- Hey, guys, Metal Jesus here.
And today's video's going to be very cool,
because all the way from France
I have Omar, who is the developer,
and also Cyrille, which is the publisher
of an upcoming Master System remake.
Tell us what you brought.
- So, that's a Master System.
But actually today we brought you a preview build
of a upcoming game
which is the remake of Wonder Boy 3: The Dragon's Trap.
That was kind of like a cult classic in the Master System
and we're making a version for modern console,
and we brought you a build to play together.
- Yeah, this is going to be really cool.
All right, I'm excited.
Let's take a look.
(metal guitar music)
So, you've got some game to show me, here.
- Yeah.
I would say that's the preview build of the game.
It's not finished yet,
but it's pretty much resembling
what the final product would be.
- Okay.
- What we did is that we took this classic original version,
the Master System version,
and we tried to something that's
very faithful to the original,
in type of feelings and functional and physics.
- Okay.
- So we actually went and reverse engineered
the original game code from the Master System version
to study it.
And to an extent, how these games were made
and to make something that felt this way.
- So you are like a hardcore fan of this game.
- I love this game.
It's my kind of childhood favorite game.
- So you were like, "I'm not going to screw this up."
- Exactly.
I've been fantasizing about making this 20 years ago.
- Oh, really?
- And a few years ago, the time was right,
and Dot Emu was onboard to make this product happen,
and it was just, you know--
- You're the money man.
- The money man.
Oh, we're kind of an advisor as well,
for some stuff, you know.
Especially licensing, you know.
- Sure.
- We've been around Japan for quite a lot some time.
So we have done with that as well.
- It was the licensing and we release the game,
because we're releasing on PS4, on Nintendo's Switch,
and Xbox.
There's lots of work
and talking to the platforms and doing the marketing,
the sales.
There's a lot of things the publishers are helping us.
We couldn't do a lot of ...
- By the way, I think before we continue,
one of the things that blew me away,
that I think is gonna blow away some of my viewers here,
is that you helped make a couple games, right?
- I did. - That I love.
So you have a history of making,
and please tell people what those are.
- Okay.
Well, some of the games we talked about,
I worked on a game called Soul Bubbles.
- Soul Bubbles on the DS!
We talked, we did the hidden gems!
- And-- - I totally fanboyed out
when he told me that.
- I saw it in the video, yeah.
It's a DS game from 2008
which was kind of physics based,
we used to draw soap bubbles. - So awesome!
- Yeah.
- And another Vita game which I love--
- Called Tearaway. - Tearaway!
- Yeah, so I used to work on Tearaway,
at Media Molecule in the U.K..
- Oh, god, so awesome.
All right.
So you've got a history of making awesome games.
- Thank you.
- Yes.
I'm just gonna say it.
- Another game I made I'm really happy with
is Pixel Junk Shooter.
- Pixel Junk Shooter, okay.
- On the PS3, yeah.
- Which I have not played, and I am shamed for that.
I apologize.
- Well, still do it.
- I know. (laughs)
- We can have a let's-play someday.
- Yeah, we should.
- Okay, so this is Wonder Boy: Dragon's Trap,
and we're gonna play through it.
- Okay.
- So this is the third game in the series,
and we cannot skip the beginning here
because there's a few bits we haven't shown yet,
but basically, when you start the game,
you start as a human character,
and you slay this kind of mecha-dragon.
- It throws you right into a boss battle.
I was not prepared for that.
- Yes, it throws you into a boss battle.
- That's the end of the previous game.
- Yeah.
- So it's the final battle to Monster Land
where you can kill it but,
and as you play it, a blue flame gets out
and curses you and turns you into this character,
Lizard Man.
So you actually start the game,
very early on
you get transformed into this animal character,
and you spend most of the game
getting changed into different animals.
- Right.
- So you don't actually play that much as human Wonder Boy,
but much more as the animal things.
- Which is cool that they mix it up for the third game.
- They're really cool. - Yeah.
- So that's kind of,
this is like five minutes into the game,
when you arrive into the village.
This is sort of where the game starts.
- So, as I mentioned to you earlier,
I played the original.
Oh, dude, okay, so you have the pig with the eyepatch still.
