Nintendo101

Joined November 4, 2012
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Casual Nintendo historian. Otherwise an artist and a professional zoologist. Bio degree. I've had an account here since 2012.
{{NIWA|Bulbapedia=User talk:Zoode101|Nookipedia=User:Elephants101|SmashWiki=1|ZeldaWiki=User:101Nintendo}}
[[File:SMO Frog Capture.png|x120px|phrog|right]]


I wrote the character sections for ''Super Mario 64'', ''Super Mario Galaxy 2'', and ''Super Mario Odyssey''. I contributed much of the article for ''Super Mario Sunshine'' and am currently working on ''Super Mario Galaxy''.
Nintendo fanatic and enthusiast. (You probably are too if you're looking at this page.) I'm otherwise an artist and an ecologist. Within my field, I specialize in wildlife and (currently, but not exclusively) insects. I've had an account here since 2012.
 
I wrote the character sections for ''Super Mario Odyssey''. I contributed a lot to the articles for ''Super Mario 64'', ''Super Mario Sunshine'', ''Super Mario Galaxy'' (which is now [[MarioWiki:Featured articles/N4/Super Mario Galaxy|featured]] - yay!), and ''Super Mario Galaxy 2'', alongside many other people on this wiki who have contributed their time, energy, and passion to writing about video games.


I have been a fan of Nintendo since a very young age. My first ''Mario'' games (and three of the first video games I ever owned) were ''[[Super Mario World: Super Mario Advance 2]]'', ''[[Super Mario 64 DS]]'', and ''[[Mario Kart DS]]''. These games were good company for a young kid who moved around a lot and had difficulty keeping long-lasting friends.
I have been a fan of Nintendo since a very young age. My first ''Mario'' games (and three of the first video games I ever owned) were ''[[Super Mario World: Super Mario Advance 2]]'', ''[[Super Mario 64 DS]]'', and ''[[Mario Kart DS]]''. These games were good company for a young kid who moved around a lot and had difficulty keeping long-lasting friends.


During the {{wp|COVID-19 pandemic}}, I sequentially played some of my favorite games in the [[Super Mario (series)|''Super Mario'' series]] to 100% completion. This includes, in order, ''[[Super Mario Bros.]]'', ''[[Super Mario Bros. 2]]'', ''[[Super Mario Bros. 3]]'', ''[[Super Mario World]]'', ''[[Super Mario World 2: Yoshi's Island]]'', ''[[Super Mario 64]]'', ''[[Super Mario Sunshine]]'', ''[[Super Mario Galaxy]]'', ''[[Super Mario Galaxy 2]]'', ''[[Captain Toad: Treasure Tracker]]'', and ''[[Super Mario Odyssey]]''. It's been really fun so far! These are great games, and I always wanted to marathon a series like this before but never had the time. It has been interesting to see where the series began and where it has ended up. The design philosophies, the characters, the art directions, world building, level design, narrative, etc. All good stuff. It might be fun to write something about it some day.
During the {{wp|COVID-19 pandemic}}, I sequentially played some of my favorite games in the [[Super Mario (series)|''Super Mario'' series]] to 100% completion. This includes, in order, ''[[Super Mario Bros.]]'', ''[[Super Mario Bros. 2]]'', ''[[Super Mario Bros. 3]]'', ''[[Super Mario World]]'', ''[[Super Mario World 2: Yoshi's Island]]'', ''[[Super Mario 64]]'', ''[[Super Mario Sunshine]]'', ''[[Super Mario Galaxy]]'', ''[[Super Mario Galaxy 2]]'', ''[[Captain Toad: Treasure Tracker]]'', and ''[[Super Mario Odyssey]]''. It's been really fun! These are great games, and I always wanted to marathon a series like this before but never had the time. It has been interesting to see where the series began and where it has ended up. The design philosophies, the characters, the art directions, world building, level design, narrative, etc. All good stuff. It might be fun to write something about it some day.


