G-MODE's celebrating the one-year anniversary of G-MODE Archives by once again taking user requests for feature phone games you'd like to see reissued—reply with the name of the game & maker/publisher with the #GMODEアーカイブス🇯🇵 request as many as you like but only 1 per tweet
in the year since the first G-MODE Archives release, they've reissued 36 🇯🇵 feature phone games, including a couple that are available on the US/EU eShops, and they've recently established a dedicated sub-label for third-party reissues, as well as plans to release them on Steam
oh and there's an April 24 deadline
for reference, here are some (incomplete) overviews of various larger galakei publishers' catalogues, starting with:
Senxin Aleste's hitting APM3 at the end of May! before then, it'll be on location @ Taito Hey, Sega Akiba 1st, Sega Kagurazaka & Club Sega Shinjuku from April 28 to May 20
btw, the director/programmer on Senxin Aleste is Daisuke Koizumi, who worked on a few late-era Cave games as well as Rolling Gunner
Genpei Toumaden: Namco's relatively dark, Shusse Kagekiyo-themed multi-format action game for arcades
Getsu Fuumaden: Konami's not-entirely-unoriginal take on that same thing, for Famicom—it's not a clone but their inspiration couldn't be more obvious
you might know Getsu Fuma directly as the other 8-bit DLC guy from Castlevania: Harmony of Despair
you might also know him indirectly via Bloodstained: Curse of the Moon's homage character Zangetsu, or via the first TMNT NES game which shares a lot of DNA with Getsu Fuumaden
from Arika's April Fools update stream: Fighting EX Layer Another Dash is out today for Switch in Japan & Hong Kong, with a worldwide release planned for this month—there's a free offline-only version with 4 characters, with a full roster+online unlock for ~¥2800
Shoji Masuda: "the PS3/P/V store's closing this summer…? that means there won't be an easy way for ppl to access Linda Cube, Oreshika or Gunparade March... if I were to produce a no-frills ¥1000 yen port of one of these games for PC & smartphones, which would you want? (poll)"
"if I were to use my Momotetsu sales bounty to fund development, it'd cover one game max; besides, I don't think anyone but Alfa System could be entrusted with the work, and procuring the people & money to port 3 games is physically impossible"
(btw, he's proposing PC/smartphone ports because he doesn't think straight ports of any of those three games would stand any chance of making it through submissions on content grounds)
they had Youichiro Miyake, a very esteemed AI researcher currently affiliated with Square-Enix, work on the game's "Meta AI" system, which goes beyond dynamic difficulty by attempting to determine the specific playstyle of the player in order to arrange enemy/item placement etc
they also share some broad details on how the Tims (Chao analogues) work, maybe I'll come back to it later if people really need to have it spelled out for them
re: adjusting to post-demo feedback, they basically just spell out what's in the day-one patch, nothing beyond that
Game Watch spoke to the people behind Sega's GO SEGA 60th Anniversary Album & Official Bootleg DJ Mix soundtracks: Yoshihiro "Moba" Ito, Hiroshi "Hiro." Kawaguchi, Yosuke Okunari, Kensaku Nishimura, Tomoya Ohtani & Naofumi Hataya game.watch.impress.co.jp/docs/interview…🇯🇵
I don't have time to break this down in detail, but some tidbits:
re: GO SEGA, Hiro really wanted to include elemeka music, as well as tunes from the laserdisc game Astron Belt, but the hardware's scarce & LD deteriorates over time so they couldn't guarantee a quality recording
the hardest games to record for GO SEGA were the older arcade games: Head On, Monaco GP, Tranquilizer Gun, etc—there are very few working authentic PCBs still around, they're all super expensive & Sega doesn't have a lot of them internally; Monaco GP's recording came from Mikado