Tokobot is Tecmo's first game for the PSP and is whimsical
and wonderfully quirky little title. The storyline begins thousands of
years ago, in the land of Moritari, where a prehistoric race created extraordinary
technology that revolutionized life. Now, in modern times, this lost technology
is being excavated from the ruins of the ancients by private laboratories.
However, the rediscovery of mini mechanised helpers, called Tokobots,
has sparked interest from treasure hunters who plan to use the robots'
powers to take over the world. It's up to our hero, Bolt, to foil their
evil plan.
Players begin with just six Tokobots but, as the difficulty
ramps up, the player will have to seek out extra robots in order to deal
with the increasingly complex problems. Tokobots are able to generate
'joint actions' – a fusing together with Bolt to create ladders,
swings and gliders – and can unify in Karakuri Combinations. Call
one of these into action and watch your Tokobots merge and become a larger,
much more powerful or more useful robot - such as the sword wielding samurai
or block lifting crane.
The game also features a Time Attack mode once the player
has completed the Story mode, as well as a selection of highly engaging
mini games. The combined effect is a unique, fun and compelling gaming
experience that can be played anywhere and at any time.
For more information about Tokobot, including a bundle
of screenshots depicting these cute robots in action, check out Tecmo's
official website at www.tecmogames.com.
Q&A with the Tokobot Development Team:
Answers from: Mr Masahiro Shidara the game director of
Tokobot
1.Co-operation seems to be the central theme for the game.
How did the notion of hand holding mini robots first come about?
At first, we came up with the key word ‘Grouping’
while we examining the new development options that the advancement in
hardware made possible. Then, we thought it would be fun if the individuals
of this group were to join to complete one task through co-operation rather
than individuals working on multiple tasks.
2.With the environments there’s an interesting balance
between the futuristic and the ancient. What were the design influences
behind this contrast?
We love the type of world concept that can be conjured
up through concepts like, ‘Futuristic, but with a nostalgic atmosphere’,
that Studio Ghibli regularly captures with their films. And this influence
isn’t just confined to us. A lot of Japanese game developers are
influenced by their movies.
3.There are some fiendishly clever puzzles in the game.
How did you manage to balance their challenge against potential player
frustration?
We emphasized action as a game feature, and tried to make
the puzzles reasonably easy to complete. We had a design rule that the
player should always find hints to solve problems nearby. We didn’t
want them to go far to discover solutions.
4.Do you think that the PSP is a natural home for the
platformer and, if it is, why do you think Tokobot is the first original
title in this genre?
First, we were looking at the PSP and thinking that this
is a console that will not always be played outside, but it is the home
entertainment console that the player can take outside and still enjoy
all genres of videogame.
When we started this project, we realised that this game would be released
about half a year after the PSP had been released. As such, we tried to
imagine what sort of games the users would be looking for at this point.
We anticipated that the users would want a game that they could enjoy
for a long period of time, or something that offered unique game action.
We decided to go with the later candidate. As a result, we aimed to return
to the origins of the action game and we’re honoured that you think
that Tokobot is the first original platform game on the console. I think
we were lucky with our timing as far as this is concerned.
5.So far we’ve seen the Samuari, Train and Crane
Karakuri Combinations. Could you briefly explain how these, and the other
forms, fit into the gameplay?
The Samurai has a great striking ability and you should
use it to defeat powerful opponents. Train is necessary for you to get
from one particular area to another, while Crane allows you to solve certain
puzzles within the ancient remains.
6.Does the team have a favourite Karakuri Combination
at all?
It is refreshing to use the Samurai’s consecutive
attacks and the Mega Hammer’s massive blow is very satisfying too.
7.The game’s boss battles are cleverly multi-layered.
How many times do you think it fair for a player to die while they’re
learning the enemies attack patterns?
The player may will be defeated and lose one life, but
will also find out the attack patterns needed to defeat the boss by the
second or third attempt. We tried really hard to ensure that this part
of the gameplay was well balanced.
8.Can you explain what’s going on with Mr Canewood within the game?
He looks like he’s half robot and half human. Is he some kind of
cyborg? And is that parrot actually a part of him?
He is definitely a human. He just wears lenses in much
the same way a jeweller does. However, he has modified these lenses somewhat
and attached them to a mask so that he always can use them easily. The
Parrot is Robot he created.
9.Flames, Bart and Fuel. Can you explain what the motivations
are behind this trio of mechanised antagonists?
They desire to own the mysterious energy called ‘The
Force to Control The Earth’. This is the strange power that Canewood
and Bolt are both investigating during the course of the game.
10.Are there any plans for Tokobot to break away from
its handheld home and appear on home based consoles?
We wish for as many people as possible to have a chance
to enjoy Tokobot. That said, we have no direct plans to remake the game
for other consoles, but we would like to try if we get a chance. If that
were to happen, it would be a great opportunity for us to come up with
some new features.
11.Also, and we’re totally aware it’s still
early days with this, but have you any plans for creating a sequel?
We do not have any plans for this either. We cut out several
elements from Tokobot due to unavoidable circumstances. If we do get the
chance to create a sequel, we may well put some of these more surprising
elements back into the mix.
12.Traditionally Japan is renowned for its love of robots.
Do you think that this love is increasingly becoming an international
phenomenon?
Robots are truly attractive. I believe that helper robots
resembling humans will appear soon and, when this happens, more people
will realize that the future will involve having a robot in your home.
13.Was anyone on the team aware of the Japanese film Hinokio,
and did this have any influence on the design of the Tokobots?
Yes we are aware of Hinokio. I had a chance to see the
actual Hinokio robot used in the movie. It is very precisely made and
is a great piece of craftsmanship. When we became aware of Hinokio, we
had already completed the design of Tokobot. So, the design resemblance
is just a coincidence.
14.So, if you woke up tomorrow and discovered that a robot
helper had been delivered to your door – possibly by a rich, eccentric
relative – what would be the first thing you’d ask it to do?
I would ask him to inform my boss of my absence from Tecmo
and let him go to work instead of me.