Game

Super Mario World 2: Yoshi’s Island – how Nintendo made the ‘perfect’ sequel to the best platformer ever

There’s a huge load of anticipation that comes with following a game like Super Mario World. Nintendo’s legendary platformer was released for the SNES in 1990 and has already been voted the best game of all time by readers of Retro Gamer magazine. Many would argue that it’s as close to a perfect game as it gets, as it’s beautifully built on the already polished formula of the Mario platform while adding the benefits of 16-bit technology. It would be very difficult to detail the formula, especially since the delays of the Ultra 64 project have left Nintendo still dependent on the 16-bit SNES. Was it worth trying to create a traditional Mario sequel when player expectations were guaranteed to skyrocket?

Check out more retro features in Retro Gamer Magazine

It makes sense – but the Mushroom Kingdom is home to a lot of interesting characters, many of whom have also appeared in spin-offs. What made Yoshi the favorite character over characters like Wario, Luigi, or Peach? It goes all the way back to Super Mario World character creation, as we found out. “The idea for Yoshi came about because Mr. Miyamoto wanted Mario to ride a horse. We thought it would be better to have a new character instead of a horse, so Mr. Hino and I started to create one,” says Tezuka. were very interested in creating some sort of by-product with it, and that’s where it all started.”

This wasn’t Yoshi’s first starring role in a play, of course. Mario’s trusty horse has made headlines in three games before, the puzzle games Mario & Yoshi and Yoshi’s Cookie and the Super Scope blaster Yoshi’s Safari. But none of them were platformers, and Yoshi’s only appearance in a platformer
So while Yoshi as a sub-character had certain built-in abilities such as grabbing enemies with his tongue and eating them, the team had a lot of freedom to decide on new abilities and a new playstyle that would provide a a clean break from traditional Mario games. .

That said, it wasn’t easy for the team to come up with these new and interesting ideas – things like that were quickly tackled when they came up, according to Hino. “I remember one morning Mr. Tezuka came and gave us an idea,” he says. “The development team opened up to the seeds of an idea, and we ran with it; We’ve discussed it many times and made it into something we can implement in the game.” Abilities Yoshi acquires on Yoshi’s Island include “bump jump” – a long jump in which the dinosaur struggles against gravity in a cartoonish way – and the “ground” jump attack, which can be used to drive the pegs into the ground. Mario would later adopt. Yoshi also won
Various vehicle conversions possible, including helicopters, cars and submarines, but these can only be used in certain locations.

Teaching Yoshi to suck eggs

Super Mario World (1990) on SNES is considered one of the best games of all time.

Takashi Tezuka, Nintendo

While the spawning mechanic is easy to implement in modern games thanks to the prevalence of two analog sticks, it took some ingenuity to pull it off in Yoshi’s Island. The development team managed to come up with an elegant solution that handles the entire process with the press of two buttons. Pressing the A button revealed the aiming reticle that moved in an arc in front of Yoshi while allowing him to run and jump freely.

Pressing the A button again causes Yoshi to launch an egg in the direction he is currently aiming. It was the hardest skill for Yoshi to master as a player, but it gave the game a unique feel among platformers. One of the other things New Star allowed the Nintendo EAD team to do was make an adjustment to the game’s difficulty. more relaxed, rather than making it a platform game that requires players to master difficult techniques,” says Tezuka. “For example, there’s no time limit on stages, and unlike Mario, Yoshi’s jumps are a bit easier to control. By adding these minor tweaks, we came up with the idea of ​​having an element of exploration in the gameplay and the game gradually took shape.”

Why did Super Mario World 2 choose linearity over exploration?

Yoshi is now well established as the main character, but introducing him into Super Mario World 2 was a bold move.

Shigefumi Hino, Nintendo

“I don’t think we started with the intention of reversing roles,” Hino says. “When we decided to make Yoshi the leader, we thought he could ride something on his back and decided that Yoshi’s job was to wear things throughout the game. We wanted to add something more to the traditional side-scrolling gameplay where players simply move right to reach an objective, so it was a good choice if Yoshi needed to carry something around the map.It makes sense given the original role of Yoshi as a mount for a certain brave plumber, but why did Mario have to be a baby? “We decided that Yoshi would wear Mario because that’s what he always did, but we made Mario a baby because it wouldn’t make sense for the game if Mario could move on his own,” Hino explains. “That setup was also a big help in writing the story of the game.”

This story begins with a stork trying to deliver Baby Mario and Luigi to their parents, but is attacked by Bowser’s henchman, Kamek, a Magikoopa who can foresee the big problems these brothers will create for his boss. As he manages to kidnap Baby Luigi, Baby Mario gets lost in the chaos and
Crashed on Yoshi’s Island. With the instinctive bond the brothers had with Baby Mario, he could sense his brother’s place, and the Yoshis decided to rescue Baby Luigi and reunite them both with their parents. And for those of you unfamiliar with the game, that’s not a plural typo. “One of the ideas that came out when creating the story that I particularly like is that there are many different Yoshis in the game,” says Tezuka. “Normally the main character is a singular character in the game world, so personally the idea of ​​different Yoshis working together and taking turns carrying Baby Mario through the game was really interesting.”

