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Podcast Discussion / Episode 190: A Night in Sarasa Land
« on: November 04, 2015, 08:09:15 AM »

The Themesters sneak out of a foreign country with some bootleg music tracks.

Welcome to Connectivity 190.

This week we have returned with another instalment of Themesters. Nicholas Bray, Perry Burkum and Jonathan Metts, listen, discuss and play some musical tracks and covers from the Game Boy game, Super Mario Land 2: 6 Golden Coins.

The musical covers for this episode come all the way from Sarasa Land, the country that was used as the location in the original Super Mario Land. Perry sneakily recorded these live performances on his phone so that we could bring these recordings to you all.

Connectivity has joined twitter, so be sure to follow @ConnectivityNWR to be up to date on any announcements. We are wanting more listener participation, feel free to ask questions, they may show up in the show!

Send us your listener mail by clicking here.

Thanks for listening.

Podcast Discussion / Episode 450: Tone Down Your Exorcising
« on: October 25, 2015, 06:59:28 AM »

It's fine to be enthusiastic about your work, but stop shooting the walls.

The prophesy has been realized, at the Four-Hundred Fiftieth Transit of the Podcast Moon against the face of the Release Planet a fifth shall descend upon them.

Dr. Metts joins James, Jon, Greg, and Guillaume to celebrate Episode 450. As celebration, James planned a totally conventional episode, featuring New Business and a conversation about the latest NX rumors!

As a guest, Jonny leads of with a review of what he's been doing with his newly-found free time. He's just started Yoshi's Woolly World, but he teams up with Gui and Greg to school James and Jon on getting fluffy. His thoughts on Rock Band 4 trigger a conversation of the broader ecosystem of plastic instruments. Guillaume has impressions of Indie ghost-killing, time replaying, game Extreme Exorcism. It turns out anything worth doing is worth doing EXTREME. Jon returns to PS2-classic Shadow of the Colossus.The crew uses this opportunity to shamble up the topic of focused game design and what makes these games work in their own way. Greg is also engaged in an exorcism, with the GBA Virtual Console kart racer Konami Krazy Racers. Remember when Konami wasn't above using their fantastic back-catalog, in unconventional ways, in order to make a buck? Don't answer that. Lastly, James provides an update on The Legend of Legacy. This update mostly comes in the form of a verbal GameFAQ; prep your tank character.

After a creepy Now Playing, the fivesome dissects the latest NX news, as reported by The Wall Street Journal. Development kits are out, new chips are in, and a normally verbose podcast finds a new level of verbosity and naval gazing.

After a two week break, we're returning to Listener Mail next week. It's been a while, so fire up your email and send us your comments or questions. We're especially interested in your thoughts about our NX conversation and the future of the Nintendo ecosystem.

Lastly, we're refreshing the logo we use to promote Radio Free Nintendo. Send your submissions to our mailbag. Note, all submissions must be scalable to at least 1400x1400 pixels. We've already got a number of cool ideas; you guys are awesome.

TalkBack / RFN Super Mario Maker Challenge: New Capes on the Block
« on: September 22, 2015, 12:35:46 PM »

Jonny makes James a stage, and James spends an eternity trying to remember how capes work.

The announcement of Super Mario Maker foreshadowed a new kind of asymmetric multiplayer: stage maker vs stage builder. Its release called Radio Free Nintendo, and its esteemed cast, to action. New host James asked former host Jonny to make and document the creation of a stage, and he would similarly document its conquest. That was the plan, at least. It turns out that James doesn't know how to use the cape from Super Mario World.

Warning: harsh language.

Stage: "New Capes on the Block"
Course ID: 444C-0000-0052-5C5D

You can hear RFN talk more about Super Mario Maker in Episode 445: I Made a Stage with Boos in It..

TalkBack / Re: RFN RetroActive Jr. Poll: Mario Games not in Maker
« on: September 12, 2015, 03:12:44 PM »
The main draw of Power Tour is the RPG mode and, well... you know. I don't think Smash Bros. on N64 has much to offer in light of all the subsequent versions, and I've never heard much of anything good about Mario Party Advance. So, it's an easy choice for me! Mario Pinball is a total oddity that was never really followed up, and it makes sense as a single-player game that could generate some good discussion with how it twists familiar Mario elements into mechanics that are older than video games themselves.

