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.