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Were there any special challenges encountered in making the game for WiiWare or Wii development generally?

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Were there any special challenges encountered in making the game for WiiWare or Wii development generally?

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Michael Shamgar: Technically, we found the Wii very easy to develop for. Graphically it almost seemed overpowered – I guess the most challenging aspect was getting the controller feeling right – and adding bells and whistles (such as rumble and controller sound). Nintendo Life: Flowerworks is an interesting combination of adventure/exploration and puzzler/arcade title which is a bit unusual — what inspired this decision? Michael Shamgar: Flowerworks started as a puzzle/action game – the flower growing sections. I thought it needed more to turn it into the sort of game I was imagining it to be – and so the overworld/exploration section was born. I felt it also gave background to the game, and let the player catch their breath between the flower growing sections. We had some heated discussions about it though – everyone was very passionate about their view of the game! Nintendo Life: Do you feel it’s necessary to do something different to stand out on WiiWare? Michael Shamgar: We don’t

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