This storybook layout blends well with the game’s aesthetic – it features a hand-drawn coloring book style with a pastel background. Although not the plan from the start, the idea of ​​being visually unique was one of the team’s goals. “We spent a lot of time making the game look new and different. We tried many ideas, and the most interesting one is the one I drew as the final experiment: it’s a cloud with a very rough scribbled look,” says Hino.

“Everyone agreed it was awesome, and we decided to give the game a hand-drawn look. There were great graphics at the time, and we wanted to make our title different from those I also watched many other kids’ TV shows for inspiration.”

Where does the “hand-drawn” look come from?

Yoshi's Woolly World saw the iconic dinosaur recreated on yarn, and that handcrafted aesthetic made its debut in Super Mario World 2.

What was so interesting about using the Super FX 2 chip?

Starfox used the Super FX chip in the game cartridge, allowing the SNES to run rudimentary 3D visuals.

The Super Mario series is now synonymous with innovation, just like Super Mario Galaxy.

Save up to 57% on a Retro Gamer Magazine Subscription Package and get the best retro gaming features and interviews delivered to your door every month.


See more

Super Mario World 2: Yoshi’s Island – how Nintendo made the ‘perfect’ sequel to the best platformer ever

There’s an enormous burden of expectation that comes with following up a game like Super Mario World. Nintendo’s legendary platform game launched on SNES in 1990 and was once voted as the greatest game of all time by Retro Gamer magazine readers. Many would argue that it was as close as you could get to a perfect game, as it built admirably on the already refined Mario platform formula while adding the benefits of 16-bit technology. It would be very hard to elaborate on the formula, especially given that delays to the Ultra 64 project meant that Nintendo was still tied to the 16-bit SNES. With player expectations guaranteed to be through the roof, was there even any sense in trying to create a traditional Mario sequel?
Read more great retro features in Retro Gamer magazine

That makes sense – but the Mushroom Kingdom is home to many interesting characters, many of whom have also starred in spin-offs. What made Yoshi the character of choice over the likes of Wario, Luigi or Peach? This goes back to the creation of the character for Super Mario World, as we discover. “The idea for Yoshi came about because Mr Miyamoto wanted to have Mario ride a horse. We thought it would be better to have a new character rather than a horse, so Mr Hino and I went about creating one,” Tezuka tells us. “Yoshi turned into quite the cute character, and we were very interested in creating some kind of spin-off with him; that’s where it all began.”

This wasn’t Yoshi’s first starring role in a game, of course. Mario’s trusty steed had previously appeared headlined three games, the puzzle games Mario & Yoshi and Yoshi’s Cookie and the Super Scope blaster Yoshi’s Safari. But none of these were platform games, and Yoshi’s only appearance in a platform game so far had been
as a sub-character. So while Yoshi had certain established abilities such as his ability to grab enemies with his tongue and eat them, the team had a great deal of freedom to decide on new abilities and a new style of play that would provide a clear break from traditional Mario games.
That said, it wasn’t easy for the team to come up with these new and interesting ideas – according to Hino, such things were quickly seized upon when they did arrive. “I remember Mr Tezuka coming in suddenly one morning and dropping an idea on us,” he says. “The development team were hungry for the seeds of an idea and so we ran with it; we discussed them over and over and polished them into something we could implement in game.” Abilities that Yoshi gained in Yoshi’s Island include the ‘flutter jump’ – an extended jump where the dinosaur struggles against gravity in a cartoonish fashion – as well as the ‘ground pound’ jumping attack that could be used to smash stakes into the floor, something Mario would later adopt. Yoshi also gained
a variety of possible vehicle transformations including helicopters, cars and submarines, but these could only be used in certain places.
Teaching Yoshi to suck eggs

Takashi Tezuka, Nintendo

While the egg-throwing mechanic would be easy to implement in modern games thanks to the prevalence of dual analogue sticks, achieving it in Yoshi’s Island required some ingenuity. The development team managed to hit upon an elegant solution that managed to squeeze the whole process into two button presses. By hitting the A button, the player would reveal an aiming reticule that moved back and forth along an arc in front of Yoshi – while still allowing him to run and jump freely.
Hitting the A button again would cause Yoshi to throw an egg in the direction he was currently aiming for. It was the trickiest of Yoshi’s skills to get to grips with as a player, but it gave the game a unique feeling amongst platform games. One of the other things the new star allowed the Nintendo EAD team to do was make an adjustment to the difficulty of the game. “Unlike the Mario series, we tried to give the gameplay a more gentle and relaxed pacing, as opposed to turning it into a platformer that requires players to master tricky techniques,” explains Tezuka. “So, for example, there’s no time limit on the stages, and it’s a little easier to control Yoshi’s jumps as he flutter jumps unlike Mario. As we were adding in these little adjustments, we came up with the idea of having some exploration elements as part of the gameplay and slowly the game took shape.”
Why did Super Mario World 2 choose linearity over exploration?

