<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>TheBitBlock &#187; Interviews</title>
	<atom:link href="http://www.thebitblock.com/category/articles/interviews/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.thebitblock.com</link>
	<description>All sides lead to fun!</description>
	<lastBuildDate>Fri, 03 Feb 2012 00:02:46 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>chick chick BOOM &#8211; Interview + Gameplay Video</title>
		<link>http://www.thebitblock.com/2010/10/22/chick-chick-boom-interview-gameplay-video/</link>
		<comments>http://www.thebitblock.com/2010/10/22/chick-chick-boom-interview-gameplay-video/#comments</comments>
		<pubDate>Fri, 22 Oct 2010 19:34:35 +0000</pubDate>
		<dc:creator>Josh Thomas</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[chick chick boom]]></category>

		<guid isPermaLink="false">http://www.thebitblock.com/?p=1663</guid>
		<description><![CDATA[Recently we were lucky enough to interview the team behind the upcoming Wii Ware title chick chick BOOM. The game is being developed by tons of bits and releases in Europe on October 29th for only 800 Wii Points. A North American release date and price point have yet to be announced. For even more <a href="http://www.thebitblock.com/2010/10/22/chick-chick-boom-interview-gameplay-video/">[&#8230;]</a>]]></description>
			<content:encoded><![CDATA[<p><em>Recently we were lucky enough to interview the team behind the upcoming Wii Ware title </em><a href="http://www.chickchickboom.com/chickchickBOOM.html?l=enUS"><strong><em>chick chick BOOM</em></strong></a><em>. The game is being developed by </em><a href="http://www.tons-of-bits.com/tons.html?l=enUS"><strong><em>tons of bits</em></strong></a><em> and releases in Europe on October 29th for only 800 Wii Points. A North American release date and price point have yet to be announced. For even more information on the game check out the new gameplay footage just below which shows off the Pirate Ship stage.</em></p>
<div style="margin-top:1em;margin-bottom:1em;"><a href="http://www.thebitblock.com/2010/10/22/chick-chick-boom-interview-gameplay-video/"><img src="http://i.ytimg.com/vi/M7o1z8vnGtE/3.jpg" alt="" width="320" height="240" /></a><p style="margin:.1em 0 0 0;"><a href="http://www.thebitblock.com/2010/10/22/chick-chick-boom-interview-gameplay-video/">View the video on the website</a></p></div>
<blockquote></blockquote>
<div id="_mcePaste">Can you explain a bit about how the game works with 4 players at once?</div>
<p><strong>In general, in chick chick BOOM two chick teams compete against each other in an arena. Attack and defense are the core elements of the game. 4-Player-Mode is basically played 2-vs-2 with two different roles on each side: Attacker and Defender. The attacker has the choice between several fancy attacks, like jumping sumo chicks or pink elephants.The defender draws lines directly in the arena. It works intuitive and logical. For example, when a weight falls from the sky, you can draw a horizontal line above your chicks, this way the weight falls on the line and is blocked. Moreover all players are able to shoot on Corncobman and Piñata &#8211; 2 specials appearing from time to time.</strong></p>
<p>chick chick BOOM seems to have several arenas with different themes. Aside from a visual difference do levels play differently and have unique features?</p>
<p><strong>Each Arena has its own special attack. You can attack with UFOs in the City, with Sea Monsters on the Ship and with ghosts in the Haunted Wood. Special attacks are available for both teams when they appear in the background. The special attack is activated only by the team which completes the attack first.</strong></p>
<p>Do different teams of chicks have special abilities or is character selection more a matter of which you find cutest?</p>
<p><strong>The teams have no special abilities, they just look funny <img src='http://www.thebitblock.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  At the beginning there are 5 of 15 teams available. You can unlock the other teams by achieving specific goals (e.g. knock out 3 chicks with one attack).</strong></p>
<p><img class="aligncenter size-large wp-image-1670" title="Scary Multiplayer!" src="http://static.thebitblock.com/content/uploads/2010/10/scr_08-500x281.jpg" alt="" width="500" height="281" /></p>
<p>What kind of modes does the game offer and how do they work?</p>
<p><strong>There are 3 modes to choose from:<br />
Duell Mode: Be the first to reach the selected number of wins!<br />
Time Mode: Knockout more chicks than your opponent within a set amount of time! Knocked out chicks are replaced.<br />
