Interview: F-Zero AC/GC roundtable


Posted by - Mar 29th 2002 21:57


Yesterday a roundtable discussion was held in Tokyo with Nintendo's Shigeru Miyamoto and Takaya Imamura, Amusement Vision's Toshihiro Nagoshi, and Sega's Yukio Sugino. The discussion was to accompany the recent F-Zero announcement and to shed light on the two F-Zero games.

Q. How do you feel facing your new challenge?

Nagoshi: I've never imagined I would do a project like this. I loved F-Zero and it was a really impressive title for me. I was influenced by it in a sense as I created Daytona USA, and other racing games. I am happy to take part in this project.

Q. What do you think is the meaning of this project?

Sugino: I am responsible for organizing the arcade games. I also liked F-Zero. This is our first try to collaborate such a big title with such a huge fan base into an arcade game. We respect the power of Nintendo in the console market but we know we are the best at arcade games. I am excited to produce F-Zero AC, and it will surely be a smash hit.

Q. What do you think about collaborating with Nintendo?

Nagoshi: Amusement Vision has already created two GameCube titles so we are familiar with how Nintendo works. SEGA and Nintendo have a different way of thinking even though we are both established game makers. We will surely be able to release a great game together with Miyamoto-san at Nintendo.

Q. What do you think about collaborating on 'F-Zero' with Nagoshi-san?

Miyamoto: He used to be our rival but once he started creating GameCube titles, we have had some opportunities to talk to each other. His passion reminds me of when I worked on arcade games. His teams' work style is far different from ours, and that is kind of exciting for us. Amusement Vision is truly trustworthy.

Q. What did you do when original F-Zero was released?

Miyamoto: I was working on Zelda. Super Family Computer enabled F-Zero to have lots of new features which Family Computer did not. Now GameCube can do something which Nintendo64 could not.

Nagoshi: I bought all the launch titles together with the hardware and I loved F-Zero the best. It actually taught me what a game should be. It is a fun game not only for gamers but also for creators like me.

Sugino: I was a student at that time and I never knew I would work for a game company. I read articles in game magazines and competed against those records. Actually I broke my controller as I played it too hard.

Imamura: It was my first title. When I joined Miyamoto-san's team I was surprised to be allowed to design characters and courses as freely as I wanted. It is really impressive title for me

Q. What is F-Zero for you?
Imamura: It is a weird game in which creators can push their preference to the users. And the users are still happy to accept its silly world. I guess that's the charm of this game.

Nagoshi: It is not a driving game but a racing game. I assume that this title should evolve by increasing speed and how to control the cars without wheels.

Miyamoto: Yes, it is more of a racing game than a driving game as Nagoshi-san pointed out. The cars can get faster and faster since they don't have friction with the course, and you feel pleasant when you can handle it as you like.

Q. How are [Triforce] and GameCube linked?

Nagoshi: Data communication will be available. We now call this style "Home and Away;" GameCube as home and arcade as away. Both the arcade and console games are important and we believe we can enhance each version by emphasizing the other.

Q. What do you expect to be new in F-Zero?

Miyamoto: I think F-Zero is suited for arcade. These days there are some problems with arcade games in Japan but I expect this F-Zero to be the solution.

Imamura: I just can't wait to play it.

Q. Please let us know your ambition.

Nagoshi: I feel I have been waiting for this opportunity since I created Daytona USA. I have been away from racing games for a few years and the genre looks new to me now. I am confident that Nintendo will be pleased to have chosen me as a partner. The actual machine will be available at E3.

Q. Will this title be produced as "Triforce" or "a racing game"?

Sugino: We have been discussing how we can maximize the content of the game. Hardware, software and management, each department has various opinion and we are trying to get them into shape.

Q. When did you decide F-Zero would be your next project?

Nagoshi: As we have been working on the Triforce project we have been looking for content that is not exactly the same as the GameCube architecture. After several discussions, we reached a decision to create F-Zero.

Q. How is the arcade machine going to look?

Nagoshi: Its cabinet will be attractive and as cool as possible. Game control should be similar to GameCube version.

Q. How much do both the GameCube and arcade versions cost to develop?

Sugino: The budget has not been decided yet

Source: IGNCube


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F-Zero GX - Click to see game details
F-Zero GX

System:
GameCube

Genre:
Racing

Developer:
Nintendo/Amusement Vision/Sega

Publisher:
Nintendo

Release Dates:
Out now
Out now
Out now
Out now

Memorycard:
41

Multiplayer:
4

Last updated on:
Nov 25th 2003