Editing Super Mario 3D Land

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The main ambition of the design team was to "reset" the conventions of 3D ''Super Mario'' games, which were mostly designed for home consoles.<ref name="Iwata Asks">''[http://iwataasks.nintendo.com/interviews/#/3ds/super-mario-3d-land/0/1 Iwata Asks: Super Mario 3D Land]'' (accessed April 02 2012)</ref> One of the ways of doing that was to create short, pick-up and play levels more suitable to a handheld, as opposed to the ''[[Super Mario Galaxy]]'' series, and more specifically ''[[Super Mario Galaxy 2]]'', which director [[Koichi Hayashida]] described as a "{{wp|Manchu Han Imperial Feast}}".<ref name="Iwata Asks"></ref> Additionally, according to Mario creator Shigeru Miyamoto, the term ''Land'' was used in the title to pay homage to past ''Super Mario'' titles, like ''[[Super Mario Land]]'' and its 2D art style.<ref>http://www.youtube.com/watch?v=yJHeRRp_R_Y</ref>
The main ambition of the design team was to "reset" the conventions of 3D ''Super Mario'' games, which were mostly designed for home consoles.<ref name="Iwata Asks">''[http://iwataasks.nintendo.com/interviews/#/3ds/super-mario-3d-land/0/1 Iwata Asks: Super Mario 3D Land]'' (accessed April 02 2012)</ref> One of the ways of doing that was to create short, pick-up and play levels more suitable to a handheld, as opposed to the ''[[Super Mario Galaxy]]'' series, and more specifically ''[[Super Mario Galaxy 2]]'', which director [[Koichi Hayashida]] described as a "{{wp|Manchu Han Imperial Feast}}".<ref name="Iwata Asks"></ref> Additionally, according to Mario creator Shigeru Miyamoto, the term ''Land'' was used in the title to pay homage to past ''Super Mario'' titles, like ''[[Super Mario Land]]'' and its 2D art style.<ref>http://www.youtube.com/watch?v=yJHeRRp_R_Y</ref>


The developers also wanted the game to serve as a jumping point for players that liked 2D ''Super Mario'', but did not want to play the 3D installments.<ref name="Iwata Asks"></ref> One of the solutions was to eschew the exploration-based level design of the traditional 3D ''Super Mario''s so that the players would not get "lost", and return the focus on reaching the end of linear levels. The levels were carefully designed to lead the player toward the end goal.<ref name="Iwata Asks"></ref> However, the developers included [[Star Medal]]s hidden throughout the levels to cater to the 3D Mario players and thus bridge the two game design sensibilities.<ref name="Iwata Asks"></ref>
The developers also wanted the game to serve as a jumping point for players that liked 2D ''Mario'', but did not want to play the 3D installments.<ref name="Iwata Asks"></ref> One of the solutions was to eschew the exploration-based level design of the traditional 3D ''Mario''s so that the players would not get "lost", and return the focus on reaching the end of linear levels. The levels were carefully designed to lead the player toward the end goal.<ref name="Iwata Asks"></ref> However, the developers included [[Star Medal]]s hidden throughout the levels to cater to the 3D Mario players and thus bridge the two game design sensibilities.<ref name="Iwata Asks"></ref>


The development was heavily affected by the {{wp|2011 Tōhoku earthquake and tsunami}}.<ref name="Wired"></ref> Damage to the train network led to developers visiting the Kyoto office to be stuck there, and fear of aftershocks and radiation emanating from the {{wp|Fukushima Daiichi nuclear disaster|damaged Fukushima nuclear plant}} caused several developers to lock themselves in their homes. These events made [[Nintendo]] unsure of whether the development could continue in Tokyo.<ref name="Wired"></ref> Tired of not doing anything, Hayashida risked sharing his personal contact information with other members. This led to a web forum being set up so that work could be continued while the Tokyo office was closed.<ref name="Wired"></ref>
The development was heavily affected by the {{wp|2011 Tōhoku earthquake and tsunami}}.<ref name="Wired"></ref> Damage to the train network led to developers visiting the Kyoto office to be stuck there, and fear of aftershocks and radiation emanating from the {{wp|Fukushima Daiichi nuclear disaster|damaged Fukushima nuclear plant}} caused several developers to lock themselves in their homes. These events made [[Nintendo]] unsure of whether the development could continue in Tokyo.<ref name="Wired"></ref> Tired of not doing anything, Hayashida risked sharing his personal contact information with other members. This led to a web forum being set up so that work could be continued while the Tokyo office was closed.<ref name="Wired"></ref>

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