Pro Mode: Hold out for as long as you can! Knocked out chicks will only be replaced on your opponent&#8217;s side.</strong></p>
<p>Are there any games or movies which may have inspired any aspects of chick chick BOOM?</p>
<p><strong>No <img src='http://www.thebitblock.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Everyone in our team played hundreds and thousands of games since their childhoods. chick chick BOOM is more a product of the summed influences from this overall gaming experiences.</strong></p>
<p>In the video footage you&#8217;ve shown off it seems a giant ear of corn appears in the background for players to point and shoot at. The corn then falls down on the chicks to bring some of their health back. Does chick chick BOOM feature any other crazy ideas like this?</p>
<p><strong>Yes, the corncobman is a very interesting feature, as it causes chaos and funny moments, when all players start shooting at the same time. Same goes for the Piñata, which falls down when a certain level of damage is reached. It contains bonuses and players can shoot on it while it&#8217;s in the air, which often ends in a short „Piñata-Volleyball“ session. In fact, you can call most of the attacks crazy as well.</strong></p>
<p><img class="aligncenter size-large wp-image-1672" title="Explosive action!" src="http://static.thebitblock.com/content/uploads/2010/10/scr_01-500x281.jpg" alt="" width="500" height="281" /></p>
<p>How many Wii Points will the game cost to download and do you have any idea when it might be available?</p>
<p><strong>We can&#8217;t say anything specific about the price and release date for now. We hope that the game will be out 4th quarter 2010.</strong></p>
<p>Finally do you have any words for gamers who are looking forward to download the game once it&#8217;s released?</p>
<p><strong>The big strength of chick chick BOOM is, that you can pick it up any time and have fun with some friends. All features together, especially the permanently jumping chicks and freely drawn lines generate a dynamic game play, which is creating new situations and reactions over and over again.If you want to know more about the game keep an eye on the official game site (<a href="http://www.chickchickboom.com/chickchickBOOM.html?l=enUS">www.chickchickboom.com</a>), as we are updating it with new content the next weeks.</strong></p>
]]></content:encoded>
			<wfw:commentRss>http://www.thebitblock.com/2010/10/22/chick-chick-boom-interview-gameplay-video/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Interview &#8211; Jett Rocket Development</title>
		<link>http://www.thebitblock.com/2010/07/21/interview-jett-rocket-development/</link>
		<comments>http://www.thebitblock.com/2010/07/21/interview-jett-rocket-development/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 15:49:57 +0000</pubDate>
		<dc:creator>Josh Thomas</dc:creator>
				<category><![CDATA[Interviews]]></category>

		<guid isPermaLink="false">http://www.thebitblock.com/?p=1298</guid>
		<description><![CDATA[Jett Rocket is a fantastic platforming adventure Wii Ware title developed by Shin&#8217;en, which you can download now for only 1,000 Wii Points. Recently I had a chance to discuss the title&#8217;s development with Manfred Linzner who works as Project Manager at the studio. We discuss everything from motion controls, multiplayer and even Jett Rocket <a href="http://www.thebitblock.com/2010/07/21/interview-jett-rocket-development/">[&#8230;]</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="size-full wp-image-1297 alignleft" title="interviewbanner_JR" src="http://static.thebitblock.com/content/uploads/2010/07/interviewbanner_JR.jpg" alt="" width="576" height="204" /><br />
<em> Jett Rocket is a fantastic platforming adventure Wii Ware title developed by Shin&#8217;en, which you can download now for only 1,000 Wii Points. Recently I had a chance to discuss the title&#8217;s development with Manfred Linzner who works as Project Manager at the studio. We discuss everything from motion controls, multiplayer and even Jett Rocket 2! Enjoy the interview and of course if you have yet to do so, take a look at our <a href="http://www.thebitblock.com/2010/07/02/video-tour-jett-rocket-wii-ware/">Video Tour</a> on the game!</em></p>
<div class="interview">
<p class="question">Jett Rocket features motion controls for dashing into enemies and re-fueling your jet pack, both of which feel very natural and fun to perform. There were however a few area in the game where motion controls seemed obvious, but instead use traditional analog controls. The Jett Boat race for example has players steering with the analog instead of tilting the controllers. Was there a certain reason for this decision?</p>
