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His boss told him to change its name to Family Stadium because Namco had started a line of games called “Family something” (Family Tennis, etc.) for 2 player games. In addition to the programming part, Kishimoto had designed almost all the graphics and the logo of the game, which was originally called Fine Play. The decision to develop it on Famicom was made naturally because of the popularity of the console. He complained about what was missing in these games and his boss then told him that he should develop his own baseball game.Īfter the development of Toy Pop was finished, Kishimoto went back to Nagashima to make this game.
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Kishimoto was also working on Toy Pop, but sometimes he didn’t have much to do at his workplace and spent his free time playing Baseball (Famicom), Great Baseball (Mark III) and other baseball games (including one game released on Intellivision) with his boss (Nagashima). Toy Pop was the first game of its director, who didn’t have much experience and the development of the game didn’t progress very fast. Takahashi did work on Baraduke 2, Kishimoto didn’t. But when Kishimoto’s superior saw the game with the names Takky and Kissy, he didn’t ask to remove them.
The developers used them during the development and thought that they should replace them with “1P” and “2P”, as it was customary at Namco. The names Kissy and Takky (for Takahashi and Kishimoto), used for players 1 and 2, were not meant to remain in the game. One of the monsters is inspired by Pac-Man (roughly speaking, it was a “bad version of Pac-Man”). The game was inspired by movies such as Alien and Nausicaa (both for the heroine seen in the ending but also for one of the bosses, inspired by Ohmu).
So the developers tried to make the most disgusting graphics possible. Namco had the reputation of making cute games but Takahashi, the game planner, was tired of making cute games. The game doesn’t use a real scrolling, Kishimoto redesigned all the parts of the backgrounds by shifting each of them by 4 pixels. The game sold very well in Japan (for an MSX game), was number one in MSX games sales for 3 months with about 20,000 copies per month for a total of about 100,000 copies. He presented the project to Namco when it was finished. Kishimoto chose to make a port of Mappy, alone, in one month. Between version A and version B of Pac-Land, the developers had some free time and Namco had started to develop for MSX. The development of Pac-Land was stopped for 2 months because the hardware was changed in between. The game took a little over a year to develop, which was pretty long for that time, but there was a break in the middle. It was the planner who decided not to use a joystick, he thought it was easier / more fun to use buttons to vary the speed (Track'n Field may have had an influence on this). He programmed these elements without asking the planner first. It was Kishimoto’s idea to allow the player to go back and fly. The game was apparently very successful in Japan.
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Namco developed a powerful hardware to have a visual close to the series and to be able to display elements in the foreground, which is also present in the series (trees that are displayed in front of Pac-Man, etc.). So videos of the series were sent to the developers for inspiration.
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Kishimoto believes that, following the success of the Pac-Man TV series in the US, it was Bally Midway who asked Namco to develop a game for the American audience.
He applied to Casio, Nintendo (which was not looking for programmers at the time, but rather hardware engineers) and Sega (which was willing to hire him), but chose Namco because the people there seemed more relaxed (Namco employees wore jeans and T-shirts instead of the traditional suit and tie). Yoshihiro Kishimoto studied programming at a time when it was still uncommon and in high demand in the job market, which gave him the luxury of being able to choose between different companies. Of course, if you speak French, you can watch the video here:
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Since the video is 1) full of interesting information 2) in French 3) not yet subtitled, I decided to make a quick summary. 岸本 好弘 about his childhood, Namco and some of the first games he developed there, namely the MSX version of Mappy, Pac-Land, Baraduke and Family Stadium. Earlier today (July 3rd, 2021), video game historian Florent Gorges talked for almost 2 hours withįormer Namco programmer (and sometime graphic designer)