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goodcowfilms.com: farm: sega: random archives: last bronx interview with akinobu abe, saturn port producer

 

Last Bronx
Interview with Akinobu Abe, Saturn port producer

SSM. What is the origin of the Saturn conversion of Last Bronx?
AA. The arcade version of Last Bronx was introduced to the market in June of
'96, and we immediately started receiving many requests for a Saturn
conversion. This is the major reason for the decision. The original arcade
development staff are in charge of this conversion, in order to achieve the
quality that all those fans are expecting.

SSM. When did you start the conversion and what were your aims?
AA. The official announcement of Last Bronx on the Saturn was made on 8
November 1996 and that is the exact date when this project started. The key
element of this conversion is to reproduce the play feel of the original
arcade game. However, at the same time, we will accomplish both "quality of
graphics" and "real 3D battle fields" at the highest level seen amongst
Saturn polygon fighting games.

SSM. Virtua Fighter is obviously a highly popular game. What makes Last
Bronx a different game?

AA. In Last Bronx, characters have more unique motions by utilising
different weapons. Also, all the stages in the game are actual locations in
Tokyo, characters' fashions are based on real teenagers clothes and
characters are tied together in a very complicated mutual relationship.

SSM. Is it true that the original arcade team behind Last Bronx are carrying
out the conversion to Saturn? Were any Saturn programming experts added to
the team or did they already have experience with the system?

AA. The Last Bronx arcade staff are in charge of the Saturn conversion.
However, for all of us, including myself, this will be our first Saturn
game.

SSM. How large is the conversion team and how is the team split in terms of
designers, programmers and artists.

AA. Unfortunately, we cannot answer this question, at this moment.

SSM. Did you have any worries about the capabilities of the Saturn compared
to the Model 2 arcade board? Obviously the Saturn isn't quite as powerful...

AA. As you can understand, Last Bronx was made with the hardware capability
of Model 2 first of all. Model 2 is a high-end CG board, where as the Saturn
is a general purpose games machine. We have to admit, we had some anxiety...

SSM. Was there any point in the conversion process where you looked at the
arcade game and thought "this just can't be done on the humble Saturn"? If
so, how did you manage to do overcome the problem you faced?

AA. There are hidden characters called Grey and Metal. An invented technique
"pseudo-environmental texture mapping" is being utilised, which was created
through the efforts of highly skilled programmers. "Environmental texture
mapping" is used for mirror-like effects, such as Virtua Fighter 3's Dural,
where surfaces reflect their surrounding scenery. This effect is supported
by Model 3, but not Model 2. However, our programmers managed to achieve it.
with the Model 2 board by boosting the capability of the hardware to its
maximum. It seems like reproducing such effects on the Saturn is extremely
tough. Also, motion captured characters' clothes (and female characters'
bouncing chests) will be very tough to convert onto the Saturn.

SSM. What is the process for bringing across a character from the Model 2
arcade board to the Saturn?

AA. We initially used the arcade version's. polygon models and started
adjusting the number of polygons, texture resolution and colour of textures,
to create all new models for the Saturn.

SSM. How do you bring the movement of the characters across from arcade to
Saturn? Obviously there is less memory to use with the Saturn.

AA. Yes, the amount of motion data for the arcade game is enormous, but the
key point of Last Bronx is its unique gameplay feeling. Almost no data was
removed from this part.

SSM. Does Last Bronx use the Saturn's high-resolution mode, like Virtua
Fighter 2, or low-resolution, like Fighting Vipers?

AA. Neither are exactly copied. Just like I mention earlier, we used
different methods to achieve both better graphics and speed.

SSM. The backgrounds in Virtua Fighter 2 on Saturn are 2D. What are your
plans for Last Bronx? Can you keep up the speed with polygon backgrounds?

AA. We used polygons for objects in the foreground and several 2D images for
backgrounds. As a result, we believe the depth represented in this title is
better than any other 3D fighting game for the Saturn. You can see the
difference when the winning replay sequence is shown from different camera
angles.

SSM. Some arcade conversions have lower frame rates compared to the original
yet Last Bronx appears to run at 60 frames per second like the arcade game.
What difficulties did this present to the arcade team?

