NEW Nintendo GameCube Game Facts Discovered

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Did you know there’s a whole single-kart version  of Double Dash the worlds never seen? Or that   movement of Metroid Prime’s morph ball was  based on a tire? Or Resident Evil's rocket   launcher came from a terrible movie? For the  last few years we’ve combed through hundreds   of foreign magazines looking for interesting  tidbits to translate into English -- and   that’s where most of today’s info came from. We  stumbled upon some German and Japanese GameCube   game interviews during our research,  all bursting with facts we’d never heard   before -- probably because the info never made it  to English speaking outlets. So unless you were   a frequent flier between Japan and Germany in  the early 2000s, you probably haven’t heard the   stuff in this video. Today we’re gonna focus on  Mario Kart: Double Dash, Resident Evil’s remake,   and Metroid Prime. But seeing as Metroid Prime  4 was recently shown off for the first time, we   thought we’d start with Prime. This first segment  has some new info from our own interview with an   ex-Retro developer, as well as an interview  from Germany’s N-Zone magazine in April 2003. Let’s take a brief look at N-Zone  first, which talks to Shigeru Miyamoto,   as well as executive producer Steve  Barcia, lead designer Mark Pacini,   and designer Karl Deckard. Early in the  interview the devs are asked about Metroid   Prime multiplayer. Metroid Prime 2 Echoes got  multiplayer a few years later, but apparently   Retro seriously discussed adding multiplayer  to the original Prime. Barcia told N-Zone,   “When we were discussing development of the  game, we thought about all the options [like   multiplayer]. But our focus was definitely on  the single player mode. We wanted to focus all   of our energy on making this single player game  the best game possible.” The team tried to stay   away from first-person shooter conventions in  order to differentiate Prime, leading to more   focus on exploration. The interviewer also  asks if there’s any specific movies or games   that influenced the team while working on Prime.  Barcia says the team took their cues from movies,   intensively watching tons of different films while  thinking about how the game could be similar.   He goes on to say “Also, any science fiction  movie with a strong female lead was a candidate   for inspiration. For example, the Alien series  influenced us a lot.” Now -- this next question   is why we really wanted to bring up this N-Zone  interview. The devs are asked if there’s something   they’re particularly proud of in Prime, to which  they say the morph ball. Mark Pacini says it was   extremely challenging and a risky aspect of the  game, requiring well-designed game mechanics as   well as intelligent puzzles. Miyamoto even thinks  the entire game’s success hinged on it, saying   “...if that experiment had failed, the whole  project would probably have been shut down. But   it went well, and so we knew pretty early on that  Metroid Prime was going to be a solid project.” So, why did we want to talk about this point  so much? Well, because the guy who actually   programmed the morph ball into Prime never gets  the recognition. Even after working on such   an important piece of the game, Scott Johnson  was credited in Prime alll the wayy down here,   as ‘Additional Contributors’. We reached  out to Scott to get some insight and ask   him about his work on Prime. Scott was  happy to chat about making the Morph Ball,   and told us “Mark Pacini was working with Miyamoto  and telling me what the design was supposed to be.   He said they wanted the ball to roll around  like a tire because a person has a specific   orientation [...] So I worked out with him that  they wanted it to primarily roll like a tire,   but in some cases it could roll around like  a marble if the physics dictated it (such as   when colliding).” Scott says he didn't have to  iterate on it much, and Prime’s custom physics   engine handled everything pretty well. He  went on to say “but when [Samus] got going   in a particular direction, I applied an aligning  torque to the ball that was proportional to the   speed. That made her roll like a tire. [Miyamoto  and Pacini] loved it and it shipped that way. I   implemented what Mark Pacini wanted. It was great  that he was able to articulate what he wanted.” Miyamoto said the entire project’s success  hinged on the morph ball working well,   so why did the guy who made it all work get  credited in such an unspecified way after   everyone else? According to Scott, he couldn’t  endure the crunch -- which other Metroid devs   called a 'death march' -- so he resigned. He said  he had to choose between Samus and his marriage,   and we heard similar stories from his co-workers,  many of which didn't make it to the finish line   either. 'I resigned entirely [from Retro] because  I couldn't work 60 hours per week and then worse   for months on end and stay married,' he told us.  'It was cultural in the studios that I worked in.   I left Retro to work at [Electronic Arts] Tiburon  and they worked me even harder. I kept thinking   that it was lack of planning or investment  that created the work hours but it was just   the way things were and they were not going to  change. I ended up leaving games after only 18   months at EA Tiburon. I could not have two kids  and work in games. I was old at 35 years old.”   