Once upon a time ... Super Mario Bros 2
The charm of many past productions, especially after the first video game crisis, also derives from their genesis. Many of these stories show how the creative flair of names that have become famous over the years had to coexist with very tight deadlines and a constant need to flood the market with original and fun ideas, all in the shortest possible time. Today we want to tell you about when Miyamoto became a "Miyazaki ante litteram", forcing the leaders of the American division of Nintendo to make an important decision. A choice that, unknowingly, gave life to multiple elements that later became a standard in the following chapters of the most famous series of the Kyoto Colossus. Sit back and take a few minutes to read the story of Super Mario Bros 2… which begins with the most traditional of expressions.
Once upon a time there was a game director named Shigeru Miyamoto, who at the end of 1985 was the head of Nintendo Research & Development 4, the team that made Super Mario Bros. A production that at the end of 1985 had 6.8 million copies sold only on Japanese soil, generating a cultural phenomenon of such magnitude that it became a strategic guide of Super Mario Bros. the best-selling book in Japan that year.
The media coverage of the game led Nintendo to want to make the most of that success, starting to develop porting of the title and special versions designed for certain types of users. One of these reinterpretations was designed to be an Arcade Game intended for arcades, and would have been structured in such a way as to allow players to compete, alternating on levels inspired by the original title. The name of the project was VS. Super Mario Bros and its development was entrusted to the Miyamoto team.
Once upon a time there was a game director named Shigeru Miyamoto, who at the end of 1985 was the head of Nintendo Research & Development 4, the team that made Super Mario Bros. A production that at the end of 1985 had 6.8 million copies sold only on Japanese soil, generating a cultural phenomenon of such magnitude that it became a strategic guide of Super Mario Bros. the best-selling book in Japan that year.
The media coverage of the game led Nintendo to want to make the most of that success, starting to develop porting of the title and special versions designed for certain types of users. One of these reinterpretations was designed to be an Arcade Game intended for arcades, and would have been structured in such a way as to allow players to compete, alternating on levels inspired by the original title. The name of the project was VS. Super Mario Bros and its development was entrusted to the Miyamoto team.