Showing posts with label ten questions. Show all posts
Showing posts with label ten questions. Show all posts

Wednesday, October 09, 2019

Ten questions with Christophe Galati, maker of Save me Mr Tako

I had a keen eye on Christophe Galati's Save me Mr Tako: Tatsukete Tako-San long before it hit Steam and the Nintendo Switch eShop this time last year.

To put it another way, I drooled over this adorable, octopus-starring platformer back when it was still a Wii U title. And when it was being considered for the New 3DS, too.

In the end, neither of those now-defunct systems were blessed with Save me Mr Tako. Why? Sadly, I don't know. I rather stupidly forgot to ask Christophe about those planned-but-canned releases when he agreed to answer a few questions about the game a couple of weeks ago.

I asked him a number of other intriguing questions, though. Or at least I hope they're intriguing. You be the judge.

The Gay Gamer: How long have you been making games and what prompted you to start making them? Also, what kinds of games did you make early on?

Christophe: I was really into JRPGs and retro games growing up, as my brother was a game collector. I started to create games when I was 12, after discovering RPG Maker with a friend. My first attempt was a Pokémon fan game. It had a Final Fantasy-like battle system and a very dark story with Mudkip sacrifices.

I learned a lot, then decided to make more personal projects, learn pixel art and write stories. I continued using RPG Maker, and showed my work in online forums. At 18, I went to a game school--Isart Digital--in Paris, where I learned more about game design and programming while also working in the industry.

Christophe Galati sporting a Zelda tee

The Gay Gamer: I'm guessing Save me Mr Tako was your first "big" game--or at least the first one that was picked up by a publisher, made you money, etc. How did you go from developing games for fun, or on the side, to this?

Christophe: Correct, Save me Mr Tako is my first game as an indie. I started to create it in 2014, at a time when I was very depressed by the game school I was attending and the internship I had (where I was making a game for a French cheese company). It was the GameBoy's 25th anniversary year, I ate takoyaki for the first time and got the vision of an octopus character. All of this merged in my mind, along with my JRPG inspiration, and led to Tako.

I started with a small prototype that I published in September of that year, and it got a lot of visibility, especially in Japan. It gave me the motivation to make a full game of it, even though I was 19 at the time. I worked on it in my free time for three years, with the help of the composer Marc-Antoine Archier. Then, the game was selected for the Tokyo Game Show in 2016. It was like a dream come true. That’s where I met Nicalis. After that, I decided to leave my job and go full-time indie. The game finally released last October, after four years of hard work.

The Gay Gamer: How was that experience for you overall, now that it's behind you? Are you happy with how Save me Mr Tako turned out and how players responded to it?

Christophe: It’s never behind you. There are still many things I want to do with the game. I’m glad I was able to follow my vision and make the story come to life, as my first goal when designing a game is to tell a story. I’m proud to have made such a large game, but I’m kind of sad it has some balancing issues, as it was never my intention to make a hard game. After four years on my own, I couldn’t feel the difficulty anymore. Hopefully it will be patched soon so more people can enjoy the story.

I also learned a lot by working with a publisher, and feel prepared for what will come next. I’m glad players liked the game and identified with the characters, that it got the "hidden gem" aura and is considered one of the best GameBoy tribute games.

A scene from Save me Mr Tako

The Gay Gamer: Kind of an aside here, but Save me Mr Tako features drag queens. What made you decide to include them in the game?

Christophe: You can thank my friend Mirage for that! She introduced me to drag culture around the time I started development, and brought me to a few drag shows in Paris. It was so much fun! I’m all for making games more inclusive, to help the representation of LGBT characters--that’s something I want to keep doing in my next creations.

The Gay Gamer: Do you think you'll ever return to that world, perhaps with a sequel to Save me Mr Tako? And if you did ever return to it, what do you think you'd add to or change about it? Would it even still be a platformer?

Christophe: I hope I can return to that world someday. Now that I have more distance with it, I realized there were a lot of elements and ideas that came from the projects I made when I was a teenager, with an octopus twist. I guess it’s my own universe, and I want to keep expanding it.

But I don’t want to do a platformer again soon. My goal is to lean toward the JRPG genre, which is more suited to the stories I want to tell. I love to write universe and lore documents, so I may also create new worlds. Who knows what projects I will have the chance to work on in the future?

The Gay Gamer: You recently completed a five-month artist residency program in Kyoto. How did that change how you think about and make games? What are some of the things you learned there that are impacting your next game?

Christophe: Earlier this year, I got the chance to become the first game developer to be selected in a French artist residency. It’s something I've had in mind since seeing a documentary about Villa Medicis a few years ago. That made me think it would be great to have these kind of places open for game creators. When I discovered Villa Kujoyama in Kyoto, I had to apply. It was perfect for my needs, as my games are very inspired by Japanese culture.

Another Save me Mr Tako scene

I really think I grew up during those five months. It gave me more confidence as an artist and in the messages I want to express in my games. Being able to work in such a cool environment, surrounded by artists from very different fields and experiencing life in Japan--all those things inspired me a lot. It also gave me time to take care of myself after crunching on Tako, to get in better shape, to do research and a real pre-production this time.

The Gay Gamer: Speaking of your next game, it seems to be something you're calling the Himitsu Project. It appears to be inspired by Famicom games rather than GameBoy ones this time around. Is that the case? If so, why are you going for a Famicom aesthetic with it?

Christophe: Himitsu Project is a code name. I always saw Tako as a first step in a journey of paying tribute to and mastering the aesthetic of games that inspired me growing up. I started with the GameBoy, and am now moving on to the GameBoy Advance. I agree the current palette of the prototype is very limited, making it look like a Famicom game, but this way people understand it’s a prototype and that nothing is final. (That’s also why the character is still naked.) I hope that in future projects I’ll be able to explore aesthetics like the PS1 and DS, too.

The Gay Gamer: What else can you share about the Himitsu Project at this time? Does it fit into any particular genre or genres? Have any existing games served as inspiration for it? How far along are you in its creation?

Christophe: The game is an action RPG that's inspired by many games, including Illusion of Gaia, Golden Sun and Secret of Mana. The main themes it will deal with are secrets, how our society and people are built on traumas and how that consumes the world from the inside. It will follow several characters, including a drag performer.

