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Feedback

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Title Screen

Feedback

Developer: Tecnosoft
Publisher: Tecnosoft
Platform: MSX2
Released in JP: 1988


DevMessageIcon.png This game has a hidden developer message.
CopyrightIcon.png This game has hidden developer credits.


Hidden Credits

Hidden in the file table are a set of developer credits. However, these are different from the actual credits scene you get for finishing the game twice.

FEEDBACK   
STAFF      
           
GAME-DESIGN
&PROGRAM   
Y.TOYAMA   
           
GRAPHICS   
O.TSUJIKAWA
           
MONKEY-SARU
ZOU        
              
MUSIC &    
SOUND      
N.ARAI     

THANX      
TO         
HEALTHY    
MELSY      

Developer Message

A lengthy developer message is at 0xB0000 encoded in Shift-JIS. The programmer mentions the messages also hidden in Herzog and D'. The message at the end is from the album "Self Control" by TM Network.

Japanese

ココヲ shift-JIS codeデヨメッ!

"feedback"開発後記

 このメッセージをみつけても雑誌に見る方法を投稿したりしちゃ駄目だぜ!もし会社に知れたら俺は間違いなくクビだ。辞めるときゃ自分で辞めるから世間に知らせるのだけはやめてくれ!ならこんなメッセージ入れなきゃいーじゃん!と思うだろーが入れないと俺の気がすまないッ!ンだ。
 さて、今回も開発後記のコーナーがやってきたわけだが・・・(ちなみにD’の開発後記は"D'.DOC"っつーファイルになってる、ヘルツォークの開発後記はディスクのどっかに入ってる)今回はとにかく疲れた!プログラムはほとんど自分で書いたし(PSG版のBGMドライバとディスクエラールーチンだけ違うんだよな、と言ってもそりゃ以前のゲームに使ったもんだが)マニュアルの原稿も書いたしイラストも1枚描いたしドッターも少しやったしで、音楽とグラフィック以外は全部一人でやってんじゃねーかと思うぐらいの仕事量だ。
 この”フィードバック”は一目見ただけでわかる奴はわかると思うがファミコンの”ファルシオン(コナミ)”の真似だ(間違っても”亜空戦記グリフォン”の真似じゃねーからなッ!)パワーカプセルもそーだし誘導ミサイルもそーだし敵のミサイルもそーだし敵の動きもかなり真似してる。自分なりに改良を加えたつもりだがやっぱりコナミ大明神にゃかなわんぜ。MSX2ってハードの制約もかなりあったがこれをコナミがやったらもっとすんげーソフトになってたと思うもんなーやっぱし。しかし自分でもMSX2でこれだけのことができるたー思わなかったぜ、敵キャラはすべてグラフィック面に描いてるんだがちゃーんと背景を壊さずにしかも高速に動いてるだろ?そのおかげでキャラの大きさが最大32*32ドット、最高8個までって制限されちまったけどなッ!今までMSX2のVDPが遅い遅い!ってぼやいてたけど今回VDPをちょっと見直したな。”グリフォン”では雑魚敵はスプライトでやってたみてーだが(雑誌に載った画面写真から想像して)スプライトじゃ色も大きさも制限がきついから無理だろッ!?
 それにしてもなんでまた”グリフォン”は発売中止になったんだろ?こっちとしてはもー大喜びだったけどな!この”フィードバック”の企画が通ってさーて作るかッ!ってときにログインの広告に”グリフォン”の画面写真が載ってぐっわーッ!先を越されたッ!て思ったもんなー!そいでもって毎月”グリフォン”の発売が延びていくのを見て”こいつより先に発売してやるッ!”と意気込んでいたワケだァ!これが!ところがどっこい!X68000のサンダーフォース2にドッター(ドットをうつ人間)と音楽担当者をもっていかれて先に進みたくても進めない状態になっちまったんだッ!しかァーし!サンダー2がむちゃくちゃ時間がかかりそーだってことによーやく社長が気づいて”フィードバック”を先に出そうってことになり、制作がはかどるよーになったッ!そしてよーやく完成を見たわけだッ!(実はこれを書いている時点ではまだデモが残ってるんだけどね)そりゃともかく”グリフォン”と勝負したかったぜ、うーん、ディスクとメガロム、いや、テクノとマイクロキャビンじゃ勝負は見えてるかな?
 今回のテーマは”誘導弾の動き”だったんだ実は(ちなみにヘルツォークのテーマは”大戦術”だ、このタイトルで出そうかとも思ったがやっぱしヤバいからやめた。そーいや”ソフトでハードな物語”のゲーム中ゲームに”大戦術”ってのがあったっけ)ヘルツォークにも誘導弾は出てきたがあれは等速度で飛ぶタイプだったから今ひとつリアリティに欠けてたんだよなッ!ファルシオンの誘導弾もよかったが2発しか同時に撃てないのが悲しかった。ゲーセンゲームで一番好きな誘導弾は”ラビオレプス”のやつだなやっぱし!あれはよかった!誘導弾をたくさんストックしといてピンチになったら”ミサイル一斉発射ァァッ!”ってわめきながら(そりゃイデオンだっての)撃ちまくるのが快感だったぜ(そんなこたーしねーよッ!)
