Jump to content

ABA Games: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
m Fix invalid self-closed HTML tags, replaced: <span id="Gunroar"/> → {{anchor|Gunroar}} (4)) (AWB (12054)
Rescuing 5 sources and tagging 0 as dead. #IABot (v1.2.4)
Line 38: Line 38:
ABA Games' sole developer, Kenta Cho, began writing games as a child during the 1980s using the [[NEC PC-6001]] [[microcomputer]], as there were few commercially available games. After leaving university, Cho contemplated professional games development but ultimately instead joined [[Toshiba]] to work in multimedia research and development. He continues to work full-time for Toshiba while running ABA Games as a hobby, working mainly on weekends.<ref name="ashcraft">Ashcraft, Brian, (2008) ''Arcade Mania! The Turbo-Charged World of Japan's Game Centers'', Kodansha International, p. 71</ref><ref name="roundtable">Sheffield, Brandon, [http://www.gamasutra.com/view/feature/3748/the_indie_shooter_roundtable_mak_.php?page=1 The Indie Shooter Roundtable: Mak, Cho, And Omega Fire At Will], ''GamaSutra'', July 28, 2008, Accessed Mar 15, 2009</ref> Cho is the sole contributor to ABA Games.<ref name="ashcraft70">Ashcraft, p. 70</ref> Lacking musical training, he creates the soundtracks to his games using commercially available, pre-made [[Sampling (music)|samples]].<ref name="roundtable"/> ABA Games releases a game approximately every six months,<ref name="ashcraft"/> with the first three months spent creating prototypes and the latter three spent refining a finished version.<ref name="roundtable"/>
ABA Games' sole developer, Kenta Cho, began writing games as a child during the 1980s using the [[NEC PC-6001]] [[microcomputer]], as there were few commercially available games. After leaving university, Cho contemplated professional games development but ultimately instead joined [[Toshiba]] to work in multimedia research and development. He continues to work full-time for Toshiba while running ABA Games as a hobby, working mainly on weekends.<ref name="ashcraft">Ashcraft, Brian, (2008) ''Arcade Mania! The Turbo-Charged World of Japan's Game Centers'', Kodansha International, p. 71</ref><ref name="roundtable">Sheffield, Brandon, [http://www.gamasutra.com/view/feature/3748/the_indie_shooter_roundtable_mak_.php?page=1 The Indie Shooter Roundtable: Mak, Cho, And Omega Fire At Will], ''GamaSutra'', July 28, 2008, Accessed Mar 15, 2009</ref> Cho is the sole contributor to ABA Games.<ref name="ashcraft70">Ashcraft, p. 70</ref> Lacking musical training, he creates the soundtracks to his games using commercially available, pre-made [[Sampling (music)|samples]].<ref name="roundtable"/> ABA Games releases a game approximately every six months,<ref name="ashcraft"/> with the first three months spent creating prototypes and the latter three spent refining a finished version.<ref name="roundtable"/>


