Were there any challenges in recreating the specific way this game's physics functioned from the original game? Super Monkey Ball is a series that relies heavily on simulated physics, and those physics making sense to the player. Ultimately, I think our strongest point was that the entire team was overflowing with passion for Super Monkey Ball and committed to making a great game for our fans. None of these ideas floated down from heaven or anything, the team really thought them through to ensure they'd work. To that end, we upped the graphics and made the design more colorful and vibrant, added new modes, made it so you could customize the characters and added a helper feature. It was important to me to not just bring the old game back as it was, but to find ways to improve upon the original so that fans would be even more impressed with the new game. Plus we researched what players still playing the original games were saying, along with pulling out our GameCubes to play ourselves.Īfter that, we analyzed the original source code and had a lot of conversations on how to make the designs more modern. And of course I talked with the original Super Monkey Ball creator, Toshihiro Nagoshi. There were some original staff still in the office, so we weren't completely in the dark. Were there any instances of this when remaking the Super Monkey Ball games? And how did the team solve them? As for myself, there were a lot of things I wanted to do but couldn't on the last title, so I was very happy to have the opportunity to work on this one.Ī big challenge when updating classic games is not knowing every design or programming decision made by the original team. This project never would have come to be if it weren't for the voices of all those fans so I am very grateful for that support. Banana Blitz HD actually received a lot of support from fans, especially overseas, so it was decided that the same team would continue together to create Banana Mania. had some time so we started work on Super Monkey Ball Banana Blitz HD (2019).Īfter releasing that game, we received a ton of requests from Super Monkey Ball fans around the world to remake the original SMB 1 and 2, a project that became this year's Super Monkey Ball Banana Mania. (2018) wrapped up, me, the programmers, designers, sound staff, etc. ![]() Shirosaki: Our studio had plans to remake the original Super Monkey Ball for quite a while, but for various reasons we had a hard time getting the resources needed to get underway. Game Developer: How did you wind up directing the remake of Super Monkey Ball? What kind of process was it to start development on this remake? We caught up with Shirosaki to chat about what it's like to jump from modern game production into the remastering process, and learn a bit about what's changed in 20 years of Super Monkey Ball games. ![]() Shirosaki served as director and producer of the remaster project-a very different kind of process from what he'd done on the Yakuza series. To remaster the first three entries in the Super Monkey Ball series, Sega tapped Masao Shirosaki, best known for being game design supervisor on the Yakuza spinoff game Judgment.
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