Shigefumi Hino, Nintendo

“I don’t think we started out with the intention of having the roles reversed,” reveals Hino. “Once we decided to make Yoshi the lead, we thought he could have something ride on his back and so decided Yoshi’s mission would be to carry something through the game. We wanted to add something extra to the traditional side- scrolling gameplay of having players just proceed to the right to reach a goal, and so having Yoshi need to carry something across the map was a good fit.” That makes sense given Yoshi’s original role as a mount for a certain plucky plumber, but why did Mario need to be a baby? “We decided to have Yoshi carry Mario because that’s what he’s always done, but we made Mario into a baby as it wouldn’t make sense for the game if Mario could walk around by himself,” Hino explains. “This setup was also a big help for writing the story for the game.”
That story started with a stork attempting to deliver Baby Mario and Luigi to their parents, only to be attacked by Bowser’s henchman Kamek, a Magikoopa who could foresee the great problems that these brothers would cause for his boss. While he succeeded in kidnapping the Baby  Luigi, Baby Mario was lost in the confusion and
fell to Yoshi’s Island. With the instinctive bond that brothers have Baby Mario could sense his brother’s location, and the Yoshis decided to take him to rescue Baby Luigi and reunite them both with their parents. And for those of you who are unfamiliar with the game, that plural is no typo. “One of the ideas that came out while we were creating the story, and which I’m particularly taken with, is that there are many different Yoshis in the game,” says Tezuka. “Normally the lead character is a singular character in the game world, so personally I though the idea of having different Yoshis working together and taking turns to carry Baby Mario through the game was really interesting.”
This storybook presentation plays well with the game’s aesthetic  – it sports a hand-drawn , colouring book style with crayon backgrounds. While this wasn’t the plan from the start, the idea of being visually unique was one of the team’s aims. “We spent a lot of time trying to come up with a new and different look for the game. We tried out many ideas and the most interesting was one I drew as a last-ditch attempt: a cloud that had this very rough scribbled look to it,” explains Hino. 
“Everyone agreed it was perfect and so we decided to go ahead with giving the game a hand-drawn look. At the time, there were a lot of other beautiful graphics out there, and we wanted to differentiate our title from these. I also watched a lot of other children’s TV shows as well for inspiration”.
Where did the ‘hand drawn’ look originate from?

What was so interesting about the use of the Super FX 2 chip?

Save up to 57% on a Retro Gamer magazine subscription bundle and have the best retro gaming features and interviews delivered to your door each month.

#Super #Mario #World #Yoshis #Island #Nintendo #perfect #sequel #platformer

Super Mario World 2: Yoshi’s Island – how Nintendo made the ‘perfect’ sequel to the best platformer ever

There’s an enormous burden of expectation that comes with following up a game like Super Mario World. Nintendo’s legendary platform game launched on SNES in 1990 and was once voted as the greatest game of all time by Retro Gamer magazine readers. Many would argue that it was as close as you could get to a perfect game, as it built admirably on the already refined Mario platform formula while adding the benefits of 16-bit technology. It would be very hard to elaborate on the formula, especially given that delays to the Ultra 64 project meant that Nintendo was still tied to the 16-bit SNES. With player expectations guaranteed to be through the roof, was there even any sense in trying to create a traditional Mario sequel?
Read more great retro features in Retro Gamer magazine

That makes sense – but the Mushroom Kingdom is home to many interesting characters, many of whom have also starred in spin-offs. What made Yoshi the character of choice over the likes of Wario, Luigi or Peach? This goes back to the creation of the character for Super Mario World, as we discover. “The idea for Yoshi came about because Mr Miyamoto wanted to have Mario ride a horse. We thought it would be better to have a new character rather than a horse, so Mr Hino and I went about creating one,” Tezuka tells us. “Yoshi turned into quite the cute character, and we were very interested in creating some kind of spin-off with him; that’s where it all began.”