- Yes.
- That was a must.
- That's a very popular character.
- Yeah.
In the original game,
this is where you used to get the passwords, right?
- Right.
- And in this version you can still get a password.
- Oh, wow, that's cool.
- And you can use this password to resume your game
on the Master System.
- Seriously, like the old one?
- Yeah. - Seriously.
So it's like crossing between PS4
and Master System. - Crossing.
- And I'm getting back to the menu here,
and you can actually
start a game, load your save from '89 version.
- Holy crap!
- So, if you notice there's kind of an old-style password,
on your kind of text board--
- Dude, this is,
I've never heard of somebody doing this before.
- It's a cute feature.
Obviously not everyone will use it,
but-- - Hey, right here, buddy.
I have passwords.
- Yeah, maybe the manual has passwords.
So, those works in this version.
- Okay, that's awesome.
- So yeah, people who remember their password,
their save.
They can look at the exact same save they had--
- Well, cross-play between this and the Master System,
I mean, oh my god.
That should be, yeah.
That's so funny.
So right off the bat,
these graphics here are just beautiful.
It looks like a cartoon.
- Thanks.
So Ben Fiquet has been the artist and the maker on the game.
He did all the art himself, and the animation.
He's a comic book artist, and he does animation.
He does other things aside from games.
- Well, and notice.
I shouldn't say notice to you, you notice.
But yeah, it has that kind of
old school TV animation
where the character
kind of being drawn in real time, almost?
Or not real time, but you know what I mean.
- Yeah.
But the game animation has been drawn frame by frame,
so it's kind of old style, Disney style--
- Yeah, that's kind of what I meant.
- Yeah.
- Ben is like a hardcore old-school animation guy, you know.
So he draws every frame, you know.
It's pretty crazy.
The rest of this is awesome.
- Now, how big is the dev team?
You're the programmer, correct?
- So the Lizard Cube, the company, is two of us full-time.
Ben is doing all the art.
I'm doing the programming,
then we've got a guy called Michael on the music.
We've got Romain Gauthier on the sound effect.
And we've got Sebastien who is also helping us
part-time in the programming.
So it's like four or five people
involved in the development.
- Wow, okay.
That's cool.
- So here we're in the shop, we're buying items.
It's kind of RPG-ish in a sense.
You buy these things,
and they can raise your stats, basically.
- Yeah, so I saw it was like
plus 12 to defense. - Yeah.
- Okay.
- Okay.
I'm buying everything here,
and I'm gonna show you the inventory is here.
This is what you have.
A short description.
And the stats depending on the animal you're using.
So some are more better for Lizard Man,
some are better for Mouse Man.
So, I'm just gonna play a bit,
and I'm going to show you something.
- I love those little bouncy things.
Those are awesome.
Oh, that's right, breathing fire.
- I love how he crouch layout.
- Every animal
that you have in the game,
every transformation has its own skills.
So basically, Lizard Man, for example,
he can go into lava and have a range attack.
Mouse Man can climb walls, Hawk Man can fly.
That kind of stuff.
- You know, playing the original,
one thing that's kind of surprised me was,
normally in these kind of games,
if you fell into water you'd die.
What I love about this game is when you fall in the water,
there's a whole level down there.
It's so awesome, right?
- No sudden deaths. - Yeah.
- Yeah, it is an element to fun.
We get to explore everywhere.
- Absolutely, yeah.
- So, one of the new feature we're just announcing right now
I'm going to show to you,
is that when you play the game,
this is the new version we made.
Anytime you press a button,
and you can switch to the old graphics.
- Dude, I was just playing this the other day.
- And since this is wide screen, it is 60 Herz,
but this is like, you can play everything,
and you go to the shop and you can see--
- Oh, yeah! - All the thing.
- Dude, this is so cool. - Switch.
And then ...
- Wow.
- You press another button,
and you put the old audio.
So you've got the old music.
- Dude, you are a fan.
You are a ... (laughs)
- So you can hear it.
You can mix and match.
You can keep the old music,
and the new graphics.
- Oh, dude, wow.
- Or the opposite.
- That reminds me of the Lucas Arts games,
when they redid Monkey Island.
