Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [16]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
The Parable of Feudal Japan
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Rockstar San Diego
Gameplay Programmer
 
EEDAR
Business Analyst
 
Rockstar San Diego
Tools Programmer
 
Irrational Games
Systems Designer
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Lead Character Artist
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Fire Underwater: Miyamoto Explains Mario's Unnatural World
by Leigh Alexander [PC, Console/PC]
7 comments
Share on Twitter
Share on Facebook RSS
 
 
November 25, 2009
 
Fire Underwater: Miyamoto Explains Mario's Unnatural World

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:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.