Posted: 04/22/2014 by RawmeatCowboyAnnouncements
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- How NES Remix and Luigi Bros. started out: "From the company side of things, they really wanted us to focus on Super Mario 3D World, but I sort of snuck off on my own free time and worked on getting some of the Famicom games up and running on Wii U. One of the results from my experimentation was [the NES-inspired minigame] Luigi Bros., which we included in 3D World. The other thing that came to fruition was NES Remix."
- Once he finished his work on Super Mario 3D World, Hayashida quickly moved over to NES Remix full-time
- On the reason why: "Personally speaking, I didn't get to play a lot of Famicom games as a kid. So one reason, that might be a little selfish, was I wanted to play these games at work. And this was one way for me to do that. I wanted to go back and experience some of those titles."
- Hayashida designed 100 stages on his own before Nintendo hired developer Indiezero
- Three more Nintendo employees joined 13 members from the Indiezero team
- On keeping the games in the spirit of the originals: "I want these to be true to the spirit of the originals There were things that happened based on the technology at the time. For example, there was object clipping. If too many objects were onscreen at the same time, the games would drop frames. I think it's really important to keep that flavor. To me, part of the challenge is, if you're dropping frames, you're moving slower. And the processing speed is dropping, but we need to recreate some of that because it did help make the game a little easier."
- Hayshida understood that while it was important to add in new technology, it should not be at the expense of that original gameplay
- On the fear of reception: "When we started development on NES Remix 2. We weren't sure if the first NES Remix was going to be successful. I was really worried what the response for this title was going to be. Luckily, once it was launched, the reception was actually very good."
- For the sequel, Nintendo added 12 team members to build the game quickly. With that, and the original 13 developers from Indiezero, the team grew to 25
- The additional purpose of the challenges: "[Each one] represents the fundamental criteria to play these games. They're the famous scenes that everyone wants to play. It just so happens they naturally contain a look back to some of the strategic tip & tricks you would find in game magazines and things like that. So a lot of these scenes are either encompassing things that you learned throughout the game, or they're the parts that taught you how to play the rest of the game. I really think that playing these scenes would actually lead back to success in playing the main game. It's an interesting effect.''