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==Development History== | ==Development History== | ||
For the new entry on the [[niwanetwork:Wii|Wii]], the team made use of its special features, such as being a home console allowing them to sneak in various details for on-lookers to find, which also led to the [[Two-Player Mode]]. The development team wondered what to do with the [[niwanetwork:Wii|Wii]] Remote controller. They considered whether to stick with button controls or have motion controls, so they made a prototype trying out the latter. As this game would require a lot more swinging than other games, this would tire the player out, so they decided that just buttons would be perfectly fine. They also experimented with 3D models, but decided that 2D graphics lended themselves perfectly to the kind snappy gameplay they were going for<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/0/ Iwata Asks - Rhythm Heaven Fever - Page 1]</ref>. | For the new entry on the [[niwanetwork:Wii|Wii]], the team made use of its special features, such as being a home console allowing them to sneak in various details for on-lookers to find, which also led to the [[Two-Player Mode]]. The development team wondered what to do with the [[niwanetwork:Wii|Wii]] Remote controller. They considered whether to stick with button controls or have motion controls, so they made a prototype trying out the latter. As this game would require a lot more swinging than other games, this would tire the player out, so they decided that just buttons would be perfectly fine. They also experimented with 3D models, but decided that 2D graphics lended themselves perfectly to the kind of snappy gameplay they were going for<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/0/ Iwata Asks - Rhythm Heaven Fever - Page 1]</ref>. | ||
Everyone on the development team pitched ideas for the game. The developers at [[niwanetwork:Nintendo|Nintendo]] could also design games however they wanted based on the music created by [[generasia:Tsunku|Tsunku♂]], which would often lead to him and his team being surprised at the visuals being completely different from what they had imagined. Despite the seeming mismatch of ideas, everything still came together. Everyone on the team got to name the [[Rhythm Games]] as well<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/1 Iwata Asks - Rhythm Heaven Fever - Page 2]</ref>. The development team was three times as large as the [[Rhythm Heaven|previous game]], with some team members who joined towards the end being fans of that game. There was a worry however that they would need to raise the difficulty for the benefit of players of the previous title, but they also wondered if it should be beginner-friendly. They asked various staff members of all age groups to try it out, and found that they had too much trouble, and adjusted the difficulty accoringly<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/3 Iwata Asks - Rhythm Heaven Fever - Page 4]</ref>. | Everyone on the development team pitched ideas for the game. The developers at [[niwanetwork:Nintendo|Nintendo]] could also design games however they wanted based on the music created by [[generasia:Tsunku|Tsunku♂]], which would often lead to him and his team being surprised at the visuals being completely different from what they had imagined. Despite the seeming mismatch of ideas, everything still came together. Everyone on the team got to name the [[Rhythm Games]] as well<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/1 Iwata Asks - Rhythm Heaven Fever - Page 2]</ref>. The development team was three times as large as the [[Rhythm Heaven|previous game]], with some team members who joined towards the end being fans of that game. There was a worry however that they would need to raise the difficulty for the benefit of players of the previous title, but they also wondered if it should be beginner-friendly. They asked various staff members of all age groups to try it out, and found that they had too much trouble, and adjusted the difficulty accoringly<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/3 Iwata Asks - Rhythm Heaven Fever - Page 4]</ref>. |
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