Posts with ‘KentaCho’ Tag


By: Brandon McCartin (BMcC)

On: August 11th, 2009

GearToyGear is a new crazy-fast tunnel shooter from shmup deity Kenta Cho. The instructions are: “Avoid incoming bullets/lasers/obstacles and destroy enemies. Hold the right trigger to speed up and earn more score.” It might be prudent to add a seizure warning as well.

Download here. (Requires XNA Framework)

(Source: TimW!)

rRootage and Noiz2sa Coming to App Store

By: Derek Yu

On: October 8th, 2008

iPhone developer Lazrhog has announced that he is planning on porting Kenta Cho‘s abstract shoot ’em ups, rRootage and Noiz2sa, to Apple’s popular handheld platform (with Cho’s permission). The games will be released via the App Store as free downloads in the next few weeks, and the source code will be made publicly available.

(Source: Jean Snow, via Game|Life)

Roundtable: Kenta Cho, Jon Mak, Omega

By: Derek Yu

On: July 28th, 2008

Shooter Kings

Around September of 2007, insertcredit‘s Brandon Sheffield arranged a meeting of the abstract shoot ’em up minds in Tokyo, to talk about everything from bullet patterns to the Japanese “doujin” game scene. The transcript of that discussion went live today on Gamasutra (link), and it’s a fun one! It’s cool to hear, for example, Jon Mak ask Kenta Cho how he feels about random behavior in games. More of this, please!

TIGdb: Entries for ABA Games, Everyday Shooter, and Every Extend

Wii Hii Hii

By: Derek Yu

On: April 6th, 2008

Sam n' Max

First things first: Telltale Games is bringing the first season of Sam n’ Max to the Wii this fall, as a retail compilation disc. The game is slated to hit both the U.S. and Europe at the same time. Nice, guys! (Source: Chris Kohler, via Game|Life)

And here’s a new trailer for De Blob, the Wii-ified version of student-made The Blob. The trailer was released at THQ Gamer’s Day this month (THQ is developing and publishing the title). There’s also a gameplay video from earlier this year.

Even though I still don’t really like the way they Mountain Dewed the blobby protagonist, I have high hopes for this one overall! It’s coming out in September (hopefully).

Last but not least, a new trailer for Blast Works, the shoot ‘em up based on Kenta Cho’s Tumiki Fighters that’s slated for a May release. The trailer shows off some of the extensive in-game customization, as well as a new game mechanic: you can suck in attachments and bring them out again at will. Interesting! (EDIT: Okay, so that mechanic is also in Tumiki Fighters! I had no idea!) It also confirms that rRootage, Gunroar, Torus Trooper, and Tumiki Fighters will be playable in the game as unlockables.

Blast Works Still in the Works

By: Derek Yu

On: February 12th, 2008

Blast Works

Blast Works, the Wii shoot ‘em up based Kenta Cho’s Tumiki Fighters, now has it’s own development blog on IGN. There’s only one entry so far, and it discusses the game’s built-in Shape (Ship) Editor.

People who were dubious of Kenta Cho’s connection to the game may be comforted somewhat by the fact that the blog discusses Tumiki Fighters and how the developers are building upon the basic concept (no pun intended). Overall, the game seems like it’s moving farther away from Tumiki Fighters (indeed, they’re rebuilding the engine from the ground up to support “unrestricted 3d environments”). I actually think this is a good thing. It feels more like its own game now, rather than an unnecessary upgrade.

Hit the jump for two gameplay videos (one of the editor and one showing some actual shooting).

Shape Editor:

Gameplay (featuring Mayor McCheese!):

(Video sources: Destructoid and Wiifanboy)

(Image source: IGN)

Least Best Room v0.1

By: Derek Yu

On: August 20th, 2007

least best room

I do declare that Tim W. has been chosen as the Prophet for the Great Wazoo, Kenta Cho. All hail Tim! All hail Kenta Cho!

But yeah, Timmy found a very early version of a very unconventional Flash shoot em’ up, called Least Best Room. (I wonder what the name means. I imagine it has something to do with math? Or is it just the lack of space?) I really like the basic mechanics of the game, which have you squeezing past red “balloons” and dodging mines. You can press “z” to inflate the balloons and burst them. All the while you must replenish your green energy bar up top.

The squeezing concept and the ticking timer do a good job of inducing panic. It hasn’t felt this good to make my way through a crowd since Dead Rising… I’m looking forward to v1.0!

Gameplay video courtesy of Adigun Polack!

