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Mercury Meltdown Revolution Interview

Interview by Tom Bramwell

15 January, 2007

If ever there was a game that seemed to be made for Nintendo Wii, then it was, er, Super Monkey Ball. But second in line would surely be Mercury Meltdown, Ignition Banbury's brilliant PSP and PS2 puzzler, where the idea is to tilt levels to manoeuvre a blob of liquid mercury through a maze without letting too much slip off the edge. Not only does it sound like the sort of thing that would make good use of the Wiimote's motion sensor, it even had form in this area - early versions having supported a prototype motion-sensing add-on device for PSP, later abandoned in favour of analogue controls.

Having watched Monkey Ball's first Wii effort struggle though, we were anxious when we heard about Mercury Meltdown Revolution - announced just after the console's UK launch. Would Ignition be able to tame the Wii's unique control system, and provide the sort of feedback necessary to balance the experience? And how were they finding the Wii in general? With the game due out in March, we tracked down studio manager Ed Bradley in search of answers.

Eurogamer: First things first, how does the Mercury control scheme, including the camera controls, translate to the Wiimote? And will you be using the nunchuk at all?

Ed Bradley: We aren't supporting the nunchuk but for those who really prefer the joystick experience the game does support the classic controller. The Wiimote controls are pretty simple: you hold the Wiimote sideways with the d-pad to your left and simply tilt it in the direction you wish to tilt the tray. The d-pad rotates the camera and the 1 and 2 buttons control the zoom.

'Mercury Meltdown Revolution' Screenshot 1

Eurogamer: The Wii's been marked out as a system ideal for games like Mercury and Monkey Ball, and on the surface it does seem a logical match. Did you find yourself sitting there when the Wiimote was first unveiled thinking, "hang on, this is made for us"?

Ed Bradley: Oh absolutely. I believe some of the gentlemen of Eurogamer got hands-on experience of our experimental tilt-controller back in days of yore [we did indeed], so we felt it was a case of someone finally catching up with us!

Eurogamer: At what point did this "Revolution" version first come about? Did Nintendo express an interest, or was it something you came up with independently?

Ed Bradley: Well it was still called the “Revolution” when we decided we wanted to do a version on the new Nintendo machine. The idea came from us and we pitched it to Nintendo at E3 '06. Being eminently sensible people they liked what they saw!

Eurogamer: Mercury and Mercury Meltdown were very tactile games, where you had to really understand the importance of every minute thumb motion, and where being able to feel the nub's position was crucial. What sort of difficulties have you faced translating that kind of subtle control to the Wiimote, and how have you tackled them?

Ed Bradley: This was something we earmarked a lot of time for as it's vital that it's done properly. Then to our surprise it ended up being more straightforward than we anticipated. It's surprisingly natural and easy to make the transition to the new control method. We've spent a lot of time tweaking dead-zones and acceleration and stuff like that but I'd say the control method worked 90 percent perfectly the first time we tried it.

'Mercury Meltdown Revolution' Screenshot 2

Eurogamer: Interestingly, you've chosen to offer support for the Wii classic and GameCube controllers in addition to the tilt sensor. Is that because you think it's trickier to control with the Wiimote, or are you just trying to avoid pigeonholing yourselves?

Ed Bradley: We've had to drop support for the GameCube controller as it's a very much "at developers own risk" proposition and we're not masochists! We just like to give players as much freedom of choice as possible. Coz we're nice like that.

Eurogamer: Will you be taking advantage of the online elements of the console at all - Miis, WiiConnect24 and whatnot - for multiplayer, leaderboards or anything like that?

Ed Bradley: Not in this first iteration, no. Partly because we'd like the game out on the streets in a timely fashion and partly because the online systems haven't really "bedded in" yet.

Eurogamer: What's the Wii been like to develop for generally?

Ed Bradley: Pretty straightforward for us as we worked on the GameCube previously. Although there have been the usual early-adopter issues such as comedy compilers that are still not really finished. You should hear the language around here sometimes...

Eurogamer: Mini-games have been a big thing for a lot of early Wii titles, from Wii Play and Monkey Ball to Wario Ware, which is out now. Mercury Meltdown introduced a few - are they all intact for Revolution, and how do they work with the Wiimote?

Ed Bradley: All of the mini-games are in place. Some use the Wiimote in cunning ways and some use a more traditional d-pad-and-buttons scheme.