 Mr.ヘリはゲーム自体は大好きなんだが誘導弾は今イチだった(なんでみんなMr.ヘリをやらないんだッ!?おかげでどこのゲーセンからも消えちまったじゃねーかッ!R-TYPEよかよっぽど面白いぜッ!)最近では”スカイソルジャー”とか”ギャラクシーフォース”に出てきたがどれもぱっとしねーもんなァ。つーわけでこの”フィードバック”の誘導弾は”ラビオレプス”と”ファルシオン”の誘導弾を参考にして作ったんだ、うーん自分で惚れぼれする動きだぜッ!
 後は個性的なボスキャラにするってとこに注意したかな、こんなゲームじゃボスキャラがどーしても先に出た”スペースハリアー”や”アタックアニマル学園(おいおい)”の真似になっちまうからなー。
 それと忘れちゃいけないのがVDP(※1)の使い方!今まではVDPがコマンドを実行してたらその実行が終るのを待ってからVDPにコマンドを送ってたんだが今回はワークエリアにVDPコマンドの実行情報を貯めていって、割り込みルーチンでVDPが暇になったらすかさずコマンド実行!っつー方法をとったんだ。このおかげでVDPの遊び時間が減って無駄なく稼働してるハズだ(1/60秒の割り込みだからそんなにもねーかな?)これもこんなつっこみスクロールゲーム(※2)だからなせる技だ、ヘルツォークなんか場合によっちゃ一回動かすのにVDPコマンドを200-300回実行するってことがあったからなー、あれじゃちょっと無理だぜ、ワークが馬鹿みてーに必要だしなぁ。背景がちょっと寂しいがこれもVDPコマンドをあんまし使いたくねーからなんだ。
 あー金が無い、何故こんなに働いてんのに金がねーんだ?大体残業手当すら出さない会社なんてあるかよ!?月に100時間残業することもあるってのに!そーいや今回のもー一つのテーマに”残業せずにゲームを作ろう!”ってのがあったんだが見事に崩れ去ったな。普通これだけ残業してたら給料が月2*万ぐらいいっていいはずなのに現実は1*万だもんなー、やってらんねーぜッ!ファルコムが人手不足だってから寝返ろーかな?コンパイルが社員募集したらもーこんな会社蹴り入れて辞めて広島に一直線だぜ!広島だったらまだ生活も楽にできるだろーからな、東京なんて車も持てねーし家賃は高いしで人間が住むとこじゃねーよ!それと自分が好きな仕事がやれるかってとこだな、間違っても光栄なんかには行かないぜッ!あとビッツーとかザインとかウィンキーとかマイナーな(テクノもそーとーマイナーだが)とこも給料さえ良けりゃ行ってもいいなぁ。今は社長が馬鹿でゲームのことなんかあんましわからねーから好きにやれるんだが(これを社長が読んだら俺はクビだな)やりたいことがやれねー会社にゃ給料が高くても行きたくねーんだ。そんなとこ行くぐらいならカタギの仕事に就くぜ。
 そーいや最近この”フィードバック”のドッターのモンキーさるぞう(オカマ)がA-JAXの基盤を買ったんだ、まったく馬鹿は何考えてんのかわからんぜ!雀の涙のぼうなすでよりによって¥10万もするA-JAXとはなッ!ちなみに俺はぼうなすで生活して給料を貯めた、いずれ今乗ってるミラを売ってフィアットのパンダを買うんだーッ!!俺のミラなんて¥35万しかしなかったもんなー!GPZ250Rも持ってるんだがそっちは¥42万もしたんだぜ!バイクよか安い車なんてな!まー疲れないし雨の日も走れるしメットも要らないから重宝してるけど。まさかGPのケツに女乗せてホテルに入るってわけにもいかんしなぁ。しかしあのガラクタ寸前のミラでナオンちゃん(死語)とホテルに入るのも恥ずかしいぜ、いつも思ってんだけどなー。そーいやこないだ久しぶりにしたら普段使わない筋肉を酷使しすぎて股の付け根が筋肉痛になって2、3日はまともに歩けなかったぜ。あープログラマーは辛い。
 このところテクノはサンダー2一色だ、まったく社長の馬鹿がうかれちまってよーッ!多分昔のサンダーフォースでボロ儲けした夢を捨てきれずにいるんだろーな、かわいそうな馬鹿だ。確か企画会議で俺が”ここはX68000でサンダーフォースを出すってことで”なんて冗談で言ったのがきっかけじゃなかったっけな?まさかこんなになるたー思わなかったぜ。おかげでこっちはいい迷惑だ!サンダー2の方に人間をとられて遅れてんのに早くしろとかせっつきやがってッ!誰のせいで遅れてんだ誰のせいで!大体ゲーム自体はもー6月にゃほとんど完成してたんだ!ヘルツォークみてーにデモとかなんとかを分担してりゃこんなゲーム3カ月でできらァッ!実質4人(プログラマー、音楽、グラフィック×2、マジでこれだけ)で作ってんのにそー簡単にできるかァァッ!しかし一体フィードバックが終ったら俺は何をやればいいんだろ?九玉2か?嫌だ嫌だ嫌だァァッ!あんな何の売りもねークソゲーをMSX2で出すのはァァッ!かといってもこのところ急がしくって新作のネタを考えるヒマが無かったんだよなーッ!
 ’れにしても社長の馬鹿さ加減にゃ飽きれるぜ!まったくセンスってもんが皆無なんだからなー、どの分野でも!仮にも(ほんとに仮にもだが)ソフトハウスの社長なんだから世間でどんなゲームが流行ってるかぐらい把握してろよ!ログイン読むだけでわかるわきゃねーだろッ!会社で買えよ売れてるゲームぐらいはッ!そのくせ自分とこのゲームにはむちゃくちゃな注文ばっかし付けるんだからなぁ、いい迷惑だぜッ!貴様のセンスは5年は遅れてんだよッ!この日進月歩のゲーム業界で5年前っつえばもージュラ紀みてーなもんだが本当にそんなセンスしかねーんだぜ!脳味噌が4004でできてんじゃねーのか?吉村先生達が愛想をつかすのも納得がいくってもんだ。去年も社員がボロボロ辞めてったもんなー、俺も身の振り方を考えなくちゃいけねーな。ちなみに去年の12月に辞めた宮園先生はアルシスでスタークルーザーのシナリオを書いたらしい、うーん大出世!ここの給料じゃほんとに生活できねーもんな!ここのバトルオタッカーズも”生”はしてるが”活”はしてねえ、よーするに生きてるだけだ。こいつらゲーム以外に趣味はねーのか?ちなみに俺の趣味は女と車(そりゃマック山本だろーが!)だ。