Did you guys play that? - Yes.
- They did the same thing, and I thought that was so cool.
It's cool because it shows you just how far
the graphics have come.
How does game play, then?
Is gameplay changing?
- No, well, when you switch between these moves,
the gameplay is the same.
- It is the same.
- Yeah, it's gonna be the same for each.
- So, I mean the slippery way he walks,
it feels exactly the same.
- It's just the visual feedback is different.
So it could feel different, but it's exactly the same.
- There's lots more effects, and--
- Oh, even the way that they blink.
- Yeah.
- Wow, you really did study that code, man.
- Yeah, we spent a lot of time--
- Oh, and okay,
like a little touch when you went past that tree,
I noticed, you became a little,
in the shade there.
- Oh yeah, there's a little shadows hanging out there.
This is the original look like.
Pretty much similar.
- Dude, that is pretty cool.
That's crazy.
- So that's nice.
Anytime you can press that, you can see the switch live.
- See, this part here is where I first played it,
I'm like, "Oh, crap."
Then I'm like, "Oh my god, what's all this about down here?"
- It's a bit overwhelming at the beginning
because you don't know what to do, where to go
or anything, but--
- Right.
- So eventually visible as you get Pirahna Man,
you can swim and you can explore the water area.
There's an item you get later
that allows you to break those blocks,
but I can't break them so I can get there.
So it's teasing you with all of those things
that you can do.
- Right.
Huh.
Yeah, this looks fantastic.
- And the soundtrack has been completely remade, as well.
These are real instruments.
Only really instruments by Michael,
which is an awesome composer.
And some of the tracks have like seven pieces,
seven people playing at the same time.
And he actually made a real soundtrack,
because back in the day it used to loop, you know.
- Yeah.
- But now he made, like, to the same track, same melody,
but now he does a beginning and an end,
so it's like a real, actual track.
- Huh.
- Yeah, yeah.
It's been a great work.
- So what you're saying is we need a physical
collector's edition with a soundtrack CD in there.
Huh.
- Yeah, we're thinking about it. (laugh)
- No one wanted that.
(all laugh)
- First game the game out.
- People have been asking.
We're sort of looking to it,
but we're not sure we can do it yet.
- We'd love to do it. - Yeah.
- The collector in me is like, "Oh, okay."
- I want one for me.
- Yeah, that's true.
- If I have to do, you know, 5,000 for others, I'll do it,
but ... (laughs)
- Sure. (laughs)
- But no, people have been asking,
and we're looking if we can do it.
We're not sure yet, but we'll try.
- That's cool - It'd be a nice thing.
- Yeah, so that ship in the background's all new.
- Well, there was a ship here,
except at the time you couldn't tell.
- I didn't recognize it as a ship!
Yeah, I thought it was some sort of pyramid thing.
- You only understand it as a ship
if you line up all the map, the game map, and you look.
Because you can do it underground in the water,
and there's a ship underwater
that you can explore later.
And if you line up the map,
if you map the game and line it up,
you realize that this is the top hull of a ship.
- Interesting.
Huh.
Wow, that's, yeah.
- Let's see.
Oh, we're missing a bit of money to buy equipment here.
All right.
- Cross-dress like a goblin.
No questions asked. (laughs)
- Let me try to kind of find six gold here.
It will be useful for later.
I got that.
Good.
All right.
- What did you just buy?
- Oh, the-- - The goblin armor.
- The goblin mail.
What is it called?
Goblin mail, yes.
So that gave me more defense points.
- Oh, I see.
- So when I take hits, I will get less damage.
Which is better news from the beginning,
because at the beginning,
you only have two heart container.
It's quite easy to die.
- Right.
- Yeah, this very much feels
like an RPG, as well, doesn't it.
- Yeah, it's very in between.
It has elements of action and platforming and RPG.
- It's almost an action RPG.
A very simple RPG mechanics, but still--
- It's like Zelda.
So, Zelda is not an RPG, but you get his equipment.
- Fair enough.
- It's more like that.
Don't know if you'd call it RPG, but it has its vibe.
- It has a great story,
and yeah.
You want to go, to know what's gonna happen further.
- It's really cool feel, all the animals.