ABA Games released its first shoot 'em up game for Windows PCs—''Noiz2sa''—in 2002, and the positive feedback Cho received encouraged him to concentrate on the genre.<ref name="robeast">Honkie, Joe, [http://www.giantrobeast.com/strafingrun/kenta_cho.html Kenta Cho (ABA Games) Interview], ''Giant Robeast'', Accessed Mar 17, 2009</ref> ABA Games' creations are "[[avant-garde]]"<ref name="ashcraft70"/> re-imaginings of classic [[Video arcade|arcade]] shoot 'em ups,<ref name="ashcraft70"/><ref name="escapist"/> using modern 3D graphics techniques to emulate older [[vector graphics]] and employing "imaginative, fresh"<ref name="bbc"/> gameplay ideas.<ref name="escapist"/><ref name="bbc"/> According to Cho, his graphical style was inspired by the game ''[[Rez]]'' as well as street billboards, and his attempts at innovative gameplay features have been inspired by games such as ''[[Radiant Silvergun]]'', ''[[Ikaruga]]'' and ''[[Gradius V]]''.<ref name="robeast"/> ABA Games' works also tend to be set in random rather than scripted events.<ref name="roundtable"/> Its games are developed for [[Microsoft Windows|Windows]], but some have been [[ported]] to other systems including Mac OS X, [[iPhone]], [[iPod touch]],<ref name="cohen"/> and [[PlayStation Portable|PSP]],<ref name="bbc"/> with its game ''Tumiki Fighters'' forming the basis of [[Wii]] game ''[[Blast Works]]'' (which included a selection of his games as bonus content).<ref name ="ugo"/> Cho has also created BulletML, an open source program which can replicate bullet patterns from other shoot 'em up games.<ref name="ashcraft"/>
ABA Games released its first shoot 'em up game for Windows PCs—''Noiz2sa''—in 2002, and the positive feedback Cho received encouraged him to concentrate on the genre.<ref name="robeast">Honkie, Joe, [http://www.giantrobeast.com/strafingrun/kenta_cho.html Kenta Cho (ABA Games) Interview] {{wayback|url=http://www.giantrobeast.com/strafingrun/kenta_cho.html |date=20080116162735 }}, ''Giant Robeast'', Accessed Mar 17, 2009</ref> ABA Games' creations are "[[avant-garde]]"<ref name="ashcraft70"/> re-imaginings of classic [[Video arcade|arcade]] shoot 'em ups,<ref name="ashcraft70"/><ref name="escapist"/> using modern 3D graphics techniques to emulate older [[vector graphics]] and employing "imaginative, fresh"<ref name="bbc"/> gameplay ideas.<ref name="escapist"/><ref name="bbc"/> According to Cho, his graphical style was inspired by the game ''[[Rez]]'' as well as street billboards, and his attempts at innovative gameplay features have been inspired by games such as ''[[Radiant Silvergun]]'', ''[[Ikaruga]]'' and ''[[Gradius V]]''.<ref name="robeast"/> ABA Games' works also tend to be set in random rather than scripted events.<ref name="roundtable"/> Its games are developed for [[Microsoft Windows|Windows]], but some have been [[ported]] to other systems including Mac OS X, [[iPhone]], [[iPod touch]],<ref name="cohen"/> and [[PlayStation Portable|PSP]],<ref name="bbc"/> with its game ''Tumiki Fighters'' forming the basis of [[Wii]] game ''[[Blast Works]]'' (which included a selection of his games as bonus content).<ref name ="ugo"/> Cho has also created BulletML, an open source program which can replicate bullet patterns from other shoot 'em up games.<ref name="ashcraft"/>


Cho has stated he occasionally receives interest in ports for [[game console]]s, but although he would otherwise be interested in such ports, he feels his games are too simple for commercial release.<ref name="mtv">[http://indygamer.blogspot.com/2006/12/kenta-cho-mtv-interview.html Kenta Cho MTV Interview], ''Indy Gamer'', Dec 18, 2006, Accessed Mar 17, 2009. Transcript of: Totilo, Stephen, [http://www.mtv.com/videos/news/125163/kenta-cho-speaks.jhtml Kenta Cho Speaks], ''MTV'', Dec 18, 2006 (U.S. only)</ref> He has also stated his use of the [[D programming language]] proved problematic when porting ''Tumiki Fighters'' to the Wii.<ref name="roundtable"/> ABA Games' works are open source and free to download;<ref name="ashcraft"/> Cho has stated he creates games of the kind which he desires to play and distributes them (along with the source code) for the enjoyment of others without the intent of monetary profit.<ref name="mtv"/> ''[[Macworld]]'' acclaimed Cho as "spectacularly talented" and "one of today’s best independent game programmers",<ref name="macworld"/> while ''[[GamesRadar]]'' noted him for "creating some of the best freeware shoot ‘em ups out there".<ref name="10best"/> Ashcraft states that in the West, Cho is "hailed as the most famous '[[doujin]] software' shmup maker",<ref name="ashcraft"/> while ''[[The Guardian]]'' claimed Cho's works are among "the best-known examples" of Japan's independent gaming scene.<ref>Stuart, Keith, [http://www.guardian.co.uk/technology/2008/oct/16/videogames-japan Japan can rise again to be the land of the videogame], ''The Guardian'', Oct 16, 2008, Accessed Mar 17, 2009</ref> While out with Japan ABA Games is known as a "doujin" developer, unlike doujin developers Cho does not seek to sell his works, nor are they [[Fangame|fan-created games]]; however, Cho is affable to the term being applied to his work.<ref name="ashcraft"/><ref name="roundtable"/> Jonathan Mak, creator of award-winning game ''[[Everyday Shooter]]'' (published by [[Sony]] on [[PlayStation Network]]) has cited ABA Games' ''Parsec 47'' as the inspiration behind his game's aesthetic.<ref>Bergfield, Carlos, [http://www.shacknews.com/featuredarticle.x?id=503 Interview: Everyday Shooter Creator Jonathan Mak], ''Shacknews'', Aug 9, 2007, Accessed Mar 17, 2009</ref>
Cho has stated he occasionally receives interest in ports for [[game console]]s, but although he would otherwise be interested in such ports, he feels his games are too simple for commercial release.<ref name="mtv">[http://indygamer.blogspot.com/2006/12/kenta-cho-mtv-interview.html Kenta Cho MTV Interview], ''Indy Gamer'', Dec 18, 2006, Accessed Mar 17, 2009. Transcript of: Totilo, Stephen, [http://www.mtv.com/videos/news/125163/kenta-cho-speaks.jhtml Kenta Cho Speaks], ''MTV'', Dec 18, 2006 (U.S. only)</ref> He has also stated his use of the [[D programming language]] proved problematic when porting ''Tumiki Fighters'' to the Wii.<ref name="roundtable"/> ABA Games' works are open source and free to download;<ref name="ashcraft"/> Cho has stated he creates games of the kind which he desires to play and distributes them (along with the source code) for the enjoyment of others without the intent of monetary profit.<ref name="mtv"/> ''[[Macworld]]'' acclaimed Cho as "spectacularly talented" and "one of today’s best independent game programmers",<ref name="macworld"/> while ''[[GamesRadar]]'' noted him for "creating some of the best freeware shoot ‘em ups out there".<ref name="10best"/> Ashcraft states that in the West, Cho is "hailed as the most famous '[[doujin]] software' shmup maker",<ref name="ashcraft"/> while ''[[The Guardian]]'' claimed Cho's works are among "the best-known examples" of Japan's independent gaming scene.<ref>Stuart, Keith, [http://www.guardian.co.uk/technology/2008/oct/16/videogames-japan Japan can rise again to be the land of the videogame], ''The Guardian'', Oct 16, 2008, Accessed Mar 17, 2009</ref> While out with Japan ABA Games is known as a "doujin" developer, unlike doujin developers Cho does not seek to sell his works, nor are they [[Fangame|fan-created games]]; however, Cho is affable to the term being applied to his work.<ref name="ashcraft"/><ref name="roundtable"/> Jonathan Mak, creator of award-winning game ''[[Everyday Shooter]]'' (published by [[Sony]] on [[PlayStation Network]]) has cited ABA Games' ''Parsec 47'' as the inspiration behind his game's aesthetic.<ref>Bergfield, Carlos, [http://www.shacknews.com/featuredarticle.x?id=503 Interview: Everyday Shooter Creator Jonathan Mak] {{wayback|url=http://www.shacknews.com/featuredarticle.x?id=503 |date=20090808165501 }}, ''Shacknews'', Aug 9, 2007, Accessed Mar 17, 2009</ref>


