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        <title>Something I'd be interested in seeing.</title>
        <link>http://flyingomelettespalace.yuku.com/topic/8076/t/Something-I-d-be-interested-in-seeing-.html</link>
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        <![CDATA[ This is true for a lot of games, but SMB1 is the one I&#39;m most interested in... I&#39;d really like to see some interviews about the making of this game.
How many people were involved in level design, how long it took to finalize a level, what were the earlier versions of the game like. It was so different from
anything that came before, I would love to see how they got started, what ideas they had that didn&#39;t work out, etc. I also kind of wonder exactly what it
was like to program... ]]>
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		<pubDate>Sun, 28 Oct 2007 23:22:41 GMT</pubDate>
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			<title><![CDATA[ Re: Something I'd be interested in seeing. ]]></title>
			<link>http://flyingomelettespalace.yuku.com/reply/96040/t/Something-I-d-be-interested-in-seeing-.html#reply-96040</link>
			<description><![CDATA[ It almost makes me wonder why they thought the jump sound effect would be so important that they had to test to make sure it would work.  (Incidentally, sound
effects -- including Mario&#39;s jump -- are sometimes dropped on the tank level in SMB3)  I&#39;m trying to imagine the game without it.  Maybe it&#39;d seem
a little lifeless without it; maybe I&#39;d never notice it.  Castlevania 3 doesn&#39;t have a jump sound effect, and I never noticed that ... though those two
games do have... ]]></description>

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			<pubDate>Mon, 29 Oct 2007 22:28:48 GMT</pubDate>
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			<title><![CDATA[ Re: Something I'd be interested in seeing. ]]></title>
			<link>http://flyingomelettespalace.yuku.com/reply/96014/t/Something-I-d-be-interested-in-seeing-.html#reply-96014</link>
			<description><![CDATA[ <blockquote>
  such as how they had to use the Excitebike sound effect, because Mario&#39;s jump hadn&#39;t been finalized yet; or how originally Mario would always be
  &quot;big&quot;, but the idea of the power up came later
</blockquote>Even that is more that I ever knew. It seems to be very rarely discussed.
<br> ]]></description>

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			<author>feeds@yuku.com (CLOUDBOND007)</author>
			<guid isPermaLink="true">http://flyingomelettespalace.yuku.com/sreply/96014</guid>
			<pubDate>Sun, 28 Oct 2007 23:39:33 GMT</pubDate>
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			<title><![CDATA[ Re: Something I'd be interested in seeing. ]]></title>
			<link>http://flyingomelettespalace.yuku.com/reply/96013/t/Something-I-d-be-interested-in-seeing-.html#reply-96013</link>
			<description><![CDATA[ <blockquote>
  How many people were involved in level design
</blockquote>I thought that in the Mario World player&#39;s guide (or some other interview from around that time), Miyamoto said something like, they added
about four staff members per Mario game, and had about 12 or 16 for Super Mario Bros. 3.  I don&#39;t know about that, though, because didn&#39;t Super Mario
World have a pretty long staff roll? ]]></description>

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			<author>feeds@yuku.com (Crawl and 1OOO)</author>
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			<pubDate>Sun, 28 Oct 2007 23:38:57 GMT</pubDate>
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			<title><![CDATA[ Re: Something I'd be interested in seeing. ]]></title>
			<link>http://flyingomelettespalace.yuku.com/reply/96012/t/Something-I-d-be-interested-in-seeing-.html#reply-96012</link>
			<description><![CDATA[ I&#39;d love to see this for a lot of games. 
<br>
<br>
Over the years, a few things have been said about Super Mario Bros. -- such as how they had to use the Excitebike sound effect, because Mario&#39;s jump
hadn&#39;t been finalized yet; or how originally Mario would always be &quot;big&quot;, but the idea of the power up came later -- but I don&#39;t think any
that address your questions.  Those really nitty gritty issues could be very interesting, especially of course for a classic.
<br>... ]]></description>

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			<pubDate>Sun, 28 Oct 2007 23:36:02 GMT</pubDate>
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			<title><![CDATA[ Something I'd be interested in seeing. ]]></title>
			<link>http://flyingomelettespalace.yuku.com/topic/8076/t/Something-I-d-be-interested-in-seeing-.html</link>
			<description><![CDATA[ This is true for a lot of games, but SMB1 is the one I&#39;m most interested in... I&#39;d really like to see some interviews about the making of this game.
How many people were involved in level design, how long it took to finalize a level, what were the earlier versions of the game like. It was so different from
anything that came before, I would love to see how they got started, what ideas they had that didn&#39;t work out, etc. I also kind of wonder exactly what it
was like to program... ]]></description>

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			<author>feeds@yuku.com (CLOUDBOND007)</author>
			<guid isPermaLink="true">http://flyingomelettespalace.yuku.com/topic/8076</guid>
			<pubDate>Sun, 28 Oct 2007 23:22:41 GMT</pubDate>
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