Editing Donkey Kong Barrel Blast
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==Development== | ==Development== | ||
[[File:DKBB Kremlings Concept Artwork.jpg|thumb|200px|Concept art for the game, depicting an unused small Kremling named Karry (キャリー), an unused female Kremling named | [[File:DKBB Kremlings Concept Artwork.jpg|thumb|200px|Concept art for the game, depicting an unused small Kremling named Karry (キャリー), an unused female Kremling named Kleanser (クレンサ), and [[Krusha]].]] | ||
Following the completion of ''[[DK: King of Swing]]'', producer Toshiharu Izuno and the Paon development team wanted to follow it up with a home console game that could be enjoyed by the whole family together in front of the TV Screen. Initially, ''Barrel Blast'' was developed as a more traditional racing game<ref name="N.O.M">[https://www.nintendo.co.jp/nom/0707/p2/index.html ドンキーコングを使ったレースのゲームを作ろうとしたキッカケを教えてください。]. ''Nintendo Online Magazine''. Retrieved August 26, 2022</ref> as the developers had difficulty letting go of certain genre conventions, but when the prototype of this version of the game was demoed inside Nintendo, there were multiple feedbacks expressing that the game needed a bigger sense of fun and be more intuitive to make sense as a Wii title. The developers experimented with having all controls done through the Wii Remote.<ref name="N.O.M"></ref> Tuning the game's controls was a difficult balancing act: assistant producer Ryunosuke Suzuki described an instance where, after playtest feedbacks complained the timing for making jumps was too strict, the revised version had the opposite issue of having jumps be too easy to trigger by accident.<ref name="N.O.M"></ref> | Following the completion of ''[[DK: King of Swing]]'', producer Toshiharu Izuno and the Paon development team wanted to follow it up with a home console game that could be enjoyed by the whole family together in front of the TV Screen. Initially, ''Barrel Blast'' was developed as a more traditional racing game<ref name="N.O.M">[https://www.nintendo.co.jp/nom/0707/p2/index.html ドンキーコングを使ったレースのゲームを作ろうとしたキッカケを教えてください。]. ''Nintendo Online Magazine''. Retrieved August 26, 2022</ref> as the developers had difficulty letting go of certain genre conventions, but when the prototype of this version of the game was demoed inside Nintendo, there were multiple feedbacks expressing that the game needed a bigger sense of fun and be more intuitive to make sense as a Wii title. The developers experimented with having all controls done through the Wii Remote.<ref name="N.O.M"></ref> Tuning the game's controls was a difficult balancing act: assistant producer Ryunosuke Suzuki described an instance where, after playtest feedbacks complained the timing for making jumps was too strict, the revised version had the opposite issue of having jumps be too easy to trigger by accident.<ref name="N.O.M"></ref> | ||