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===''Super Mario'' series=== {{multiple image | footer = Traditional 2D ''(left/top)'' and 3D ''(right/bottom)'' ''Super Mario'' gameplay. In 2D, Mario is confined to moving left and right, while in 3D, Mario is free to move around and explore as the player pleases. | align = right | direction = | width = | image1 = SuperMarioBrosWonderScreenshot.jpg | width1 = | alt1 = | caption1 = | image2 = Super Mario Odyssey Gameplay.jpg | width2 = | alt2 = | caption2 = }} Mario is the protagonist of the ''Super Mario'' series. Each game varies in its plot, but most of them have the ultimate goal of Mario rescuing [[Princess Peach]] after being kidnapped by [[Bowser]]. Mario explores a variety of locations, titled "worlds", and along the way, he can collect items and defeat enemies. Most levels have an end goal, such as stars or flagpoles, that he needs to reach to move on to the next. The series is divided into two general sets of games: the 2D [[Side-scrolling video game|side-scrolling]] ''Super Mario'' games and the 3D [[open world]] ''Super Mario'' games. ====2D games==== The ''Super Mario'' series had Mario starring in [[platform game]]s, beginning with ''[[Super Mario Bros.]]'' on the [[Nintendo Entertainment System]] (NES) in 1985. In these games, Mario traverses worlds that contain a set number of levels for Mario to complete. In them, he traverses them from moving left to right, the screen scrolling in the direction he moves. Mario has the goal of reaching the end of the level to move onto the next, typically marked with a flagpole.<ref>{{cite web |url=https://www.thejournal.ie/super-mario-bros-30-year-anniversary-2309911-Sep2015/ |title=30 years ago, the game that changed everything was released |author=Quinton O'Reilly |website=[[TheJournal.ie|The Journal]] |date=September 12, 2015 |access-date=March 22, 2024 |archive-date=March 22, 2024 |archive-url=https://web.archive.org/web/20240322065256/https://www.thejournal.ie/super-mario-bros-30-year-anniversary-2309911-Sep2015/ |url-status=live }}</ref> These games are less focused on plot and more on platforming; most commonly, Bowser kidnaps Peach, and Mario, with the help of Luigi and other characters, sets out to rescue her. Most worlds have mini [[boss (video game)|boss battles]], which typically involve fighting [[Bowser Jr.]] or one of several [[Koopalings]]. The final level is a fight against Bowser.<ref name="History" /> [[File:Takashi Tezuka 2015 (cropped).jpg|upright|thumb|right|[[Takashi Tezuka]] in 2015]] His first appearance in the 2D variant of the series was ''Super Mario Bros.'' in 1985, which began with a 16x32 pixel rectangle prototype as the character; [[Takashi Tezuka]] suggested the character to be Mario after the success of one of his previous roles, ''[[Mario Bros.]]''<ref>{{cite web |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-New-Super-Mario-Bros-Wii/Volume-2/3-It-Started-With-A-Square-Object-Moving/3-It-Started-With-A-Square-Object-Moving-232967.html |title=Iwata Asks: New Super Mario Bros (Volume 2- It Started With a Square Object Moving) |first=Satoru |last=Iwata |date=2009 |access-date=May 4, 2022 |archive-url=https://web.archive.org/web/20091215062341/http://us.wii.com/iwata_asks/nsmb/vol2_page3.jsp |archive-date=December 15, 2009 }}</ref> Certain other gameplay concepts were cut as well, such as how Mario could fly in a rocket ship and fire bullets.<ref name="Mario original control scheme">{{cite web |last=Gantayat |first=Anoop |title=Super Mario Bros. Originally Had Beam Guns and Rocket Packs |url=http://andriasang.com/comqln/mario_original_control_scheme/ |website=Andriasang |date=October 25, 2010 |access-date=January 24, 2014 |url-status=live |archive-url=http://archive.wikiwix.com/cache/20140126170905/http://andriasang.com/comqln/mario_original_control_scheme/ |archive-date=January 26, 2014 }}</ref> Originally designed with a small Mario in mind with the intention of increasing his size further in development, the developers implemented the feature of his size changes via power-ups as they considered it a fun addition.