nintendo
06-09-2001, 08:54 AM
اللقاء باللغة الانجيليزية واي احد يريد ترجمته فاليتفضل مشكورا :IGN: Thank you for meeting with us. We're sure you're busy right now putting the final touches on Super Monkey Ball for the GameCube. How far along is the game right now?
Nagoshi: It's finished.
IGN: Really? Wow! Can you tell us a bit about the production process involving GameCube games?
Nagoshi: The games are sent to Nintendo for approval. Nintendo handles all matters of production for the games.
IGN: Interesting, interesting. Why did you decide to bring Monkey Ball to the GameCube?
Nagoshi: There was first Sega's new multiplatform direction, and I wanted to actually create some titles in GameCube first, then there was the idea of Monkey Ball.
IGN: And why monkeys in the first place?
Nagoshi: We wanted something with two feet, as we can then use the motion capture from people. I actually had the idea of the game as a whole a long time back. I wanted to do something different and came up with this game and another.
IGN: [Anoop resists temptation to ask about motion-captured monkeys. In retrospect, Anoop also neglects to ask Nagoshi about the other game in the above response] . When did the project begin?
Nagoshi: [shuffles some dates around]. In November of last year possibly? [shuffles a few more dates around with Amusement Vision PR]. We started the arcade version in November of last year, although I don't remember specifically. It took three months to complete the arcade version, then another seven months for the home version.
IGN: Very fast! [Anoop builds up courage by holding down the giant C button] I'm going to ask this next one in Japanese.
Nagoshi: Okay.
IGN: [Anoop breaths heavily] [In Japanese] What is the meaning of the "Super" in Super Monkey Ball?
[Everyone laughs]
Nagoshi: [Considers] It could have been, like, "Deluxe." We just wanted to make sure that it was different from the arcade version, and a lot have past Sega titles have used "Super" in the name
IGN: [Back in English] Can you describe some of the changes, such as the Monkey Race mode and the new mini-games?
Nagoshi: As far as the main game is concerned, there are a couple of additional stages we have implemented for the GameCube version. They're very tough to complete. In addition, there are three party games that you can play from the beginning. And on top of that, there are some mini games that you need to unlock by collecting a certain number of points.
Originally, I had the idea of opening up the three party games from the beginning, but I was concerned about some people playing just the mini games and party games, and not playing the main games. In order to make these people play the main game, I made it so the party games are locked from the start.
Mini games include various ball games. We tested the game out overseas and people seemed to really like it. They get addicted.
IGN: The Nintendo controller is very unique, although both it and the arcade controls have a giant yellow thing sticking out in the middle (the banana controller in the arcade version, the big face button on the NGC controller). Have you utilized the special features of the controller in any way for Super Monkey Ball?
Nagoshi: The controller is very sensitive as far as reading analogue directions. We adapted to that from the programming side.
IGN: Do you have any ideas on how you can use the controller?
Nagoshi: Actually, in the mini games in Monkey Ball, you get to use the big button.
IGN: I guess we'll get to see it at Space World and try it out [We were right... check out the updated preview on IGN Cube for more details]. Moving on to other games, how far along is Virtua Striker?
Nagoshi: The straight conversion from the arcade is done. You will get to play the demo version at SpaceWorld.
[Nagoshi wasn't joking! Check out the updated preview on IGN Cube for screens and movies]
We've added some additional character motions to the demo version on top of the straight conversion.
I'm hoping that we can finish the game in three or four months.
IGN: Will the GameCube version have the special Amusement Vision and Sonic character teams in it?
Nagoshi: As long as we get the permission from Naka-san [laughs]. The current version doesn't have either team.
IGN: Hmm... we hope you can get at least the Sonic Team in there, as it would probably be Sonic's first appearance on a non-Sega home platform. Moving along, is there any chance that the game will feature Online play?
Nagoshi: This version? Not in this version. It will be a difficult online title to create because there are many players. If the latency isn't an issue, then we can create it.
