From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #9975 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Wednesday, October 26 2022 Volume 14 : Number 9975 Today's Subjects: ----------------- Order Now To Get A Special 5O% OFF ["Translator" Subject: Order Now To Get A Special 5O% OFF Order Now To Get A Special 5O% OFF http://plushproduct.shop/OOHmz2aA6p9HSMEte5kw65hGHuS6HMKw55Whl_fvg6dlbOLw1Q http://plushproduct.shop/tscuUlfWZRSh3iM09t8rKmEc09C-92RnVev3KB-5z9dllVHk7Q egan to develop Mischief Makers in mid-1995. At the time, they knew little about the Nintendo 64's final technical specifications, graphics implementation, and development kit, but were nevertheless interested in the console and its improved "pixel quality". Historically, Treasure developed games exclusively for Sega consoles, which made Mischief Makers their first release for a Nintendo console. Bringing Mischief Makers to the Nintendo 64 was a hardware-based decision: the Nintendo 64's cartridges were more expensive than CD-ROMs, but they loaded data instantly and were thus more conducive for action games such as Mischief Makers. However, Treasure CEO Masato Maegawa said that development for the Nintendo 64 had a harsher learning curve than even the Sega Saturn. Other than the special attention required to build a single boss in 3D, the team did not use features specific to the Nintendo 64 hardware. Treasure's founders had come from Konami, where they worked on Nintendo Entertainment System games such as Castlevania and Contra. They found their development environment restrictive and left to try riskier concepts and to singularly focus on making "great games". In the three years between Treasure's founding and Mischief Makers's development, the company released highly regarded games such as Gunstar Heroesbknown as "one of the definitive 16-bit action games"band Dynamite Headdy. An average of 12 people worked on Mischief Makers, with up to 15 at times. Though the team was different in composition from that of previous Treasure titles, it included the lead programmer and character designer from Gunstar Heroe ------------------------------ End of alt.music.moxy-fruvous digest V14 #9975 **********************************************