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While it’s been a week since the retro platformer Frogun is available on theeShop (on which it is offered with a 20% discount until August 14), Nintendo Life was able to speak with the developer Raul Martinez Garrido and the producer Andy Andi Han to talk a bit about the inspirations of the game. Here are some excerpts from this interview, translated by us.

What were your main inspirations in terms of video games?

The first game I have to mention is Crash Bandicoot, especially the second, Cortex Strikes Back. But the list is long, from modern games like Captain Toad: Treasure Tracker or Super Mario 3D World, to classics like Mega Man X. All of them have mechanics or elements that I wanted to add to Frogun. Mega Man Legends was also an inspiration for the graphics, as well as the very first Spelunky, free and all pixel art, made me love the adventurous explorer theme.

What’s the hardest part of making a 3D platformer?

Make sure everything fits together well. That the jumps are the right length, that the sections are difficult but fair, that there is no empty space but there is enough air to breathe. In a genre where every element of level design will have equal effect, it’s very easy to make mistakes, and only after a lot of testing can you know what works and what doesn’t. . The ramps on some levels are a good example of this – it took a lot of trial and error to get them into the right position and angle them correctly! Prior to the release of the definitive version of the game, the ramps actually had different angles and sections of inclination, which meant that some of them threw the player at odd angles or distances.

What are the elements of Frogun that come directly to you from your childhood as a player?

There are many. The ruins aesthetic comes straight from Crash Bandicoot, and in the interior ruins levels you can clearly see parallels to the first Crash. But the grappling hook mechanic was inspired by Mega Man X2’s “Strike Chain”, as we mentioned before. It looked so cool, even though it wasn’t very fun to use in this game.

Do your parents understand Frogun because it’s based on old games? Did they play games with you when you were a kid? And did they play this one?

My parents weren’t very fond of video games when I was a kid. I remember it was always a cause for argument. I wasn’t the most responsible kid, and sometimes I didn’t wait until I finished my homework to turn on the PlayStation. They didn’t like it! As you can see, they never really cared about games, and I doubt they’ll ever play this one seriously. But they at least know it exists, and I think they’re glad it does!

What lessons can game developers learn from retro games – and what do you think retro games could learn from modern games?

Old games can teach us a lot of things, like how to be really innovative and bold in design. Don’t be afraid to invent genres, twist consensus, and do something fun without worrying about metrics, market trends, or chart expectations. Modern games can serve as a lesson to older games when it comes to accessibility, clarity, and streamlined controls and mechanics. And of course, friendliness. Many older games didn’t attempt to explain anything, and while some made the effort to do so, others just tossed new mechanics in players’ faces without thinking.

How does it feel to see your game released on modern versions of the N64 and PS1?

It’s like a dream come true. It’s something I never would have dared to dream of just a year and a half ago. I really want to thank Top Hat Studios for the work of porting and programming the game to consoles, which allowed the game to be on both a Nintendo console and a PlayStation!

Pretty and rather well received by critics, Frogun can be found immediately at Switchafter a campaign Kickstarter marked with success.

The Frogun trailer





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