An Update on Nintendo’s Universal Studios Theme Parks

Several months ago, we learned that Nintendo had partnered with Universal Studios Theme Parks to create a Nintendo-themed set of attractions. Since this news was revealed, not much has been shared about the project, beyond the fact that Shigeru Miyamoto has been working closely with the designers to create the experience that Nintendo wants for their IP.

That is why it’s fantastic that Nintendo has decided to share a bit of new information on the project for us all to see.

You will enter an entire realm filled with iconic Nintendo excitement, gameplay, heroes and villains. And it is coming to three Universal theme parks around the globe.

The creative visionaries behind Nintendo’s legendary worlds and characters are working together with the creative teams behind Universal’s blockbuster theme park attractions. Their goal: to bring the characters, action and adventure of Nintendo video games to life within Universal theme parks. And to do so in new and innovative ways that capture what makes them so special. All of the adventure, fun and whimsy you experience through a screen will now be all around you – in breathtakingly authentic ways.

All of this sounds encouragingly familiar, as we have seen the highly immersive world of The Legend of Zelda: Breath of the Wild during E3 2016. The world that was created for the visitors of the show was incredible to witness through video at home, and the first-person accounts were even better. So, knowing that Universal Studios has a track record for making magnificent attractions, and knowing how well Nintendo implements their visions, I am flat out excited to see what we have in store.

  • Nintendo-themed areas are coming to Universal Studios Japan, Universal Orlando Resort and Universal Studios Hollywood.
  • These will be expansive, immersive and interactive. They will be highly themed and authentic environments filled with multiple attractions, shops and restaurants.
  • Guests will feel as if they are playing inside their favorite games – this time in real life.
  • There will be something for everyone – regardless of their age or gaming experience level.
  • Planning and creative work on these areas is well underway; they will open separately over the next several years.

nintendo-e3-booth-2016-7420-004For Nintendo fans and theme park enthusiasts alike, this looks to be an amazing partnership that will be highly popular and attractive for both Nintendo and Universal. Guests are sure to enjoy an experience like none other when they visit any of the parks.

Each Universal theme park will announce details of its specific Nintendo areas. The first such announcement will come soon.

I am highly anticipating the grand openings of the Nintendo attractions at Universal Studios. When Satoru Iwata announced the company’s plans in regards to Universal Studios, the news was met with lots of excitement, and I am sure that excitement will only grow in time, as we get closer to the opening, and more and more details emerge. It’s good to see Nintendo continuing to keep us informed, as well.

What attractions do you want to see at the Nintendo/Universal theme parks? Which park(s) will you visit? Are you a fan of visiting theme parks, already?

As always, gaming is meant to be fun, so keep gaming!!


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Get an Inside Look at the Original The Legend of Zelda

The newest interview in the series commemorating the release of the NES Classic Edition has finally been released by Nintendo, and it is all about The Legend of Zelda. The Legend of Zelda was originally released alongside the Famicom Disk System in Japan in 1986 (then later in the West in 1987). As with the other two interviews in the series, this interview is conducted by Akinori Sao, a writer from Kyoto, Japan.

Other interviews have been conducted on The Legend of Zelda before, and one of which was during an Iwata Asks interview. Take a look below:

The birth of the Second Quest, which is available for play after finishing the main game, is discussed in detail in the bonus sections of the Iwata Asks article covering The Legend of Zelda: Spirit Tracks.

miyamoto-1This installment is an interview, once again, with Shigeru Miyamoto, Takeshi Tezuka, and Koji Kondo. Of course, this year marks the 30th Anniversary of the release of the the game in Japan, and so it’s refreshing to still learn new things about it, on occasion. Little did we know, the original idea for The Legend of Zelda came from a popular style of movies at the time of concept.

Sao: Last year was the 30th anniversary of Super Mario Bros. (laughs) To jump right in, why did you decide to make The Legend of Zelda, which came out 30 years ago for the Family Computer Disk System?

Miyamoto: The Indiana Jones movies were out around that time.

Sao: Adventure films were popular in the Eighties.

Miyamoto: Right, I wanted to bring that sense of adventure to a video game. And people playing computer RPGs back then were bragging about how strong their swordsmen had become and were calling each other at night to exchange information. When I noticed that, I thought it was an interesting milieu.

Sao: Since it was so absorbing, you wanted to make something similar yourself.

Miyamoto: Yes. So with a world of swords and sorcery as my theme, I decided to make an adventure game based on treasure-hunting, and that was the beginning of The Legend of Zelda.

