Archives for 2009

Arigatou!

The year is really coming to an end, isn’t it. I wish that it’d never end. I’m pretty sure there are some of you who may have already noticed, but La-Mulana will be releasing next year. What’s that you say? I told you winter of 2009? Oh, and it’s on the top page? You should really check the top page. I don’t see anything written there mentioning 2009! 🙂 Now then, since this erroneous release date has been settled this is more of a year-end greeting. Discussions about La-Mulana on WiiWare were stirred last year, but the development didn’t actually start until spring of this year. That means we’ve been […]

Christmas is coming!

Our family are Buddhist, so I don’t give you Christmas presents. Yes, I don’t have anything for your presents at all. Regardless of Halloween, Christmas Day and New Year’s Day, we developers have to make a final push. But, I feel sorry about that. I upload the movie which the player is walking around fields in current developing version. Developing stage is in the homestretch. How much can we make an improvement in the time we have left? I wish Santa Claus would give us completed completed product.

Implementation of Hints

In the original La-Mulana if you spoke to the elder without the save ROM equipped, you would receive a simple hint. However, that hint wasn’t used sufficiently enough–to the point that most people didn’t even know it was there. La-Mulana was praised by many players, but on the other hand, there was voice that it was quite vicious. One of the reasons, I believe ,is that there weren’t enough explanations. That’s when we thought about developing this elder’s hint system. This time, in the newly implemented laptop software menu, if part of the software is loaded a special application can be executed. In there is a thing called “xelpud mailer“. […]

Game Balance

I believe there are a lot of people who wonder about this, so let’s announce what’s decided up to now. This is something we just changed, but we fixed the image of the needle in the ruins. That’s because the specification of the needle has greatly changed: – As long as you don’t fall from the top to upward needle, you won’t receive damage. – If you walk along the side, you won’t receive damage. – If you fall from the top and at one point stand in the needle, or as long as you don’t jump on top of the needle you will not receive damage. – In exchange, […]

New Items

I’m sure there are a lot of players wondering, so it’s about time to make this secret public. A few months ago, I believe I had responded to an interview or question with something to the effect, “I’m not going to add any new weapons. It’s a hassle!” Oh, but the flow of time is cruel sometimes. The condition I wrote in a previous article was lessened and specifications were changed to make it “by thinking my own actions, I was able to solve the puzzle”. Items that solved puzzles simply by obtaining them such as beads, eye of truth, and model airplanes from the original version have been changed […]

Direction of the Puzzle Solving

It’s been shown a few times in the game footage, but this time there will be a function direction along with the various tricks. If the seal is broken, the wall at the top will slowly open. If the weight is placed the counter will sink, then the wall breaks and fly apart. After that a ladder appears step by step from the background, etc. These directions were adopted to decrease the,  “I don’t understand why this puzzle was solved”  factor which was present in the original version. Even if you use the weight counter nothing happens and, before you know it, the trick where the wall opens from the […]

Actions of the Main Character

Anyhow, now that we’ve shown a movie of La-Mulana working on the Wii, what’s left is to continue development. So, we’ll introduce new elements and changes that have already been implemented later on. First, the actions of the main character, Professor Lemeza. As you can see, although it may be difficult to understand, this is the movie asset created for the professor. Other than the peculiar pose, the professor’s body and arms are separated. There is the purpose of cutting down on multiple patterns, but the number one reason is to have the right hand and left hand move independently of each other without being influenced by any conditions. Examples […]

Current Status

I’m able to rest assured now that there is a movie we have shown of La-Mulana working on the Wii. To explain our current status, we’ve started prioritizing the basic parts of all actions of the main character as well as the enemies and traps, too. The other day, we more or less finished implementation of all the main character’s actions, so duplex will now begin development of the menu and stores. Because we can’t create a screen to show everyone by making only base parts, Samieru and I proceeded with the initial number of field maps and enemy characters. The work for these two will not change. We will […]

Everyone, lend me your strength

We’re currently in the midst of creating the menu. We, NIGORO, are a relatively start-up and this will be our first time entering the console market. Without strength there won’t be any knowledge or connection of NIGORO and La-Mulana. And we can’t do campaigns or large-scale ads. We have to do everything on our own. That’s why we try to take the way which cannot make it by the existing process of development and advertising such as making fans privy to information on the official site. We’re showing it to you as it’s created to let everyone see and offer their opinions, it’s useful for the game development. It’s almost […]

Motion of La-Mulana

The reason why more questions come up even after we answer everyone’s questions is probably because you haven’t yet actually seen or played La-Mulana. With that said, check this out. [Music is MIDI of an original version. ] This is not the trailer movie. I wanted to eliminate everyone’s skepticism so I uploaded something that’s running, even though some parts that are not complete and still placeholder. I’m sorry if your doubt increase from looking at the incomplete parts, but remember we’re still working on the game.