== Games ==
== Games ==
[[File:Gunroar - end of boss.jpg|thumb|200px| ''Gunroar'' is an abstract, naval themed shoot 'em up game, just as in ''[[Geometry Wars]]''.]]
[[File:Gunroar - end of boss.jpg|thumb|200px| ''Gunroar'' is an abstract, naval themed shoot 'em up game, just as in ''[[Geometry Wars]]''.]]
{{anchor|Gunroar}}''Gunroar'' is a naval themed shoot 'em up likened to a vertically [[scrolling]] version of ''[[Geometry Wars]]'' (or a cross between ''[[Asteroids (video game)|Asteroids]]'' and ''[[Space Invaders]]'').<ref name="10best">Nagata, Tyler, [http://www.gamesradar.com/pc/f/the-10-best-free-shoot-em-ups/a-200806139592437065/p-3 The 10 best FREE shoot 'em ups], ''GamesRadar'', Accessed Mar 16, 2009</ref><ref name="365days">[http://www.gamesradar.com/f/365-days-of-free-games/a-2008071714293190000 365 days of free games], ''GamesRadar'', Accessed Mar 16, 2009</ref> The player controls a small, abstract gunboat which can be rotated through 360 degrees as in games such as ''Geometry Wars'' and ''[[Robotron 2084|Robotron]]''. The game also features vertical scrolling; however, unlike the standard shoot 'em up in which the propulsion of the craft dictates the pace, players can control the speed at which they proceed through the level. The faster players move through a level, the more [[Score (gaming)|points]] they will score. The game features multiple modes dependent on how the game is controlled: the player can choose to control a single boat by means of the keyboard or mouse or a more complicated "dual" mode allowing the use of two boats using both hands on the keyboard.<ref name="escapist">Miller, Pat, [http://www.escapistmagazine.com/articles/view/issues/issue_33/204-Retro-Like-Youve-Never-Seen-It-Before Retro Like You've Never Seen It Before], ''The Escapist'', Feb 21, 2006, Accessed Mar 16, 2009</ref> Gunroar was praised for its minimalist design,<ref name="10best"/> impressive [[polygonal]] graphics,<ref name="bbc">Rossignol, Jim, [http://www.bbc.co.uk/dna/collective/A25960124 games: kenta cho], ''BBC Collective'', Aug 16, 2007, Accessed Mar 16, 2009</ref> and frenetic action.<ref>Rossignol, Jim, [http://www.eurogamer.net/articles/a_20bestfreegames Eurogamer's Summer of PC Plenty], ''EuroGamer'', July 18, 2006, Accessed Mar 16, 2009</ref>
{{anchor|Gunroar}}''Gunroar'' is a naval themed shoot 'em up likened to a vertically [[scrolling]] version of ''[[Geometry Wars]]'' (or a cross between ''[[Asteroids (video game)|Asteroids]]'' and ''[[Space Invaders]]'').<ref name="10best">Nagata, Tyler, [http://www.gamesradar.com/pc/f/the-10-best-free-shoot-em-ups/a-200806139592437065/p-3 The 10 best FREE shoot 'em ups], ''GamesRadar'', Accessed Mar 16, 2009</ref><ref name="365days">[http://www.gamesradar.com/f/365-days-of-free-games/a-2008071714293190000 365 days of free games] {{wayback|url=http://www.gamesradar.com/f/365-days-of-free-games/a-2008071714293190000 |date=20090304162736 }}, ''GamesRadar'', Accessed Mar 16, 2009</ref> The player controls a small, abstract gunboat which can be rotated through 360 degrees as in games such as ''Geometry Wars'' and ''[[Robotron 2084|Robotron]]''. The game also features vertical scrolling; however, unlike the standard shoot 'em up in which the propulsion of the craft dictates the pace, players can control the speed at which they proceed through the level. The faster players move through a level, the more [[Score (gaming)|points]] they will score. The game features multiple modes dependent on how the game is controlled: the player can choose to control a single boat by means of the keyboard or mouse or a more complicated "dual" mode allowing the use of two boats using both hands on the keyboard.<ref name="escapist">Miller, Pat, [http://www.escapistmagazine.com/articles/view/issues/issue_33/204-Retro-Like-Youve-Never-Seen-It-Before Retro Like You've Never Seen It Before], ''The Escapist'', Feb 21, 2006, Accessed Mar 16, 2009</ref> Gunroar was praised for its minimalist design,<ref name="10best"/> impressive [[polygonal]] graphics,<ref name="bbc">Rossignol, Jim, [http://www.bbc.co.uk/dna/collective/A25960124 games: kenta cho], ''BBC Collective'', Aug 16, 2007, Accessed Mar 16, 2009</ref> and frenetic action.<ref>Rossignol, Jim, [http://www.eurogamer.net/articles/a_20bestfreegames Eurogamer's Summer of PC Plenty], ''EuroGamer'', July 18, 2006, Accessed Mar 16, 2009</ref>


