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 game… 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 — 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! — 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