Podcast Discussion / Re: Episode 443: Autumn of Too Many Leaves
« on: September 09, 2015, 02:08:49 PM »
I don't think any hi-res (480i) mode N64 games are supported by Wii or Wii U Virtual Console. I do think they would probably look very good. Anyway, my point is that Rare Replay shows you can emulate N64 games to look good on HDTV. Blast Corps, Jet Force Gemini, and Conker all look great on XB1, and I don't think that's because Wii U is underpowered.

Podcast Discussion / Re: Episode 443: Autumn of Too Many Leaves
« on: September 09, 2015, 12:52:19 PM »
It's totally possible to make N64 games look great in HD. Just look at Rare Replay.

Podcast Discussion / Re: Episode 442: You Got to Have a Fall Guy
« on: August 31, 2015, 09:01:16 PM »
Super Mario Kart

TalkBack / Re: The Bridge (Wii U) Review
« on: August 22, 2015, 12:55:32 PM »
This looks awesome. Been a while since I bought a new indie game on Wii U, but that may have to change now!


Super Mario Game of the Year Maker.

Hey everybody! Time for news!

This week, Alex, Donald, and special guest Dr. Jonny Metts talk about Super Mario Maker, Pandora's Tower, Unity on New 3DS, July NPDs, and that MercurySteam Metroid game.

This game's title is painful.

Podcast Discussion / Episode 439: Grapple Dem Tears
« on: August 09, 2015, 09:31:29 AM »

The sun may set in the west, but the hover tank rises in the east.

Last week, Jonny announced his plan to retire from Radio Free Nintendo after over seven years as the show's producer and host. While certainly it weighs on the show, the crew pulls together to put out one last show for the road, including the Retroactive Jr. for Blaster Master.

As its his last episode as host, Jonny kicks off a history-focused New Business. He starts with impressions of the recently released for download Kirby's Return to Dreamland. He follows up with the retro collection, Rare Replay, now available on Xbox One. Guillaume roots through his the property of his girlfriend's parents to find their copy of Mario Kart: Double Dash. He then puts his new thiefing skills to use in the retro RPG Dragon Fantasy. James continues the hits during the Nintendo of America: Too Hot for Summer Tour 2015 with import impressions of banana-giant god game Doshin the Giant (you can see more of that here). Lastly, not to be left out of this exploration of gaming's past, Jon has impressions of Journey, recently re-released on PS4.

After the break its time for the first ever Retroactive Jr. Nintendo may have selected Blaster Master but the crew has a lot to say about this tank platforming, isometric on-foot shooting, frog rescuing NES game. Highlights include: discussion of gameplay mechanics, the weird localized plot, your posts and emails, comments on Blaster Master from Nathan Fouts of Mommy's Best Games, and a dramatic reading. Thanks to all those that participated and played along with us.

After one final break comes the moment the entire show is building towards: the Doctor gives his "15 minute" farewell address to the RFN community. In true RFN form, it takes 45 minutes. If you needed a reminder, we're always going to be RFN. And, we'll always owe Jonny a huge debt of gratitude for his role in making RFN what it is.

We'll be back next week with a new host, a new old friend in chair 4 (and climbing, unless Jon gets his act together), and the same RFN that we thank you for listening to every week. Send us your emails with any questions or comments you have, and we may use them in the show! And as always, thanks for listening. Its our listeners that have made it possible for us to do this for the better part of the decade.

Podcast Discussion / Re: Episode 438: Spiritual Predecessor
« on: August 03, 2015, 03:28:41 PM »
I think it'll be similar to Colbert adjusting his persona on the Late Show.

Podcast Discussion / Re: Episode 438: Spiritual Predecessor
« on: August 03, 2015, 02:44:19 PM »
RFN is a friendly home for "beyond insane" Nintendo fans.

Podcast Discussion / Episode 438: Spiritual Predecessor
« on: August 02, 2015, 08:46:17 AM »

Online games and news from Japan take the spotlight in this three-dude episode.

