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A fun platformer adventure game about a music note fighting mobs and collecting power-ups and other items (with a couple side-scrolling “There is potentially more than one possible way for this game to evolve over time


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I used to work at a company called WayForward after going to school in Northern California for game design. It's just kind of we wanted to be masters of our own destiny. And you're just fighting the same bird for half an hour and that's something, do we want to have that? I mean that was, we didn't know if it was going to work at all, right. And so we decided we wanted to give the player infinite lives, but with that comes another problem which is how do you make the difficulty something that feels tough still but it feels fair. We wanted to make something like that where it's really intuitive. Was it motivated by the idea behind Shovel Knight or was it something you wanted to do anyways? And I do remember you were actually telling us a little bit about the process of getting an indie game out of an internal console and what a journey it is. So we introduced a ramp with our level map so there were easier stages then there were more difficult stages, finally the most difficult. So other indies, you should put your games on the e-shop too, right. I mean, that's one way of saying it. We wanted to build a game around one central mechanic, right, which is what all the great NES games did. And the kinds of things I've worked on have generally been platformers, side scrolling games. They helped us a lot with our marketing when the game actually came out, and it's really just been a great partnership. It's like a guy with a hammer, everything looks like a nail, right. Mega Man and a lot of those games were based on lives which is a concept that, I mean lives are cool but that's just not something we wanted to do for this game. I also don't, I'm not quite sure about that. And so then you start looking at the things in the environment and kind of putting your idea, you're already having ideas what is going to be able to work in the environment. They brought us around places. And so they put effort into us in the hopes that it would be like hey look, games can be really successful in the e-shop.

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It's very much in tune with what Nintendo does. We wanted to make our, I mean that's the main thing, right. And yeah, I mean, it's went really swimmingly. They loaned us dev kits for our first year when that's something that you have to plunk down a good chunk of change for.

So it's because you know Mario jumps and that's all he https://anikdot.ru/live/stick-pool-club-poker-live.html, you're thinking, well what happens here I jump when I hit this?

And so we really just ran the gamut for everything. I went to WayForward and they're a house that is in Valencia actually, like right by Cal Arts.

We have the ability to flag whether those enemies spawn over and over or not. We don't want to have checkpoints every five seconds. Yeah, it's kind of like a, I would say it's kind of a two-pronged problem, right.

The first time I evolution of infinite lives in mario games you was actually when I'd just arrived in the US. That was partially because when I was at WayForward I made the acquaintance of Dan Adleman who is the Nintendo indie development guy. And I met you at Indiecade.

And I mean of course, later we were at Indiecade in their booths,right.

From younger people to older people to nostalgia fueled Mega Man fans that have been missing something like this to young kids that have never seen an 8-bit style game before. That was something that we were worried about.

Amy Bow and everything just sort of exploded. And it was just really thinking about every concept that we have from shops, to upgrades, to the way that screen transitions work, in the way that enemies spawn and don't spawn. But we were kind of developing the ideas or percolating them a little bit earlier than that of course, but not that much earlier. And [LAUGH] he was like okay, well yeah, that sounds great. And Kickstarter had recently become the thing, right, with double fine adventure [COUGH]. So we had to try it out with everyone. In Ninja Gaiden for the NES there will be like a bird that flies in from the side and he'll knock you back and you run forward and he spawns again, right. So I worked on Contra and Double Dragon, but we also did a Batman game and we did Barbie games. So when we started Shovel Knight he was one of the first people I called and I just asked hey, we're making this game. And actually jumping on that, you also talked I remember about I wish to play test and debug and get all these mechanics working as smoothly as possible. So I brought in my sister. We were there because of them. I mean coming back to also something, it's one thing that interests me as well. And the way that players are now versus the way the players used to be way back when. I remember Shovel Knight was still, I think the Kickstarter was over. So yeah, that was the, yeah. Yeah, I mean we did beta tests, we brought people in. And so we kind of thought about checkpoints and we eventually came up with a checkpoint system where you could break them in order to be a dare devil, right. And also the other question is did the community, because of the Kickstarter community, did the community add any impacts on some of the mechanics, some of the full design of the game itself? So I think we were kind of the pilot program in some ways. Can you talk a little bit about what was to maybe train and change and tweak along the way? So you're already kind of thinking about it. In Zelda II you can jump and you can do your sword attack and you can down thrust. I think early on we just brought people in. And I remember you were saying that Shovel Knight is very, it's just classic like visually in term of game play. And saw how everyone did because we wanted to make it something that worked kind of along the whole line from [COUGH] excuse me. In Contra you can jump and you can shoot in eight directions. And yeah, when I was there I learned how to do games kind of on a schedule and on a budget and honed my game design skills. We wanted to be able to market our own games and to decide what prices we wanted to sell them at. From the beginning Nintendo's been really, really super cool with us. We brought in people that knew game design. But it couldn't have been made obviously on Super Nintendo. And here we are now. Mario just has his jump. Can you tell us a little bit also about how it was to actually get Shovel Knight not just funded on Kickstarter but also to get published? No, that's no, that's extremely interesting to hear about all that. We love Nintendo, we love Nintendo, we want to put it on Nintendo, can we put it on Nintendo? And we, Mega Man is my favorite game series by far, so we were like we want to do something with Mega Man influence, something with Zelda II influence, something with, I don't know, Castlevania, Mario 3, all the classics that we played, and just kind of put them all together. I think in a lot of ways Nintendo kind of saw us as we were going to be the poster child for indies on the e-shop. So that was a big part of it and then also we just wanted to make our original games. One is the technological differences and the other one is the game play and the way that players have changed. And so we wanted the, and so we thought about it would be fun to do like a bounce, like in Zelda II style down thrust bounce. Sort of should I say fit the Nintendo classic era of of gaming, that type of platform by Mega Man and so forth. We wanted to make cool, fun stuff and not necessarily do licenses and not necessarily be bound by other constraints. We'll get you some kits, your thing looks cool. And I did a lot of licensed games there because that's like their bread and butter. When we approached the design of Shovel Knight it was very, it was like we wanted to do something classic. I'm not quite sure, but I remember it was already playable and it was playable at the time exclusively on Nintendo consoles. Shovel Knight, and you said you wanted it to be on Nintendo consoles because you had this desire to create something that would fit the Nintendo. We wanted to work as a team and that's something that we couldn't really do in the other structure. We brought in our friends from WayForward. So I worked on everything from Contra to, jeez, we did games that were kind of like revitalizing old franchises, right. And yeah, and then we, some of us at WayForward broke off, we formed Yacht Club games and Shovel Knight was our first project. And it was really never a question. I mean you guys were, yeah, definitely advocating for e-shopping and digital releases on the Wii U. And it wasn't quite the gold rush that it is now or it's not kind of like the big giant thing that it is now. But it was like wow, there are people that are independent and they're developing games on their own using Kickstarter and it's working for them. But of course, that had a lot of issues, right. So it's just from little tiny tweaks to big giant things, we just kind of looked at it from top to bottom and developed it as a group. We brought in moms and people that had never played a game, or moms that really kicked ass at games, right. It's like there is so few things you can do that you really start to intuit what your character can do. And if our game was successful, then we wanted to reap the rewards from it, right.