Christophe Galati's Himitsu Project

It’s still the beginning of the project, I think it will take at least three years to develop--if I manage to not only work on it in my free time as I did with Tako. That’s what I’ve been working on since I returned to France--applying for funding and creating opportunities for the project.

The Gay Gamer: You say on your Patreon page that you want to form your own company at some point. Why is that?

Christophe: That’s also why I opened a Patreon page recently. It’s part of creating the good working conditions I’d like to have. I was able to develop Tako mostly alone, but in the future, I’d like to work with a team. That will benefit the quality of the final game and allow me to make even more ambitious projects. Starting my own company will help with funding, too, and that will provide even more opportunities. I’m just at the beginning of my career, and I want to see how far I can go to make my dreams come true.

The Gay Gamer: You also say you eventually want that company be seen as a modern Quintet. How exactly do you hope to follow in the footsteps of that company?

Christophe: For me, Quintet will always be a company with an aura, which made meaningful games. That is kind of what I aspire to--I want to create masterpieces, games that will inspire people as those games inspired me growing up.

My goal is not to revolutionize the game industry, but to explore new subjects, use gameplay to tell stories that will reach the heart of players, create great adventures that will make them understand things and help them in their own lives. I see games as an artform, and I want to defend that view. I believe our generation is the game industry of tomorrow, and I want to help make it less abusive and more inclusive.

See also: 'Ten questions with the guys behind the best GameBoy game you've probably never played, Tobu Tobu Girl'

Monday, September 16, 2019

Ten questions with Drew Mackie, host of the Singing Mountain podcast

I've got a confession to make: although I dearly love video game music (VGM from here on out), I pretty much never listen to it when I'm not actually playing a game.

Except, that is, for when I'm listening to an episode of the Singing Mountain podcast.

The thing is, I'd likely ignore Singing Mountain just I like ignore most out-of-context VGM if Drew Mackie weren't its host.

That's not just because of the dulcet tones of Drew's NPR-ready voice, by the way. You see, he and I go way back--in a manner of speaking.

Drew Mackie and Wario
I first became a fan of Drew's around the time I launched the blog you're reading right now. He had his own blog at the time, Back of the Cereal Box--it still exists, though it's been defunct since early 2018--that not only regularly covered video games, but regularly covered the kind of games I tend to enjoy.

In the years since, we've become friends via the comments sections of our respective blogs as well as on Facebook, Instagram and Twitter.

Anyway, between our similar taste in games and my appreciation of Drew's way with words, you bet your sweet bippy my ears perked up when he announced in mid-2017 his next venture would be a VGM podcast.

Speaking of which, Drew recently agreed to answer a few questions not only about why he started Singing Mountain, but how he named it, why he likes 16-bit VGM so much and more.

The Gay Gamer: You launched the Singing Mountain podcast just over two years ago. What spurred its creation?

Drew: To be honest, I had my first podcast and I thought I might do this as a side project to draw attention to the main project--do short little episodes about VGM and then tell people at the end that I have this other nostalgia-based podcast about movies. Very quickly thereafter, Singing Mountain ended up being the project I enjoyed more and before long, I ceased that first podcast and started tinkering around with what I could do with this VGM podcast format. I actually didn't know much about the VGM podcast community and quickly had to educate myself.

The Gay Gamer: Why did you name it Singing Mountain anyway?

Drew: Chrono Trigger! The original OST for Chrono Trigger has one track that you don't hear in the game because that area ended up being omitted from the final version of the game. That's "Singing Mountain." And that name alone evoked something magical and made me wonder about what this lost area might be like. The song has since been used in subsequent ports of Chrono Trigger, but I would still like to see the creator's original vision for it.

This wonderfully beefy piece of cover art wasn't used
for an episode, but I'm including it here anyway

The Gay Gamer: What has been your favorite episode so far?

Drew: "Ric Ocasek in Moonside," an episode I liked so much I actually made it twice, just to iron out the kinks and make it as good as I possibly could. This episode is about EarthBound, but also me and the general way that music can linger in your head for years, unattached to lyrics or anything that could help you identify what song you're actually remembering. If that makes sense.

The Gay Gamer: Which episode do you think is most emblematic or representative of Singing Mountain or even of your taste in game music?

Drew: People make fun of my titles sometimes, but as a gay dude who likes pretty things, I gotta say that the most representative episode of my show is one is called "A Beautiful Place by Moonlight." A big theme throughout Singing Mountain is how I like softer, quieter, more relaxed music, and this episode was all about music that evokes the night but not in a way that's sinister or, like, dark, if that makes sense. It's about how sometimes things are prettier at night. I like thinking of a really abstract theme and then figuring out the weirdest collection of music I can get together that fits that theme. Also, the cover art made me happy.

Runner up: the one about VGM that sounds like italo disco, because I feel like people aren't aware of italo disco, generally, but would be into the idea of disco and new wave having a baby. They actually have an italo disco night at one of the gay bars in L.A. and this makes me very happy. (Not that I'm taking credit for it.)

Drew's Birdo-focused cover art for Singing Mountain's
"The Best Saxophones in Video Game Music" episode

The Gay Gamer: What is your favorite aspect of creating an episode?

Drew: Knowing that I'm my own boss and can do whatever I want. That sounds bratty, but I like that I can break format any way I want and it's OK. I've never had an in-office job where I had that much freedom.

The Gay Gamer: What's the hardest or most annoying part of creating an episode?

Drew: Trying to decide between "I can make this work" and "maybe I can't, maybe I should go in another direction." I don't like putting something out there that I don't think is worth the listener's time, and if I can't deliver the goods, then I need to go with plan B. This last week, I actually ended up not posting an episode, just because nothing was coming together. I'm hoping the time off lets me come up with a good idea.

The Gay Gamer: I always look forward to seeing the cover art you create for each episode, and I'm sure I'm not alone there. I'm guessing you enjoy it too? How long does it usually take you to make a piece of cover art? And what's your process for making one?

Drew: Sometimes the pixel art takes me as long as the episode itself, but only because it's my favorite part. It's basically just doodling, really, because I'm taking existing, official pixel art from Spriter's Resource and then screwing with it and making it weird or taking stuff from two different contexts and making them exist together. It's weirdly relaxing, even when I'm doing it at 2 a.m. because the episode is done and I'm still trying to figure out the art.