 ちょっと前にとーとースタークルーザーが発売されたけどすげーなありゃ、吉村先生の集大成って感じだ。88であれだけなんだからX68000に移植されたらどーなるんだろ?インターセプター並のゲームになるんじゃねーか?確かにサンダー2もちょっとすげーが所詮クソゲーだ、大体あの8方向スクロールってのがおかしい!バンゲリングベイ方式にしろとは言わないがせめてラストミッション方式ぐらいにゃしてほしいぜ!まー作ってんのが19のガキ(ド・ハッカーかつマスターオタッカー、おそらく吉村先生も昔はこうだったろうというよーな奴。一生童貞でいるよーな男だ(ハッカーってのはたいてーそーだけど。ちなみに俺が童貞やめたのは19のときだったな)マックスヘッドルームに出てきたプライス・リンチを汚くしたみてーだな)なんだからしょーがねーって言えばしょーがねーけどな。
 そーいやこないだ飲みに行ったら吉村先生の高校の後輩っつーあんちゃんと会っていろいろ吉村先生の高校時代のことを聞いたんだ、なんか科学室を爆破(オーバーだけど)したとか同人誌をやたら買い込んでたとかそんな話ばっかだったけど。
 ところでファミコンユーザーのみんな!カプコンのロックマンとヒットラーの復活はもうやってみたかな?もしまだならぜひやってみてくれ!死ぬほど面白いぜ!おいらはロックマンをクリアするのに48時間ファミコンの電源を入れっぱなしにしたほどだ!ヒットラーはみんなでよってたかってやったから20時間ほどで終ったがな。この”フィードバック”でオープニングデモコンテを書いてもらったへるしーめるしー(本名(うそ))って奴もこのロックマンには惚れ込んでてロックマン関係の情報を避けるためにわざわざ中国に行ってロックマンやってるんだぜ!(ウソ、本当は単に留学してるだけ)年末にはロックマン2が発売されるからみんな楽しみにしてるンだ!その他、最近面白かったのはガーディック外伝、ミネルバトンサーガ(バリおも)ってとこかな!あんまし最近でもねーが。
 あージョジョは面白い、今ジャンプを買ってきて読んだんだがまったく荒木先生にはいつも楽しませてもらってるぜッ!いったいどんな脳味噌してんだろ?今日は9/6で41号まで出てて、シーザーとジョジョがカーズと戦おうってとこなんだが先の展開が楽しみだぜ!来週は巻頭カラーだ!カーズを倒せば次はワムウだ!しかしエシディシは案外弱かったな。あーこんな面白い漫画が毎週読めるなんて俺はなんて幸福なんだろう!(おめでたい奴)さっきのへるしーめるしーもジョジョファン(というより荒木ファン)なんだがさすがに中国じゃジョジョはよめねーからかわいそうだ。ジョジョとワムウが戦うところなんてタイに旅行したときに海賊版(もちろんタイ語)買って読んだってんだからすげえ。関係無いがタイには本当にアドンやサガット(ストリートファイター)みてーな奴が歩いてるそーだ、本当かよ!?波動拳もうてるのかな?
 それにしてもストリートファイターは面白い!テーブル版は一応なんとかクリアしたがアップライト版(ボタンを殴るヤツ)はまだリーさんも倒せんってのに消えちまったんで悲しい。テーブル版なんてワムウ、じゃなかったアドンを倒せないでいるときに10回連続コンティニューなんて馬鹿なこともやったっけ、サガットでも同様だ。ワムウ(まだ言ってやがる)はもう大体倒せるがサガットだけはまだ運に頼るしかねえ。サガットを全然倒せないでいたときなんて”こいつはちえぞ(※3)を犯して殺した奴だッ!”なんて思って憎悪を増幅させてから立ち向かっていったんだが駄目だった、本当は師匠を殺されたんだっけな?結局ぜんじ先生プレイのビデオを見てコツをつかんでクリアしたんだ、あれがなけりゃ感激もひとしおだったろーになぁ。
 ストリートファイターで思い出したが中国人ってひでーんだぜ!俺がカプコンゲームミュージック#2を買って中国のへるしーめるしーに送ってやったんだが届いてねーんだ!なんでも郵便物が消えるってことがよくあるらしい、とくに日本人宛てだと消える確率が非常に高いそーだ。まったくカプゲーのCDなんて盗んでどーすんだっての!日本の歌謡曲って思って"go to heaven"とか"I'm strong!"とか"I am very trad!"とか歌ってんじゃねーだろーな。カプゲー#2はストリートファイターとトップシークレットとロックマンとサイドアームと名作揃いだったってのに惜しい。
 とーとーMSX2+が発表されたな、まったく何考えてんだ西和彦!なぁーにが88シリーズにも十分対抗できるだッ!性能だけならMSX2でも十二分に対抗できるよッ!ユーザーやソフトハウスがついてこねーっての!MSX2を持ってる奴が2+を買うと思うか?少なくとも俺は買わないぜッ!時代の流れってもんが見えねーのかなー?MSXの思想に共感したから俺はMSXソフトの開発をやってるってのにこれじゃーなぁ。X68000もいいがいかんせん高い!ATARI1040STが16万、AMIGA500が14万だってのによォッ!NECは嫌いだが68000マシンを安く出さないかなー?無理だろーなー、88みてーなカスマシンを16万で売るんだからなー。富士通から出るって噂の68000マシンもゲーム向けじゃねーそーだし日立あたりがいっちょ頑張ってくれねーかな?MB-S2とか!実は俺はMB6880L2ユーザーでもあるんだ。
 この”フィードバック”の制作が終ったらたった2日だが休みが貰えるんだよなッ!さーて何やろ?まったくこのところ日曜も毎週仕事してたってのにたった2日しか休めないってのも悲しいが社長がケチなんだからしかたがない。お盆も日曜に1日休んだだけなんだぜ!こんな会社普通ねーよ!



