Outside (21.4mb)
Inside (21.0mb)



As I always say before these translations: If you notice any glaring mistakes, or are able to translate some parts in a better way then please let me know via PM. This translation took me MANY hours to complete - an hour alone just to format it to be readable on this site - and if you appreciate it and would like me to have the time to do more, PLEASE consider purchasing something from the link in my sig. This work is purely my own, and it you choose to post elsewhere please give credit to me for the translation. I reserve the right to edit this translation as I see fit.
This is now my FIFTH translation. You can find the previous four below:
Makoto Asada Interview
Yotsubane Inteview
CAVE Round-Table Interview / Akai Katana Discussion
Ibara Scanlation - Chapter 01 - Work in Progress
For my next project, I'm currently working on an interview with the Astro Port team from the newest issue of Shooting Gameside magazine (#4).
The pamphlet is printed on standard sized A4 paper, and was folded in half. Inside there are interviews with three people from the Saidaioujou development team. Enjoy!
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IKEDA TSUNEKI (IKD) - Programmer
–I want to first thank you for your time. I know you are quite busy with preparing for the location test tomorrow.
Recent games are being made with comparatively little money and time, but we tried to make this game with a larger budget and more hours spent on programming and design. But we never expected it to be this much hard work.
–Maybe that's because the game is a sequel? Were you conscious about that?
We really wanted to keep it simple and focus on the fun of dodging shots, which most can agree was the best part of the first one.
–What's with the title "Sai Daioujou?"
We would rather not say the real meaning of it at the moment, but I can tell you that it encapsulates the two meanings "Saidono Daioujou" and "Saigono Daioujou."
–How about degree of difficulty?
Because "Daioujou" was pretty spicy, we'd like to make "Sai Daioujou" even more so.
–Spicy...? What was the hard part doing that?
For the looks, it had to look cool and stylish, which was not something we really concentrated on before. As far as the playability went, it had to be simple but fresh, or light but thick.
-Are you opening up a ramen shop? (laugh) Spicy, light and thick... Is there anything people should pay attention to?
The fun factors of "destroying enemies" and "dodging shots" that are unique to shooting games. And we want people to enjoy all the new sounds we created for this game.
–You’ll be hosting a location test tomorrow. How close are you to completing the game?
About 70%, I think.
–Tell us about the world of the game. Is there any connection to the last game?
It’s better to ask that question to Wakabayashi since the Dodonpachi world since DOJ has been designed by him.
–Got it. Do you have any personal opinions on the character designs for this game?
Nagi Ryou's illustrations are fantastic, don't you agree?
–Who is your favorite character?
I think the tank that shows up in the first stage is really cool.
–Yeah, I think so... If it doesn't hurt, can you tell us about any hidden items and tricks?
Hidden items and tricks? No, there aren’t any (grin).
–Finally, is there anything you want to tell to the players?
It took us a lot of time to overcome the difficulties in creating and releasing this game. At the time of the location test in February, there were certain glitches that still needed to be fixed. Right now we are working really hard to complete the game. Please look forward to the final release.
–Thank you for your time.
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WAKABAYASHI AKIRA - Designer
–Hey kid, is it true that you’ve been part of the team since "Dodonpachi?"
While I was struggling with this title, that huge earthquake happened.
–Right, that was horrible... Wait, talk about something related to the game, please! So, what were you struggling with?
To give it a new look even though it’s a sequel to a game with an already well-developed and liked look.
–Did "Sai Daioujou" turn out as you expected?
Well, it will become obvious when we hear the players' responses... What do you think about the title?
-I'd say it’s alright. "Sai Dai (Maximum Size)" and "Oujou (Death)" or "Sai (Maximum)" or "Dai Oujou (Maximum Death)" or "Sai Daioujou (Final Maximum Death)" and "Nama (Raw)," we cannot really debate on it.
The fighting over just the name lasted for 7 days.
–I don't remember seeing you guys fighting though. It has the usual calligraphed logo. What is the theme for the game this time?