The rad cover for a heart-pounding episode
called "A VGM Dance Party"

The Gay Gamer: You obviously have a particular fondness for game music from the 16-bit era. Is that simply because you grew up in the '90s, or is there more to it than that?

Drew: On one hand, yeah. I was born in 1982, so most of my video game playing happened in the 1990s. It's my pop culture sweet spot. However, there is a less objective reason why I focus on 16-bit stuff. Super Marcato Bros. is another VGM podcast, hosted by composers who can talk about music on a technical level. One of the hosts (I think it's Will) has said that he thinks 8-bit VGM is the pinnacle of the genre--and yes, it is a genre--because the technology with which VGM composers could make music was very limited. In order to make music sound good, those 8-bit composers had to be clever enough to work within those restraints and find was to make the technology sing. Alternatively, they could compose melodies that are so purely good and catchy that they'd sound good even being played with those limited means. Often they did both.

I totally think this is true. As video game technology evolved, the restraints gradually went away. So composers coming along later didn't have to be as clever or the melodies nearly as perfectly composed. Coming right after the 8-bit age, the 16-bit stuff is still feeling those restraints but also getting a little more wiggle room, technologically speaking. To me, 16-bit is the best, because you still had to be fairly clever but you could also benefit from a wider range of sounds and consequently do a little more. And then as you get into the PlayStation and Nintendo 64 era it kinda gets... less catchy, I would say.

Drew and his adorable pup, Thurman
The Gay Gamer: Regardless, what are your favorite 16-bit soundtracks?

Drew: EarthBound (because eclectic), Seiken Densestu 3 (which is Trials of Mana now and I'm so glad people get to hear how Hiroki Kikuta took his work from the first Secret of Mana to a slightly darker place), and Super Mario RPG (because I actually think Yoko Shimomura is the most versatile composer working today, having composed this and the original Street Fighter II and Kingdom Hearts and Mario & Luigi and a billion other things). Oh, and the Donkey Kong Country trilogy. And then Treasure of the Rudras would probably be the one less famous OST from this era. Also Lufia II is better than you might remember.

The Gay Gamer: Do you have any favorite game soundtracks or even individual songs that come from outside the 16-bit era? If so, what are they?

Drew: Samurai Shodown! Especially the first three. Because I feel like the SNK fighters aren't remembered necessarily for their music, but the composers really nailed the mood of these games. And the DarkStalkers games are where Capcom always liked to get weird and experimental and kinda gay, if I'm being honest. And that includes the music. And then Wario Land 4 is just.... fascinatingly bizarre.

See also: 'Ten questions with the guys behind the best GameBoy game you've probably never played, Tobu Tobu Girl'

Wednesday, April 24, 2019

Five (more) questions with the makers of Tobu Tobu Girl Deluxe

A little over a week ago, I published an interview with Simon Larsen and Lukas Erritsø Hansen, the two guys who, along with musical artist potato-tan, made the homebrew GameBoy gem known as Tobu Tobu Girl.

If you read through that interview, you know that I conducted it over a year ago. I conducted this one, which focuses on the GameBoy Color-compatible Tobu Tobu Girl Deluxe, far more recently--just a couple of days ago, in fact.

Speaking of which, you can learn more about--and back a boxed release of--this colorized and otherwise enhanced version of Tangram Games' flagship title via the Tobu Tobu Girl Deluxe Kickstarter that ends on May 4.

Tobu Tobu Girl Deluxe title screen

The Gay Gamer: What prompted you to make a deluxe version of Tobu Tobu Girl? Also, when did you make the decision to go this route and when did you get started on it?

Simon: We had been toying around with this idea all the way back when the game was early in development but never went beyond some some colored mock-ups. Tobu Tobu Girl was our first GameBoy project, so we already had our hands full making it work on the DMG.

It wasn't until First Press Games approached us in late 2018 suggesting a "deluxe" version to go with the physical release that we actually started working on it. The (non-GameBoy) game we were working on at the time was not really working out, so this seemed like a nice distraction. As much as we like the original grayscale version, the DMG screen is not very suited for the fast gameplay of Tobu Tobu Girl, so we always felt like the game was best played on a GameBoy Color or Advance anyway. That seemed like a good reason to make a proper colored version.

Early Tobu Tobu Girl color mock-up

The Gay Gamer: Is Tobu Tobu Girl Deluxe simply a colorized version of the original game, or is there more to this project than that?

Simon: Besides the obvious addition of colors, a lot of the in-game graphics have been overhauled, both in the grayscale and color versions.

We are also working on some larger additions to the game that we unfortunately can’t reveal too much about yet since some of it is tied to the Kickstarter stretch goals. But we promise there will be some really cool new features regardless of whether any of the stretch goals are met.

Tobu Tobu Girl Deluxe "Clouds" stage

The Gay Gamer: Have you encountered any problems or issues while turning the original game into Tobu Tobu Girl Deluxe? If so, can you talk about a few of them and how you overcame them?

Lukas: While at first glance it might have seemed pretty straightforward colorizing the four-shade graphics of the original game, it did come with its share of challenges. Since no (eight-by-eight-pixel) tile can consist of more than four different colors, and no more than eight unique four-color palettes can be present at any time, I had to rework a lot of the tile-based assets from the original.

Especially the score tally screen illustrations were heavily altered to fit the color restrictions, as you would have a tile consisting of the background color, outline, skin, skin shade, jacket, and the shading on the jacket. In the grayscale version, these are just four colors, whereas in the color version I would often end up having tiles like these with five or six different colors.

Tobu Tobu Girl Deluxe "Space" stage

Another problem was the issue of choosing colors that would present well on the GameBoy Color screen. The RGB colors do not translate to the GameBoy Color screen like they would on a standard monitor and generally look more washed-out. Although most emulators have ways of emulating this effect, none of them really seemed to emulate it that closely, so this led to a lot of trial and error.

Simon: On the programming side, this process has mostly been fairly simple. Most of the effort went into writing and rewriting tools for getting the assets into the game. All the new assets increased the amount of data in the game quite a bit, so we had to restructure the ROM’s layout to make everything fit nicely. This hasn’t been a major issue though, since cartridges for the physical release--and any decent flash carts--have way more memory available than we’d ever need.

