RMC: Will Cave Story support 16:9, DLPII? TR: This will be answered at a later date RMC: Is there anything in the PC to Wii port process that caused issues? As I mentioned before, we’ve been working with Amaya-san figuring out details before any work was done on the port, though. TR: As far as actual code production on the port, we started earlier this year. RMC: How long have you been working on the port? On top of the fact that Nintendo has been 100-percent supportive of this project. TR: There’s something about Cave Story that seems perfect, specifically for a Nintendo platform and also for WiiWare. RMC: Why did you feel that WiiWare was the best platform for this release? The game deserves whatever time necessary to get it just right. In all seriousness, we don’t want to rush the game for the sake of release. TR: To bite off another company’s line, we’ll release it when it’s done. RMC: Is there a rough timeframe of when we can expect the game on WiiWare? Going back to Amaya-san’s involvement in the game, he personally chose the button configuration for the Classic Controller. And, no, we don’t have motion controls–the game doesn’t really warrant them, but we do support the Classic Controller. It has enough buttons to cover all the major inputs necessary to play properly. TR: It’s about what you’d expect on the Wii remote. RMC: What is the control scheme going to be like? Will there be motion controls, or Classic Controller support? So, to answer your question, there are no significant changes in gameplay from the original. TR: I love the game as-is and I think the general consensus is the same. RMC: Is the gameplay going to be significantly changed from the original? But everyone will just have to wait and see what it is. RMC: Will the WiiWare version offer something for people that have played through the freeware version? In fact, I’m going to see him in a week so we can meet about a few things. Obviously it does, but more importantly he’s deeply involved with the process. I wouldn’t feel comfortable at all bringing the game to Wii if it didn’t have his blessing. Cave Story is his his idea, his design and his game. TR: He’s extremely integral to the project. RMC: How involved in the project is Pixel? A year’s worth of communication later, we both decided that it would be a good idea to bring it to Wii. After that initial e-mail and his response, we continued to correspond pretty regularly. That led me to draft an e-mail to Amaya-san introducing myself and asking what he thought of the idea of a commercial port. Playing the game made me curious as to why no company had ever attempted to create a commercial port to any console. TR: Like most people who have played the game, I was introduced to Cave Story by a friend a few years back and always thought it was amazing, freeware-or-not. RMC: How exactly did you go about securing Cave Story for the Wii? Check out the interview below for details on the translation, including Pixel’s involvement, music, gameplay, and more. Rodriguez also got us some answers from the man that created Cave Story, Daisuke Amaya (Pixel). I’ve known the man for a few years now, and had the chance to sit down with him for an interview concerning Cave Story on WiiWare. I am lucky enough to be in a position to talk to the big man at Nicalis Inc., Tyrone Rodriguez.
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