Development Mystery Dungeon: Shiren the Wanderer



the music composed koichi sugiyama.


shiren wanderer developed chunsoft super famicom, core concept of repeated play, player improving equipment , items each time play, making progress through several playthroughs. developers noted shiren wanderer differed other mystery dungeon titles in chunsoft staff create characters themselves, allowing them express mystery dungeon series more other titles, set in created worlds chunsoft cannot change. game developed in parallel game boy game shiren wanderer gb, used modified source code super famicom game.


the music composed koichi sugiyama, made use of east asian elements compared more european-styled dragon quest compositions, using instruments such shakuhachi flute. scenario written shin-ichiro tomie , edited emiko tanaka. in addition main story, tomie wrote scenario game, developers unable implement in super famicom version. when creating graphics, development team faced challenges technical restrictions of super famicom console: able use limited amount of colors, , restricted 32×32 resolution graphics , actions. while later games in series feature 2 programs – 1 story , 1 dungeons – first shiren wanderer uses dungeon program, lead difficulties in portraying scenes, such 1 several townspeople meant appear, limitations of dungeon program meant 2 non-player characters generated.


nintendo ds version

the nintendo ds version directed hironori ishigami , planned , supervised tomie, while hiroyoshi umetani main planner , in charge of game balance, shin-ichiro tomie created scenario , events, tanaka worked on presentation , assisted scenario, , masayasu yamamoto programmed dungeons. in addition sugiyama, nintendo ds version s music worked on hayato matsuo. idea of developing nintendo ds version started when chunsoft considering creating series of mystery dungeon games nintendo ds. previous mystery dungeon titles came in conversation: considered doing game boy games, decided against have required them redraw art, leaving them decide between working on super famicom or nintendo 64 titles; settled on working on super famicom title shiren wanderer.


the idea of being simpler project due original art being reusable turned out untrue: because time had passed since original s release, there multiple parts had reworked, leading process similar creating whole new game scratch. character graphics redone, special effects changed, , animations added, such sleeping animations. item placements changed, overall difficulty adjusted, , characters battle statistics altered; 1 such instance making kechi stronger oryu, due being perceived illogical person sword weaker person fighting bare hands.


the unused scenario tomie had written original version included in nintendo ds version in form of bonus dungeon, playable after completion of main game. altered original plan due technical restrictions: scenario involved nest several large tainted insect enemies, not possible have many large enemies appear @ once. developers considered using smaller tainted insects, decided change nest path insects appearing every ten floors, , renamed dungeon tainted path .


ishigami played large role in implementation of wi-fi rescue quests, , went smoother anticipated, developers attributed experience developing mobile games. concerned how player loses items if die during rescue mission, realized had way avoid people abusing rescue missions new items. due programming changes between japanese , english versions of game, rescue quests north american , european versions compatible each other, , not japanese release.








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