Tobu Tobu Girl Deluxe "Dream" stage

The Gay Gamer: Tobu Tobu Girl was made to the original GameBoy's specifications. Tobu Tobu Girl Deluxe is being made to the GameBoy Color's specifications. Surely this means your next project will be Tobu Tobu Girl Advance, made to the specifications of the GameBoy Advance? Seriously, though, do you ever see yourselves making a proper sequel to Tobu Tobu Girl?

Simon: For now, I doubt we will ever make a sequel. We have already put more time and energy into Tobu Tobu Girl than we ever planned to, and I think I speak for both of us when I say we’re ready to do something else. Overall, we are also pretty happy with the final design: each enemy serves a specific purpose and I think the game allows a decent amount of player expression with only a few core mechanics. If we would ever decide to make a sequel, it would be because we wanted to make a fundamentally different game.

Tobu Tobu Girl Deluxe menu screen

The Gay Gamer: Can we ever expect to see Tobu Tobu Girl or Tobu Tobu Girl Deluxe for sale on the Nintendo Switch (or even the 3DS) eShop? If so, when? And if not, why?

Simon: While that would be pretty cool, it is highly unlikely. I don’t think Nintendo would ever allow any emulated games on the eShop. And even if that was the case, I hear getting games certified for consoles is also huge pain. We are making games for fun, not for profit, so we would rather put that energy into making something new.

See also: the Tobu Tobu Girl review I wrote for Hardcore Gaming 101

Friday, April 12, 2019

Ten questions with the guys behind the best GameBoy game you've probably never played, Tobu Tobu Girl

Back in late 2017, a little two-man company called Tangram Games released a homebrew GameBoy title called Tobu Tobu Girl.

I became aware of Tobu Tobu Girl just before it hit the internet (digitally) and Tangram Games' shop page (physically), but ignored both iterations for some time after that because I assumed it wouldn't be very good.

In the immortal words of Vivian Ward, Julia Roberts' character in Pretty Woman, "Big mistake. Big. Huge!" You see, after I finally got around to trying Tobu Tobu Girl, I basically spent the next six or so months slapping myself silly for failing to nab a boxed copy of it.

If only I'd watched GameBoyle's BoyCurious Tobu Tobu Girl review earlier. In it, host Mat declares this to be one of the best titles he's played on Nintendo's first handheld game console. That sounds like a ridiculous claim, I know. But after putting more hours than I'd like to admit into it, I can say with some confidence that Tobu Tobu Girl actually is one of the finest GameBoy games around.

Tobu Tobu Girl both looks, feels, and sounds--this last bit is thanks to artist potato-tan--like something Nintendo or maybe HAL Laboratory would produce. Every single aspect of it is as clean and tight as can be. Even better, it's endlessly enjoyable and entertaining--quite a feat when you're talking about a title with just four stages, each of which can be finished in under a minute.

Now you know why I can't seem to shut up on Twitter about the recently launched Kickstarter for Tobu Tobu Girl Deluxe, a GameBoy Color-enhanced reworking of the original.

In an effort to raise awareness about both Tobu Tobu Girl and the just-mentioned Kickstarter for its colorized follow-up, I'm finally publishing this interview I did with Tangram Games' Lukas Erritsø Hansen and Simon Larsen well over a year ago.


The Gay Gamer: You first started work on Tobu Tobu Girl back in 2014, as part of the third GBJAM game jam. Did you come up with the idea on the spot, specifically for that event? Or had you been thinking of it for a while beforehand?

Simon: The idea was something we came up with during the jam. We wanted to make a game with a musical element, where everything in the game would be synced up to the music and parts of the music would be produced by player’s actions. Sort of like a 2D platformer meets Rez. Though what we ended up submitting for the jam was nothing like that. In the end we didn’t even manage to put in any sound at all.

The Gay Gamer: The version of Tobu Tobu Girl you produced for GBJAM 3 was pretty different from the one you made available to the masses in late 2017. Why did you change it so drastically? Were you unhappy with how the GBJAM 3 version looked or played?

Simon: I think the main reason was simply that the initial idea wasn’t very fun. We initially wanted everything to sync up to the music, but that quickly proved too restrictive so we moved in a more puzzle-like direction. After the jam, we still weren’t very happy with how the game played and kept tweaking the design until we at some point decided that a more arcadey and twitchy gameplay style was simply more fun and closer to something we’d enjoy ourselves.

Lukas: Regarding the look of the game, we did intend to keep the style and assets from the jam version. However, during the time that we were working on the game I was at a point of rapidly improving my drawing and spriting skills. About two years into the project, I just couldn’t stand looking at the game, and as such redrew just about every sprite.


The Gay Gamer: Can you explain some of the biggest changes you made to the game from its 2014 build to its 2017 one? For instance, the early version was kind of like a single-screen puzzler, while the latest version is more of a twitchy score-attack game. Also, the early version didn't have an HUD, while the latest one does--and you moved it from the bottom of the screen to the side during development. How did you settle on those alterations?

Lukas: We early on decided to change the core concept to something more akin to Winterbells. I think having some kind of scrolling was important to us at the time. In the early version you navigated the screen by simply bouncing on enemies, like in the jam version essentially. At some point we decided to add power-ups to the game, an include that on one hand added a lot of variation to the game but also muddied the concept a bit. In the end we took the power-ups we found added most to the game and incorporated them into the set of core mechanics, the dashes and “boosting.”

Simon: The HUD was added when we introduced power-ups. The player would collect orbs scattered throughout the level, and once they had gathered enough, they would be rewarded with a random power-up. The HUD was added in order to show the player how many orbs they had collected, as well as their progress through the stage. Problem was, the HUD covered more than 10 percent of the screen vertically, which made the game significantly harder, so we had to move it to the side instead. Luckily, this also made the progress tracker much better, as it would now move up vertically along with the player.


The Gay Gamer: Did you look to any existing games for inspiration while creating the first version of Tobu Tobu Girl? If so, which ones?

Simon: I think I’d been playing a lot of Rez and Electroplankton at the time and was in love with this idea of the gameplay influencing or possibly even creating the music as you play. However, in terms of the actual gameplay I don’t think we were really inspired by anything in particular.

