Well, whaddya know. It's another episode about a media property.
OK, but not really. Unlike some of our recent episodes about movies and TV, this one is entirely about the related gameβ¦ because really, who cares about Tom Cruise's attempt to reboot The Mummy? The game, on the other hand, is very much a Retronauts kinda thing, which is why I wanted to talk to its designers. It can be tough to line up interviews with developers who worked on licensed games back in the day β where would we even find the designer of, say, Batman for NES? But since WayForward made a deliberate attempt to evoke the spirit of Super NES licensed games with The Mummy Demastered, it's very much relevant to this show, and I enjoyed talking about the logistics of creating a game that dabbles in a big movie studio's world.
Also on tap this week: A brief conversation with Zack Manko of Megacat Studios, a company that creates a remarkable number of all-new modern-day releases for NES and Genesis. If you've been to a classic games convention, you've probably seen their work on sale!
I realize this was two interview episodes in a row, which I've tried to avoid. With this episode, we're resetting the publication schedule, basically. Going forward, you can expect Monday podcasts to follow a reliable schedule:
We'll try to keep things varied so you don't get bored. In the meantime, enjoy the show! β JP
Description: Jeremy visits WayForward's offices to speak to Austin Ivansmith and Tomm Hulett making a modern-day licensed "16-bit" platformer with The Mummy Demastered, then chats with Megacat's Zack Manko about his studio's modern-day home-brewed NES games.
Matt from Hidden Machine
2018-03-09 20:48:28 +0000 UTCRetronauts
2018-03-06 18:26:44 +0000 UTCJeremy Parish
2018-03-06 13:25:12 +0000 UTCWill Oliver
2018-03-06 01:26:14 +0000 UTC