Latest News
spacer View All spacer
 
February 9, 2010
 
Analysts: EA On The Right Track At Last
 
GamesBeat@GDC Confirms OnLive, GameStop, PlayStation Home Speakers
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
spacer
Latest Features
spacer View All spacer
 
February 9, 2010
 
arrow Television, Meet Games
 
arrow Two Halves, Together: Patrick Gilmore On Double Helix [1]
 
arrow The Road To Hell: The Creative Direction of Dante's Inferno [20]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2010
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Fixing the GDC 2010 Schedule Builder [3]
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [19]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2010
 
Telltale Games
Game Designer
 
Telltale Games
Senior Software Engineer - Core Technology
 
Airtight Games
IT System Administrator
 
Roblox
Apple Game Engineer - Kids' Virtual World
 
Roblox
Senior Web Engineer (front-end)
 
Ubisoft San Francisco
Core Engineer
 
Ubisoft San Francisco
Gameplay Engineer
 
Vicarious Visions / Activision
Audio Programmer
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
About
spacer If you enjoy reading this site, you might also want to check out these Think Services sites:

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Game Set Watch (the Group's alt.game weblog.)
News

  Fire Underwater: Miyamoto Explains Mario's Unnatural World
by Leigh Alexander
7 comments
Share RSS
 
 
November 25, 2009
 
Fire Underwater: Miyamoto Explains Mario's Unnatural World
Advertisement
The world of Shigeru Miyamoto's Super Mario Bros is so familiar to most longtime gamers that few question its logic: Blocks floating in mid-air, fireballs that survive underwater, flying raccoon costumes.

But revisiting the world of Mario with a new development team for New Super Mario Bros Wii, Miyamoto says he was prompted to take another look at the surrealism of the world he's created.

"This time around, there were lots of discussions about judging what was 'natural' and 'unnatural', from the perspectives of myself and the rest of the team," says the veteran Nintendo visionary in a new "Iwata Asks" dialog between himself and the company's president.

Even suspending disbelief about fireballs that can work underwater, Miyamoto concedes it's strange to have them work the same way in water as they do outside of it -- "But when fire that's been flying through the air enters the water, it would be "natural" to see it sizzling and giving off foam, wouldn't it?"

"If that's not possible then we should make it so that you can't use fire in that area," he continues. "But looking back over previous titles in the series, the people who made those games believed in the way things worked, and didn't question whether or not it was 'unnatural'. They just thought that doing it that way made it easier to play."

"From my perspective, when I went to the development area [for NSMB Wii, it really played on my mind that you could still see the consequences of all the lies I had told in the past all over the place," Miyamoto laughs. He also recalls being "nervous" when Mario was made into a 1993 movie, wondering how the odd physics of the world would translate.

Re-examining the weird physics of Mario's world for NSMB Wii -- which adds an "ice flower" that can freeze enemies -- Miyamoto and the design team found themselves considering new layers of physical oddities, like whether enemies frozen in ice cubes can float or whether they should melt when hit with a fireball.

"So basically the discussion keeps developing like that, and if we took account of every possible angle, it would end up being a fantastically complicated game," he explains. "What's called for is judgment of how far we need to go so it feels natural and has rules that are easy to grasp. Now, if I don't do that...'

"...Then no one else is going to be able to decide," laughs president Iwata.

"Nothing will get decided!" Agrees Miyamoto. "Even the directors are all secretly thinking: 'Go ahead and make the decision yourself!'"
 
   
 
Comments

Jen Grier
profile image
"...it really played on my mind that you could still see the consequences of all the lies I had told in the past all over the place"

There are plenty of games in which physical realism is trumped for better gameplay. I'm curious as to why Miyamoto characterized this as "lies" rather than "choices"...

Gabriel Lievano
profile image
I think when he says lies he is probably just making fun of himself. I think there is a point here: the question if having things being accurate with reality is meaningful to the playability of a game. It sure wasn't important in the times of the first Super Mario game. But today people is more aware of this and maybe that's why they are reconsidering the "unnatural" stuff.

Kale Menges
profile image
Always has been and forever shall be my hero.

Jonathan Arsenault
profile image
The guys is eating mushroom to "grow", seriously who need any explication about the surreality of the world after that...

Kale Menges
profile image
Not to forget that Mario picks poppies and thinks he can spit fire, then touches the stars and thinks he's invincible.... ;P

Joe Cooper
profile image
Trying to rationalize everything can be dangerous.

Looking back at the '93 movie, they couldn't just have a guy who jumps high; they had to rationalize it by giving him rocket boots.

After all was said and done the whole thing was an epic failure.

Its better to not bother explaining the unexplainable because it just casts a spotlight on ridiculous things that people otherwise accept as-is.

Derek Saclolo
profile image
Some of the water levels are very difficult without fireballs. I'm happy they kept the fireballs.


none
 
Comment:
 


Submit Comment