※1 VDP...Video Display Processorの略、MSX2にはV9958というVDPが搭載されている。こいつは512色中16色表示とか256色同時表示とかビットマップグラフィックモードとかVDPコマンド(グラフィックデータを転送するコマンド、始点、転送量、転送先を指定してやれば勝手にやってくれる、その間Z80は別のことをやれるので非常に便利だッ!)とかいい機能がいっぱいあるのに今ひとつ使えないチップだ。せめて横方向のハードウェアスクロールがありゃよかったのに!
 余談だが今度発表されたMSX2+にはV9978っつーVDPが搭載される、これはV9958に横スクロール機能と静止画表示モード(何に使うのかよくわからん)が追加されただけのしょーもないチップだ、馬鹿野郎ッ!スプライトをPC-engine並に強化しろよッ!横スクロールはたしかに有難いがそれだけじゃー誰も買わねーよッ!それからテキスト画面をビットマップ画面とは別に表示できるようにしろッ!できればX1のPCGみてーなのがいいぜッ!そいでもってVRAMは最低256KB!スプライトやPCG、グラフィックは優先順位を指定できるようにする!できればスプライトは1枚ごとにPCGの後ろ、とかグラフィックの後ろとか指定できるとかなり有難い。ほーらこれだけの機能を実現すりゃーもー8ビット最強最後のゲームマシン!CPUは10メガのZ80!もーMSX2との互換性なんていらねェッ!(ややこしいだけだから)これで88なんかゴミ同然だぜッ!これでグラディウス2(ゲーセン版)を同時発売すれば馬鹿売れ間違い無し!
 ・・・話がそれたな、そう!VDPの話だったんだ。まーとにかくMSX2はVDPがなけりゃMZ-80以下のマシンってこった。
※2 つっこみスクロール...これはスペースハリアーやアウトランなんかのとにかく前進しかできない疑似3Dゲームのスクロール方法を指す言葉だ。ちなみに考案したのは俺のいとこのマックス綾(パンクス)って野郎だ、ある日こいつとセガmK3で阿修羅(バリおも)をやってたときに突然”阿修羅は縦スクロール、ファンタジーゾーンは横スクロール、スペースハリアーはさしずめつっこみスクロールかな?”と言ったのがきっかけだが、はたして疑似3Dの場合の地面なんかもスクロールって言うのかは疑問だが面白いからいーや。
※3 ちえぞ......俺の友達で本名は山下知恵(♀)、あだながちえぞうなんだ。むっちゃくっちゃ美人だがどっか抜けててそこがまたいいッ!何考えてっかわかんねーとこも好きだッ!攻撃したいとこだがそんな度胸は無い、うーん悲しいぜ。顔は池内利恵(ビープによく出てるゴキブリがつかめるモデル)と小野みゆきと”番組の途中ですが・・・再びたけしです!”の”北野さんちの出たがり日記”でたけしの娘役をやってる女(名前知らない)をまぜたみてーな顔だ。ちなみにこの”フィードバック”の2面のボスの名前"YAMASHITA-CHIEZOU"はこいつからとったもんだ、さらにデモでちょこちょこ出てくる女のモデルもこいつだ(原画は俺が描いた)