My favorite video game character is [[Yoshi]].
My favorite video game character is [[Yoshi]].


My hope is to help make the SMG article on par with the best of the wiki (i.e. Super Mario World, Super Mario 3D World, the Donkey Kong Country games), and to use it as a reference for other Super Mario game articles. To me, these games are the heart of the franchise and it'd be nice if the articles can have some uniformity between them. I never intended to fully invest in just this one game, but as a person, it can be hard to move on when it feels like there is still work to be done. My hope is to bring some of what is done here to Super Mario Sunshine, Galaxy 2, and Odyssey.
==Garden projects==
 
I draft large-scale projects at '''[[User:Nintendo101/garden]]'''. Anyone is free to view and comment on it.
==Sandbox for current project==
 
===Development===
''Super Mario Galaxy'' was developed as a response to the principles of 3D game design established by ''[[Super Mario 64]]''. That game was one of the first 3D titles ever published and has a significant influence in how 3D games are made, not just at [[Nintendo]] but throughout the entire industry. Despite its influence, [[Shigeru Miyamoto]] and [[Yoshiaki Koizumi]] felt that it caused a divide between people that did not exist during the 2D era of video games. While some people enjoyed playing 3D games, there were people who believed that they were too difficult. Koizumi attributes this to what he believes are the biggest challenges in 3D game design: depth misperception; the ease with which a player can get lost; and motion sickness. The solutions created to mitigate these problems resulted in systems that were too cumbersome or at least intimidated players.
 
After ''Mario 64'' was released, Miyamoto assembled a team within [[Nintendo EAD]] to develop a sequel tentatively titled ''[[Super Mario 128]]'' that would be worked on intermittently for over ten years. At {{wp|Nintendo Space World#Space World 2000|Space World 2000}}, it appeared as a {{wp|technology demonstration}} for the [[Nintendo GameCube]]. Directed by Koizumi, it sees the player controlling 128 [[Mario]]s on a saucer-shaped platform that dynamically changes shape over the course of the demo. Miyamoto took some of the principals from the demo and produced ''[[pikipedia:Pikmin (game)|Pikmin]]'' (2001), but he did not abandon the intention of producing a successor to ''Super Mario 64''. For Koizumi, he co-directed ''[[Super Mario Sunshine]]'' at Nintendo EAD, which was assertedly unrelated to ''Mario 128''. This was the last 3D-related project Koizumi was involved with for several years. He came to the perspective that it was difficult to produce the "perfect 3D control environment" where it was fun to play but did not stress the player. He thought the part of the Space World demo where Mario moves freely around the platform could be adapted into an actual product, but implementing something like that would be technically challenging.
 
In 2004, Koizumi directed ''[[Donkey Kong Jungle Beat]]'', a 2D action-adventure platformer for the GameCube. The player controls [[DK]] with the [[Nintendo GameCube#DK Bongos|DK Bongos]], which has fewer input options than the conventional GameCube controller. The experience of developing ''Jungle Beat'' with the then brand-new studio [[Nintendo EAD|Nintendo EAD Tokyo]] made Koizumi realize they could develop a gratifying and rich experience with few buttons. They had established what Koizumi calls "contextual binding", where available player actions would be changed depending on the timing and context. Koizumi had also observed that an exaggerated presentation would delight and engage bystanders that were not directly playing the game. These were concepts he brought to Miyamoto for future projects.
 
After ''Jungle Beat'' was released, Koizumi and the rest of EAD Tokyo's staff discussed their next project. Producer [[Takao Shimizu]] suggested they create an original IP, but Miyamoto encouraged them to be more ambitious and make another title using established characters. A staff member expressed interest in doing something with ''[[Mario (franchise)|Mario]]''. It was around this same time that Miyamoto publicly expressed that he was having difficulty working on ''Mario 128'' as its sole director, and that he was taking an "indefinite hiatus" from its development.
 