<ref>{{cite web |title=Letting Everyone Know It Was A Good Mushroom |url=http://iwataasks.nintendo.com/interviews/wii/nsmb/0/3 |work=Iwata Asks: New Super Mario Bros Wii |publisher=Nintendo |access-date=December 5, 2012 |url-status=live |archive-url=https://web.archive.org/web/20160927194716/http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3 |archive-date=September 27, 2016 }}</ref> The concept was influenced by [[Japanese folktales]].<ref name="originsofmario" /> ''[[Super Mario Bros. 2]]'' was originally not going to be a sequel to ''Super Mario Bros.'', and was originally going to be a game called ''Doki Doki Panic''; directed by [[Kensuke Tanabe]].<ref name="director">{{cite interview |url=http://www.nintendoworldreport.com/interview/2181/kensuke-tanabe-talks-metroid-prime-2-echoes| archive-url=https://web.archive.org/web/20131105143103/http://www.nintendoworldreport.com/interview/2181 |archive-date=November 5, 2013 | interviewer1=Jonathan Metts |interviewer2=Daniel Bloodworth |interviewer3=Matt Cassamassina | first=Kensuke | last=Tanabe | subject-link=Kensuke Tanabe | title=Interview – Kensuke Tanabe Talks Metroid Prime 2: Echoes |date=May 18, 2004 |publisher=Nintendo World Report |access-date=May 4, 2022}}</ref><ref name="gpara">{{cite web |url=http://www.gpara.com/contents/creator/bn_101.htm |title=クリエイターズファイル 第101回 |trans-title=Creators File No. 101 |date=February 10, 2003 |publisher=Gpara.com |access-date=January 11, 2011 |archive-date=September 30, 2011 |archive-url=https://web.archive.org/web/20110930045013/http://www.gpara.com/contents/creator/bn_101.htm |url-status=dead |language=Japanese }}</ref> One of the changes included the retexturing of the four main playable characters of ''Doki Doki Panic'', and since they varied in height, this was the first instance where Mario was noticeably shorter than Luigi.<ref name="History">{{cite web |last=McLaughlin |first=Rus |date=September 14, 2010 |title=IGN Presents The History of Super Mario Bros. |url=http://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros |url-status=live |archive-url=https://web.archive.org/web/20191109000531/https://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros |archive-date=November 9, 2019 |access-date=April 9, 2014 |website=[[IGN]] |publisher=[[Ziff Davis]]}}</ref> ''[[Super Mario Bros. 3]]'' experimented with Mario's looks with different power-ups that represented different creatures. An example included the raccoon tail, which was chosen over a power-up that represented a [[centaur]].<ref name="IGN-100">{{cite web| url = http://top100.ign.com/2007/ign_top_game_39.html| title = IGN Top 100 Games 2007: 39 ''Super Mario Bros. 3''| website = IGN| year = 2007| access-date = January 25, 2009| archive-url = https://web.archive.org/web/20170409163615/http://top100.ign.com/2007/ign_top_game_39.html| archive-date = April 9, 2017| url-status = dead| df = mdy-all}}</ref><ref name="NP-10-Develop">{{Cite magazine| magazine = [[Nintendo Power]]| title = The Making of ''Super Mario Bros. 3''| author= Nintendo Power Staff| issue = 10|date=January–February 1990| pages = 20–23| publisher = [[Nintendo]]}}</ref> The game's success led to an animated television series, ''[[The Adventures of Super Mario Bros. 3]]'', with Mario being portrayed by Walker Boone.<ref name="NP-16-TV">{{Cite magazine| magazine = [[Nintendo Power]]| title = On the Air: SMB3| author= Nintendo Power Staff| issue = 16|date=September–October 1990| page = 89| publisher = [[Nintendo]]}}</ref> [[Hiroshi Yamauchi]] wanted a launch game for the [[Game Boy]] that featured Mario, as he believed in the statement "fun games sold consoles".