Super Monkey Ball Creator Interview and Screens
SPOnG was able to got hold of the man who created Super Monkey Ball: Banana Blitz, Toshihiro Nagoshi, about the upcoming Wii game, and needless to say, they talk about how the game will make use of the Wiimote and the Nunchuk controller, and lots more.
The interview also tackles the creation of the Monkey Ball concept down to the game’s graphical design, characters, and the decision to jump to the Wii console. Nagoshi also shows his awe at the intuitive nature of the Wiimote, and how the development team opted for a more dynamic and active gameplay in the Wii game so as to make full use of the Wii’s flexibility. The game’s control issues are also covered, such as how the nunchuk attachment will be used in the game. Nagoshi also said that there’ll be new characters and boss stages in the Wii version of Super Monkey Ball: Banana Blitz.
Nagoshi remains vague when asked about the WiFi and WiiConnect features in the game, saying that they are still studying the possibility of providing support for the said features. However, the game’s creator somehow hinted that we may be seeing Monkey Ball on the Xbox360 and PS3 at some point in the future, telling us that “…there are the possibilities on other hardware.”
As for whether there are plans on working on a new F-Zero on the Wii via the Monkey Ball engine, Nagoshi says that he’s never thought about it before but that it does sound fun. As an endnote, Nagoshi says that the game’s “…Wii version would be the grand sum of all past SMB series and I believe that the Wii console and SMB together bring the best results for the intuitiveness of them both.” If you wanna know more (as we think you do), simply click on the link below to read more of the interview.
Preorder: [Super Monkey Ball: Banana Biltz]
SPOnG was able to got hold of the man who created Super Monkey Ball: Banana Blitz, Toshihiro Nagoshi, about the upcoming Wii game, and needless to say, they talk about how the game will make use of the Wiimote and the Nunchuk controller, and lots more.
The interview also tackles the creation of the Monkey Ball concept down to the game’s graphical design, characters, and the decision to jump to the Wii console. Nagoshi also shows his awe at the intuitive nature of the Wiimote, and how the development team opted for a more dynamic and active gameplay in the Wii game so as to make full use of the Wii’s flexibility. The game’s control issues are also covered, such as how the nunchuk attachment will be used in the game. Nagoshi also said that there’ll be new characters and boss stages in the Wii version of Super Monkey Ball: Banana Blitz.
Nagoshi remains vague when asked about the WiFi and WiiConnect features in the game, saying that they are still studying the possibility of providing support for the said features. However, the game’s creator somehow hinted that we may be seeing Monkey Ball on the Xbox360 and PS3 at some point in the future, telling us that “…there are the possibilities on other hardware.”
As for whether there are plans on working on a new F-Zero on the Wii via the Monkey Ball engine, Nagoshi says that he’s never thought about it before but that it does sound fun. As an endnote, Nagoshi says that the game’s “…Wii version would be the grand sum of all past SMB series and I believe that the Wii console and SMB together bring the best results for the intuitiveness of them both.” If you wanna know more (as we think you do), simply click on the link below to read more of the interview.
Preorder: [Super Monkey Ball: Banana Biltz]