create a new version of the tried and true method of going down the pipe a secret underground area or climbing a vine to access a secret sky area. And there's something we did to kind of combat and overcome that challenge. Those are all secrets and mysteries.īut what we realized was a new challenge that surfaced, was the fact that these secrets and mysteries that we've been including in these games have become standardized. So some of those secrets and mysteries are, of course, grabbing a mushroom that makes you bigger or going down a pipe which you thought was an obstacle but actually leads you to a secret underground area. was a game packed with secrets and mysteries. So I believe that the original Super Mario Bros. The first concept is "packed with secrets and mysteries" and the second one is "freedom of choice." So I'll start off with the first one-packed with secrets and mysteries. Mouri: So when we were making this new 2D Mario there were two concepts that we wanted to explore. What was your intent coming into this game and what did you want to achieve with it? GameSpot: Wonder is very different from previous 2D Mario games, but also quite familiar in some ways. Translations were done through Nintendo's representatives. Wonder, and the impact it has had on the design and development of the game, GameSpot's Tamoor Hussain and Lucy James spoke to Nintendo's Shiro Mouri and Takashi Tezuka, director and producer on the game respectively during PAX West 2023. To learn about Nintendo's new approach to making Super Mario Bros. By clicking 'enter', you agree to GameSpot's
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