<ref name="History"/> ''[[Super Mario Land]]'' was designed without the help of Miyamoto, a first for the series.<ref name="History"/> The game uses completely different elements to pair with the small screen due to the Game Boy's portability. For example, instead of rescuing Princess Peach from Bowser in the Mushroom Kingdom, Mario is instead rescuing [[Princess Daisy]] from [[List of Mario franchise characters|Tatanga]] in Sarasaland. Mario was designed with [[line art]].<ref>{{cite web |url=http://www.ign.com/articles/2012/06/01/building-to-new-super-mario-bros |access-date=April 11, 2015 |title=Building to ''New Super Mario Bros.'' |last=Thomas |first=Lucas M. |date=June 1, 2012 |work=[[IGN]] |archive-url=https://web.archive.org/web/20150411213327/http://www.ign.com/articles/2012/06/01/building-to-new-super-mario-bros |archive-date=April 11, 2015 |url-status=live}}</ref><ref>{{cite web |url=http://www.ign.com/articles/2011/06/16/super-mario-land-review |access-date=April 10, 2015 |title=''Super Mario Land'' Review |last=Thomas |first=Lucas M. |date=June 15, 2011 |work=[[IGN]] |archive-url=https://web.archive.org/web/20150424112839/http://www.ign.com/articles/2011/06/16/super-mario-land-review |archive-date=April 24, 2015 |url-status=live}}</ref> ''[[Super Mario World]]'' was the first video game to feature [[Yoshi]] as a companion to Mario. Miyamoto had always wanted a dinosaur-like companion, ever since the original ''Super Mario Bros.'', but the concept was never achievable due to limited hardware. Since ''Super Mario World'' took place in a land of dinosaurs, Takashi Tezuka requested [[Shigefumi Hino]] to draw a character based on Miyamoto's concepts and sketches, which he drew during the development of ''Super Mario Bros. 3''.<ref>{{cite book|title=Mario Mania|date=August 1991|last=''Nintendo Power'' staff| publisher=Nintendo of America inc. |location=Redmond, Washington|page=32}}</ref><ref name="yoshi">{{cite web |last=Corrigan |first=Hope |title=Super Mario World: Mario Was Originally Punching Yoshi in The Head |url=https://www.ign.com/articles/2017/09/28/super-mario-world-mario-was-originally-punching-yoshi-in-the-head |website=[[IGN]]|access-date=May 4, 2022 |archive-url=https://web.archive.org/web/20170930194553/http://www.ign.com/articles/2017/09/28/super-mario-world-mario-was-originally-punching-yoshi-in-the-head |archive-date=September 30, 2017 |date=September 28, 2017}}</ref> ''Super Mario World'' was released during a [[console war]] between Nintendo and [[Sega]]; Sega's mascot, [[Sonic the Hedgehog (character)|Sonic the Hedgehog]], was considered a "cooler" alternative to Mario, to which Miyamoto apologized for.<ref>{{cite book|last=Kent|first=Steven|author-link=Steven L. Kent|title=[[The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World]]|year=2001|publisher=[[Prima Publishing]]|location=[[Roseville, California|Roseville]]|isbn=0-7615-3643-4}}</ref> The plot for ''[[Super Mario Land 2: 6 Golden Coins]]'' has Mario pursue something for his own benefit rather than for someone else, his goal trying to reclaim ownership of his island, Mario Land, from [[Wario]].<ref>{{cite web |url=https://www.ign.com/articles/2011/09/30/super-mario-land-2-6-golden-coins-review |title=Super Mario Land 2: 6 Golden Coins Review |author=Lucas M. Thomas |website=IGN |date=September 30, 2011 |access-date=March 22, 2024 |archive-date=March 22, 2024 |archive-url=https://web.archive.org/web/20240322065256/https://www.ign.com/articles/2011/09/30/super-mario-land-2-6-golden-coins-review |url-status=live }}</ref> The game was developed by [[Nintendo Research & Development 1]] (R&D1). The company was unmotivated by the ''Super Mario'' series, and when they were tasked with creating a ''Super Mario'' game without Miyamoto, they created Wario to emphasize the frustration of working with a character they did not make. The name "Wario" is [[word play]] of "Mario" and "Warui", the latter meaning "bad" in Japanese to mean "bad Mario".