In 2005, Koizumi prepared an outline for what he called "'''Super Mario Revolution'''" for the GameCube's successor, the [[Wii]]. Adapted from the Space World 2000 demo and building on what EAD Tokyo had accomplished with ''Jungle Beat'', the core concept of "Revolution" was to create a 3D ''[[Super Mario (series)|Super Mario]]'' platformer with Mario running around spherical worlds. This was a concept developed by Miyamoto around the time of ''Sunshine''{{'}}s development. It was believed that spherical worlds would solve many of the problems with previous 3D games in deemphasizing the need to control the camera. Spherical worlds lDoing so mitigates the chances of the player getting lost and overcomplicating controls, allowing the player to become fully absorbed in play. Koizumi created a small prototype with several other EAD Tokyo employees to present to Nintendo's executives. The prototype was set in space because it was believed that most players would interpret spherical worlds as planets.<ref name=iwata/> After three months of work and a successful presentation of the prototype, "Revolution" was officially given the {{wp|green-light}} and developed into ''Super Mario Galaxy'' at Nintendo EAD Tokyo.
 
Although Miyamoto was involved with multiple projects across Nintendo at the time, he served as one of the game's producers. He frequently visited the studio to share ideas and oversee development. ''Super Mario Galaxy'' is the realization of Miyamoto's long-term goal of creating a "true sequel" to ''Super Mario 64'' and recognizes it as the successor to ''Super Mario 128''.<ref name=wired/>
 
One of his suggestions was to include a delay between [[spin]]ning instead of having Mario spin continuously by shaking the [[Wii#Wii Remote|Wii Remote]], so that the game would be more challenging and interesting to play.<ref name=iwata/> A setup was eventually created so that both the Kyoto and Tokyo offices could playtest the game.
 
The development team made heavy use of play-testers due to the studio's experience while developing ''Donkey Kong Jungle Beat''.<ref name=iwata/> One of Koizumi's main concern were the camera angles and the motion sickness that they caused. He thought camera-induced motion sickness was a problem with 3D action games, and found neither ''[[Super Mario Sunshine]]'' nor ''Donkey Kong Jungle Beat''{{'}}s solutions satisfying.<ref name=iwata/>
 
EAD Tokyo was pressured to finish the game close to the Wii's launch, as several executives were disappointed by ''Super Mario Sunshine'' not being a [[Nintendo GameCube]] launch title and thought that an earlier release could have helped the GameCube's commercial performance. However, EAD Tokyo decided that making a polished ''Mario'' game was more important.<ref name=iwata/> Shigeru Miyamoto described ''Super Mario Galaxy'' as "the true sequel to ''[[Super Mario 64]]''" during the game's development.<ref name=wired/>
 
According to Koizumi, the "theme" of development was to create a game where the player "didn't need to think about the camera".
 
In concert with the goal of making the Wii a system that appealed to demographics outside of their usual core consumers, the team tried to follow loose guidance from [[Satoru Iwata]] to make the game playable for anyone between ages "5 and 95".<ref name=iwata/>
 
===Pre-release and unused content===
 
• Guppy was not a dolphin!
 
 
===Promotion===
 
• Where exactly did that photo of Mario in the zero-gravity airlock come from?
 
 
===Legacy===
 
• SMG released during a period when the strength of Japan-based video game studios was generally thought to be on the decline, in part due to the rise of development in American studios to great financial success and the general marketing trends of the industry
 
• Well respected Japanese publishers such as Capcom, Konami, Sega, and Nintendo themselves had attempted to significantly retool some of their established franchises for western audiences; most of these attempts were not received well and sold terribly
 
• SMG was not artistically compromised by this trend and it was something noted by commentators at the time; its success at BAFTA over Call of Duty was described as a surprise; its reliance on providing accessible, rewarding fun was considered unique at the time (see comparison to Heavy Rain)
 
• Though not attributed as the catalyst to the rival of Japanese studios, the critical acclaim and commercial success of SMG was viewed as evidence that Japan was still a significant player in the video game industry
 
• SMG almost immediate influence other titles in the greater Mario franchise, such as Mario Kart Wii; Rosalina has been established as a major recurring character in Mario spin-offs
 
• Rosalina was one of the first characters pitched for SSB4
 
• Influenced development of Gears 5 (2019), Solar Ash (2021), Mario + Rabbids: Spark of Hope (2022), and Momoka
 


===Remakes and ports===
'''Current project focus''': ''[[Super Mario Odyssey]]''.
{{br}}
Project notes:
*Bridging with sister games.


