With Super Mario Bros. Wonder releasing nearer to the end of this week, Nintendo has made Super Mario Bros. Wonder the latest game to get the “Ask the Developer” interview treatment. Across the interview’s multiple instalments, we got to hear from the likes of Takashi Tezuka and other developers all involved in Mario’s latest 2D outing.

During the interview, we heard from the devs behind Super Mario Bros. Wonder, as they spoke out on the inspiration for creating something new and building a new engine for future 2D Mario games to run on:

Mario Devs on Trying to Make a new Mario Bros. Game:

Takashi Tezuka: I was already thinking about what kind of Mario game we should make next when we were developing Super Mario Maker 2. At the time, some journalists and players were saying that Super Mario Maker had eliminated the need for another 2D Mario game. But I kept saying that the next Mario game would be completely different from Super Mario Maker, so there was no need to worry. In hindsight, those kinds of sentiments may have been what motivated me to come up with ideas for this game.

Koichi Hayashida: Players have created so many different courses in Super Mario Maker and Super Mario Maker 2 that I was worried about whether we could do anything new that would go beyond that. …But apparently, Tezuka-san thought it would be fine. (Laughs)

Takashi Tezuka: I’m an optimist. (Laughs)

Shiro Mouri: Well, I wasn’t optimistic, but I was more focused on creating something completely different from the New Super Mario Bros. series than how it would compare to Super Mario Maker.

Koichi Hayashida: Yes, I remember Mouri-san saying during the early stages of development that we shouldn’t use the same game engine as in the New Super Mario Bros. series but rather create a new game engine that would serve as a foundation for future 2D Mario games. Thankfully, Tezuka-san also told us to prioritise content over schedule.

Takashi Tezuka: We wanted to create a game with much more to offer than ever before, so this time, we didn’t set a fixed time period for development, which is usually decided before we kick off. To create something truly enjoyable, we decided to take our time and dedicate ample budget for development without having to worry about the production schedule. So at first, we only had a small group working on the development.

For the full interview, why not click here to check out Ask the Developer Vol. 11, Super Mario Bros. Wonder – Chapter 1.

Ask the Developer | Super Mario Bros. Wonder (Participating Developers)

  • Takashi Tezuka | Executive Officer Senior Officer, Entertainment Planning & Development Division
  • Shiro Mouri | Entertainment Planning & Development Department Production Group No. 10
  • Koichi Hayashida | Entertainment Planning & Development Department Production Group No. 10
  • Masanobu Sato | Entertainment Planning & Development Department Production Group No. 10
  • Koji Kondo | Senior Officer, Entertainment Planning & Development Department

By Jack Longman

In 2015, when rumours of the NX and Zelda U were everywhere, my brother and I started Miketendo64 and we've been running it ever since. As the Editor-in-Chief, I have attended video gaming events in three different countries, been to preview events, and penned more than 4,000 articles to date, ranging from news, to features, reviews, interviews and guides. I love gaming and I love all things Nintendo. I also love Networking, so don't be afaid to reach out. Email: contact@miketendo64.com / jack.lo@miketendo64.com Website: https://miketendo64.com/ YouTube channel: https://www.youtube.com/channel/UCyVMO4QgcniAjhLxoyc9n8Q

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