![]() A nemesis would be revived, and for the sake of portraying an image of this showdown with Samus, this time it could only happen on Planet Zebes. Also, I wanted to bring back an old enemy. Sakamoto: This time I wanted to complete the Metroid series. With this story, this time it’s on the same planet – Zebes is the setting, isn’t it? ![]() Because it’s an involving story, the overseas and Japanese versions would be different it required 12 Megs for making each one, so 24 Megabits of content makes for one dense game. Sakamoto: Super Metroid was intended for both overseas and domestic audiences so required content that was completely the same. The programming workload and everything else must have also increased. Sakamoto: At first, we expected to use only half that capacity, but we put in some high quality music and graphics, so naturally, it expanded… No, we made it expand. *The original term, shisutemu or “system”, refers to the game’s overall design. I think everyone wanted to avoid that kind of design.* However, I wanted to fuss over it. Sakamoto: Making it was fairly difficult. If it didn’t resemble those kinds of games, was development difficult? It’s more complete than most action games, and above that it doesn’t require RPG elements, like a puzzle in Zelda. Sakamoto: I think the music and graphics, and even the system itself, makes it different from other types of games. What specifically gives it this style you talked about? *The original term – kara “color” refers to the tone, manner, and overall feel of the game. Naturally, people always will call a series that before it is finished. Sakamoto: Well, we were obsessed with it not becoming too obsolete. In 2005, Satoru Iwata restructured Nintendo’s R&D departments under Entertainment Analysis and Development. *Called Nintendo Development Department 1 in Japanese. However, everyone now in Nintendo R&D1* who has made part of Metroid is dedicated to the series’ atmosphere and the style. For the Game Boy version, the staff was a little different. Sakamoto: I don’t mean to say I was involved with the whole series. First, what makes you enthusiastic for Super Metroid and the Metroid series? ![]() Truly, thank you very much for your hard work. NOBODY WANTED TO FUSS OVER A DIFFICULT DESIGN The development staff who gave Samus life and created Planet Zebes tells us about Samus’s true appearance… The master ROM has been completed for about one month. (To view the original scans, please visit the Super Metroid Library page.) The Super Metroid development team reveals many astonishing insights into the series that have never before been available in English. Reading this was like opening a treasure chest from the past. In this MDb exclusive, the entire interview was translated by CapCom from scans graciously provided from the private collection of VGMStudios. This interview appeared in the official Japanese strategy guide to Super Metroid published by Nintendo. INTERVIEW: When Samus Was Naked 1994 (Original MDb Publish Date: 12.24.09)
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