![]() ![]() I can sit on the first level just toying with the FBI guys.Ĭ3: How did you go about attempting to maintain the artistic style and addictive soundtrack of the home console versions? And how long was the game actually under development for?ĪLEX: How? Hard work, hard work, and sheer hard work! The game was in development for just under six months.Ĭ3: Have you considered converting The Behemoth's next game to the GBA or DS?ĪNDY: We're still good friends with Behemoth, and recently hooked up with them at GDC. The actual act of running and shooting just feels right, and that's what keeps us playing AH.ĪLEX: The humour. ![]() ![]() But what most do you like about Alien Hominid?ĪNDY: I just love the pace of the action. The benefit was that this allowed us to ensure that the content present in the final version was very close to that on the GameCube.Ĭ3: A large majority of our readers are big fans of the AH games for many reasons. To do the game justice we realised that we had to leave out one or two levels from the original, as well as the odd boss. The changes we had to make were really down to technical reasons there were some huge and complex bosses on GC, and we really wanted to keep as many as possible in the GBA versionĪLEX: Quite simply the amount of animation involved is astounding, and we just couldn't quite fit everything in. But were there any particular issues that arose during development and was there anything you would have liked to include that just was not possible?ĪNDY: We liaised with The Behemoth about elements that didn't make it to GBA. The credit for allowing the transition to handheld must go to both Behemoth and ZDP.Ĭ3: Scaling such a vast GameCube game down onto the humble Game Boy Advance certainly deserves praise, especially as the game's charm has not been lost. With millions of Gameboy units already out there, and knowing what we could do with the title, it made sense to give it to the widest audience possible. When we heard that ZDP were to publish the European version, we "politely" asked Zoo and Behemoth if we could develop the title on a handheld.Ĭ3: What was the main reasoning behind transferring Alien Hominid onto the GBA, rather than the Nintendo DS? And who was it that came up with the idea of making such a transition?ĪLEX: At the time the DS was just being released and it was something of an unknown quantity. We started following the independent scene last year and Andy was a big fan of Alien Hominid. ![]() But just what are the game game's most charming points and how was it translated so faithfully to the small handheld? Cubed3 caught up with Tuna Technologies to find out more.ĭo not forget to check out the Cubed3 review of Alien Hominid on the GBA or the Podcast Review of the game Ĭubed3: Could you please tell our readers a little about your team, what you have previously worked on and how you became involved with Alien Hominid?ĪLEX: Tuna have been developing games for over ten years, and have created many titles on handheld and mobile platforms. The tale of Alien Hominid stretches far back beyond its home console status and has garnered a very strong fan-based over the years, culminating in a recent Game Boy Advance version being released. Conducted by Adam Riley & C3 Staff :: Wednesday, 3rd May, 2006 ![]()
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