[[File:TUMIKI Fighters - boss 1.jpg|thumb|200px| ''Tumiki Fighters'', a side-scrolling shooter, was remade as ''[[Blast Works: Build, Trade, Destroy]]'' for the Wii console.]]
[[File:TUMIKI Fighters - boss 1.jpg|thumb|200px| ''Tumiki Fighters'', a side-scrolling shooter, was remade as ''[[Blast Works: Build, Trade, Destroy]]'' for the Wii console.]]
{{anchor|Tumiki Fighters}}''Tumiki Fighters'' is a side-scrolling shooter in which the protagonist is a toy aeroplane flying through a cartoon setting. The game employs a device inspired by ''[[Katamari Damacy]]'', allowing the player to attach debris from destroyed enemies to the aircraft, which in turn act as armour and [[power-up]]s.<ref name ="10best"/><ref name="365days"/> Praised for its addictive gameplay,<ref name="10best"/> ''Tumiki Fighters'' formed the base of ''[[Blast Works: Build, Trade, Destroy]]'', a game published by [[Majesco Entertainment|Majesco]] in 2008 for the [[Wii]].<ref name ="ugo">Rosenberg, Adam, [http://www.ugo.com/ugo/html/article/?id=18713 Blast Works Review], ''UGO'', Accessed Mar 16, 2009</ref> Developer [[Budcat Creations]] remade ABA Games' creation for the console and further added an editor function allowing extensive user-created content. Critics acclaimed ''Blast Works'' for its innovative and entertaining gameplay and has been described by critics variously as an upgraded version or remake—<ref name="ugo"/><ref>Hatfield, Daemon, [http://uk.wii.ign.com/articles/879/879925p1.html BlastWorks Review], ''IGN'', June 6, 2008, Accessed Mar 9, 2009</ref><ref>Boyer, Brandon, [http://www.gamasutra.com/php-bin/news_index.php?story=14486 Majesco Announces New Wii Exclusive Blast Works], ''GamaSutra'', June 7, 2007, Accessed Mar 16, 2009</ref> or simply a port or re-release—<ref name="ashcraft"/><ref name="bbc"/> of ''Tumiki Fighters''. ''Blast Works'' featured ''Tumiki Fighters'', as well as three other ABA Games titles, as bonus content. [[UGO]] felt that these games' minimalist graphics, while not outstanding, did retain some charm.<ref name="ugo"/> According to Cho, he did not receive money for the port, allowing his game to be used for free.<ref name ="ashcraft"/>
{{anchor|Tumiki Fighters}}''Tumiki Fighters'' is a side-scrolling shooter in which the protagonist is a toy aeroplane flying through a cartoon setting. The game employs a device inspired by ''[[Katamari Damacy]]'', allowing the player to attach debris from destroyed enemies to the aircraft, which in turn act as armour and [[power-up]]s.<ref name ="10best"/><ref name="365days"/> Praised for its addictive gameplay,<ref name="10best"/> ''Tumiki Fighters'' formed the base of ''[[Blast Works: Build, Trade, Destroy]]'', a game published by [[Majesco Entertainment|Majesco]] in 2008 for the [[Wii]].<ref name="ugo">Rosenberg, Adam, [http://www.ugo.com/ugo/html/article/?id=18713 Blast Works Review] {{wayback|url=http://www.ugo.com/ugo/html/article/?id=18713 |date=20090804124036 }}, ''UGO'', Accessed Mar 16, 2009</ref> Developer [[Budcat Creations]] remade ABA Games' creation for the console and further added an editor function allowing extensive user-created content. Critics acclaimed ''Blast Works'' for its innovative and entertaining gameplay and has been described by critics variously as an upgraded version or remake—<ref name="ugo"/><ref>Hatfield, Daemon, [http://uk.wii.ign.com/articles/879/879925p1.html BlastWorks Review], ''IGN'', June 6, 2008, Accessed Mar 9, 2009</ref><ref>Boyer, Brandon, [http://www.gamasutra.com/php-bin/news_index.php?story=14486 Majesco Announces New Wii Exclusive Blast Works], ''GamaSutra'', June 7, 2007, Accessed Mar 16, 2009</ref> or simply a port or re-release—<ref name="ashcraft"/><ref name="bbc"/> of ''Tumiki Fighters''. ''Blast Works'' featured ''Tumiki Fighters'', as well as three other ABA Games titles, as bonus content. [[UGO]] felt that these games' minimalist graphics, while not outstanding, did retain some charm.<ref name="ugo"/> According to Cho, he did not receive money for the port, allowing his game to be used for free.<ref name ="ashcraft"/>


