It is this imaginary world, this Mushroom Kingdom, I’ve always said is the game’s content. Super Mario Brothers diverse environments suggest a large and vast world in the mind’s eye. Kondo is correct that the music in Super Mario Brothers adds to the sensation of being in different environments (such as underwater music making you feel as if you are underwater). If there is anything in the background, it might be a ‘pulse’ like the heartbeat in Space Invaders. In the original Mario Brothers, there is no background music. Aside from the whirr whirr of the siren in the background, there is nothing remotely sounding like background music. Pac-Man, for example, has jingles and relies on sound effects. Most games revolved around jingles and relied entirely on the sound effects. Until that time, game music was considered a fad. What I found extremely surprising in the Iwata Asks interview about Mario music was that it was not mentioned how Super Mario Brothers popularized video game music. Until that time, most games with new levels were just the game getting faster and harder. When Super Mario Brothers came out, indeed the variety of overworld, underworld, underwater, in-the-clouds, and in-the-castle was a major factor of the game’s appeal. So you have to laugh when you hear Mario developers wax poetic about work done on Mario games furthering the decline (Mario 64, Mario Sunshine) and disgust at Mario games that still sell extremely strongly decades after they were released (such as Super Mario Brothers 3). It has been made clear that Nintendo has been making the wrong type of Mario game for over a decade which, no doubt, helped steer the decline of the N64 and Gamecube. Consumer reaction, not developer inspiration, is the prime mover of gaming. The underlying issue of ‘game godliness’ is still present.ĭo customers have any say in the matter? After all, it is the customers’ tastes and habits that ultimately define the direction of gaming. The Iwata Asks has shifted it away from an individual to an ensemble, from ‘Game God’ to ‘Game High Council’. It is better than the preceding era where one person (such as Miyamoto) would play the role of ‘Game God’ and speak on the game in a commanding tone not unlike how a pharaoh would speak of the heavens. The thing I greatly dislike about the Iwata Asks interviews is that the conversation is only one way.
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