For those of us who are old enough tokondo-1 remember, the Indiana Jones movies at the time, they certainly were very popular, and it’s so funny that they served as inspiration for the game that we all know now as The Legend of Zelda. Another bit of amazing information, is that way in which this time period influenced video game music creation for Kondo-san, to this very day. Having put in an all-nighter to compose the opening for the game, Kondo-san developed a lasting method for game music composition that was imperative.

Sao: (laughs) What is the NES for you, Kondo-san?

Kondo: It’s a kind of basis. I’ve always worked in video game music, and I think that’s thanks to the NES.

Sao: For you, it’s the origin of video game sound design.

Kondo: Yes. In the days of the NES, I learned how to compose video game music and about the importance of sound effects. Then, along with the development of hardware, the sounds improved in quality and we were able to use a greater variety of sounds, but when it comes to the essence of composing game music, the crucial elements haven’t changed at all. In that respect as well, I owe it to the NES that I’m able to write all kinds of music today.

Sometimes I find it fascinating that in the current climate of the gaming industry, a lot of consumers have found it convenient to buy into the notion that “more power” is the way to more appealing and creative experiences. So many people think that this race to more powerful consoles is the way to get to the most imaginative and creative games we will ever experience…such a poor set of priorities.

Sao: Last, I’d like to ask about the NES. Miyamoto-san, what did the NES mean to you?

Miyamoto: Competition.

Sao: As in various people competing through products?

Miyamoto: Yes. I’ve been in the design world since my student days, so I’m extremely aware of how important it is in competition to put forth the best possible performance within certain conditions. In that sense, the NES was competitive hardware.

Sao: You have to make games as fun as possible within certain conditions and constraints.

Miyamoto: When it comes to thinking up ideas, I think the NES represents the ultimate form of competition.

Sao: And with the NES’s limited memory, the constraints were considerable.

Miyamoto: Also, whereas you had to pay a hundred yen to play games in video arcades, people would use the NES to play for long periods of time at home…

The early days of video game creation at Nintendo, especially during the NES era, are a treasure trove of historical significance. The game developers were embracing the challenges of a true learning curve that came with making games for play in the home. I think sometimes we take for granted exactly what it was really like to be on the pioneering edge of the video game industry, as we know it to be now. There were many things that are common knowledge today, that were just being figured out then, mostly through trial and error. That is exciting to me, as we are not only able to discover these gems of info, but we can truly appreciate them in this time that some of the pioneers are right here with us to be appreciated.

If you would like to read more from the interview, feel free to check it out here. Also, if you missed any of the earlier interview posts from me, you can check out Donkey Kong and Balloon Fight, as well as Super Mario Bros. and Super Mario Bros. 3.

Did you know what inspired Miyamoto-san to create The Legend of Zelda? Have you ever wondered how Kondo-san can up with the music for the games he has worked on?

As always, gaming is meant to be fun, so keep gaming!!


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Nintendo Stands to Gain BIG During This Holiday Season

A few months ago, I heard some people lamenting the coming holiday season, hinting that Nintendo was going to be “characteristically” falling behind in the “console race” due to the fact that they had pushed the launch of their new console into March of 2017. “As usual”, the company is just inept, according to these people. Obviously, these conclusions were/are premature and inaccurate, but that never stops the prognosticators from making their predictions.

Nintendo as a company has been around since September 1889, and in the gaming industry since the late 1970s, and of course making home and portable consoles (along with games) since 1983 (1985, globally). The company’s main pillar of business is video games, and they have maintained their very relevant presence there ever since. Even as many other companies have come and gone, along the way, Nintendo has continued to navigate the waters of the gaming industry with mastery. As with any company in the electronic/technology industry, there are always hits and misses, but longevity proves to serve as an incredible indicator of skill. In short, Nintendo has some idea of what they’re doing!

So, as we come upon the current holiday season, we know that Nintendo has essentially ceased production and support for the Wii U, aside from eShop releases and sales. However, the Nintendo 3DS is still benefitting from some outstanding support. New games coming out, brand new updates for existing games, and more. Though sales are declining on the aging hardware, it still has a great deal of love from fans and a massive installed base to sell games.

Pokémon Sun and Moon 2.jpgAmong those games coming for the Nintendo 3DS is the recently released, and obviously popular Pokémon Sun and Pokémon Moon. These two iterations of the newest in the series have been greatly anticipated for quite some time, and early indications are that it is meeting and even exceeding expectations. That spells major sales during this holiday season!

