As you may well have seen, Shigeru Miyamoto and Takashi Tezuka recently visited the UK and were kind enough to spend some time not only with us, but also with our friends over at Eurogamer.
While we decided to have a good old-fashioned music session with the two legends, Eurogamer spent its time putting the two masters through their paces on World 1-1 of Super Mario Bros. on the NES. It's the ultimate walkthrough, with Miyamoto and Tezuka imparting plenty of behind-the-scenes info on how it was created.
Give it a watch and let us know what you think.
[source eurogamer.net]
Comments 12
you guys sure had some things in the freezer untill big mario week.but still...verry nice
Well isn't it interesting how I was just mentioning the slipping/sliding of Mario in the earlier games the other day, and how I personally felt it was in Super Mario World where they first really nailed his control properly. It's why I can never quite enjoy playing SMB3 as much as SMW for example, even though SMB3 is an absolute masterpiece classic. If Mario's physics in SMB3 were as honed as they are in SMW however (basically perfected imo), I might have even considered it the greatest Super Mario game of all time (Well, specifically the Super Mario All-Stars version because that's be the best version of SMB3 for me personally). With those older physics however, SMW will always just trump SMB3 imo.
Miyamoto is honestly one of the cleverest people in the world.
Pretty interesting he's playing yet another Wii U version of a title without the GamePad.
If you'll recall, all the Pikmin 3 videos of Miyamoto playing leading up to launch were with the Wiimote/nunchuck set up.
The funniest bit was when Miyamoto-san was talking about the Goomba being added because it was easier, and then him getting killed by the "easy" Goomba.
As a future game designer, I liked this video and the section on Super Mario Maker in the E3 Digital Event.
The way they were talking about World 1-1...made me think back to Egoraptor's Sequelitis videos (not the Zelda one) and he pretty much hit the nail on the head, it would seem.
"And we thought a suspicious mushroom would be globally understood."
One of the best quotes ever.
Yes, seems i was right. The first level is always designed near the end, or the final level to be created. I wish I had known this before when I made the first custom areas for my NSMB hack.
It's interesting to see what they thought when the game was in development, as well as how the goomba became named Kuriboh.
This is so nice to see, and you really feel the passion these two amazing people have for what they talk about. Nintendo will forever be the visionary pioneer of the gaming industry.
Very nice!
Just another reason why I love Shigeru Miyamoto.
Didn't know tezuka was the man behind SM3 (I'm sure Miyamoto was breathing down his neck the whole time). I love listening to Miyamoto talk about game design - a genius creator and artist. It's nice not having a developer talk about how their game engine can render fabrics to look realistic or technical jargon, but just their vision and the nuances to the concept and the happy accidents that caused them to think differently about the creative process. He reminds me of a musician talking about the creative process of arranging a song and experimenting in the studio with different tones and modulators.
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