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2299 Views Created 4 years ago By Old Boy • Updated 12 months ago

Created By Old Boy • Updated 12 months ago

Sticker Star's Development Color Splash's Development & other information Aoyama At the beginning of development, we were simply incorporating an idea making use of the stereoscopic display function. Then at the 2010 E321, before release of the Nintendo 3DS, we revealed several images. What happenęd to the gameplay and partners Info on the one being interviewed when & how development started 21. E3 (Electronic Entertainment Expo): A video game trade show usually held once a year in Los Angeles. Andre Thanks for sitting down with us to start things off can you give us your name & tell us about your role in Paper Mario Color Splash. Andre How did the idea of Color Splash come about and was it influenced by Paper Mario: Sticker Star? So why did it drag on until now? Tanabe That's right. At first, we were making a lot of individual allies as in a regular RPG, but when we decided to focus on stickers, in order to make a clear change with previous games in the series, it was like we started all over again by throwing out the system-including those characters-that we had made up to that point. Iwata So my name is [Risa] Tabata from Nintendo and I was the Assistant-Producer on this game. So this project actually started right from when we finished up development on Sticker Star and we were-- there was a party basically to celebrate the end of development. Tabata Tabata Aoyama After E3, Miyamoto-san played the prototype and said it was just a port of the GC version.22 22. GC version: Paper Mario: The Thousand-Year Door, released for the Nintendo GameCube (GC) console in July 2004. So this was a party with Intelligent Systems, obviously the developer of the previously developed Sticker Star as well as this new title and it came up that it would be great to do the next game on the Wii U system. It is the second game in the Paper Mario series. Iwata You purposefully threw out the basic RPG structure. I had heard that at first Miyamoto-san said that something like an RPG would be fine, so for a while I thought that something like the previous one would be fine. Tanabe Yes. We decided to make it so that players would face stronger opponents by throwing out the whole concept of experience points and levels in favor of gradually gathering stronger stickers. Tanabe They started thinking about what would be good to make use of the Wii U's features and obviously the Wii U's gamepad has that touch screen and the producer Mr. Tanabe decided that would be a good thing to use. I had actually been thinking for a long time that I wanted to get rid of the RPG experience points. In the Freshly-Picked Tingle's Rosy Rupeeland28 game, which Kudo-san and I worked on together, the player-character didn't develop at all. We adopted a system whereby they solved everything with Iwata That must have meant that you hadn't done much that was new. So I mean as you saw the battle system they thought you know it might be cool to you will be able to touch & sort through the cards and then actually like flick them up on the screen so they decided to use cards as the basis for the battle system. Tanabe Right. So we wondered what to do. Then the idea of using stickers came up. Originally, the plan was to use stickers here and there for solving puzzles on the overall map and so forth, but then we thought, "If we're gonna do that, then we might as well use stickers for the whole thing, including battles," and we decided to begin rethinking the game mechanics. money. This time, we decided to do everything with stickers. We decided on a system whereby O in battle, instead of attack commands, you fight by using the stickers you have gathered in the field or bought in List of Previously Worked on Games Then there was actually a producer at Intelligent Systems, a person named Ikuno who mentioned that recently his kid has been really into painting and he was thinking maybe we could make that into a game somehow and so everyone thought that was really great and you know we ended up now with this game that's based around the cards and based around the color. town. •WarioWare: Touched! – Voice Acting •Super Smash Bros. Brawl – Supervisor (Original Games) •Captain Rainbow - Assistant Producer •Donkey Kong Country Returns- Assistant Producer •Mario Kart 7- Special Thanks •Mario Party 9 – Special Thanks •Game & Wario – Directing Support, Game Design (directed the Ashley and Island minigames in cooperation with Kensuke Tanabe). •Donkey Kong Country: Tropical Freeze - Assistant Producer •Paper Mario: Color Splash - Assistant Producer 28. Freshly-Picked Tingle's Rosy Rupeeland: An RPG released for the Nintendo DS system in September 2006. This game was not released in North America. 