Latest News
spacer View All spacer
 
February 10, 2010
 
Analysts: EA On The Right Track At Last
 
GamesBeat@GDC Confirms OnLive, GameStop, PlayStation Home Speakers
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
spacer
Latest Features
spacer View All spacer
 
February 10, 2010
 
arrow Television, Meet Games
 
arrow Two Halves, Together: Patrick Gilmore On Double Helix [1]
 
arrow The Road To Hell: The Creative Direction of Dante's Inferno [20]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2010
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Fixing the GDC 2010 Schedule Builder [3]
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [20]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2010
 
Konami Digital Entertainment Co., Ltd.
Programmer
 
THQ
Animator - Motion Builder (contract)
 
LucasArts
Senior Systems Designer
 
Trion Redwood City
<b>Sr. Brand Manager</b>
 
Telltale Games
Game Designer
 
Telltale Games
Senior Software Engineer - Core Technology
 
Airtight Games
IT System Administrator
 
Roblox
Apple Game Engineer - Kids' Virtual World
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
About
spacer If you enjoy reading this site, you might also want to check out these Think Services sites:

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Game Set Watch (the Group's alt.game weblog.)
News

  Capcom's Takeshita: Old-School 'Bugs' Bring The Retro Flavor To Mega Man 9
by Christian Nutt, Staff
0 comments
Share RSS
 
 
August 4, 2008
 
Capcom's Takeshita: Old-School 'Bugs' Bring The Retro Flavor To  Mega Man 9
Advertisement
As part of an in-depth Gamasutra interview, Capcom's Hironobu Takeshita explained the design philosophy behind NES-influenced Mega Man 9, revealing Capcom's wish to bring "retro style" to today's generation - complete with optional sprite flicker for deliberate old-school flavor.

The Japanese-headquartered publisher has announced the all-new sequel to its popular franchise, originally created by Keiji Inafune in 1987, for PlayStation Network, Xbox Live Arcade, and WiiWare.

The game experienced the height of its popularity on early console systems such as the NES, so the company has taken the interesting approach of styling the game to look and feel like a NES game. Takeshita explained to Gamasutra of the approach:

"Mega Man is a simple game, but it's one that you can get into quickly and really enjoy playing it. We wanted to bring that to a new generation of gamers.

Fortunately, now we have download services where we could bring it back. So we thought, "This is the opportunity to do this. Now that we have a method for delivering the game, we should try and see if we can do it - go all the way back to the retro style."

Especially now, retro games are being evaluated as good games. Not all of them are good, but some of them are being evaluated as good games.

Since the generation now may not be as familiar with those games, we thought it's time to introduce them to that style of gaming. Mega Man is just the perfect game for doing that."


More interestingly still, the Capcom producer revealed that sprite flicker - optional, fortunately - is even part of this new retro experience, explaining of the artificial constraints they instituted:

"Yeah, there were some things, like you couldn't have more than three enemies on the screen at once, so we had to make sure that that's how it stayed in our game. In the part with the dragon with the flame, [there should be] flickering, and whatnot.

In the options of this game, you can adjust that, unlike the old games. We purposely put some of those old-school bugs into this game, so it does recreate that feel."


The full Gamasutra interview with Takeshita also explores the difficulties (and freedoms) that creating a true retro experience creates, and to his vision for a future in which creators can design games based on their artistic choices, not externally-applied pressures of matching up to the standards of contemporary console releases.
 
   
 
Comments

none
 
Comment:
 


Submit Comment