今回のBGM(俺がプログラム作りながら聴いた曲だッ!)

RAINBOW RAINBOW
CHILDHOOD'S END
GORILLA
TWINKLE NIGHT
SELF CONTROL
GIFT FOR FANKS
HUMAN SYSTEM			TM NETWORK(いいかげん飽きたぜ)
グラノーラ
愛がなくちゃね
ただいま
ごはんができたよ
ブローチ
峠のわが家			矢野顕子
MINT-ELECTRIC
NON-FINTION			PSY.S(テッチーの読みすぎ)
POISON
WILD&HONEY
OLIVE				REBECCA(あーミーハーだ)
東京の野蛮
好き好き大好き			戸川純(ゲルニカが聴きたい)
ヤプーズ伝説			YAPOOS
MISTONE				杉真理(あー杉先生はいいぜ、売れないけど)
BOX POPS			BOX
いっしょに、ねっ。
みんな愛のせいね
シェイシェイバイバイ
ベクトルのかなたで待ってて	種ともこ(最近気に入ってんだ)
COVERS				RC succession


For the fourth album

if you cannot dance when you feel like,
and if you cannot cry when you need.
you should look into your own mind.
You will find it controlled by something.

English

Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Notes: Continue.
Cacti may speak Japanese, but do they speak it well?
...But does it make sense?
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!

READ THIS USING shift-JIS code!!

Feedback Development Postscript

If you somehow manage to find this message, don't go sending the instructions on how to see it into the magazines! If the company finds out I'm doing this, it's curtains for me. I'll quit on my own when the time comes, so if I can ask you one thing, it's that you please don't go around telling the world about this! "If you're so worried about it, why not just leave out the message?" you might be thinking. If I did that, though, I'd never be satisfied!

