Back to the nozzle point, if this game was not 90% dedicated to the nozzle peripheral, then some of the more complicated nozzles would have been used. Usui: There are plenty of shortcuts that can be accessed with the FLUDD. Tezuka: The direction of the game would have been too complicated and risky with some of the nozzles we were contemplating. The FLUDD was actually not one of the favorites, but seemed to work best in a gameplay setting. Usui: There were about ten candidates for the type of nozzle which we should use. Q: The fact that you can temporarily fly in the sky with the nozzle radically opens up a lot of new gameplay mechanics. Tezuka: The concept was to take everything good from Mario 64, and add this idea to it. We quickly thought up of many ideas like washing paint off, and hovering around with it. I regarded the GameCube controller as an excellent vehicle to conduct this mechanic. Koizumi: For the first time, the hardware allowed for ideas such as this. Q: How was the idea of playing with water conceived? Also, the script writer of Animal Crossing helped sequence the resident's words. However, regarding the man type character we partly made, since the island's Monte fellows and Mare fellows were wacky cartoony residents, they did not have sense of incongruity. Then, we sort of unified the character we thought finally suited the view of the world. But if there is a man next to Mario, there is a sense of incongruity. Therefore, I thought that a man type character would be used at first. Koizumi: It was thought that the world was daringly out of character with Mario. After some trial-and-error we decided to apply it to the Mario franchise. Takashi Tezuka: We were working on a concept of gameplay using a water pump. Q: When did the development of Super Mario Sunshine commence? Yoshiaki Koizumi: We worked together on that one. Ultimately, Koizumi decided on it though. Shigeru Miyamoto decide the title Super Mario Sunshine? These Q&A sessions conducted by Nintendo Online Magazine, and transcribed to English exclusively by N-Sider staff member Anthony JC, come directly from the developers so as to give you a first-hand look at the amount of sweat and blood that goes into Nintendo's most celebrated releases. This series of articles will take a look at the development of Nintendo-published software.
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