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Nagoshi Discusses F-Zero!

by Michael Cole - May 17, 2002, 1:53 am EDT
Source: Xen Gamers

Amusement Vision's president and star takes time to chat about F-Zero and more.

Discuss it in Talkback!

Recently, Arcadia Magazine printed an interview with Toshihiro Nagoshi about F-Zero and more. XenGamers has kindly posted a translation of the article for the English-speaking population. Below are some excerpts.

Arcadia: Can you explain how Sega became involved with F-Zero?

Nagoshi-san: We helped develop Nintendo's Tri-Force arcade system, and we decided to support it with our software. However, just releasing another game seemed inappropriate, we needed something that would stand out and draw attention to Nintendo's platform. I was asked to develop a driving game, and I agreed with the condition that I could think of a new idea. I suggested working on the next incarnation of Nintendo's F-Zero series, and after weighing the prospects of having us develop it, they agreed. From there the project really gathered speed.

Arcadia: Have there been any significant differences in opinion thus far between both groups?

Nagoshi-san: To be honest, we have free reign at this point. I was worried about that at first. If Nintendo planned to hold our hands through development, I would have suggested they develop the game themselves. That way we could focus on a project which would reflect our studio's abilities. I figured that would cause a war, but I was told most of the responsibility would be left to us. All I can say is, we're going to give it our best shot. [smiles..]

Arcadia: F-Zero is being developed for both the Tri-Force arcade system and the GameCube. Will there be any differences between them?

Nagoshi-san: Let me explain our production plans. As I've said, the game will be developed in two versions, 'home' and 'away.' The 'home' version, of course, refers to the GameCube title. The 'away' version is for the arcade. In terms of planning, we've had to consider the game's core audience. Choosing between both versions, we believe the players will get more enjoyment out of the GameCube version. However, we realize we also have to add something special to the arcade incarnation. Exactly what that will be, I can't say yet. [smiles..]

Arcadia: So many racing games focus on four-wheeled vehicles. Is there a sense of anticipation that the arcade cabinet may capture the essence of the free-floating movement in F-Zero?

Nagoshi-san: Like the cabinet for Afterburner?

Arcadia: Right, something like that perhaps?

Nagoshi-san: That would be pretty neat, wouldn't it? [smiles..] If I was asked for ideas, I'd have many suggestions. I plan to offer my ideas for the cabinet, and I'm excited to see how the finished version comes out. Not every game you work on requires the cabinet to conjure up the same powerful spirit of the game. That's what's so unique about F-Zero, and I hope we're able to create something that illustrates the game and our studio's vision. We're very proud to be working on F-Zero.

For more tidbits about the companies' relationship and plans as well as Nagoshi-san's constructive criticism on Sega's policies, be sure to read the full article!

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