Editing Super Mario Bros.: The Lost Levels
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In an interview, [[Shigeru Miyamoto]] stated that ''Super Mario Bros.: The Lost Levels'' was made due to how much fun the development team had creating new, difficult levels for ''[[VS. Super Mario Bros.]]''<ref>Nintendo (December 7, 2010), [https://youtu.be/DNa0M1gymgA?t=3m47s <nowiki>[NC US] Super Mario Bros. 25th Anniversary - Interview with Shigeru Miyamoto #2</nowiki>]. ''YouTube''. Retrieved December 21, 2015.</ref> Six of the levels in the game (1-4, 2-2, 4-3, 5-4, 6-2, and 6-3) were reused from ''VS. Super Mario Bros.'' | In an interview, [[Shigeru Miyamoto]] stated that ''Super Mario Bros.: The Lost Levels'' was made due to how much fun the development team had creating new, difficult levels for ''[[VS. Super Mario Bros.]]''<ref>Nintendo (December 7, 2010), [https://youtu.be/DNa0M1gymgA?t=3m47s <nowiki>[NC US] Super Mario Bros. 25th Anniversary - Interview with Shigeru Miyamoto #2</nowiki>]. ''YouTube''. Retrieved December 21, 2015.</ref> Six of the levels in the game (1-4, 2-2, 4-3, 5-4, 6-2, and 6-3) were reused from ''VS. Super Mario Bros.'' | ||
Nintendo of America's product analyst, [[Howard Phillips]], disliked the game when he was assigned to test it, feeling it was far too punishing to be fun.<ref>Jon Irwin (October 6, 2014). p. VIII. ''Super Mario Bros. 2'' Retrieved January 15, 2020</ref> On Phillip's recommendation, Nintendo of America president [[Minoru Arakawa]] would pass on releasing the Japanese ''Super Mario Bros. 2'', and instead commissioned the Japanese headquarters to retool the | Nintendo of America's product analyst, [[Howard Phillips]], disliked the game when he was assigned to test it, feeling it was far too punishing to be fun.<ref>Jon Irwin (October 6, 2014). p. VIII. ''Super Mario Bros. 2'' Retrieved January 15, 2020</ref> On Phillip's recommendation, Nintendo of America president [[Minoru Arakawa]] would pass on releasing the Japanese ''Super Mario Bros. 2'', and instead commissioned the Japanese headquarters to retool the unrelated platforming game ''[[Yume Kōjō: Doki Doki Panic]]'' into a ''Super Mario Bros.'' sequel to continue promoting the successful ''Super Mario'' franchise.<ref>Jon Irwin (October 6, 2014). p. 41. ''Super Mario Bros. 2'' Retrieved January 15, 2020</ref> | ||
After ''The Lost Levels'' was refused for a western retail release, marketing head Gail Tilden proposed a program where a NES version of the game would be given as a bonus for [[Nintendo Power]] subscribers. Though a NES cartridge of ''The Lost Levels'' was produced, the plan was abandoned due to concerns over brand confusion.<ref>Jon Irwin (October 6, 2014). p. 109. ''Super Mario Bros. 2'' Retrieved January 15, 2020</ref> | After ''The Lost Levels'' was refused for a western retail release, marketing head Gail Tilden proposed a program where a NES version of the game would be given as a bonus for [[Nintendo Power]] subscribers. Though a NES cartridge of ''The Lost Levels'' was produced, the plan was abandoned due to concerns over brand confusion.<ref>Jon Irwin (October 6, 2014). p. 109. ''Super Mario Bros. 2'' Retrieved January 15, 2020</ref> |