{{anchor|RRootage}}''rRootage'' is a shoot 'em up viewed from a top-down perspective, composed solely of [[Boss (video games)|boss]] battles against large abstract spacecraft attacking the player with intricate barrages of projectiles. The game featured multiple modes: "normal", "Psy", "Ika" and "GW"; the latter three inspired by ''[[Psyvariar]]'', ''[[Ikaruga]]'' and ''[[Giga Wing]]'', respectively. The game was ported to the [[iPhone]] and [[iPod touch]] by developer Lahzrog Games and released as a free download on [[iTunes]].<ref name="cohen">Cohen, Peter, [http://www.macworld.co.uk/ipod-itunes/reviews/index.cfm?reviewid=2934&pagtype=allchandate&pn=1 rRootage for iPhone 2.0 for iPhone review], ''Macworld'', Accessed Mar 17, 2009</ref><ref>Purchese, Rob, [http://www.eurogamer.net/articles/kenta-cho-shmup-free-on-itunes Kenta Cho shmup free on iTunes], ''Eurogamer'', Oct 22, 2008, Accessed Mar 17, 2009</ref> ''GamesRadar'' described the game as "great" and "full of win".<ref name="10best"/> ''Macworld'' acknowledged the game was esoteric but praised its "classic fast paced action", awarding it a maximum five stars. However, the reviewer noted the iPhone version sometimes ran more slowly than intended.<ref name="cohen"/>
{{anchor|RRootage}}''rRootage'' is a shoot 'em up viewed from a top-down perspective, composed solely of [[Boss (video games)|boss]] battles against large abstract spacecraft attacking the player with intricate barrages of projectiles. The game featured multiple modes: "normal", "Psy", "Ika" and "GW"; the latter three inspired by ''[[Psyvariar]]'', ''[[Ikaruga]]'' and ''[[Giga Wing]]'', respectively. The game was ported to the [[iPhone]] and [[iPod touch]] by developer Lahzrog Games and released as a free download on [[iTunes]].<ref name="cohen">Cohen, Peter, [http://www.macworld.co.uk/ipod-itunes/reviews/index.cfm?reviewid=2934&pagtype=allchandate&pn=1 rRootage for iPhone 2.0 for iPhone review], ''Macworld'', Accessed Mar 17, 2009</ref><ref>Purchese, Rob, [http://www.eurogamer.net/articles/kenta-cho-shmup-free-on-itunes Kenta Cho shmup free on iTunes], ''Eurogamer'', Oct 22, 2008, Accessed Mar 17, 2009</ref> ''GamesRadar'' described the game as "great" and "full of win".<ref name="10best"/> ''Macworld'' acknowledged the game was esoteric but praised its "classic fast paced action", awarding it a maximum five stars. However, the reviewer noted the iPhone version sometimes ran more slowly than intended.<ref name="cohen"/>
Line 63: Line 63:
*[http://d.hatena.ne.jp/ABA/ ABA Diary] (in Japanese).
*[http://d.hatena.ne.jp/ABA/ ABA Diary] (in Japanese).
*[http://translate.google.com/translate?js=y&prev=_t&hl=en&ie=UTF-8&layout=1&eotf=1&u=http%3A%2F%2Fd.hatena.ne.jp%2FABA%2F&sl=ja&tl=en Google translation of ABA Diary]
*[http://translate.google.com/translate?js=y&prev=_t&hl=en&ie=UTF-8&layout=1&eotf=1&u=http%3A%2F%2Fd.hatena.ne.jp%2FABA%2F&sl=ja&tl=en Google translation of ABA Diary]
*[http://blogs.ign.com/BlastWorks/2008/01/11/76703/ Blast Works: Build, Trade, & Destroy Developer Diary #1] ''Blast Works''' developers on recreating ABA Games' ''Tumiki Fighters''.
*[https://web.archive.org/web/20090731222126/http://blogs.ign.com:80/BlastWorks/2008/01/11/76703 Blast Works: Build, Trade, & Destroy Developer Diary #1] ''Blast Works''' developers on recreating ABA Games' ''Tumiki Fighters''.


