As most people have noticed by now, Super Mario Bros. Wonder isn't your typical 2D side-scrolling Mario game. This was the result of developers having extra freedom. In a recent interview with WIRED, the game's producer, Takashi Tezuka, shocked everyone when he revealed the game's developers weren't given a deadline. Tezuka stated:
I wanted to prevent people from saying, ‘We won’t make that deadline, so that’s why we didn’t do it—we can’t do it'.
For anyone that's familiar with game development, or any software development for that matter, this is not normal, and the outcome is beautiful.
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Vision for Super Mario Bros. Wonder
Historical 2D side-scrolling Mario games force players to traverse worlds in a very linear manner. This is great because it makes players master each level in order to succeed, but that wasn't what Nintendo was going for this time. With the success of modern games, such as The Legend of Zelda: Tears of the Kingdom, Super Mario Bros. Wonder wanted to allow players to navigate through levels in an open world. And Nintendo didn't want to stop there.
Unlike the previous Super Mario Bros. 2D side-scrollers, Super Mario Bros. Wonder allows players to pick between an array of characters, with two sets of difficult. This makes the game accessible for both veterans and novices alike!
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