EuroGamer - Death from Above: The making of Slap Fight MD

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Sengoku Strider
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EuroGamer - Death from Above: The making of Slap Fight MD

Post by Sengoku Strider »

A retrospective article on Slap Fight: Medical Doctor, which includes an interview with Ichikawa Mikito, chief supervisor of the project, that goes surprisingly in-depth.

https://www.eurogamer.net/death-from-ab ... p-fight-md

The cover the article references but for some reason doesn't include:

Image

A couple of choice quotes from the interview:
it was about two weeks later that I stumbled completely by chance upon the Toaplan office in the second floor of a supermarket building!
While I was in the middle of developing Bare Knuckle 2 in the fall of 1992, I was told I didn't have much longer to live. I had been incredibly busy from spring of that year, concurrently developing 4 games including Slap Fight MD. I was over working. The disease greatly affected the development of Slap Fight MD. By winter of 1992 I could not go to the office. I had to take my work PC home and direct development from there. By spring of 1993 I could no longer leave my bed. I was just waiting for death.
Toaplan gave us a lot of reference materials to help us with the development, but the graphic data for the arcade Slap Fight was originally made on an SMC-777 computer. This computer was top of the line for its day, capable of displaying 4096 colours. All the graphics data was stored on double density floppy disks, and made using Toaplan's own in-house software tools (unfortunately, they didn't give us any documentation for the data format this software used).

All the sprite editing and graphic work was done on the SMC-777. Toaplan's software tool could only create 8x8 sprites, so Toaplan had to draw and plot out the stage maps on graph paper, doing everything by hand, and using as few 8x8 sprites as possible. I was amazed when I learned that Slap Fight, which was known for its high quality graphics at the time, was made this way.
The game a man defeated death itself to complete.

Material about the actual dev systems always fascinates me, because of how arcane it is, what it reveals about the circumstances around a game's creation, and especially because it's almost always excised as "the readers won't care about that" kind of stuff. Sony's SMC-777 was actually designed to be an accessible Z-80 based 64k RAM home computer, albeit one with an upper mid-level price. To be usable by people who didn't understand computers it didn't even require command prompts; its filer offered a cursor based menu, which was something back in 1983/84.
Steven
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Re: EuroGamer - Death from Above: The making of Slap Fight M

Post by Steven »

Yeah, Ichikawa is a badass dude. He told death itself to go to hell so he could finish making the best shooting game on the Mega Drive. I think he was also only like 18 when he started working on Slap Fight MD, and look how it incredible it turned out. The game is basically perfect. If there are any flaws in it, I haven't seen them. Edit: I forgot the game has a ton of slowdown whenever you fire the laser when you have max wings attached and the shot weapon lets you point-blank bosses out of existence in seconds with the autofire on, which I can understand being considered to be a flaw.


I consider this game to be one of the greatest passion project games of all time, and it probably is. You can tell that the developer REALLY REALLY REALLY loved Slap Fight and made this as good as it could possibly be.

Skykid wrote this article, by the way. Hopefully he'll stop by here to comment on it or the game in general.
Last edited by Steven on Tue Apr 26, 2022 10:45 am, edited 1 time in total.
Martinov
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Re: EuroGamer - Death from Above: The making of Slap Fight M

Post by Martinov »

I remember wanting to purchase Slapfight MD after reading the review in an issue of Mean Machines Sega. However this was the period when Sega were enforcing regional chiplocking on many games, so I chose not to in case the game didn't work on my Pal MD. I wouldn't get a chance to play the game until I started emulating games on my PC in the late 90s. One of the best games on the console for sure, and one of the reasons I leapt at the chance to buy the Asian MD Mini.
Steven
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Re: EuroGamer - Death from Above: The making of Slap Fight M

Post by Steven »

Martinov wrote:I remember wanting to purchase Slapfight MD after reading the review in an issue of Mean Machines Sega. However this was the period when Sega were enforcing regional chiplocking on many games, so I chose not to in case the game didn't work on my Pal MD. I wouldn't get a chance to play the game until I started emulating games on my PC in the late 90s. One of the best games on the console for sure, and one of the reasons I leapt at the chance to buy the Asian MD Mini.
You unfortunately missed out, as the game isn't region locked; I tested it on my Mega Sg with the system forced to NTSC-U and the game works fine, so I'm guessing it works on a PAL MD as well.

I've mentioned it before, but Slap Fight MD's inclusion on the Japanese MD Mini is directly responsible for my newfound love of shooting games, and it remains one of my favourite shooters of all time. I wouldn't say it's my favourite one ever, but I also can't actually think of a shooter that I do actually enjoy more than Slap Fight MD, so maybe it is.
Martinov
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Re: EuroGamer - Death from Above: The making of Slap Fight M

Post by Martinov »

Steven wrote:You unfortunately missed out
I know :(
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