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How do you go about reinventing a
classic to make it interesting for new audiences? Taito has been making new
versions of Space Invaders for many
years, but they haven't been very successful or interesting until Extreme and Infinity Gene, which both do a great job of taking what's good
about Space Invaders and making it
new. How do you start that process?
HA: Well, the thing about all the Space
Invaders remakes we've released is that all of them have been made by
different people. I think part of the reason Extreme worked was because it was the first time I ever really
examined Space Invaders at all -- it
wasn't my second or third go-around with the concept, in other words.
If you ask me why Extreme is
the way it is, about two years ago -- was it two? It was the 25th-anniversary
year for Space Invaders -- I went to London on a business trip and we had sort of an industry cocktail
party there with the media.
I realized there that people in London saw Space
Invaders a lot differently than hardcore gamers in Japan did. It was sort of a fashionable thing.
It was at that point where I figured that if I ever got to make Space Invaders, I really wanted to make
the game itself cool and fashionable, something where the sound and visuals
really keep you excited. I also realized that the pixelly invaders you fight
are one reason why it seemed so cool to these people.
That was the seed for the
idea. Also, I like pinball a lot, and another idea I had was to create a
shooter that replicated the things that made pinball exciting. That was the
process behind the start of Extreme.
Which areas would you say are
influenced by pinball?
HA: Well, for example, the way you get bonuses for shooting sets of
themed invaders. Space Invaders is a simple
shooting gallery at its core, but if you shoot down similar types of invaders
together, you start different bonus things. I was inspired by the rules of
pinball in that way while developing the gameplay process.

Space Invaders Extreme
When you're doing a remake, how do you
decide what you should keep and what you should get rid of? What needs to be
changed to make it more modern?
HA: I never really actively consider that question, but it really
depends on the game itself. I start by thinking about what I like about Space Invaders, or what I like about Darius with this project, and I make my
decisions about gameplay based off of that.
It depends on who's doing the deciding.
I feel like there's that process with everyone who does a remake; it's just
that some are successful and some aren't. I guess I'm trying to find the hidden
reason why at least Space Invaders --
and I guess Exit, which is sort of a
reinvention of Elevator Action -- why
yours have been somewhat successful. Maybe it's just design sense.
HA: Part of it might be that, like I said earlier, I got my start making
arcade games. That's sort of my base, what I built upon in my career. In my
games, if I press the Start button, I want to be in the game immediately; I
don't want any useless cutscenes. I worry about things like response times to
button presses, things that were treated a lot more seriously back during my
arcade projects.
That sort of know-how is hard to acquire unless you raised it
by developing arcade games; I think that may be one of the hidden factors
behind any success these games have had.
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I do wish they'd make more cute games again. Specifically, I want to see new games (not remakes) in the Bubble Bobble, Rakugaki Oukaku (Magic Pengel), and New Zealand Story series. C'mon, Taito, NZS was GTA before GTA was GTA! :-)