In addition to the Nintendo 3DS-related nes_system_controller_boxrevenues, the company also has a few other incredible things that are set to make a huge impact on their holidays. Another recently released thing from Nintendo is the hotly desired NES Classic Edition. The initial shipments completely sold out within minutes in North America, and there’s little doubt the wannabe early adopters who missed out will absolutely make sure they are among the fortunate ones when the retailers get their restocks in from the company. Such a simple unit, at a nominal price point, and high demand spells another incredible revenue stream.

Super Mario Run 2.jpgJust like two years ago when amiibo were an instant hit, Nintendo has ways of generating revenue from the shear strength of the IP they have cultivated over the decades, and continue to create, as well. And while collector’s items and nostalgia are great motivators for fantastic sales figures, new experiences are very much a part of what Nintendo brings to the table. That is seen in their coming mobile game, Super Mario Run.The beloved mascot of the company being featured in his first-ever mobile game is definitely poised to generate a huge buzz, especially with it’s interesting pay scale.

In a recent article from Fox Business’ website, the question was asked if Apple needed Nintendo more than Nintendo needed Apple. An interesting question on its own, but within the context of the article, it is also plain to see that Super Mario Run is expected to a significant revenue generator.

Diehard Nintendo fans won’t have a problem shelling out $9.99 for the game next month, and it will be the most important iOS release for Nintendo.

Nintendo’s stock soared 29% the day the game was announced. Apple’s response was far more subtle. However, both companies have a lot riding on the release and its initial iOS exclusivity. Nintendo obviously hopes to make a dent in the mobile gaming market that has eaten into its handheld system sales.

Both companies have a very vested interest in making sure that Super Mario Run is a success. I firmly believe, for that reason, Nintendo has made sure to create a very unique experience with a very familiar face. It has been the company’s aim, for quite some time now, to bring more people into the dedicated gaming community by introducing them through the recognition of their powerful Intellectual Property. The characters that Nintendo has created stand as some of the most iconic and recognizable characters ever. The ability to draw more people into gaming just through their beloved IP is incredible, and exactly what this mobile game is looking to be able to do.

So, with the NES Classic Edition remaining in high demand (and soon-to-be restocked), the ever-popular Pokémon Sun and Moon, the forthcoming Super Mario Run, and more, Nintendo is certainly poised to have a tremendous Holiday Season. I truly look forward to seeing how well everything turns out. And just think…soon after the holidays are concluded, the next generation of Nintendo will be fully initiated! Talk about exciting!!

Will you be picking up anything Nintendo over the next few days and weeks? Have you already done so? How well do you expect Nintendo’s Holiday Season to turn out?

As always, gaming is meant to be fun, so keep gaming!!


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Nintendo Announces The “Defenders of the Triforce” Puzzle Tour

Nintendo has announced a new multi-city experience centered around their beloved The Legend of Zelda franchise. The company has partnered with the renowned “escape room” designer, SCRAP. The two have come together to create a Puzzle Tour for several cities in the United States. This new experience is called the “Defenders of the Triforce”.

While the words “escape room” might come to mind when describing this new experience, “Defenders of the Triforce” is so much more than that. Instead of escaping from a locked room, participants work in teams of six to solve a mystery in a huge area, all within a set time limit. The experience will let guests interact with classic items and characters seen in The Legend of Zelda series like the Goron, Zora and Kokiri tribes. Discovered items can be used to solve puzzles and move forward into other areas, just like in The Legend of Zelda games.

These experiences will continue to allow Nintendo to push forward their chief aim of getting more people to experience joy through the power of their IP.

“At Nintendo, we’re always looking for ways to offer new experiences for all of our fans, and expose our characters and franchises to new audiences,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “Partnering with SCRAP allows us to offer a new perspective on this legendary series.”

“We wanted to make sure ‘Defenders of the Triforce’ felt as authentic as possible,” said Doc Preuss, Real Escape Game Producer for SCRAP. “Fans of The Legend of Zelda series will adore the tour and won’t want to miss it.”

