"I wanted to take the essence of Mario Paint, the really fun elements where it was enjoyable just interacting with the software itself, and bring that into our new game."

- Nintendo's Takashi Tezuka explains howis expected to circumvent a commondesign challenge -- level difficulty -- by drawing design inspiration from a classic SNES game.producer Takashi Tezuka offered a bit of insight into how Nintendo went about designing the upcoming Wii Ulevel-making game with inspiration from an SNES cult classic.Tezuka claims his long-running desire to design a-esque game revolving around creativity and user-generated content was reignited when he saw a prototype level editor designed by a Nintendo tools team for use in making actualgame stages."The tools team, they just make developer tools, they don't make courses," said Tezuka. "But they had a lot of fun with this editor, so they thought we could make a game out of it."And sure enough, now that's what Nintendo is doing. While discussing the design process, Tezuka points out that the company seesas a game that can potentially satisfy both experienced and casual players by bridging all skill gaps, since players create their own levels."When the originalcame out, it was the first of its kind. No one was good or bad at the game," said Tezuka. "Now we have people who like action games and many other kinds of games -- it's really varied. With, anybody can play it and use it any way they like."The full interview is worth reading over on the USGamer website , as it offers interesting insight into how Nintendo is circling back around to building a game focused on user-generated content again, now that titles with likeandhave seen remarkable success with similar features.