You know it's going to be a weird one when James starts off with Samba de Amigo for Wii. Yes, it's the terrible sequel to Sega's beloved Dreamcast rhythm game, except this one was developed by Gearbox and doesn't work. Next up is Jonny, who has ventured deeper into Monster Hunter 4 Ultimate and also started Ori and the Blind Forest... on his new Xbox One. That should really help with the backlog. Jon is up last with a return to Destiny, and yet, we do find some common ground between that online experience and Nintendo's own Splatoon.

After the break, we round up several fairly fresh news topics that seem to be focused on Japanese games. You'll hear about the latest updates and optional content for Smash Bros. and Splatoon. There's the complicated announcement of Dragon Quest XI for 3DS, PS4, and... NX? How about those latest Super Mario Maker details! Would you be interested in bizarre Kickstarter exploits for Mighty No. 9 and Red Ash? Well then, maybe the best we can offer is Final Fantasy Explorers coming to the West.

Don't forget to play and comment on the classic Blaster Master for RetroActive Jr. -- time is running out! Also, be sure to catch the important announcement at the end of this episode. We'll see you next week, and the email link is here if you feel like giving us something to talk about when Guillaume returns.

Podcast Discussion / Re: Episode 437: Yoshi the Harbinger
« on: July 28, 2015, 11:37:34 AM »
Good, the damn podcast can edit itself.

Podcast Discussion / Re: Episode 436: Federation Farce, RFN Edition
« on: July 23, 2015, 01:46:04 PM »
When James calls something stupid, he usually means it as a compliment. Not so with me, but I can like a game in spite of its stupidity, sometimes.

Podcast Discussion / Episode 436: Federation Farce, RFN Edition
« on: July 19, 2015, 02:57:00 PM »

We can't talk about this subject anymore.

*Similarities to other podcasts are purely "Coincidental"

Guillaume is out this week, presumably honing his survival instincts deep in the Yukon. In his place; Jonny, Jon, and James are joined by GameTrailers Managing Editor (and Planet GameCube staff alum) Daniel Bloodworth. During the intro, James announces the surprisingly gracious Virtual Console gods have bestowed Blaster Master (NES) for our new "RetroActive Jr." feature. There's already a forum thread open, and we won't wait long to discuss this one, so drop off some goodies!

The show proper opens with happy memories of the late Nintendo President and CEO Satoru Iwata; Dan carries memories of Mr. Iwata's time heading up HAL into New Business, with a revisit of Kirby's Adventure, and plays Witcher III for a second time. Next up, Jon finally joins the Splatfest with his impressions of Splatoon. How does the fan of online multiplayer shooters take to Nintendo's first foray into the field? Jonny follows with a look at the frenetic Hyrule Warriors for Wii U, the methodical Monster Hunter 4 Ultimate for 3DS, and the finally available Drive Club PS+ edition for PS4. Lastly, James catches up with 2005's DS adventure game Trace Memory.

Following Now Playing, it's time for yet another Radio Free Nintendo presents: The Lord's of Thunder Round. Rapid-fire email topics include: investing in a New 3DS, the value proposition of Ocarina of Time 3D, third-party Amiibo characters, the future of Fire Emblem, Pokémon Shuffle, video game composers, and the game that cannot be named.

Thanks to Dan Bloodworth for joining us. To see more of Dan, check out, the GT YouTube channel or GT's Twitch stream. Be sure to check out the BackTrack episode covering the music of Chrono Cross.

While we don't spend a lot of time on it, you can hear more from James on the passing of Satoru Iwata in this week's Nintendo News Report. He joins Donald Theriault, and Alex Culafi for an open conversation about the man and his legacy. In tribute, he sports a three-piece suit.

To see more of Jonny, along with NWR Director Neal Ronaghan, check out the GameTrailer's E3 stream in which the two of them breakdown Nintendo's announcements and presentation.

Lastly, be sure to check out the episode of Jonny's music podcast, Discover Music Project, that inspired the this week's email on video game composers. He and Radio Trivia's Michael "TYP" Cole explore the catalog of Hirokazu "Hip" Tanaka - composer of many of Nintendo's most recognizable tunes.

