The original Super Mario Bros. on NES was made by a team of five people, and it seems every single one of them is still at Nintendo and was credited on Super Mario Bros. Wonder.
17.10.2023 - 16:51 / gamingbolt.com / Takashi Tezuka / Nintendo
The Super Mario property has never wanted for popularity over the years, but even so, it’s never been as popular as it is right now, in the aftermath of the wildly successful The Super Mario Bros. Movie, which released earlier this year. Nintendo is, of course, striking while the iron is hot with the upcoming launch of Super Mario Bros. Wonder, the first new, mainline 2D Mario title in over a decade- but how much of the game’s development was impacted by the movie, especially given the fact that it’s introducing a new look and style for the 2D Mario series?
Well, not too much, really. That’s according to its development team, which touched on the topic in a recent Ask the Developer interview published by Nintendo. When asked about how much The Super Mario Bros. Movie’s success influenced Super Mario Bros. Wonder’s art style and visuals in particular, art director Masanobu Sato revealed that the vast majority of the game’s development team knew little to nothing about the movie and its contents.
“We’re often asked about the film’s influence on the game, but we didn’t hear anything about the film’s content during development,” said Sato. “I think [producer Takashi] Tezuka-san and [composer Koji] Kondo-san were the only members here who knew the details.”
Sato went on to explain that one of the development team’s primary goals with Super Mario Bros. Wonder was to continue using 3D models in 2D planes similar to the New Super Mario Bros. line of games, but in “more engaging and functional ways”.
“New Super Mario Bros. was the first 2D Mario game to use 3D models,” he explained. “The adoption of 3D models provided a natural change and was seen as a significant evolution in 2006 when it was released. In addition to the visual changes we incorporated back then, we wanted to implement more engaging and functional ways of using 3D models in this 2D platformer. Therefore, at an early stage of development, we set ourselves the goal of discovering how this could be achieved.”
Veteran producer Takashi Tezuka added, however, that Wonder’s development team was still very much aware that there would be “some people” who would play the game “because they watched the movie”, and as such, decided to “dedicate ample budget and time” to ensuring that its visuals and animations wouldn’t disappoint players.
“During development, we didn’t know when the movie would be released, but we were sure some people would play the game because they watched the movie,” Tezuka said. “This is why we were conscious of creating a game that wouldn’t disappoint them. So for this game, we dedicated ample budget and time to create the characters with even more care and attention and in greater detail.”
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The original Super Mario Bros. on NES was made by a team of five people, and it seems every single one of them is still at Nintendo and was credited on Super Mario Bros. Wonder.
While Marvel’s Spider-Man 2 topped the UK physical charts for the week, Nintendo’s Super Mario Bros. Wonder still performed well. It debuted second in the region and is already the fifth biggest physical launch of the year, right behind the superhero title, per Chris Dring of Games Industry on Twitter.
Super Mario Bros. Wonder is one the most unusual and surreal spins on a 2D Mario game that Nintendo has released in a long time, and so far, fans have embraced the new style and liveliness. One of the game's most interesting stylistic upgrades is expanded voice-over work from characters, and apparently, this was once planned to be much more ambitious. In a recent Ask the Developer blog post coinciding with the launch of Super Mario Bros. Wonder, game producer Takashi Tezuka and designer Koichi Hayashida spoke about many of the ideas that were worked on yet ended up being tossed into the development trash bin, including a live commentary feature that would praise - or judge - your every move. According to game director Shiro Mori, Takashi pitched the idea of having live commentary on the game - just one of the ideas that the developers received via 2,000+ sticky notes. The concept went pretty far into the development, with a full six months of work done. It was used in internal play-tests and even included tsundere-style commentary, a personality that hides genuine tenderness behind a cold exterior and is especially popular in Japanese media .
Today — Friday, Oct. 20 — two wildly clashing and yet somehow complementary works from creators at the top of their game, both sitting right at the intersection of art and commerce, arrive at the same time. It’s Barbenheimer all over again, but this time it’s just for me. Today, we are blessed with both Nintendo’s Super Mario Bros. Wonder and Martin Scorsese’s Killers of the Flower Moon.
Super Mario Bros. Wonder is now available to play on the Nintendo Switch.
It turns out that Super Mario Bros. Wonder had a “live commentary” feature during its development that would have matched players’ actions as they progressed through the 2D platformer’s levels, with the option to switch the generic default voice to “tsundere commentary”. However, it didn't make the final cut.
Do you ever wonder what it would be like if someone commented on every decision you made in Mario? Well, according to a recent Super Mario Bros. Wonder developer interview, the idea of live commentary was tested for the game.
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