EarthBound 64: Difference between revisions

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[[File:OnettMother3.jpg|thumb|[[New Pork City]] destroyed in ''EarthBound 64''. Some have speculated that this location is actually [[Tazmily Village]] after the time-jump, reformed by [[Porky]] into a near-replica of [[Onett]].]]
[[File:OnettMother3.jpg|thumb|[[New Pork City]] destroyed in ''EarthBound 64''. Some have speculated that this location is actually [[Tazmily Village]] after the time-jump, reformed by [[Porky]] into a near-replica of [[Onett]].]]
''EarthBound 64'' was planned not long after ''[[EarthBound]]'' itself was nearing release, with an in-game reference to the development team planning ''Mother 3'' in Japan, localized as them planning ''EarthBound 2'' in the English release. The initial planning stages were for a Super NES release, using pre-rendered graphics akin to Donkey Kong Country.<ref>https://twitter.com/reidman/status/1188522984132116480?s=19</ref> But with the system quickly on its way to being replaced by the Nintendo 64, development shifted to the Nintendo 64DD instead in late 1995. When the add-on kept getting delayed, and its future as a commercial success began to be uncertain, the game was changed to a cartridge release in late 1998, with a planned use of the same size cartridge which contained ''[[zeldapedia:The Legend of Zelda: Ocarina of Time|The Legend of Zelda: Ocarina of Time]]'' and utilization of the Rumble Pak add-on for the Nintendo 64 controller.<ref>https://web.archive.org/web/20010221002017/http://www.ant.com/n64/previews/earthbound/earthbound.html</ref> Due to the difficulty of development, with the 3D aspect of the game being far more complex than the 2D sprite-based past games, the team, including Shigesato Itoi, were discouraged from making a fourth game in the Mother series. Other aspects of development were shortchanged as well, as Iwata stated in an interview regarding the development of ''Mother 3'' for Nintendo 64, "any normal project has a trial period where you make a sample product and get the green light based on the response. But ''MOTHER 3'' was special in that we skipped the trial period and went straight to game production. Without that trial period, all we had was our experience and achievements from making MOTHER 2, without the benefit of starting off with a team of people who worked on ''MOTHER 2''". These shortcuts were primarily due to financial concerns. Development also was impacted by the financial situation at HAL Laboratories, and their lack of ability to afford to train talent". To relieve this problem, the team that worked on ''Pokémon Stadium'' was brought on to help with 3D elements.
''EarthBound 64'' was planned not long after ''[[EarthBound]]'' itself was nearing release, with an in-game reference to the development team planning ''Mother 3'' in Japan, localized as them planning ''EarthBound 2'' in the English release. According to Starmen.Net co-founder Reid Young, tthe initial planning stages were for a Super NES release, using pre-rendered graphics akin to Donkey Kong Country,<ref>https://twitter.com/reidman/status/1188522984132116480?s=19</ref>, but this is unsubstantiated. Itoi stated in a 1992 interview, however, that he was interested in creating ''Mother 2'''s successor on the Super NES CD add-on. But when the add-on was cancelled, and the Super NES was quickly on its way to being replaced by the Nintendo 64, development shifted to the Nintendo 64DD instead in late 1995. When the add-on kept getting delayed, and its future as a commercial success began to be uncertain, the game was changed to a cartridge release in late 1998, with a planned use of the same size cartridge which contained ''[[zeldapedia:The Legend of Zelda: Ocarina of Time|The Legend of Zelda: Ocarina of Time]]'' and utilization of the Rumble Pak add-on for the Nintendo 64 controller.<ref>https://web.archive.org/web/20010221002017/http://www.ant.com/n64/previews/earthbound/earthbound.html</ref> Due to the difficulty of development, with the 3D aspect of the game being far more complex than the 2D sprite-based past games, the team, including Shigesato Itoi, were discouraged from making a fourth game in the Mother series. Other aspects of development were shortchanged as well, as Iwata stated in an interview regarding the development of ''Mother 3'' for Nintendo 64, "any normal project has a trial period where you make a sample product and get the green light based on the response. But ''MOTHER 3'' was special in that we skipped the trial period and went straight to game production. Without that trial period, all we had was our experience and achievements from making MOTHER 2, without the benefit of starting off with a team of people who worked on ''MOTHER 2''". These shortcuts were primarily due to financial concerns. Development also was impacted by the financial situation at HAL Laboratories, and their lack of ability to afford to train talent". To relieve this problem, the team that worked on ''Pokémon Stadium'' was brought on to help with 3D elements.


Initially, the development team was unskilled at 3D graphics, as they had only programmed 2D sprite-based games in the past; however, over time, the team's 3D programming steadily improved, with the team additionally studying physics books in order to accurately program the character's movements in a realistic manner, and development only progressed further when ''[[Wikipedia:Pokémon Stadium|Pokémon Stadium]]'''s team was brought over to assist development.
Initially, the development team was unskilled at 3D graphics, as they had only programmed 2D sprite-based games in the past; however, over time, the team's 3D programming steadily improved, with the team additionally studying physics books in order to accurately program the character's movements in a realistic manner, and development only progressed further when ''[[Wikipedia:Pokémon Stadium|Pokémon Stadium]]'''s team was brought over to assist development.
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