And you know, it's not a game where you save a princess.
It's a game where you have to save yourself
from being cursed,
so it's a bit atypical
for those 8 bit games.
- Yeah.
- Game in here, then go back to the village.
I just got a key from a chest in the village.
Obviously I've played this game before,
so I know what to do.
But when you play for the first time, you still have like--
- The first time I played, I was like,
I didn't know what I was doing.
But again, what I love about it
is it didn't really punish me for just wandering off.
- No, definitely not.
And the game design is very simple and efficient.
It's made so that you can lost yourself,
but you will always find your way at some point.
Just need to insist a little bit, and then you'll find it.
- Also, in this case I do like how the enemies respond,
because you get more gold.
- Yeah.
- So you're rewarded, literally, for going back.
- And the nice thing, if you're not a good player,
you will tend to get more gold by restarting,
then you can buy better equipment faster.
So you sort of get a self-balance.
Just a nice property.
What we did is, I saw the problem here always is that,
when you get the password, this guy gives you hints.
So in some key points of the game,
if you're not sure where to go,
you come here, and the guy will give you a riddle,
something that sort of helps. - And that's a new feature.
- Something that helps you, yeah.
So this is one of the things we added to make it
more accessible. - Yeah, that's cool.
- Also, like new difficulty levels that didn't exist before.
- I noticed that.
Okay.
And that is basically how much damage you take
whenever you get hit.
- The effect is how much he can take,
both so they're kind of faster,
and a few more enemies in hard mode.
The hard mode we designed for those who played the original
and they can clear normal mode very easily.
The hard mode is really hard,
and it has this timer that keeps going on,
like in Monster Land,
and basically you can't stop.
If you stop, you lose health.
- Oh, really?
- It forces you to play fast.
It's quite hard. - Wow.
Almost for like speed-runners, kind of.
- It is, forced to speed.
And then easy mode, you know, for people who are not ...
- Who maybe just kind of want to explore a little bit more
as opposed to ...
- Or younger players, more casual player,
they can play it, as well.
- Wow, yeah, that switching back and forth is cool.
And it's instant.
You can do both.
It's cool.
- And you can mix-match.
You can play with HD graphics, 8 bit sound.
- Did that add a lot to your dev time?
Or was that something where you're just like,
"I want it, so we need to do it."
- Well, both.
It added a lot, also the way we did it.
Because we wanted to be very accurate.
That made it extra hard.
- Oh, so it running the emulator in real-time
in the background?
- It is, but it's not.
We're doing something really hybrid and weird,
because the original game is not 60 Herz,
and it's not widescreen,
and it doesn't have all those animation same steps.
- Oh.
- So what we're doing, it's really novel.
We haven't give it a name yet.
We've got a bit of emulation,
but it's got lots of high-level system
that's creating a new game.
- Kind of keeping track of where you are.
- And we modified the game.
Usually, in the normal emulation scene,
you don't change the game.
And we changed a lot of scenery.
We tweaked scenes, we add the content,
so it's,
I don't know what it's called.
- It's a mix between reverse-engineering
and emulation, basically.
- Yeah, okay.
It's funny, the reason I bring that up
is 'cause you think that that would be something
kind of easy,
but as you describe it, it's like, wow.
The hertz thing alone would kind of throw things off,
wouldn't it?
With the animations and all that stuff.
- Yeah, it was very stupidly hard.
- Omar is kind of crazy, so. (laughs)
- The scene that I wrote,
I wrote the a second game later, twenty years ago,
called the Maker.
- Okay.
- So I sort of know how to study these games.
I understand how the mapping works.
So it's not like ...
- Yeah.
- It was something I was familiar with, with this place.
Which would help.
- And these, I hate these.
- The clouds were-- - The clouds--
- They're so annoying.
- So annyoing, I know.
(Cyrille laughs) Oh, that was a nice move.
- I like how they have these glasses.
They remind me of the character
in the PC Engine shooter, Air Zonk.
Have you played Air Zonk in the PC games?
- Yes. - They all have those glasses.
- Wasn't there like a cool,
what was that game?
He was like a 7-Up guy?
Didn't he wear glasses?
- Oh, Cool Spot. - Yeah.
