|
 |
"Proudly forgetting over a decade of video games history"
|
|
|
|  | | 06 Jul 2009 07:05 / last edited 07 Jul 2009 11:53 | |
| | Quote |
|  | | 06 Jul 2009 10:56 / last edited 06 Jul 2009 11:04 | |
Since Google Translate doesn't cut the mustard, here is a better translation of the interview's first 6 questions, which is probably the most interesting part.
Interview with Roel van Mastbergen, Senile Team
You will undoubtedly recognise the name Beats of Rage; a free side scrolling beat 'em up which appeares on the Dreamcast, amongst others. Recently we spoke to one of its creators, Roel van Mastbergen, about his current activities and one of his new (Dreamcast!) projects Rush Rush Rally Racing.
1) Beats of Rage (BOR) was your first game. This tribute to Streets of Rage (SOR) was received with praise by fans around the world. Clearly you also have a great affinity with SEGA?
Yes, I certainly do, I especially loved the Mega Drive. Of course I also have a Saturn and a Dreamcast, and I still have a Game Gear lying around somewhere. The original Sonic (back when he was still good) is a personal favourite of mine. The absence of the 'spin dash' in particular made the game better than its sequels. By the way, I still play Streets of Rage every once in a while!
 A look into Senile Team's digital kitchen |
2) Rush Rush Rally Racing (RRRR) is a new twist compared to BoR and the upcoming Age of the Beast. Why a racing game?
Originally because we thought we'd "get it done in no time". Three tracks, just a few cars, etc. It didn't turn out to be quite so simple, though. The project kept growing and growing. So we developed RRRR into a full product worth buying. We also don't want to be seen as a "one-trick pony", so after RRRR and Age of the Beast you can expect to see something completely different again.
3) Where did you draw your inspiration from? RRRR strongly reminds us of Super Off Road (1990) and Thrash Rally (1991), for example...
I did play Off Road and other top-down racers in the past, and there's a little bit of every one of them in here, both deliberately and incidental.
 It's all original, hand-drawn art! |
4) Why did you choose Dreamcast, and not some other commercial platform such as WiiWare, XBLA, PSN or iPhone?
It had to be a Dreamcast game since we intended to enter a competition, sponsored by Lik Sang (online retailer which no longer exists). The competition was to create a Dreamcast game, and RRRR was supposed to be our entry.
That being said, I personally don't think the iPhone is a suitable platform for this game; it requires tight controls. Xbox Live Arcade is too costly, besides I don't even have an Xbox 360. WiiWare is interesting, though.
5) What can we expect in the future? Will you stay in the indie scene or do you have ambitions to become a licenced developer?
I certainly am interested, as I said before about developing for WiiWare. Unfortunately Nintendo has certain requirements which we cannot meet at this time.
 The zebra crossing isn't that safe after all. |
6) Early on in the development of RRRR there was mention of VGA support and a 16:9 mode. Pretty unique since few retail games ever used both features. We can only commend you for it, but why did you decide to implement this? Has this choice led to any technical problems?
Unfortunately, technical limitations forced us to cancel the 16:9 mode. But we will try (again) to offer this mode in AotB. Fortunately, VGA is still supported. |
|
| | Quote |
|  | | 06 Jul 2009 21:33 / last edited 06 Jul 2009 21:36 | |
Cool stuff!
Funny to see them mention my girlfriend in the full interview. Probably didn't realize that this was based on a photograph (and real live situation).
Ans yes, we're still proud to have it hanging on the wall. |
| | Quote |
|  | Great interview. Congrats guys. I can't wait to play this game. Keep up the Awesome work you guys are doing. |
| | Quote |
|  | The GAME LOOKS FANTASTIC!
I CANNOT WAIT TO PLACE MY ORDER or PRE-ORDER!
I certainly love the little squished people, it adds alot to the game!
GREAT WORK SENILE! Cannot wait to be playing on the DC! |
| | Quote |
|  | | 07 Jul 2009 14:56 / last edited 07 Jul 2009 14:56 | |
Yes, you said that before. Your original post was moved here. |
| | Quote |
|  | Thanks Roel! hahhahaha, I looked all over for my previous post and could not find it.
So I was persistant in congradulating you on your great RRRR efforts!! OUTSTANDING WORK!
Thanks. |
| | Quote |
|  | | 08 Jul 2009 13:25 / last edited 08 Jul 2009 14:08 | |
An interesting & enlightening interview, Interesting due to the fact that you've considered the Wii(ware)as a possible platform for RRRR! I'm guessing Nintendo are stipulating some form of exclusivity with the games though! Looking forward to the release of this title on DC .... & maybe a Wii version sometime in the future ? |
| | Quote |
|  |
It's quite good, yes. These guys were much better prepared and more aware of the subject matter than most professional (games) journalists I've dealt with. |
| | Quote |
|  | Nice read, nice game, nice Wacom. |
| | Quote |
|  | Is that you Roel in the Cool Senile shirt playing the game?
I dig the shirts! |
| | Quote |
|  | | 17 Jul 2009 15:04 / last edited 17 Jul 2009 15:05 | |
Cool Roel,
Hey,I know you have two options of control methods for RRRR,
~ Analog or D-Pad?
What method do you prefer and why? |
| | Quote |
|  | There is no analog control. The analog stick just does the same thing the d-pad does. |
| | Quote |
|  | Congratulations on the publicity, Roel- I hope you get a publisher soon. |
| | Quote |
|  | Congratulations!
| These guys were much better prepared and more aware of the subject matter than most professional (games) journalists I've dealt with. |
Really? |
| | Quote |
|  | Yes, really. But then again, I'm not sure if Dutch games journalists can be refered to in any way as "professional". |
| | Quote |
|
|