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…🇯🇵
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
as for why they're sold in packs of 10: basically, they wanted a cheaper point of entry than buying the whole thing, but they still wanted people to experience that arcade-like variety so they sold the games as packs rather than piecemeal, divided by generation
on whether they consciously sought to include specific games that hadn't been reissued: that was obviously a selling point but there weren't particular games in mind, nor did they get everything they wanted; this lineup was chosen as the best package they could put out right away
on how they solicited feedback for which games to include: they took it from all sorts of official channels as well as social media and so on, and their QA team is full of opinionated hardcore fans so they listened to their requests as well
the interviewer asks why they decided to include his beloved 19XX & why it wasn't ported before now: they're not sure why it was never ported & as time passes, whatever hurdles may have existed at the time tend to be forgotten, but they were able to do it now, so they did
the interviewer also mentions how it's widely believed by STG players that there's something specific to CPS2 that has prohibited ports of a lot of CPS2 STG, and they say that its more that all those indivudual STG with rights/contractual hurdles happened to be CPS2 games
(kinda went into this hoping they'd address the MAME thing but of course they didn't, I'll try to remember to come back to the rest later)

• • •

Missing some Tweet in this thread? You can try to force a refresh

Keep Current with GSK |

GSK | Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!


Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @gosokkyu

18 Feb
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
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
Read 16 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)…
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")
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…🇯🇵
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)
Read 4 tweets

Did Thread Reader help you today?

Support us! We are indie developers!

This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Too expensive? Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal Become our Patreon

Thank you for your support!

Follow Us on Twitter!