- But the Zonk character had
these kind of triangular glasses.
- That's right.
- These kind of stylish Japanese Yakuza glasses.
Bully thing.
Trying to fire at you.
- Now, speaking of Japan,
you met the original creator of this, correct?
- Yeah, we went to Kyoto,
and we met them.
Because obviously to be able to do this game,
we had to secure the license, right?
It was complicated, because it's a very old game,
and the right was spread out between
Weston, who did the original game,
and Sega, who owed part of the trademark.
- I see.
- So, Dot Emu spent lots of time
talking to those guys.
- Trying to figure things out. - Yeah.
- Make it happen.
- And because some weren't sure if we could do it.
Like, we had half the game done,
it was like, "Oh, maybe there'll be..."
- Yeah, it was complicated.
- Oh, I see. - Licensing.
- But you kind of need to do that
to show that you're serious and you're gonna--
- Exactly, yeah.
- Exactly.
- Treat the license with respect.
- The creator was on board very early on.
We showed him the design.
The original creator was on board.
But the license was kind of like,
sold to another company, and Sega was involved.
They were harder to get than the old, the creator himself.
- I mean, most developers,
they just want their games to be played.
I mean, they want to get paid, obviously.
But they want them to live on, so usually,
it's been my experience that
they're happy to see them evolve, right?
- Sure, yeah.
Everyone was happy in the end.
It's just that everything needed to be clear
from a legal point of view, you know?
The thing must be, not to be shady or anything.
You have to make things right.
But in the end, when us see the Omar's project,
you're like, "Come on guys, let's do it."
It's awesome.
- Well, and,
you're company's put out several Japanese games before.
- Yeah, yeah, definitely.
- I mean, you're mentioning earlier R-Type.
I think I bought R-Type on my iPhone and iPad,
that you guys put out, right? - Yeah, yeah, exactly.
One and two.
- Yeah, which are fantastic, so
I'm sure that helps.
- That's what's so, yeah.
- You can show them.
It's like, here is our type.
- Exactly, yeah, absolutely.
We worked a lot with S&K.
We worked a lot with Success that has the Raiden license.
- You got the Raiden Legacy?
- Yeah, that's it.
- Dude, that's a great, oh my god!
- Yeah.
- So, I bought a bunch of your stuff,
and didn't even. (laughs)
- So we know how to deal with Japanese companies.
And it's not very complicated,
it's just that you have to understand how it works,
and what they would expect from
someone who work on their license.
And that's it.
It's just about patience and respect, basically.
- Yeah, I'm sure.
- All right, so, oh okay.
- Come in here.
So, the structure of the game is that
you find your way towards dragons.
And each of them is kind of a boss character.
And as you kill them you get transformed
into a new character.
And then eventually you find ways
to the secret transform room
that allows you to switch back and forth
to explore more of the levels.
But initially you kind of,
the first three ones are kind of in order.
So here I am in the pyramid,
and I'm looking for the mummy dragon.
Let's see what we have here.
- Yeah, I love the colors, too.
The mist in there, the green.
- Yeah, that's pretty cool.
- There's how it looked.
- I know, I love how you can switch back and forth.
That's awesome.
Oh, I haven't seen this guy.
Yeah, he's gonna make this look easy, huh.
- Oh yeah, totally.
- So that's ...
- Oh, yeah.
Cool.
- They didn't have the,
they were using the system background layer
to display the boss character.
Because they can't use primary fight,
because it's too big.
- Oh, interesting.
- So that's why it's all kind of black around,
because they were scrolling the old full background
to make it move.
- Huh.
What other stuff did you learn
from looking at the original source code?
Like any tips or tricks or anything
that you were able to--
- Secret doors.
- Originally I started this project
because I wanted to learn if the game
had any unknown secrets.
- Okay.
- So I started reverse-engineering the ROM
and trying to figure out if there were any,
yes, some of the secrets.
So I found some.
I found a few secrets.
This game has a lot of weird rules that I hadn't thought.
If you press this button at this time, something happens.
Some items give you slightly different
stats for the drops.
There's a lot of subtleties like that
they we are kind of learning.
