![]() ![]() Instead, Nintendo used Doki Doki Panic, swapping the game’s characters out for the Mario cast. That title wasn’t released outside Japan. 2 was a totally different game, a set of super-difficult new levels built with the original game’s engine and graphics. The game released in Japan as Super Mario Bros. The Mario sequel was originally released in Japan as Doki Doki Panic, starring a wholly different cast of characters. You may already know the rest of the story. “As long as it’s fun, anything goes,” Tanabe remembers Miyamoto saying. ![]() He suggested that Tanabe add in traditional side-scrolling gameplay and “make something a little bit more Mario-like.” “Miyamoto looked at it and said, ‘Maybe we need to change this up,’” Tanabe recalled. And playing it with just one person wasn’t very fun. While the prototype featured two players jumping, stacking up blocks to climb higher, and throwing each other around, the technical limitations of the primitive NES made it difficult to build a polished game out of this complex action. But Tanabe and Miyamoto weren’t too hot on the concept. The game-design team led by Miyamoto was tasked with coming up with a game that used this trick of programming. “The game was mocked up (so that) when the player climbed about two-thirds of the way up the screen, it would scroll so that the player was pushed further down,” Tanabe said. If it’s not perfect, Nintendo has no qualms about throwing it out. The company doesn’t begin development with characters and worlds: It starts by making sure that game boasts a fun and compelling game mechanic. The rapid-prototype development process on display here informs Nintendo’s design philosophy to this day. Unfortunately, “the vertical-scrolling gimmick wasn’t enough to get us interesting gameplay.” “The idea was that you would have people vertically ascending, and you would have items and blocks that you could pile up to go higher, or you could grab your friend that you were playing with and throw them to try and continue to ascend,” Tanabe said. The prototype, worked up by SRD, a company that programmed many of Nintendo’s early games, was intended to show how a Mario-style game might work if the players climbed up platforms vertically instead of walking horizontally, said Tanabe. 2 director Kensuke Tanabe told in an interview at this year’s Game Developers Conference. The 8-bit classic, which became a massive hit for the Nintendo Entertainment System, grew out of a mock-up of a vertically scrolling, two-player, cooperative-action game, Super Mario Bros. 2’s long, strange trip to the top of the charts in 1988 began with a prototype video game that failed miserably. ![]()
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