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Yosuke Oshino

In just a few days, Super Mario Maker will be receiving a new update. We’ll be seeing new items like the Fire Koopa Clown Car, the Bookmark feature, and World Records for the different courses uploaded online. You can find the full news here and patch notes here.

Game Informer caught up with Super Mario Maker director Yosuke Oshino for some insight into next week’s update. Head past the break for comments about the Fire Koopa Clown Car, P Warp Doors, and Bumper.

Yoshi’s inclusion in Super Mario Maker partially came about thanks to the involvement of producer Takashi Tezuka. In a recent issue of Japanese magazine Nintendo Dream, Tezuka and director Yosuke Oshino spoke about his appearance in the game:

Oshino: We decided to put in characteristic actions like Raccoon Mario, Caped Mario and Propeller Mario during the first phases of development. But Yoshi had much controversy…

Tezuka: I was a bit pushy in requesting to have Yoshi. There were reasons like being responsible for the Wii U game Yoshi’s Woolly World, wanting to use the Yoshi amiibo, and wanting to have some kind of collaboration as it is also Yoshi’s 25th anniversary.

Oshino: But adding Yoshi was complicated, so we discussed what should we do.

USGamer recently caught up with Super Mario Maker producer Takashi Tezuka and co-directors Yosuke Oshino and Yoshikazu Yamashita. Much of the discussion focused on the game’s brand new update. Topics include how the checkpoint system came about, whether or not we’ll see other updates in the future, and the possibility of extending the “Maker” idea to other series/concepts.

Head past the break for a roundup of these interview excerpts. You can also read up on the full talk here.

Last month’s interview of Nintendo Dream contains an extensive Super Mario Maker developer interview. Producer Takashi Tezuka, director Yosuke Oshino, and senior director Yoshikazu Yamashita participated in the discussion.

Several interesting topics came up during the interview, and we’re excited to share a few excerpts with you all. The three team members spoke about how the idea for costumes came together, the different cursors (including some abandoned, an yet strange ideas), and a message for fans regarding the series’ future.

Head past the break for our complete translation.

At E3 2015 last week, GameXplain sat down with Super Mario Maker Takashi Tezuka and Yosuke Oshino for a chat about Super Mario Maker. You can watch it in full below. I’ve also attached some notes that I thought were particularly interesting.

– Was decided to make it only a single-player game early on
– Online functionality was also decided early on
– Nintendo was worried about the servers being flooded with levels and being unable to find them, so a lot of work was put in to make sure players can find the great ones admist so-so levels
– Can’t download a level, edit it, and reupload; done to avoid copycat levels
– Can only upload 1 level at a time, not full-scale Mario adventures
– Hard cap on the number of objects you can have in a level, but you probably won’t ever notice it
– Nintendo will be able to distribute courses to players
– No DLC plans for things like enemies and objects
– Once again, no Koopalings
– Different amiibo suits only change the sound effects/different animations for clearing the course
– Nintendo has more stuff to reveal for Super Mario Maker
– Tezuka’s favorite Mario game is Super Mario Bros. 3
– Oshino’s favorite Mario game is Super Mario World

This information comes from Takashi Tezuka…

In Mario games, each one has 60 to 80 courses, and each course needs to have its own unique defining element. If you build too many elements into every course, they start to feel the same. That’s something you need to be careful of. To me, the real trick is limiting [the number of] course objects. That’s what makes it really special.

People try to have a tendency to cram every cool feature into one. The role of Super Mario Maker isn’t trying to recreate a course or compete against something that you would purchase created by a professional level designe. It’s trying to do what you haven’t seen in a game and make it your own, to have fun. I think it’s great to find something that you think that works really well, copy it, mimic it and try to think of ways you can improve it. It’s a good way to learn.

I think the book that comes with the game will help people hone their skills and learn techniques they can add to their own courses. If we were to name this book, we would call it ‘The Seeds of Super Mario Maker.’ We give you all the basics to make something great.

Mario Maker

Takashi Tezuka has confirmed that the Mario Maker development team is comprised of staffers from various internal Nintendo groups. The project was originally being made by he Mario course tools team – who came up with the concept – but a new group was formed when Mario Maker turned into an actual game.

We also have news regarding Mario Maker’s director: Yosuke Oshino. Oshino is a relatively young staffer who is directing for the first time. He previously worked on New Super Mario Bros. Wii, Pikmin and Pikmin 2 as a programmer, and acted as programming support on Mario Kart 7.

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