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Nintendo: DS Interviews

Interview

Theme Park DS

Interview: EA Japan on its promising DS remake
From the moment we saw the first Nintendo DS hardware information we were sure it'd make the perfect RTS platform, but we're still waiting for the definitive handheld strategy game to arrive.

Theme Park DS, the latest from EA's Japan studio, looks like it has a good chance of doing the genre justice on the dual-screen portable, with re-worked stylus controls and most of the nostalgic sick-cleaning gameplay we had chugging along on our Pentiums back in the early 90s.

Game Designer Toshiyuki Nagahara recently fielded our questions on the remake, and here's what her had to say...

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What is the biggest new feature in the DS that wasn't in the original?

Toshiyuki Nagahara: The biggest difference is the user interface, which we designed from ground-up to fit the unique stylus functionality of the DS platform. I believe this could be the most sophisticated game design in the series, as stylus and touch screen provides gamers a new game experience that conventional management strategy games couldn't deliver.

We also have in place four new advisor characters in the DS version, who gives players useful tips throughout the game to facilitate game play. The characters were developed especially for this version by a designer who handled character development for Nintendo's Advance Wars series.

Will the DS game feature any new rides?

Nagahara: We studied the DOS version, and carefully selected 16 countries as stages. Each of these countries has area-specific shops and attractions, which is an added bonus new to the DS version. For example, we have traditional castle-looking attraction for Japan, a café that looks like a double-decker bus for England, etc. I am especially fond of the Coffee-Cup attraction that you will encounter in Brazil, which has a very Brazilian, carnival look to it. Please play the game and see these special attractions for yourself.

Will the game incorporate any Wi-Fi features or multipler modes?

Nagahara: The game supports the Wi-Fi communication feature. At the beginning of the game, players create their personal profile, including names, birthdays, skin (avatars), etc. These profile elements can be traded with other players via Wi-Fi connection, and the more you trade profiles with other players, the more hidden visitors and entertainers you will unlock to populate your theme park... including astronauts, monsters, robots, etc. The players who have traded profiles with you can also visit your park themselves, so you will soon have your friends visiting the theme parks you created. You will definitely get a kick out of watching your friend play in your park.

One screenshot of the DS game revealed what looks like a new negotiations feature - how does that work?

Nagahara: Although the graphics look different, the negotiation system itself is actually quite similar to the DOS version. However, there is a reason why we changed the graphics; we believed that the new 1st-person layout of having you in front and having the negotiation partner in the back (as opposed to the conventional negotiation layout of having 2 characters on either side of the screen) would provide a more realistic feeling of negotiation and stimulate emotional involvement.

We remember the original game being extremely difficult - will the DS version be any easier?

Nagahara: We did tweak the game balance, but we were careful not to radically change the difficulty level as we wanted the fans of the old versions to enjoy playing the DS version as well. However, we believe that the game has become much more user friendly, as we paid special attention to adding new features to make the game as easy to pick up as possible, including a solid tutorial mode, advisor characters, and help text provided throughout the game.


Will you be able to ride on any of the theme park attractions in a first-person view like in the PC version?

Nagahara: That feature is not provided in the DS version, but we hope you will enjoy having your friends visit your park instead, using the Wi-Fi features of the DS platform.

That classic clown-music from the SNES original is unforgettable - are you reviving any part of the soundtrack from the old game?

We did base our soundtrack on the DOS version, and brushed it up while being careful not to lose the charm of the original tune. You will be able to listen to different tunes by touching various shops and attractions, so I hope you will enjoy comparing them with the old versions.

We have also prepared several new background tunes that are pleasing to the ears, but discreet enough so that they wouldn't interfere with game play. The music changes according to the advisors you select, so I hope you will try them all out and see which one suit you best.

If Theme Park is a success on DS, do you plan to bring Theme Hospital or Populous to DS?

Nagahara: We had a wonderful time developing Theme Park for DS, and learned so much from the original game that Peter Molyneux developed. It continuously amazed us how a game that was developed 10 years ago could still contain so much game play elements that appeal to new generations today. We have nothing to discuss at the moment regarding future development plans.

Is there any chance of Theme Park being developed for Wii?

Nagahara: We have nothing to discuss at the moment regarding future development plans, but we sincerely hope that gamers worldwide will enjoy Theme Park on DS, and we look forward to comments and feedbacks from fans around the world.

When in the game due for release on Europe?

Nagahara: The game is slated for release in spring 2007 worldwide, including Europe.

computerandvideogames.com

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