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  He Is 8-Bit: Capcom's Hironobu Takeshita Speaks
by Christian Nutt [Business/Marketing, Design, Interview, North America, Asia & India]
11 comments Share on Twitter Share on Facebook RSS
 
 
August 4, 2008 Article Start Previous Page 2 of 3 Next
 

Essentially, this game isn't actually a Famicom game. If it were burned to a cartridge, it wouldn't actually run on a Famicom. It is a duplication of the Famicom capabilities, but within a modern game engine and technology.

HT: Well, when you put it that way... (laughter) This couldn't fit on a Famicom cartridge. It's too big. It's too much for that. It's really emulating the old style of games. But we're hoping that when people play, they feel the same nostalgia that they have when they play the original games.



You talked about how people were trying to graphically exceed the capabilities of the Famicom, but what about the temptation to exceed some other capabilities, such as flicker, slowdown, sprite limits, and stuff like that? Was it really hard to get people to stay within the confines of what they could have done, if this had come out after Mega Man 6 in 1993?

HT: 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.

That's amazing. When you're working on this game and working with the staff, a lot of developers have told me that on the one hand, limitations limit you, obviously, but they also free you in the sense that once you have a set of limitations, you can be really creative about what you do within those limitations. Have you found that that's the case when working on this game?

HT: You definitely could say that. As I said before, Mr. Inafune had to tell us to redo half of the characters. He brought us in the room and said, "These characters are too big and bulky, with too many lines. We want to keep it simple."

Showing us how to keep it simple opened up a new world for us. We could see how the simple characters look better, and you can just picture how they move. He really brought that to life for us. Even though the characters are simple, they still stand out. They still make an impression on you. And I think that's what was important.

For the team, when they realized that, they were able to bring their sensibilities to the game. We are limited, but in that sense, it did open up the creative tunnels.

Like I said, this is the first time anyone's made a new game for download that actually completely looks like a retro game, without any differences. Why do you think that Capcom was the first one to tread that ground?

HT: That's a very good question to ask. There are a lot of reasons. Capcom's got a lot of classic franchises, and each of those franchises has its own set of fans who are really into that franchise. We always hear from those various fan bases, "Why don't you make another one of these games? Why don't you bring this game back?"

Of course, we think about that, and it is a consideration for us, but when you consider modern games that come on discs now, you need good graphics, you need online play, and things like that.

You can't really go back when the expectations are for something of that caliber. But now that you have downloadable games and people are more forgiving of what you can download, they're like, "Oh, it's a simple game, but it's a download game. That's okay."

So we thought, "Well, retro games seem to be what people want, but people want a new Mega Man game. They want another story. But at the same time, they also want the classic feel." To marry those two together was kind of a challenge. We thought, "Are we up for this challenge? Maybe we can actually surprise the fans and deliver what they want. This is what we're going to do."

Did you go through any of the old games and replay them with the developers for reference? Did you just try to remember, or did you actually go through and reference the old games to see what had been accomplished in them before, and where you could jump off of?

HT: Yeah, we replayed the old games. Specifically, Mega Man 1 and 2, because that is the basis of Mega Man 9. It's almost as if Mega Man 9 is the new Mega Man 3, because we wanted to surpass what we did in Mega Man 2.

Mega Man 2's got a lot of fans. Fans of the series like that one the best, so we wanted to try and surpass their expectations for this game. So we played Mega Man 2 a lot to get the inspiration for this game.


Left: Mega Man 2 (1988), Right: Mega Man 9 (2008) 

 
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Comments

Bryson Whiteman
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This had to be done. I'm glad Capcom made it happen with one of their landmark series. This makes me smile.



I hope the team had fun with this project and it leads to more original retro style games. It sounds like it's taken a lot of work to confine their visions in scope but perhaps it gave them the ability to focus what really matters -- and not just some gimmicky bullet-points for the back of the box.

Roberto Alfonso
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I never really liked Mega Man games, they were really hard, and without the manual, I didn't know you had to beat the stages in a determined pattern for easier progression.



However, I am now older and (hopefully) can learn to love it. And what is more, Igarashi said they will study the market reaction to Mega Man 9, and if good enough, they may consider such a move ("Why a Fighting Game? Castlevania Creator Explains Himself" by Chris Kohler, Wired, July 23, 2008).

Nils Haukås
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Nice article. Will be interesting if this can spark some kind of retro game-making trend.

Rodney Brett
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The original MegaMan is responsible for me missing an entire week of the 8th grade. ;) I cut school with my brother to try and beat that game.

raigan burns
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I don't know, I think N+ is pretty "truly retro" ;p



Alien Hominid HD is too, but a later vintage (Metal Slug/NEOGEO)..

Christian Nutt
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Raigan, well, of course I'm aware of N+ -- but I'm talking about a game that could have fully been released exactly as it appears in its finished state for a retro platform; yeah, it's a fine distinction but I think it's also a fairly obvious distinction. Whether or not the guts of MM9 would function on an NES (they wouldn't, as Takeshita explains) the game itself is still limited to its constraints in terms of visuals, music, gameplay, etc.



I think you probably could make a credible version of N+ for the NES, but at the same time, XBLA N+ isn't something that you'd confuse for a NES/retro game.



Even games that use pixel art usually don't restrict themselves this way anymore. It's the first time I've seen a developer do it, at least by the total standard I am describing.



Anyway, when we start using that as as distinction to say "one game is X" and "one game is Y" and start labeling games, we've gone beyond the scope of what I was trying to discuss or imply anyway.

Maurice Kroes
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I rather not ride that nostalgia train ;). It is fun to see another MegaMan but I would 100% rather see a remake in HD like Bionic Commando, SF2HDR etc. That is retro WITH a new modern coat and I'd argue that it would appeal to both old and new fans.



Then again.. its just preference/taste I guess :) and its lot better than other classic remakes that are simply a port.

Adam Johnson
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"I like to think of it not as an 8-bit style, but more of an artistic choice, if you will. It's another type of creative expression, because nowadays, everyone wants surround sound and 3D graphics and things like that, and they get too caught up in that."



This was my favorite paragraph of the whole interview. I like everything that comes with modern gaming, but at the same time, gameplay has to be everything. I think that by creating a new Mega Man in this style forced the developers at Capcom to really consider this. I'm looking forward to it.

Yannick Boucher
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I think this is a fabulous idea. Everything Capcom is touching these days turns to gold ! Here's to taking chances... beautiful choice ! Everyone's doing either the crappy direct port or the "new paint of coat" approach, which frankly, rarely works (though I'm SURE Bionic Commando will be awesome). But to go with a brand new "NES" release is almost genius. ;)

Yannick Boucher
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PS: I want that t-shirt !!! :D

mustafa karagöl
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