Shmuplations has been doing some awesome work on their site. I saw this on Nintendo Life so credit goes to them as well for their article on it!
Some excerpts:
Full interview at the link:
http://shmuplations.com/yoshi/
Some excerpts:
Miyamoto: If it was a simpler game, one that you just beat once and are done, then you could probably get rid of half of these mechanics, but we designed Yoshis Island so players would be able to replay the stages many times. That ended up giving us a lot of leeway for all the things we wanted to include.
As this is the 10-year anniversary of Super Mario Bros., can you say something about each game in the series?
Miyamoto: Sure. During the development of Super Mario Bros., I was extremely worried and stressed out. But when I finally saw it up on the monitor, and saw how everyone was crowded around the screen, unable to pull themselves away, waiting patiently for their next turn that was the first time I realized, this game is going to be a hit! And it was the first time since Donkey Kong that I had felt like something big was about to happen for me.
Super Mario Bros. 2 was a real maniacs game. It started with our staff making a really hard Super Mario Bros. map just for fun, but when they played it, they actually enjoyed it, and decided to make a whole game like that. I think the whole messy situation with all the Super Mario bootlegs floating around Taiwan was another motivation.
As for Super Mario Bros. 3, this was where I switched over to the role of Director. I consider this the real sequel to Super Mario Bros. When most people think of a sequel, for movies and whatnot, I think they usually imagine a simple rehash of the original with the visuals and presentation upped a notch. Our point of departure for Mario 3, however, was to make something distinct from what wed done before.
With Super Mario World we were dealing with the new Super Famicom hardware, so there we did endeavor to create a more impressive, upgraded Mario game in comparison with the Famicom titles. Joining the land and water levels together into one stage, was one such idea. I was very happy with how the graphics and the three-directional scrolling (vertical plus left/right) came out.
I understand that the next Mario game will be for your new 64-bit machine.
Miyamoto: In the new Mario, I want to leave behind traditional-but-absurd gameplay notions, like bumping into an enemy==death. I want to try and make it a game that can appeal a little more broadly to players. The other staff members at Nintendo are still caught up in the pursuit of tension, but I think that if you include enough enjoyable elements in a game, its ok for it not to be tense in that same old way.
Full interview at the link:
http://shmuplations.com/yoshi/