HS: Better replay system, quicker matchmaking and ingame sharing of replays. NWR: What are some of the advantages that the WiiWare version has over its PC counterpart? NWR: Do you think that Toribash can be a little too complex to understand at times? For WiiWare, it is a just a one-time payment instead. HS: The PC version generates revenue using virtual items. Why did you decide to make a WiiWare version of the game and charge $10 for it? NWR: Toribash is available for the PC for free. We had a nice system for emailing replays to PC machines which we had to take out. So I was stuck between lowering the quality of the textures or not animating them. HS: We had some really nice animated head textures that where too big to fit in memory. NWR: Was there anything you would have liked to add to Toribash but couldn’t due to platform limitations? All that adds up when you have to learn a new API for everything you do. HS: Everything was new for us except the physics part of the game. NWR: What was the hardest part of developing your first WiiWare game? Towards the end of the development, we had more issues with compliance, making sure we showed the correct error messages and things like that. We eventually managed to get it running in 60 FPS, which I am very happy with. The PC version requires a 2Ghz CPU to run, and Wii is a smaller machine. HS: In the beginning, we couldn't get the physics running fast enough. NWR: Did you encounter any problems while developing the game? If so, would you mind explaining them? The day-to-day running of the Toribash PC community takes a bit of time, which makes development slower. HS: Bugs combined with an excessive amount of polish. Would you mind explaining the reason behind these delays? Toribash for PC has been in development since 2006. HS: The WiiWare version was in development for about 2 years. NWR: How long has Toribash been in development? The physics and game play was inspired by Bridge Builder and Stair Dismount. HS: I practice judo on my spare time having a hobby can be good for coming up with game ideas. NWR: What was your inspiration for Toribash? I've worked with all of them except Tapio before. Hampus Soderstrom (HS): The main developers for WiiWare were Archee who did the graphics engine, Tapio who did sound effects, Fully Illustrated who did the visual style and Gman who did the marketing materials. Nintendo World Report (NWR): To begin with, would you mind introducing your team and how it came about? A PC version of the game is available to download for free, so the obvious question is, "Why would you want the WiiWare version?" Hampus Soderstrom of Nabi Studios, the developer of the game, is here to answer that question and many more. Toribash has been in development for the WiiWare service for quite some time, and just a few weeks ago the game was finally released for 1,000 Wii Points.
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