6. Iwata That's when the policy of going all out with stickers came to the forefront. Timestamp: 0:20-1:32 The reason for plain Toads and no OCs Train of the thought on Toads The art style & white outline PAPER The game really looks fantastic, can you tell us about the process of bringing this unique art style to a high-definition console? Ash Andre Now something fans have noted about Sticker Star was that it focused primarily on traditional Mushroom Kingdom characters & there was you know a lack of new characters so can we expect to see any new characters in Color Splash or is it also focused on the Mushroom Kingdom? When it comes to characters, in the session of "Iwata Asks" covering Super Mario Galaxy, Miyamoto-san said that he was finally able to put the essence of Mario into words for the first time. Iwata Tabata Actually took a lot of time to get to the point that's how you see now. But I mean as you said you know obviously we were very focused on making it actually look like paper and the method we ended up with base structures constructed out of cardboard and then you put lots of different paper on top of that. Tanabe Yes, he did. Tabata So I mean I think you saw Huey but I can talk a little about other characters. So basically I mean you are going to see a lot of the kind of familiar Mushroom Kingdom characters and so you'll see lots and lots of Toads but as you talk to them you realize "Oh, these are all completely different people". Iwata He says that a Mario-like design follows from function, so when something otherwise comes into the mix, it doesn't feel right. And so I think you might have seen actually this time Mario has a white border around him and it took a long time for us to like decide on that as well, that's actually a very long story. Tanabe You understand the character from its design-like it has spikes, so stepping on it will hurt. PAPER AARIO Even if you see like one Toad in town and then you could meet Toad in another place and you'll know it's the same Toad because of the way they talk & things they talk about. When people vaguely sense something like that and can use logic to explain it, they want to share it. So talking about a Mario-like design might have been a big deal to Miyamoto-san at the time! (laughs) But yeah we were really focused on you know, can we really keep doing things the same way if you really want these characters to really look like they're made out of paper so it's something we're definitely very focused on. THEHOUSANDAR DOOR Iwata Tanabe But being unable to use new characters is pretty strict. Of course, we could not make any new enemy characters, and as for allies among the Super Mario characters, there's really only Toad in various colors! But personally, the more restrictions there were, the more excited I got. They may look the same, but we put in some elements in which their personalities are slightly different, so you can tell the difference and you think, "Hey! Are you that Toad from back then?" Toward the end of development, I could feel that I became one with Toad! (laughs) Kudo PAPER MARIO PAPERMARID Color Splash SHeker Star Tanabe You can't forget them, like when they have a bad personality, even though their faces are the same. Everyone (laughs) Timestamp: 3:04-3:46 Timestamp: 4:17-4:59 In addition to red, there are blue and green Toads. However, we held all but the red one in reserve, so we had to think carefully over when to use them. When we decided to put the ranger27 in the forest, there was a weird vibe, like, "Green Toad...you're up!" (laughs) What happened to the RPG elements Logic on the "Thing" stickers/cards. Kudo Ash Will Color Splash include any traditional RPG elements like the first two Paper Mario games? Ash "Thing" stickers make a return in Color Splash in the form of "Thing" cards. How do you decide what real things to use for "Thing" cards? Some of them are so off the wall. The reason for no Story A change in staff Tabata So you know about the "Mario & Luigi" game series as well, right? Tabata So this is something that Intelligent Systems spends a lot of their time on. Ash Yes. One thing I could say is that we focus on things that could solve puzzles. So since we already have that series of games that you know are more a straight up RPG we kind of feel like it would be a shame if like there's this other series of games & we aren't doing something that was more different and was giving something different to do for the customers. I think you saw you know the fire extinguisher is used on fire so that's definitely one thing we think about and then obviously we also think that would be funny or this would be coo. Tabata