The original named times and locations are as follows:

The “Defenders of the Triforce” Puzzle Tour will be hitting eight cities all around the country beginning in January. Tickets for the first wave of locations are available today and can be reserved by visiting http://scrapzelda.com/. The full schedule is as follows:

  • San Francisco – Jan. 31-Feb. 5
  • Los Angeles – Feb. 10-12
  • San Diego – Feb. 24-25
  • Seattle – TBA
  • Phoenix – TBA
  • Houston – TBA
  • Chicago – TBA
  • New York – TBA

After completing the main puzzle experience, attendees will enter an area with amazing photo opportunities and a promotional lounge, where fans can purchase exclusive merchandise based on The Legend of Zelda.

Nintendo later announced additional tickets will be made available, as well.

The “Defenders of the Triforce” experience sounds like a very exciting event to be a part of, and hopefully it’s something that get a chance to expand even further around the country. reg_zelda_poster_finalI know that the announced locations are not close enough for me to attend, but maybe you are right in one of those markets and will have the opportunity to be there.

Nintendo has been doing a lot of amazing and different things to promote their brand and the incredible IP they have at their disposal. By continually putting their IP into the marketplace in various ways, it allows that recognition to take hold. It’s something called Top-of-Mind-Awareness (TOMA) and it aids in recapturing market share for the company.

Will you be participating in any of the “Defenders of the Triforce” events in your area? Have you ever wanted to experience the land of Hyrule in real life before? Do you think the number of locations will expand?

As always, gaming is meant to be fun, so keep gaming!!



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Running to iOS Next Month

Nintendo has finally given a release date for their eagerly anticipated smartphone game themed around their beloved mascot, Mario. Super Mario Run was announced from the stage at the Apple event in September, which came as a bit of a surprise to most observers. Well, Tuesday morning, the company shared the release date for the new game, along with the pricing.

Super Mario Run is the first Super Mario Bros. game developed specifically for mobile devices. In the game, Mario runs forward on his own, but relies on the tap of a single finger to jump over obstacles, avoid enemies, pull off stylish moves, collect coins and reach the flagpole to complete courses.

Take a look at the trailer that was released to share some new gameplay footage, new modes, the price, and the release date.

The first-ever mobile game featuring the most iconic video game hero of all time goes on sale for iPhone and iPad on Dec. 15 in United States time zones. Super Mario Run can be downloaded from the App Store at no cost, and players can try elements of the game’s three modes for free. Once the game has been downloaded, a one-time payment of $9.99 (United States price) will grant unlimited access to each of the three modes in this release.

“The wait is almost over for a Super Mario game that can be played on mobile devices,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “Developed under the direction of Mario creator Shigeru Miyamoto, Super Mario Run brings a new take on the series’ beloved action-platforming gameplay to iPhone and iPad for the first time.”

Some people are wondering about the pricing and if the $10 price may be “too much”, but as there is a “free” limited option to try it out, it makes the game accessible, and Nintendo is betting on the addictive nature of their character, and the game play, to make sure it is lucrative. A lot of people are clearly excited about many things Nintendo right now, and many different experiences are either currently coming to the market, or will soon be available. That’s exciting, and Super Mario Run will launch right in the middle of all of that.

What are you most excited to see from Nintendo right now? Will you be downloading Super Mario Run? Do you play many games on your smartphone?

As always, gaming is meant to be fun, so keep gaming!!



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Enter the My Nintendo Holiday Sweepstakes

Several months ago Nintendo introduced their new loyalty program which essentially became the replacement program for the discontinued Club Nintendo rewards program. The new program is titled My Nintendo, and as it has been in place for quite some time now, in its infancy stages as the company prepares to launch their next generation of hardware in March of 2017.

So now, Nintendo has announced a new Holiday Sweepstakes for My Nintendo rewards members. Be sure to check it out below and enter to win.

My Nintendo members are getting their very own Holiday Sweepstakes this year. Members get to choose their five most-wanted gifts for a chance to win a Nintendo-themed prize pack.

Members can even double their chances by sharing their list on their Facebook page for an extra entry! Prize packs include games and accessories based on franchises like Animal Crossing™, The Legend of Zelda™ and Super Mario™.

Once the voting is over, we’ll show you which gifts were most popular—you can always add them to your Wish List.

Enter the My Nintendo Holiday Sweepstakes athttp://happyholidays.nintendo.com/sweepstakes/.

And while you’re there, be sure to browse the Holiday Gift Guide for gift ideas.

NO PURCHASE NECESSARY. Void where prohibited. Open to legal residents of the US (incl. DC), 13 years or older. Promotion begins 2:00 PM PT on 11/14/16 and ends 2:00 PM PT on 11/21/16. To enter, vote for your top 5 Nintendo products as stated in Official Rules. Eight winners will each receive one prize package (ARV US $242.96–292.96). For Official Rules, visit www.nintendo.com/corp/My-Nintendo-Holiday-Sweepstakes-2016/. Sponsor: Nintendo of America Inc.

