TIME: This is the first time Mario is coming to the iPhone. What were some of the challenges that came with bringing Mario to a new medium?
Miyamoto: I’ve been using smartphones myself for many years so I had a good idea in mind for what would be a good way to bring Mario to smartphones. But I think for us, the biggest challenge was really in zeroing in on those core elements of Mario that would be best suited for play on smart devices. We had, during the Wii and 3DS days, experimented with ideas where Mario ran automatically and you would play by making Mario jump. And after doing some of those experiments we felt that would probably be the best way to bring Mario to iPhone, where you’re just playing with one hand just controlling the jumps. And once we zeroed in on that it became relatively straightforward for us in terms of the game development.
Time: How did you pick and choose what gameplay elements are right for the iPhone and which ones aren’t? I noticed, for example, that I didn’t see any power-ups other than the mushroom in Super Mario Run like there are in the console games. Is that something we’ll eventually see in a mobile Mario game?
Miyamoto: I think with this being our first Super Mario game on iPhone, we’ve designed this both in what’s the best experience but also with a long road ahead of us in terms of what else we can do on iPhone. So perhaps you can look forward to some of that at some point in the future. But one thing we have done this time is that you’ll be able to play not just as Mario, but after going through the game and unlocking some things and meeting some conditions you’ll be able to play as some of the other characters as well.
You can read the full interview from the TIME Magazine website Here.
Source: TIME Magazine (Online)Tags: December Feature, Gaming, Interview, Lisa Eadicicco, Movies, Nintendo, Nintendo Mobile, Shigeru Miyamoto, Super Mario, Super Mario Run, TIME Magazine
This post was written by Mike Scorpio