![]() Yokoyama – Well, we didn’t really set Galaxian to be some sort of benchmark for the game, but back then, other companies were creating games similar to Galaxian, whereas we (Namco) were creating games such as “Pac-man” and “Rally X” (*7), so our Marketing group commented saying that we should at least make 1 more space themed game, so then we just followed through with that. ― You mentioned that the direction was to create something related to space, but that seems to imply that the game to be created wasn’t planned to become a sequel to Galaxian. In fact, I wrote the first draft of a design document in a little less than 2 months after the completion of the previous game I worked on. Even if we were in planning for a while, the development span was very short. ― That means the planning was in motion for a long while. When we heard that, we decided to go back to the drawing board, and this marked the beginning of Galaga. This ultimately led to the creation of “Galaga.” ― So, Galaxian was created using the same hardware? Yokoyama – At first, we based our development off of the Galaxian board and developed some prototypes, but Ishimura-san, the hardware expert at the R&D Center, mentioned that they were going to develop a new board. ![]() Even after that release, there were a lot of boards left from Galaxian and King & Balloon, so next we focused our attention on the game concept of Galaxian, and decided to follow the direction of creating something related to space. With that, we created “King & Balloon” (*5). I recall we had a load of boards (*4) created under the guise of “Galaxian.” That way, we could create different games using those boards. ― How was Galaga born? Yokoyama – Back then, Namco first released a video game called “Gee Bee,” (*1) and immediately after, we released “Galaxian” (*2). ![]()
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