Interview with the Creator of Blaster Master
For anyone willing to openly award themselves the status of “gamer” during the NES era, Blaster Master is a game that requires no introduction. Boasting some of the most progressive game design for its time, together with a brilliant audio score and visuals that tested the limits of the 8-bit hardware, it has become a “must play” title for later generations of gamers as well in order to be properly educated and cultured in classic gaming.
Though a number of somewhat lackluster entries in the series have appeared over the years for the Sega Genesis, Game Boy and original PlayStation, none of these quite managed to live up to the expectations of fans who could sense that these games lacked the original inspiration that made the original so revolutionary.
That is until the recent release of Blaster Master: Overdrive on WiiWare, the first game since the series’ NES debut to be handled under the scrutinous eyes of the original game’s creator.
Yoshiaki Iwata, creator of the original Blaster Master for the NES and producer ofBlaster Master: Overdrive sat down with Lv42 to discuss both games, commenting on design, old memories, struggles, the disappearance and reemergence of Sunsoft, his personal view on Blaster Master, the next direction for Sunsoft, and why “retro” games matter.
LevelFortyTwo: Before we get in to discussing Blaster Master: Overdrive, could you begin by telling me a bit about your memories and experience working on the development of the original Blaster Master? Could you tell me about your role in particular?
Yoshiaki Iwata: For the original Blaster Master I came up with the title, designed the opening, handled the map design and layout, did the boss design . . . aside from the game’s character design I was pretty much involved in all areas of the game’s production. The overall creation of the project as a whole however incorporated the entire staff at the time.
The development team basically consisted of 1 main programmer, 1 sub-programmer, 1 lead designer, 1 character designer, and a sound programmer, so the game was more or less made with a team of 5 people.
Lv42: How would you describe the game that you set out to create with Blaster Master?
Iwata: While it may sound like a bit of a stereotypical response, basically we were trying to make the best action game to date, with all that entails. With Sofia (the game’s vehicle), we wanted to bring to life a sense of action that incorporated all 360°of the environment in a way that players hadn’t really experienced up to that point. Along with that, we wanted large, expansive maps so that we could support that vision.
Graphically we tried to push the limits of what the NES was capable of, and one way we tried to express that was with the game’s bosses. We wanted to really emphasize a sense of scale, bring out the difference between the Jason, the small character that the player was controlling, and these massive boss characters that players wouldn’t expect to appear on the hardware at that time . . . having these giant imposing bosses that would feel overwhelming on the screen, and then evoking in the player that great feeling of success from overcoming what felt like an insurmountable battle.
For the game’s sound, basically we just wanted cool songs.
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Lv42: Blaster Master was, from a design perspective, very progressive for its time. The non-linear level design and the exploration elements are still considered to be excellent game design by today’s standards, with a number of modern games now going back an revisiting that relationship between level design and game progression. Also, regularly switching to the “top-view” gameplay mode made it feel like you had two totally different games that meshed together very naturally. How did you come up with this sort of level design? Were you playing other games at the time or prior to working on Blaster Master that influenced you?
Iwata: I was responsible for the game’s original design, which I feel like was basically transported from the original state that I had conceived it directly into the visuals allowed via game graphics. Again, the goal was really to try to pull off the best graphics on the NES to date. Simple graphics were more or less the standard on the NES at the time but I had this firm belief that it was possible to do something better, something prettier. I feel like we pulled it off and were able to show people what could be done [on the NES]. It left an impression around the office, and from what I’ve heard [the visuals] influenced the work of other games which were later made by other NES developers as well.
The transitioning between the side and top-views in the game was a combination of what the members of the development team wanted to create. With the team generally being fans of action games, at the beginning of the project when we were all first sitting down to start with the game’s planning, there was a actually a time when the core idea was to have Sofia be able to drive freely everywhere on the map, including the walls and ceiling.
We also didn’t want to make a game where the player just proceeds forward. We wanted the player to experience the feeling of excitement that comes from discovering something after endeavoring through a difficult search, which is why we composed a map that allowed the player to move freely between different areas. We really put a great deal of thought into that element of the game design and, I mean this in the best possible way, but we wanted the player to have to struggle.