Iwata Miyamoto-san really persevered with Paper Mario this time. Exactly what was he particular about? I think that made a strong impression on Miyamoto-san. After the Nintendo 64 version, Aoyama-san was away from the series for a while, but then he got appointed as project director for this game. Tanabe Back Tanabe Aside from wanting us to change the atmosphere a lot, there were two main things that Miyamoto-san said from the start of the project-"It's fine without a story, so do we really need one?" and "As much as possible, complete it with only characters from the Super Mario world. And I think those original Paper Mario games what people liked about them was l'd say the RPG elements but there was also the colorful characters, the puzzle solving, the humor so you know in the newer games we're focusing more on the puzzle solving aspects & the humor. Iwata Ah, I see. And Miyamoto-san said he wanted the visuals to follow Aoyama-san's sensibilities. Tanabe I believe so. In that respect, this project started with a near complete renewal of the staff. Iwata That's a difficult task. In some ways that would be the exact opposite direction from recent games in MAX 320 the series. Nakajima A few programmers continued on in order to make use of previous assets, but in planning and design, about 90% were participating for the first time. Tanabe Yeah. With regard to the story, we did a survey over the Super Paper Mario24 game in Club Nintendo25, and not even 1% said the story was interesting. A lot of people said that the Flip26 move for switching Iwata In some ways, I think that meant a return to Paper Mario's origins, but was there a reason for that between the 3D and 2D dimensions was fun. renewal? 24. Super Paper Mario: An action-adventure game released for the Wii console in April 2007. Tanabe The biggest reason was that Miyamoto-san said he wanted us to make a big change in the atmosphere for Paper Mario this time. I heard that Miyamoto-san was really thinking for a while about how to handle the Super Mario series and pondered over a number of things. 25. Club Nintendo: A free, members-only point service run by Nintendo, begun in Japan in 2003, and 2008 in the US. 18 20 When members purchase applicable software or game systems, register the serial number on the Internet, and 39 V 31 respond to post-game surveys, they earn points and can exchange a corresponding number of points for special, Timestamp: 6:13-6:48 Timestamp: 8:10-8:36 not-for-sale items. A remaster is a possibility The future of the series 26. Flip: A move that Mario can use to switch between 2D and 3D maps with a single button. Possibly why Bowser doesn't speak That project came together because of that idea. Kudo-san, you were in charge of the script, so what did you think about whether a story was really necessary or not? Iwata Ash Ash To finish things off, where do you see Paper Mario going in the future? As Andre touched on earlier, the game looks fantastic. Have you considered the idea of remastering an older Paper Mario game in high definition like The Thousand-Year Door? Tabata I mean I think it would be great to just keep doing things that are funny and interesting.-- Tabata If we made one would you buy it? new. I suppose that's true. (laughs) But it seems like a part of you enjoys putting something edgy out there and seeing how much you can get away with. Iwata Aboslutely. But obviously we have to think of some kind of you know new kind of paper-based theme we haven't thought of. You know I mean we did stickers and now we've done painting. Ash Tabata I think if we hear that a lot you know that's certainly something we'll have to think We'll do our best. about. No, there were times when Miyamoto-san has really gotten angry at me! (laughs) Like about treatment of Bowser. But the Super Mario games have an orthodox lineage that Miyamoto-san thought up as its creator. So while Paper Mario, as part of that, must preserve certain things, I think there is a point to tackling new and unusual things. Tanabe Ash: Well thank you very much for your time. GGAVENRE. Wii. Wiju Tabata Thank you. I originally saw it in a way that's similar to Miyamoto-san. Personally I think all we need is to have an objective to win the boss battle at the end of the game. I didn't think we necessarily needed a lengthy story like in an RPG. Instead, we looked at the characteristics of a portable game that can be played little by little in small pieces and packed in lots of little episodes and ideas. I always did like putting in little ideas, so I actually enjoyed it. PAPAR AARIO PAPER MARID Color Splash Kudo PAPER MARIO *This one is just a possibility since M&L still has Bowser talking in a humorous way. PAPER AARIO THE THOUSAND EAR DOOR SHokerStar