TADA is credited as the development lead (leader) in 'Dangerous Tengu Legend'.
| Dangerous Tengu Legend Post | Leader of Development |
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Productions related to the Dangerous Tengu Legend
TADA is credited as the development lead (leader) in 'Dangerous Tengu Legend'.
Rance5D is a small-scale production
TADA recalled that the script and programming for "Rance5D" were handled by herself. At that time, PC game prices were rising, and he wanted to try cheaper and more accessible titles, so he introduced the low-priced series; However, each team actually created their own experimental games, and his own Rance5D was not made according to conventional methods.
Entering programming and game development
When TADA was a student, he saw ordinary teachers making games on their own and realized that non-professionals could also try developing them; He once collaborated with friends who could paint, but never finished his work. After learning the programming, he chose to apply because ChampionSoft used BASIC.
Maps under technical limitations
Rance II uses BASIC PAINT commands to change area colors to indicate positions. In the early days of "Battle God City," the map was planned to be displayed with foreign characters, but in-house programmers switched to image movement, giving the team the technical foundation to develop RPGs.
The two deadlines for the final chapter
TADA reflected on the making of RanceX, saying that her physical strength and the reduction of her physical retail network formed two deadlines. He hopes that a series starting with boxed packaging can also end with physical packaging.
A replacement after the project was canceled
In 2013, TADA recalled that the original "Battle God City" originated from a replacement idea that came up within a day or two after the original project was canceled. Development time is relatively short, and some content has not been included; "II" has more time to accommodate more plot and ideas.
Observe encounter rates on actual devices
TADA recalls the original game, where the game would first run on a live console and then adjust the encounter rate based on the frequency of observed enemies. In 2013, he saw that the 3DS developers had already written battle frequency into the specifications, and it was only then that he clearly felt the difference between the two processes.
The world and map of Evenicle
Before developing Evenicle, TADA tried to create new works using the system of RanceQuest. The original map is difficult to expand due to memory usage; After the programmer requested a wide map, he turned to world map RPGs. He uses the excuse that Rance's world has no sea, and entrusts the new worldview to Yo-ichiro, demanding that the sense of familiarity be preserved and that the story conclude with a complete conclusion.
TADA used 24 sheets of A4 paper to create the Evenicle world map; When major changes occurred during development, he revised the diagram by copying and pasting.
Text compilation of "Rance10"
In the December 2017 Rance 10 development notes, TADA stated that to avoid endless explanations about old settings and character relationships, many explanations were omitted in the main text, and the setting was provided through the in-game guide.
Development and handover of Evenicle
In 2022, TADA reflected on the development of Evenicle in 2015, saying he hoped players could fully experience the content in one playthrough, making the process tight and reducing unnecessary burdens; This differs from RanceQuest's focus on long-term research.
TADA recalled in 2022 that when Evenicle was about 80% complete, he needed to focus on developing Rance 10, so he left the final stage to Muumin.
The next installment from the Rance03 team
The "Rance03" team originally planned to join "Rance10" later, but the members wanted to create their own original works first. TADA accepted the request, allowing them to try their hand at original projects.
A rework of the Rance10 combat prototype
TADA recalled that the prototype for Rance 10 in 2016 failed to deliver the expected fun, so he completely reworked the random, mahjong-like combat system into a format closer to a typical RPG. Questions and adjustments during development are discussed jointly with Pudding, Orine, Yoidore Dragon, and other members.
Development shifts and project support
In 2022, TADA recalled that, to ease the burden of leading large-scale projects continuously, he alternated development with Purin around 2006: one person leads the current work, while the other supports and prepares subsequent projects. When he led Sengoku Rance, he set the next game as the more clearly defined game direction, 'Toshin Toshi 3,' with Purin responsible for design and Fumya responsible for the main script.
According to TADA's recollection, in 2007, Tokyo's 'Haruka' and Osaka's 'Toshin Toshi 3' both experienced delays, and the alternate development plan quickly stalled. He then participated in "War God City 3" as a supporter, creating maps and event scripts.
The trade-off of CG resolution
TADA reviewed in 2021 that ALICESOFT had previously tested 800×600 production in 1997 for "Ikkenai Katsumi-sensei" and "Zero Type." At that time, pixel correction was still needed, and the workload and operational load increased with resolution. The team then returned to 640×480; around 2005, after more skilled tool use and improved machine performance, they switched back to 800×600.
Boxed production of 'Rance, King of Demons'
According to TADA's recollection, the 1996 'Rance of Demonic Beasts' featured special packaging with bonus items and a setting book. Material costs were high, so he still decided to produce a larger batch in the first batch; After selling out, a larger batch of special packaging was produced, which also sold out. Later, sales switched to a version containing only the game CD-ROM.
SYSTEM3 Pilot and Project Commissioning
TADA recalled that Muumin once used text processing to create a 3D maze-like display in SYSTEM3 without arrays or a 3D maze display mechanism. This prototype led TADA to decide to entrust him with the production of "Otome Senki."
Single-player combat recommendations for the 3DS adaptation
In an interview published in November 2013, Mikage recalled that the initial 3DS 'Toshin Toshi' solution presented to TADA adopted a team-based combat system. TADA proposed further deepening one-on-one command battles and pointed out that "Battle God City II" should depict Seed's solo combat and gradual growth; As a result, the developers changed the original team-based approach.
Hazuki describes it as an internal discussion about writing style
In the same interview, TADA recalled that during the original PC development of "Toshin Toshi II," the company internally opposed having Hazuki refer to herself as "Boku." He still insisted on using this style, which eventually became a characteristic of the character's speech.
Commissions and job offers to external key artists
In an interview published in December 2020, MIN-NARAKEN recalled that after drawing for TADA in person, he was commissioned to create original illustrations for the girl. Later, when he said he would reduce ALICESOFT orders in the future as he prepared to look for another job, TADA invited him to join the company again.
Related entries
- Participated Works:The legend of the dangerous tengou
- Daiaku Tsukasa: Getting key animation support during production:Zhiyin
- Brands collaborating with programmers in early map implementations:ALICESOFT
- A review of brands that have evolved proxy project planning and real-world encounter rates:ALICESOFT
- Evenicle: Wide map implementation and paper map revision:ALICESOFT
- A look back at the brands that have been handed over to Evenicle and revamped the Rance10 system:ALICESOFT
- 2006–2007 Development Shift Affiliated Brands:ALICESOFT
- The original team they belonged to when proposing the 3DS battle proposal:ALICESOFT
- According to MIN-NARAKEN's recollection, the company that invited him to join:ALICESOFT
References
- ALICE SOFT Authorized Distribution File: Dangerous Tengu Legend
- Denfaminicogamer: TADA looks back on thirty years of production experience
- 4Gamer: TADA Talks About Fighting God City Original Development (Page 2)
- ALICESOFT: Evenicle developer records TADA
- ALICESOFT: Development update as of December 2017
- TADA: My Alice Soft History 18 (2015–2016)
- TADA: My Alice Soft History 15 (2006–2008)
- TADA: My Alice Soft History 9 (1996)
- 4Gamer: Battle Advice for God of War 3DS vs. TADA (Page 1)
- Den Fami: MIN-NARAKEN Retrospectives ALICESOFT Key Animation Handover and Color Assignments
Data compiled on: 2026-10-10.