Interview | Shin’en Talks Jett Rocket, FAST & Nintendo WiiWare Support

By Adam Riley 17.11.2010 6

Shin’en Multimedia may only be a small developer, but the German outfit has become renowned for creating a plentiful supply of videogames for Nintendo systems that push the hardware far beyond what many would expect, and generally craft vastly superior quality products than its Third Party competitors. With three WiiWare games already under its belt (Fun! Fun! Minigolf, Art of Balance and Jett Rocket), as well as FAST: Racing League on the horizon, Cubed3 decided to catch up with the company to talk more about its last release, and what to expect in the future.

Image for Interview | Shin’en Talks Jett Rocket, FAST & Nintendo WiiWare Support

Adam Riley, Senior Editor at Cubed3: When did you first come up with the idea for Jett Rocket?

Manfred Linzner, CEO of Shin’en Multimedia: We had the idea of creating a 3D Jump 'n' Run game some years ago. We even started planning such a project when we were working solely on Nintendo DS.

Adam Riley: Many people have compared it to Super Mario Galaxy, but it also has elements that are similar to great platform adventures, like Jak & Daxter and Ratchet and Clank. Did you look at these types of games for inspiration or others?

Manfred Linzner: We really like Ratchet and Clank and Super Mario Galaxy a lot. We think both games have very good control schemes and that was something we really drew inspiration from. We wanted to make players feel at home. In terms of gameplay, Jett Rocket is something different. Ratchet and Clank is mostly a shooting game, while Super Mario Galaxy is mostly a linear experience. With Jett Rocket we wanted to give the player much more room to explore levels on their own.


Adam Riley: The reaction to Jett Rocket has been amazingly positive in general. What is your response to all this positive feedback?

Manfred Linzner: We put a massive amount of work into the game and are very happy people think it is a winner. We hope that many people will try out the new Jett Rocket demo that has been made available on WiiWare. Everyone should at least try the game once!

Adam Riley: Can you share some details about the tricks you used to make Jett Rocket, a humble WiiWare game, become more visually attractive than the majority of retail Wii games?

Manfred Linzner: We studied the Wii hardware closely before deciding what look to use for Jett Rocket. We thought that the look should be a perfect fit for the hardware. For instance, the Wii is very good at combining textures; so we used that feature a lot. We developed hundreds of custom shaders that often used up to eight textures at once to give the vibrant look and feel we wanted. Also, we wanted the materials to not look static in the slightest. Therefore, we added lots of reflections and refractions. In the end it takes a lot of work to make that all possible on the Wii, but I also think that this extra hard work is what separates our games from those of the masses.

Adam Riley: Why was more voice acting not used in the game? Is it something related to the file size restrictions?

Manfred Linzner: Yes, the voiceovers were added at the end of production when there was only a tiny amount of space left.


Adam Riley: The two main areas of criticism are about issues with the camera and the fact the game is too short or easy. Have you received other feedback from users and critics that can be used for a future sequel?

Manfred Linzner: Many people asked for a handheld version or for a longer game. We are thinking about those comments at the moment. In terms of improvements, we literally have hundreds of ideas! When doing a sequel it would again be a very fresh game, not only a few new levels thrown in.

Adam Riley: Looking back at the game now, do you personally think there are things that should have been done differently?

Manfred Linzner: We had a couple of cool things that were only used once or twice and so they were a little bit wasted. It would have been better to alter those things and bring them into the game again in later levels. Also, a new game mode tha opens up when completing the game once would have been a nice inclusion.

Adam Riley: As a developer looking back at his work, what are you most proud of with Jett Rocket?

Manfred Linzner: We love that the game feels 'too big' for WiiWare. From its appearance, to the music, and to the large worlds; everything is better and bolder than what anyone has ever seen on WiiWare before.

Adam Riley: Several developers have been disappointed with WiiWare sale so far, but did Art of Balance reach sales expectations, and how is Jett Rocket doing so far?


Manfred Linzner: WiiWare sales could have been better, but I think the upcoming demo service will bring back new life into it.

Adam Riley: Will there definitely be a sequel to Jett Rocket and will WiiWare be the format you plan on releasing it?

Manfred Linzner: We can't talk about that currently, but I would bet we will see Mr. Rocket again on another platform…

Adam Riley: Do you have plans to support the DSiWare service yet?