Podcast Discussion / RFN RetroActive (Jr.) #33: Blaster Master
« on: July 19, 2015, 08:23:12 PM »
Sometimes, when you leave luck to heaven, things turn out pretty well. That was certainly the case when we left RetroActive up to Nintendo's iron hand, and they provided... the beloved, unique, awesome Blaster Master! This NES classic from legendary developer Sunsoft is available from ye olde Virtual Console on no less than three different platforms: Wii, Wii U, and 3DS. For the originalists, the NES cartridges should be easy to find -- Blaster Master was quite a popular game in its day.

Please use this forum thread to discuss the game, and remember, we'll be looking for great posts to be quoted on an upcoming episode of Radio Free Nintendo!

Podcast Discussion / Episode 435: Discovery of a Superb View
« on: July 12, 2015, 02:43:55 PM »

An expert guest helps us preview some new games and revisit some old ones, mostly from Japan.

RFN 435: Discovery of a Superb View

Intro - Jon's out, but Syrenne is here! Cool emails coming up later.


Syrenne: Xenoblade, Fire Emblem
James: SMB3, World, Yoshi
Gui: SMT Soul Hackers
Jonny: Roundabout vs. KKK



buttle writes:
I've also tried to go back to both the original Pikmin and the NewPlay Control and I find them almost unplayable.  Pikmin 3's controlsare so good, it's incredibly difficult to go back.

I would LOVE it if they remade the 1st two Pikmin's with Pikmin 3'scontrols.  But I certainly don't have my hopes up.

For a 100% fruit speed run (without glitches) 12 days is the goal.And doing 9 days while getting limited fruit can be a nice warm up.I've done this tons of times, and yes it has cut into my time forplaying other games.

If you have fun I would be MORE than happy to give the basic formula Iuse for the 12 days but for now, I'm just thankful that Pikmin 3 isstill part of the conversation at RFN.
Tyler writes:
Do you feel that Nintendo is releasing too many Zelda games? From 2011 through 2016 there will have been Ocarina of Time 3D, Skyward Sword, Four Swords Anniversary Edition, Wind Waker HD, A Link Between Worlds, Hyrule Warriors, Majora's Mask 3D, Tri Force Heroes, Hyrule Warriors All-Stars, and Zelda Wii U. While of course not Mario levels of exposure, is Nintendo running the risk of taking away Zelda's event status?
Zup writes:
"Help us stop this atrocity of a game from bearing the beloved Metroid franchise name and make Nintendo halt production on it."

This is a quote from a petition that already has 12,000 signatures on it. While I understand the disappointment of Metroid fans (I was hoping for a side-scrolling sequel to Metroid Fusion myself) don't you think this is a bit over the top? Do you think this is a reasonable response to the Metroid Prime: Federation Forces announcement? And, of course, most importantly, which of you will be signing this petition?

Outro - rfn@nwr, RetroActive!!!, thanks Syrenne!, (MonoChrono plug)

Podcast Discussion / Re: Episode 434: Dr. Wario's Snake Oil
« on: July 11, 2015, 03:40:42 PM »
That quote is pretty far from what I originally heard. I wonder if he was walking it back strongly? Or maybe the original quote was wrong.

Been playing more MonHun. I beat the Great Jaggi twice and have some of that armor set now. I'm still doing some tutorial quests for things like fishing and egg-stealing, which have been very useful at showing me the parts of the game I never want to do again. The hunting is all I've enjoyed so far.

Podcast Discussion / Re: Episode 434: Dr. Wario's Snake Oil
« on: July 08, 2015, 09:55:44 PM »
I'm using the Insect Glaive so far... it's working out, but I miss pretty often due to the alternating attack patterns. I haven't yet fought anything large enough to be mounted.

Podcast Discussion / Re: Episode 434: Dr. Wario's Snake Oil
« on: July 07, 2015, 09:21:25 PM »
Thanks for the tips! Can't you also refill health and stamina by sleeping in your bed before each mission?

Podcast Discussion / Episode 434: Dr. Wario's Snake Oil
« on: July 05, 2015, 10:51:00 AM »

We're FINALLY back from E3 with fresh games and your Listener Mail (mostly about the show, of course).

We're sorry that you had to wait so long for a proper episode after E3, but it's here now, and it's full of new games and your questions about what went down at gaming's biggest show.

