An Interview With the Developers of Super Mighty Power Man

An Interview With the Developers of Super Mighty Power Man

Last week, we learned about Super Mighty Power Man, an upcoming action platformer planned for multiple platforms, including the Switch and 3DS.

Intrigued, we got in touch with Box Hedge Games to learn more about their plans for Super Mighty Power Man.

While Mega Man is the clearest inspiration for Super Mighty Power Man, your description of the game also lists Castlevania, Contra, Duck Tales, Kirby, Super Mario Bros., VVVVVV, Retro City Rampage, and Shovel Knight as inspirations. What elements from these games inspired the gameplay of Super Mighty Power Man?

Indeed, Super Mighty Power Man borrows game mechanics and game loops from the Mega Man series, like any other games borrow from other titles. Although, the playability and pace may feel similar, we took the freedom to include many other elements from other games to create something unique.

Today’s players must remember that games in the past were mostly built with one game mechanic in mind due to drastic limitations. Some of these very mechanics even gave birth to game genres!

Now, everyone knows that the gameplay of Castlevania revolves around the use of a whip – For Kirby it is the possibility to shift characters and acquire new abilities – For Super Mario Bros. it was the capacity to grow and/or shrink. – Etc.

Super Mighty Power Man is a mashup of those legendary game mechanics inputted into a Mega Man-inspired recreation.

The description also mentions that it is “a 2D action-platformer in the purest NES form” that also has “today’s technological advancements.” Could you go into a little more detail about how it makes use of both modern advancements and classic NES gameplay?

Like Yacht Club Games approached the creation of their great game Shovel Knight, we decided to discard some unnecessary limitations from the early days. So, we smoothed out character movements, added parallax effects, added colors when necessary, added more frames in animations, added more VFX, etc. We are quite happy with the result and it does not undermine the NES aesthetic of the game.

Where did the name “Super Mighty Power Man” come from? Are you at all concerned over fans drawing comparisons to Mighty No. 9 because of the Mega Man inspiration and “Mighty” in the title?

The name “Super Mighty Power Man” comes from a mashup of various names taken here and there such as Super Sentai, Mighty Morphin’ Power Rangers, Mighty Gunvolt, Mega Man, Superman, Ultraman and Super Hero Squad. Plus, the word “Mighty” was part of our first company name. So, we felt like putting it in somewhere.

On a side note, we are aware that the name “Super Mighty Power Man” may sound dull to some people especially those located in the US or in the UK, but it is easily understood by everyone wherever they are based in the world.

We have no concern at all, in many cases quite the contrary. If fans want to draw a comparison between Mr. Keiji Inafune’s unfortunate attempt to revive the Mega Man genre with Mighty No. 9 and Super Mighty Power Man, they are free to do so. At least they will be talking about our game.

Also, if everybody thinks that a word such as “Mighty” defines the success of a game or its failure then all games should be nameless by now. It’s all about the game and if players have fun with it. Did the word “Shovel” make Shovel Knight a less better game than others? The answer is definitely no! Undertale falls into that same category. Sure, it didn’t have the word “Mighty” in its name but it had very poor graphic according to today’s standards. Was it good? Yes, it was awesome!

Super Mighty Power Man is not only planned for the Switch, but also for the 3DS. What prompted you to include both of these platforms?

When we first started working on Super Mighty Power Man the Switch was still being announced and called the NX. Only the Wii U and the 3DS ran the show. So, it happened the other way around actually.

Due to the nature or our game being reminiscent of the great NES classics, our primary target was Nintendo system owners, both Wii U and 3DS. To be honest we weren’t really pleased with the idea of working on a Wii U version because of its poor performance in terms of sales [1].  So, we started working on the 3DS version that already had a strong user base. We were confident about Nintendo being able to pull out one of its magic tricks for the Switch and discard the Wii U at some point. Luckily, it turned out as expected.

[1] Make no mistake: we aren’t saying the Wii U was/is a bad console or anything. We think that it’s got truly amazing titles which hopefully will be ported onto the Switch someday – Wonderful 101, Pikmin 3, Captain Toad Treasure Tracker, Paper Mario: Color Splash, Super Mario Maker to name a few.

Do you have an idea of when you will launch the Kickstarter campaign, or can’t you announce that yet?

We are planning to release our Kickstarter in a couple of weeks and we will make sure to let you know as soon as we have a firm date.

Finally, is there anything else you’d like to share with our readers about Super Mighty Power Man?

We would simply add that we are very grateful to everyone who is supporting our game as well as people who may be skeptical about it! Once again, they are talking about Super Mighty Power Man and that’s a good thing overall. As game developers with a true passion for video games, we understand both parties. We also know that any game gets better with time and support from an active community.

In Conclusion

We’re glad we had this chance to learn more about Super Mighty Power Man. What do you think? Let us know your thoughts on Super Mighty Power Man in the comments below.

Samantha is a published horror and fantasy writer, a professional freelance writer, and a longtime gamer. As a result, writing about games is one of her favorite activities. She likes a wide range of genres, especially RPGs, survival horror, and visual novels. More information can be found at her website: http://www.samanthalienhard.com/

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