Ninjatown Interview

You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

There are scores of sure to be amazing games scheduled for release this Christmas, but it’s quite possible that none will achieve the level of charm and pure cuteness of little known DS strategy title Ninjatown. Buoyed by a love of the underdog (and ninjas of course!) we caught up with Shawn Smith, brainchild of the game and the Shawnimals designer toys its based on to get the low-down on one of hand held gaming’s coolest titles.

VideoGamer.com: Thanks for taking the time to answer some of our questions on Ninjatown. First off, can you tell us about development of the game. Why did you guys decide to get into video game development and how are you finding it? It seems like a departure from what you’ve done in the past. Is it a gamble?

Shawn Smith: I can’t say I made a decision to get into games. Although I used to be an editor at US gaming mag EGM, I never woke up one day and said “I want to make a Ninjatown game.” It came from discussions I had with friends in the games industry, and very casual discussions eventually energized a few folks and resulted in where I am today. Like any good story filled with characters, the world of Ninjatown just lends itself naturally to a video game. It’s a pretty amazing experience watching your ideas go from 2D drawings to creations you can interact with. Although it’s always a big gamble to take any property into a video game, my background in games gave me confidence I could be a part of a great title.

VideoGamer.com: The game is scheduled for release this Fall/Autumn. Where are you guys in development right now? Can you give us a more firm release date?

SS: We’ve just now reached Gold Master so we’re looking at a late October release.

VideoGamer.com: Ninjatown has been described as a Tower Defence style game. Why did you decide to make a game like this and what were your primary influences?

SS: The story of Ninjatown is that of a sleepy and peaceful group of Ninjas sandwiched between the Dark Forest and Mt. Feroshi, with the head honcho of the bad guys Mr. Demon occasionally popping out of the Dark Forest to cause trouble for the Ninjas. Tower Defence games typically follow a flow of enemies moving from point A to point B, so this type of flow seemed to fit the basic structure of Ninjatown. But the Ninja Huts you can build aren’t “towers” per say, since some of these units – melee units – can engage the enemy directly, while others – ranged units – fire projectiles. In addition, story is a huge component missing from most TD style games, whereas Ninjatown combines addictive gameplay with a developed, entertaining story. You can also give those Ninjas extra powers throughout battles, adding another layer of strategy and depth.

VideoGamer.com: How have you incorporated the DS stylus controls into the game? Was it a challenge?

SS: The whole game was designed from day one with DS stylus in mind. You can use it to move around the map, select things, and use Ol’ Master Ninja’s special abilities. We stuck to our original vision and really didn’t have to deal with a lot of problems with developing the controls.

VideoGamer.com: Ninja Town has a unique look. How would you describe it and what were the decisions behind the overall aesthetic?

SS: My aesthetic comes from pop culture at large, whether it comes from video games, Asian pop, comics, sci-fi movies, etc. with plenty of my sense of humour added in. I don’t know why I’m so drawn to these cute, somewhat pudgy characters, but it’s what I know. I try to draw something evil, it looks kind of harmless and cute, but there’s always this underlying weirdness and humour. All of this really lends itself to games, since so many of them from the 8 and 16-bit era are weird and cute and humorous if you think about it.

VideoGamer.com: Will there be any multiplayer or online functionality in Ninja Town?

SS: There will be a competitive multiplayer but no online functionality has been planned.

VideoGamer.com: Why did you guys decide to make Ninja Town on the Nintendo DS as opposed to the PSP? Does it have any advantages as a platform for the kind of game Ninja Town is?

SS: I love both handhelds but Ninjatown is much better suited on the Nintendo DS, both in terms of visual style and controls. The colours are vibrant and simple, and it plays from a top down angle so it satisfies the old-school gamer in me. We also make really creative use of the stylus and the touch screen.

VideoGamer.com: Might we see Ninjatown as a WiiWare game? Is it even possible?

SS: It’s possible I guess. As awesome as that would be, no WiiWare game is in development.

VideoGamer.com: And finally, have you had any thoughts on a potential future game once Ninjatown’s out the door?

SS: Of course. I’ve learned so much from the development of Ninjatown, that I feel like new ideas pop into my head every day if not every minute! But nothing big to announce here.

VideoGamer.com: Thanks for your time.

Ninjatown is due out for Nintendo DS late October.

About the Author

Ninjatown

  • Platform(s): Nintendo DS
  • Genre(s): Strategy
8 VideoGamer

More Previews