IGN: Have you been working with Nintendo in order to come to grips with the hardware and learn of the Online plans?
Nagoshi: We do have a direct communication channel between our team and Nintendo. But, at Amusement Vision, our top priority is to release Super Monkey Ball as a launch title. Perhaps Naka-san's team is more in a position to discuss the online development.
IGN: You've worked with the Naomi 2 hardware and the GameCube hardware. How would you compare the power of the two systems? Is the NGC as a platform stronger visually compared to the Naomi 2?
Nagoshi: I think there is no difference in terms of visual quality between arcade and consumer nowadays. The later version you get in the market, the better quality you will have.
AV plans on using Naomi 2 for future arcade
titles. But what about the upcoming Naomi 3?
IGN: For future arcade games, do you plan on using Naomi, Naomi 2, Hikaru, or would you like to try out some other hardware?
Nagoshi: We haven't started any project for the arcade at this point, but if we do, perhaps Naomi 2 will be the choice.
IGN: Going back to the GameCube, now that you've finished up Monkey Ball, how much potential do you think the system has to succeed in the tough gaming market?
Nagoshi: To make some kind of breakthrough in the market, the content is key. Nintendo has focused on younger audience, and I believe Nintendo has the potential to make GameCube successful in the market.
IGN: What do you see GameCube bringing to your titles that other platforms can not?
Nagoshi: I haven't studied a lot for Xbox hardware yet, so I cannot tell the differences. As far as PS2 is concerned, the NGC has more texture memory, so it's really easy to work with. The process of graphics is basically the same between all three platforms, though.
IGN: Do you see the GameCube adding anything as far as gameplay is concerned?
Nagoshi: If we can do some kind of connected gameplay between GameCube and Game Boy Advance, that would be something new. But, I haven't started on such a thing.
IGN: Thank you for your time. I look forward to playing Super Monkey Ball and Virtua Striker on GameCube along with [said softly] Planet Harriers and Spikers Battle.
[Everyone laughs]
IGN: Just kidding.
[Everyone continues to laugh and Anoop goes home]
Nagoshi: It's finished.
IGN: Really? Wow! Can you tell us a bit about the production process involving GameCube games?
Nagoshi: The games are sent to Nintendo for approval. Nintendo handles all matters of production for the games.
IGN: Interesting, interesting. Why did you decide to bring Monkey Ball to the GameCube?
Nagoshi: There was first Sega's new multiplatform direction, and I wanted to actually create some titles in GameCube first, then there was the idea of Monkey Ball.
IGN: And why monkeys in the first place?
Nagoshi: We wanted something with two feet, as we can then use the motion capture from people. I actually had the idea of the game as a whole a long time back. I wanted to do something different and came up with this game and another.
IGN: [Anoop resists temptation to ask about motion-captured monkeys. In retrospect, Anoop also neglects to ask Nagoshi about the other game in the above response] . When did the project begin?
Nagoshi: [shuffles some dates around]. In November of last year possibly? [shuffles a few more dates around with Amusement Vision PR]. We started the arcade version in November of last year, although I don't remember specifically. It took three months to complete the arcade version, then another seven months for the home version.
IGN: Very fast! [Anoop builds up courage by holding down the giant C button] I'm going to ask this next one in Japanese.
Nagoshi: Okay.
IGN: [Anoop breaths heavily] [In Japanese] What is the meaning of the "Super" in Super Monkey Ball?
[Everyone laughs]
Nagoshi: [Considers] It could have been, like, "Deluxe." We just wanted to make sure that it was different from the arcade version, and a lot have past Sega titles have used "Super" in the name
IGN: [Back in English] Can you describe some of the changes, such as the Monkey Race mode and the new mini-games?
Nagoshi: As far as the main game is concerned, there are a couple of additional stages we have implemented for the GameCube version. They're very tough to complete. In addition, there are three party games that you can play from the beginning. And on top of that, there are some mini games that you need to unlock by collecting a certain number of points.
