'Super Mario Bros. Wonder' is Nintendo on Acid

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'Super Mario Bros. Wonder' is Nintendo on Acid
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The creators behind Mario’s return to 2D break down the game’s trippy visuals and design

Another part of their ethos from the beginning of development was “freedom of choice.” And while this applies to the players, it began as an internal mentality. As explained by Tezuka, many of the new ideas and tones on display inare the result new generation of Mario developers having more freedom to deviate from the norm.

On the introduction of Daisy as a playable character in the mainline series, producer Shiro Mouri says, “I have two daughters and whenever it comes time to select characters, there was always a fight between who gets to control Peach. Theygot into a fight. And so with the introduction of Daisy, I’m hoping that this will allow for a more peaceful household.”, each character plays the same without unique traits. That’s left to the player with the introduction of the badge system.

Mouri explains that collision was initially part of the game but that changed during development, stating “When we took the leap of faith and removed collision, we realized that it removes a lot of the stress. For example, when you have a narrow platform that you to jump to, when somebody is there they just get in the way.”

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