AA. When the project was started, we made up our minds to quit development
of Last Bronx unless 60 fps could be achieved. It is quite obvious that the
fast movement of weapons is the key to the fun factor of the game and cannot
be reproduced without the high frame rate. However, because of those
weapons, we believe the Last Bronx characters hit detection routines are
much heavier than those of Virtua Fighter. Additionally, we have those
graphic difficulties to overcome. No single part of this conversion has been
easy so far.

SSM. The blur of the weapons' movement was impressive in the arcade game.
What difficulties does this present with the Saturn conversion?

AA. Since we received very good reaction from arcade players, the motion
blurred weapons will remain in the Saturn version. However, some
arrangements will have to be made, as the resolution of Saturn is different.

SSM. Although Last Bronx has stunning graphics, it also has some very
intricate gameplay including a very precise collision detection system - how
was this brought across to the Saturn?

AA. As we keep mentioning, reproducing the same gameplay feel of the arcade
version is our highest priority and accurate hit detection of weapons will
also be one of the main factors. We started our programming from this point,
as we cannot proceed further without establishing the base of this program.

SSM. Last Bronx appeared in a playable form at the recent Tokyo Game Show.
What reaction did you receive from the players?

AA. Fortunately, we received a very positive reaction from users at the
show. We'll try our best to consider their comments as much as possible. For
example, the Game Show version ROM did not have the motion blurred weapon
effects and we did receive a huge amount of requests for them, especially
from fans of the arcade version. It was then that we decided to add the
effect (knowing some technical difficulties lay ahead). Users who played the
ROM at the show commented that the "characters are larger than those of
previous 3D polygon fighting games," that the "textures of faces and
clothing looks far more detailed than expected," and that the "motion of the
characters is almost identical to that of the arcade version. It better be,
as we used the same data!

SSM. The demo version was 30% complete compared to the arcade game. What
major aspects were missing that we should be looking forward to?

AA. All the characters are in the ROM now (whereas only four were available
at the show), with an additional five stages (with all new improved
graphics), and motion blur effects. But adjustment will be made until the
very last moment of the game's development. We've also started working on
Saturn original features recently.

SSM. Can you tell us a little about the live action Last Bronx video
displayed at the Tokyo Game Show?

AA. We have recently launched a "Media Mix" promotional plan for Last
Bronx. The video game is the core product but there will also be a novel,
radio drama, music/drama CD, comics, and a live action Last Bronx video.

SSM. What has been achieved in the weeks since the Tokyo Game Show? Are
there any major difficulties still facing you?

AA. As we mentioned before, all eight characters are available now, with all
the motion data implemented. We are currently working with CPU algorithms,
which is one key point of the conversion.

SSM. Are you planning to produce a CG intro for the Saturn game? What can we
expect to see in the final game?

AA. Yes, we will have an opening movie. Fans will definitely love it of
course, but it will be something which can introduce new players to the
world of Last Bronx.

SSM. How important is the distinction between a home and arcade game? What
other Saturn extras can you confirm at this time?

AA. The target user is the biggest difference. While arcade players are
relatively limited (those who have a knowledge of video games in general),
we need to aim the Saturn version at a much wider variety of people. This is
something which we had in mind from the very beginning, but we will make the
game something which can be enjoyed not only by hard-core fans but by
beginners as well.

SSM. What plans are there for introducing any new Last Bronx fighters or new
weapons into the Saturn conversion?

AA. We do not have any plans to add a new character, as it might affect the
correlations of existing characters. Meanwhile, we'll put in a hidden "joke
weapons" mode which was very well received in the arcade version (for
example, Zaimoku's sledgehammer will turn into a frozen tuna, Yusaku's
Sansetsukon into model train and Kurosawa's wooden sword into giant fan)

SSM. Are there any aspects of the arcade game that you were perhaps not 100%
happy with and are changing for the Saturn version?

AA. It would be a lie if we were 100% happy with the arcade version.
However, we are still considering any changes from the existing game.

SSM. What aspect of the Saturn conversion are you most happy with at the
moment?

AA. For Saturn fighting games, it's always a choice between "resolution" or
"real 3D backgrounds". However, for this title, we have achieved both.

SSM. Finally, what message do you have for the many European Last Bronx
fans?

AA. Of course, this will be a faithful conversion from the arcade, but we
are planning to add many original features for the Saturn version. Our aim
is to create a game, not just for hard-core gamers but for Saturn owners.
We'll never let you down!

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