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Kenta Motokura

Super Mario Odyssey makes a major change to a core gameplay element of the series. Lives are now completely gone. When you die in Super Mario Odyssey, you lose coins instead.

This ties in with another element of Super Mario Odyssey. Players can use coins to purchase all sorts of outfits and hats, including a wetsuit, Mario’s look in Mario Maker, and even a golfer’s uniform resembling what he wore in NES Open Tournament Golf.

Vice recently spoke with Super Mario Odyssey director Kenta Motokura. Motokura talked about why Mario is traveling the world in this game, noted that Nintendo is considering “many characters” for the game including potentially Luigi, and more. The developer also confirmed that Mario is human even though he may look out of place in New Donk City.

We’ve picked out the notable highlights from Vice’s interview below. For the full discussion, head on over here.

Game Informer went live with a new Super Mario Odyssey interview today. The site spoke with director Kenta Motokura and producer Yoshiaki Koizumi to learn more about the game.

Various topics were discussed, including Captain Toad, how kingdoms change while you play, and help for newcomers. Also teased were elements that will make players who played Super Mario 64 “happy”. Koizumi weighed in on how he’s becoming more of a face for Nintendo lately.

We’ve picked out the interesting excerpts from the interview below. You can read the full discussion here.

This information comes from Super Mario Odyssey director Kenta Motokura…

On how a throwable cap was integral from the start…

“As far as the hat action goes it was included in one of the prototypes the staff had come up with. It was part of the game right from the beginning. We have several different themes that arose from those prototypes, and one of those was focusing on the Joy-Con [motion controls].”

On how it’s not always clear what you can interact with, which is intentional…

“Because throwing the cap is a new action, we want players to feel empowered or encouraged to go ahead and try this action wherever they feel it might work. There are certain topographical hints near areas where you’re going to be looking, and you might say ‘That looks like some place my hat might reach or might attach to.’ So there are some hidden elements like that, that players will start to get used to.”

“The game’s structure isn’t designed so that you have side quests, it’s more that as you’re traveling around the different kingdoms or areas, you’ll find something that attracts your attention and there may be some sort of a quest around that, but it’s all about going and finding and collecting the Power Moons. You need a certain number of Moons to unlock a new kingdom, so some of these what we might consider side quests, are solving some issue within a kingdom, but the real goal of that is to provide you with enough Power Moons to move on with the main storyline.”

EDGE has published its full Super Mario 3D World interview/article with directors Koichi Hayashida and Kenta Motokura as well as producer Yoshiaki Koizumi. New concept art from the game is now available as well.

You can find some quotes from the three Super Mario 3D World devs below (with even more on EDGE). The concept art is posted above.

The Adventures of Captain Toad are a unique set of courses in Super Mario 3D World. They only encompass a small portion of the overall game, but they were very well received.

Some had hoped that The Adventures of Captain Toad would return in the future – through DLC, a standalone title with brand new levels, etc. While that’s yet to happen, Super Mario 3D World co-director Koichi Hayashida told EDGE this month that the team would “consider doing something with this feature in the future” if fans continue to show interest.

He said:

“We thought they were a lot of fun, so we’re really glad everyone likes them too. If enough fans express such enthusiasm, we’d consider doing something with this feature in the future.”

Kenta Motokura, Super Mario 3D World’s other co-director, also mentioned that the gameplay of The Adventures of Captain Toad was not at all inspired by smartphone titles:

“They weren’t inspired by smartphone games. The idea was to design a game that would become even more fun as you play through it, and this influenced the pace of the game, effectively increasing the rhythm. We felt that a short challenge with quick results would be a good motivation for players to advance onto the next course.”

Thanks to joclo for the tip.

What’s the team behind Super Mario 3D World working on next? Why, a new Mario game of course!

Nintendo producer Yoshiaki Koizumi wouldn’t say if the new project is for Wii U or 3DS while speaking with EDGE. He did mention, however:

“That’s still a secret! I can tell you, though, that we’ve already started approaching our next challenge.”

“There’s still a lot more room for discovery and invention, and we’ll continue to propose new and exciting game mechanics going into the future.”

IGN has published a new Super Mario 3D World article featuring quotes from Kenta Motokura and Yoshiaki Koizumi. The two talked about free-roaming on the world map, Yoshi’s non-inclusion, stereoscopic 3D, and more.

Head past the break for all of the comments from Motokura and Koizumi. We also suggest checking out IGN’s full piece here.

Eurogamer has posted up some Super Mario 3D World interview session bits from Shigeru Miyamoto, producer Yoshiaki Koizumi, and director Kenta Motokura. The three commented on the game’s clear pipes, appealing to advanced players as well as beginners, and more. Head past the break for the full Q&A roundup.

Gamekult recently conducted an interview with Shigeru Miyamoto, Yoshiaki Koizumi, and Kenta Motokura. As you can tell by the title of this post, it’s filled with tons of interesting bits about Super Mario 3D World and Mario in general.

As far as 3D World is concerned, the three commented on the game’s engine, difficult, DLC (and a bunch of other things). General topics include the possibility of introducing a radical art style for Mario, working with an external studio, a more open Mario, and Miyamoto’s plan to work on smaller projects.

You can find the full interview roundup below (note: Google Translate used). You can also find Gamekult’s piece here.