Anyway, here I am, writing a development postscript again... (Speaking of which, the postscript for D' is in a file called "D'.DOC", and Herzog's can be found somewhere on the disk.) This game really had me beat! I wrote most of the program myself (with the exception of the PSG version's BGM drivers and the disk error routines, but that was stuff we used in previous games), not to mention drafting the manual, drawing one of the illustrations, and doing a bit of the pixel art. All in all, my workload basically consisted of me doing everything myself, other than the graphics and music.

As I'm sure some of you can tell at a glance, Feedback is a clone of Konami's Falsion for the FDS. (Make no mistake - It's not a clone of Griffon - The Rose Story!) The power capsules, the guided missiles, the opponents' missiles, the enemy animations... they're all copied from Falsion. I tried to add some revisions of my own, but I'm no match for The Great Konami. Sure, the MSX2 has its limitations, but I can't help but think that this would've been a way better game if Konami had made it. That being said, even I didn't even believe it would be possible to accomplish this much on the MSX2. Like, when all the enemy sprites are drawn on the screen, look how fast they can move without messing up the background. This meant, however, that we were limited to 8 sprites at once, with a maximum size of 32 by 32 pixels each! I used to always grumble about how slow the MSX2's VDP was, but I've since come around a bit. It looked to me like the regular enemies in Griffon were done using sprites (at least, as far as I could tell by referring to screenshots in magazines), but how could that be possible when there are such narrow restrictions on colour and size?!

Why'd they cancel Griffon again, anyway? Not that it wasn't great news for us that they did! Back when Feedback was in the planning stages, just when we were about to get started on development, I saw an advertisement with some screenshots of Griffon in LOGiN magazine and I was like "Shit! They beat us to the punch!" You'd think that would've meant that for every month Griffon's release date got pushed back, we'd be more and more motivated to get our game out first! However...! On the contrary! The spriter and music guy got pulled from our team and put to work on Thunder Force II for the X68000, so, despite wanting to make progress, we were stuck spinning our wheels. HOWEVER...! The company president finally realized that Thunder II was gonna take ages, and so it was decided that Feedback would be released first, and, thus, we could go ahead with development! Which meant the end was finally in sight! (To be honest, though, as I'm writing this, there are still the cutscenes left to do...) In any case, I wanted to pit our game against Griffon. When it comes to disks and Mega Drive ROMs - no, Tecnosoft and Microcabin, you can tell there's some competition, can't you?

The theme of Feedback was "guided missile movement". (Herzog's theme was "battle tactics", by the way. I was thinking of putting battle tactics in Feedback, too, but that would've been crazy, so I gave up on the idea. Come to think of it, didn't the games featured in Soft de Hard na Monogatari have them as well?) For real, though; guided missiles also appeared in Herzog, but they all went at the same speed, so they weren't entirely realistic, were they? Falsion had some decent guided missiles, but it made me sad that you couldn't fire more than two at once. My favourite arcade title with guided missiles in it has got to be Rabio Lepus! Man, what a great game! I'd do some serious stocking up on the missile front, and every time I found myself in a pinch, I'd be like "BOMBS AWAAAY!" and get the (Ideon-esque) satisfaction of really unloading on them. [...]

As for Mr. Heli, I loved the game itself, but the missile system was lacking. (Why hasn't everyone played Mr. Heli?! It's your fault that it's disappeared from all the arcades! It was just as much fun as R-Type!) Sure, some other games have come out recently, like Sky Soldiers and Galaxy Force, but none of them look all that great. That's why I referred to Rabio Lepus and Falsion when I was making the guided missiles for Feedback'. I can't help but love the way they move!

Aside from the missiles, one of the other things I was careful about was creating unique boss characters. In this genre, it seems like the bosses always end up being ripoffs of Space Harrier and Attack Animal Gakuen [...].

Oh yeah! Another thing I can't forget to talk about is how the VDP* is used in this game! Up till now, the way things worked was that I'd execute a command, and then, once it was finished executing, it'd get sent to the VDP. With this game, though, what I did was save the VDP command execution data to the work area, then use an interrupt routine to execute the command on the spot the moment the VDP was freed up. This new method allows the VDP's wait time to be reduced, meaning it should operate more efficiently. (But maybe not by all that much, given that the interrupt is 1/60th of a second.) [...] The backgrounds are a little bare, but that's because I didn't want to use too many VDP commands.