Guillaume begins at the beginning, with Earthbound Beginnings. He also tries the new(-ish) Dr. Mario for 3DS and revisits both Pikmin (New Play Control version for Wii) and his beloved Pikmin 3. Jon focuses on New Super Mario Bros. U (not to be outdone by rival J.C. of the Famicast) and shares tales of a recent visitor. James goes arcade-esque with Donkey Kong '94 and Whoa Dave! Then, he leads a group discussion of Splatoon, which continues to be a satisfying summer game for most of the crew -- and Jon might even try it soon. This is a big, catch-up edition of New Business after a few weeks away, so Jonny wraps up the segment with final thoughts on Elliot Quest, a return to Broken Age, and a surprise licensed game for 3DS.

We didn't get to as much Listener Mail as originally intended, so look for more coming very soon. However, there is an attempt to explain SMT X Fire Emblem (or whatever its nonsense name) and consider ways that Miyamoto could excite people who always seem to catch up years later. That sort of derails us into a final summary of Nintendo's appearance at E3... Finally, against our better judgement (i.e. Guillaume), we approached a joke question that lead us down the dark path of Metroid Prime: Federation Force. It definitely wasn't the most cheerful way to end the podcast, and we'll do better next time. Won't you please help?

After you send in that one topic that's bugging you, please check out Jonny on the latest episode of Connectivity (sounding much more hopeful about Metroid) and tackling all the summer movies over on Box Office Poison. There's more cross-media fun coming soon from your RFN buddies! And of course, we have a lot more to say about Nintendo's outlook throughout this summer and beyond. Thank you all for listening!

This is a good reason! But the summer months are perfect for niche releases and initiatives like VC and Nindies.


We talk Chibi-Robo's origins, hash out the Chibi-Robo timeline, and brainstorm future Amiibo in this E3 2015 interview.

At E3 2015, we had the good fortune to sit down with Nintendo Producers Risa Tabata and Kensuke Tanabe to talk about Chibi-Robo: Zip Lash. Tabata has been at Nintendo since 2001, working as a producer on games including Donkey Kong Country Returns and Tropical Freeze, Captain Rainbow, and Game & Wario. Tanabe has been at Nintendo since the 1980s with his first project being Super Mario Bros. 2 USA. Since the early 2000s, Tanabe has been a producer on a variety of Nintendo games, primarily with Retro Studios and Next Level Games, as the head of SPD No. 3 group.

Nintendo World Report )NWR): Chibi-Robo has been in several different kinds of games over the years, and I think he's not known as an action star. What gave you the idea to put him in a 2D action game for the first time?

Risa Tabata (RT): When we started first thinking about this game, we were in discussion with the development company Skip, and they had this suggestion to have Chibi-Robo to, getting his cord and moving it over his head. And that was sort of our hint to focus on the action types of things - by using this motion we could come up with various ideas.

So for the previous Chibi-Robo games, we had more of the adventure aspect. And for those who are really big fans of Chibi-Robo, it was great. People loved it, but we couldn't quite say that it was widely known by a lot of people. So we wanted to branch out and explore more things.

Kensuke Tanabe (KT):: Especially in the US market, it would be a great place to expand that fanbase.

NWR: He's such a great character, I'm thinking back to the first Chibi-Robo game on GameCube, the theme of the game I think was cleaning and also taking care of the environment and making people happy, and helping a family solve their problems and come closer together.

RT: You know the game really well.

NWR: How are these ideas being used in the new game, and how is [Chibi-Robo’s] character being made real in this new kind of game?

RT: Not so much about carrying over the elements that we had before, we tried to look for a different perspective to start working on this game.

So as you pointed out, Chibi-Robo has this mission to be a helpful little robot and help people out. Before, while he was focused on the family, helping around the house and things. This time, it's on the larger scale. Basically he'll be helping people all over the world.

KT: Keep in mind he's a tiny robot that's like 10cm high. To give you a little more detail, there'll be some aliens that will come to the Earth and try to steal our resources.

First off, Chibi-Robo... everything starts in space. Chibi-Robo by accident finds these aliens heading on their way to Earth, and he thinks I've got to try to stop them. That's how things start, and that's how the story involves Chibi-Robo going around to different places on the Earth, just travelling all around. If you have a chance to have hands-on experience on the show floor, you'll be able to see that part I'm talking about.

