Takemoto: At the time, Asuke-san was the only director who had worked on the "New" Mario games so he was a big help.
Asuke: I passed on knowledge about all the good parts of the old Super Mario games to Takemoto-san, and as he preserved them, I advised him to expand upon new elements.
Iwata: The development hurdles were set highand I suppose you anguished over them more than anyone, Takemoto-san. What was on your mind as you began development and thought, "What should be new?"
Takemoto: We began this time by using materials from the Wii game to make the courses.
Iwata: You started making it when development equipment didn't exist for the Wii U console.
Takemoto: Right. Even though we are making a new Super Mario game, the basic gameplay won't change, so we started by making the courses, but the whole time we thought, "How can we add new gameplay?" Then, as we were doing that, the Wii U GamePad came up. I explored some ideas and then consulted (Takashi) Tezuka-san5 and (Hiroyuki) Kimura-san.6
Iwata: You wanted to make something you could play instinctively?
Takemoto: Yes. I wanted to make something with responses for even a child who doesn't understand language. Then I considered how we could use the touchscreen on the Wii U GamePad for a Super Mario action game. If you just used it to move Mario, touch controls would be inferior to the Wii Remote controller.
Iwata: But in the end, it seems to me that the game turned out with balance so that both beginning and skilled gamers will be satisfied. How did you accomplish that?
Takemoto: I had Asuke-san help me.
Iwata: Oh! Enter your "good" counselor! (laughs)
Asuke: (laughs)
Asuke: Yeah. In Super Mario, there are numerous ways to go up to a single spot. Finding those ways is fun, but this time, using blocks has added a new approach to the list.
Iwata: Drop-in play is a new option to add new routes.
Asuke: Yes. Suppose there's a Star Coin that's difficult to reach. It's a big relief when you can't get it alone no matter what but then snag it through drop-in play. Then you'll want to try it again without your buddy's help.
Iwata: In the previous game New Super Mario Bros. Wii, being able to stay in the bubbles helped people to go further in the game by having others who were good at the game help them out. I heard from various people that they were able to clear the game, even though they themselves aren't great at action games. It seems to me that with this series, you're constantly challenging yourself so that even beginners can push through to the end.
Iwata: How did you make the Challenge Mode?
Takemoto: During development, we had fun coming up with our own challenges.
Iwata: You set your own rules and then played that way.
Iwata: Takemoto-san had also recognized the potential payoff from Challenge Mode gameplay.
Takemoto: Yes. I've been involved with the Super Mario series for a while, so when I design courses, I set some sort of challenge for myself, like being able to clear a course without ever touching the ground.
Asuke: I wanted all kinds of people to play the Challenge Mode, so we prepared a mode that advanced players could enjoy, as well as a slightly easier mode that you can progress with little by little for people who can play about halfway through the story mode.
Iwata: It would be tough for players with average skills if everything required incredible playing.
Asuke: Yes. So there's a merit for those who aren't great at action games in that it gets easier to play when you learn how to, for example, nab consecutive 1-UPs in Challenge Mode and then try it out in the story mode to increase the number of Marios you have.
Iwata: It's a mode with some incredibly difficult challenges, and where less skilled players can enjoy by gradually building up their experience.
Asuke: Yeah. There are three levelsgold, silver and bronze medalsin line with each person's ability, so I really hope people will challenge themselves!
Asuke: Top people in Mario Club9 were the litmus test for good players. It turned out so that even those people said it was a little challenging.
Iwata: But for the Mario Club members, it was just "a little" challenging. (laughs)
Asuke: No, this time it was more like "a lot."
Asuke: Yeah. But it's no good if no one can clear it, so we tried not to make it too difficult.
Takemoto: But the testers at Nintendo of America did say, "We can't clear this!" (laughs)
Iwata: Oh, the lineup of master testers in America waved the white flag?
Asuke: Yeah. We got an email saying, "Can this really be cleared?"
Iwata: They thought it was a mistake in game design.
Takemoto: Yeah. So I sent a video to America proving that it can be cleared.
Asuke: Then the next day we got a reply saying, "Sorry. We did it." (laughs)
Takemoto: But a problem for the Boost Mode challenges was that you couldn't play it without two people. We didn't want to make anything that a single player couldn't complete if he or she wanted to.
Asuke: Then we saw a certain programmer who just happened to be tapping away at Boost Mode challenges all alone.
Iwata: What's that like?
Asuke: You hold the Wii Remote with both hands and
Iwamoto: Like this.
Takemoto: And you touch with your right middle finger
Asuke: (tapping the table with his middle finger) Like this.
Asuke: That programmer got all the Boost Mode challenge gold medals all by himself.
Asuke: Also, you can read Miiverse comments on the Wii U GamePad in your hands.
Iwata: Oh, is that so.
Asuke: Originally, when we displayed Miiverse on the television screen, lots of word bubbles appeared and it was difficult to see what was what.
Iwata: The word bubbles got in the way.
Asuke: But we wanted them to read messages of empathy right away. Then we made it so that only the Mii character's face would appear on the television screen. Then you would know someone was saying something. The Wii U GamePad shows pretty big letters, so you can read the comment right in your hands.
DLC confirmed?
Tezuka: Yes. We also are planning additional courses.
Iwata: As with New Super Mario Bros. 2 for the Nintendo 3DS, you're talking about the additional courses.
Tezuka: Yes. We're trying to think of ways of play that are different from New Super Mario Bros. 2, but we haven't made anything yet! (laughs)
Iwata: Right, rather than distributing content that's premade at a later date, you're going to start working on it now.
Iwamoto: Yes. The mechanism for adding courses is already there, so please stand by for an update on what they'll be like.
Here's the super play linked in the article:
New Super Mario Bros. U - Super Play
And much more:
http://iwataasks.nintendo.com/interviews/#/wiiu/nsmbu/0/0