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In order to express how heavy they were, Fukuyama would often walk around carrying his bicycle. We’d also make the larger Colossi move in slow motion, but it wasn’t enough for them to be slow, we had to express their size as well.
"We’d start by drawing up a simple document that detailed the shape of the Colossus and where fur would be growing on its body that the player could use to climb up. We also wrote down how the battle would flow and information about the Colossus’ arena."
The original Metroid first came into being as our desire to create a game that took place in a gloopy, alien-like world. In early development, there were only rows of blocks, and the backgrounds didn't give you the sense that they were alive.
"What's the story behind the Konami Code, anyway," Shigeharu Umezaki asks. "There isn't one, really," Kazuhisa Hashimoto answered. "Because I was the one who was going to be using it, I made sure it was easy to remember. "
Horii: "We could even take RPGs a little further. Up until now, the computer has been the master of the game world. I think it would be neat to have an RPG where the player was a god."
This 1989 discussion between Shigeru Miyamoto and Yuji Horii reveals never-before-seen details concerning the development of Dragon Quest IV and The Legend of Zelda: A Link to the Past.