• Wii U
For small-scale projects, see '''[[User:Nintendo101/flowerpot]]'''. These are usually for small articles for minor characters, enemies, and obstacles.


• Nvidia Shield
'''Current project focus''': the signboards from the 3D ''Super Mario'' games.


• Super Mario 3D All-Stars
==Stuff I made that you can use==
*[[Template:Chart icon]]
*[https://docs.google.com/spreadsheets/u/1/d/1IZ9s4hYn96F1XBLhCrR_J9A-rgG-WhZsxAb9-ZVL2e0/edit?usp=sharing Shogakukan Mario Object Directory]
*[https://www.mariowiki.com/Special:NewFiles?user=Nintendo101 Uploaded files]


==To-do list==
===Articles to be made===
You're welcome to jump on these if you'd like.


===Adaptations===
'''Small articles relevant to one or two games'''
#[[flipping block]], platforms from Tick-Tock Clock in SM64 and NSMB.
#[[metal crate]], the pushable stone block from SM64.
#[[Clock hand]], the clock-hand platform from Tick-Tock Clock in SM64. Name comes from the MK8D Prima Guide. Originally called "[[minute hand]]s", which currently redirects to [[Big Ben]].
#[[spinning disc]], broad, spinning platforms from SM64.
#[[wobbly platform]] from SM64. Prism-shaped platforms in lava that tilt under Mario's weight.
#[[wooden beam]] from SM64. Plank of wood bridges gaps between platforms. In Whomp's Fortress, one can be kicked or punched to fall over.
#[[poster (object)]] from SMS and SMO. Sprayable wanted poster of Shadow Mario, and wedding-announcement poster that can be struck by Cappy for coins.
#[[tank (Super Mario Sunshine)]] from Ricco Harbor. Vats that hold fruit. Ground-pounding the top pushes a useable fruit out of its pipe.
#[[window]] from SMS. Spraying into the open window releases a coin. Currently redirects to [[Window from Coit Tower]].
#[[gate (Super Mario Sunshine)]] under Pianta Village. Smackable Flip Panel that pushes it along a track.
#[[green panel]] from SMS. Another Flip Panel. Smacking it rotates it ninety degrees, allowing it be used as a platform.
#[[basket (Super Mario Sunshine)]] containers in Delfino Plaza. Tossing fruit into one on behalf of fruit vendors awards Mario a Shine Sprite.
#[[boat (Super Mario Sunshine)]], the gondolas that move through Delfino Plaza. Some are necessary for completing tasks, like bringing Yoshi to a spot he'd otherwise be unable to touch.
#[[mirror (Super Mario Sunshine)]] from Gelato Beach. Direct light towards the Sand Bird's egg, and tilt under the weight of Plungelos.
#[[Roller Coaster (Super Mario Sunshine)]] from Pinna Park. Used in the boss battle with Mecha-Bowser and balloon-shooting.
#[[giant fruit]] from SMG2. Consumable by Yoshi. Pulling it often triggers something significant.
#[[bull's-eye (Super Mario Galaxy 2)]]. Striking the target's center awards Mario with an extra life.
#[[cymbals (Super Mario Galaxy 2)]] from Cloudy Court Galaxy. Ground-pounding the symbol releases 25 Star Bits.
#[[handle (Super Mario Galaxy 2)]]. Drawer-like platforms temporarily become accessible when Yoshi pulls the handle.
#[[giant grape]] from SMG2. Bounce Bee Mario in Honeybloom Galaxy.
#[[Star Barrier]] from SMG2. Roadblocks on the world map.
#[[Cannon (Spike Ball)]] from SM3DL. Turrets that release Spike Balls. Some pivot.
#[[Bowser Switch]] from SM3DL. Touching it causes the bridge to collapse and defeats the boss.
#[[view plate]] from SM3DL. Stepping on this panel shifts the 3D perspective.
#[[glowing spot]] from SM3DW and SMO. Ground-pounding a shining light on the ground releases a token (Green Star, or Power Moon).
#[[gold P Switch]] from SM3DW. Releases a flood of coins.