'Mercury Meltdown Revolution' Screenshot 3

Eurogamer: Are there any new mini-game additions?

Ed Bradley: Alas no.

Eurogamer: There's been a lot of debate since the Wii launched about just how clever the tilt sensor technology really is. Some people have argued that Wii Sports, for example, isn't actually measuring very much, with Nintendo forced to rely on timing more than actual gesture recognition. What's been your experience, working with the controller? Is it capable of more than we're seeing now?

Ed Bradley: It can certainly spew out a lot of useful info. The tricky bit is making meaningful use of it all. At the end of the day developers want players to have fun rather than impose clever mathematics on them, so if it turns out to be fun only using a simple subset of the controller's gizmos then why worry about how "proper" it is?

Personally I think the controller is capable of translating actions far more complex and energetic than most players are interested in performing even in the privacy of their own homes. Sort of a "just because we can it doesn't mean we should" situation.

Mercury Meltdown Revolution is due out on Wii in March. PSP and PS2 versions of Mercury Meltdown are out now.

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Comments: 1-26 of 26 in total

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Psi
15/01/07 @ 08:43
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marbel maddness wii?
Tiel
15/01/07 @ 08:46
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This is a must-buy for me. If it makes march it will probably be my next wii game.
ZeroAX
15/01/07 @ 08:47
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WoW seems like a great game i'd probably get it sooner or later
kelly's_h
15/01/07 @ 08:50
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My mind is rotten at the moment due to violent games (and too much drinking) and this looks like the cure.

PS Hitman: Blood Money is way worse, mind rotting wise, than GTA imo.
Rambaldi
15/01/07 @ 09:48
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He dances round the question about the accuracy and functionality of the Wiimote though with a "it may be better than it seems but if you're enjoying it as it is why worry?" kind of response. I get where he's coming from but as an experienced gamer I found it innacurate and confusing at times - something at odds with Nintendo's 'breaking down the barriers' philosophy. Just pointing it at the screen in the menu (with fresh batteries) causes it to jitter aroud like mad at times like an optical mouse on a carpet. The whole thing feels unfinished IMO. Surely combining light gun technology and accuracy with built in gyroscopes would've been better than that silly infra-red sensor?
lambtron
15/01/07 @ 09:50
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Hmm I don't understand people saying that the wiimote jitters when you point it? Given I was able to shoot a post in Zelda when I could barely see it it can't be that shakey? Do you have trouble stopping your hands shaking or something?
Rambaldi
15/01/07 @ 09:54
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".. I could barely see it"

That's low-def low-res graphcis for ya ;) No, my hands were'nt shaking. I don't know if it was a hardware issue, but it was definately happening of it's own accord.
tentonipete
15/01/07 @ 10:03
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so if i want to use an analog stick i can't use the nunchuck analog and have to go out and purchase the classic controller? isn't that stupid?

i can understand not supporting gamecube controllers but to not support the existing analog stick of the main controller is idiotic.
Salaman
15/01/07 @ 10:08
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Hmmm that's not exactly sold it for me.
Sounds like their second Wii game will be the one to get.
Carlo
15/01/07 @ 10:09
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I can't wait to get this one. Been wanting this since I saw it on the PSP (but with no motion sensor, I wondered if it suffered because of it).

@rambali RE: Shaking in wii menu.

Adjust the sensitivity of the controller in the settings (you're probably sitting too far away or have the sensitivity too low). That's how I cleared up my one. Also, the wii menu does not 'smooth' out your movement like Zelda. So it recreates ANY tiny movement. Zelda 'shapes' the movement and gives it some kind of averaging out thing, making it rock solid.

Sort out the sensitivity setting.

lambtron
15/01/07 @ 10:13
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".. I could barely see it"

That's low-def low-res graphcis for ya ;) No, my hands were'nt shaking. I don't know if it was a hardware issue, but it was definately happening of it's own accord.

Well it was quite far away... maybe its just my eyes ;).
Der_tolle_Emil
15/01/07 @ 10:13
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Rambaldi: The wiimote gets confused when it can see other bright light sources. The sun reflecting on a cupboard for example tend to irritate the wiimote. Also the Ambilight Feature of Philips TVs can cause some problems as they seem to emit quite a bit of infrared frequencies. My infrared receiver of my barebone gets crazy too if I point it at Ambilight - it is constantly flickering like it's receiviing data.