Scott doesn’t make games anymore, but we wanted  to use this opportunity to highlight a former   dev who rarely gets the praise they deserve.  Miyamoto said the morph ball was one of the most   important aspects of Prime's gameplay, but if it  wasn't for Scott, Metroid might've had to crawl. There’s more GameCube facts coming up but before  we jump into the Double Dash and Resident Evil   facts, a word from this episode’s sponsor,  Raycon. With 5 pairs of silicon gel tips,   Raycon’s Everyday Earbuds are easily the comfiest  bluetooth earbuds we’ve tried -- we even used   them while researching for this video.  They also have multipoint connectivity   so you can pair with two devices at once,  and now they even block out background noise   entirely with built-in Active Noise Cancelation.  These latest Raycon Everyday Earbuds also have a   whopping 32 hour battery life, and the  new quick charge feature will give you   90 minutes of playback from just 10 minutes of  charging. They’ve even got great audio quality,   rivaling brands that cost twice as  much. At under $80 with our code,   Raycon’s Everyday Earbuds are about half the price  of other premium wireless earbuds, and there’s   even a 30-day happiness guarantee. You can get  your own pair of Raycons for 15% less than their   retail price by using our link in the description  of this video, or by going to ‘buy Raycon dot com   slash DidYouKnow’ -- That’s ‘buy Raycon dot com  slash DidYouKnow’. And now back to the trivia. Next up is the Gamecube's Resident Evil remake  -- also known as REmake. These days you can find   REmake on Xbox and PlayStation, but it was  originally a ‘Cube exclusive. Nintendo and   Capcom signed an exclusivity deal to have Remake,  RE Zero, and the highly anticipated RE4 only on   GameCube -- they’d even do exclusive ports of  RE 2, 3, and Code Veronica to boot. REmake would   release first, and to promote it, director Shinji  Mikami and producer Hiroyuki Kobayashi sat down   for an interview with Japan's Nintendo Dream  magazine. We had the whole thing translated,   and a few highlights stuck out. Like Mikami's  perfectionism -- he says he went around   Osaka game shops the day before Remake’s  release. Customers didn't recognize him,   but all the shopkeeps were star-struck.  At one store they had a demo unit set up,   but Mikami wasn't satisfied with the brightness  on the TV and fiddled with it to make the game   look right. There was no TV remote though, so  all his twiddling ended in failure. He dropped   by the same shop a couple days later to make sure  the brightness was how he wanted. From here the   conversation shifts to Mikami's inspirations for  Resident Evil, and the stress of survival horror. Mikami said “Wanting to survive somehow, but being  unable to do anything against the enemy except run   away is, I think, a big difference between movies  and [games]. If you ask me if that kind of fear's   interesting in a game, I'd say no, so I made  it so you can attack the enemy.” He mentions   one inspiration for letting us attack enemies  was the last scene in Jaws. “That last scene is   a perfect balance of tension and relaxation,” he  explained. “The mast's falling so fast, there's no   way to stop it, so there’s a state of [mind where]  the protagonist knows if they don’t act quick,   they're dead.” Basically, Mikami wanted attacking  and running to both be options for the player,   and tried to communicate that duality with the  game's first zombie encounter. So he made that   first zombie stronger than all the others. “We  made it [especially] hard to kill," he said.   "After [players] complain, ‘I can't kill it, I  can't kill it,’ they learn to run away for the   first time. We spent a lot of time thinking how to  make players understand the essence of [Resident   Evil] isn't just to fight, but sometimes you'll  need to flee [to survive].” That’s Jaws influence,   but Mikami brings up another movie inspiration  we’ve never heard before -- that the reason you   get a Rocket Launcher after beating the game's  because he saw the 1976 horror film 'Grizzly.' It’s a crappy Jaws rip-off about a grizzly bear,  basically, but the ending's a work of art. That   scene right there's why Resident Evil gives you  a rocket launcher. "The giant bear's defeated   with a rocket launcher," Mikami told the magazine.  "The thrill of blowing off zombies’ heads comes   from Jaws, and the rocket launcher at the end  comes from Grizzly. I bought the DVD of Grizzly   and said, ‘This is it, this is it, this is it!  A rocket launcher. No one knows this movie.’   