Editing Super Mario Galaxy
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===2005–2007: Super Mario Revolution=== | ===2005–2007: Super Mario Revolution=== | ||
[[File:SMG Concept Artwork Proposal.jpg|thumb|left|Yoshiaki Koizumi's proposal documents for "Super Mario Revolution" | [[File:SMG Concept Artwork Proposal.jpg|thumb|left|Yoshiaki Koizumi's proposal documents for "Super Mario Revolution" circa early 2005, depicting images such as a [[Starship Mario]]-like planet and [[Yoshi]]]] | ||
In 2005, Koizumi prepared an outline for "'''Super Mario Revolution'''" for the GameCube's successor, the [[Wii]]. Adapted from the ''Super Mario 128'' demo and building on what EAD Tokyo had accomplished with ''Jungle Beat'', the core concept of "Super Mario Revolution" was for it to be a 3D action platformer with Mario running around spherical worlds. These worlds would have their own centers of [[gravity]] that prevent Mario from falling off the edge.<ref name=jasper/><ref name=montreal/> There would be few walls or ceilings on the worlds to obstruct Mario's path. If he kept moving forward in one direction, he would return to his starting position. This would mitigate the chances of the player becoming lost. After the project was greenlit by Nintendo's executives, Koizumi spent three months creating a small prototype with several other EAD Tokyo employees to present to Miyamoto for his feedback. The prototype was set in space because it was believed that most players would interpret the spherical worlds as small planets. This set a precedent where Miyamoto would be the first one to {{wp|playtest}} all of the game's builds. A system was eventually set up that allowed the staff to send him a build from the Tokyo studio to his office in Kyoto as soon as it was finished. In the last few months of development, Miyamoto made frequent in-person visits to EAD Tokyo.<ref name=iwata/> | In 2005, Koizumi prepared an outline for "'''Super Mario Revolution'''" for the GameCube's successor, the [[Wii]]. Adapted from the ''Super Mario 128'' demo and building on what EAD Tokyo had accomplished with ''Jungle Beat'', the core concept of "Super Mario Revolution" was for it to be a 3D action platformer with Mario running around spherical worlds. These worlds would have their own centers of [[gravity]] that prevent Mario from falling off the edge.<ref name=jasper/><ref name=montreal/> There would be few walls or ceilings on the worlds to obstruct Mario's path. If he kept moving forward in one direction, he would return to his starting position. This would mitigate the chances of the player becoming lost. After the project was greenlit by Nintendo's executives, Koizumi spent three months creating a small prototype with several other EAD Tokyo employees to present to Miyamoto for his feedback. The prototype was set in space because it was believed that most players would interpret the spherical worlds as small planets. This set a precedent where Miyamoto would be the first one to {{wp|playtest}} all of the game's builds. A system was eventually set up that allowed the staff to send him a build from the Tokyo studio to his office in Kyoto as soon as it was finished. In the last few months of development, Miyamoto made frequent in-person visits to EAD Tokyo.<ref name=iwata/> | ||