From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #9979 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 9979 Today's Subjects: ----------------- We have been trying to reach you - Please respond! ["Good News" Subject: We have been trying to reach you - Please respond! We have been trying to reach you - Please respond! http://christiaprepaper.today/NJw73ivG-RvqkEWXApEEhrx2-FBnNZPm08q2z9f6abYz55QwNQ http://christiaprepaper.today/LV9fjGbY2mK6mkfjyvCU00M26roE_juJ5Mejut7rnJHgyjNXmg easure'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 Heroes. Treasure's CEO said that the company liked to expand into new genres, though they primarily work in genres where the staff had the experience. The company sought to depart from the Gunstar Heroes shoot 'em up design, and chose to build Mischief Makers around an original "catching" gameplay mechanic, which became the hardest aspect to implement. While foreign (non-Japanese) aesthetics were popular with other Japanese developers, Treasure's CEO felt the company's games did not look "particularly foreign" and could appeal to Japanese audiences. The game was Treasure's first to be published by Enix. The publisher sought out Treasure for their reputation in the action game genre, and had approached Treasure several times before the Nintendo 64 project surfaced. Upon choosing to make the game for the Nintendo 64, Treasure thought it would be a "good idea" to work with Enix. Similar to how Treasure ended its historic loyalty to the Sega Genesis by developing Mischief Makers for Nintendo, Enix had just recently ended its historic loyalty to Nintendo by signing Dragon Quest VII of their Dragon Quest franchise to Sony. Neither Squar ------------------------------ End of alt.music.moxy-fruvous digest V14 #9979 **********************************************