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#MouriQuote
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PEOPLE:
- Hiromasa Shikata. A Link Between Worlds Game Director.
- Shiro Mouri. A Link Between Worlds Assistant Game Director.
- Shigeru Miyamoto, age 61. A Link Between Worlds General Producer, General Manager of Nintendo EAD.

QUOTE: 
Shikata: No, A Link to the Past wasn't on our minds at all [for early A Link Between Worlds pitches]. We didn't even have the idea of Link entering walls. We were thinking about a Zelda game with the theme of communication. …

Mouri: As soon as we started the presentation, I could clearly see Miyamoto-san's facial expression rapidly darkening. I thought, “This is bad...”

And then at the end he said, “This sounds like an idea that's 20 years old.” That was the killing blow. We were down on the floor.

PEOPLE: - Hiromasa Shikata. A Link Between Worlds Game Director. - Shiro Mouri. A Link Between Worlds Assistant Game Director. - Shigeru Miyamoto, age 61. A Link Between Worlds General Producer, General Manager of Nintendo EAD. QUOTE: Shikata: No, A Link to the Past wasn't on our minds at all [for early A Link Between Worlds pitches]. We didn't even have the idea of Link entering walls. We were thinking about a Zelda game with the theme of communication. … Mouri: As soon as we started the presentation, I could clearly see Miyamoto-san's facial expression rapidly darkening. I thought, “This is bad...” And then at the end he said, “This sounds like an idea that's 20 years old.” That was the killing blow. We were down on the floor.

Shikata & Mouri on a failed Zelda pitch, 2013.

Source: Iwata Asks

#Zelda
#ALinkBetweenWorldsQuote
#ShikataQuote, #MouriQuote, #MiyamotoQuote

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PEOPLE:
- Shiro Mouri. Sub-Director of A Link Between Worlds, Director of Super Mario Bros. Wonder.

QUOTE: 
"Mouri: Elephant Mario [in Super Mario Bros. Wonder] was another idea that came out of the idea-sharing session, but before we arrived at this idea, we first discussed what kind of gameplay we wanted and what we needed to do to achieve it. 

First, we wanted to make the body bigger. Having a bigger body makes stepping on enemies, hitting blocks, and collecting coins easier, adding ease of play. Also, we wanted the characters to be able to hit blocks from the side and to spray water. We thought these two features would provide more variety to the gameplay. What checks all three of those boxes? An elephant, of course! [Laughs]"

PEOPLE: - Shiro Mouri. Sub-Director of A Link Between Worlds, Director of Super Mario Bros. Wonder. QUOTE: "Mouri: Elephant Mario [in Super Mario Bros. Wonder] was another idea that came out of the idea-sharing session, but before we arrived at this idea, we first discussed what kind of gameplay we wanted and what we needed to do to achieve it. First, we wanted to make the body bigger. Having a bigger body makes stepping on enemies, hitting blocks, and collecting coins easier, adding ease of play. Also, we wanted the characters to be able to hit blocks from the side and to spray water. We thought these two features would provide more variety to the gameplay. What checks all three of those boxes? An elephant, of course! [Laughs]"

Mouri on the genesis of Elephant Mario, 2023.

Source: Ask the Developer

#SuperMarioBrosWonderQuote
#MouriQuote

www.notion.so/321b536b1fee...

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PEOPLE:
- Shiro Mouri. Sub-Director of A Link Between Worlds. Director of Super Mario Bros. Wonder..

QUOTE: 
"Mouri: From the initial concept [of Super Mario Bros. Wonder], we wanted to develop a Mario game that's also fun to play online. However, while playing online with people from around the world can be fun, we believe there are also some challenges. 

For example, in competitive games, more-skilled players can have multiple wins and feel satisfied, while newcomers give up early because they keep losing. In co-op games, those who aren't skilled at games can drag the team down. Also, there's a very small percentage of players who behave inappropriately and cause trouble. 

I’ve always wanted to create fun online gameplay, free from those sorts of worries."

PEOPLE: - Shiro Mouri. Sub-Director of A Link Between Worlds. Director of Super Mario Bros. Wonder.. QUOTE: "Mouri: From the initial concept [of Super Mario Bros. Wonder], we wanted to develop a Mario game that's also fun to play online. However, while playing online with people from around the world can be fun, we believe there are also some challenges. For example, in competitive games, more-skilled players can have multiple wins and feel satisfied, while newcomers give up early because they keep losing. In co-op games, those who aren't skilled at games can drag the team down. Also, there's a very small percentage of players who behave inappropriately and cause trouble. I’ve always wanted to create fun online gameplay, free from those sorts of worries."

Mouri on common challenges with online multiplayer, 2023.

Via Ask the Developer.

#SuperMarioBrosWonderQuote
#MouriQuote

www.notion.so/321b536b1fee...

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PEOPLE:
- Koichi Hayashida. Game Designer on Super Mario Bros. Wonder
- Shiro Mouri. Sub-Director of A Link Between Worlds, Director of Super Mario Bros. Wonder
- Takashi Tezuka. Co-Creator of the Zelda series, Producer of Super Mario Bros. Wonder

QUOTE: 
"Q: Did you have a clear direction of what you wanted to achieve?

Hayashida: Tezuka-san gave us the task of creating a Mario game full of hidden surprises and wonders.

Mouri: When I think back to the first time I played the original Super Mario Bros. game, I remember feeling that it was full of hidden surprises and wonders. Coins would come out when you hit the blocks, and your body would grow bigger with Super Mushrooms. Back then, everything was new and packed with unexpected delights. However, now … those things have somehow become ordinary. 

Hayashida: … What used to be wondrous back then is no longer wondrous today, neither for players nor for us developers."

PEOPLE: - Koichi Hayashida. Game Designer on Super Mario Bros. Wonder - Shiro Mouri. Sub-Director of A Link Between Worlds, Director of Super Mario Bros. Wonder - Takashi Tezuka. Co-Creator of the Zelda series, Producer of Super Mario Bros. Wonder QUOTE: "Q: Did you have a clear direction of what you wanted to achieve? Hayashida: Tezuka-san gave us the task of creating a Mario game full of hidden surprises and wonders. Mouri: When I think back to the first time I played the original Super Mario Bros. game, I remember feeling that it was full of hidden surprises and wonders. Coins would come out when you hit the blocks, and your body would grow bigger with Super Mushrooms. Back then, everything was new and packed with unexpected delights. However, now … those things have somehow become ordinary. Hayashida: … What used to be wondrous back then is no longer wondrous today, neither for players nor for us developers."

Hayashida & Mouri on the direction they received from Tezuka for Mario Wonder.

Via Ask the Developer, 2023.

#Mario
#SuperMarioBrosWonderQuote
#HayashidaQuote, #MouriQuote, #TezukaQuote

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