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==Development== | ==Development== | ||
Rhythm Heaven's development "wasn't easy" for the staff | Rhythm Heaven's development "wasn't easy" for the staff. Osawa didn't like the idea of using buttons, so he considered a control mechanic that involved the Touch Screen. The ability to touch the edge of the Touch Screen was considered, but it would've been considered too difficult. The Flick action took them a "little getting used to" as they had to make it feel "fair" to the player until they realised that if flicking was combined with the music it would give the players a "good sense of timing". The Flick action took them about "two to three months" to research and "six months" to eventually adapt the control into Rhythm Heaven. <ref>https://web.archive.org/web/20090701104808/http://www.rhythmheaven.com/iwata3.html</ref> | ||
Tsunku really liked the idea of the Flick action even if it took a long time to adapt. At that time, he thought of the idea for [[Frog Hop]], which became one of the very first games to be made for Rhythm Heaven. <ref>https://web.archive.org/web/20090701104808/http://www.rhythmheaven.com/iwata4.html</ref> | Tsunku really liked the idea of the Flick action even if it took a long time to adapt. At that time, he thought of the idea for [[Frog Hop]], which became one of the very first games to be made for Rhythm Heaven. <ref>https://web.archive.org/web/20090701104808/http://www.rhythmheaven.com/iwata4.html</ref> | ||
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