| Semnat Studios Interview |
| Written by Jesus Pena | |
| Monday, 11 May 2009 18:37 | |
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Eduardo The Samurai Toaster is just like any other toaster out there. However, instead of toasting bread, he fights for the sake of... well... hm... having fun! Me and Chris talked with Daniel Coleman from Semnat Studios about this so random character. We tried to take everything out of Daniel and I think we successfully finished our mission. Eduardo seems to be a great fun game to play with your friends. And it is time that you know everything about this Samurai Toaster!
TWGNews: When exactly did the idea of Eduardo came about?
Daniel Coleman: Over five years ago, I was writing an email to Robert (our programmer) about a platformer starring a magical toaster. That evolved over the years, over several versions of the game, to this final incarnation.
TWGNews: So, when did the actual WiiWare version started development?
Daniel Coleman: late... 2007. December of 2007, I believe.
TWGNews: Can you tell us exactly what Eduardo The Samurai Toaster is all about?
Daniel Coleman: Eduardo is about having a blast playing by yourself or with up to three other people sort of cooperatively (I say sort of since you can throw each other around and stuff... which is awesomely annoying) while fighting enemies coming at you at a furious pace from all directions. Pure action. We took what we liked from the genre and made as fun of a run 'n gun title as we could.
TWGNews: So basically is like having friendly fire... Is it possible to "turn that off" so that you can't throw each other around?
Daniel Coleman: Yup, friendly fire is off as default. You have to turn it on. TWGNews: That sounds cool. Is it possible with the grabbing system to grab your friends and throw them into your enemies or to a vehicle or something like that?
Daniel Coleman: Yup! or throw an enemy projectile at your buddy
TWGNews: That's even more hilarious.
Daniel Coleman: The co-op interaction is something we'd really love to expand upon if people want to see a sequel. It's so much fun as it is, we'd love to do more. TWGNews: How many different toasters are there to choose from? Can you choose or the game chooses them randomly? And what are the themes for the costumes?
Daniel Coleman: There's a different toaster assigned to each player. It's a set thing. Each toaster is based on a movie character, hopefully people can figure them out!
TWGNews: Can you tell use exactly how the gameplay works, the weapon system and what exactly you need to do to pass to another level? Is there a boss battle or you just get to the deadline like Mario?
Daniel Coleman: The gameplay is about dodging, defending, and attacking. Defending in the form of using the throw button to grab/throw enemies or throw back their projectile, and attacking in the form of your close-proximity melee attack and projectiles. Weapons are done in the traditional run 'n gun style: pick up an upgrade and use it until it runs out of ammo or you get something else. We chose to use a large volume of enemies, and diverse configurations thereof, instead of single big boss battles. I think it paid off, and hopefully gamers will agree with our decision. TWGNews: I have read that the game doesn't have a menu. Why did you guys decide to have no menu screen in the game?
Daniel Coleman: I like the idea of making games that are 100% videogame. Or as close to that as you can get. So anything that isn't interacting with something visual (which is a basic description of a videogame, right?) I try to take out. Does that make sense?
TWGNews: So there is no menu at all? If so, how do you go around to turn the friendly fire option on or off and how do you add more players?
Daniel Coleman: Yeah. we have credits at the beginning, but not in the typical sense. And there is a menu, but it's the same menu you have access to when you pause the game. TWGNews: The game supports the Wiimote sideways and also the virtual controller. Can you give us the button layout for the game?
Daniel Coleman: Yeah, aside from the d-pad you use three other buttons. D-pad for movement (no way!), the 2 button for jump, 1 button for shooting, and the B trigger for throwing. With the classic controller you use the shoulder buttons for throw, and the face buttons for shoot/jump. Using the classic controller is the best. TWGNews: How many levels are there in Eduardo?
Daniel Coleman: 13 levels.
TWGNews: Is there a final boss in the thirteenth level?
Daniel Coleman: The final level features a crazy, ridiculous set piece with dozens upon dozens of enemies I think you'll dig it. :D TWGNews: On the subject of co-op, how are you going to be able to mess around with your teammates and yet not ruin the game for everyone? I can already see some fight going on because one person is being annoying and pushing everyone around since in most games as soon as someone wants to "have fun" the main goal of the game goes downhill.
Daniel Coleman: Haha, well we anticipated that some people might not enjoy that type of interaction, so the choice is there to turn that option off. But when I play it with the team, friendly fire must be on! That interaction is hilariously fun, we find. Totally inspired by the Zelda Four Swords games. TWGNews: Talking about inspiration. What inspired you to make Eduardo? Maybe in your childhood you loved Toasters or peanut butter and jelly sandwiches?
Daniel Coleman: haha, sandwiches? I don't know what that means, but I like it! The character of Eduardo was very random.
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| Last Updated on Sunday, 17 May 2009 05:40 |