『TECHNIC BEAT』 Interview
Part 1: The Arcade Version of TECHNIC BEAT
This time, we heard the story from the "TECHNIC BEAT" staff from the Planning Team and Shinji Hosoe
who is known as "MEGATEN" from SuperSweep.Part 1 is about the development process of "TECHNIC BEAT".
Mihara was working on Tekken Force Mode of TEKKEN 4 (PlayStation 2) at the time of this interview, so he is not participating in this interview.
He wanted to use NAMCO's old game music, and that's when the "TECHNIC BEAT" direction was formed.
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- What were you in charge of this game?
- Hosoe
- I was responsible for the remix of the music.
- Tsubouchi
- I worked on the system, a table creation, and some sort of direction.
- Takano
- I mainly checked for bugs, and also drafted a few character actions.
- Mikawa
- Same as Takano.
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- I would like to start by asking about the development process. Why did the development of "TECHNIC BEAT" start in the arcade?
- Tsubouchi
- When a year passed after "TECHNICTIX" (PlayStation 2) has released,
Mihara asked me if I want to try an arcade game, and I said, "Yes, I would like to."
After that, Mihara said he wants to use NAMCO's old game music, and that's when the "TECHNIC BEAT" direction was formed. - -
- Did you Mr. Hosoe know about that at that time?
- Hosoe
- Umm, I think I didn't. Once there was a call from Mihara and asked me, "Do you think it will be interesting doing TECHNICTIX with Namco's music?" But that was it.
- All
- LOL
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- What was the first move ARIKA did for the collaboration?
- Tsubouchi
- Mihara already had a conversation with the NAMCO side, so when I first heard about this, it was already in a state of mind to make it! LOL
- Hosoe
- Now that I think about it, that call was meant to be "I'll do it." LOL
To put it bluntly, I didn't think it would go that far thumping. - Tsubouchi
- It was just good timing, or maybe it was just luck. I spoke to the NAMCO representative and he understood in the best way and gave me a go sign.
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- Next, I would like to ask about the music. How did you select the 31 NAMCO tracks?
- Hosoe
- I asked Mihara to decide on the music, and then the planning team and I decided whether we could do it or not.
- -
- What criteria did you use to determine whether it was possible or impossible?
- Tsubouchi
- I decided how it fits on the game properly and cleanly or not.
- -
- How did you go about allocating the tracks?
- Hosoe
- We fought over it. LOL
Since I know the people working on the originals, I didn't want them to say something, so I avoided those tracks. LOL - -
- Is there a particular track that you couldn't pass to the other staff?
- Hosoe
- That would be "Genpei Touma Den". (源平討魔伝)
From the beginning, I had an idea in my head what I wanted to do for this track. That's why this was the last track to make. I wanted to put a lot of effort into it and spend all the time I could. - -
- As for the other tracks, you were responsible for a total of six, right?
- Hosoe
- "Thunder Ceptor", "Wonder Momo", "DIGDUG", "XEVIOUS" and "Genpei Touma Den". The last track is still a secret.
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- How did you go about remixing and arranging these tracks?
- Hosoe
- In my case, I had an idea of what I wanted the track to be like when I decided on it,
so I just reproduced what I had in mind.
As for the other staff, well... I don't know. LOL - -
- After that, you put it on the "TECHNIC System"?
- Hosoe
- Yes, but that is the most difficult point. The length and tempo of the tracks are restricted by the system, so we have to make the tracks fit the system.
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- Is there a track you couldn't but wanted to make?
- Hosoe
- I wanted to do different tracks on different stages within the same title, or just this part of this title. There are several something like that, so if there's a sequel or a consumer port of the game, I'd love to try it.
I had an idea in my head from the beginning.
©ARIKA CO., LTD. 2002 ALL RIGHTS RESERVED.
GAME MUSIC LICENSED BY NAMCO LTD.