Cave Story Wii Coming to North America on March 22nd

By: Derek Yu

On: February 24th, 2010

Igor from Cave Story

Cave Story Wii has finally been given a release date, at least in North America.

The game includes 5 game modes, including Easy Mode, Hard Mode, Boss Rush, and Sanctuary Time Attack.

Other features:

  • Standard definition and Wii-exclusive progressive (480p) graphics
  • New character designs by creator, Daisuke Amaya
  • Completely redrawn background and interface, exclusive to Wii
  • Remastered music as well as the original soundtrack
  • Mix-and-match new/old artwork and music!
  • Five new play modes (including Sanctuary Time Attack and Boss Rush)
  • Three-save files, as demanded by fans
  • Over 20 epic boss battles through Mimiga Island
  • 15 levels to explore in the vast world
  • 10 unique weapons to find and upgrade
  • Classic Controller compatibility
  • Three unique endings
  • A few surprises fans

You can read the full press release here.

Also, here’s a brief interview I did with Pixel about Cave Story Wii last year. Various constraints forbade me from posting it until now. Enjoy!

Derek: Hi, Pixel, it’s nice to get to speak with you again!

Pixel: Thanks!

D: How is the Cave Story Wii project going?

P: I’ve played it a few times to check the game’s progress through development. It feels very good. I find the newly re-drawn artwork agreeable and I’m happy with the newly re-mixed music.

D: Last time I talked with you, you said you were hesitant to do games commercially, and to work in a group where your vision might be compromised. What made you decide to work with Nicalis on this project?

P: I, myself, have thought about making commercial games, but I haven’t had any good ideas about it. When Tyrone first contacted me I was a bit puzzled and didn’t really understand entirely. After our continued discussions I could feel Tyrone’s passion for Cave Story. It surpassed my own and I felt that I could leave it up to him.

D: When did you start working on the project, exactly?

P: When was it? I think maybe Spring or Summer of ‘08? Tyrone, when was it?

(Tyrone: That’s right.)

D: What was the process like, working with Nicalis? Do you talk every day? How did you get around the language barrier?

P: Tyrone’s wife is Japanese and I am grateful for her help in advancing my conversations with Tyrone this far. He’s currently studying Japanese; we’re not able to communicate entirely with each other with just us when he visits my home. My English studies have not gotten far…I’m sorry.

(T: Derek, he’s being very modest, his English has come a LONG way.)

D: Are you happy with the new features, like the high resolution graphics? How did you and Nicalis decide on these features?

P: I am satisfied with how Cave Story turned out on the Wii. It’s fun to think about games, but to actually implement them is many times more difficult. Now that it’s come together I feel rewarded thanks to the support of all the players.

D: Are you interested in doing more commercial game development now?

P: I haven’t thought about it yet. I can’t think in my head of what’s necessary.

pixel

D: I noticed that fans sent you a DS last year, and you must also have a Wii now. Are you trying out a lot of new games? Are there any that captivate you?

P: I don’t have a Wii yet, but I plan on getting one.

D: Cave Story has made a huge impact on the Western independent game scene. Do you play any indie games or have any thoughts about them?

P: I don’t know too much about indie games. You mean games created by an individual and such, right? I have looked around for free games, but lately, due to time constraints, I haven’t had time to play much.

D: What has the response to the Cave Story Wii project been like in Japan?

P: I received many congratulatory words. I’m happy because many people have expressed interest in a Japanese version for Wii.

D: Have you worked on anything else game-related in the meantime?

P: I’m working a little bit on an RPG, but I’m still barely on the basic systems.

D: Have you worked on anything else creative, like art and music?

P: Right now I’ve just been making the RPG. I’ve made a bit of pixel art and music for the RPG, but it’s all still temporary.

D: You were a student when you started Cave Story, and you were an office worker when you finished. Now that Cave Story Wii is almost out, is your life even more different?

P: It stopped once I got job. Lately, I’ve been coming home late so I’ve left the house duties and child support to my wife. Saturdays and Sundays are spent doing household chores. Anything creative is typically done on nights during the week.

Cave Story Christmas

D: How often do you play your own games? Do you have any new thoughts about Cave Story now?

P: I test my games until they’re complete, until I hate them. So, I end up not playing the games I create. But I’m looking forward to playing Cave Story on the Wii.

I still receive requests for a sequel to Cave Story even now. I don’t have any ideas for a sequel to Cave Story, but if I started making it, I believe I could come up with something. Cave Story was actually developed in that manner.

D: It’s popular to ask a random question at the end of the interview. Last time I asked you what your favorite food was, and you said lightly-salted onigiri (Japanese rice balls). This time I’ll ask you what your favorite movie is!

P: My favorite movie is The Game with Michael Douglas. I watched it twice and enjoyed it both times. Also, A Chinese Ghost Story (Joey Wong) – I saw it when I was a kid, but it was a very uncomfortable feeling. Also, a few more I can recall are Mr. Vampire 2, Aliens, and Pom Poko.

D: Once again, if you have anything else you’d like to say to your fans…

P: Thank you for your support.

I hope that you will some day will be able to play the RPG being created now. Although it’s still into the unforeseeable future…