

Akira Ohtani: I’ve only ever worked on the Mario & Luigi series, and I wasn’t involved with Super Mario RPG, so I’m not sure I’m even the correct person to answer that question. Below is a transcript of their conversation. At this point in our conversation, Maekawa jumped in.

We asked Ohtani if Nintendo would ever consider returning to the original source of inspiration, Super Mario RPG or revisit Geno and Mallow and some of the characters that were created for it.
#Super mario rpg 3ds series#
The Mario & Luigi series went in one direction, while the Paper Mario series took similar concepts in a different direction. I think that’s the evolution that’s brought us to the state it’s in today.” After Super Mario RPG, Mario’s role-playing adventures split down the middle.

Now you can even use the gyro sensor for this function as well. You should also be able to use the direction pad and the circle pad. “From the second and third installments of the game forward – and this is something we went back and forth on a lot with the battle planner at the time – we decided that it shouldn’t just be the buttons. You could only reduce damage if you had good timing on a button press,” Maekawa said. That was that you could then start to dodge enemy attacks entirely, which you couldn’t do before. Once we included these action commands, we did feel like we were bringing the more traditional Mario action gameplay feel, but melding that with an RPG.” “Then, once we moved on to the Mario & Luigi series, I think there was another interesting evolution. “Having Mario just be turn-based was something that didn’t feel very Mario to us at the time, when we were experimenting with it. It was that idea, having gameplay built around timing button presses, that inspired me to hybridize these two genres of game, to get a little bit of action and RPG into the same game, ” Maekawa told IGN. You had to press the buttons with good timing to the music. It was like a large laptop with these buttons that would play music. That was very much inspired by a children’s toy that was available in Japan at the time. “The first time anyone encountered an action command battle system like that was in Super Mario RPG, which I was in fact involved with. In Dream Team, Luigi helps Mario out by sleeping on the job. Maekawa co-directed Super Mario RPG: Legend of the Seven Stars before he helmed Mario & Luigi Superstar Saga, so we asked him to share some of the lessons learned along the way. The goal here has always been to find these new fun ideas that are a little bit different from what people have seen elsewhere.” With each Mario & Luigi sequel, AlphaDream gets an opportunity to revisit the action command battle system - a timing-based input system that lets players dodge or add power to standard turn-based attacks. There wouldn’t be much use in creating another Mario game that was fun in the exact same way. They’re a different kind of fun, the action Mario games, as compared to these RPGs,” added Nintendo Producer Akira Ohtani. Miyamoto works on a very different series of Mario games. “We understand that these are beloved characters that we’re dealing with, and so we have to take into account everyone’s feelings about those characters, and not lose sight of our own love of those characters and what makes them charming as we continue to refine their portrayals in a way we think is interesting.” “Of course, at Nintendo, Mr. “I feel like AlphaDream has always been very careful with the Mario & Luigi series,” Maekawa added. The team decided to insert an AlphaDream interpretation - with the permission and support of Nintendo – into Luigi’s character, and thought about ways to make him interesting. Maekawa told us that prior to the first installment of Mario & Luigi RPG, the team approached the project with a clean slate mentality because Luigi had never been portrayed with that level of detail.
