ALICESOFT credited DiaboLiQuE for production and original support.
| DiaboLiQuE position | Production and original support are available |
|---|
Produced by DiaboLiQuE
ALICESOFT credited DiaboLiQuE for production and original support.
Choices made when the brand was established
According to TADA's recollection, after ChampionSoft shifted to Go and business software, staff suggested remaking adult games. Since the company had previously announced the discontinuation of such products, the president requested a different brand, and thus ALICESOFT was born; Initially, about six staff members worked in pairs, sharing the responsibilities of three games.
A transformation in early map making
TADA recalled that Rance II used changing the color of the area to indicate positions; In the early days of "Battle God City," the plan was to use foreign character maps, but after in-house programmers switched to image movement, the team gained the technical foundation for RPG production.
Planning allowance for the first and sequel
According to TADA's recollection, the original "Battle God City" came from a rapid replacement project after the project was canceled; "II" is more fully developed and includes more storylines.
A development approach where adjustments are made while running
TADA's approach in the original game was to run the game first, then observe enemy appearance frequency and adjust encounter rates.
Evenicle's map collaboration
Before developing Evenicle, TADA tried to create new works using the RanceQuest system, asking programmers to overcome the limitations of the original map's narrow limits; After the wide map was implemented, the project shifted to a world map RPG. He also drew maps on 24 sheets of A4 paper and revised them by copying and pasting.
Setting explanation arrangement for "Rance10"
In the official development notes from December 2017, TADA explained that Rance 10 cut the main text to avoid endless explanations of old settings and relationships, and also explained the setting in the in-game encyclopedia.
Evenicle's goals and development handover
According to TADA's 2022 recollection, Evenicle aimed to fully experience content in one playthrough, emphasizing a compact balance with minimal unnecessary burdens. After about 80% of the work was completed, he shifted to focusing on developing Rance 10, with the final segment continued by Muumin.
Rance03 team arrangements after completion
The Rance03 team originally planned to rejoin Rance10 after completion, but the members expressed a desire to create their own original works. TADA agreed to change the arrangements and let the team try an original project.
System rework under Rance10 development
The 2016 Rance 10 prototype did not show the expected fun. TADA redesigned the previously random, mahjong-like combat style into a more typical RPG format, and discussed development issues with members Purin, Orion, and Yoidore Dragon.
Shift attempts from 2006 to 2007
According to TADA's recollection in 2022, ALICESOFT had a scheduling system where he and Purin alternated leading, with another person supporting and preparing subsequent projects. In 2007, the progress of 'Haruka' and 'Battle God City 3' was delayed, and the shift plan was blocked; TADA became a supporter of "Toshin City 3," creating maps and event scripts.
CG processes and display burdens
According to TADA's 2021 review, ALICESOFT tested 800×600 in 1997's "Ikkenai Katsumi-san" and "Zero-Shiki," but the pixel correction workload and operational load were heavy, so it later returned to 640×480; around 2005, as tools became more proficient and machine performance improved, resolution was increased again.
Packaging production of the meme king Rance
TADA recalled that ALICESOFT created special packaging with bonus items and setting books for the 1996 "Rance." After the first batch and the special packaging for the re-production sold out, subsequent sales switched to versions containing only the game CD-ROM.
Single-player combat is reserved for the 3DS adaptation
According to Mikage Ryoei's recollection, the early 3DS 'Battle God City' concept used a team-based combat system. ALICESOFT's TADA proposed retaining one-on-one command battles, emphasizing the original Seed's solo fighting and growth story, which led the developers to change their approach.
A discussion of the way the original characters speak
TADA recalled that during the original PC development of "Toshin Toshi II," the team internally opposed Hazuki's use of "boku" to refer to herself; He insisted on this character style, preserving it in the original work.
Preparation process
Looking back on ALICESOFT's early drawing work, MIN-NARAKEN said he would first collect materials from the company, bring them back to paint on paper, and then deliver the original artwork about once a week. After demonstrating his drawing skills to TADA in person, he secured his initial commission. Later, when he was preparing to reduce his commissions, TADA invited him to join the company.
After joining ALICESOFT, MIN-NARAKEN switched color assignments from colored pencils to Copic, conveying colors close to hand-drawn coloring to the image team. He recalled using the 1996 film "Rance, King of Demons" as an example: he first assigned Copic colors, then assigned shadows with colored pencils, and the image staff created CG accordingly. When work increases and time is limited, he also directly hands in line art or adds shadows in a brown Copic monochrome.
When creating 'Abunai Tengu Densetsu,' after MIN-NARAKEN completed the hand-drawn original drawing, he would first copy it, then use a copy to specify the color for the craft. According to my own recollection, he forgot to retrieve the original manuscript two or three times when copying at convenience stores, but later bought a copier.
Related entries
- Participated Works:DiaboLiQuE
- Looking back at the developers who improved map visualization:TADA
- Key animators attracted by his work and interested in joining:Zhiyin
- A review of developers who iterated on the project and real-world encounter rates:TADA
- Developers who proposed wide maps and revised them with paper maps:TADA
- Looking back at the developers involved in the Evenicle handover and the Rance10 system rework:TADA
- Development Rotation and "War God City 3" Support:TADA
- Developers who proposed 3DS combat suggestions and stuck to the original character writing style:TADA
- According to MIN-NARAKEN's recollection, the person in charge who commissioned the original artwork and invited him to join:TADA
- Early works with color designation after original painting reproduction:The legend of the dangerous tengou
References
- ALICESOFT: Supports Deabolica
- 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
- ALICESOFT: Staff Diary Chapter 588, Zhi Yin
Data compiled on: 2026-10-10.