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The Definitive Development History of Super Mario's Wacky Worlds (Deep Dive)

  Рет қаралды 935

Game Facts Special

Game Facts Special

3 ай бұрын

Learn every detail about the levels, characters and team behind Super Mario's Wacky Worlds. The canceled Philips CD-i project.
Script and Sources docs.google.com/document/d/1v...
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Пікірлер: 9
@WillieCorley
@WillieCorley 3 ай бұрын
Super Mario's Wacky Worlds reminds me of Multimedia Fusion fangames from the first half of the 2000s. Weird collision, wonky physics, and an unusual art direction influenced by 16-bit games.
@DonnyKirkMusic
@DonnyKirkMusic 3 ай бұрын
I remember hearing about this back when I was younger on a YTP binge! It made me more interested in CDI games for sure, to see that there was stuff with a crazy US interpretation of Mario and Zelda, and then later I learned that they actually wanted to do a legit Mario game but...we see how that went.
@GameFactsSpecial
@GameFactsSpecial 2 ай бұрын
Its a shame really :(
@wallygator92
@wallygator92 2 ай бұрын
There probably would have been more god-awful cutscenes like Hotel Mario and the CDI Zebra games.
@GameFactsSpecial
@GameFactsSpecial 2 ай бұрын
Lmao yes those awful Zebra games
@thenightstar8312
@thenightstar8312 3 ай бұрын
This looks absolutely horrendous. I can't believe that grown people were delusional enough to get this far in, and not see that this thing was a complete disaster in every way that deserved to be burned to nothing. They worked this hard for over a year and never once questioned the terrible design, level design that seems more like a piss-poor Amiga game and wonky physics of this thing, that's supposed to be a sequel to one of the best designed video games of all time? Today, there are 16 year old kids working with free game maker software that have made Mario fangames exponentially more impressive than this.
@DonnyKirkMusic
@DonnyKirkMusic 3 ай бұрын
I want to say that the CDI was very hard to work on, and this was a crunched-out development only made to impress Nintendo, and Nintendo was playing this "devil's advocate" by acting like they were all-in on whatever Philips was doing, because at the time they had a big falling-out with Ken Kutaragi, the guy who made a lot of what the Playstation even is. Also you totally undermine how easy it is to use GMK especially when you use already-done premade engines (there are a ton of those, for Mario). Its not the same as machine code and shit like that. But game design has gone so far from that, with object-oriented code, I can see why you'd not realize...also this was the period where Mario was just some kid's icon that any company felt like they could just blatantly use as a cash-grab. They had no intention of making a sequel to Mario World, they had the intention to make money using Mario as a character.
@jcohen2j
@jcohen2j 3 ай бұрын
There are elements of this art style that are great. Too bad there are no mechanics to take advantage of the setting
@GameFactsSpecial
@GameFactsSpecial 2 ай бұрын
Yeah and even if there were... well we've all seen Zelda CD-i
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