how are y'all liking Capcom Arcade Stadium? if this is your first time experience any or all of these games, or you just want to learn about the making of some of Capcom's all-time classics, there's a ton of relevant material on the @shmuplations archive (thread):
in this article, Capcom arcade leaders Yoshiki Okamoto & Noritaka Funamizu discuss the then-new CPS-1 arcade platform, alongside dev comments for every Capcom arcade game from 1984 to 1990, as well as comments from many of their signature illustrators shmuplations.com/cps1/
here's another, more casual 1991 retrospective with Yoshiki Okamoto, Noritaka Funamizu & Akira Nishitani on the origins of Capcom and many of the games they'd worked on shmuplations.com/capcom1991/
this interview with Ghosts 'n Goblins/Makaimura series creator (& director of the upcoming Ghosts 'n Goblins Resurrection), Tokuru Fujiwara, shares some brief background on the creation of the two arcade games, as well as Ultimate Ghosts 'n Goblins for PSP shmuplations.com/makaimura/
there's also another interview with Tokuro Fujiwara and planner Hiroshi Yamamoto about the making of Ghouls 'n Ghosts, the much-anticipated followup to Capcom's first really massive arcade hit shmuplations.com/daimakaimura/
this collection of interviews concerning the development of 19XX: The War Against Destiny, a 1942 series game that had never been ported to home platforms until today, covers the making of the game, the soundtrack, concept art and a light-hearted dev diary shmuplations.com/19XX/
this long interview with Capcom's legendary artist Akiman, conducted shortly after leaving the company in 2003, covers his origins and his long work history at Capcom, including the likes of Forgotten Worlds, Final Fight and Street Fighter II shmuplations.com/akirayasuda/
this interview with mastermind Akira Nishitani covers the making & release of the original Street Fighter II: The World Warrior and goes over their initial concepts, many scrapped & unseen game ideas and a reminder that SFII was, in fact, a PvP game shmuplations.com/streetfighteri…
this roundtable interview from 1986 saw participants from SNK, Nichibutsu and Capcom, including Yoshiki Okamoto & classic arcade composer Ayako Mori, talking about the craft of creating & composing music for video games shmuplations.com/gamemusic1986/
here's a 1999 interview with another of Capcom's legendary illustrators & designers, Kinu Nishimura, on her background, her opinions on her own work, working with Akiman and the games she contributed to, incluing Cyberbots & Armored Warriors (Powered Gear) shmuplations.com/kinunishimura/
this interview with Capcom's Nortiaka Funamizu and the developers at Takumi covers the making of the Giga Wing games, which were borne out of a third-party alliance spearheaded by Capcom as one of their last big pushes to bolster the future of arcades shmuplations.com/gigawing/
surprisingly, there aren't any articles on shmuplations dedicated to Progear, the horizontal STG developed by CAVE for Capcom, but this CAVE retrospective does include a couple of comments about the game shmuplations.com/cave-facts/
this 2011 interview with composer and sound designer Harumi Fujita covers her long work history and the games she worked on before, after and during her stint at Capcom, including the likes of Ghouls 'n Ghosts and Bionic Commando shmuplations.com/harumifujita/
lastly, here's a very simple multi-company questionnaire from 1985 that features some of the very earliest appearances from Yoshiki Okamoto, Tokuro Fujiwara and Noritaka Funamizu, such as they are shmuplations.com/20questions198…
...and that's that, but there's tons more Capcom & non-Capcom material in the vault that, with your assistance, could be translated sooner rather than later, so if you enjoyed reading any of these interviews, please consider becoming a patron! patreon.com/shmuplations
oh and that's "experiencing", today ain't my day

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More from @gosokkyu

18 Feb
the maniac at netlab who wrote the article about how Capcom had to reissue 19XX got to interview the developers of Capcom Arcade Stadium about, among other things, why they decided to include 19XX nlab.itmedia.co.jp/nl/articles/21…🇯🇵
the genesis of Capcom Arcade Stadium was an edict from Capcom boss Kenji Tsujimoto, who wanted to make Capcom's back catalog more widely available; from 2019, they basically investigated every game Capcom had released to see precisely what could & couldn't be reissued, either...
...due to prohibitive or ambiguous rights issues, technical issues, etc & from there, Capcom Arcade Stadium was devised as a means of releasing something substantive asap

this is the first shot towards mass archival & is separate from the likes of Belt Action Collection et al
Read 9 tweets
15 Feb
Kodansha Game Creators Lab, a program offering twice-a-year grants of ¥5m for up to 2 years for select indie devs, as well as one-off ¥5m payments for runners-up, has announced their first batch of winners (bumped up to 7 in each category due to demand) daysneo.com/info/GCL202102…
🇯🇵
primary grant #1 went to Hytecka, a dev with a popular following on youtube who's been attempting to make "the world's most interesting action-RPG", taking cues from Monster Hunter, For Honor, Souls, etc
🇯🇵
primary grant #2 went to ramuramu of Fantasy Factory, creator of freeware RPGs including their latest WIP effort, the action-RPG Yuuen Monogatari (fan-translated as "Faraway Story") fa2.s372.xrea.com/es/download.htm
🇯🇵
Read 16 tweets
9 Feb
Sega AM2 veteran Daichi Katagiri spoke to IGN about his origins, his dual love of games & cars, working under Yu Suzuki, his involvement with series like Virtua Fighter and Daytona USA & his love of the "real-time puzzle game" Outrun famitsu.com/news/202102/09…🇯🇵
on Akira's infamous Doppo Choushitsu input: the initial plan was to give it a 2-frame input window for the negative-edge G at the end but the programmer, who was still thinking in relation to 30FPS a la VF1, said a 2-frame window would be too wide & went with 1 frame, & when...
…he had Katagiri, who was the team's best FG player, test it out, & instead of saying it was ridiculous, he was like "it's tough but I managed to do it", and so it stayed as-is

(for the uninformed, you have to press K+G & immediately release G within 1 frame to do Akira's knee)
Read 9 tweets
29 Jan
former Raizing designer Mitsuakira Tatsuta has been unearthing lots of old sketches and character concepts from the original Bloody Roar🇯🇵 he says he drew ~300 character ideas in that time, with some (like this koala girl) received more coolly than others
an early version of the mole design that eventually became Bakuryu
Read 8 tweets
28 Jan
M2's patched six of the Sega Ages titles for Switch: Thunder Force IV/Lightening Force, Phantasy Star, Outrun, Gain Ground, Puyo Puyo and Virtua Racing🇯🇵 changes as follows: (thread)
Thunder Force IV: fixed a bug in the opening where a vertical scroll trick wasn't being properly reproduced

Phantasy Star: fixed some PSG noise bugs, as well as other minor fixes

Outrun: fixed a bug that caused ranking data to disappear when the attract demo was left to run for a while, as well as other minor bugs
Read 7 tweets
27 Jan
mighty bold of Balan Wonderworld to skip the lazy '90s nostalgia play and instead pit itself directly against every crowdfunded game you forgot you backed seven years ago
I've seen a lot of comments about this game that fixate on Naka, certain post-DC Sega games, etc and I think it's important to emphasise that the actual developer is Naoto Ohshima's studio Arzest which has a long legacy of mediocrity that extends to its predecessor, Artoon
Artoon/Arzest's RPG pedigree is respectable (mostly via association with Hironobu Sakaguchi) but their action game resume stars:

Blinx: The Time Sweeper & Blinx 2
several middling-to-bad Yoshi games
Hey! Pikmin (remember this?)
FlingSmash (you don't remember this)
VAMPIRE RAIN
Read 4 tweets

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