What else do you hope to see made available to members of the My Nintendo program in the future? How have you enjoyed the program, so far, in its current state?

As always, gaming is meant to be fun, so keep gaming!!


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Behind the Iconic Super Mario Bros. and Super Mario Bros. 3

Last week, Nintendo introduced a new Interview series marking the launch of the NES Classic Edition globally. The Interview series centers on the development of each of the 30 NES Classic Edition titles, giving us a behind-the-scenes insider look at the making of many of our favorite games. If you’d like to go back to last week’s series entry, feel free to do so. This week, we will get a great look at the Super Mario Bros. game series, specifically the first adventure and the third one, as well.

Mr. Akinori Sao conducted a recent interview with legendary game developers Shigeru Miyamoto, Takashi Tezuka and Koji Kondo. During his interview, he kept in mind that a lot of what could be shared was likely already covered by previous Iwata Asks interviews over the years.

…so Nintendo has already shared a lot of behind-the-scenes anecdotes. For example, the Iwata Asks sessions covering the New Super Mario Bros. Wii game (Volumes 1 & 2) and the 25th anniversary of Super Mario (Volume 5: Original Super Mario Developers) come to mind.

What was shared about these two games, however, was fantastic, to say the least. It was interesting that when Tezuka-san and Kondo-san first joined Nintendo, not only had the Famicom already launched in Japan, but neither of them owned one, either.

Sao: Tezuka-san, you and Kondo-san joined Nintendo in the same year. At that time, the Famicom was already on sale.

Tezuka: That’s right. Nintendo had released the Famicom the year before, in 1983.

Sao: Did you have one?

Tezuka: Um, no. (bluntly)

Sao: (laughs)

Tezuka: I did buy one after joining the company.

Sao: And you, Kondo-san?

Kondo: I didn’t have one either. I played a lot of arcade games though. Donkey Kong<sup>TM</sup>3 was popular at the time I entered the company, so I was playing that as hard as I could.

Sao: What was your impression of the Famicom back then?

Kondo: I liked how you could play arcade games at home.

Tezuka: I didn’t have any knowledge of this thing called the Family Computer (Famicom), so I thought it was like a home computer! (laughs)

Sao: (laughs) When it first came out, I suppose more than a few people had that misunderstanding.

Tezuka: Yeah. It’s hard to believe that someone like me, who was so unknowledgeable, would end up developing games for the Famicom/NES.

Now when it came to the creation of the first entry in the Super Mario Bros. series, Miyamoto-san shared some interesting things about their aim with the game. Super Mario Bros. was meant to be the culmination of all of Nintendo’s cartridge-based games.

Sao: Our topic today is Super Mario Bros. Miyamoto-san, what was your approach toward this game?

Miyamoto: I wanted to make a game that would be the culmination of all NES cartridge games up to that point.

Sao: From the release of the original Famicom until the release of this game—which would go on to become a worldwide hit—it took two years. Did the participation of Tezuka-san and Kondo-san play a big role in making it happen?

Miyamoto: Yes. I was doing design work all on my own, so Tezuka-san’s arrival was a big help. The first game we made together was Devil World.

Sao: In Devil World, players could control a player-character twice as big as in games before it, and Excitebike had a scrolling screen and warping. And all of that accrued technology was at work in the development of Super Mario Bros.

Miyamoto: That’s right. We wanted to pack various technologies into one Famicom cartridge game, like a puzzle. So we ended up making the player character larger, and creating long courses that scroll.

Sao: The Family Computer Disk System came out the next year.

Miyamoto: That’s why I really wanted to make Super Mario Bros. the grand culmination of Famicom/NES cartridges. We had built up a lot of know-how since the release of the console, and the time had come when that would be possible.

Another really neat anecdote from the interview was when Miyamoto-san recounted the story of how power-ups came to be in the game. I thought his reaction to an incorrect report was absolutely hilarious, too.

Sao: Quite a long time ago, a manga magazine had stories about the development of Super Mario Bros.

Miyamoto: Yes, that’s right. (laughs)

Sao: That manga contained an episode in which a bug caused only Mario’s upper half to show when displaying that big Mario, and that’s what gave you the idea for a small Mario.

