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Ping Pals as springboard to Contra 4

How do you make us suddenly love WayForward's malignedPing Pals? By portraying it as leading directly to our probable Game of the Year 2007, Contra 4, and the surprisingly interesting Duck Amuck, that's how.

MTV's Stephen Totilo interviewed Matt Bozon of WayForward about the doomed project (which turned out not to be so doomed-- it went on to sell over 90,000 copies despite being totally redundant), discovering that what seemed like an inconsequential chat client was an extremely intensive undertaking.

""We had to prototype the game in the first 24 hours, having never seen the hardware, which is a huge testament to our programmers," Bozon said about the period immediately following their discussions with THQ. Bozon had to abandon his original concept of a DS game-- two gameplay tasks in two screens-- in order to fast-track Ping Pals.

"The design doc for that thing was actually a bunch of sticky notes on a dry board, and about every four hours we would redesign the entire game for that entire five-week span because the technology kept shifting. We were working 24 hours a day. There was no point locking the door because there was always somebody in there."

Hearing about the hardships involved with the development of that game, we actually feel pretty bad about making fun of Ping Pals all the time. They didn't want to spend so much time making Ping Pals. Nobody wants to make Ping Pals.

The good news, of course, is that WayForward got DS development tools and official DS developer status out of the deal. And, with the experience of Ping Pals and a number of no-doubt lucrative licensed games behind them, they've achieved a level of success that allowed Bozon to successfully pitch a minigame collection based on the "Duck Amuck" cartoon to Warner Bros. And their abilities got the notice of Konami, who handed over a very important franchise to the Shantae creators.