{{DEFAULTSORT:Aba Games}}
{{DEFAULTSORT:Aba Games}}

Revision as of 23:56, 30 September 2016

ABA Games
IndustryVideo games development
Headquarters,
Key people
Kenta Cho
Number of employees
1
Websitehttp://www.asahi-net.or.jp/~cs8k-cyu/index_e.html

ABA Games is a Japanese video game developer, composed solely of game designer Kenta Cho. ABA Games' works, available as open source freeware, are predominantly shoot 'em up games often inspired by classic games in the genre. Its games feature stylised retro graphics, innovative gameplay features and modes and are set in random rather than scripted events. These creations have been acclaimed as some of the best and well-known independent games available, though some commentators, including Cho himself, feel they are too simple for commercial release.

Cho began creating computer games as a hobby during his childhood in the 1980s. After leaving university, he pursued a career with Toshiba in multimedia research and development while continuing to develop games in his spare time. The positive reaction to ABA Games' first shoot 'em up, Noiz2sa (2002), encouraged him to concentrate on that genre. The developer's games have been ported from the original Windows versions to Mac OS X and Linux, and various handheld devices. One of its games, Tumiki Fighters, was remade, built upon and released for the Wii console as Blast Works. According to Cho, he occasionally receives interest in further console ports. In addition to Tumiki Fighters, acclaimed ABA Games titles include Gunroar, rRootage and Torus Trooper.

Overview

Noiz2sa, ABA Games' first shoot 'em up for Windows.

