Mario Wonder devs “didn’t want to depend on [cleverly reusing our surprises] this time”

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One of the highlights of seeing Super Mario Bros. Wonder is that it is rather unique in comparison to its predecessors. Other than a pair of Super Mario Maker games that Nintendo has released in recent years, 2D Mario releases have been mainly New Super Mario Bros. titles. Super Mario Bros. Wonder, however, has gone a significantly different direction. This topic is something that game director Shiro Mouri and producer Takashi Tezuka discussed when speaking with The Guardian recently.

Mouri said that “I’ve been creating side-scrolling Mario games for many years now, but the goal this time was to create a 2D Mario that was fitting for this day and age – with mysteries and secrets for the time that we live in. The first Super Mario game felt full of surprises: Mario getting taller if you eat a mushroom, or discovering that you could go inside the pipes and be transported underground. As time went on, these ideas became normalized. We got used to them. So the development team took this on as a challenge. Until now I think we’ve been cleverly reusing our surprises, but we didn’t want to depend on that this time.”

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