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It's not often we get to hear a senior developer of a Super Mario Bros. game philosophise about game design. At gamescom last year, Takashi Tezuka, executive officer at Nintendo and producer on Super Mario Bros.
"So I thought,"Well, if I'm going to change the environment anyway, I might as well go hard." I made constant changes that have never been seen in a Super Mario Bros. title. I made the Warp Pipes wiggle and the Piranha Plants break out in song. And so, this is how the strange changes that happened - the Wonder Effects in this game - came to be."
Answering his rhetorical questions, Tezuka continued,"If anything, I think it's important for the gameplay experience to feel real - but I don't think we should seek a sense of accomplishment based only on the realness of the presentation. For example, we should think about whether there are ways to make the gameplay realistic, even if the presentation itself is not. Even if expressive character movements and sounds are produced, what's important is how we make use of them.
The other criteria included the notion of"having players suddenly be able to do something they couldn't before," and"having it be explained simply with one short phrase". With pitches in hand and criteria on what made for a good one settled, the studio moved on to the"testing phase". "When I saw this, I thought to myself: 'This idea has potential!' What I saw was the opportunity to create a unique Wonder Effect where Mario takes the opportunity to answer questions; a way to supplement the world theme of the game; and motivation for players to play multiple times to see all the questions."
"The appeal of this badge is it makes you want to try out various actions to hear all the sound effects," Mouri said."Incidentally, the man behind the voice of the Sound Off badge is... Mr Kondo himself, the one who pitched this idea."
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