There's a few secrets from the game I discovered
by looking at the ROM
that people didn't know in the at the time.
They were not in fact, sometimes.
- Huh.
- So what happened?
Oh, I got transformed into Mouse Man!
This is Mouse Man.
Mouse Man.
Mouse Man can climb on, grip on these little wall things.
- Oh, that's cool.
Man, this game is just
really in-depth.
- Yeah, yeah, yeah.
- This is why we had, you know,
this checkerboard thing.
It's some of the signal that you can climb on them.
And Mouse Man has a sword and shield.
Most characters in the game have sword and shield.
- Okay.
- The Lizard Man doesn't have a shield.
- Oh, I see.
Is there a button to block?
- If you can stay still, it's blocking.
If you are attacking, you are kind of
not blocking.
- Yeah.
- So if there's an arrow coming at you,
you have to stop attacking
to get it right.
- Oh, I see.
So that's how you get out of there.
- Exactly. - Yeah, yeah.
- You can actually go the other way.
But this is a good shortcut, here.
- Show the original version of that.
Yeah. (laughs)
- Wow.
That's amazing, isn't it?
- Yeah, I love it.
- By the way, for those of you who don't know,
don't you have every Master System game out there?
- I have,
I collect Sega 8 bits things.
So I've Master System game gear
and a G1000, which is kind of a earlier Japenese systems.
If you add all of them up,
I've got something like 3000 games.
- So you are a Sega fanboy.
To say the least.
- Yes.
- Yeah, and I've got a game from Brazil,
from Korea, from Taiwan, from Japan, from Europe.
- That's crazy. - I love them.
I love them very much. (laughs)
- And are Master System games easier to find in France?
- Yes.
Yes, especially the U.S..
In France, we had something like 300, 400 released,
where in the U.S. you had something like 110.
So just the amount of game available
was much higher.
And then because Europe is smaller, you know,
if you buy something from eBay,
from Germany or England, it's quite easy to get them.
So you also get these games
that are maybe more common in the U.K.,
you can get it from eBay for reasonably cheap.
- So my next question is, are Master System games in France,
are they in French?
Do you see where I'm going here?
I want you to buy me some.
(all laugh)
- So the actual game content--
- Or send me some.
- Yeah, yeah, I have them.
The actual game, they were always in English,
the actual games.
- Good to know.
- Usually what the deal was, was the manual
was like eight or six language.
- Oh, sure.
- That's basically how many of us learned English.
- Yeah.
- A few of the late European game,
like Smurf, for example,
you can actually select the language.
But for majority of the game, they were just English.
- Good to know.
- This is how we learn English.
So this is just section where we play as Lion Man.
Which is one of the later characters.
Lion Man is kind of the strong one.
- Yeah.
- Strong but cute.
(Metal Jesus laughs)
- Strong but cute. - And cuddly.
- Large.
Large range attack.
And you can break blocks on the floor with it,
which allows you to access this area.
- You can show the, yeah.
The retro version. - Wow.
About how long is this game?
- I would say it's six hours long.
So it's not too long.
If I you want to get the secrets and play the hard mode,
it'd be longer.
But but normally it's gonna get that sort of length.
- Okay.
I think I watched a speed run where someone,
on the original, went through in half an hour,
but it was insane.
- Yeah.
- I don't see a half hour as possible, but yeah.
- Forty minutes.
- Or maybe that's what it was, something like that.
- But yeah.
You can, if you know exactly what you're doing.
Because it's a skill-based game,
if you know exactly where to go and how to do it,
you can.
- Not me.
- Yeah, yeah.
But I mean, if you clear it a few times,
you can probably.
- Was that a ninja?
- Yeah, it was a ninja. - Nice.
Oh, that's cool.
All right, what are we looking at here?
- This is Hawk Man.
- He can fly.
- He can fly, and with that you can start reaching areas
that you couldn't reach.
Very stylish walk cycle. - I had no idea this game
had this much variety.
I really didn't.
This is impressive.
- Yeah, yeah.
And sometimes, the old 8 bit games,
they're hard to play a game through.
You know it's a good game,
but at the time it felt totally natural,
but today because we're used to play
a lot of different games,
it feels a bit old.
