Super Mario's Wacky Worlds: Difference between revisions
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==History== | ==History== | ||
''Super Mario's Wacky Worlds'' emerged in a time in which its developing company, NovaLogic, was hoping to be hired by [[Nintendo]].<ref name="Sidewalk_CDi">[https://web.archive.org/web/20160314130649/https://sites.google.com/site/philipscdi/smww Sidewalk CD-i Playground] (Accessed on 6-19-08)</ref> | ''Super Mario's Wacky Worlds'' emerged in a time in which its developing company, NovaLogic, was hoping to be hired by [[Nintendo]].<ref name="Sidewalk_CDi">[https://web.archive.org/web/20160314130649/https://sites.google.com/site/philipscdi/smww Sidewalk CD-i Playground] (Accessed on 6-19-08)</ref> Philips obtained the rights to release CD-i games based on Nintendo IPs as the result of a failed deal with Nintendo to develop {{wp|Super NES CD-ROM|a CD-ROM add-on}} for the [[Super Nintendo Entertainment System]]. Consequently, a Nintendo sales executive suggested to NovaLogic that simple Nintendo titles could play on the CD-i, sparking the idea of putting "a popular Nintendo game, ''Super Mario World'' onto a CD-i disc", making the project an intended sequel or follow-up to the launch title exclusively for the CD-i hardware. | ||
Developers Silas Warner and John Brooks were drafted as the game's designers | Developers Silas Warner and John Brooks were drafted as the game's designers and worked 24 hours a day for two weeks on the game, finishing only a part of one level to present to Nintendo. Their meeting with the Nintendo developers came at 8:00 a.m. on a Friday morning, and they had put their short part of the game on a disc four hours beforehand.<ref name="Sidewalk_CDi"/> | ||
Nintendo was impressed at the two men's job, but | Nintendo was impressed at the two men's job, but ultimately decided to cancel the game due to the poor sales of the CD-i. This ended the CD-i career of Warner, who had expected Nintendo's exact reaction; however, other developers such as lead artist Nina Stanley stayed with the project.<ref name="Sidewalk_CDi"/> | ||
Though the developers were highly enthusiastic about making a traditional ''[[Super Mario (franchise)|Super Mario]]'' game (partly to clear their reputation surrounding Nintendo-licensed characters), NovaLogic hoped to use as little money as possible on the project, which was mostly executed with the intentions of making a small amount of profit while games such as those of the {{wp|Comanche (video game series)|''Comanche'' series}} had focus.<ref name="Sidewalk_CDi"/> | Though the developers were highly enthusiastic about making a traditional ''[[Super Mario (franchise)|Super Mario]]'' game (partly to clear their reputation surrounding Nintendo-licensed characters), NovaLogic hoped to use as little money as possible on the project, which was mostly executed with the intentions of making a small amount of profit while games such as those of the {{wp|Comanche (video game series)|''Comanche'' series}} had focus.<ref name="Sidewalk_CDi"/> |