alienboyva Posted September 6, 2017 Share Posted September 6, 2017 (edited) VOLUMES: Vol. 1: Star Fox & Star Fox 2 Vol. 2: F-ZERO! Vol. 3: Super Metroid Vol. 4: Super Mario Kart Vol. 5: Super Mario World and Super Mario World 2: Yoshi's Island Vol. 6. Kirby Super Star! --------------------------------------------------------------------------------------------------- Pretty interesting read. I remember they did is with the NES Classic Edition as well. It's really cool seeing all that those old Star Fox sketches and I'm so glad that Miyamoto didn't get to call the buttons Yellow, Red, Green, Blue, thanks to the NA design of the system. Calling them by their colors just seems to me like they think we're 2 yr. olds. Of course, they most likely would have called the buttons Y, R, G, B. If they did do this, they couldn't call the right shoulder button R, so they'd have use something like on the Switch joy-con and call them SR and SL. I really hope in later volumes, they go in-depth on why the NA system looks so different and why EUR didn't use the NA design like with the NES. I've heard various reasons to why they did this, but I'm not really sure which is actually true. Edited October 10, 2017 by alienboyva Quote Link to comment
Eliwood8 Posted September 7, 2017 Share Posted September 7, 2017 Yeah that controller bit is interesting. I don't think I've ever heard before why the top buttons are X and Y instead of C and D, or at least I don't remember it. Now if they could just produce more SNES Classics for pre-order... Quote Link to comment
alienboyva Posted September 12, 2017 Author Share Posted September 12, 2017 (edited) Vol. 2 now up! *See OP for the link* ------------------------------------------------------------- Wow, that's pretty crazy that Capt. Falcon was originally supposed to be the mascot for the SNES. Edited September 12, 2017 by alienboyva Kezay 1 Quote Link to comment
Eliwood8 Posted September 12, 2017 Share Posted September 12, 2017 Captain Falcon as mascot of the SNES, weird. Too bad they don't mention specifically why that was dropped, though it was probably just that Nintendo decided to keep Mario as a global mascot for the company. It's also always fun to read in these interviews how technical limitations of the hardware shaped the design of the game. Kezay 1 Quote Link to comment
Kezay Posted September 12, 2017 Share Posted September 12, 2017 These interviews are almost as good as an Iwata Asks. It's really cool learning about some of the behind the scenes stuff you otherwise wouldn't have heard any other way and it's kind of mindblowing just how close things were to being much different today. Imagine if NoA didn't speak up about their original racing concept not being "cool", the F-Zero we have today might not be the same, it likely wouldn't even be F-Zero! Can't wait for the next one, hoping for some interesting revelations in that one, too! Quote Link to comment
alienboyva Posted September 19, 2017 Author Share Posted September 19, 2017 Vol. 3: Super Matroid is up! *See OP of the link* ------------------------------------------------------------------ That's pretty interesting that they put so much work into the sounds the baby metroid makes. The sound design in this is absolutely fantastic. The SFX/music really set the atmosphere, more so than the NES or Game Boy games. Also, that's kinda of funny the Yamamoto was out riding his bike when he came up with an idea for one of the pieces of music in the game and just parked his bike in a nearby parking lot, whipped out a sound recorder, and just belted out what was in his head for 10-20 mins, XD I mean, hey!...When you have an idea randomly pop into your head, you gotta copy it down A.S.A.P., because most likely you won't remember it later on. Kezay 1 Quote Link to comment
Kezay Posted September 20, 2017 Share Posted September 20, 2017 Really nice read and cool to hear them talk about the care that went into the noise of the baby Metroid as well as that moment of powerlessness when you first confront the Part 2 Mother Brain fight. Also, they mention something about one of the songs having such care put into it that it almost sounds like it's backed by a women's chorus. Which track is that cause nothing really comes to mind? Speaking of the game's music, I always felt the Crateria theme when you first touch down on the planet reminded me a lot of the title theme to Actraiser in a way. Quote Link to comment
Eliwood8 Posted September 20, 2017 Share Posted September 20, 2017 Funny how people were concerned over the final scene where you lose control of Samus just before the baby Metroid swoops in since that's probably the most iconic scene in the entire game, possibly the whole series. And now the whole "player loses control of character" kind of feels like a trope, or at least is similarly seen in how cutscenes are more prevalent in modern games. Quote Link to comment
alienboyva Posted September 26, 2017 Author Share Posted September 26, 2017 (edited) Vol. 4: Super Mario Kart is up! *see OP for link* ---------------------------------------------------- First off...The 25th anniversary of Super Mario Kart?! Shit! I'm old.... Pretty interesting that SMK only came to be because Miyamoto wanted a 2 player F-ZERO game and that the original did't have 2P do to hardware limitations with the track maps. I've always wondered why F-ZERO didn't have a 2P mode. Hmmm...I never really payed attention to the fact that SMK's tracks don't have many straight parts. I guess if it wasn't for this limitation with the hardware, we would have never gotten Mario Kart and kart racers would have never have been a thing. Edited September 26, 2017 by alienboyva Quote Link to comment
Kezay Posted September 26, 2017 Share Posted September 26, 2017 It's always cool hearing about how hardware limitations back then could eventually lead to new ideas. The part about how Mario Kart's tracks were constructed is pretty surprising too. Never even thought about there was often a lack of long straightaways or anything like that. Kind of wish there was some interesting tidbits about the battle mode though. For those that join in on the Mario Kart nights: Quote There's also Lightning. Sugiyama: We added that in the final stages of development. Konno: We wanted an item with the potential for a sudden upset. ZEUS!! alienboyva and purple_beard 2 Quote Link to comment