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There were two main reasons for creating the top-down view point, one of which was to allow for 360°shooting. The other was because it allowed us to express large bosses that really had an impact.
As far as influence from games developed by other companies goes, there was a time when we looked at Nintendo’s Metroid as sort of a direct competitor, but aside from that there wasn’t really any other title that we were consciously drawing inspiration from during the development of Blaster Master.
Cave Story
The appeal of indie games has certainly grown within the last few years. Games like Machinarium, Braid, Canabalt, World of Goo, Meat Boy and N+ have challenged the boundaries of gaming while also distorting time. I say that because indie games are, without a doubt, the closest thing we have to retro gaming. Indie games somehow establish the sense of nostalgia and whimsy retro titles do today even though they are anything but retro. Indie games encapsulate everything we loved about retro games and offer us gameplay elements that may not have been used in the past. The juxtaposition of the past and present definitely adds an extra layer of wonder and innovation. One game in particular that has affected gamers young and old has been Studio Pixel's freeware magnum opus Cave Story, or Doukutsu Monogatari.

Released in 2004, Cave Story astounded gamers because of its nostalgic gameplay (the amount of inspirations is literally never-ending, but some games that come to mind include: Metroid, Castlevania, Gunstar Heroes and tons more), charming characters and compelling (even disturbing) story. Personally, Cave Story grabbed me in a way few games did before. Yes, it is a random piece of freeware designed and written by a random Japanese guy, but you'd never be able to tell just by looking at it. Not only did it remind me of my childhood, but it offered me an experience I knew I couldn't find elsewhere. While familiar, Cave Story managed to differentiate itself, individualize itself from its inspirations.
Without surprise, indie game developer Nicalis has taken on the challenge of updating this game for Nintendo WiiWare. While now sporting a price tag (a paltry 12 bucks) several features have been added to the already stellar game including remastered graphics and music, as well as exclusive gameplay modes, including Boss Rush, a Sanctuary Time Attack mode, and the ability to play through the game as Curly Brace, a female robot character representing Quote's partner. While the time and dedication put into this game, both original and remastered, is reason enough to purchase this title the additional features definitely add to the appeal.

Cave Story is, first and foremost, an action-exploration-platformer. Most of the time will be spent running, jumping and shooting your way through its many areas. Exploration is also heavily emphasized and oftentimes you’ll be faced with the many mysteries this game has to offer including alternate endings and secret weapons. With that said, Cave Story has great replay value. No matter how many times you play this game, there are always new things to unlock – now even more so with the remake’s added features.

Musically and graphically, Cave Story for WiiWare offers some slight variations from the original but retains its 8-bit qualities at the same time. Personally, I found the graphics to be appealing as they added an extra layer of depth to an already minimalist game. If there's any reason to gripe about it's the remastered music. While enthralling, no percussion tracks makes for a bland experience — keep in mind, as a standalone it's amazing, but compared to the original score it's just not up to par. In addition, there are some playback issues in which the music loops incorrectly. These might sound tedious, but it's amazing how the score can do wonders to a game, I often found myself switching between the original and remastered music so I could find those subtle nuances. So, I can't say the remastered music is a welcome change, but it's certainly not bad.

Cave Story is an incredible game — it's impossible to convey the amount of emotion put into it. The game's world draws you in the moment you begin playing and the charming characters keep you there. It is exactly the type of game that more people should be playing. For many, it has become a lasting experience, making its way to the top all while still being that small indie game with big ideas. Cave Story is a good example of just how much one can do with so few resources. The WiiWare port proves to be no different.
Likes
- Cave Story for WiiWare still maintains it's pseudo-retro charm.
- The game features just enough extra content without feeling rehashed.
- Slight graphical variations adds an extra layer of depth.
Dislikes
- The map proves itself to be about as useless as before.
- There are slight music glitches when listening to the remastered soundtrack.
