![]() Like its predecessors on DS and Wii, and surely like the Wii U version that will appear in a few months' time, New Super Mario Bros. He hops and bops through retreads and remixes of his 2D heyday to a recognisable, jaunty tune, occasionally flashing a gimmick to earn the disingenuous prefix of the game's title - but it's Tokyo's Mario that's really new. Mario never looked back.Įxcept he'd left a copy of himself behind in Kyoto, and looking back is all this Mario does. In last year's Super Mario 3D Land, they achieved a perfect synthesis of the taut traditions of the 2D 'Bros.' games with the freewheeling invention of the Super Mario 64 line, and created the best portable Mario game ever. ![]() By the end of the sequel, they were exploring the farthest reaches of the platform game in a ceaseless parade of surreal spatial ideas. It was a different outfit, led by Yoshiaki Koizumi and Koichi Hayashida and based in Tokyo, that created the cosmically dizzying Super Mario Galaxy games for Wii. ![]() It's that the developers working under Shigeru Miyamoto at the company's Kyoto headquarters - the team that made this latest outing on 3DS - is now the reserve squad. The shocking thing isn't that Nintendo's Super Mario series - once the byword for creativity, a sacred cow of game design that could reliably be expected to change everything, every time - has become one of those factory-made annual franchises. It's common practice among game publishers to churn out yearly entries in a popular series, employing one of their most talented studios to buff its critical reputation to a shine every two years and then recruiting a B team to fill in the gaps by copying from a game design cheat-sheet.
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