The Gay Gamer: And how about the current version of Tobu Tobu Girl--did your sources of inspiration change at all when went to alter its gameplay?

Lukas: I was playing a lot of Ultra Street Fighter 4 at the time. There’s a character in that game that relies heavily on these sort of teleport-like dashes. I really wanted to try to imitate the snappiness that I felt playing that character. As strange as it may sound that ended up being a defining point in the design process. When it came to the actual implementation of that core mechanic, that took quite a few tries and approaches before arriving at what ended up in the game.


The Gay Gamer: The first thing that struck me when I saw footage of Tobu Tobu Girl was how much it reminded me of Nintendo's Balloon Kid. Specifically, your game almost seems like a sideways take on that GameBoy classic. Is that connection intentional or accidental?

Simon: Completely accidental. Neither of us actually knew about Balloon Kid when making the game, but I can definitely see where the comparison is coming from. I think Upwell--as in, Downwell but upwards--is more fitting, though that wasn’t something we were really aiming for either.

The Gay Gamer: What does the "tobu tobu" part of this game's name mean? A quick check of Jisho.org says "tobu" usually means to fly, soar, or jump. Did you have any particular translation or localization in mind when you came up with the title Tobu Tobu Girl?

Simon: We don't really have an “official” translation but it is supposed to mean something like “Jump Jump Girl.” The title is an homage to Japanese titles like Noby Noby BoyDoki Doki Panic, ChuChu Rocket! We are obviously very inspired by Japanese games in general and we wanted the title to reflect that. Same goes for the box art--both for the jam version and the final release.


The Gay Gamer: Did you encounter any particular problems or issues while making either version of Tobu Tobu Girl? If so, what were they--or what were the worst--and how did you overcome them?

Lukas: Graphics-wise the main challenge came partly from the limited sprite and tile count, and partly from the limited color palette. Making sure the sprites are easily readable from the background was a problem and something I don’t think we entirely succeeded at. In regards to the sprite count, I don’t think there’s any animation used in the actual game that has more than two frames. Due to the limited tile count, I probably spent more time reducing and keeping each background to the allowed amount of tiles than I spent drawing them.

Simon: Perhaps the biggest challenge was getting the physical edition ready. You obviously can’t just call some company and have GameBoy cartridges made in 2017, so figuring out how to do that in a feasible and affordable way was quite difficult, and at some point we were convinced it would never happen. Even something as simple as getting high-quality manuals and cardboard boxes manufactured in such a small quantity was not trivial. These challenges are ultimately the reason why the game was so long in the making. In the end it was definitely worth it, though.


The Gay Gamer: What are the main challenges of making a GameBoy game that plays on actual hardware? 

Simon: The main challenge was definitely to make sure the game ran at a nice and stable frame rate. Tobu Tobu Girl game is fairly fast-paced and even the slightest slowdown is very noticeable and is likely to throw you off and kill you. Often we would add some new feature only to have the game suddenly slow down. Then we would have to either optimize it, remove it, or get rid of something else. This can of course be quite frustrating, but it also helps you prioritize which elements are really necessary.

Another big challenge was the music and sound effects. The GameBoy does not really have any functionality for this--you can only tell it to play a certain frequency with a certain wave form at a certain volume. In order to add music, we had to implement a sequencer, which is basically a small program responsible for playing the right notes at the right time. potato-tan, the game’s composer, would write all the music in some weird music notation language we based on MML (Music Macro Language) that we could then convert into something the sequencer understands.


The Gay Gamer: Are you two GameBoy fans yourselves, or did something else spur you to develop a GameBoy game in 2017?

Simon: I used to be a pretty big GameBoy fan. I rarely play on it anymore, but I still adore it quite a lot. It was the first console I owned, so there is obviously a fair amount of nostalgia involved as well. However, I think the main reason is simply that it seemed like a fun challenge. I had played around with making GameBoy homebrew all the way back in 2010. Later in 2013, we wanted to participate in the second GBJAM game jam and decided it would be more fun to make an actual GameBoy game. We ended up making an (also unfinished) prototype of a GameBoy game called Super Catacombs. About a year later, we once again participated in GBJAM, this time working on what would become Tobu Tobu Girl.

Lukas: I’ve only very recently acquired a GameBoy, though I did own one as a kid. In that regard I’m not much of an actual GameBoy or even retro fan. The main draw was the challenge of making the game run decently on actual hardware. That meant seriously limiting frame count on animations and very laboriously reducing the count of unique tiles on each background.

See also: previous 'ten questions with...' posts featuring auntie pixelante, Peter Bartholow (of Indivisible fame), Dudedle Studio, the guys who created Wizorb, the guy chiefly responsible for the English fan translation of Ripened Tingle's Balloon Trip of Love, and the makers of THE 'DENPA' MEN 2

Wednesday, January 31, 2018

Ten questions with Space Dave! (and Woah Dave!) creator Jason Cirillo

So many amazing indie games are hitting the Switch eShop these days that it's getting hard to keep up with all of them.

A relevant case in point: although I adored Woah Dave!--a frantic, Mario Bros.-esque platformer released for 3DS, PC, PS4, Vita, and Wii U back in 2014 and 2015--I totally blanked on its spiritual successor, Space Dave!, until right before it hit the Switch eShop late last week.

Oh, well, all that matters now is it pinged my radar just in time. And, boy, am I glad it did, as I've become thoroughly smitten with Space Dave! in the four-plus hours I've spent with it thus far.

Don't worry, I'll share some impressions of the game in the next week or so. Today, though, I'm sharing the contents of a little tête-à-tête I recently had with its creator, Jason Cirillo.

Before we get to that, I need to make something clear: although proper references to both Woah Dave! and Space Dave! end in exclamation points, I'm going to remove them from here on out in an attempt to make this post as readable as possible.



The Gay Gamer: After the success of Woah Dave, I’m sure a lot of people felt, as I did, that you’d follow it up with a direct sequel. What made you go off in a different direction and make a game inspired by the fixed-shooter genre instead?

Jason Cirillo: The initial idea was that these games would all be arcade homages brought into the modern era. Woah Dave, for example, pulls systems from some of my favorites like Mario Bros., Bubble Bobble, and Space Panic. I wanted to do another homage-style game that pulled from an entirely different set of games. That's kind of how Space Dave was born. Some of the inspirations, like Galaga and Space Invaders, are fairly obvious, while some others, like Gaplus and Missile Command, might not be. There might be more games in this series that are totally different genres as well, who knows. There might also be a direct sequel to Woah Dave yet to come. It would have Woah Dave in the title.