Then I showed Grizzly to the dev team.” Mikami  also mentions how he really liked the Japanese   TV show ‘Hiroshi Kawaguchi: Expedition Team’, and  though he wanted the game set in a western- style   mansion, the show inspired him to give the mansion  some diverse outdoor areas. To get inspiration for   the mansion's design, Mikami took a trip to Kobe,  Japan, where there's dozens of historical Western   mansions built by settlers, some of which are open  to the public. Early in development, Mikami felt   a western-style mansion would be a great backdrop,  but he didn’t care much for the real thing. Mikami   said “At first I thought they were amazing. The  ceilings were 10 feet high and the doors were   huge. [...] I was really impressed by the first  house and thought, ‘foreigners sure make things   different,’ but after the second mansion I just  thought ‘okay I think I get it’ and by the third,   I was ready to go home.” The interview wraps up  with Mikami promoting the Resident Evil 2 and   3 ports heading to GameCube, but laments that a  lot of fans thought the ports were also gonna be   full-on remakes. The team actually just wanted  'em on ‘cube so if you enjoyed the first game,   you could jump into the sequels without buying  another console. They literally say they don't   care if the ports make money, they just don't  want new fans to have to buy PlayStations to   experience the rest of the story. How kind  of them. Now it’s time for Double Dash. This next interview is from a different  issue of Nintendo Dream we had translated   with a ton of developer insights. It features  key players from Nintendo EAD, the development   division that made the game. Including  Double Dash Chief Director Kiyoshi Mizuki,   and two of its Producers, Shinya Takahashi  and Tadashi Sugiyama. These 3 have all shaped   Nintendo, but Sugiyama is kind of a legend.  He joined Nintendo in ‘83, and worked on every   Mario Kart before Double Dash as well as Zelda  2, Mario 2, and F-Zero X. But enough back story,   let’s get to the trivia. Early in the interview,  the conversation inevitably shifts to Double   Dash’s two seater karts. The game was getting  an almost simultaneous worldwide release,   so its name had to work worldwide too -- sounding  good while communicating the game's new mechanic.   They brainstormed titles that included ‘twin’  and ‘tandem’, but they all sounded weak or   forced. Eventually they thought up 'Double  Dash' and immediately knew it was perfect. But how did the tandem mechanic itself come  to be? According to Takahashi, Mario Kart is   more of a party game than a racer, so the team  started thinking of elements that’d get players   more involved with each other. The concept  of two players in one kart emerged,   but experimenting with the core  mechanics of such a huge IP came   with a lot of pressure. Mario Kart’s always  been a reliable system-seller for Nintendo,   and messing with success could irreparably  damage the brand and Gamecube itself,   so failure wasn’t an option. The possibility  of two-seater karts ruining the game instead   of evolving it terrified 'em, so much so they  actually developed a whole single-kart version of   Double Dash alongside the double-kart version.  They thought of it like an insurance policy,   so if tandem karts sucked or fans hated it, they  could quickly backpedal to a more traditional   Mario Kart experience. The single-kart build was  worked on all the way up to the final year before   launch. It sounds like the reason it took 'em so  long to gain confidence in double-karts is because   they were initially gonna have both drivers side  by side, kinda like motorcycles with sidecars.   But they realized eight double-wide karts on one  track wasn't gonna work too well, with everyone   bouncing off each other and disrupting the game  flow due to the sheer width off the vehicles. After trying out a few different setups,  they arrived at how karts look in the   release version -- one driver in front of the  other. But that gave 'em a whole new problem:   the guy in the back blocking your view of the  guy in the front. After using sprite-based   karts in the first three games, this was  Nintendo’s first stab at a fully 3D Mario Kart,   and they'd taken great efforts squeezing as much  detail as they could into every character -- so   they wanted to make sure we could see them.  The fix they came up with was letting racers   swap sweats on the fly. Double Dash was pretty  rigid at this stage of development. Characters   like Mario and Luigi were forcibly bundled  together as a team, and you couldn’t mix   and match other drivers. Director Mizuki said  they'd initially considered forcing characters   to switch seats every lap. Quote: “At first we  had an idea of forcing a swap after each lap,   but if we did that it wouldn’t be possible for  kids and parents to play together. [...] But   we want small kids, grandpas and grandmas to  play Mario kart, which was a through point of   our decision making.” The idea was grandpa could  cover the more difficult task of driving while   a youngster raised hell with items. Letting  players freely mix-and-match drivers was a   tricky ask, since in past games, speed and  maneuverability were based on body weight. When the team tried combining the weight of  two characters to define the stats of one kart,   they ran into problems. Mizuki said: “At first, we  tested everything, like changing how karts moved   based on the weights of the two characters,  or having a kart’s behavior change [...] when   characters swapped. But if [the stats] only  changed a little bit, it'd be difficult to   understand when actually playing. And when we  made the [stats] change dramatically, that made   it feel difficult to play... so ultimately, having  [stats] change with the karts was the easiest to   understand visually.” Producer Sugiyama had been  the visual director on Mario Kart 64. According to   him, one of the goals for this GameCube sequel  was to achieve everything they couldn't do on   N64. 