Interviews
January 26, 2009
Bouncing Around with LocoRoco 2
Creator Tsutomu Kouno
By
Louis Bedigian
“We figured giving the last boss character a big face would be a good way to communicate its emotions or reactions. We also thought it was interesting to let the mouth be the grounds for the battle against the boss.”
In a world where unique games seem to have vanished, LocoRoco proved that there are still new ideas being developed. This surprising, unusually-controlled adventure game was an entirely different take on a genre that's nearly 30 years old. Tsutomu Kouno, creator of the LocoRoco franchise, is the one who made it happen.
"In the previous version of LocoRoco, players could only observe the chorus segments," Tsutomu Kouno says of the new rhythmic challenges in LocoRoco 2. "We figured adding some rhythm aspect to this would help boost the gameplay. Players can, of course, still proceed, even if they decide not to play along.
"You may notice, if you do decide to play and hit the notes at the right time, the notes are displayed larger. Try to do this for all of the notes. You are likely to be rewarded with a rare item."

LocoRoco 2 features seven primary LocoRocos. Are there any others hidden within the game?
Tsutomu Kouno: Perhaps not a hidden playable character, but there is a hidden playable stage we have included in LocoRoco 2. This stage is made available only when certain tasks have been cleared within the game play. A great reason to keep playing again and again!
What is the significance of each LocoRoco? In most cases, it didn't seem to matter which I selected -- the level could be won regardless. But there were some mini-games where the LocoRoco seemed to matter. Talk about this and clarify why we will want to use each LocoRoco available.
TK: Although the different colored LocoRoco have their unique ties to music or character, they do not differ in their performance skills. Hopefully you will be able to find a character you like, and maybe even sing along?
Water is among the new gameplay mechanics being introduced. Was it difficult deciding how much bounce to give the LocoRocos under water, or did making them float primarily seem most appropriate?
TK: Yes, indeed. Honestly, it took us a while to figure out the balance during our development stages. If they swam too slow it would be aggravating, yet not believable if they swam too fast.
Shells are another new mechanic, allowing LocoRocos to jump inside and use them as a protective and destructive shield. Were there any real-world elements that the shells were based on, or were the developers just aiming for something that felt different from the normal gameplay?
TK: I used to have an aquarium at home, that housed an Ocellaris Clownfish, the fish featured in "Finding Nemo" for simplicity. One day I was observing the fish, and how it would play hide and seek behind the Sea Anemone. Their behavior was so cute, it was a feature I had kept in my back pocket for a while.
In the original LocoRoco, we were not able to implement due to time restrictions, but we managed to do this with LocoRoco 2.

The berry-collecting difficulty is much higher this time around. Other than personal satisfaction and addition parts for your house, is there any bonus for collecting every berry in every stage?
TK: Each time a stage is cleared with all 20 LocoRoco, a movie segment is unlocked. The movie clips tell a short story each time, to further enhance your experience in the world of LocoRoco. They are fun to watch, so I hope you enjoy them!
Are there any bonuses for collecting every music note?
TK: Each time the player gathers 100 music notes, it helps them level up. By leveling up, there are a number of bonus factors. Players can collect the pickories easier, the MuiMui help you with maps they drew up of each stage, or even obtain a barrier to protect you from the sharp thorns you encounter from time to time.
Conditions for each stage are saved, making it easier for you to complete a stage with perfect scores. Just keep trying!
From a development perspective, which levels do you think will be most challenging for players? Is there anything that has stumped the testers?
TK: If you are only looking to get to the staff roll/credits, the game is not too difficult. However, if you are trying to complete the MuiMui House entirely, we think we have balanced the gameplay quite nicely to satisfy even the more enthusiastic players. The fourth hidden stage, for example, requires the player to be very careful and skillful.
AND...
There is yet another hidden stage that is unlocked after THAT! Are you ready to step up to that challenge? I hope you enjoy it!
The final (and most clever) boss is essentially one giant face. Tell us about its creation.
TK: We figured giving the last boss character a big face would be a good way to communicate its emotions or reactions. We also thought it was interesting to let the mouth be the grounds for the battle against the boss. Unlike most of the stages, the base ground continues to change form, making it more difficult for the players.

How would you describe the quirky music/gibberish lyrics? And was it designed to be something universal that anyone could (sort of) understand, regardless of the real languages they speak?
TK: You are right. There is no distinct language that is used in the world of LocoRoco. However, when designing the characters and their settings, we do roughly assign a background for them. Their speech or songs will in some way relate to a genre or style.
What's new in LocoRoco 2's multiplayer mode?
TK: LocoRoco 2 includes a mini-game called Loco Rider, enabling up to four players to compete with each other via Adhoc.
Thank you for your time.

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