But closing the curtains or turning on ambilight (although I never do that because it causes problems only at rare occasions) and everything works fine. It is true that the pointer jitters slightly on the Mii channel (like you are shivering, but not that intense) but everywhere else it is really precise and I have no problems at all.
Hulle
15/01/07 @ 10:28
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There you have it, how well and complex the Wiimote functions is up to the developers. Finally someone kills the debate. Thanks Ed.

And Rambaldi, for sure you must suffer from delirium :D
Eraser
15/01/07 @ 10:43
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The original Mercury almost had me buy a PSP (I didn't though). I'm so excited this game is coming out for Wii as well!
Rambaldi
15/01/07 @ 10:54
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@Der tolle

Cheers for that - makes sense really! I was playing it facing a window..and the sun does shine out my arse ;)
SimonM7
15/01/07 @ 11:10
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What does he mean by at the developer's own risk, in regards to the gamecube controller?
Edited 1 times, most recently on 15/01/07 @ 11:10
MadMirko
15/01/07 @ 11:28
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What does he mean by at the developer's own risk, in regards to the gamecube controller?

That means Nintendo's stance towards GC controllers in Wii games seems to be "if you want it, fine, but we won't support you / help you with it".
BadBoyBonner
15/01/07 @ 13:17
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Rambaldi - Jitters

I have the same "problem" but it is only really if I am about 12-14 foot away sat on the sofa an a little to the side. Straight on it is fine.

My mate side it works with two candles (not tried it an do not recommend it ) but maybe another way to get the girls into it, and maybe there is a little less pointer lag with citrus scented ones rather than lavender or something! Lol
BadBoyBonner
15/01/07 @ 13:20
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Will somone please explain to me why (I have asked this before with no answer) why why why is the stick on the nun chuck not being used by any developer (that I am aware of)for sole analogue control?

Or put another way - why bother to support the classic controller instead of the one already packed with the console?
Edited 1 times, most recently on 15/01/07 @ 13:20
Der_tolle_Emil
15/01/07 @ 14:11
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One could say to drive sales. But it's a good question, the nunchuck combines motion sensing and the analogue control. Should be enought for this game really.
Hypocee
15/01/07 @ 15:27
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If you happen to read this, Mr. Bradley, nice interview. Intelligent, solid, readable answers. Thanks.

It is a bit weird that they'd not support the Nunchuck. Seems like a five-minute fix to me, but hey.
ST..
15/01/07 @ 16:18
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Has the potential to be a real nice stop-gap game for Wii.
Carrybagma
15/01/07 @ 16:34
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More Wii/PS fusion.
It's almost inevitable.
secombe
15/01/07 @ 18:00
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He dances round the question about the accuracy and functionality of the Wiimote though with a "it may be better than it seems but if you're enjoying it as it is why worry?" kind of response. I get where he's coming from but as an experienced gamer I found it innacurate and confusing at times...

He doesn't dance around it at all in my opinion, he clearly states that it is far more complex than any average person would ever need it to be. I think his point is that despite the technology, you still have a human at the end of it (or in this case, several million) all of which do things in completely different ways, therefore you've got to compensate for everyone, which in turn means "dumbing down" the controls to some extent.

I've been fortunate enough to "get" the controls straight away (I've never been good at games previously) and find it easy to go way beyond what I'm normally capable of in a game, even FPS games (specifically CoD3) where I've struggled like mad with on a joypad before.

I like the tennis racket analogy, anyone can pick one up and probably hit a few balls back in the court, but not everyone can place it accurately and consistently. Same applies to the Wii, anyone can play it, but it doesn't mean everybody will be an expert.

smelly
15/01/07 @ 20:28
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@Rambaldi : It'll be jittery if you sit too close to the screen (but then that's obvious surely?)... It even tells you that in the manual.


But this game isnt using the pointing functionality, it's using the accelometers (however u spell it). So you wont get that problem.
Edited 1 times, most recently on 15/01/07 @ 20:29
erp
16/01/07 @ 09:00
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fantastic! this game's controls sound like they work exactly how i expected monkey ball's to.

as much as i enjoy wii monkey ball, it does leave my wrist in agony after an even vaguely extended session.

(and yeah, i know, that's probably more an indicator of a health issue of mine rather than a problem with the controls...!)

Comments: 1-26 of 26 in total

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