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Farewell Umihara Kawase dev discusses the original, what's new in the sequel

by rawmeatcowboy
17 September 2013
GN Version 4.0
A portion of a Siliconera interview with creator Umihara Kawase...

S: Can you tell us the story about how the very first game, Umihara Kawase for Super Famicom, got started? What challenges did you face when designing the original game?

UK: To create a really fun game, we knew we need to do – crash & build something millions of times. The result wwe came up with was Umihara Kawase. The most challenging part was technical. Mimicking the movement of the rope, the rubber string of the fishing rod, so it feels like it would in the real world was difficult to and we needed to work on programming.

S: What’s new in Farewell, Umihara Kawase for 3DS?

UK: All of the fields are newly designed. In addition, the movement parameters have been adjusted for 3DS, so the gameplay should be easier than the previous titles. It also has stereoscopic 3D, but other than that it does not specifically use any hardware features.

Full interview here