Miyamoto: That’s absolutely not true. (bluntly)

Sao: (laughs)

Miyamoto: I remember this clearly. Tezuka-san and Nakago-san5 and I were having a meeting, and we had the length of all the courses drawn up on a whiteboard. We were discussing whether there was any way to see farther ahead.

Sao: Mario was big, so you couldn’t see very far?

Miyamoto: Right. We could pull back for a broader view, but then Mario would be smaller. Then Nakago-san said, “Wait a minute. Wouldn’t it be fun to have a small Mario, too?”

Sao: Ah, I see. You introduced a smaller Mario to make it easier to see what’s ahead in the course.

Miyamoto: Yes. And then we decided that you’ll lose a turn when the smaller Mario runs into an enemy, when big Mario runs into an enemy, he would just get smaller. That would be a brand-new game mechanic, and we decided to go with it right away in that meeting.

Sao: So the inspiration didn’t come from a bug as in the manga. (laughs)

Miyamoto: No. (laughs)

Sao: By the way, did you ever consider letting players start the game with the bigger Mario?

Miyamoto: Starting with the small Mario would make players happier when Mario got big later, and it would also give a better impression to players.
(To Tezuka-san) We decided that quickly, right?

Tezuka: Yes.

Miyamoto: And since Mario had gotten bigger, we added “super” to the title to make it Super Mario Bros.

Later, Tezuka-san gave a lot of great information about the development of Super Mario Bros. 3 (probably my all-time favorite NES game). One such bit of information had to do with the development time and why it was taking so long to complete.

Sao: Tezuka-san, did you feel pressure as the director of Super Mario Bros. 3? After all, the original Super Mario Bros. was an incredible hit.

Tezuka: I didn’t feel pressure from the original game so much as I felt like I needed to do a good job. But it wouldn’t come together well and dragged on.

Miyamoto: And Nakago-san got angry. (laughs)

Tezuka: Yeah, he definitely got angry. (laughs)

Sao: What wouldn’t come together?

Tezuka: At first, we were making it with a bird’s-eye view rather than a side view.

Sao: The view was looking down diagonally from overhead rather than directly from the side as in Super Mario Bros.

Tezuka: Yes. But we couldn’t do it well.

Miyamoto: He said he wanted to look from a little above. But in Super Mario Bros. it is important whether Mario’s feet hit the ground or not, even barely. With a diagonal view from slightly overhead, you lost your sense of distance to the ground. So I told him that development would be difficult.

Tezuka: Yeah, it was. (laughs wryly) So partway through development, we switched to a side viewpoint, but there are relics of the bird’s-eye view in the final product.

Miyamoto: Yeah.

Tezuka: Yeah.

Sao: So the development period was a bit long.

Tezuka: Not a bit—a lot!

Miyamoto: We began after Super Mario Bros.: The Lost Levels in the spring of 1986, and it still wasn’t finished a year later. In the spring of the following year, we were finally able to apply the final polish.

Tezuka: Yes, that’s about right.

Miyamoto: So it took about two years. No…longer. We wanted to release it in spring of 1988, but we couldn’t do that either, so it dragged on for another six months! (laughs)
(To Tezuka-san) Right?

Tezuka: (nods silently)

Sao: So it took two and a half years. What caused such trouble?

Tezuka: Well, we wanted to put in a lot of stuff. There were all these things we wanted to do, but once all the features were placed together, there were a lot of holes that needed to be patched up.

And so, the effort and work definitely went into the creation of both Super Mario Bros. and Super Mario Bros. 3, which cemented the iconic character into the Pop Culture lexicon permanently. Mario is the most recognized character in the world, even surpassing Mickey Mouse. That is amazing, and to think it started as a character whose eyes were too close to his hat.

Again, I did not share all that was given to us in the interview, but if you would like to read the entire interview, feel free to do so.

I look forward to sharing even more entries in this interview series with the developers as they are made available. The process by which these gentlemen created some of the most memorable experiences in history is amazing to behold. The desire to get it right, from the mechanics, art design, and the music are all indicative of the type of game developers that Nintendo became, and still are to this very day, 30+ years later.

Were you aware of the fact that the original Super Mario Bros. was intended to be the last of the cartridge games before moving on to the disk system? Did you know that Mario started as Big Mario before becoming Small Mario…to grow into Big Mario? Did you recognize that there were remnants of the birds-eye view left in the final version of Super Mario Bros. 3?

As always, gaming is meant to be fun, so keep gaming!!



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