RT: He's still sort of a cleaner, he helps around by picking up garbage around the courses too.

NWR: In the demo, there was a lot of product placement like Utz potato chips, and I think I might've seen Mentos as well. Are there different brands in Japan, and also what is the point of having this product placement or brand placement inside the game?

RT: As you pointed out, there are these great varieties of snacks in this game. You will also see Japanese snacks in the US version as well, so it's sort of a good mix.

Chibi-Robo is so tiny, we were trying to think of ways to express that, to give you a point of reference to show you how small he is in real life. Since this time, there's no people around, it's something we can give you to compare.

The first thing we thought of was placing things that you see in our real world so you're used to seeing those things, and by using that as a starting point of reference.

The second thing was we wanted to add more to the list of things you can collect in the stages, and so for that we felt it was a good idea to have these real life objects that are actually in the game for you to check out.

So because the game itself takes place around the world in various place, we thought coming up with different monuments that you see around the world, such as the Statue of Liberty or the pyramids, but that would be way too big to use as a reference for a tiny little robot. So that didn't work too well.

And that's when I thought ‘What's something that's around us all the time, and makes people happy to see’ or to find in game? I personally also love snacks too, so I thought this is a great idea to implement in the game so that people will be really familiar with, and it's also something accessible for you if you would like to see it in real life.

NWR: Now I really regret, we were kind of joking this morning about going to buy a bag of Utz chips to bring and I regret not doing it.

KT: So one challenge was to get many companies to agree to our idea to present these snacks in game. So for the US version, Nintendo of America and Nintendo of Europe were the two groups in charge of handling that stuff here, but in Japan she was the sole contributor to this, going around the entire country and over...

RT: 30...

KT: ...speaking with 30 different companies or more than that. I'm not sure if you're aware, but around this time in Japan it's super hot and humid, and so she wearing her business attire, walking around the whole country, travelling to present this idea to all these people. I myself was sitting in the office, just chilling, thinking ‘She's going through such a hard labor.’ *laughs*

NWR: Please tell us everything about Toby the plane. *laughs* I love him already. I want my soft plush toy Toby (or Amiibo) I can give to my niece and nephew. They're very small.

KT: In Chibi-Robo, there are many different of these characters that'll show up. Here, you only saw Toby.

RT: With these characters, that are toys that are around us, they are being set in a way that when people aren't around these NPC characters move around. Toby's actually a toy that appears in this game as well. Maybe you want a plush, or maybe a tin can?

NWR: No, a soft toy.

RT: As an Amiibo?

NWR: Maybe. He's so cute, and I like how his mouth moves when he talks, and he dances... he's great.

RT: Skip, the development company is the one who comes up with a lot of good ideas for this, the setting behind the characteristic as a very energetic little boy. There are other characters that will appear, and we'd love to discuss them with you, but that's something you should experience through hands-on with the game.

NWR: Are they all cute?

KT: Not just simply cute, but rather unique as well.

Translator: To clarify, did you mean a toy? Not just in game?

NWR: I'm fantasizing, but yes, he looks like a toy because he's so small, he's bigger than Chibi-Robo but he's a very tiny plane, when I saw him he looks very soft in the game, and I love how his mouth moves and how he dances and he just has a great face and I thought ‘I wish I had a real one I could play with.’

KT: You know, when Chibi-Robo becomes very very popular here and there are many more fans like you, which is great, that's our best shot at getting more products out there. Thank you for your comment.

RT: I mentioned Skip as the development company, but there's also another one that's called Vanpool, and these two companies are working together to develop this game. Vanpool was known for creating the past two games based on Tingle...

NWR: And Dillon's Rolling Western. Have they helped out with the Paper Mario series?

KT: So for the Sticker Star game, it was developed by Intelligent Systems. From Vanpool, he knew the president [Taro Kudou], he asked for his help to get some support with that game.

We've done some business with Mr Kudou prior to that on the game for SNES, Mario RPG, so because of that we have that relationship built up already. We knew it was kind of a difficult thing to get someone from a different company to help you out on that project, but he was kind enough to help us out. Back to the main topic...

NWR: Talking about the developers, I noticed out on the show floor there was the little copyright for Skip and there was a copyright for Bandai Namco. What's their involvement with the game?

