![]() Then later on we could optimize this idea to the small machine. So I suggested we could go with a standard environment and we could see what we could do with it. Kazuyuki Hashimoto: Square planned to build a game for the next-gen Nintendo machine, but the kit wasn’t available and the technical. They were very expensive machines, and we made a demo on them to show people, “This is how Final Fantasy could look in 3D.” Our first step wasn’t to choose between the two systems, but to focus on learning the Silicon Graphics workstations we had purchased. It was similar to when we moved from the Famicom to the Super Famicom. Hironobu Sakaguchi: We knew Nintendo 64 and PlayStation were going to be the next hardware generation, and that we’d be developing our next game for one of them.
0 Comments
Leave a Reply. |