Iwata It was just what Kudo-san ed. inner Mario, Kudo Yeah. Source: Timestamp: 8:37-8:55 Timestamp: 8:56-9:17 https://www.youtube.com/watch?v=DdlcNubU6bYA Iwata You can take on the same courses again and play the game thoroughly. Okay, Kudo-san? Kudo Well, as mentioned before, the mechanics present new challenges and the gameworld represents a Miyamoto's views on story in n the Mario series new start. We worked hard so that this game would become the new standard for future Paper Mario games, so please play it to the fullest! this game would become the new standard for future Paper Mario I just feel that the Mario games are something that should be a much more bright and active experience. With the Mario games, you don't need to have such a complicated setting where you have these particular characters with complicated backstories that can weigh down the bright and fun feel of the game. Miyamoto Koizumi The situation is totally different now. There are so many people with so many different job titles. But back then, the people who wrote the manuals often became the people who came up with most of the backstory for the entire game. The first real game work that I did was on Link's Awakening. But at the same time, I came in to write the manual, as I did on the previous game. But they had nothing in place. So I ended up making an entire story to go along with the game. The dream, the island, that was all mine. Mr. Koizumi is the type of person who, whenever we're working on a new Mario game, he always wants to bring more story elements into it, as he did with Super Mario Galaxy. But in talking with him this time, he agrees and feels that with Galaxy 2, there won't be a need for as deep of a story. And so that was my first experience doing the kind of work that we would now call "event design." But there were not too many people at the time with expertise in that area, so I really had free reign to do what I wanted, so long as I didn't make Miyamoto Iwata Okay. Tanabe-san, you're last. "Well, I put a stop to that at the beginning, this time," Miyamoto said, and for emphasis punched the air with his fist. angry. Tanabe Everyone else already said a whole lot! (laughs) After release, you will either find it to be fun or you Source: http://www.wired.com/2007/12/interview-super/ won't. After you buy and play it, I'd like to know people's impressions about this game. If you say it's fun, then I want to make another one. I hope you enjoy it! They always want to have these dramatic scenes where Princess Peach gets kidnapped, but I always tell them, no, it's fine – Princess Peach likes cake, so you can just have them use cake as bait to kidnap Princess Peach, and that's enough. [...] I was thinking they could have these big ships come in, and they've got these big chains all over them, and they drop a plate down with cake on it. Miyamoto But talking over fundamental issues like Koizumi-san's views on the importance of story, the function of stories in games and what kind of a game Mario is, I learned something important. Iwata And what was that? Source: http://www.wired.com/2009/06/super-mario-galaxy-2/ If you say it's fun, Miyamoto The Most Important Thing Is Resonance then I want to make another one. Miyamoto's views on Toad Iwata What exactly do you mean? Miyamoto Unless you're careful, there's a tendency for games like Mario that can be played by children to gradually become childish. Those making the game tend to unconsciously make them that way. -lwata Asks Interview Entertainment Weekly Who's your least favorite character? http://iwataasks.nintendo.com/interviews/#/3ds/papermario/0/0 Miyamoto Toad. [Laughs] Taking how Mario's line can be scripted as an example, they even propose to write, "Where'd my mommy go?". When someone in their fifties like me hears their player-character speak childishly like that, it doesn't quite sit right. After all, Mario wasn't a game only for children in the first place. As I make a game, I try to keep in mind that guys in their fifties will play it, too. Entertainment Weekly My favorite character is your least favorite character? Miyamoto I understand that he has some popularity. Somehow. We go back and forth about other issues, as well. "Can we make Mario speak?" "No, Mario is the player, so he shouldn't talk." Like that. But he does say things like "mamma mia," so someone will be like, "Wait wait... He's talking, isn't he?!" (laughs) Source: Source: http://www.ew.com/article/2012/02/10/shigeru-miyamoto-zelda http://iwataasks.nintendo.com/interviews/#/wii/supermariogalaxy2/0/
Origin Entry:

Paper Mario


Notes

Notice Ryota Kawade is missing in production but only giving a special thanks from Color Splash credits?

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