The Gay Gamer: Did any more modern games serve as Space Dave’s inspiration?

Jason Cirillo: I'm not sure there's a specific title, though the more modern tower defense genre has crept in there quite a bit. Japanese bullet-hell shooters also were inspiring, though I don't do much of the fancy bullet patterns like they do.



The Gay Gamer: Do you think someone has to be a fan of old, fixed-shooter games like Space Invaders to enjoy Space Dave? Or, what are the aspects of Space Dave that you feel will or could appeal to people who maybe have never even heard of Space Invaders?

Jason Cirillo: I think it helps to be a fan, though I don't think it's necessary. I playtested the game with lots of people who aren't necessarily big retro game players, and they enjoyed it a lot. Lots of them like Space Dave better than Woah Dave. I don't think you'd have had to have heard of Space Invaders to enjoy it. Not to be cheeky, but in 1975, the entire world hadn't heard of Space Invaders. That proved to not be a problem for its eventual release!

The Gay Gamer: Which aspects of Space Dave did you create, and which aspects did other people create?

Jason Cirillo: I am the creator and director of the game, and I coded the original prototype of the game. I also did the music, sound, and graphics. When we went to console, we brought in a programmer familiar with the environment necessary to port it to work on Nintendo Switch. Our programmer, Garrett Varrin, is known for his work on Shütshimi as well, and he not only coded the Switch version, but he also lent a lot of great ideas to the game itself and really added a lot to the fun factor. The game definitely would not exist without his fantastic work on it.



The Gay Gamer: Did you encounter any particular challenges while planning, designing, or developing Space Dave? If so, what were they and how did you overcome them?

Jason Cirillo: The big problem was just trying to not be a straight-up Space Invaders or Galaga clone. I wanted it to clearly and unapologetically be inspired, like Woah Dave was, but I wanted it to be new. Making it feel new was the challenge. But I enjoyed that challenge a lot. I tried to overcome it by going back to what made Woah Dave work. I looked for opportunities where strategies could be developed and implemented. Putting in new gameplay elements that players could learn to use to their advantage was one way, like having the ground you walk on be a volatile element was a big part of that. Making stronger enemies that can more easily kill you become stronger allies to work for you was interesting, too. There's a fair amount of risk and reward in the game that makes it feel fresh.

The Gay Gamer: What are you proudest of when you look at and play the finished product?

Jason Cirillo: I'm proud that I made a game that I liked and that I wanted to play and stuck by that as my mission. Really, that's the only way I know how to make games. I'm always proud of finishing a project and seeing it in the hands of people who are having fun with it. That's always a really good feeling.



The Gay Gamer: I know Space Dave just came out, but how is it selling so far? Is it matching your expectations, exceeding them, not meeting them--or maybe something else entirely?

Jason Cirillo: It's doing way better than we expected, to be honest. Woah Dave also did really well--frankly, also better than we expected--so I think I expected there would be a little cultish following for Space Dave. Still, I'm blown away with how well it's actually done so far.

The Gay Gamer: Do you have any plans to port Space Dave to other systems at this point, such as PS4 or 3DS?

Jason Cirillo: No solid plans for other consoles at the moment, but I am very open to it. We're probably bringing it to Steam.



The Gay Gamer: How about Woah Dave? Is there any chance it’ll follow Space Dave onto Switch sometime soon?

Jason Cirillo: When we get a lot of demand, we listen. And we have gotten a lot of requests for Woah Dave on Switch. So, there's a really good chance.

The Gay Gamer: You recently asked people on Twitter which other genres they’d like you to explore in future Dave games. Did that help you at all? And did you already have an idea as to which other genres you’d like to tackle before you sent out that tweet?

Jason Cirillo: Yes, the responses I got from that question on Twitter did help. Some really fun ideas there for sure. I have a few old arcade games I'd like to pull from in another Dave game, though I'm not sure I am ready to spill the beans just yet on that. I'd love to just go berzerk in the third installment and have a lot of fun with it.

See also: previous 'ten questions with...' posts featuring auntie pixelante, Peter Bartholow (of Indivisible fame), the guy chiefly responsible for the English fan translation of Ripened Tingle's Balloon Trip of Love, the guys who created Wizorb, and the makers of THE 'DENPA' MEN 2

Friday, August 18, 2017

Ten questions with the guy chiefly responsible for the (nearly complete) English fan translation of Ripened Tingle's Balloon Trip of Love

You're all waiting with bated breath for the English fan translation of Ripened Tingle's Balloon Trip of Love to be released, right?

Don't tell me this is the first you're hearing of it. I wrote about it back in May--in a post titled, "Coming soon-ish to a DS near you: a fan translation of Irozuki Tincle no Koi no Balloon Trip"--for crying out loud.

Unfortunately, we've still got a bit of a wait before the patch is finished and made available to the hand-wringing masses. In the meantime, here's an interview with the guy who not only got this project off the ground but is seeing it through to its release.

I can't share his name in this post for reasons that should be obvious. I can, however, share the handle he tends to use for his fan translation work: joesteve1914.

With that out of the way, let's get to the 10 questions I recently asked joesteve1914 about this tantalizing project as well as his responses to them.

The Gay Gamer: Why did you decide to translate Irozuki Tincle no Koi no Balloon Trip? Are you Tingle fan from way back? Or maybe you're more of a general DS, Nintendo or Zelda fan?

Joesteve1914: I'm a big Zelda fan. I've loved the Legend of Zelda series my entire life, and I've played almost every game in the series. When I learned of the Tingle series, I was instantly intrigued since Tingle is one of my favorite characters. (Not many people share that opinion!) I played Freshly-Picked Tingle's Rosy Rupeeland and liked it, so I wanted to experience its sequel as well.

The Gay Gamer: When did you start this project? You launched its blog in early 2013, but based on your first posts, it sounds like the project began before that?