<p class="answer">We tested various motion control schemes. Using the Wiimote sideways worked perfect but this was not possible because the Nunchuk was connected with the Wiimote. The other possibility was to hold the Wiimote upside but this is very inaccurate, at least for the high speed controls we needed. So we finally used Nunchuk control because it gave the best gameplay.</p>
<p class="question">Shin’en has developed several very fun multiplayer games on Wii Ware such as Art of Balance and Fun! Fun! Mini Golf. Was there ever any talk about a multiplayer experience in Jett Rocket or was it always meant as a single player experience?</p>
<p class="answer">We were very happy with the multiplayer mode in Art of Balance. We think playing it multiplayer makes it to one of the most enjoyable games on Wii Ware. Anyway, it is very hard to do a good multiplayer mode in a jump’n&#8217;run. Of course there is the possibility to use the 2nd player as a ‘helper’ like in SMG but that didn’t fit with the gameplay. So instead making a mediocre multiplayer mode we concentrated on a great single player experience.</p>
<p class="question">Many people have mentioned they would love to see a full retail title on Wii from Shin’en. You’re a studio which really seems to have a great grasp on how to get the best out of your game on the Wii platform. Does Shin’en have any future plans on branching out into developing full retail games on Wii, or are you confortable with keeping to Wii Ware?</p>
<p class="answer">We did only retail games in our past. We enjoy now very much todo download games. I’m pretty sure you will see us in the future doing both.</p>
<p class="question">Were there any games that inspired the development of Jett Rocket?</p>
<p class="answer">We all are big fans from Mario 64. It was the first great 3d game for us. It did so many things right. Even today many games struggle to get on pair with this classic. So i think that was a great inspiration for us in general.</p>
<p class="question">After completing Jett Rocket players are shown a screen during the credits which mentions Jett Rocket 2. Is there anything you can possibly tell us about the game’s sequel at this time?</p>
<p class="answer">Jett Rocket come back. And maybe in a different way then expected. Thats all i can say right now</p>
<p class="question">Many Wii Ware developers have found success with releasing several chapters of their games. Is this a direction we might see the Jett Rocket series go in as well?</p>
<p class="answer">We don’t like to have our customers paying twice or triple for a similiar experience. So i doubt we will ever do something like that.</p>
<p class="question">In closing this interview is there anything you and the team would like to say to fans of Jett Rocket as well as any other Shin’en games?</p>
<p class="answer">Thanks for taking Jett Rocket to the top of the Wii Ware charts! And be assured the best is yet to come from Shin’en.</p>
</div>
<p><em>Huge thanks from TheBitBlock to Mr. Linzner and everybody at Shin&#8217;en for their time!</em></p>
]]></content:encoded>
			<wfw:commentRss>http://www.thebitblock.com/2010/07/21/interview-jett-rocket-development/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Interview &#8211; Rabbids Go Home Customization</title>
		<link>http://www.thebitblock.com/2009/11/17/interview-rabbids-go-home-customization/</link>
		<comments>http://www.thebitblock.com/2009/11/17/interview-rabbids-go-home-customization/#comments</comments>
		<pubDate>Wed, 18 Nov 2009 00:29:22 +0000</pubDate>
		<dc:creator>Josh Thomas</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[rabbids]]></category>
		<category><![CDATA[rabbids go home]]></category>

		<guid isPermaLink="false">http://wiifolder.com/?p=872</guid>
		<description><![CDATA[If you haven&#8217;t guessed based on all the coverage we&#8217;ve put up, WiiFolder loves Rabbids Go Home. Is there anything better than the Rabbids, a shopping cart, scaring clothes off of humans and surfing through sewers on a mattress? No, there is not. Luckily we recently got in contact with Jean Philippe Caro the Assistant <a href="http://www.thebitblock.com/2009/11/17/interview-rabbids-go-home-customization/">[&#8230;]</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://wiifolder.com/wp-content/uploads/2009/11/rabbidsinterviewbanner.jpg" alt="Rabbids Go Home - Interview Banner" title="Rabbids Go Home - Interview Banner" width="576" height="204" class="aligncenter size-full wp-image-891" /><br />
