Miyamoto Reveals Super Mario Bros. Development Secrets

Tom Goldman

Crying on the inside.
Aug 17, 2009
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Miyamoto Reveals Super Mario Bros. Development Secrets



Did you know Super Mario Bros. used to have its mustachioed star shooting bullets?

After learning that the original Super Mario Bros. clouds used the same graphics as its bushes, I didn't think the game held any more secrets. However, Shigeru Miyamoto recently sat down with Famitsu magazine for an interview published this week that contains some really interesting reveals.

For example, the concept behind Super Mario Bros. didn't come from wanting to make an interesting platformer necessarily, but wanting to create an "athletic" game. "I wanted to build upon our tradition of what we called 'athletic games' at the time -- games where you controlled a guy and had to jump a lot to overcome obstacles," Miyamoto said. "We felt strongly about how we were the first to come up with that genre, and it was a goal of ours to keep pushing it."

The key mechanic of jumping on enemies' heads, which feels so natural today, wasn't always in the cards either. The previous Mario Bros. title had Mario and Luigi knocking turtles over only by smashing platforms below them, but Miyamoto determined that it didn't make sense to be killed by touching a turtle shell with your feet. "We realized it made no sense that you could get killed in Mario Bros. when you jumped on a turtle's back," Miyamoto admitted. "If you did that, the turtle would come out the worst from it, wouldn't it? So we decided that, if we had the chance to make another Mario game, we'd definitely have it so that you could jump on turtles all you want."

Miyamoto also revealed that those classic Super Mario Bros. glitches [http://www.escapistmagazine.com/news/view/104459-Nintendo-Celebrates-Classic-Mario-Glitches] weren't all accidents. The game's code was actually specifically created so the trick where Mario can jump on a turtle shell multiple times near the end of a level for extra lives would be possible. "We did code the game so that a trick like that would be possible," Miyamoto revealed. "We tested it out extensively to figure out how possible pulling the trick off should be and came up with how it is now, but people turned out to be a lot better at pulling the trick off for ages on end than we thought." However, the "Minus World" glitch wasn't intentional, but Miyamoto says: "It's not like it crashes the game, so it's really kind of a feature, too!"

Further, Miyamoto talked about how Mario's fireball wasn't always a fireball, and how a button wasn't always used to make Mario jump. "During much of development, the controls were A for shoot bullets, B to dash, and up on the control pad to jump," he said. "The bullets wound up becoming fireballs later -- we originally thought about having a shoot-'em-up stage where Mario jumps on a cloud and shoots at enemies, but we dropped it because we wanted to focus on jumping action. The sky-based bonus stages are the remnants of that idea, you could say." Miyamoto also revealed that he was in favor of keeping "up" as the jump button, but says things worked out just fine anyway.

Those shoot-em-up stages actually made it into the Game Boy's Super Mario Land, so now we know that those seemingly odd additions were a concept cut from Super Mario Bros. As for the plot of the game, it came from Miyamoto's knowledge of folk tales. "Since the game's set in a magical kingdom, I made the required power-up item a mushroom because you see people in folk tales wandering into forests and eating mushrooms all the time," he added. "That, in turn, led to us calling the in-game world the 'Mushroom Kingdom,' and the rest of the basic plot setup sprung from there."

With Nintendo celebrating the 25th anniversary of Super Mario Bros. this year, everywhere but North America [http://www.escapistmagazine.com/news/view/104278-Europe-Continues-to-Celebrate-Mario-With-Shiny-Red-Wii] so far anyway, it seems like now all of the game's secrets may finally have been uncovered. Until 25 years later, when we'll find out that Mario was really just hallucinating through the entirety of Super Mario Bros. as he sat in a mental institution, but Miyamoto decided to cut that part out of the ending.

Source: 1up [http://www.1up.com/news/super-mario-bros-25th-miyamoto]

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SantoUno

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Aug 13, 2009
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Wow what a trip.
Tom Goldman said:
Until 25 years later, when we'll find out that Mario was really just hallucinating through the entirety of Super Mario Bros. as he sat in a mental institution, but Miyamoto decided to cut that part out of the ending.
I always had drug theories about Super Mario since a few years back.
 

Optimus Hagrid

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Feb 14, 2009
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Watching that glitch video...

...I realise that Mario has different jumping sounds depending on his size.

Jeez...
 

Arachon

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Jun 23, 2008
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gamepopper101 said:
Imagine how awkward playing the game now would be if Up was for Jump?
It'd been horrible! Glad they came to their senses.

Also, stories about people "wandering into forests and eating mushrooms all the time", that sounds kind of fun.
 

KDR_11k

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Feb 10, 2009
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Oh turtles are evil, alright! The turtles we have are really aggressive, you get close and they bite, you try to lift them and they flail and hiss and try to bite you as well.

gamepopper101 said:
Imagine how awkward playing the game now would be if Up was for Jump?
Giana Sisters did that on the C64, worked well enough.
 

Rect Pola

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May 19, 2009
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Where would the world be if Super Mario had been packin' heat? It really is funny so much of the Mario we know was born from either slapdash necessities, or left a trail of unused ideas that we'd call blasphemy today.

THIS is why you cannot manufacture a phenomenons.
 

Formica Archonis

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Nov 13, 2009
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KDR_11k said:
gamepopper101 said:
Imagine how awkward playing the game now would be if Up was for Jump?
Giana Sisters did that on the C64, worked well enough.
A lot of C64 games did that. (Excellent choice using Giana Sisters as an example, though!) Actually, a lot of early systems with a one-button joystick did that, as the button was typically "fire". The alternative was something like button-and-up if up had other uses, or a key like the space bar, which meant you had to have the joystick right at the computer. Fine for my desk, but not fine for systems set up in a living room.
 

Raziel_Likes_Souls

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Mar 6, 2008
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You know, when I saw this article, I thought he was going to admit he had been doing mushrooms the whole time, just like Carrie Fisher confessed to Coke. But we can't always get the most honest answer all the time, so fuck it.

But, wow. Super Mario Shooter? I thought there already was something kinda like that:
 

dragonburner

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Feb 21, 2009
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Mario is the weirdest mainstream thing ever. You would think that it wouldn't be a popular thing, but it is so awesome.
 

jamescorck

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Jan 25, 2010
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Only 25 years later we can know the secrets. It's amusing and really interesting :D It's a piece of history, we are lucky to learn it.
 

Myrph

Proud owner of a Jamtroller
Oct 27, 2009
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Tom Goldman said:
Until 25 years later, when we'll find out that Mario was really just hallucinating through the entirety of Super Mario Bros. as he sat in a mental institution, but Miyamoto decided to cut that part out of the ending.
If it turned out that Super Mario had a similar ending to Sanitarium that would be pretty frustrating. It worked there, not so much with Mario...