Shake Your Maracas in SEGA’s ‘Samba de Amigo: Virtual Party’

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SEGA’s Samba de Amigo franchise has been entertaining people with its vibrant blend of rhythm, action, and frantic fun since it first hit arcades in December 1999. And today, it enters a new area with the launch of Samba de Amigo: Virtual Party on Meta Quest 2, 3, and Pro.

Pick up your maracas and groove to over 40 hit songs from popular genres, with even more arriving as post-launch DLC. Alone or with friends, in fully immersive VR or the blended MR Party mode, Samba de Amigo is sure to get you in the groove. We sat down with SEGA Producer and Director of 2nd Development Department Shun Nakamura to talk all things Samba, including how the game evolved from its 2D arcade roots to an immersive 3D experience.

How long have you been in the games industry? How did you get your start, and what led you to your current role?

Shun Nakamura: I’ve been working at SEGA for more than 25 years. At SEGA, I’ve produced the Sonic series, Mario & Sonic, and original titles like Samba de Amigo, Billy Hatcher, and Rhythm Thief.

My role started as a planner, and now I’m a producer. The first Samba was produced from a project I proposed when I first started working here three years in, and now, more than 20 years later, it has a lot of meaning and is very emotional for me to work on this game again.

Did you know that the game would have an MR component from the get go? Or was that a decision that was made later in the two-year development process?

SN: No, we actually only heard about the MR component towards the end of the project.

We told the Meta Quest team that we would love to take part in this, and it was a sudden decision to do so.

To begin with, when we thought of music games and MR, we simply were proceeding with the idea of, “Let’s turn the room into a party.” That was the original plan, but we decided to do more with it because MR is a function with many new possibilities, so we ended up creating a mode called the MR Multiverse.

A multiverse is a world that looks similar to the one you’re in but with different rules. We think of MR as a kind of hardware capability that lets us jump into the multiverse space.

It’s an epic mode where you as the player travel through the various berths of courage, friendship, and love—all to save the multiverse. Although we had a short time to create this game, we think we have created something very interesting, and in a way something that is not like a music game. We can’t wait to see players experience that for themselves.

How did you go about selecting the track list?

SN: The first Samba de Amigo was started with the intention of delivering it to the Japanese audience. However, with this title, we wanted to make sure that people from around the globe could enjoy it, so from the very beginning of development, we wanted to make sure that Amigo would step out of the Latin genre, spread their wings, and entertain people with all genres of music.

Since we’re Japanese developers in a fairly domestic area, it was difficult for us to show a sense of balance there, so this time we had the help of our overseas colleagues and advisors to help us select the music. Of course, we put a lot of emphasis on selecting songs with a groove that would fit with the series, so we eliminated any tracks from the list that were unlikely to achieve our concept of “silly fun” and selected only those with a rhythm that would allow people to really enjoy this style of game we created.

The world of music is wider than ever before, with a wider variety of tastes from a wider variety of people. We’ve prepared DLC, including K-POP music like BTS, Japanese virtual singers, and even anime music. We also have SEGA game music for those who enjoy our games. We’re looking forward to expanding our music selection in the future, so please stay tuned.

What sort of response have you seen while demoing and playtesting the game?

SN: For this game, we conducted numerous playtests to check customer reactions. We also have staff members in our studio who work on other music games, which are very popular in Japanese arcades, so they also took the time to experience the game and provide a wealth of feedback.

There were many parts they ended up enjoying, but what was particularly striking was the difference in reactions between the Japanese and western audiences. Many Japanese people are shy, so their movements are quite stiff at first. However, westerners were really getting into the groove from the very beginning, so it was educational to see the various reactions and differences that differed by each region. Our end goal was to create a title that would make people dance even if they wouldn’t otherwise do so, so we repeatedly tested and brushed up on the different poses, dance expressions, and other methods that would compel people to dance like they naturally would—no matter the environment.

At the beginning of our game, there is a tutorial where you pull out the legendary maracas from the base, and almost all westerners who pulled out the maracas would strike a pose by raising their controllers to the sky. It was very rewarding to create a game that would get people excited in a way like that.

What can fans of the original expect to see?

SN: Fans of the original title can quickly enter this game without having to worry about anything. I’m sure that those who played it will instantly recognize that familiar feeling of the original.

We also believe that players will enjoy the various gimmicks and different modes that were not present in past titles. They may appreciate that the “silly fun” concept of past titles has evolved into something more evolutionary. We even prepared a new difficulty level called “Crazy.” While in other music rhythm games, the difficulty level often implies that the notes become more complicated (like there are more of them), in this “Crazy” mode, players can expect a lot more intense movements than normal. While it wasn’t worth making it a key selling point, it still makes for an effective means of exercise.

How about folks who have never played the original or sequel(s)?

SN: This title is unique in that it can be immediately enjoyed by anyone who gives it a try. Many people imagine music games to be about precision and difficulty. However, the title doesn’t emphasize accuracy, but rather simple fun and the ability to just have a good time. More than ever before, there are a variety of modes to choose from. For those who consider themselves good at video games, there is “World Party,” a dance battle for survival between eight players and 12 Amigos.

For those who aren’t as competitive, there’s a challenge mode called “StreamiGo!”—a social media platform that is said to exist in the world of Amigos. In this mode, the better you play, the more your audience grows and the more famous you become as an influencer. We hope that you will give it a try, as we believe it will help you gradually improve your technique.

We’ve also got plenty of costumes to dress up your Amigos as well. There are even costumes based on familiar SEGA characters like Sonic and Tails, so be sure to look out for the DLC!

Samba de Amigo got its start in arcades. In what ways (if at all) do you see the VR version as a return to the game’s roots? In what ways is it a departure from what’s come before?

SN: Now that a great deal of time has passed, we decided to revisit the original concept of “silly fun,” and we believe that this style will be enjoyed far more in the VR version. When Samba first appeared in arcades, the game was enjoyed both by those who were playing and those who were watching. This entry has maintained that level of excitement. Now, after all this time, as we take another look at that concept, we have taken up TikTok as one of our keywords. Instead of doing something clichéd, we wanted to make the experience of the player rather spontaneous.

In order to create such an environment, we experimented with different approaches to the gameplay. One example is these randomly occurring instances called a “Happening.” There are more than 15 different Happenings, like doing different poses, exercises (like squats), playing baseball, catching a flying face with your own face, and so on. In your typical music rhythm game, you tend to play in a very straightforward fashion, but here, you may suddenly be required to act in unexpected ways.

I believe players will really enjoy this refreshing approach to the genre, and I’m sure it will be fun for those who are watching, too. With this, we were able to take the “silly fun” concept of Samba de Amigo one step further, so I hope you will enjoy its evolution.

Samba de Amigo: Virtual Party is out now on Meta Quest 2, 3, and Pro. And everyone who purchases the game on Quest 3 gets an exclusive in-game Quest 3-themed Amigo costume and maracas for free with their purchase.