64’s characters were just 2D sprites on  one polygon, pivoting on a single point. That   made steep slopes and falls look awkward, which  is partly why 64’s courses were mostly designed   to be flat. But with fully 3D karts on the cube,  the team could put pivoting points on each tire,   resulting in dynamic movement that’d fit almost  any terrain. They were eager to test how steep   a slope fully-3D karts could handle, so one of  the first courses they worked on was DK Mountain.   Mizuki recalled: “We started making courses  from the Mario circuit. We went through them   and talked about how it was ‘fun, but ordinary.’  We decided we wanted a bit more of an adventure,   and started making that mountain course. But  once you’re making such a distinctive course,   it makes you also want ones where you can  just do ordinary time attacks…” Their idea   of an ‘ordinary time attack’ course was Baby  Park, one of the next levels they worked on. At this point in the interview, they drop  some deep Baby Park lore. According to Mizuki,   the 7-lap track was inspired by the  2002 Winter Olympics in Salt Lake City,   after he just happened to catch a short-track  speed skating event on TV, and thought an   ice rink course'd be cool. Sugiyama says Baby  Park was also inspired by slick track karting,   where a slick surface made drifting easier around  an oval course. The devs originally thought Baby   Park would just be a test level, but they had so  much chaotic fun they kept it in the game. There   was a lot of testing and tweaking on Double Dash.  The devs had to frequently adjust the drifting   mechanic as course designs changed, then they’d  have to adjust courses to not mess up drifting,   constantly tweaking throughout development.  One thing the team routinely tested was the   game’s accessibility for newcomers. Mizuki  said “We were aiming for it to be something   people new to video games could fully  enjoy. We gathered the kids and family   members of Nintendo employees together and  had them play a development version. Then us   developers took the parts that people didn’t  enjoy and revised them as much as possible.” From here the interview shifts to Double Dash’s  new items, like the Giant Banana -- which the devs   say was pretty much made by accident. According  to Sugiyama: “It wasn’t something we were aiming   for at first, we just made it bigger (laughs).”  Then Mizuki chimes in: “ …We were adjusting what   the best size was for the regular banana, and  setting the numerics to the max just happened   to make it get big. But we thought it was funny  (laughs).” Mizuki says the same thing happened   with the Bowser’s Shell too -- it wasn’t meant  to be so big, they just played with the settings   and after making it huge as a joke, and wound  up liking the result. They also say Mario and   Luigi’s Fireballs were inspired by a scrapped  item that launched a scattering of five shells. The team tried it out, but there were way  too many shells on screen and it became a   problem. It started out being a single  fireball the Bro’s could launch. Mizuki   said “At first it was one fireball, but no  matter what we did it wasn’t strong enough,   even when we tried making it explode or burn.”  But they thought back to their unused five   shells item and gave fireballs the same number  and spread, and it fit great. Before coming up   with the special Heart item for Peach and Daisy,  the team didn’t know what to give them. The devs   briefly considered giving the duo quote “umbrellas  or something” for defense or to float down from   heights. But they thought that’d be kinda useless  and probably just slow them down. This idea would   be revisited in Mario Kart 7 where players can  use parasols as their gliders. A pretty unknown   fact about Double Dash is that Miyamoto is the  person who pushed for the game to have 16-player   LAN battles using two GameCubes. This pairs up  players 2 to a kart, with 8 karts on the track.   16 racers meant a minimum of 16 characters, double  the roster of Mario Kart 64. Originally the team   wanted to include Donkey Kong Jr, and they even  made a character model for him. But ultimately,   due to Diddy Kong being more popular, Diddy was  chosen for the game. Diddy’s model shares the   same origins as his model in Mario Golf:  Toadstool Tour, but was tweaked to better   fit Double Dash. Takahashi said ”Yes, the  original model is the same. Changes were then   added to suit each game separately.” The team  mentions they wanted to add more characters,   but they had to keep things trim in order  to hit their Christmas release window. Did you also know that tons of Nintendo  64 games actually never existed,   but that there’s a few no one really knew about?  For more on that, check out the video on screen.
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Channel: DidYouKnowGaming
Views: 85,051
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Keywords: nintendo, gamecube, gcn, gamecube games, nintendo games, gamcube facts, nintendo facts, gcn games, mario kart, mario kart double dash, double dash, mkdd, metroid prime, metroid prime gamecube, metroid, metroid prime 1, resident evil remake, resident evil gamecube, resident evil gcn, re remake, did you know gaming, didyouknowgaming, dykgaming, dykg, gaming, link, ganon, mario, super mario, luigi, princess peach, bowser
Id: QxEqzUOui_M
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Length: 21min 29sec (1289 seconds)
Published: Sun Jul 14 2024
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