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Nintendo Posts A Super Mario Bros. 30th Anniversary Special Interview

Nintendo has posted a special interview for the 30th Anniversary of Super Mario Bros. today. The interview features Shigeru Miyamoto and Takashi Tezuka as they talk about the history of Super Mario Bros. and where it all began.

The clip begins with some old footage of Mr. Miyamoto and Mr. Tezuka in the early days of their careers. They then proceed to talk about how Super Mario Bros. was created.

“We wanted to create a robust Famicon game where large characters move around” said Miyamoto. “It used to be normal for Famicon games to have stages that didn’t scroll, there was side scrolling for some shooting games but not for any other. We wanted to create a game where large characters are animated in land, sea and sky settings. This was probably the first Famicon game I’ve created which had blue skies. Before, I focused on creating dark coloured landscapes, so it’s easier to see the outlines.”

In the clip, some old documents are shown featuring sketches from when the concept of Super Mario Bros. was born. The sketches show how they planned the logistics of Mario’s movement in the sky, and how they planned levels on graph paper to then be input into data based on their drawings.

Miyamoto and Tezuka also discuss where their ideas for Super Mario Maker originated, and how they have tried to make the amiibo function fun within the game. You can watch the full clip of the interview here.

25 thoughts on “Nintendo Posts A Super Mario Bros. 30th Anniversary Special Interview”

  1. Mario and Link in the days of whenevwr they set, it was good it was all about the way it becomes once oncovering that side. Right

  2. Seeing as how good Super Mario Maker is, I really would like to see a “2D Zelda Maker” as DLC for Super Mario Maker (I don’t think it would be worth it to release a full retail game). Imagine being able to make dungeons in the 2D Zelda styles (Original LoZ, Link’s Awakening/Ages/Seasons, LttP, and Minish Cap). I think it would work very well, that’s for sure.

    1. And still use the amiibo costumes- it would be cool to see Donkey Kong or Pikachu or especially Ganondorf go through dungeons.

  3. Everyone, please check out my first proper created level. I created the very first level from Donkey Kong Country on the SNES – Jungle Hijinxs! Took me a good while tonight because I wanted to perfect everything as much as possible with placing etc. I hope you all enjoy it! :)

    Course Code: 993B-0000-0032F3E5

    1. I’m making an airship level with a ghost house sub-level right now. I’m almost done making it, but I have to beat it first (and make some minor adjustments from play testing it). After I finish that level, I’m gonna try to remake the Water Temple from OoT in the game (in concept at least, since you can’t perfectly recreate a 3D area in a 2D game).

        1. And now I give you this: CDDF-0000-0040-16C4. My Water Temple “De-Make” in Super Mario Maker. I had bigger plans for it actually, but I was hindered by the size of the stage and amount of blocks they allow you to use.

            1. I was hoping to have a room like the one where you fight Dark Link in OoT and have a lot of enemies so that you could get a P-Switch to open the way to the boss, but there just wasn’t enough room. At least I was able to make Lake Hylia somewhat accurate for a 2D representation.

        1. Oh I will. I’ve only begun thinking of what to add in the Water Temple level. In making the airship/ghost house level that I talked about earlier, I realized how limited you can be sometimes with how many things you can place in a level. I just BARELY had enough block usage to make a little side area in the level after making the main area, and I’m worried it might hinder my ideas for the Water Temple level. Well, I guess I can only find out by trying, so I’ll start working on the level tomorrow.

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