<ref>{{cite web|url=https://www.gamesradar.com/wario-land-4-mario-fatter-arch-nemesis/|title=There's far more to Wario than being Mario's fatter arch nemesis|date=September 3, 2015|access-date=March 29, 2021|website=[[GamesRadar+]]|last=Schilling|first=Chris|archive-date=October 22, 2020|archive-url=https://web.archive.org/web/20201022031839/https://www.gamesradar.com/wario-land-4-mario-fatter-arch-nemesis/|url-status=live}}</ref> The character's models and backgrounds in ''[[New Super Mario Bros.]]'' are 3D, but still only allow for left and right movement and are considered [[2.5D]].<ref>{{cite web|last=Hollingshead|first=Anise|access-date=December 28, 2008|url=http://www.gamezone.com/news/two_new_titles_announced_for_nintendo_ds|title=Two New Titles Announced For Nintendo DS|publisher=GameZone|date=February 21, 2006|archive-date=November 4, 2014|archive-url=https://web.archive.org/web/20141104135405/http://www.gamezone.com/news/two_new_titles_announced_for_nintendo_ds|url-status=live}}</ref><ref>{{cite web|access-date=January 3, 2009|url=http://www.nintendoworldreport.com/preview/3693/new-super-mario-bros-nintendo-ds|title=''New Super Mario Bros.'' preview|publisher=Nintendo World Report|date=May 19, 2005|author=Martino, Chris|archive-date=July 14, 2014|archive-url=https://web.archive.org/web/20140714134733/http://www.nintendoworldreport.com/preview/3693/new-super-mario-bros-nintendo-ds|url-status=live}}</ref> With the 2D series of ''Super Mario'' games being absent for 14 years, the previous installment being released in 1992, game mechanics improved drastically. Because the characters were no longer [[sprite (computer graphics)|sprite]]s and the backdrops are not [[tile set|tile-based]], the developers were nearly restrictionless; new game mechanics, such as Mario teetering off of trees and swinging on ropes, were implemented.<ref name=e32005>{{cite web|access-date=December 28, 2008|url=http://www.ign.com/articles/2005/05/19/e3-2005-new-super-mario-bros-impressions|title=E3 2005: ''New Super Mario Bros.'' Impressions|publisher=IGN|date=May 18, 2005|archive-date=November 7, 2012|archive-url=https://web.archive.org/web/20121107032933/http://www.ign.com/articles/2005/05/19/e3-2005-new-super-mario-bros-impressions|url-status=live}}</ref> ''New Super Mario Bros.'' is the first 2D ''Super Mario'' game to have used voice acting, with Charles Martinet voicing Mario and Luigi.<ref name=np-sizing>{{cite magazine|author=Thomason, Steve|magazine=Nintendo Power|issue=202|title=Sizing Up Mario|pages=41–42}}</ref> It was followed by three games similar to ''New Super Mario Bros.'', namely ''[[New Super Mario Bros. Wii]]'', ''[[New Super Mario Bros. 2]]'', and ''[[New Super Mario Bros. U]]'', the latter of which being the first game to feature Mario in [[high-definition video|high-definition]] graphics (HD).<ref>{{cite web|url=https://www.destructoid.com/reviews/review-new-super-mario-bros-u/|title=Review: New Super Mario Bros. U|website=Destructoid|date=November 18, 2012|access-date=May 4, 2022|archive-date=September 20, 2020|archive-url=https://web.archive.org/web/20200920120422/https://www.destructoid.com/review-new-super-mario-bros-u-238434.phtml|url-status=live}}</ref> Takashi Tezuka returned as a producer for the development of ''[[Super Mario Bros. Wonder]]'', with Shiro Mouri as director.