Review Score
/ ![]()
The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
Phoenix Wright: Ace Attorney (WiiWare)



Likes:
- Motion controls are well integrated
- Pretty good port for a cult classic
- The game is incredibly immersive
Dislikes:
- The 'pick-up-and-play' nature of the game makes it better suited for the DS
- Fifth case won't be available until the next few months
- The game has no new additions
Review Score
/ ![]()
The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
So Bad They’re Good
It's happened to the best of us. We return from our preferred electronic entertainment store, giddy with excitement over our latest purchase. “This will totally live up to the outrageous hype!” we tell ourselves, deluded by the latest marketing blitz. There's no way that Game 2: Return to Game can be bad, right? So you rip off the plastic and pop that sucker right into your console. Finally, you are in the shoes of the latest bald space marine. The first few hours of gameplay rush past in you in a blur of explosions and plot twists, until that sickening moment finally comes, the moment you've always feared in the back of your mind.
It's the moment you realize this game has definitely not lived up to the hype.
You can find a few great examples of games like this in our Games of the Decade article, which also features the disappointments. It can be a very crushing emotion to realize the game you waited so long for — the so called “be all and end all” in video game experiences — is just another mediocre entry in their respective genre. There's one huge bright side to all these disappointments, though: for every over-hyped snorefest, there's a counterpart that has no publicity, no advertising, and yet somehow ends up being a great game. Sure, the voice acting may be a little goofy and the animation may have suffered from the developer's low budget, but little gameplay quirks help it stand out from the crowd. These are games that are so bad, they end up being good.
First, and oldest, on the list is Michael Jackson's Moonwalker. Although I've only had the pleasure of playing this gem on my old Sega Genesis, it was released for a plethora of home computers and also enjoyed an enhanced arcade release. I think the one reason this game sticks in my mind is the fact Michael Jackson was such a huge part of my musical upbringing as a child. And while it's fallen out of the rotation as I grew up, Moonwalker was one movie I watched a lot. What makes this game ridiculous is the sheer amount of Michael Jackson you're bombarded with as you play. All of his attacks involve a dance move of some kind. The background music is entirely made up of obnoxious MIDI versions of some of his most famous songs. In fact, the whole first stage is basically a reproduction of his famous Smooth Criminal music video.
All of these factors comprise an incredibly entertaining video game experience. The game benefits greatly from the blatant advertisement, so much so it makes me wonder if it would hold such a special place in gaming history if it were not for Michael's likeness.
So, do you like fighting games? How about hip hop music? Then Activision must have really sunk its claws in you when they released Wu-Tang: Shaolin Style for the PlayStation in late 1999. Taking advantage of the cancelled Thrill Kill's completed fighting engine, Shaolin Style was an extremely violent, four-way fighting game featuring members of the popular hip hop group Wu-Tang Clan. There were also some generic fighters thrown into the mix, but RZA and Ghostface Killah were the main attraction here.
That being said, Shaolin Style was a terrible game. Absolutely terrible. The fighting mechanics were clunky and unforgiving. The story is a terrible mix of kung-fu movie clichés and just flat out stupid original ideas. The violence was totally gratuitous and only served as a bit of controversy to get people to try the game. Shaolin Style, much like Moonwalker before it, stands above the crowd because of the likeness of a musician, or in this case a group of them, being added to spice the game up a bit. It also spawned an incredibly awkward controller made in the shape of the Wu-Tang Clan's logo, which is pretty awesome in its own right.
God Hand. Just take a look at those two words. What images do they conjure in your mind? I would have had no idea what to say a few years ago before actually playing God Hand, but now my mind is rushing with images of crotch shots, pimp slaps, and a ton of continue screens. The last game developed by Clover Studios, God Hand was Shinji Mikami's shot at making an immensely difficult beat 'em up style game, while at the same time providing a parody of “macho man” themes found in other games of the genre. And, in my humble opinion, I'd have to say he exceeded.
