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====3D games==== {{multiple image | footer = ''[[Super Mario 64]]'' features Mario's first [[3D computer graphics|3D]] rendering. Due to 3D graphics being new at the time, [[Yoshiaki Koizumi]] had trouble programming movement with no frame of reference.<ref name="jumpI"/> | align = right | direction = | width = | image1 = Mario64 - Dire Dire Docks.png | width1 = 184 | alt1 = | caption1 = | image2 = Yoshiaki Koizumi 2007.jpg | width2 = 100 | alt2 = | caption2 = }} Most ''Super Mario'' games in 3D feature [[open world]] gameplay; instead of being confined to only moving left and right, Mario can move in any direction, and the player can complete the level however they please.<ref name="3dmario"/> The player chooses from one of the multiple objectives before entering a level, and Mario is tasked with completing that goal, which ultimately ends with an obtainable item such as a star.<ref name="3dmario"/> These games feature a more complex narrative, but most still have Mario rescuing a kidnapped Princess Peach from Bowser. Mario's debut 3D role is in ''[[Super Mario 64]]''; because the concept of 3D video games was still new at the time, the developers knew they were helping to pave the way for future games, and they were not restricted on what the standard game was like.<ref name="3dmario">{{cite web |title=Playing a 3D Game Like It's 2D |url=https://iwataasks.nintendo.com/interviews/wii/supermariogalaxy2/0/0/ |url-status=live |archive-url=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/#/wii/supermariogalaxy2/0/0 |archive-date=July 25, 2015 |access-date=March 11, 2024 |publisher=[[Nintendo]]}}</ref> However, when [[Yoshiaki Koizumi]] had to create a 3D model and animation of Mario, he had no frame of reference and struggled with the task. Koizumi stated how the whole concept was "arguably tough", but was overtaken by the enjoyment of innovating in a new field.<ref name="jumpI">{{Cite news|url=https://www.washingtonpost.com/video-games/2020/09/14/mario-nintendo-creators-miyamoto-koizumi-tezuka-motokura/|title=Mario makers reflect on 35 years and the evolution of gaming's most iconic jump|date=September 14, 2020|access-date=March 30, 2021|newspaper=[[The Washington Post]]|last=Park|first=Gene|archive-date=September 16, 2020|archive-url=https://web.archive.org/web/20200916203739/https://www.washingtonpost.com/video-games/2020/09/14/mario-nintendo-creators-miyamoto-koizumi-tezuka-motokura/|url-status=live}}</ref> Mario's movement was among the top priorities in the game's development, with his animation being tested long before the basic layout of the game's locations was in place. ''Super Mario 64'' is one of the first games voiced by Charles Martinet,<ref>{{cite magazine|date=October 1996|title=Super Mario 64|magazine=[[Nintendo Power]]|publisher=[[Nintendo]]|issue=89|page=67}}</ref> and Mario's character model was made with the [[N-World]] toolkit.<ref>{{cite web|author1=Andretti|title=ACCL Message Board β Msg: 1910481|url=http://www.siliconinvestor.com/readmsg.aspx?msgid=1910481|website=Silicon Investor|publisher=Knight Sac Media|access-date=February 14, 2018|date=August 5, 1997|url-status=live|archive-url=https://web.archive.org/web/20170909004812/http://www.siliconinvestor.com/readmsg.aspx?msgid=1910481|archive-date=September 9, 2017}}</ref> Mario's movements and animations were inspired by ''[[Arale Norimaki]]'' from ''[[Dr. Slump]]'', a Japanese manga series.<ref>{{cite web |url=https://shmuplations.com/mario64/ |title=Super Mario 64 β 1996 Developer Interviews |website=shmuplations.com |date=January 11, 2022 |access-date=March 27, 2024 |archive-date=September 29, 2021 |archive-url=https://archive.today/20210929071918/http://shmuplations.com/mario64/ |url-status=live }}</ref> ''[[Super Mario Sunshine]]'' is the first Nintendo game released after [[Satoru Iwata]] became the CEO of Nintendo, succeeding Hiroshi Yamauchi. The game's original concept did not feature Mario, as the developers believed the role was too out of the ordinary for such a character. Later, when they used a generic man for the role instead, they believed having a realistic person alongside a character like Mario would cause "incongruity", and it was ultimately changed to Mario instead. Mario's ally, F.L.U.D.D., was one of ten design options but was chosen because it fit the game's theme, although it was not their visual favorite.