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Super Mario 3D World Director Explains How He Was Inspired By Miyamoto’s Teaching

Koichi Hayashida, the director behind Super Mario 3D World, has spoken to Famitsu about how the critically acclaimed game was inspired by Shigeru Miyamoto’s teaching. Hayashida says that he used a collection of Shigeru Miyamoto’s quotes to help him when developing Mario’s latest adventure.

“It definitely makes it easier to find out what parts will be essential to the game’s development,”

“Personally, I think that there’s a huge gap between the Super Famicom’s Super Mario World and Super Mario 64 on the Nintendo 64. I don’t think it was just a plain evolution, but rather, an evolution of the direction in which things were going.”

“During the Nintendo 64 era, if there was a hardware with the Nintendo 3DS’ stereoscopic 3D technology, and if Shigeru Miyamoto were to direct that game, ‘what kind of Super Mario would he have made?’ was the theme behind the making of Super Mario 3D Land.”

“I believe that Super Mario 64 was able to be what it was thanks to its effective use of the Nintendo 64’s characteristics,” he continues. “So I figured that with the Nintendo 3DS and its characteristics of easily grasping depth perception—a Mario game that uses 3D stereoscopic vision to give us a good representation of ‘space’ would be perfect.”

“They say that ‘ideas are something that can solve multiple problems,’ but they also say that ‘ideas are about finding answers’,” says Hayashida. “For example, Super Mario 3D World has a shadow picture-like stage, where you see the shape of a star in a shadow, and as you look for it while thinking ‘huh? where is it?’ you advance forward and find it.”

“You see it on the wall, but the moment you think three-dimensionally, you think ‘I see!’. I believe that such ideas are very important. Ideas like that weren’t originally put into words, at least not until I put ‘Miyamoto’s Teachings’ together, and now they’re part of the criterion used for proposals from everyone, including myself.”

Thanks, WiiUMasterRace

More New Super Mario Bros U Details From Game Informer

Most of you will be aware that the latest edition of Game Informer features a whole host of new and exciting information for both New Super Mario Bros U and Nintendo Land. Some of the content we have already covered including the return of the Ice Flower power-up, and also the Super Mario World themed map. Here’s a few new juicy details:

  • Three Yoshi variations
  • Pink Yoshi: inflated with a GamePad/Wiimote shake
  • This can take Mario even higher than the flying suit can
  • Pink Yoshis don’t help in horizontal movement
  • Large surface area useful for collecting a bunch of airborne coins
  • Gold Yoshi: shake the controller to light up the immediate area
  • Also stuns nearby enemies
  • Gold Yoshis show up in the Fire Snake Caverns
  • Blue Yoshi: can shoot bubbles
  • Can ride the adult version of Yoshi in numerous levels
  • Yoshi can still eat breaks
  • Collect five to fill a meter
  • This rewards Yoshi’s rider with a power-up
  • Camera pans out a bit in co-op
  • This helps you see hidden star coins and pipes that you normally wouldn’t come across in single-player
  • Boost Mode: Place up to four floating platforms at a time
  • Use the GamePad touch screen in Boost Mode to pop friends out of bubbles, stun enemies, make it easier to reach the flagpole, manipulate environmental objects, swat Paratroopas
  • Turn on Boost Mode by powering up the GamePad – that’s it
  • Players will go through pre-selected packs of levels in Boost Rush Mode
  • Collecting coins makes the auto-scroll faster
  • Limited amount of lives given at the start of each pack
  • Dying doesn’t reset the clock

New Super Mario Bros U Features A Super Mario World Style Map

More New Super Mario Bros U information has emerged from the latest issue of Game Informer which confirms that the game will feature a world map that’s extremely similar to the one found in the Super Nintendo classic Super Mario World. New Super Mario Bros U will feature a seamless world map.

The map can be panned around and explored at any time and features multiple branching paths that let you choose which way to go. The mid-world fortresses are guarded by Boom-Boom, and the end-level castle is guarded by Koopalings. Game Informer spotted 7 worlds: Acorn Plains, Sparkling Waters (tropical), Frosted Glacier, Layer Cake Desert (complete with melting deserts), areas similar to Forest of Illusion and Sky World and a world surround by a tornado.

Here’s What Super Mario Bros Looks Like On The Atari 2600

A member of the Atari Age forums has created a demo showcasing how Super Mario Bros would be like running on the legendary Atari 2600. The ingenious individual has managed to fit 16 worlds into the game which are World 1-1 through 4-4. Due to the hardware constraints the creator has only managed to get one enemy to appear on the screen at one time. You can read more about the impressive development here.

Nintendo: Shigeru Miyamoto Announces His All-Time Favourite Mario Game

super mario world

Legendary games designer Shigeru Miyamoto was recently questioned by USA Today who asked him which Mario game is his all-time favourite? His answer, Super Mario World.

“Super Mario World is something that included of course all the action you saw in Super Mario Bros. said Miyamoto. (but) it also had the map features, so it also had that element of players having to think about where they were going and what they were going to do next.

“I also think that it is a game that developed a large number of staff people who became producers and directors.”

- Shigeru Miyamoto

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