A portion of an NWR interview with Dan Adelman...
NWR: It has been quite a journey to bring the game to the Wii U - what were some of the roadblocks and how did you overcome them?
DA: So the biggest challenge was that when Tom started working on this game, and at this point it was six, nearly seven years ago, he started working in something called XNA which is actually a Xbox technology. It was a development framework, and Microsoft abandoned that. In its place, someone created something called Monogame, which is essentially an open-source version of XNA. Originally it was very easy to release it on say, the PC, and it's also available on the PS4 because PS4 got support for the Monogame framework on their console. But for the Wii U, since Monogame wasn't natively supported, we basically had to take the game and port the entire game engine to C++. We worked with a company called BlitWorks who specializes in those porting services and they were able to get the game up and running on the Wii U very effectively.
NWR: What makes the Wii U version special, and why should it be picked up on that platform specifically?
DA: In my opinion, it's the best version, and there's a couple of things that stand out about it. First of all, it's the only console version that has a leaderboard functionality for speedrunners. There's a dedicated speedrun mode in all of the versions of the game, but if you get a good time you basically have to record it yourself somewhere. On Wii U, you can compare yourself to the global leaderboard which is very nice for Nintendo fans. The other primary benefit of the Wii U version is that you can always see the map on the GamePad. The whole theme of the game is exploration, so this game compared to a lot of other modern Metroidvania games does not lead you by the hand and tell you where to go next. There's no arrows that point like "Next, go here!", you constantly have to be checking the map to see what have I explored, what have I not explored yet, and so having that always on the GamePad makes it very easy to keep playing without disrupting the action. And of course, the last one is that you have the ability to play off the TV, so if somebody else is using the TV and you still want to play, you can play in off TV mode.
01. Pocket Monsters Yellow Version
02. Pocket Monsters Red Version
03. Pocket Monsters Blue Version
04. The Battle Cats POP!
05. Pocket Monsters Green Version
06. Rune Factory 4
08. Cube Creator 3D
09. Dragon Ball Fusions
10. Gyakuten Saiban 123
01. Minecraft: Wii U Edition
02. Super Mario Stadium: Family Baseball
03. New Super Mario Bros. Wii
04. Keito no Kirby
05. Zero ~Shinku no Chou~
06. Super Paper Mario
07. Mario & Sonic AT Rio Olympics
08. Kirby Super Deluxe
10. Mario Strikers Charged
The following information comes from SuperData...
- during July, global digital game sales rose to $5.9 billion, up 10 percent from July 2015
- Pokémon GO helped drive the mobile category to 16 percent growth from a year ago
- Pokémon GO surpassed Monster Strike as the top mobile game
- Pokémon GO is the most successful mobile launch in history
- the game shot to first place in both top-grossing and top-download rankings for every country it launched in
“Nintendo’s mobile strategy ended up paying off exactly as intended. 3DS unit sales rose by over 50 percent from a year ago, an astonishing feat for underpowered hardware nearing the end of its lifespan. Furthermore, sales of 3DS games boomed. Combined sales of Pokémon Omega Red and Alpha Sapphire and Pokémon X and Y (2015 and 2013 releases) nearly doubled. Pokémon Go is the only factor that can explain jumps in sales of this magnitude. We are optimistic that mobile spin-offs for Fire Emblem and Animal Crossing will have a positive impact on Nintendo’s ecosystem.”