Kazushi Maeta (Game Designer) - Tube Sliders
Tube Slider is racing to the Gamecube very soon. GCAdvanced had the opportunity to sit down and have an exclusive interview with Kazushi Maeta (Game Designer) about production of the game and what we can expect as we race around the tracks of Tube Slider!
GCA: First off, thank you for joining us. We know you are very busy.
Kazushi Maeta: Thank you, too.
GCA: After creating the amazing F-Zero: Maximum Velocity for the GameBoy Advance, did it inspire you to expand your resources and create an F-Zero type game on the GameCube?
KM: Developing F-Zero gave us experience in creating a great sense of speed something that was very important for Tube Slider. However, Tube Slider goes beyond what we did in F-Zero because the physics are so different. F-Zero is more of a traditional track racing game versus the physics of Tube Slider, where you can ride on the ground, side or ceiling of the track/tube something we think is much more exciting.
GCA: From the movies and pictures that I have seen, it seems that you have been working on Tube Slider for a long time now, when did development start?
KM: We started working on Tube Slider in May 2001.
GCA: After tapping into the power of the GameBoy Advance, how has it been working with the GameCube?
Boosters
KM: Working with a system as powerful as the GameCube gives us almost unlimited potential for the things we want to do in our games. The GameCube lets developers deal with memory and texture issues very easily, making it a good choice of platform for Tube Slider.
GCA: What all has been done to Tube Slider to distinguish itself from other fast racers such as F-Zero, Wipeout, and Extreme G?
Ready to Start
KM: Tube Slider is very different from games such as F-Zero or Wipeout since the courses are enclosed in tubes, this gave us the ability to design very futuristic and highly complex course structures that are not found in typical racing games today. Also, since there is no out-of-bounds which is a restraint in typical racing games, these tubular courses also enhances the game dynamics by enabling player to pass up an opponent by going top-side through the ceiling.
GCA: Obviously F-Zero has been portrayed into Tube Slider, but how does the control play into Tube Slider? Is it completely different or near the same compared to F-Zero?
KM: I think that Tube Slider is close to F-Zero in game style and atmospheric feel. The biggest difference is that player can absorb energy from an opponent to boost their own speed this feature adds to the strategy of the game.
GCA: How important is sound in Tube Slider?
Coolness
KM: We thought sound was very important in Tube Slider. The sound is important to help with the illusion that you are driving the fastest racing machine in the world. If you close your eyes when you play Tube Slider, I think youll agree that we accomplished that effect.
GCA: The development crew has done an excellent job in creating Tube Slider, what would you say is the team most proud of in creating this game?
KM: We are very proud of detail of the racing machines (created with the help of Studio 4oC, who did the classic anime movie, Akira) and backgrounds; also, the speed feeling is great.
GCA: Why was there so much secrecy surrounding Tube Slider?
KM: NEC Interchannel launched their gaming division in the US in January 2003 and has done a very good job promoting the fact that Tube Slider was coming for the GameCube from that time. So many companies spend thousands of dollars promoting their titles, so I guess titles like Tube Slider, that dont have big ad campaigns, might seem like they are shrouded in secrecy.
GCA: IGN reported that the game would be released at the end of February, obviously it hasn't been released yet, but about when will we be able to buy and boot up Tube Slider?
KM: Tube Slider will be shipping to retail on April 15th, 2003.
GCA: It is very pleasing to see NdCube's first game looking great, are there any future projects that NdCube may be working on for the GameCube? Or maybe for the GameBoy Advance?
Upside Down
KM: We plan to create games for both the GameCube and GameBoy Advanced, but we cant disclosed any more details at this point.
GCA: Any last words to GCAdvanced.com readers out there?
KM: Keep watching us and NEC in the coming years we hope to bring many more great games to the GameCube for your readers to play.
GCA: Thank you for your time.
Thank you once again to Kazushi Maeta and Michael Meyers for helping us get this great interview. We will be having a lot more on Tube Slider at GCA very soon including an in depth review! For now check out the screens and movies of Tube Slider, and reserve your copy today!