<ref name="developmentofwonder">{{cite magazine |url=https://www.rollingstone.com/culture/culture-features/super-mario-bros-wonder-nintendo-interview-1234814207/ |title='Super Mario Bros. Wonder' is Nintendo on Acid |first=Christopher |last=Cruz |magazine=Rolling Stone |date=August 31, 2023 |access-date=April 8, 2024 |archive-date=August 31, 2023 |archive-url=https://web.archive.org/web/20230831181633/https://www.rollingstone.com/culture/culture-features/super-mario-bros-wonder-nintendo-interview-1234814207/ |url-status=live }}</ref> The game director, Shiro Mouri, said that the game developers aimed to provide a "stress free" experience to the players by allowing them to move freely through the course.<ref name="developmentofwonder" /> In comparison to the previous 2D Super Mario games, Mario's facial expressions are now more detailed and expressive.<ref name="developmentofwonder" /> ====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 – 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 – 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 – 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> ====Other ''Super Mario'' games==== A variety of ''Super Mario'' games star Mario that do not have typical 2D or 3D platforming. The ''Super Mario 3D'' series has 3D gameplay, but the stages are linear and do not allow open-world movement. ''Super Mario Maker'' is a series of [[game creation system]]s where the player can create their own 2D ''Super Mario'' levels and play each others' levels.<ref>{{cite web |url=https://www.polygon.com/2015/9/2/9190435/super-mario-maker-review-nintendo-wii-u |title=Super Mario Maker Review: The Blueprint |first=Griffin |last=McElroy |website=Polygon |date=September 2, 2015 |access-date=March 11, 2024 |archive-date=March 11, 2024 |archive-url=https://web.archive.org/web/20240311125726/https://www.polygon.com/2015/9/2/9190435/super-mario-maker-review-nintendo-wii-u |url-status=live }}</ref><ref>{{cite web |url=https://www.polygon.com/2019/5/28/18641683/super-mario-maker-2-multiplayer-mode-preview |title=Super Mario Maker 2's surprise best new feature: chaotic multiplayer |first=Michael |last=McWhertor |website=Polygon |date=May 28, 2019 |access-date=March 11, 2024 |archive-date=March 11, 2024 |archive-url=https://web.archive.org/web/20240311125725/https://www.polygon.com/2019/5/28/18641683/super-mario-maker-2-multiplayer-mode-preview |url-status=live }}</ref> ''[[Super Mario Run]]'' is a 2D platforming [[mobile game]] with other unnatural gameplay aspects.<ref>{{cite web |url=https://www.theverge.com/2016/12/15/13961146/super-mario-run-review-nintendo-mobile-app-iphone-ipad |title=Super Mario Run review: a fun but compromised Mario on iPhone |first=Andrew |last=Webster |website=The Verge |date=December 15, 2016 |access-date=March 11, 2024 |archive-date=June 26, 2023 |archive-url=https://web.archive.org/web/20230626045721/https://www.theverge.com/2016/12/15/13961146/super-mario-run-review-nintendo-mobile-app-iphone-ipad |url-status=live }}</ref> The main aspect of ''[[Super Mario 3D Land]]'' was bridging the aspects of 2D and 3D ''Super Mario'' games.<ref>{{cite web |url=https://www.ign.com/articles/2011/11/30/bridging-the-gap-between-2d-and-3d-mario |title=Bridging the Gap Between 2D and 3D Mario |last=Drake | first=Audrey |publisher=IGN |date=November 30, 2011 |access-date=June 21, 2020 |archive-date=June 24, 2020 |archive-url=https://web.archive.org/web/20200624030223/https://www.ign.com/articles/2011/11/30/bridging-the-gap-between-2d-and-3d-mario |url-status=live }}</ref><ref name="hope">{{cite web|author=Gilbert, Henry|url=http://www.gamesradar.com/super-mario-3d-land-built-creativity/|title=An inspiring development to find joy in the face of national tragedy|publisher=GamesRadar. Future Publishing|date=March 7, 2012|access-date=June 16, 2012|archive-date=September 3, 2014|archive-url=https://web.archive.org/web/20140903052748/http://www.gamesradar.com/super-mario-3d-land-built-creativity/|url-status=live}}</ref> One of the issues brought up was how Mario looked too small in comparison to the large terrain and the small, portable screen of the [[Nintendo 3DS]], so the [[camera system]] needed to be fixed to one position in certain occasions.