#[[sand statue]] from SM3DW. Breakable sculptures of Bowser and Goombas.
#[[? Block tower]] from SM3DW. Type of [[Switch Block (Super Mario 3D World)|Switch Block]] that creates stacks of Empty Blocks to be used as platforms. Info is currently on the
#[[invisible walkway]] from SM3DW. The blue, largely obscured platforms from Footlight Lane.
#[[firework bomb]] from SMO. Released by turrets in Bowser's Kingdom. Called [[cannonball]]s in the brochure.
#[[giant seed]] from SMO. The big seeds that Mario carries over his head.
#[[Block (Super Mario Odyssey)]]. Strong blocks that can only be broken by enemies, like Bullet Bill, Banzai Bill, Chargin' Chuck, Trapbeetle, Sherm, and fireworks bomb (knocked by Pokio). Little similar to the blastable rocks/Cheese Rocks, but not the same. Take on different designs to match the kingdom's topography, but they are usually made of rock. They are metal in Bowser's Kingdom, but a subarea in the Seaside Kingdom that includes Pokio and fireworks bomb replaces these with the stone ones, indicating they are equivalencies.
#[[dove]] from SMO's Cloud Kingdom. It is clear in the paratext that there are "small birds", and then there is avifauna that are... not those.
#[[dumpster]] from SMO.
#[[Flower (Spin Throw)]] from SMO. Successor to [[stone circle]]s. Separate from normal [[Flower (environmental object)|flowers]] that are also in the game.
#[[garbage]] from SMO. Currently a redirect to [[trash]] that is used nowhere on the wiki.
#[[knob-like structure]] from SMO. Includes lampposts, horns, [[Tail Tree]] (don't lump - just mention), [[Jaxi Statue]] (as before), white spire, iron fence, etc.
#[[plaster wall]] from SMO. Surfaces ascendable by Pokio.
#[[Rankings Board]] from SMO. It is called "Ranking Board" in some official paratext, but the sign refers to itself as the "Ranking''s'' Board" within in-game dialogue.
#[[red door]] from SMO. Opens when hit by Cappy. Maybe called "cap door" or "hat door" somewhere.
#[[sword (Super Mario Odyssey)]] from Ruined Kingdom.
#[[stone wall]] from SMO. Embedded with fossils, and breakable by Chain Chomps and T-Rexes.


• SUPER MARIO-KUN


'''Large articles relevant to multiple games'''
#[[bone]] from SMUSA, SML2, SMG, maybe SMBW, and potentially other games. Often either a boardable platform, or a large obstruction. Not related to the projectiles thrown by Dry Bones and some other enemies. "Bone" is currently a disambiguation page, but this one should probably take priority.
#[[fish (environmental object)]] from SM64, SMS, SMG, SMG2, SM3DL, SM3DW, and SMO. Usually a passive background element, but sometimes more substantially interactable, such as in SMS.
#[[Float]] from SMW (Floating Island), SM64 (floating wooden platform), SMS (from Noki Bay), SMG (from Deep Dark Galaxy and others), NSMBU (floating crate), and SMO (Cork Float). Platforms that float on the surface of water and gently shift under Mario's weight.
#[[ice]] from many games. Slippery surface of the snow levels. Currently redirects to [[Ice]], a stage object from ''Dr. Mario World''.
#[[Jet Pipe]] from SMB3, NSMB, NSMBW, NSMB2, and NSMBU. Underwater pipes that cause a current. Currently redirects to [[Warp Pipe]].
#[[snow]] from various games. Interactable fallen snow, such as the fluffy snow from Snow Cap Galaxy or the clearable snow from SMO. Snowy blocks from SMBW may be related or the same.
#[[waterfall]] from SMB3, SMG, and SMG2. Currently redirects to [[List of fighters debuting in Super Smash Bros. Brawl#Squirtle]].


