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According to the game's director Tomoyoshi Miyazaki during a 1995 interview featured in Dengeki SFC and Famicon Tsuushin magazines, he was asked how the game's development began? He responded:
"We started the planning for Terranigma very shortly after completing Illusion of Gaia, so we’re about a year and a half into the development now. Of all our Super Famicom titles, I think Soul Blazer would be the most iconic Quintet game. However, the world of Soul Blazer didn’t feel like a big, epic—it felt more like you were playing a series of miniature set pieces. That was something I was left a bit unsatisfied with.
Soul Blazer had a unique worldview, though: in that game we tried to depict humans as viewed from a non-human perspective. So the inspiration for Terranigma came from the desire to combine that concept with an “epic”, larger world a la Illusion of Gaia."
Soul Blazer had a unique worldview, though: in that game we tried to depict humans as viewed from a non-human perspective. So the inspiration for Terranigma came from the desire to combine that concept with an “epic”, larger world a la Illusion of Gaia."
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