This wasn’t Yoshi’s first starring role in a game, of course. Mario’s trusty steed had previously appeared headlined three games, the puzzle games Mario & Yoshi and Yoshi’s Cookie and the Super Scope blaster Yoshi’s Safari. But none of these were platform games, and Yoshi’s only appearance in a platform game so far had been
as a sub-character. So while Yoshi had certain established abilities such as his ability to grab enemies with his tongue and eat them, the team had a great deal of freedom to decide on new abilities and a new style of play that would provide a clear break from traditional Mario games.
That said, it wasn’t easy for the team to come up with these new and interesting ideas – according to Hino, such things were quickly seized upon when they did arrive. “I remember Mr Tezuka coming in suddenly one morning and dropping an idea on us,” he says. “The development team were hungry for the seeds of an idea and so we ran with it; we discussed them over and over and polished them into something we could implement in game.” Abilities that Yoshi gained in Yoshi’s Island include the ‘flutter jump’ – an extended jump where the dinosaur struggles against gravity in a cartoonish fashion – as well as the ‘ground pound’ jumping attack that could be used to smash stakes into the floor, something Mario would later adopt. Yoshi also gained
a variety of possible vehicle transformations including helicopters, cars and submarines, but these could only be used in certain places.
Teaching Yoshi to suck eggs

Takashi Tezuka, Nintendo

While the egg-throwing mechanic would be easy to implement in modern games thanks to the prevalence of dual analogue sticks, achieving it in Yoshi’s Island required some ingenuity. The development team managed to hit upon an elegant solution that managed to squeeze the whole process into two button presses. By hitting the A button, the player would reveal an aiming reticule that moved back and forth along an arc in front of Yoshi – while still allowing him to run and jump freely.
Hitting the A button again would cause Yoshi to throw an egg in the direction he was currently aiming for. It was the trickiest of Yoshi’s skills to get to grips with as a player, but it gave the game a unique feeling amongst platform games. One of the other things the new star allowed the Nintendo EAD team to do was make an adjustment to the difficulty of the game. “Unlike the Mario series, we tried to give the gameplay a more gentle and relaxed pacing, as opposed to turning it into a platformer that requires players to master tricky techniques,” explains Tezuka. “So, for example, there’s no time limit on the stages, and it’s a little easier to control Yoshi’s jumps as he flutter jumps unlike Mario. As we were adding in these little adjustments, we came up with the idea of having some exploration elements as part of the gameplay and slowly the game took shape.”
Why did Super Mario World 2 choose linearity over exploration?

Shigefumi Hino, Nintendo

“I don’t think we started out with the intention of having the roles reversed,” reveals Hino. “Once we decided to make Yoshi the lead, we thought he could have something ride on his back and so decided Yoshi’s mission would be to carry something through the game. We wanted to add something extra to the traditional side- scrolling gameplay of having players just proceed to the right to reach a goal, and so having Yoshi need to carry something across the map was a good fit.” That makes sense given Yoshi’s original role as a mount for a certain plucky plumber, but why did Mario need to be a baby? “We decided to have Yoshi carry Mario because that’s what he’s always done, but we made Mario into a baby as it wouldn’t make sense for the game if Mario could walk around by himself,” Hino explains. “This setup was also a big help for writing the story for the game.”
That story started with a stork attempting to deliver Baby Mario and Luigi to their parents, only to be attacked by Bowser’s henchman Kamek, a Magikoopa who could foresee the great problems that these brothers would cause for his boss. While he succeeded in kidnapping the Baby  Luigi, Baby Mario was lost in the confusion and
fell to Yoshi’s Island. With the instinctive bond that brothers have Baby Mario could sense his brother’s location, and the Yoshis decided to take him to rescue Baby Luigi and reunite them both with their parents. And for those of you who are unfamiliar with the game, that plural is no typo. “One of the ideas that came out while we were creating the story, and which I’m particularly taken with, is that there are many different Yoshis in the game,” says Tezuka. “Normally the lead character is a singular character in the game world, so personally I though the idea of having different Yoshis working together and taking turns to carry Baby Mario through the game was really interesting.”
This storybook presentation plays well with the game’s aesthetic  – it sports a hand-drawn , colouring book style with crayon backgrounds. While this wasn’t the plan from the start, the idea of being visually unique was one of the team’s aims. “We spent a lot of time trying to come up with a new and different look for the game. We tried out many ideas and the most interesting was one I drew as a last-ditch attempt: a cloud that had this very rough scribbled look to it,” explains Hino. 
“Everyone agreed it was perfect and so we decided to go ahead with giving the game a hand-drawn look. At the time, there were a lot of other beautiful graphics out there, and we wanted to differentiate our title from these. I also watched a lot of other children’s TV shows as well for inspiration”.
Where did the ‘hand drawn’ look originate from?

What was so interesting about the use of the Super FX 2 chip?

Save up to 57% on a Retro Gamer magazine subscription bundle and have the best retro gaming features and interviews delivered to your door each month.

#Super #Mario #World #Yoshis #Island #Nintendo #perfect #sequel #platformer


Synthetic: Ôn Thi HSG

Trả lời

Email của bạn sẽ không được hiển thị công khai. Các trường bắt buộc được đánh dấu *

Back to top button