Unveiling the Magic of Super Mario Bros Wonder: A GDC 2024 Exclusive

In a recent GDC presentation, Nintendo reflected on the development journey of Super Mario Bros Wonder, focusing on the challenges of integrating the team's diverse input to create the game's distinctive Wonder effects. Released last October, Super Mario Bros Wonder is the first 2D Mario platformer in 11 years, boasting innovative Wonder effects that dramatically alter levels, affecting screen orientation, Mario's abilities, or even prompting Piranha plants to break into song. The game's producer, Takashi Tezuka, and director, Shiro Mouri, discussed the hurdles of developing a new 2D Mario game after a long hiatus, particularly in creating a world centered around secret abilities and mysteries, which are already hallmarks of the franchise. This led to the conception of the Wonder effects, with Tezuka highlighting the difficulties of managing a large development team. "As technology advances, development teams grow in proportion to the scale of game production," he noted. "Team management, which was not a focus during the NES era, has become a crucial task. Ensuring that many people work towards the same goal with minimal waste is vital. However, it's equally important to represent each team member's individuality and strengths in the production process, and team management should be developed with this purpose in mind." The creation of the Wonder effects was a collaborative effort, with Mouri explaining that the team conducted brainstorming sessions where everyone was encouraged to contribute ideas, regardless of their job title or seniority. "We believe that every team member is a game designer," he said. The team initially gathered around 2,000 ideas, which were then narrowed down based on specific criteria. One key criterion was establishing a connection between the 'pre-Wonder effect' world and the Wonder effect itself. For example, if Mario were to suddenly transform into balloon Mario, it would feel unnatural without prior context, such as the presence of 'balloonesque' enemies. Another criterion was that the Wonder effects could be explained simply and allowed players to perform new actions. The testing phase involved the entire team, with each testing group comprising a game designer, artist, programmer, and sound engineer. This process led to the refinement of the Wonder effects, with over half of the prototypes not making it to the final product. However, the testing sessions had a positive impact on the team, fostering development experience, motivation, and solidarity. Tezuka and Mouri also addressed the evolution of player preferences over the years and the team's efforts to address past limitations, such as limited player choice. In Super Mario Bros Wonder, players can choose between different abilities, unlocking various paths or level completion methods, and enjoy greater freedom to explore maps and select levels. The duo reflected on the initial uncertainty and challenges faced during development but ultimately found that the journey of discovery, as a team, was what made the experience enjoyable. After delving into the Wonder effects and showcasing discarded prototypes, the pair concluded by discussing the future of 2D games. With Super Mario Bros approaching its 40th anniversary, Mouri expressed his belief that 2D games will continue to evolve by addressing the challenges inherent in the genre. Tezuka emphasized the importance of identifying the core of the game before polishing its visuals and audio, ensuring that the gameplay remains engaging. He also highlighted the benefits of 2D games, such as their simple structure, which allows for easier focus on gameplay creation and adjustments throughout development. As the gaming landscape continues to evolve, Tezuka expressed his enthusiasm for the future of 2D games, hoping that new technologies will blend with traditional presentation methods, potentially changing gameplay itself.