![]() Currently there will be hidden warp zones in levels, some might only be on screen for a limited amount of time, others could be very hard to reach places, each of these warps will send you into another game. Will they play a key role or are they merely there for show?Įdmund: We are playing around with them having more of a role in the game than we have mentioned before. NL: You've already revealed several secret characters that will make an appearance in the game. When they wall jump, MEATBOY WALL JUMPS! LOLZ! But seriously.no. Then, their movements will be transferred 1 to 1 on screen. ![]() Tommy: One method of play we are thinking about is having the user take 4 WiiMotes and strap one to each extremity. ![]() NL: Any motion controls or are you sticking with the standard control method on this one? ![]() Tommy: All you're gunna need is your trusty Wiimote, 3 Balance Boards, a Power Glove, a Virtual Boy headset, R.O.B., Project Natal, and a picture of Abe Vigoda's left ball to get the real Meatboy experience. NL: What controllers will be supported in the game? Tommy: FINE, but I get to ride shotgun on the way home. Tommy: NO, no Edmund, We agreed on 24 Million.DO NOT SCREW ME ON THIS. We are still early in development because getting the foundation finished takes a bit of time, but you will start to see lots of gameplay footage by early September. NL: Can you give us an update as far as where you are development-wise on Super Meat Boy? Still on schedule to finish before the end of the year?Įdmund: We will be showing a playable demo of Super Meat Boy at PAX. NL: Is there any aspect of the Wii console that's really impressed you as a developer?Įdmund: I like that I can play Viewtiful Joe, Wind Waker and Eternal Darkness on it. I'm making all kinds of tools for Edmund to use and he's still learning that limits are for jerks and lazy jerks. Tommy: Yea just getting out from under the limitations of Flash opens up a whole new world. Hell Flash doesn't even have built in gamepad support.Tommy had to make a flash joystick program for flash so people could use a gamepad with the original Meat Boy. On the Wii we can basically get away with anything we want, fully animated environments (see Tommy's animation exporter) with no lag, huge boss fights, tons of partical effects, lighting/shadows and very tight and precise controls. Its stuff like that and the touchy controls that really held the flash game back a lot. Honestly Flash has so many limits it's doesn't use any kind of graphics card acceleration at all so its very easy to bog down gameplay by trying to make things look pretty.I mean you saw how simple the flash version was.yet it still had lag at times and the later levels took a few seconds to load after you died. NL: When it came time to develop Super Meat Boy for the WiiWare service, what was the first thing that popped into your mind as far as being something you wanted to do on the Wii that you couldn't do using Flash?Įdmund: The first thing I thought was.wow we can take this Flash game and make it good. Nintendo Life: Has there been any aspect of the Wii that's really impressed you, from a development standpoint? Now before we proceed with the interview, it's worth mentioning that this little Q&A isn't for the feint of heart and if there are any little children in the room, send them away now! Don't say we didn't warn you. We recently caught up with Edmund McMillen and Tommy Refenes of Team Meat and took the opportunity to get a progress report on the development of their upcoming WiiWare title Super Meat Boy.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |