Hello....Veteran Developer...Famicom fan
My name is David Siller and I am a fan of Famicom - Super Famicom and also the Game Cube.
I worked for Sunsoft, Capcom, Universal Interactive Studios and others.
I am a true gamer and have been playing my whole life!
I worked for Sunsoft, Capcom, Universal Interactive Studios and others.
I am a true gamer and have been playing my whole life!
Comments
Welcome to NA!
Go check out some of the games he was involved in... amazing!
http://www.mobygames.com/developer/sheet/view/developerId,69845/
So many memories of some of your titles as a kid. Still play many of them too!
Originally posted by: Dain
Welcome to NintendoAge, David!
Go check out some of the games he was involved in... amazing!
http://www.mobygames.com/develope...
Thanks for the link Dain!
Amazing indeed, it's an honor to have you on this forum David!
I once made a portable NES and the game I used for testing I hated playing once it was said and done, so I cant imagine working on Ghosts n' Goblins then playing its hardness
There is NO feeling like seeing your vision of a game come to fruition! Better than sex in some ways. I have loved making games and have 30 "yet to be born" games mostly designed and planned.
Would love to hear some stories, any stories !!
There appears to be more life here!
To answer an inquiry here, I did NOT have a hand in the original "Blaster Master" for famicom/NES, but was involved in "Blaster Master 2". The biggest problem with BM2 is that the development time was so very short. Management is always dragging their feet to greenlight a development project and then they want it tomorrow! Often placing extreme pressure on me to deliver in a very short time period.
"Batman" and "Journey to Silius" were also not my work directly. Those fell under the previous Product Development Director J. Moon. He did not contribute to the design, only the localization. I was Mr. Moon's consultant before taking over that position. We both laughed at how Japan R&D changed the character to look like Lucy Ball for the US version. The original "Batman" was quite well done and I was quite happy with that result. The beauty of the 8bit Famicom is that it allowed developers to be challenged to extract performance and gameplay due to the limitations of that time.
My "Ghosts 'N Goblins" work was a Gameboy Color production that was based on the original famicom version. But there was an aspect ratio difference in the display that needed to be addressed. Later, I would essentially reinvent G'NG as "Maximo".
I created the original story and high concept design for "Daze Before Christmas" and it was not slated for release in the US since it was not good enough for management.
I have loads more to discuss in time...
Blaster Master 2 gets a bad rap. Sure, it could have been better, but I do know a few fans who are dedicated to it, so much so one of them analyzed the memory and created some retro achievements for it
http://www.retroachievements.org/Game/1356
I do wish Daze would have been released locally; it's one of the most fun titles I've ever had the pleasure of playing.
Anyway, I thought about it and then in a creative blur sat down and decide to go forward with her request. I wanted this to be a different story about Santa Claus. One where he would be facing similar problems to what typical manufacturers would face. Labor problems, trouble makers, revolts, unions and just plain problems! This I thought was how we would generate "game-play"! Louse the Mouse would be the catalyst that would start the problems off when he tried to get the elves to walk off the job. Christmas would be jeopardized by this sort of situation. Toys would malfunction and general chaos would ensue! I then hired Funcom in Norway, who seemed hungry and was willing to please to do the development.
The game became Santa's dazed and confused era!
BTW, I also was the original "Sushi X" for EGM while I was working on coin-op development back in the day.
Welcome, and I look forward to reading all the stories you have to share.
Thanks for the interest.