I was playing the PC version in 320×240 mode. At first, I was a little uneasy thinking that it was very important to maintain a consistent look, but I was relieved after it was complete, seeing the background and characters move. Going back to the original Cave Story, by the time it was completed I had listened to the background music enough times to hate it, so it’s fun to play it with new music. For the Wii version, the music was recreated by a professional musician. In the original game it was my preference to show the art and music poorly because it was an aspect that couldn’t be undertaken effectively due to limited time and manpower. I really like that the music and art was remade. What was your most favorite part for making the WiiWare version of Cave Story? Those are statues of the reigning Lords of Cave Story that the sculptor created. Gero Blaster's might be the first iOS platformer I want to play, but if an iPhone/iPod Touch debut isn't enough to hold your interest - or you just prefer buttons with your plaforming games - a recent tweet from publisher Nicalis hints that Gero Blaster could appear on other handhelds in the near future.Please tell us a little bit about the Miakido and other statues in a specific area. ![]() Gero Blaster's quirkiness and mechanics hold up to Amaya's previous work, and as I rescue the first princess I can't help but wonder what else the Cave Story creator has in store. Whenever players visit the quirky shop owner, they can purchase health items, extra lives, and blaster upgrades using in-game currency. ![]() As a result, he doesn't dwell too much on certain visual ideas as long as it just feels right in line with the game. It's something he tries to capture in all of the games he creates. Amaya said he has fond memories of the first time he played Metroid and how the world felt interesting and compelled him to continue exploring. I immediately asked why it was there and Amaya replied that he didn't know. Some fiends that looked like alligators popped out of the ground to snap at my avatar, so auto-fire allowed me to focus on avoiding their sudden attacks.Īs I entered a shop to buy some upgrades and save my game, Amaya pointed out a purple cat at the counter with a cigarette in his mouth. While I held down the fire button, if I slid the same finger to right or up, my avatar would continuously fire so I could focus on traversal - a welcome solution in situations with many oncoming enemies. As I learned how to jump and fire my blaster and move using the touch screen interface, I was surprised by the discovery of an auto-fire mechanic. Naturally, the tutorial primarily used images to instructe me how to play, and even the first few stages of the main game followed Amaya's standard practice of building player skills through world design and experience. After a few screens, Amaya told me how much he dislikes tutorials, but he felt it was appropriate for the platform since so many new players could potentially experience the game. Interestingly enough, the second I placed a finger on the iPhone 4 demo of Gero Blaster, Amaya asked me to play through the game's tutorial - something not typically featured in his previous games. I don't mean to disparage iOS gaming, but I always prefer the tactile feel of a standard controller in my hands as opposed to sliding my fingers along a touchscreen - this is especially true with action games. ![]() ![]() I had some reservations before my iOS demo of Gero Blaster, mostly because of my wary feelings toward touchscreen based buttons in iPhone games. Amaya told me that players can travel to any planet, but you'll need specific equipment to progress farther, so expect to travel back and forth to uncover all of the game's secrets. The individual stages themselves are broken up into different areas, and players can swap between stages by tapping the sections of a planet-inspired hub screen. Of course, Amaya's games never stick to a predictable formula, so even though the stages appear straightforward at first, I witnessed many opportunities to go back and explore specific areas after I discovered new equipment. In Gero Blaster, you play as a frog bound to rescue a kidnapped princess, and you use an upgradeable blaster to fend off enemies as you traverse through platform-based stages. Unsurprisingly, it features all of the quirk and charm that fans of his previous work should expect. Amaya's latest game, revealed this past weekend at the BitSummit event in Kyoto, still leans on his familiar 8-bit visual style.
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