KT: Before the game for the GameCube came out, we were working with Skip and Bandai. That's what their name was, but the project was put on hold. Around that time, I don't quite remember what the situation was, but Mr Miyamoto had a chance to take a look at the character Chibi-Robo, and he really liked it and said ‘Why don't we make a game based on this character?’ And that's how that project started.

RT: Not for the game itself, but when the character Chibi-Robo was created, that's when Bandai was also involved.

NWR: Was that early Gamecube era?

KT: We don't recall if it was early GameCube, not exactly sure on the timeline but it was at the end of it.

NWR: Outside of the actual game development timeline, is there any kind of cohesive story from game to game with the Chibi-Robo games? If there is, where does Chibi-Robo: Zip Lash fall on that timeline? I think in the demo Toby mentions he knows Chibi-Robo from TV. It made me wonder, I felt there was maybe a part of the Chibi-Robo story I don't know because I didn't play the DS games, one of them didn't come to America and one was very hard to find here. Is Chibi-Robo famous in this game? Why do other people know who he is?

KT: There's not anything clear in terms of timeline. As you've probably heard, there's the Orange Corp, the company who creates these robots, and they distribute the robots to people. In that sense, timewise, it's in the near future.

If you see the art style for the GameCube, it's sort of the 1960s. So the second one mentioned Chibi-Robo Park Patrol,the Japanese is Okaidi: Chibi-Robo. Park Patrol was around the same time as the one for GameCube, the first one.

In the GameCube version, you see that there's girl Jenny who is 8 years old, later she'll appear as a single mother. So that's about 20 years or so down the road when she comes up again.

RT: This title we have an idea that it's a little after that, if you consider that there are snacks you see now in our time, that gives you an idea that it might be close to the present.

The reason why Toby is mentioning that he already knows Chibi-Robo is that it's widely known that Orange Corp is the one who creates the robot and distributes it to the world.

NWR: So they're advertising him.

RT: So that's why he acknowledges the existence of Chibi-Robo.

I know Nintendo has another character who's also very small and who encounters real life products and much larger creations, and I was wondering if Chibi-Robo might ever encounter Capt Olimar and the Pikmin since they're rougly the same size?

KT: To be honest, there's nothing set in stone for that. That's an interesting idea, and something I could speak to Mr Miyamoto about a collaboration.

NWR: Are there any ideas from games that you've produced, such as Metroid Prime or Donkey Kong Country or other projects you've worked on with Skip, that have made their way into Zip Lash?

KT: Taking the example of platform games in general that we've worked on, such as the Donkey Kong, there's a lot in terms of gameplay experience we've used as reference to bring it up, to look into the terrain and judge what can be easy or difficult to get through in one stage, to get a good balance and give the players a good feeling as they get through everything. In that aspect, there's some things we took into account to work on this game.

There's something we wanted to work on to differentiate Chibi-Robo from the other platform games.

RT: Other games, like Mario games, typical side scrolling games, there's the jumping aspect. We didn't want to have that as the main thing, so we focused on how to make good use of Chibi-Robo's plug and cord to get the actions involved around that.

Not only that, we also included the feature to have the cord be extendable, and have it bounce around the walls to get to higher places.

NWR: I like it a lot.

RT: Thank you.

So ever since we worked on titles like Donkey Kong, the typical side scrolling games, we wanted to play around with the camera a little bit more, to see if there was any surprise we could present to the player as they went through the stage.

In Donkey Kong Returns, you have the characters moving back in forth in two different platforms, in Tropical Freese, you have this camera following around Donkey Kong in interesting ways.

I'm not sure if you saw the Treehouse Live segment where we presented Chibi-Robo, but there's a portion where the camera would turn 90 degrees to show a completely different angle on where Chibi-Robo was going to go. It's one of the things we included in the game to sort of get that little surprise that you get as you get through the stage, looking at the stage from a different perspective.

(Nintendo’s PR rep let us known our time was up at this point)

NWR: Thank you. We're very happy to have Chibi-Robo back in America. I know you also worked on Capt Rainbow, right?

RT: Yes! You know Capt Rainbow!

NWR: I'd love to see it and Giftpia in English, I tried to play Captain Rainbow in Japanese...

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