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Every so often we're given the rare (snicker-guffaw) opportunity to throw some questions at the handheld team over at Rare. The team may be owned by Microsoft, but the company's still providing gaming content for a Nintendo system.
Over the past few years the team's provided ports of the Game Boy Advance Donkey Kong Country game, as well as original titles Sabre Wulf and Banjo-Kazooie. Coming soon for the team include next week's Donkey Kong Country 2, It's Mr. Pants, and next year's release of Banjo Pilot.
IGN: Was a "Mr. Pants" game a hard sell? How difficult was it to convince the team and publishers that Mr. Pants could helm a puzzle game?
Rare GBA Team:The gameplay behind Mr. Pants has been around the office for some time. It was a lot of fun to play every time someone picked it up, so we knew it was good. It went through various incarnations to try and package it in a way that would be fun and appealing, and Coconut Crackers was one of those attempts. It only came together in the end when the Mr. Pants theme was applied and a particular graphic style was employed.
IGN: Any reason for It's Mr. Pants going back to a flat appearance versus Coconut Crackers more styled, 3D camera perspective?
Rare GBA Team: Coconut Crackers actually had both 2D and 3D layouts in it. But there were consistency issues when swapping between both modes and they were hard to solve to everyone's liking. Secondly, the perspective on the 3D board made it hard to play, as squares towards the back of the grid looked a lot smaller than those nearer the front and it was hard to tell what shape you were making. Finally the 3D view just didn't look as nice as we'd have liked. It was very pixelly, that was the main reason why we thought it didn't work.
IGN: Of all the requests the GBA development team receives from fans, what game has been requested the most?
Rare GBA Team: There are several games that frequently get mentioned, the most popular being Killer Instinct and Battletoads.
IGN: So now that Banjo Pilot and It's Mr. Pants caps off the original four RARE GBA games announced back at E3 2001, what's next for the handheld team?
Rare GBA Team: We are just in the process of finishing off DKC3 for the GBA, and after that you'll just have to wait and see.
IGN: How large is the Rare handheld team, and who does it consist of? Is there anyone on that team that was at Rare during the 16 bit era of Donkey Kong Country and Battletoads?
Rare GBA Team: The handheld team consists of less than a dozen people and several of those have survived from both the 8-bit and 16-bit days.
IGN: Speaking of Battletoads, what would be involved in reviving this franchise on the Game Boy or other system?
Rare GBA Team: The management giving the go-ahead would be the first hurdle to overcome, after that it would be relatively easy to update this classic for the new generation of machines.
IGN: What would you say would be the most important lesson you guys learned developing on handheld hardware?
Rare GBA Team: I think the most important thing we have learned is that you need a very strong IP to actually sell any games on the system. Take Sabre Wulf for example, a relatively unknown licence that achieved fantastic review scores but really failed to achieve the sales it deserved.
IGN: What would be your dream project on a Nintendo handheld system?
Rare GBA Team: How about Grand Theft Auto Pokemon, now that would sell a few. Personally I would love to do a sequel to either Blast Corps or Sabre Wulf on the DS.
So, can't see anything 'amazing' coming from Rare over the next year. 'Mr. Pants' could be a hit or miss, but Banjo Pilot should do well.
And 'Grand Theft Auto Pokemon'?
Hmmmmmm...
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Every so often we're given the rare (snicker-guffaw) opportunity to throw some questions at the handheld team over at Rare. The team may be owned by Microsoft, but the company's still providing gaming content for a Nintendo system.
Over the past few years the team's provided ports of the Game Boy Advance Donkey Kong Country game, as well as original titles Sabre Wulf and Banjo-Kazooie. Coming soon for the team include next week's Donkey Kong Country 2, It's Mr. Pants, and next year's release of Banjo Pilot.
IGN: Was a "Mr. Pants" game a hard sell? How difficult was it to convince the team and publishers that Mr. Pants could helm a puzzle game?
Rare GBA Team:The gameplay behind Mr. Pants has been around the office for some time. It was a lot of fun to play every time someone picked it up, so we knew it was good. It went through various incarnations to try and package it in a way that would be fun and appealing, and Coconut Crackers was one of those attempts. It only came together in the end when the Mr. Pants theme was applied and a particular graphic style was employed.
IGN: Any reason for It's Mr. Pants going back to a flat appearance versus Coconut Crackers more styled, 3D camera perspective?
Rare GBA Team: Coconut Crackers actually had both 2D and 3D layouts in it. But there were consistency issues when swapping between both modes and they were hard to solve to everyone's liking. Secondly, the perspective on the 3D board made it hard to play, as squares towards the back of the grid looked a lot smaller than those nearer the front and it was hard to tell what shape you were making. Finally the 3D view just didn't look as nice as we'd have liked. It was very pixelly, that was the main reason why we thought it didn't work.
IGN: Of all the requests the GBA development team receives from fans, what game has been requested the most?
Rare GBA Team: There are several games that frequently get mentioned, the most popular being Killer Instinct and Battletoads.
IGN: So now that Banjo Pilot and It's Mr. Pants caps off the original four RARE GBA games announced back at E3 2001, what's next for the handheld team?
Rare GBA Team: We are just in the process of finishing off DKC3 for the GBA, and after that you'll just have to wait and see.
IGN: How large is the Rare handheld team, and who does it consist of? Is there anyone on that team that was at Rare during the 16 bit era of Donkey Kong Country and Battletoads?
Rare GBA Team: The handheld team consists of less than a dozen people and several of those have survived from both the 8-bit and 16-bit days.
IGN: Speaking of Battletoads, what would be involved in reviving this franchise on the Game Boy or other system?
Rare GBA Team: The management giving the go-ahead would be the first hurdle to overcome, after that it would be relatively easy to update this classic for the new generation of machines.
IGN: What would you say would be the most important lesson you guys learned developing on handheld hardware?
Rare GBA Team: I think the most important thing we have learned is that you need a very strong IP to actually sell any games on the system. Take Sabre Wulf for example, a relatively unknown licence that achieved fantastic review scores but really failed to achieve the sales it deserved.
IGN: What would be your dream project on a Nintendo handheld system?
Rare GBA Team: How about Grand Theft Auto Pokemon, now that would sell a few. Personally I would love to do a sequel to either Blast Corps or Sabre Wulf on the DS.
So, can't see anything 'amazing' coming from Rare over the next year. 'Mr. Pants' could be a hit or miss, but Banjo Pilot should do well.
And 'Grand Theft Auto Pokemon'?
Hmmmmmm...