<ref name="creation">{{cite web |url=http://ds.ign.com/articles/121/1213654p1.html |title=The Creation of Super Mario 3D Land |date=November 30, 2011 |access-date=August 12, 2012 |author=Drake, Audrey |publisher=IGN |archive-date=December 6, 2011 |archive-url=https://web.archive.org/web/20111206090632/http://ds.ign.com/articles/121/1213654p1.html |url-status=dead }}</ref> The game brought with it the "Tanooki Tail" power-up, which was originally introduced in ''Super Mario Bros. 3'', and its existence was teased by the developers to the fans prior to its official announcement.<ref>{{cite web|url=https://www.gamesradar.com/nintendo-reveals-new-super-mario-for-3ds/|publisher=[[GamesRadar+]]|date=March 2, 2011|title=Nintendo reveals new Super Mario for 3DS|first=Henry|last=Gilbert|access-date=May 4, 2022|archive-date=May 4, 2022|archive-url=https://web.archive.org/web/20220504152723/https://www.gamesradar.com/nintendo-reveals-new-super-mario-for-3ds/|url-status=live}}</ref><ref>{{cite web|url=https://www.ign.com/articles/2011/06/07/e3-2011-youll-play-super-mario-3ds-this-year|title=E3 2011: You'll Play Super Mario 3DS This Year|date=June 7, 2011|publisher=IGN|author=Moriarty, Colin|access-date=May 4, 2022|archive-date=May 24, 2012|url-status=live|archive-url=https://web.archive.org/web/20120524044851/http://ds.ign.com/articles/117/1173514p1.html}}</ref> Concepts for Mario, which included a skater outfit and a power-up that makes Mario grow large, were cut; the latter appeared in its sequel as the Mega Mushroom.<ref name="hope"/><ref>{{Cite web |last=Nelson |first=Samantha |date=2021-02-02 |title=Super Mario 3D World items: All powerups and what they do |url=https://www.imore.com/super-mario-3d-world-items-all-powerups-and-what-they-do |access-date=2024-09-01 |website=iMore |language=en |archive-date=September 1, 2024 |archive-url=https://web.archive.org/web/20240901033943/https://www.imore.com/super-mario-3d-world-items-all-powerups-and-what-they-do |url-status=live }}</ref> ''[[Super Mario 3D World]]'' on the [[Wii U]] includes the "Cat Mario" power-up, which was implemented to help newcomers play the game and add new gameplay features such as climbing up walls. Another power-up is the "Double Cherry", which was added accidentally; one of the developers added a second Mario into the game in error, and found it humorous when both Marios were somehow controllable at the same time.<ref name="double">{{Cite news|url=https://www.gamesradar.com/double-mario-forced-nintendo-change-super-mario-3d-world/|title=Why double Mario forced Nintendo to change Super Mario 3D World|work=[[GamesRadar+]]|access-date=October 24, 2017|archive-date=October 24, 2017|archive-url=https://web.archive.org/web/20171024205046/http://www.gamesradar.com/double-mario-forced-nintendo-change-super-mario-3d-world/|url-status=live}}</ref> In 2020, also as part of the ''Super Mario Bros.'' 35th anniversary, Nintendo re-released ''Super Mario 3D World'' on the Switch with a companion game, ''[[Bowser's Fury]]''.<ref>{{cite web |last=Watts |first=Steve |title=Super Mario 3D World + Bowser's Fury Review – Switch Release Reinvigorates A Classic |work=[[GameSpot]] |date=February 10, 2021 |url=https://www.gamespot.com/reviews/super-mario-3d-world-bowsers-fury-review-switch-release-reinvigorates-a-classic/1900-6417639/|access-date=March 15, 2021 |archive-date=May 3, 2021 |archive-url=https://web.archive.org/web/20210503035444/https://www.gamespot.com/reviews/super-mario-3d-world-bowsers-fury-review-switch-release-reinvigorates-a-classic/1900-6417639/ |url-status=live }}</ref>
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