An extract on #denizliye
In 1998, Randy Glover became aware of the many fans of Jumpman and started working on Jumpman II, keeping a development diary at jumpman2.com (now defunct and just serving ads). The last recorded diary entry was made in 2001.
In 2004, Jumpman Jr. was re-released on the C64 Direct-to-TV.
In 2008, the original Jumpman was released on the Wii's Virtual Console.
In 2014, Midnight Ryder Technologies shipped Jumpman Forever for the OUYA micro-console, with planned releases for PC, Mac, iOS, and Android platforms. Originally titled Jumpman: 2049, the game is considered to be an official sequel based on rights given to Midnight Ryder Technologies back in 2000 by Randy Glover.
Yoshio Hongo of Nintendo explained the game's origins: "Square's RPGs sold well in Japan but not overseas. There have been calls from all ages, and from young girls, for another character to which they could become attached. Mario was the best, but had not been in an RPG. Nintendo's director, Mr. Miyamoto also wanted to do an RPG using Mario. There happened to be a chance for both companies to talk, which went well."
Development began in earnest during the second quarter of 1995. The game was officially unveiled by both Mario creator and producer Shigeru Miyamoto and co-director Chihiro Fujioka at the 1995 V-Jump Festival event in Japan. Miyamoto led teams at Nintendo and Square, who spent over a year developing the graphics. The story takes place in a newly rendered Mushroom Kingdom based on the Super Mario Bros. series. Square reported that the game was about 70% complete in October 1995. The developers created the interior elements such as columns, stairways, and exterior elements with advanced computer modeling techniques. Special lighting effects were used to create shadows and reflections that were meant to improve the 3D elements. With guidance from Miyamoto, Square developed the game, combining role-playing aspects of previous Square games like Final Fantasy VI with the platforming elements of Nintendo's games. Square's Final Fantasy series was the model for the battle sequences, while the tradition of Super Mario Bros. games demanded a lot of action. Mario's ability to jog in eight directions and jump up or down in threequarter perspective gave him a (comparatively) large range of motion. At 70% completion, the mix of adventure and action game play elements placed it in a category closer to The Legend of Zelda: A Link to the Past.
When Nintendo of America received a 60% complete version in November, the staff were surprised at the inclusion of an RPG battle system. The battle screens, using pre-rendered sprites as in the rest of the game, included attack animations of equipped weapons. In December, further development and improvements to the gameplay delayed the translation of the game. For example, the Chancellor, who was named the Mushroom Retainer in Japan, was called the "Minister" in North America. Plans continued through February for the North American version, changing the release date forecast from winter to spring.
Super Mario RPG: Legend of the Seven Stars is one of only seven SNES games released outside Japan to use the Nintendo SA-1 chip. Compared with standard SNES games, the additional microprocessor allows higher clock speeds; faster access to the random-access memory (RAM); greater memory mapping capabilities, data storage, and compression; new direct memory access (DMA) modes, such as bitmap to bit plane transfer; and built-in CIC lockout for piracy protection and regional marketing control. When asked about the possibility of a European release, Nintendo representatives said there were no plans for one, and remarked that preparing an RPG for release in Europe is far more difficult than other regions due to the need to optimize the game for PAL TV systems and translate it into multiple languages.