ABA Games' sole developer, Kenta Cho, began writing games as a child during the 1980s using the NEC PC-6001 microcomputer, as there were few commercially available games. After leaving university, Cho contemplated professional games development but ultimately instead joined Toshiba to work in multimedia research and development. He continues to work full-time for Toshiba while running ABA Games as a hobby, working mainly on weekends.[1][2] Cho is the sole contributor to ABA Games.[3] Lacking musical training, he creates the soundtracks to his games using commercially available, pre-made samples.[2] ABA Games releases a game approximately every six months,[1] with the first three months spent creating prototypes and the latter three spent refining a finished version.[2]

ABA Games released its first shoot 'em up game for Windows PCs—Noiz2sa—in 2002, and the positive feedback Cho received encouraged him to concentrate on the genre.[4] ABA Games' creations are "avant-garde"[3] re-imaginings of classic arcade shoot 'em ups,[3][5] using modern 3D graphics techniques to emulate older vector graphics and employing "imaginative, fresh"[6] gameplay ideas.[5][6] According to Cho, his graphical style was inspired by the game Rez as well as street billboards, and his attempts at innovative gameplay features have been inspired by games such as Radiant Silvergun, Ikaruga and Gradius V.[4] ABA Games' works also tend to be set in random rather than scripted events.[2] Its games are developed for Windows, but some have been ported to other systems including Mac OS X, iPhone, iPod touch,[7] and PSP,[6] with its game Tumiki Fighters forming the basis of Wii game Blast Works (which included a selection of his games as bonus content).[8] Cho has also created BulletML, an open source program which can replicate bullet patterns from other shoot 'em up games.[1]

Cho has stated he occasionally receives interest in ports for game consoles, but although he would otherwise be interested in such ports, he feels his games are too simple for commercial release.[9] He has also stated his use of the D programming language proved problematic when porting Tumiki Fighters to the Wii.[2] ABA Games' works are open source and free to download;[1] Cho has stated he creates games of the kind which he desires to play and distributes them (along with the source code) for the enjoyment of others without the intent of monetary profit.[9] Macworld acclaimed Cho as "spectacularly talented" and "one of today’s best independent game programmers",[10] while GamesRadar noted him for "creating some of the best freeware shoot ‘em ups out there".[11] Ashcraft states that in the West, Cho is "hailed as the most famous 'doujin software' shmup maker",[1] while The Guardian claimed Cho's works are among "the best-known examples" of Japan's independent gaming scene.[12] While out with Japan ABA Games is known as a "doujin" developer, unlike doujin developers Cho does not seek to sell his works, nor are they fan-created games; however, Cho is affable to the term being applied to his work.[1][2] Jonathan Mak, creator of award-winning game Everyday Shooter (published by Sony on PlayStation Network) has cited ABA Games' Parsec 47 as the inspiration behind his game's aesthetic.[13]

Games

Gunroar is an abstract, naval themed shoot 'em up game, just as in Geometry Wars.

Gunroar is a naval themed shoot 'em up likened to a vertically scrolling version of Geometry Wars (or a cross between Asteroids and Space Invaders).[11][14] The player controls a small, abstract gunboat which can be rotated through 360 degrees as in games such as Geometry Wars and Robotron. The game also features vertical scrolling; however, unlike the standard shoot 'em up in which the propulsion of the craft dictates the pace, players can control the speed at which they proceed through the level. The faster players move through a level, the more points they will score. The game features multiple modes dependent on how the game is controlled: the player can choose to control a single boat by means of the keyboard or mouse or a more complicated "dual" mode allowing the use of two boats using both hands on the keyboard.[5] Gunroar was praised for its minimalist design,[11] impressive polygonal graphics,[6] and frenetic action.[15]

Tumiki Fighters, a side-scrolling shooter, was remade as Blast Works: Build, Trade, Destroy for the Wii console.

Tumiki Fighters is a side-scrolling shooter in which the protagonist is a toy aeroplane flying through a cartoon setting. The game employs a device inspired by Katamari Damacy, allowing the player to attach debris from destroyed enemies to the aircraft, which in turn act as armour and power-ups.[11][14] Praised for its addictive gameplay,[11] Tumiki Fighters formed the base of Blast Works: Build, Trade, Destroy, a game published by Majesco in 2008 for the Wii.[8] Developer Budcat Creations remade ABA Games' creation for the console and further added an editor function allowing extensive user-created content. Critics acclaimed Blast Works for its innovative and entertaining gameplay and has been described by critics variously as an upgraded version or remake—[8][16][17] or simply a port or re-release—[1][6] of Tumiki Fighters. Blast Works featured Tumiki Fighters, as well as three other ABA Games titles, as bonus content. UGO felt that these games' minimalist graphics, while not outstanding, did retain some charm.[8] According to Cho, he did not receive money for the port, allowing his game to be used for free.[1]

rRootage is a shoot 'em up viewed from a top-down perspective, composed solely of boss battles against large abstract spacecraft attacking the player with intricate barrages of projectiles. The game featured multiple modes: "normal", "Psy", "Ika" and "GW"; the latter three inspired by Psyvariar, Ikaruga and Giga Wing, respectively. The game was ported to the iPhone and iPod touch by developer Lahzrog Games and released as a free download on iTunes.[7][18] GamesRadar described the game as "great" and "full of win".[11] Macworld acknowledged the game was esoteric but praised its "classic fast paced action", awarding it a maximum five stars. However, the reviewer noted the iPhone version sometimes ran more slowly than intended.[7]

