Boulder Dash Rocks InterviewInterview by Adam Riley :: Wednesday 24th October 2007The name 'Boulder Dash' conjures up images of the past in many gamers' minds and nostalgia quickly kicks in. Now, though, the classic is being dragged into the 21st Century for a Nintendo DS update thanks to 10tacle Studios. Cubed3 caught up with the team to discuss the project, how it differs from the PlayStation Portable edition due early next year, how close to the original 'Rocks' will be, what the future holds for the franchise and much more in this in-depth interview.AR: First of all, what made you choose to update the classic Boulder Dash theme? Alexandra Gerb, Managing Director, 10TACLE STUDIOS MOBILE: Everybody in the team knew the original and liked it a lot. Boulder Dash is such a famous licence and we were proud that we had the opportunity to give Rockford's World a new, modern style. We all thought that the core concept would work perfectly on both handheld platforms (PSP and DS) but of course we had to change some parts, but we were confident that we could accomplish the mission. AR: How long has this project been in development and have there been any particular hurdles along the way? AG: Because the studio was just founded when we started the project there were only three people working on the game, but the team size soon started to increase. All in all it took half a year to build up the whole team, and then about one year for the pre-production and developing the finished product. We use very colourful, diverse graphics within the game, so it surely was a challenge to keep the frame rate constantly at 60fps throughout the whole title. It was also hard to come up with the overall visual design. You can view some of our failed attempts in the gallery section of the game. AR: Considering this is being classed as a sequel to Boulder Dash, has there been any consultation with the original development team? AG: Yes and this was really great! We have permanently been in contact with Richard M. Spitalny, the license owner of Boulder Dash. He supported us with his feedback throughout the whole development process. AR: With the Boulder Dash name having such positive connotations has it put any undue pressure on the team to meet the demands of fans? AG: It was clear to us that the game still has a tremendous fan base. But much more important was our own goal to establish ourselves as a very professional team with international orientation that is able to deliver top quality games. Naturally, our first title was very important to achieve this ultimate goal. AR: Can you please explain how the various features of the Nintendo DS will be used? AG: The classic game mode does not support stylus controls. Frankly, classic Boulder Dash game controls work better with a digital pad than with any other input device. So we did not want to support the stylus when its use is no improvement whatsoever. But we implemented a unique stylus mode called the "Route Race". In this mode the player has to draw Rockford's path through a level before he starts to move. You have to collect all diamonds and need to think about how Rockford's movement will manipulate the level architecture in advance. So you have to constantly foresee whether certain movements might cause a boulder to fall which might block the way to the exit etc. We did some very tricky puzzles in this mode and hope it is fun to play for the audience. AR: Other than the original Boulder Dash mode, can you explain what new elements will be brought to the DS project? AG: I believe the most interesting new feature is the "zapper", a multi function laser that can be used in various ways, like push or pull objects, paralyse enemies etc. AR: What is there in the way of multiplayer options, and will these simply be playable via local wireless or is online Wi-Fi being considered? (Please explain the reasons behind the decision)? AG: We focused mainly on the various single player modes but for people who want to challenge their friends there is a fun to play multiplayer mode called "Double Dash". It is a race against time. We are supporting local wireless, because for this game we think it is the most fun, when you can actually watch the face of your opponent after you have beaten him yet another time. AR: Will wireless multiplayer be done via single- or multi-card download? AG: Sorry, only multi-card is supported. AR: Other than the difference in graphics, what are the fundamental differences between the PSP and DS editions? AG: The "Route Race" mode I have mentioned before is NDS exclusive. On the PSP there is the exclusive "Moon Dash" mode. This one is kind of a 3D racer on a planet's surface that uses the astonishing 3D capabilities of the platform. AR: What do you feel has kept the Boulder Dash formula so fresh over the years to the point where people still call it a classic nowadays? AG: It's the simple gameplay and the good mixture of puzzle and action elements that made the game a hit. I guess that is the whole secret. So, we tried to keep that balance in our game. AR: Where do you see the future of Boulder Dash on Nintendo formats