Recently I had a fan by the name of Leo email me asking about Turba and if he could do an interview for his small game blog. I love it when people email me and I answer everyone so I thought I’d share the interview with you guys. You can also read the interview in its original state here.
LC:Tell us a little bit about your gaming background and what got you interested in creating games?
KM:Well I have been gaming ever since I can remember, my first game console was the NES with the Duck Hunt/Super Mario combo. The NES was great fun but my video game obsession didn’t come until I got a Sega Genesis. Sonic 2 blew me away as a kid, it was so fast and every level had multiple ways to get through it. But the game that inspired me to create games was EarthBound for the SNES. With its amazing story line and great writing it quickly became my favorite game. I wanted to make games just like it with diverse worlds and great characters.
LC:Obviously you are a fan of the puzzle genre. What titles if any inspired you while creating Turba?
KM:I really love Popcap and what they have done for the puzzle genre. They really know how to keep you completely addicted, and the games are so polished its hard not to be inspired. Another puzzle game that I think we have all played to death is Tetris which is really the root of all puzzle games.
LC:The Fusion of rhythm and puzzle genres coexist hamorniously in Turba. What were some of the challenges in mixing the two different game genres?
KM: The task of just getting beat information from a song file was one of the hardest things we had to do for this game. Of course there is no way to completely sync every song perfectly but we are happy with our current beat recognition. We wanted the puzzle to flow based on the overall speed and feeling of the track so we figured that if the blocks spawned with the beat it would work nicely.
LC:A really creative game-play mode in Turba is Descend mode. It truly separates itself from other games by stacking the blocks from the top. Was this originally the plan or did it transpire during development.
KM:Originally I wanted to have many different modes with completely different ways to play. Once we came up with the idea for Ascend mode it only seemed like the next logical step to flip it. But instead of just spawning one block at a time we slowly scroll the board down along with the beat. Sometimes during game development some features just get created by accident and they end up being the best part of your game.
LC:Some people might claim that Turba reminds them a bit of Lumines. What feature(s) would you say truly differentiates Turba from the competition?
KM:The most original thing Turba has going for it is that the player is in full control over the puzzle when they play. For example, in Lumines you place the blocks but they will auto clear with the timeline. In Turba the player is in charge of selecting AND clearing of combos. This gives the player tons of freedom to create huge custom combos. I really wanted to make a puzzle game that put the player in control over the whole board.
LC:You guys are showcasing your game at PAX EAST this year. How much time and preparation has gone into the big weekend in Boston?
KM:Well Turba has been brewing for over a year now and we feel its time to release it to the world. We’ve been prepping for almost 3 weeks now and the work isn’t done at all. When you create games you quickly learn that production will never end unless you stop it. There is so many ideas we wanted to put into the game that didn’t get in just because of time constraints.
LC:Were you surprised when you were selected one of the PAX EAST Indie showcase winners?
KM: Surprised? No. Excited? Yes! We have gotten recognition from other online communities such as 2beegames.com so we knew that Turba was good enough to win. It felt great to finally get to show it directly to the public.
LC:What are some of your favorite games, current, past… Favorite console etc…?
KM:Favorite Console hands down SNES
I’ll do a Top 5 for this generation of consoles and a Top 5 of past generations.
5. Dead Rising (Xbox 360)
4. GTA: China Town Wars (DS)
3. Braid (XBLA)
2. Super Mario Galaxy (Wii)
1. Mass Effect (Xbox 360)
5. Shenmue (Dreamcast)
4. Katamari Damacy (PS2)
3. Harvest Moon 64 (N64)
2. Metal Gear Solid (PS)
1. Earthbound (SNES)