Man, I am so broke. How can I work this much and still have no money? Can you believe that there are companies out there that don't even compensate their workers for overtime?! There's times I've worked a hundred hours of overtime in a month and still haven't seen a penny! Speaking of which, the second theme for the development of Feedback was the idea that we could make a game without doing any overtime. Naturally, it was an abysmal failure. Normally, an employee would be entitled to ¥2**,*** a month for this much overtime. In reality, though, I'm getting more like ¥1**,***! [...] I heard Falcom is short on people. Maybe I should go over to them? If Compile were hiring, I'd kick this company to the curb and be on the next train to Hiroshima! I bet life is way easier there. In Tokyo, you can barely own a vehicle, and the rent's insane. This city is no place for people to live! Plus, maybe there I'd be able to work on stuff I actually enjoy. Don't get me wrong, though, I'm not out to seek fame and glory! [...] If a smaller company (not that Tecnosoft isn't small) like Bits, Winkysoft, or studio SIGN paid well, I'd be happy to work under them, too. That being said, since I'm currently working under a moron of a company president who knows shit all about games, I can do whatever I please. (If he sees this, I'm fucked.) I wouldn't want to work at a company where I couldn't do what I wanted, no matter how much they were paying me. [...]

On the topic of money, the spriter for Feedback, who we'll call Monkey Saru-zou (A.K.A. "The Fairy") recently bought an A-JAX circuit board. I have no idea what that idiot was thinking! Of all the things to spend his tiny bonus on, he went with a ¥100,000 A-JAX! Me, I used my bonus for living expenses and have been saving up my wages, 'cause I'm planning to sell my current ride, a Mira, and buy a Fiat Panda!! The Mira only ran me ¥350,000! I have a GPZ250R as well, and that was ¥420,000! To think, the car was cheaper than the bike! In any case, it has yet to fall apart, I can use it on rainy days, and I don't need to wear a helmet, so it's pretty convenient. Plus, it's not like I can just throw a girl on the back of my bike and take her to a hotel. Though, I always did feel embarrassed about taking Naon (my ex) to hotels in my piece-of-shit Mira. On those days, I'd end up abusing muscles that never got a workout. I wouldn't be able to walk normally for 2 or 3 days after, since my inner thighs would be hurting so much. Programmers have it rough.

These days, everyone at Tecnosoft is busy with Thunder II. [...] Maybe he still hasn't given up on his old dream of using Thunder Force to make some easy money, the poor sod. In fact, no doubt this is my fault for joking about releasing Thunder Force on the X68000 when we were in the planning meeting. I didn't think it would lead to this. And now I have to deal with the fallout! First my teammates are yanked off the project and switched to Thunder II, then I get scolded and told to work faster! Whose fault is it that Feedback is behind, huh?? Whose?! The game itself was mostly finished in June! Did you think that by dividing things up and having different people work on the cutscenes and stuff, we could finish the game in 3 months, like we did with Herzog?! Despite there being only 4 people working on the actual game (a programmer, a sound guy, and two graphic artists), did you seriously think it would be that easy for us?!?! What am I going to do with myself once Feedback is finished, anyway? Kugyoku 2? No! Never! Absolutely not! I can't bear the thought of releasing an unprofitable shovelware title like that on the MSX2! That being said, I've been so busy lately that I've haven't had time to think up any new game ideas!

Honestly, though, I've had it up to here with the president's idiocy! He's got no sense at all, and that goes for everything! Of all people, the president of a software company should have an idea (and I mean any idea at all) of what kind of games are popular these days! I mean, once glance at an issue of LOGiN could tell you! [...] His feel for the market is 5 years out of date! In a fast-moving industry like this, 5 years ago might as well be the Jurassic, but it's all he has! Was his brain programmed on a 4004? I'm beginning to understand why Yoshimura and the others were so fed up with him. Last year, we had people quitting left, right, and centre. I have to think about my future, too. Speaking of which, I heard that Miyazono, who quit in December last year, went on to write the scenario for Star Cruiser at Arsys. What a step forward! Here, they barely give you enough to live on! The [...] at Tecnosoft may be alive, but they aren't really living. Do these people do nothing but game? Me, I like girls and cars. [...]

Star Cruiser came out a little while ago. Talk about an amazing game. I feel like it's the culmination of Yoshimura's life's work. If he could accomplish that with the 88, just think of what it would be like if it were ported to the X68000? I bet it would be a lot like the Interceptor line of games. Thunder II is kind of neat, but it's still shovelware in the end. The eight-directional scrolling is just weird! I wouldn't say that we should copy Raid on Bungeling Bay, but I'd at least like to do something in the vein of Last Mission! (The guy working on it is one of those damned hacker-cum-master-otakus, probably not so different from how Yoshimura himself was, back in the day. One of those guys who's gonna be a virgin forever. (Most hackers are like that, though. Me, I lost my virginity at 19.) [...] like Pryce Lynch [sic] from Max Headroom.) So, if he says there's nothing to be done about it, there's nothing to be done.