Originally, I had the idea of opening up the three party games from the beginning, but I was concerned about some people playing just the mini games and party games, and not playing the main games. In order to make these people play the main game, I made it so the party games are locked from the start.
Mini games include various ball games. We tested the game out overseas and people seemed to really like it. They get addicted.
IGN: The Nintendo controller is very unique, although both it and the arcade controls have a giant yellow thing sticking out in the middle (the banana controller in the arcade version, the big face button on the NGC controller). Have you utilized the special features of the controller in any way for Super Monkey Ball?
Nagoshi: The controller is very sensitive as far as reading analogue directions. We adapted to that from the programming side.
IGN: Do you have any ideas on how you can use the controller?
Nagoshi: Actually, in the mini games in Monkey Ball, you get to use the big button.
IGN: I guess we'll get to see it at Space World and try it out [We were right... check out the updated preview on IGN Cube for more details]. Moving on to other games, how far along is Virtua Striker?
Nagoshi: The straight conversion from the arcade is done. You will get to play the demo version at SpaceWorld.
[Nagoshi wasn't joking! Check out the updated preview on IGN Cube for screens and movies]
We've added some additional character motions to the demo version on top of the straight conversion.
I'm hoping that we can finish the game in three or four months.
IGN: Will the GameCube version have the special Amusement Vision and Sonic character teams in it?
Nagoshi: As long as we get the permission from Naka-san [laughs]. The current version doesn't have either team.
IGN: Hmm... we hope you can get at least the Sonic Team in there, as it would probably be Sonic's first appearance on a non-Sega home platform. Moving along, is there any chance that the game will feature Online play?
Nagoshi: This version? Not in this version. It will be a difficult online title to create because there are many players. If the latency isn't an issue, then we can create it.
IGN: Have you been working with Nintendo in order to come to grips with the hardware and learn of the Online plans?
Nagoshi: We do have a direct communication channel between our team and Nintendo. But, at Amusement Vision, our top priority is to release Super Monkey Ball as a launch title. Perhaps Naka-san's team is more in a position to discuss the online development.
IGN: You've worked with the Naomi 2 hardware and the GameCube hardware. How would you compare the power of the two systems? Is the NGC as a platform stronger visually compared to the Naomi 2?
Nagoshi: I think there is no difference in terms of visual quality between arcade and consumer nowadays. The later version you get in the market, the better quality you will have.
AV plans on using Naomi 2 for future arcade
titles. But what about the upcoming Naomi 3?
IGN: For future arcade games, do you plan on using Naomi, Naomi 2, Hikaru, or would you like to try out some other hardware?
Nagoshi: We haven't started any project for the arcade at this point, but if we do, perhaps Naomi 2 will be the choice.
IGN: Going back to the GameCube, now that you've finished up Monkey Ball, how much potential do you think the system has to succeed in the tough gaming market?
Nagoshi: To make some kind of breakthrough in the market, the content is key. Nintendo has focused on younger audience, and I believe Nintendo has the potential to make GameCube successful in the market.
IGN: What do you see GameCube bringing to your titles that other platforms can not?
Nagoshi: I haven't studied a lot for Xbox hardware yet, so I cannot tell the differences. As far as PS2 is concerned, the NGC has more texture memory, so it's really easy to work with. The process of graphics is basically the same between all three platforms, though.
IGN: Do you see the GameCube adding anything as far as gameplay is concerned?
Nagoshi: If we can do some kind of connected gameplay between GameCube and Game Boy Advance, that would be something new. But, I haven't started on such a thing.
IGN: Thank you for your time. I look forward to playing Super Monkey Ball and Virtua Striker on GameCube along with [said softly] Planet Harriers and Spikers Battle.
[Everyone laughs]
IGN: Just kidding.
[Everyone continues to laugh and Anoop goes home]