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ContentsContents
Toolbox Rated
CityCraft
Using cyclical changes to
bring game worlds to life
Primary objective
A guide to making great
single-player campaigns
Towerful of Mice
Breaking down The Witcher
3’s finest side quest
Source Code
Make a Zaxxon-style
isometric scrolling map
Savage Planet
Typhoon Studios make an
impressive first Journey
Xeno Crisis
A good reason to dust off your
Sega Mega Drive
Kentucky Route Zero
Cardboard Computer craft a
powerful final act
Backwards Compatible
The Evercade handheld, and other
retro discoveries
WELCOME
While clicking around on the
internet last weekend, I learned
that Super Mario Bros. 3 first
launched in America almost
exactly 30 years ago this month
- 12 February 1990, to be
precise. From here, I descended
into a rabbit warren of features
and interviews about Nintendo’s
effervescent sequel. I didn’t
know, for example, that
development on Super Mario
Bros. 3 went on for more than
two years, or that, during its
early stages, designers Takashi
Tezuka and Shigeru Miyamoto
tried to shift its perspective
from the side-scrolling 2D of the
earlier games to an isometric
viewpoint. “At first, we were
making it with a bird’s-eye view
rather than a side view,” Tezuka
said in an interview published
on Nintendo’s website.
“I wanted to change everything,
including [the game’s] general
appearance,” he added.
Tezuka and Miyamoto quickly
learned, however, that the
pseudo-3D perspective made
precise jumps – and knowing
where Mario would land –
distractingly difficult: “With a
diagonal view from slightly
overhead,” Miyamoto said,
“you lost your sense of distance
to the ground.”
The team soon reverted back
to the side-scrolling format of
the previous titles, though small
artefacts of that earlier build
still exist in the finished game,
including the chequerboard
floor you can see at the
beginning. Years later, Super
Mario 64 successfully brought
the series into full 3D; certain
areas of Super Mario 3D Land,
meanwhile, experiment with a
fixed 3D perspective, complete
with chequerboard floors and
walls. It’s proof that just about
all of Nintendo’s game ideas
find a home eventually.
Ryan Lambie
Editor
18
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