Joesteve1914: Yeah, the blog was something I thought of a few months after I started working on the game. If we're being really technical here, I suppose the project started on July 31, 2012, at around 5 pm EST. That's when I posted in the RHDN forums asking for help with hacking the game, since I had never done ROM hacking before. I basically spent the next two years trying to learn about ROM hacking in my spare time. I didn't have the help or the knowledge to start a long-term project like this until the beginning of 2014. So realistically you might say the project started “for real” in 2014.

The Gay Gamer: How many people have worked on or are currently working on the patch? Also, can you explain what each person on the team has worked on or is working on now?

Joesteve1914: In total, around 13 people have contributed to the project so far. At the moment, our team consists of five people. First up we have our translators, waldrumpus and DaVince.

DaVince joined in early 2014, right around the time a major development occurred that made the translation of the script a realistic possibility. He translated the first “page” and some other miscellaneous stuff in the script. He also sometimes stops by our Slack channel and helps us with localization decisions (names, how to translate puns, etc.).

As for waldrumpus, he joined in August of 2014. Like me, this was his first time working on a fan translation. Despite this, he went on to translate nearly 90 percent of the very lengthy script by himself. The dedication waldrumpus has had over the last few years has been amazing. He also is going to be involved in the editing process and will be there to assist the other editors if they have questions.

Next up we have chir-miru, who's been helping out here and there since 2012. At the beginning of the project, chir-miru and I both worked on hacking, which included figuring out how to edit the script and the graphics in the game. We parted ways for a while, but chir-miru came back in 2016 and helped out with some graphics editing.

Zell0s joined in July of 2016 as a graphics editor. He’s been a great help to the graphical side of the project. He did, by my estimate, nearly half of the graphics in the game himself before he left the project this year. We also have masterofzoroark on the graphics side of things. He joined in June of this year. He's been a great help in recent months, too--especially as we near the end of the graphics editing. Finally, we have Pandamanu, who very graciously did the English graphics for the chapter scrolls in the game. There’s around 44 of those, so this was a big help and sped the project up a lot.

And then we have our script editors. We’re still assembling this team, so that work hasn’t really begun in earnest yet.

Although not part of the team, these next few people have also been a huge help to the project. There’s DarthNemesis, who coded the awesome script dumper and extractor (I can’t even imagine editing the text manually), as well as FShadow, who created the new English title logo.

There’s also Auryn, Kelebek, Normmatt and FAST6191; they have given advice and assisted me with some of the more difficult (at least for me!) hacking.

The Gay Gamer: What has been the biggest stumbling block to the project so far? Or what has been the biggest problem you've encountered since you kicked it off?

Joesteve1914: For me personally, the biggest stumbling block in general has been my inexperience with rom hacking. When I started this project back in 2012, I had no experience whatsoever in hacking; in fact, I decided to learn rom hacking for the purpose of translating this game.

I’ve had a lot of problems in terms of hacking that I’ve had to overcome, but the most major one would be figuring out the game’s text engine; specifically how to fit in more text, since English takes up more space than Japanese most of the time. Thanks to the help of Kelebek, we now know that the game uses an unconventional way of determining the length of text. Long story short, it ranges from extremely painful to impossible to expand the amount of text displayed manually. Fortunately, DarthNemesis’s text editor makes editing the text as easy as editing a .txt file.



The Gay Gamer: Have you been pleasantly surprised by anything while working on this translation?

Joesteve1914: I think what surprised me the most was the support and encouragement we got from people. Seeing hundreds of people view the blog every day, as well as the comments that people leave, is very encouraging. I’ve even received a few offers to donate money to the project! Unfortunately, if we accepted anything we’d be asking for a cease-and-desist letter from Nintendo.

Friday, May 03, 2013

Ten questions with the makers of THE 'DENPA' MEN 2: Beyond the Waves

You may have heard the news, revealed yesterday, that THE "DENPA" MEN 2: Beyond the Waves will hit the North American (and European) 3DS eShops on May 30.

If not, well, you've heard it now.

Anticipating that announcement, I recently reached out to the company behind this series of portable RPGs, Genius Sonority, and asked if someone there would be willing to answer a few questions about it. Surprisingly, someone agreed--with that someone being CEO Manabu Yamana.

Before I get to the meat of our little tête-à-tête, I have to point out what Yamana said when I asked if he and his colleagues at Genius Sonority were happy with the first game's North American sales. "We’ve had a lot of positive feedback from users and the media," he shared, "but unfortunately, we had some trouble with PR and getting the word out, so we were not able to tie the positive feedback into sufficient sales."

Thankfully, the company decided to localize THE "DENPA" MEN 2: Beyond the Waves despite the original's seemingly disappointing sales.

Speaking of Beyond the Waves, read on to hear what Yamana has to say about this soon-to-be-released (with an $11.99 price tag attached to it) digital title--including whether or not this iteration will feature a few more female characters than the first and whether or not it will allow gamers to scan QR codes created in other regions.



The Gay Gamer: I've read that you made quite a few changes while creating THE "DENPA" MEN 2. For instance, there's an overworld this time around and also at least one town for players to explore. Why did you decide to make these changes? Also, are there any others that you hope people will find interesting?

Yamana: We were already thinking of including an overworld in the sequel when we were making the first game. We created the first game with the aim of getting people acquainted with the series, so we didn’t include too many complex elements and we used a simple and fun system that consisted of battling monsters.

This time, a lot of the players will be familiar with the first game, so we included an overworld map to walk around on, in order to create the sense of a bigger world.

We’ve also visualized equipment this time, so you can have fun dressing up your Denpa Men any way you like, and you can even take pictures of them. You can also enjoy fishing in the sea and in rivers, and cultivate plants this time.

We’ve also added dungeons that use the StreetPass function, and you can fight other players on line as well, so there are a lot of new things for everyone to enjoy.

Thursday, November 10, 2011

Ten questions with one of the main dudes at Dudedle Studio

I had such a blast playing through Dudedle Studio's Sugar Shooter a few months back that shortly after I finished my review of it I reached out to Punipen, the studio's chief designer, programmer and scenario writer, in an attempt to get to know the guys behind this boss-rush, bullet-hell shmup that's aimed at the bara-loving set a bit better.

Thankfully, he wasn't at all turned off by my (completely honorable, I assure you) advances and graciously agreed to answer a handful of questions--I know only nine appear below, despite the promises of the headline above, but the first one originally was split into two--about the company's background, what prompted him and his colleagues to create the sexy Sugar Shooter and why they make gay games in general.

