

a spike-and-wheels graphic, a propeller graphic, a skull graphic for the map screen, and an alternate version of the Magic Ball won in fortresses.a number of alternate enemy designs, including gold Cheep-Cheeps and green, fast-flying Para-Beetles.two versions of Mario with pink overalls instead of blue.Indeed, ROM hacks delving into the SMB3 NES game cartridge reveal a wealth of unused content that shows some of the design team’s rejected development decisions, including: “‘The scariest sound you can hear is that of Miyamoto’s footsteps coming down the hall.’ The implication here is that if he’s coming to you, it means he’s got an idea and there’s a lot of existing work that’s going to get thrown out.” “There is an allegedly-I hope apocryphal-saying that I’ve heard about development at Nintendo,” said James Clarendon, senior software development engineer at Amazon Games Studios. “Lots of times after that when I’ve run up against a wall, he’s come up with a completely different approach.” “It was a really simple solution, and when I made it just like he said, it was great,” Konno said. Miyamoto rejected two of Konno’s demos, saying, “Despite all this effort, it’s probably just not going to be fun like this.” It was Miyamoto who came up with the solution-instead of making Mario heavier or slower, he inserted an invisible block over Mario’s head so that when he jumped, he bumped against something. At first, Konno tried to make Mario heavier and slower when the Micro-Goombas clung to him, but the result didn’t feel right. Konno, who wrote many of the enemy specs for SMB3, said that rather than talking about the “essence of Mario” during SMB3’s development, Miyamoto focused on asking, “Is that fun?” and “Does that feel right?” For example, Konno struggled with the mechanics of the Micro-Goomba enemy, tiny Goombas who swarm around Mario and stunt the height of his jumps.