Come to think of it, just a little while ago I went out drinking and ran into an old schoolmate of Yoshimura named An-chan, who was a couple years ahead of him in high school. She told me a bit about Yoshimura's high school days, and it was all about stuff like the time he blew up the science lab (exaggerating here), and how he'd buy all the dojinshi that came out.

Oh yeah! All you Famicom players! Have you tried out Capcom's Mega Man and Bionic Commando yet? If you haven't, you've seriously gotta! They're so much fun I can't even handle it! In order to beat Mega Man, I played it for 48 hours without once turning off the Famicom! [...], so I managed to finish Bionic Commando in 20. Healthy Melsy (his real name (just kidding)), who did the storyboards for the opening of Feedback, was so taken by Mega Man that he moved to China to avoid spoilers! (Nah, I'm pulling your leg, he's actually just on exchange.) Mega Man 2 is due to come out at the end of the year, so we're all looking forward to it! Other games I've enjoyed lately are The Guardian Legend and Minelvaton Saga [...]! They're not exactly new, though.

JoJo is so good. I just finished reading an issue of Jump I bought, and Araki's stuff never fails to entertain me! I wonder what goes on in his head? Today's September 6th, [...], so Caesar and JoJo are about to fight Kars. I can't wait to see what happens next! And next week, the opening's going to be in colour! Once Kars is defeated, Wamuu is next! Esidisi was weaker than I expected, though. I sure am lucky that I get to read such an entertaining manga every week! (Aw, such innocence.) Healthy Melsy, the guy I mentioned previously, is also a fan of JoJo (well, more like a fan of Araki), but I feel bad for him, since he can't read it over in China. What impressed me was that he happened to be travelling in Thailand when JoJo was fighting Wamuu, so he bought pirated versions of the comics (in Thai, of course) and read those. On an unrelated note, I heard that, in Thailand, you can see people who look like Adon and Sagat just walking in the street! Could that really be true?! Do they fire off hadokens too?

Street Fighter is an awesome game, though! I beat the tabletop version, but I couldn't make it past Lee on the upright machine (the one where you have to hit the buttons), sadly, so I ended up getting a game over. On the tabletop version, I got so stuck on Wamuu - I mean, Adon - that I went a little crazy and chose to "Continue" ten times in a row. Sagat was no different. I can usually beat Wamuu (oops, there I go again), but with Sagat, I have to rely on luck. When I was stuck on Sagat, [...] In the end, I watched some of Zenji's play videos till I got the hang of it, and then I was able to clear the stage. [...]

All this Street Fighter talk reminds me - Chinese people are the worst! I bought a copy of Capcom Game Music #2 and sent it to Healthy Melsy in China, but it never arrived! Apparently posted items are prone to going missing over there, especially if they're addressed to Japanese people. What the hell are they going to do with a Capcom music CD?! I can imagine them thinking that this type of music is popular in Japan, singing "Go to heaven"! "I'm strong"! "I'm very glad"! The CD had all the tracks from famous titles like Street Fighter, Bionic Commando, Mega Man, and Hyper Dyne Side Arms, so it's really too bad it went missing.

So, the MSX2+ is finally out. What were you thinking, Kazuhiko Nishi?! What could possibly compete against the 88 series?! There's no way users and software companies are gonna go over to your new hardware! Maybe you think MSX2 owners will buy the 2+? I won't be, anyway! Can't you see the way things are going these days? [...] The X68000 is great too, but unfortunately, it doesn't come cheap, even though the Atari 1040ST is ¥16,000, and the Amiga 500 goes for ¥14,000! I'm not a fan of NEC, but couldn't they let their 68000s go for a little less? I guess that would be impossible, given that [...] like the 88 are selling for ¥16,000. The 68000 that Fujitsu is rumoured to be releasing doesn't sound like it's meant to be a gaming machine, so maybe Hitachi will come out with something for people like me? Like the MB-S2! I actually also use a MB-6880 L2.

Now that Feedback is finished, I only have 2 days off! What the hell! It's pretty sad that, despite working every Sunday, I only get a two-day holiday, but the president is a stingy miser, so what can I do? The one time I took a Sunday off was for Obon! This company is insane!

Hidden Images

There is MSX2's SCREEN8 formatted pictures in the disk.

Feedback MSX2 Hidden Picture 3.png

Address: 0x78000
This seems to be the package art.

Feedback MSX2 Hidden Picture 1.png

Address: 0x8C000

Transcription Romanized
とやま ゆういち Toyama Yuuichi
モンキーさるぞう(オカマ) Monkey Saruzou (Okama)

Feedback MSX2 Hidden Picture 2.png

Address: 0x9C000