Torus Trooper, a reimagining of the game Tempest, features a spacecraft flying through an abstract tunnel, the walls of which twist and change shape. The player competes against the clock, gaining more time by destroying enemies. The game was acclaimed for its stark yet highly attractive graphics.[10][14] Titanion is a vertical shooter acclaimed for its attractive graphics.[14] Mu-cade is heavily based on Namco's Motos, while Noiz2sa is an abstract "bullet hell" shooter,[14] a sequel to the earlier Java games Noiz and Noiz2 and a predecessor to Parsec47.[19]

Reception and impact

As Kenta Cho usually releases the source code of his games under a BSD-like permissive license,[20] his games are often ported by volunteers to other systems. For example, Tumiki Fighters written in D and released in 2004, was included in the Linux distribution Debian[21] and also ported to Pandora handheld.[22]

References

  1. ^ a b c d e f g h Ashcraft, Brian, (2008) Arcade Mania! The Turbo-Charged World of Japan's Game Centers, Kodansha International, p. 71
  2. ^ a b c d e f Sheffield, Brandon, The Indie Shooter Roundtable: Mak, Cho, And Omega Fire At Will, GamaSutra, July 28, 2008, Accessed Mar 15, 2009
  3. ^ a b c Ashcraft, p. 70
  4. ^ a b Honkie, Joe, Kenta Cho (ABA Games) Interview Archived 2008-01-16 at the Wayback Machine, Giant Robeast, Accessed Mar 17, 2009
  5. ^ a b c Miller, Pat, Retro Like You've Never Seen It Before, The Escapist, Feb 21, 2006, Accessed Mar 16, 2009
  6. ^ a b c d e Rossignol, Jim, games: kenta cho, BBC Collective, Aug 16, 2007, Accessed Mar 16, 2009
  7. ^ a b c Cohen, Peter, rRootage for iPhone 2.0 for iPhone review, Macworld, Accessed Mar 17, 2009
  8. ^ a b c d Rosenberg, Adam, Blast Works Review Archived 2009-08-04 at the Wayback Machine, UGO, Accessed Mar 16, 2009
  9. ^ a b Kenta Cho MTV Interview, Indy Gamer, Dec 18, 2006, Accessed Mar 17, 2009. Transcript of: Totilo, Stephen, Kenta Cho Speaks, MTV, Dec 18, 2006 (U.S. only)
  10. ^ a b Torus Trooper, Macworld, Jan 19, 2005, Accessed Mar 17, 2009
  11. ^ a b c d e f Nagata, Tyler, The 10 best FREE shoot 'em ups, GamesRadar, Accessed Mar 16, 2009
  12. ^ Stuart, Keith, Japan can rise again to be the land of the videogame, The Guardian, Oct 16, 2008, Accessed Mar 17, 2009
  13. ^ Bergfield, Carlos, Interview: Everyday Shooter Creator Jonathan Mak Archived 2009-08-08 at the Wayback Machine, Shacknews, Aug 9, 2007, Accessed Mar 17, 2009
  14. ^ a b c d e 365 days of free games Archived 2009-03-04 at the Wayback Machine, GamesRadar, Accessed Mar 16, 2009
  15. ^ Rossignol, Jim, Eurogamer's Summer of PC Plenty, EuroGamer, July 18, 2006, Accessed Mar 16, 2009
  16. ^ Hatfield, Daemon, BlastWorks Review, IGN, June 6, 2008, Accessed Mar 9, 2009
  17. ^ Boyer, Brandon, Majesco Announces New Wii Exclusive Blast Works, GamaSutra, June 7, 2007, Accessed Mar 16, 2009
  18. ^ Purchese, Rob, Kenta Cho shmup free on iTunes, Eurogamer, Oct 22, 2008, Accessed Mar 17, 2009
  19. ^ Snow, Jean, Kenta Cho's Shooters Coming to iPhone, Wired, Oct 8, 2008, Accessed Mar 17, 2009
  20. ^ tf0_2.zip "Copyright 2004 Kenta Cho. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution."
  21. ^ Bug#439713: marked as done (ITP: tumiki-fighters -- sticky 2D shooter) on lists.debian.org
  22. ^ Who is Kenta Cho ? on PandoraLive (September 13, 2013)