Eliwood8 Posted September 26, 2017 Share Posted September 26, 2017 Another interesting read, though I feel like there was so much more they could have discussed, it would have been easy to make the interview twice as long. I was always a little curious why half of the CPU characters have exclusive items while the other half have items that players can use too. purple_beard 1 Quote Link to comment
purple_beard Posted September 26, 2017 Share Posted September 26, 2017 6 hours ago, alienboyva said: Vol. 4: Super Mario Kart is up! *see OP for link* ---------------------------------------------------- First off...The 25th anniversary of Super Mario Kart?! Shit! I'm old.... Pretty interesting that SMK only came to be because Miyamoto wanted a 2 player F-ZERO game and that the original did't have 2P do to hardware limitations with the track maps. I've always wondered why F-ZERO didn't have a 2P mode. Hmmm...I never really payed attention to the fact that SMK's tracks don't have many straight parts. I guess if it wasn't for this limitation with the hardware, we would have never gotten Mario Kart and kart racers would have never have been a thing. The F Zero vs. Mario Kart thing always intrigued me as while both were racing games F Zero is super fast and futuristic and Mario Kart is slow and "real life" in comparison. I don't get how F Zero 2p wouldn't work though as you had that top map OR review mirror in the top screen for MK8.... so how could it not display both at the same time? Or heck, if you do a 2p Grand Prix in MK you could have both people with the same view. It did find it kind of interesting about coming to the characters they did use for SMK though... like DK Jr and Koopa. How overalls helped distinguish characters to a good degree. I have no idea if some other gaming company would have gotten to the point of a series collection of characters doing racing together eventually but I'm glad they put in the time they did to to their idea to make equally a Mario flare game, a racing game, and to encompass the look of Mario levels to the actual race tracks. About the only thing out at the time could have been Sonic. Also, IMO, the strong point of SMK was the Battle Mode. To use the concepts you gained in the races and to change it to a battle arena was a great idea. All 4 arenas were pretty fun to play as well. It was nice break from the racing. And to think they did all those tracks without using a Mirror Mode to count as additional tracks/class of racing. As much as people want to complain about the AI in the newer games I'd ask that they take a LONG look at SMK though.... especially when you hit the higher CC classes... Opponents always seem to get speed boosts, phantom star man power, and if you are really doing well the flood gates open wide for lots of the character specific items to start raining down on the track. I personally thing the most debilitating ones were Peach's mushrooms, Bowser's fireballs, and DK Jr's banana peels. Kezay 1 Quote Link to comment
alienboyva Posted October 1, 2017 Author Share Posted October 1, 2017 Vol. 5: Super Mario World and Super Mario World 2: Yoshi's Island is now up! *see OP of the link* -------------------------------------------------------- Whoa! That original design of Yoshi with a smaller nose and longer neck is really odd. OMG!!!! They originally had Mario punching Yoshi in the head when he sticks out his tongue? I know people joke about this, but it's suprising that it was originally in the game. Also, it's funny that they had the color of Bowser's hid wrong in SMW and did't notice until make Super Mario Maker. XD I don't think I ever realized this in SMW, but I did't noticed that they redesigned Bowser's SMW sprite in SMM. Pretty interesting that they originally wanted to use the pre-rendered CG graphics like in DKC for Yoshi's Island. I'm glad they actually went with the hand-drawn style. I looked great back-in-the-day and still looks great today. It's art style really stands out and is very unique. Kezay 1 Quote Link to comment
Eliwood8 Posted October 2, 2017 Share Posted October 2, 2017 The original Yoshi design just looks like he's been deflated. Quote Link to comment
alienboyva Posted October 10, 2017 Author Share Posted October 10, 2017 (edited) The final volume, Vol. 6. Kirby Super Star!, is up! *see OP for the link. ---------------------------------------------------------------------------------------- So, they originally called the game Kirby Active in JPN? I'm glad they changed it, cuz it sounds like fitness game, plus it's just plain awful. Pretty cool that Sakurai is the one playing the game on the demo screen and that they used his voice for one of the Mike Kirby cries. Edited October 10, 2017 by alienboyva Quote Link to comment
Kezay Posted October 11, 2017 Share Posted October 11, 2017 Glad to hear Miyamoto was instrumental in Superstar having co-op. Krazy would probably agree but growing up that provided a ton of multiplayer memories especially with Milky Way Wishes and the Great Cave Offensive. Even the side games like Megaton Punch would put a lot of time into if I remember correctly. Also, OMG!!! Now I finally know what Kirby yells when you use the third and final Mic attack! For the longest time I joked with my bro that he is saying "Sistah (sister)" but they actually reveal it hear and apparently it's also Sakurai's doing. Quote Link to comment
Eliwood8 Posted October 11, 2017 Share Posted October 11, 2017 I've always liked that Kirby's abilities have "fighting game actions," or really just a versatility to use each ability in a variety of ways. I hadn't thought about it before but it does make Kirby stand out next to other platformers where enemies can be easily killed in one hit. Quote Link to comment
purple_beard Posted October 11, 2017 Share Posted October 11, 2017 Man.... I've lost all timing and skill at 100cc + Special Cup ..... I can't buy myself out of 3rd.... Heck, I even got lapped by 7th place on RR in one outing... NOT COOL! Quote Link to comment
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