===Notable merchandise===
===Nomination projects===
*Help bring the following to feature status (high priority):
#''[[Super Mario 64]]''
#''[[Super Mario Sunshine]]''
#''[[Super Mario Galaxy 2]]''
#''[[Super Mario Odyssey]]''
*Help bring ''[[Super Mario 3D Land]]'' to feature status (middling priority).
*Remove the feature status for ''[[Super Mario Land]]'' and ''[[Super Mario 3D World]]'' (middling priority).
*Help bring the following to feature status (low priority):
#''[[Super Mario Bros.]]''
#''[[Super Mario Bros. 3]]''
#''[[Super Mario Land 2: 6 Golden Coins]]''
#(also ''SML'' and ''SM3DW'', if delisting proposal is successful)


• Cards
==Editorial philosophy==
This should help contextualize the edits I make or my proposal positions if anything seemed odd to you.


===Potential articles to review===
'''General'''
#Video games have intrinsic value both culturally and artistically. It is meaningful and important to write about them.
#Authorial intent is contextually valuable, but the published work should take priority if contradictions arise. See {{wp|The Death of the Author}} for more context.
#{{wp|Occam's razor|The simplest explanation for something is usually correct}}.
#In lieu of references, I tend to be a {{wp|Lumpers and splitters|lumper}}.
#Knowledge belongs to everyone. While books can be sold, information itself should always be accessible and free.
#It is easy for misinformation to enter an official record. It is much harder for it to get out. This is one of the reasons why citations are important.
#{{wp|Perfect is the enemy of good}}.


[https://www.gamedeveloper.com/design/understanding-the-fun-of-super-mario-galaxy]
'''Article specific'''
#The articles I work on do not "belong" to me.
#Wiki-editing is collaborative and communal.
#Unless certain behavior leads me to think otherwise, I always assume good faith of fellow users. I hope they express the same towards me.
#Game articles should not just be galleries or lists of a game's contents. They should explain why the game is the way that it is, as that is what I would most want to read about.
#I do not assume readers are familiar with a lot of video-game specific language or mechanics, even if very old, established ones.
#I try to avoid using language that is somewhat common in gaming but hold specific connotations in other fields or parts of life, such as species, subspecies, spawn, race, mook, etc.
#I strive to create more uniformity between the mainline ''[[Super Mario (series)|Super Mario]]'' articles and my active focus has been the 3D games. One of the components I employ are shared color banners, as similarly done with the ''Donkey Kong'' and ''Yoshi's Island'' games, and shared chart structures.
#Descriptive language should avoid projecting specific behaviors, purposes, or attributes onto the subject that are not substantiated by the game or paratext.
#I consult the Japanese release of the ''[[Super Mario Encyclopedia]]'' (2015) and [https://www.nintendo.com/jp/character/mario/history/index.html Mario Portal] to delineate contents of the mainline game, but not exclusively. They are not all encompassing and sometimes split subjects that we/I would lump for substantive reasons. For additional details, see [[Category talk:Objects#Directory for objects, items, and obstacles in the Super Mario Encyclopedia|here]].


[https://www.gamedeveloper.com/design/games-demystified-super-mario-galaxy]
==Notes and references==
===Notes===
<references group=note/>


==References==
===References===
<references/>
<references/>
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