Blast Works: Budcat Responds

By: Derek Yu

On: July 26th, 2007


So we all raged a bit about Blast Works, and then Davide “Gendo Ikari” Mascolo suggested that maybe instead of sitting in our room with the lights out, listening to Linkin Park, we get proactive and write Budcat and Majesco an e-mail. Good idea! So I sent one out.

And lo and behold, I got two very quick reponses. One, from a Jeremy Anderson, Managing Partner at Budcat Creations, and one from a [representative who asked that her name be removed] at Highwater Group, who does PR for Majesco. The [Highwater rep] sent me a fact sheet and told me that Majesco would be in contact with me, but I haven’t heard from them yet. Jeremy, however, addressed my questions, and you can see what he said (along with my e-mail) after the jump.

My words are in italics and his in orange:

"Hi, this is Derek Yu from The Independent Gaming Source, a website covering news from the independent gaming community.

First, I’d like to say that it’s great to see Tumiki Fighters hitting the Wii! However, some readers of the site are expressing concern that Mr. Cho is not receiving due credit for the game, based on the fact that his name didn’t appear in the initial press release. Would it be possible for you to clear up some of the doubt by answering a few questions?

1. Will Kenta Cho be credited fully in the game itself?

Absolutely. We respect the work Mr. Cho has done on Tumiki Fighters and his other titles, and it has been our plan since day one to make sure he’s credited with the game’s original design.

2. Will Kenta Cho be mentioned in any advertisements or marketing relating to the game?

Yes, that’s the plan.

3. How much involvement does Kenta Cho have in the development of the game, aside from his creation of the original version?

None. We are using his original design as a foundation and building upon it.

4. Will Kenta Cho be at all financially compensated for his involvement in the development of the game?

Sorry, but as a policy, we do not comment on financial matters.

Apologies if this seems accusatory, but as fans and peers, it’s important to us that a small developer like Kenta Cho is compensated adequately for his hard work and graciousness.



So there you have it! I have to say, I was surprised at how quickly they got back to me. Satisfactory answers for the time being. We’ll see how things go.

Siliconera Interview: Kenta Cho

By: Derek Yu

On: July 24th, 2007

Blast Works

There’s a short interview with Kenta Cho up on Siliconera where he talks about Blast Works and console development. Some choice quotes:

“Since the original TUMIKI Fighters is very simple shmup, additional new features are essential for making it up into a full game. I don’t know details of features such as the hangar and the editor but they sound very interesting. The only thing that concerns me is whether the game becomes too complicated to play by adding these features. I like a simple and intuitive gameplay.”
“I’m interested in developing a game for a console and now I’m trying to write some prototypes in XNA. XNA is a great environment to experience the development of the modern console game.”

I’m a bit saddened that it seems Kenta Cho is not involved more in the development of this port. The fact that he seems unaware that Blast Works is now going to include, at the very least, rRootage, but possibly also Gunroar and Torus Trooper, makes me uneasy. Not sure why Siliconera didn’t ask him about this.

The guy seems incredibly easy going and happy to see his games on consoles. But if there were ever a time when I’d like to see someone’s name in front of a game title, it’s now.

Blast Works

By: Derek Yu

On: June 28th, 2007

Blast Works

Don’t tell me this is going to be a trend where American companies take great Japanese freeware and port it to a console, molesting the software as much as they can in the process. “Coming up next, it’s La Mulana! Or should I say: ExploreyTown for the PS3! Just like you remembered, except now in 3d and we got 50 Cent to rap the new theme song for the game!” Cha-ching cha-ching!

Because this Gamasutra report is the only place I’ve seen Kenta Cho’s name mentioned with the Blast Works press release, I’m extremely dubious about K.C.’s involvement in and support for the creation of this new Wii title. Because really, not even a quick name-drop in the release itself?

Also, the name “Blast Works” makes me think about either a steel factory or explosive diarrhea. Or exploding diarrhea in a steel factory. Either way, it’s horribly generic and doesn’t begin to evoke the playful theme of the game.

Fail. Would love to see Tumiki Fighters on the Wii, though. With full support of Kenta Cho with 90% of the royalties going to him.

Download Tumiki Fighters for free here at Kenta Cho’s website.

(Thanks to raigan for the heads-up.)

EDIT: Here’s the actual press release (Kotaku).

The Life and Times of L.A.2

By: Tim

On: April 2nd, 2007


1. Discussion about Collision Detection in Conway’s Life

2. Kenta Cho releases L.A.2

3. L.A.2 gets an update, scores and lives added

4. AAP posts a gameplay video