koichi-hayashida

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  • Fan support could lead to SNES, GBA Remix

    by 
    Mike Suszek
    Mike Suszek
    04.23.2014

    "If you build it, they will come" doesn't always apply to game development, as NES Remix director Koichi Hayashida recently illustrated. When asked about the possible inclusion of Super Nintendo, Game Boy or Game Boy Advance games in a future Remix game, Hayashida told IGN that "if there's a big enough outpouring of support for these titles, it's something I'd like to take a look at." Nintendo just launched NES Remix 2, which fared much better than the first game in our review. The first NES Remix arrived in December, though its selection of games was lackluster. Both games approach a collection of classic NES titles in a novel way: by issuing brief mini-game-style challenges. While other Virtual Console platforms like SNES and GBA sound like natural fits for future Remix installments, Hayashida said it still boils down to the question, "Does the marketplace want it or need it?" "If we get a big enough cry for that, with a lot of people saying, 'Hey, we'd love to see more of these perhaps for the SNES, Game Boy or Game Boy Advance,' then it would be something we can take a look at," he added. [Image: Nintendo]

  • Long Mario never lived: Super Mario 3D Land director was totally joking

    by 
    JC Fletcher
    JC Fletcher
    03.16.2012

    Koichi Hayashida opened his hilarious, energetic GDC speech with a look at some content that was considered for inclusion in Super Mario 3D Land, but didn't make it into the final game -- ideas like "Huge Mario," "Long Mario" (who is "sort of scary!") and a shell-riding "Pro Skater Mario."But were these ideas that really almost made it into the game? "No, not at all," Hayashida told me with a laugh during a subsequent interview. Hayashida then went on to explain his use of weird jokes and general high-energy style."Just for this presentation," he said (quietly), "I decided to turn my hilarity meter up to maximum for an American audience. If I was addressing a Japanese audience, of course, I would be much more subdued." In fact, "I think if I tried to give that same presentation for a Japanese audience, they might not even be able to follow it." Hayashida expressed surprise that the GDC crowd offered spontaneous applause for the corny, out-of-place "D. Mario" option that appeared in every multiple-choice question he offered on stage. "I was really surprised, because that's the sort of thing that Japanese audiences might have just sat there not clapping for."

  • Hayashida: Super Mario 3D Land is a gateway game

    by 
    JC Fletcher
    JC Fletcher
    03.16.2012

    Super Mario 3D Land has a curious structure: it's very easy throughout the first eight worlds, and then it surprises the player with a "special" set of eight additional worlds, which test players with insane time limits, ever-pursuing "Shadow Marios" and every other trick EAD Tokyo could think of. So why backload the challenge?"We thought of setting the difficulty level about as low as we could go realistically for this game because we saw this as an entry point to the Mario games for a lot of people," director Koichi Hayashida told me during GDC. "So the way we see it is someone would pick up Super Mario 3D Land and play that, and then maybe they would move onto Super Mario Galaxy or Super Mario Sunshine or Super Mario 64 after that."There's an even more personal motivation. "Speaking as a Mario game fan personally, I should admit that I had trouble trying to clear the first two Super Mario Bros. games," Hayashida said. "So for me, I wanted to create a game that I could at the very least clear. Even if it meant using Assist Blocks, I was able to clear this one, of course."Hayashida and his team designed a game that allowed "lots of people" to see an ending, which plays at the end of world 8 before the Special Worlds appear. "Even though there's still a little bit of good challenge in worlds 7 and 8, people have at least the option to adjust the difficulty for what feels appropriate to them. If that means they need to challenge themselves to find all the star medals in a certain levels, they can do that. But we're not forcing people to do something at a very high level of difficulty all the way through." At least, not until the Special Worlds.

  • Long Mario is long: early Super Mario 3D Land concepts that didn't make it

    by 
    JC Fletcher
    JC Fletcher
    03.08.2012

    Super Mario 3D Land director Koichi Hayashida opened his GDC talk with some concepts that didn't make it into the final game. They were ... wacky. The ideas included a "Huge Mario," who is so huge that you can only see the bottom half of his body on the screen, and a long Mario: "He has long arms and long legs, sort of scary," Hayashi said, in English. "I'd like to give this idea to Luigi's Mansion 2 team."Hayashida also showed simple animated drawings of a "Pro Skater Mario" riding a Koopa shell on a half pipe, and a cockroach that would appear on the top screen, forcing you to quickly shut the 3DS to crush it. And finally, "You can change Peach's face ... to your girlfriend's face!"He then asked what we expected to see in a 2012 Mario game, showing some of these concepts again. "If you are here today, please don't write 'the new Mario game will be pro skater Mario with cockroaches!'" Hayashida quickly interjected. "We might get in trouble."