But this game doesn't feel old at all.
- Are you, okay, you're flapping your wings.
That's almost like Joust.
- Yeah, definitely.
- I love Joust.
- Same mechanic, yeah, yeah.
Me too, I love it.
- Joust and Balloon Fight.
- A remake of Joust would be pretty cool.
- Can you get on that? (laughs)
- Um, I'll take a look at it. (both laugh)
Secrets.
- Oh, yeah.
- This is transformation room.
- Where you can transform.
- Oh, okay.
Oh, I see.
So with a button you're cycling?
- When you step on that ...
- Platform.
- Oh, okay. - Platform.
It just changes.
But you can only access the character
that you've already sort of unlocked through the ...
- Oh.
- So this is like here.
- And it goes in the same sequence as the level design
and all that.
- So this is Piranha Man.
- He can swim.
- And piranha can swim.
Because that's what fishes do.
- Right.
- Let's do some swimming.
Actually this is swimming.
- Now, the other characters could swim,
but what is different?
- They could not.
They could walk, but they couldn't reach here from,
I couldn't get up here.
- I wondered about that when I played.
Okay.
- Yeah, yeah.
Everything makes sense in this game.
You know, you're like--
- Yeah, yeah.
- Except the part of the story that you can't reach.
But yeah, yeah.
Pretty much everything you're like,
"Oh, I see, I understand now."
- Yeah.
- And then sometimes when you unlock a character,
you're like, "Oh, I remember, it was there!
"So I can probably access it now."
and you try to go back.
- It makes it feel very Metroidvania, almost.
- Yeah, yeah.
It is very much Metroidvania.
Except instead of having a new kind of weapon,
you have a new character.
That it kind of unlocks the things.
- Hmm.
So have you guys announced about
when this is going to come out?
This is out this spring.
So pretty soon.
We still figure out exactly its date.
But it should be pretty soon, really.
- Okay.
- We'll announce it on our blog, our website,
when we know it. - All the channels.
- Okay, cool.
- But yeah, it's almost ready.
It's almost there.
- Yeah, it feels like it.
- And it's coming, PS4, Xbox, Switch.
- Okay.
- And later on we'll work on a PC version.
- Mmm-hmm. Vita.
- Maybe. (laughs)
- We'll see.
- I love the Vita.
- Well, I know you do.
You made Tearaway.
- I think it'll be a perfect fit.
You know, the small screen,
the dense, beautiful pixels.
- It would be.
- So we can't tell you yet.
(Metal Jesus laughs)
- Oh, I understand.
That's cool.
All right.
Well, this has been an awesome playthrough.
Thank you for coming all this way
and showing me this game. - It was a pleasure.
Thank you for having us.
- I was really looking forward to it.
So where can people find you on the internet?
Start with you?
- So we built a website.
It's called www.TheDragonsTrap.com.
- Okay, we will show it on screen here.
- And you can also follow us on Twitter,
like Twitter, Dot Emu.
D-O-T-E-M-U. - E-M-U.
- And Lizard Cube, where the company Lizard Cube,
like Lizard and a Cube.
- Are you sure?
- Yeah, it's pretty straightforward.
- If you google the game name, Wonder Boy: Dragon's Trap,
you'll find a website, you'll find Twitter.
- Yeah, you'll find all of it. - Everything.
- And we'll put it in the video description below, so.
- Cool, yeah. - Awesome, thank you.
- Thank you so much for coming over to show me this.
This was awesome.
- Thank you for having us. - Thank you, Metal Jesus.
- Love to know what you guys think
about this upcoming remake
of the classic game.
This is gonna be pretty cool.
All right, guys.
Thanks very much for watching.
- Thank you!
- [Metal Jesus] I actually got to hang out
with Omar and Cyrille the entire day.
This was their first time coming to Seattle,
and they are big video game collectors.
So it was really fun to be able to take them,
oh, I took 'em to Pink Gorilla
to look at some retro video games.
Actually bought a couple there.
We also went out and had some food
and got to show 'em the sights.
It was really cool.
Such awesome guys,
and it was great to have them in the game room
and have them show off their game.
I'm gonna be picking it up!
All right, thanks for watching.
Buh-bye.
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