"I've already outlined the connection between these two games in my books, but I'd like to cover it again here, too: Shigeki Toyama, the designer who helped solidify Xevious after many dead ends, & Kikikaikai's original planner, Hisaya Yabusaki, were sempai/kohai in highschool"🇯🇵
"Taito had the Central R&D Lab ('ChuKen') but in the hopes of hitting upon fresh ideas, an in-house contest was held to invite non-ChuKen employees to submit game plans; the first such game was Hiroaki Sato's Scramble Formation & the second was Kikikaikai"
"Just as Namco's Kazunori Sawano envisaged Xevious as 'vertical Scramble', Hisaya Yabusaki's plans for Kikikaikai were inspired by his beloved Xevious, but deliberately opposite—Xevious was an autoscroller, so Kikikaikai was designed with free-scrolling"
"Chack'n Pop, Rumber Lumber & other games were popular with arcade rats but weren't big sellers; it's no coincidence that Taito's mgmt felt action games with unique rules wouldn't be profitable, and that the two games greenlit via this initiative were STG"
"STG were the bedrock of the arcade & maintained a certain popularity via being games anyone could play without instructions. that said, any old thing wouldn't fly; initially, Kikikaikai was being designed with 360-degree scrolling, but that idea was nixed"
"Kikikaikai losing 360-degree scrolling can be attributed to the failure of Metal Soldier Isaac—Isaac I worked similarly but players were aimless during loc test, so the devs redid the game w hard boundaries to guide the player & released it as Isaac II"
(to clarify, by "360-degree scrolling" they mean arbitrary scrolling on both the horizontal & vertical axis

btw, for those who don't know, Metal Soldier Isaac II was released with that exact title, even though the original version never made it to market)
"Yabusaki didn't want to turn Kikikaikai into a one-way scrolling game, so he added hori & vert sections & maze-like, pseudo-3D terrain; overlapping 3D terrain wasn't possible in the AC ver. but the FC ver, for which he did the initial plan, used this idea"
"initially, the main chara was a monk & while there was a shrine maiden chara, she wasn't playable; when programmer Kazutomo Ishida floated the idea of making her the player-chara at a planning meeting, everyone concurred & the 'OG Maiden Shooter' was born"
"Kikikaikai's main character Saya-chan was modeled after Urusei Yatsura's Sakura, who was Cherry's niece, a shrine maiden & teacher @ Tomobiki High School. The name 'Saya' was chosen via survey during development & the '-chan' suffix is considered official"
"Kikikaikai consciously tried to do the complete opposite of Xevious but the influence is everywhere: for example, Bake-Uri attacking from the well is derived from Derota/Garu-Derota, & Sayo-chan's rod move seems like it was inspired by Xevious' backfire"
"Xevious and Kikikaikai are curiously connected; according to Shigeki Toyama, when Hisaya Yabusaki was interviewing for a job at Taito's old toy production company, Toyama stopped over at his apartment before work at Namco to review his portfolio"
if you want more info like this, Zek (the person whose tweets I'm quoting) has written several books on many classic game subjects, incl. several about & with Shigeki Toyama beep-shop.com/ec/products/li…
🇯🇵

his authoritative Kikikaikai book seems to be OOP www5f.biglobe.ne.jp/~zekzek/sample…
🇯🇵

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More from @gosokkyu

17 Sep
Monster Hunter Stories 2? I thought that flopped and they were planning another MH spinoff with edgy teens or something
Fit Boxing 2, not shocked, that game did super well, especially in Japan
Disgaea 6 with 3D models? Disgaea 5's getting a NSO trial or something too
Read 10 tweets
16 Sep
technical difficulties, stand by
announcement #1: Ketsui Deathtiny's getting a North American release! release date's TBA, but they'll updates on the date for the main game & DLC soon

the Japanese version is also getting updated with some of the gadget tweaks made for the NA version
Read 19 tweets
15 Sep
Kenji Kaido: "Taito's arcade golden age was 1985-92, with '85-89 being particularly amazing; until then, Taito was so prolific—they released two new arcade games a month!—that ppl mocked them for 'quantity over quality', but during their golden age, they had quality to match"🇯🇵
"when Sega kicked off the deluxe cabinet boom, Taito initially followed suit w games like Midnight Landing & Full Throttle. Later (prob due to intl requests) they changed route to compact chassis; Operation Wolf went from remote monitor to all-in-one unit"
"Wolf was also planned as a conversion board for NY Captor; Chase HQ squeezed the seat into the very end of the enclosure, so the cabinet took up relatively little space; bc of this, both Wolf & HQ were huge overseas (the games themselves were great too)"
Read 7 tweets
15 Sep
M2's scheduled a "This & That Big Announcement Special" stream for September 16, 20:00 JP time that'll include news on Ketsui Deathtiny PS4 & other M2 ShotTriggers releases, plus segments on Game Gear Micro & Darius Cozmic Revelation youtube.com/channel/UC1Yy0…🇯🇵
odds are the Ketsui announcement has something to do with this ps4patches.com/CUSA17078 but I don't think it'll be quite that simple
btw, in case you've lost track of the M2 STG that may or may not receive news, they include:

Ubusana
Aleste Branch
Senxin
Ninja Soldier/Mononoke Ninpo-chou
"Gakuen"
Toaplan reissues (Kyukyoku Tiger, Hishouzame, Out Zone, Tatsujin-ou)
Boogie Wings/The Great Ragtime Show(?)
Read 5 tweets
14 Sep
here's G-Mode Archives' first real heavy-hitter: Yuusha Shisu (Hero Must Die): Directors Cut, out October 1 gmodecorp.com/gmodearchives/…🇯🇵
there were other popular feature phone RPGs (a few of which are or will be available on G-Mode Archives) but Hero Must Die was led by relatively high-profile creators (scenario by Shoji Masuda, chara designs by Shunya Yamashita, music by Kenji Ito) & very well-received critically
it was remade for Vita, and then again for PC/PS4/Switch as Hero must die. again—this version came out earlier this year and is available in English store.steampowered.com/app/1054050/He…
Read 4 tweets
9 Sep
holy shit at most of this but especially Gimmick Land—this was an early game by AlphaDream (Mario & Luigi RPG devs) that they initially planned to publish independently, but Nintendo took an interest and had them rework it for GBA into the Japan-only game Tomato Adventure
also cool: Sutte Hakkun GBA! the original Sutte Hakkun game/s were the first works by indieszero (Retro Game Challenge, NES Remix, Theatrhythm) & based on a FCDS prototype made as part of Nintendo Game Seminar
(I say "game/s" because it was an episodic/level-pack game with a bunch of different versions that overlap to some degree, across Satellaview, Nintendo Power & genuine cartridge release)
Read 5 tweets

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