<ref>{{cite web |last=Anthony JC |date=August 2007 |title=The Making of The Game β Super Mario Sunshine |url=http://www.n-sider.com/articleview.php?articleid=415 |url-status=dead |archive-url=https://web.archive.org/web/20071013084107/http://www.n-sider.com/articleview.php?articleid=415 |archive-date=October 13, 2007 |access-date=August 7, 2007 |website=Nintendo Online Magazine |publisher=N-Sider}}</ref> ''[[Super Mario Galaxy]]'' had Mario exploring a number of spherical planets, which the developers at the time knew simply jumping on enemies would be difficult to perform. They instead took advantage of the [[Wii Remote]] and [[Nunchuk (controller)|Nunchuk]] having motion controls, and gave Mario a "spin" attack where he knocked over the enemies via spinning.<ref name="Iwata Asks 1.3">{{cite web|url=http://iwataasks.nintendo.com/interviews/wii/super_mario_galaxy/0/2 |title=A Mario Even Beginners Can Play |access-date=March 19, 2009 |publisher=[[Nintendo]] |archive-url=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/#/wii/super_mario_galaxy/0/2 |archive-date=July 25, 2015 |url-status=live }}</ref><ref name="IGN interview">{{cite web|last=Casamassina |first=Matt |title=Interview: Super Mario Galaxy |url=https://www.ign.com/articles/2007/11/29/interview-super-mario-galaxy |website=IGN |access-date=May 4, 2022 |date=November 29, 2007 |archive-url=https://web.archive.org/web/20141024120130/http://www.ign.com/articles/2007/11/29/interview-super-mario-galaxy |archive-date=October 24, 2014 |url-status=live }}</ref> To also balance the game's difficulty, Mario was given fewer [[Health (game terminology)|hit points]].<ref name="Iwata Asks 1.4">{{cite web|title=From 5 to 95 |url=http://iwataasks.nintendo.com/interviews/wii/super_mario_galaxy/0/3 |website=Iwata Asks |publisher=Nintendo |access-date=July 18, 2016 |archive-url=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/#/wii/super_mario_galaxy/0/3 |archive-date=July 25, 2015 |url-status=live }}</ref> To create a sense of familiarity for ''[[Super Mario Odyssey]]'', various references to the ''Super Mario'' series were put in the game's environment. For example, [[Pauline (Nintendo)|Pauline]] was chosen to be a major aspect of the "Metro Kingdom" due to the kingdom representing the core of the game. Mario was also given a variety of costumes to represent other smaller games, such as the ''[[Mario's Picross (series)|Mario's Picross]]'' series.<ref>{{cite news|last=Plunkett|first=Luke|title=Super Mario Odyssey's Outfits Are A Nice Throwback|url=http://kotaku.com/super-mario-odysseys-outfits-are-a-nice-throwback-1796076020|access-date=June 14, 2017|work=Kotaku|date=June 13, 2017|url-status=live|archive-url=https://web.archive.org/web/20170614112516/http://kotaku.com/super-mario-odysseys-outfits-are-a-nice-throwback-1796076020|archive-date=June 14, 2017}}</ref><ref>{{cite web |last=McCarthy |first=Caty |title=Super Mario Odyssey Celebrates All the Spin-Offs of Mario's Past Through Costumes |work=[[USgamer]] |date=June 14, 2017 |url=http://www.usgamer.net/articles/super-mario-odyssey-celebrates-all-the-spin-offs-of-marios-past-through-costumes |access-date=June 15, 2017 |archive-url=https://web.archive.org/web/20170618002925/http://www.usgamer.net/articles/super-mario-odyssey-celebrates-all-the-spin-offs-of-marios-past-through-costumes |archive-date=June 18, 2017 |url-status=live }}</ref> The development team found the most fun way to use the [[Joy-Con]] controllers' motion controls was to throw a hat, and the gameplay was centered around Mario throwing his cap.<ref>{{cite web |last=Schreier |first=Jason |title=I Played 30 Minutes Of Super Mario Odyssey And It Sure Is Impressive |work=[[Kotaku]] |date=June 13, 2017 |url=http://kotaku.com/i-played-30-minutes-of-super-mario-odyssey-and-it-sure-1796037732 |access-date=June 15, 2017 |url-status=live |archive-url=https://web.archive.org/web/20170615083232/http://kotaku.com/i-played-30-minutes-of-super-mario-odyssey-and-it-sure-1796037732 |archive-date=June 15, 2017 }}</ref>
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