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Sin & Punishment 2: Creator’s Voice – Parts 1 & 2
Sin & Punishment 2: Creator’s Voice – Parts 1 & 2
Parts 1 & 2 of a Creator's Voice feature between Satoru Iwata and the development team at Treasure.
Sin & Punishment 2: Creator’s Voice – Parts 3 & 4
Sin & Punishment 2: Creator’s Voice – Parts 3 & 4
siliconera.com — Parts 3 & 4 of a Creator’s Voice feature between Satoru Iwata and the development team at Treasure. (more) Sin & Punishment 2: Creator’s Voice – Parts 3 & 4
Sin & Punishment 2: Creator’s Voice – Parts 5 & 6
Sin & Punishment 2: Creator’s Voice – Parts 5 & 6
siliconera.com — Parts 5 & 6 of a Creator’s Voice feature between Satoru Iwata and the development team at Treasure. (more) Sin & Punishment 2: Creator’s Voice – Parts 5 & 6
The Hardy Boys: Treasure on the Tracks (Review)
The Hardy Boys: Treasure on the Tracks (Review)
gamesradar.com — We used to bemoan the lack of point ’n’ click games on DS back when, well, there weren’t many point ’n’ click games on DS. Now fans have plenty to choose from but, alas, few rise to the top, and Treasure on the Tracks ... (more) The Hardy Boys: Treasure on the Tracks (Review)
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Treasure and Nintendo discuss the difficulties of creating for the N64, stating that the platform ‘didn’t work at all’
GoNintendo — ... to create things for and didn’t work at all. Nakagawa: Y-Yes. It didn’t work at all… Iwata: Because the Silicon Graphics Co. architecture was just dropped into play. The Nintendo 64 had all sorts of limitations, but in the end, it was a 3D machine to the core. It’s just that, even if it was one to the core, there were those limitations, so it was hard to use and turned out to be a machine that didn’t work at all. Make sure to check outs parts 1 and 2 of the translated feature here

News: Sin & Punishment Team Talks N64 Development Hell
Nintendo Life | Latest Updates — ... for a Creator's Voice interview (translated by Siliconera ) where he got them to shed some light on the blood, sweat, tears and headaches that went into the original game. Namely, how much the N64 sucked to develop for. Atsutomo Nakagawa, director, Treasure: …Yes. That’s why we thought we could work on the Nintendo 64 too. But, the Nintendo 64 … sure was something (bitter laughter). Iwata: (laughs) It was a machine that was hard to create things for and didn’t work at all. Nakagawa: Y-Yes. It didn’t work at all… Iwata served as the CEO of HAL Laboratory in the N64 era and ...

Sin & Punishment 2 in the hands of an expert
Joystiq [Nintendo] — ... suspect that even if we started playing Sin & Punishment 2 now and kept playing until the North American release in spring of next year, we wouldn't be able to play with the kind of skill and confidence on display in this video of Stage 1. The player in this demonstration on Nintendo's site builds up a 16x multiplier immediately and hangs on to it throughout the level. In more S&P2 news, Siliconera has been translating an Iwata Asks interview with Treasure, mostly about the development of the first game for Nintendo 64, a ...

[Wii] Iwata speaks with the team behind Sin & Punishment 2
Aussie-Nintendo.com Forums — ... Nintendo president Satoru Iwata recently spoke with the team behind Sin & Punishment 2 for Wii, to celebrate the game's release in Japan. They discussed the development issues of the highly anticipated sequel, such as trying to create a game that not only pleases the series' fans, but isn't so difficult for new gamers. ...

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