Manfred Linzner: No, we don't, but we will surely support such services on future devices.

Adam Riley: Can you tell us any more details about FAST Racing League?

Manfred Linzner: It's our upcoming WiiWare project. We will soon reveal more details about it. I think when people will see the first videos they will be blown away. It’s not only a very speedy racing game, but it also has absolutely novel gameplay and we are more than proud of it.

Adam Riley: There has been talk of Shin’en working on a project for the Nintendo 3DS. Can you tell us ANY details about this at all yet?

Manfred Linzner: Well, I can tell that we delivered titles for GBA and NDS when those handhelds were freshly released, and history usually repeats itself.

Adam Riley: What are your thoughts on the 3DS hardware so far in general?

Manfred Linzner: It's a very big step forward. The hardware gives developers everything needed to make great new experiences.

Adam Riley: Previously you told Cubed3 that Majesco’s current direction meant that the chance of Iridion III being created were low. However, considering the re-release of the Iridion soundtrack, has interest in the shooting series been rekindled?

Manfred Linzner: Majesco released a lot of nice titles for the Wii and DS in the past, most of them designed for a broader audience. I think when we do a new game for them it will be something that has a wider appeal.


Adam Riley: Fans are crying out for another Shin’en shooter. Will Nanostray 3 finally be arriving soon, or will you attempt to create a brand new shmup instead?

Manfred Linzner: We hear the crying of the fans! Currently we have too many projects in the pipeline but the Nanostray saga isn't finished yet.

Adam Riley: Have you considered making an on-rails shooter like Sin and Punishment, mixing various different shmup styles together?

Manfred Linzner: It's definitely a good thing to have as much variety as possible in a shmup, so mixing styles is something we may consider in the future.

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Comments

Absolutely LOVE Jett Rocket. Thanks for the demo on the service I gave the game a shot and lapped it up straight away. Still have yet to finish it, but it's definitely solid experience, looks great too.

Would love to see Shin'en do retail. Teach some of these bums a thing or two!

Cubed3 Admin/Founder & Designer
Our member of the week

For a small developper, they managed to get me to buy 3 of their games (Iridion II and the two Nanostray games)

I'm not too much for "download only" games though, so I only tried Jett Rocket. I liked it, but I'm not going to buy it. It's a shame that retail on home consoles is so hard to approach for such small studios.

I already brought that topic up before, regarding their work on Jett Rocket and how good their games on DS looked. But I'll say it again : Nintendo should support financially such developers who put such great efforts into squeezing as much juice out of their hardware and even manage to do so. Same thing regarding Renegade Kid's work on the DS.

These could be the new "Rarewares" of Nintendo if only they were getting the support they, IMHO, deserve.

Cubed3 Limited Staff :: Review and Feature Writer

The team also creates fantastic soundtracks. Very talented group and I can't wait to try out FAST very soon Smilie

Kafei, why don't you do a Nanostray II review? I was always planning on doing one, but never got round to it...My favourite shmup on DS by far.

(PS. You also up for reviewing Suikoden Tierkreis? Has Mike been in touch lately about more reviews?)

Adam Riley [ Director :: Cubed3 ]

UNITE714: Weekly Prayers | Bible Verses
Our member of the week

jesusraz said:
Kafei, why don't you do a Nanostray II review? I was always planning on doing one, but never got round to it...My favourite shmup on DS by far.

(PS. You also up for reviewing Suikoden Tierkreis? Has Mike been in touch lately about more reviews?)

I'll send you a PM about this.


And I agree, their soundtracks are good... though not up to the level of some older titles from the 90's to my taste, such as Gradius 3 and Super R-Type, but still well above the lot from games released nowadays)

Cubed3 Limited Staff :: Review and Feature Writer

I'm really pleased to see they're planning Jett Rocket for 3DS as well (seems very obvious from the answer above!). The first WiiWare game is brilliant, but I think it was limited by both the time it took to develop and the file size of the WiiWare service. On 3DS it could REALLY shine(n) Smilie

Adam Riley [ Director :: Cubed3 ]

UNITE714: Weekly Prayers | Bible Verses

Once I get some Wii Points, I'll definitely get this.

I was really impressed by the demo I played and I thought the quality of it was better than most other 3rd party games on the Wii.

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