Having only played the American translation, I cannot speak for the original Japanese version, but the dialogue and voice acting is just bizarre. You are thrown into the role of Gene instantly, and only find out the story as you progress through the stages. Every action, every spoken line, just about everything is overacted in a way that couldn't be anything else but a caricature. The game is also insanely tough, even at the medium difficulty, and requires very twitch button presses to avoid enemy attacks while still being able to launch your own. Through all the craziness, a very interesting fighting system emerges. The controls are entirely customizable, and you can even create your very own combos from a list of over 100 different attacks that grows as you play. God Hand is a definite must-play for fans of games in general. You may end up hating it, but it's an experience you have to take part in…at least once.
If global invasion and giant bugs are more your thing, then Earth Defense Force 2017 is more up your alley. Dropped into the shoes of a nameless grunt in the eponymous Earth Defense Force, or EDF, it's your taks to defeat an invading alien force. The aliens use versions of bugs found here on Earth to do most of their dirty work, the only difference being they have been turned into huge monstrosities that can destroy buildings quickly and easily. The graphics leave a lot to be desired, as does the occasional horrible voice over. But like all the games on this list, gameplay is really where Earth Defense Force shines.
Earth Defense Force 2017 is your basic third-person shooter. You run, you shoot, you jump…all the genre conventions are here. It doesn't do anything particularly well or add much to games that formed genre's basis before it. There are a few vehicles to choose from, but they all control horribly, which counteracts any advantage you'd receive from their superior firepower. Despite all this, Earth Defense Force is one of the greatest co-op games I've ever experienced. Nothing is more fun than grabbing a friend or family member, jumping into a game, and killing some bugs. And with over 150 weapons to unlock, there's always something to look out for. The game also becomes pretty difficult later on, making the creation of strategies with your fellow EDF soldier a must. You can find this gem in the bargain bin of most video game retailers, but it could take some doing in tracking down a copy.
Last on this list of bizarrely good games is a Japanese WiiWare title called Muscle March. Created by Namco Bandai, Muscle March puts you in control of an extremely muscular man in search of his stolen protein powder. There are around 10 characters for you to choose from, which range from muscle men to a very odd bear wearing a speedo. Everything about this game, from it's Wii Menu splash screen to the gameplay itself, is very odd and different.
After watching a football player steal your protein powder, you and your other muscular pals give chase. The goal of each level is to be the last man behind the thief, and eventually tackling him to the ground. You do this by posing to match holes the thief is making in various walls and buildings. The controls are amazingly intuitive, although simple. The nunchuk controls your left arm and the Wiimote itself controls your right. Things become rather frantic towards the end of each level as you get closer and closer to the culprit, culminating in an intense dash and the tackling of the perpetrator. Sadly, the protein powder is passed off to a new thief at the end of each level, and you must continue to give chase if you ever hope to win the muscle man competition.
As a special treat, here's a bit of gameplay from Muscle March. For those wondering, it was just released for WiiWare earlier this week. You can read our review here.
So, there you have it. While they may be terrible in certain aspects, these games shine where it most counts: the gameplay. Who cares if a game has a terrible piece of dialogue or two? Why does it matter that the graphics aren't as good as the yearly installment of the Call of Duty series? A game that keeps you glued to the TV with wacky and fun gameplay is, in my humble opinion, the best kind of game. If you haven't had the chance to play any of these, I strongly recommend you do your best to track down copies. You won't be disappointed…well, you might. But try them anyway!
Muscle March
Every now and again there’ll come a videogame that is so downright bizarre that you’ll wonder why or, rather, how a game like this managed to come to North America. Japanese titles usually faced a dismal fate, or worse, they weren’t even translated for North American audiences. Katamari Damacy was one of the few oddballs that earned itself a cult following in the west, but what about the unfortunate majority? What makes a game cult-worthy and another too weird for its own good?



Likes:
- Interesting use of the Wiimote and Nunchuk
- The story is ridiculous
- Gameplay is addicting and fun
Dislikes:
- The game is a little too short
- It would have been nice to have secret characters or levels
Review Score
/ ![]()
The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.





