Content deleted Content added
→Development: Provided original release and details on why it was delayed Tags: Reverted Mobile edit Mobile web edit Advanced mobile edit |
→Development: url error fixed Tags: Reverted Mobile edit Mobile web edit Advanced mobile edit |
||
Line 66:
The team based the level design around a small Mario, intending to later make his size bigger in the final version, but they decided it would be fun to let Mario change his size via a [[power-up]]. The early level design was focused on teaching players that mushrooms were distinct from Goombas and would be beneficial to them, so in [[World 1-1]], the first mushroom is difficult to avoid if it is released.<ref>{{cite web |title=Letting Everyone Know It Was A Good Mushroom |url=http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3 |work=Iwata Asks: New Super Mario Bros Wii |publisher=Nintendo |access-date=December 5, 2012 |url-status=live |archive-url=https://web.archive.org/web/20160927194716/http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3 |archive-date=September 27, 2016 }}</ref> The use of mushrooms to change size was influenced by [[Japanese folktales]] in which people wander into forests and eat magical mushrooms; this also resulted in the game world being named the "Mushroom Kingdom". The team had Mario begin levels as small Mario to make obtaining a mushroom more gratifying.<ref name="NES Classic"/> Miyamoto explained: "When we made the prototype of the big Mario, we did not feel he was big enough. So, we came up with the idea of showing the smaller Mario first, who could be made bigger later in the game; then players could see and feel that he was bigger."<ref name="Miyamoto Speaks!">{{cite book |last1=DeMaria |first1=Rusel |last2=Wilson |first2=Johnny L. |title=High Score!: The Illustrated History of Electronic Games |year=2004 |publisher=McGraw-Hill/Osborne |location=Emeryville, California |isbn=0-07-223172-6 |pages=238–240}}</ref> Miyamoto denied rumors that developers implemented a small Mario after a bug caused only his upper half to appear.<ref name="NES Classic"/> Miyamoto said the shell-kicking 1-up trick was carefully tested, but "people turned out to be a lot better at pulling the trick off for ages on end than we thought".<ref name="Miyamoto Reveals All">{{cite web |last=Gifford |first=Kevin |title=Super Mario Bros.' 25th: Miyamoto Reveals All |url=http://www.ugo.com/games/super-mario-bros-25th-miyamoto-reveals-all.html |website=[[1UP.com]] |access-date=October 24, 2010 |url-status=live |archive-url=https://web.archive.org/web/20150105015455/http://www.ugo.com/games/super-mario-bros-25th-miyamoto-reveals-all.html |archive-date=January 5, 2015 }}</ref> Other features, such as blocks containing multiple coins, were inspired by programming glitches.<ref name="Miyamoto Speaks!"/>
''Super Mario Bros.'' was developed for a cartridge with 256 kilobits (32KiB) of program code and data and 64 kilobits (8KiB) of sprite and background graphics.<ref name=Culmination>{{cite web |url=http://www.nintendo.co.uk/Iwata-Asks/Super-Mario-Bros-25th-Anniversary/Vol-5-Original-Super-Mario-Developers/3-The-Grand-Culmination/3-The-Grand-Culmination-212856.html |title=Iwata Asks- Super Mario Bros. 25th Anniversary (3. The Grand Culmination) |publisher=[[Nintendo of America]] |access-date=March 15, 2018}}</ref> Due to this storage limitation, the designers happily considered their aggressive search for space-saving opportunities to be akin to their own fun television game show competition.<ref name=Culmination/> Around July 1985, they missed their initial release for summer break, so development time was extended by 3-4 weeks to adjust last-minute bugs.<ref name="SMB25">{{cite web|last1=Miyamoto |first1=Shigeru |author1-link=Shigeru Miyamoto |title=Super Mario Bros. 25th Anniversary - Interview with Shigeru Miyamoto #1 |url=https://youtube
===World 1-1===
|