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Scram Kitty and his Buddy on Rails

Dakko Dakko has now officially confirmed a May 15 release date for Scram Kitty and his Buddy on Rails. The game will be available in both North America and Europe next Thursday.

Dakko Dakko shared today’s news on Twitter in the form of the following message:


Source

Scram Kitty and his Buddy on Rails has popped up on the European eShop at the price of €9.99. Though the release details are yet to be officially confirmed by publisher Dakko Dakko, it’s a look at what we can possibly expect in the next week.

Thanks to NintendoHall for the tip!

Dakko Dakko released a new trailer for Scram Kitty and his Buddy on Rails today, posted above. The game’s release date has also been narrowed down to April.

Dakko Dakko has discussed the different elements of Scram Kitty and his Buddy on Rails as part of an interview with Nintendo Life.

First up, lead designer Rhodri Broadbent and producer Dan Croucher shared the following about TV and GamePad usage:

RB: Yeah, we let you swap if you want to, if you want to play on the TV that’s one of the strengths of the Wii U that you can change it. But the game is designed for the intimate immediacy of having it right in front of you on the GamePad. So, you control with the left stick and you can shoot as much as you like with infinite ammo. You also have a charged slash attack that you hold down and then release to spin around, and there’s a special jump that you have to experience to understand, as you have to jump and get pulled back in by gravity, a sort of magnetic leash.

And yet the whole time the player is looking at the GamePad, the TV is freed up to display extra information and might help or just be fun to watch.

DC: The TV shows the gameplay as well, so you can follow what’s going on and be excited about things, but then it cuts away to useful info or things you need to collect, just cool stuff. It’s designed for other people in the room, primarily, to entertain / bring extra commentary / give a sports broadcast. You can’t really look at it when you’re playing because it’s so fast, it’s not really possible apart from those key points where it gives extra information.

RB: With the sort of games we make you’re always going to have to be focused on the main screen. When I used to play games with my brother growing up, he used to say “why didn’t you go over there”, so we decided to feed into that and really play it up as we have the second screen, let’s encourage people to get involved with the game.

DC: When I used to play games like this on the Amiga there’d be a quick turnaround, throwing the controller around and waiting for your turn. With this it’s something you can be involved in while you’re waiting for your go.


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