If you haven&#8217;t guessed based on all the coverage we&#8217;ve put up, WiiFolder loves Rabbids Go Home. Is there anything better than the Rabbids, a shopping cart, scaring clothes off of humans and surfing through sewers on a mattress? No, there is not. Luckily we recently got in contact with Jean Philippe Caro the Assistant Creative Director on RGH along with Guillaume Cerda the Community Developer for RGH. Both were very happy with WiiFolder&#8217;s coverage on Rabbids Go Home and granted us a quick interview to discuss the game&#8217;s &#8220;In the Wii Remote&#8221; customization feature. We&#8217;ve even got an exclusive glimpse of some crazy custom Rabbids the team behind the game created themselves along with a possible hint at more to come from an unannounced aspect of the game.</p>
<div class="interview">
<p class="question">Was the customization aspect of the game decided from the start or was it something that came in later in development?</p>
<p class="answer">It came very early in development. The game genre implies that the camera be positioned quite far away from the action, but to keep the Rabbids’ spirit we needed to get closer to them. That’s why we decided to put a Rabbid in the Wiimote so you could directly interact with him just like in Nintendogs and add an exciting touch.</p>
<p class="question">You&#8217;ve given players access to a huge variety of paint brushes, tools, tattoos, colors, accessories and so on. It&#8217;s a very detailed and polished feature.  How many members of the team worked on this mode and for how long?</p>
<p class="answer">It was a very passionate small team of 8 persons.  We focused on the Wii Remote feature, the Wii Channel and an upcoming surprise.</p>
<p class="question">Past Raving Rabbids games have had customization modes as well. Rabbids Go Home seems to focus more on allowing players to paint and deform their Rabbids as opposed to simply dressing them up in outfits. Was there a reason for this decision?</p>
<p class="answer">Today, many games have a powerful character customization feature. Little Big Planet is one of the best examples. We wanted to do something that gave a lot of variety, but was still ridiculous enough to fit in Rabbid Land. The bunnies were also inspired by street art so we also wanted to give the player freedom to express their own artistic talents whilst still being able to abuse their bunny a little in the process <img src='http://www.thebitblock.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p class="question">There appears to be a total of 10 secret Rabbids locked in the customization mode. How can players go about unlocking all of them?</p>
<p class="answer">Two of them are unlockable directly ingame. The eight others need a specific code from several retailers.</p>
<p class="question">Could you explain what &#8216;Stickers&#8217; do in the Customization? It seems the Rabbids Channel features a section for them, but nothing appears. Do players win these in contests?</p>
<div class="answer">
The Rabbids Channel’s section for stickers is made to give to players some free downloadable content to help them to customize their figurine for specific contests. For example, for the Rabbids Zoo contest we will provide some “fur” stickers, the cougar and the zebra.</p>
<p>After getting them, you’ll find them in the Wii remote feature using your normal stickers (page 0).</p>
<p>Be sure to check this section before each contest <img src='http://www.thebitblock.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />
</div>
<p class="question">Now that the game is out I&#8217;m sure we&#8217;ll be seeing many clever custom Rabbids from gamers. Were there any hilarious Rabbids designed by the team you want to share with us?</p>
<div class="answer">
Many are too insane to be shown and others are celebrity bunnies that we are not allowed to show!</p>
<p>I would like to use this occasion to tell you that your bunnies are awesome. These are some of the best ones we’ve seen until now and it’s a pleasure for us to see the detail and time you have put into them.</p>
<p>Let me remind your readers that they can vote for you on the Rabbids Expo website: <a href="http://www.rabbids.com/izw">www.rabbids.com/izw</a>
</div>
</div>
<p><br />
We would like to thank Guillaume Cerda, Jean-Philippe Caro and all of the team behind Rabbids Go Home for their time and support. Stay tuned to the site for even more coverage on Rabbids Go Home&#8230; Bwaaaaaah!!!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.thebitblock.com/2009/11/17/interview-rabbids-go-home-customization/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
	</channel>
</rss>