At first, old style Chinese characters were used. They were later changed because they didn't match the feel of the game, but they did look really cool. They were hard to read. It's important to be able to know what the characters mean at first glance after all. That's been our motto from the beginning.
–What was the hardest thing in making the game?
Everything.
–What part do you want players to enjoy most?
Everything.
–Kiddo, are you getting tired? OK then, how close is the game to completion?
My fighting power is 530,000.
–You are not making sense. You are messed up. I understand, you are in the midst of the production and things are stressful, but try to stay with us! I heard you pitched a lot of ideas into the game. Is there any connection in this game to the previous game?
You must mean the story about the earth 100 years after "Dai fukkatsu”. A "very beautiful story of the future”.
–This is the first time I’ve heard that! That’s great. Anything to say about the characters?
Very cute. Fantastic.
–Who is your personal favorite?
Hikari. But also like Maria. Nah, actually Shuri. And...nevermind. I like the names. The names are great.
–(But you named them...) I will move onto another subject gracefully.
Why don't they make action figures out of them? They haven't, but should.
–Those things are manufactured in large lots, a minimum of 5,000, I think. New subject: Is this game going to be as difficult to clear as the last one?
It’s not going to be easy. But you can clear it if you’re dedicated and try hard. I hope it takes at least 7 years to clear.
–Anything else you'd like to add?
It will be great if everyone enjoys it. If they like it, that is great. If they hate it, that is great too.
–I see. It is great every which way. Thank you for the interview.
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KOIZUMI DAISUKE - Programmer
–First of all, could you talk about what specific aspects of game programming you are responsible for?
I was in charge of the game system, the placement of the enemies, and the overall balance of the game.
–Was there anything you were extra careful with, considering this was a continuation of the series?
I paid particular attention to the fun of shooting, dodging, and activating hypers, keeping in mind that this game is intended to superficially resemble "Dai Oujou." Some of the ways in which it resembles Dao Oujou is that it has the hyper system which makes the game harder as you play more by increasing the enemy's attacks - the score will increase exponentially. By taking this idea even further, I am hoping to make the game a challenge even for experienced players.
–"Hoping"? Since you say that word, it leads me to believe that you have yet to work on these characteristics... In your opinion, how developed is the game so far?
70%. I am spending as much time as possible on adjusting the difficulty balance. What has been seen at the location test is not at all a final product.
–So you are also in charge of the difficulty of the game?
I’m planning to innovate the hyper system in "Dai Oujou" by making the difference between risk and reward quite clear. As you use the hyper more, both the difficulty and the score will go up. So the players ought to enjoy the game that way too. For those who cannot be satisfied with the normal play, a super difficult mode has also been added. That way even the most experienced players can enjoy the game for a long time.
–Maybe it's stupid to ask this, but was it really tough to make this game?
It was challenging for me to create the system in which a game is simple yet satisfying. It is not easy to differentiate a game that is simple from other titles.
–What are the aspects of the game that you are particularly proud of?
The game system is definitely it, but also the voices used. We used lots of them and worked on them hard to give them the right effects. I realize that we can't satisfy every player, I know, but am confident most will enjoy this game.
–What was your initial reaction to the title?
I am not sure if anyone wished for "Saidai Oujujou (great death)" literally, but since it is settled with that title now, the content of the game should imply "Saidai Oujujou".
–About the world view, is there any connection to the last game?
It seems like this game is a "what if" version of "Dai Oujou" that takes place in an alternate universe.
–I didn't know that. Anything you want to say about the characters...?
This series is really about the machines - not the characters. However, I think fans will find them familiar since they are quite similar to the characters in the prequels.
–What are your favorite characters?
(translation is suspect – can anyone help?)
Since the game uses the initial cursor in TYPE-C, I am gravitated toward Maria in TYPE-C who is used most. I also like Hachi items whose presence you cannot ignore.
–Are you at liberty to tell us about some of the features coming in the future?
As the game is only 70%, of course there are more characteristics to be implemented on the way.
–Lastly, do you have any message to the readers?
We are planning to come up with some serious shooting games down the road. Believe it.
–Thank you very much.

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