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Tetsuya Kitabayashi Discusses the Mega-Makeover (PSP)
Mega Man Powered Up's producer explains the PSP remake.
By Sterling McGarvey | Feb. 24, 2006

The Mega Man franchise seems to be on a roll when it comes to making excellent titles for the PSP. Maverick Hunter X has been receiving lots of acclaim, and the upcoming Powered Up is poised to prove that lightning can strike twice. Recently, GameSpy got a chance to speak with Powered Up producer Tetsuya Kitabayashi regarding his thoughts on the game, working with the PSP, and the legacy of the Mega Man universe.

GameSpy: After so many variations on Mega Man, why did you decide to remake the original?
Kitabayashi: The reason why I decided to remake Mega Man is because the original hasn't ever been ported to other platforms. Now that we've got PSP, an excellent handheld for showcasing it, I just wanted to know what we could do with the platform by using and re-making the original Mega Man content.
GameSpy: What have been the advantages and disadvantages that you've encountered working with the PSP hardware?
Kitabayashi: First, I'd like to talk about the advantages. I think it's a very powerful platform. This time we created a three dimensional Mega Man product, and it just moved well on PSP. On the other hand, it was difficult in dealing with the PSP's wide screen and the 16:9 dimensions of the handheld in comparison to a regular TV's 4:3. We tried to port the original at its regular ratio to PlayStation Portable, but because of the screen size, we had to create new stages with bigger blocks and areas to fill up the extra space.


Oh, actually, I just thought of another advantage point: working with the PSP hardware gave us the ability to utilize the Network mode. In this game, we've got the level editor, and the reason why I came up with the idea to implement it was that it was much easier to access the Internet with a PSP than other hardware.
GameSpy: What made you decide to try this new artwork style instead of the classic Mega Man look? Did the difficulties you encountered while working with the screen dimensions have an influence on the art design?
Kitabayashi: I think that the size of the screen forced us to change the design. A lot of it had to do with the fact that we were remaking a classic Mega Man product. We had to decide how to go with the design as a result, as to whether or not we should remake the character design in the vein of Mega Man X, in which they look slightly humanoid; but this time, I wanted to create facial movements in the design of this new Mega Man, so I wanted a clearer face on the screen for people to see. When we reached the design period, we decided on this look of the larger heads for them.


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