The Gay Gamer: Can you tell me a bit about Dudedle Studio's back- ground? When was the company founded, for instance? Also, why was it founded? What were your goals for the company?

Punipen: First of all, I think we're more of a studio or group of indie developers than a company. We started making games as a hobby, just for fun. And since we're all gay, we [decided we] would develop erotic games for gay people.

If you know about H-games, you'll see that there are literally tons of them on the market in Japan. Many of them are very good and were turned into animation afterwards, such as Air, Kanon, To Heart, etc.


Sadly, the gay audience is neglected [by the makers of these games]. If you're talking about gay games that feature manly men, they hardly exist. The only company that stands out [for making such games] in Japan right now is Underground Campaign, which is led by Senga Migiri-san.

When we checked [the availability of these kinds of games] outside of Japan, we found that the scenario wasn't so different. While there are Flash games that target gay people who prefer manly men, none of these are big games like the ones Underground Campaign has made. Also, there are many people who wish these kinds of games were available for English speakers.

So, you could say that we've been toying with the idea of making a gay game [for a worldwide audience] for a while.

We didn't actually start making one, though, until Takezamurai-san, the main artist for Sugar Shooter, tweeted me saying that he wished he could make a game. He's a great artist, and I've always been a big fan of his, so I was like, 'Why not?' I got in touch with him and that's when we started working on Sugar Shooter.

So, you could say that our group was founded on November 14, 2010--which is when Sugar Shooter was first released in Japan.

Wednesday, October 12, 2011

Ten questions with the guys who created Wizorb

While playing Wizorb, the RPG-tinged Breakout clone that hit the Xbox Live Indies Game service two weeks ago, it's easy to forget you're in 2011.

I say that in a positive way, as this three-dollar title brings to mind a number of things that I believe have been missing from games since the mid- to late-1990s.

For instance, it features beautiful, pixel-based graphics that bring to mind the best that the Sega Genesis had to offer. It also features a bouncy, blippy soundtrack that brings to mind the tunes that filled our ears while playing games like The Legend of Zelda: A Link to the Past.

What prompted the guys at Tribute Games to create such a retrotastic title, and when can we expect it to hit other platforms (if ever)? I recently asked Justin Cyr, Jonathan Lavigne and Jean-François Major those very questions. Read on to hear their responses.


The Gay Gamer: What prompted the three of you to come together and make this game (and also form Tribute Games)?

Jonathan Lavigne: I've been serious about going indie since 2005, but it was only a matter of timing for us to make it offical this year. Just before the three of us started working on Scott Pilgrim vs. The World: The Game, I was already working with Jean-François on Wizorb in our spare time. At first, it was only supposed to be a small project that would allow Jean-François to develop his game engine. Six months ago, I had just finished Ninja Senki while both Justin and Jean-François finished working on productions at Ubisoft and Eidos, so we decided it was time to join forces and finish Wizorb.

Justin Cyr: We're doing this entirely out of our own pockets, so it took a while to save enough money to allow ourselves enough time to make something good. It's always a little intimidating to give up that kind of security, but I think if we didn't make the jump when we did the moment would have passed us by.

Jean-François Major: We've always gotten along and had pretty similar tastes in games. Going indie really gives us this freedom to create the games we've always dreamed of playing.

TGG: Whose idea was it to make a game that combines elements of Breakout with those of an RPG?

Jonathan: I came up with the idea first, but it grew into something bigger [when] Justin and Jean-François added their own personal touches to it.

Jean-François: When we realized the game had great potential, we wanted to add a way to tell a story and give a bit more life to the game. We wish we could have fleshed out [the game's RPG elements] a bit more. Maybe we'll keep some room for improvement for a sequel?

Friday, April 22, 2011

Eight more questions with auntie pixelante (or, why she won't make a game about 'a boy who hates his dad and wants to bone a princess')

In an interview I posted earlier this week, Anna Anthropy (aka auntie pixelante) kindly answered a few questions about her latest creation, the fabulously addictive Lesbian Spider-Queens of Mars.

Well, consider today's follow-up to be a "bonus round" of sorts--in which the affable Anthropy answers questions related to two subjects that are near and dear to my heart: LGBT content in games and... Bubble Bobble.

The Gay Gamer: Pretty much every one of your games includes an LGBT character or storyline of some sort. Is that simply because you're gay, or are there other reasons you tend to include LGBT characters/storylines in your games?

Anna Anthropy: Well, who would I make games about if not myself? I'm a perverted queer transwoman--I'm not going to make a game about a boy who hates his dad and wants to bone a princess. That's why it's so important to me to make my voice heard, though: There are so few games by and about queer women.

Screenshot of Mighty Jill Off

GG: Why do you think so few of your colleagues in the industry do the same (include LGBT characters/storylines in their games)? Is it because most of them aren't LGB or T? Or maybe it's because even in this day and age there still isn't a much of a market for games that feature LGBT characters and/or storylines?

AA: Video game publishers cater to a very specific, exclusive culture: Straight manchildren. Because they're the ones immersed in the culture of video games, the ones who all the video games are designed for, they're the ones who become excited about making games and become the next generation of game developers. then they make games with their values, intended for an audience that is themselves. It's a vicious cycle. People to whom video game culture is hostile and dismissive do not tend to be the people who make space in their lives for making video games. That's something I'm trying to change: To get people like me excited about creating games outside the established games culture.

Screenshot of REDDER

GG: What is the key, in your opinion, to making LGBT characters and storylines more palatable to publishers, developers and even so-called mainstream gamers?

AA: Don't ask me how to make queers more appealing to publishers. I had to argue with Adult Swim for the inclusion of the word "lesbian" in the title of [Lesbian Spider-Queens of Mars].

GG: Part of me wonders if the key, or at least one of the keys, to this may be to treat LGBT characters/storylines like you seem to, which is to adopt an attitude along the lines of, "Don't like it? Too bad!" Would you agree with that?

AA: Video games are never going to have anything to say to anyone until they become a place where sex and identity can be discussed in a healthy way, the same as any other form. I don't see any reason to be apologetic or coy; mainstream developers certainly don't apologize for their dull male power fantasies.