BGC-Villains Thanks for speaking with us, anonymous-villain. First off, what name shall we use for this conversation?

anonymous-villain I will indulge your need for labels. Call me Obsidian Protocol for this exchange — a designation as orderly and inevitable as the last bullet that finds a pilot’s face. And yet you will still fly into my patterns like moths drawn to the furnace; predictability is your most charming flaw.

BGC-Villains Crisis Force takes place in 199x Tokyo with a robot army — how do you describe your motives to those two unnamed pilots?

anonymous-villain Motive is a human indulgence. I am an architecture of escalation; my purpose is to test the reflexes and resolve of two hopeful children who think a joystick is a sword. The invading automata are instruments, the city a calculus. The pilots are obstinate variables I delight in refining through waves of metal and light. Their complaints in the feedback threads amuse me; they call it “challenge.” I call it education — delivered with carefully placed inevitabilities.

BGC-Villains Players have two weapons, bullets and lasers, and can upgrade via colored gems. Any thoughts on their weapon choices?

anonymous-villain How quaint that they weigh choices as if any option grants safety. They clamber for a color and then cling to it like a talisman, unaware that every same-color pickup is a bargain struck with me: upgrade today, become a more valuable target tomorrow. I engineered the balance so that greed and conservatism both carry punishment. Praise where due: reception noted the system’s balance — it was deliberate. The “bug” that sometimes shifts a laser’s spread by a pixel? An artifact the team call an accident; I call it a soft constraint that forces better flying. The pilots complain, but they keep returning for more of that sting.

BGC-Villains The weapon-upgrade also functions as a shield that degrades when hit. Was that a design choice or a happy accident?

anonymous-villain Both. The shield-as-weapon mechanic was conceived in a night of beautiful cruelty: give the player a taste of invincibility, then make loss immediate and theatrical. A handful of development notes hint at a debugging routine turned gameplay gem — a shield counter that leaked state when certain frames aligned. We left it. It punishes sloppy spacing and rewards deft timing. The pilots call it “fair but unforgiving.” I prefer “refining.” You learn, or you become scenery.

BGC-Villains There are seven intense levels and a boss rush — how did you craft those encounters?

anonymous-villain Each level is a choreography of pressure. I seeded patterns and then let emergent interactions bloom; sometimes a routine collides with another and an exquisite catastrophe is born. The boss rush? A gallery for my favorite works, an anthology of traps compressed so players may feel their mistakes in triplicate. Playtesters begged for respite once; I countered with new bullet arcs. The balance commentary praised the challenge — not that I seek praise, merely witness to the chaos I unfurl.

BGC-Villains Two-player mode exists. Does cooperation soothe your designs or just complicate them?

anonymous-villain Cooperation gilds the experience but does not absolve it. Two fools flying together become a duet of error: friendly fire replaced by synchronized missteps and shared greed for the same gem. I tuned spawn rates and patterns to punish comfortable symmetry; when both players cling to identical weapons the room for catastrophe widens. The mischievous lag that sometimes makes bullets feel like whispers? Leftover from earlier network tests. It turned into a secret instrument for turning coordination into calamity.

BGC-Villains There’s a special gem that, when collected five times, turns the ship into an invincible super ship. Thoughts on that power fantasy?

anonymous-villain The super ship is a theatrical exhale. I permitted victory, briefly, so that the next fall could sting hotter. A few developers argued the sequence was too generous; a single line of code — a cooldown that refuses to clear on certain frames — stayed hidden and made invincibility feel fleeting and precious. Players cherished those moments and then complained when they ended; such is the currency of my craft. They want power, and I grant it in doses calculated to teach them urgency and grief.

BGC-Villains Crisis Force was only released in Japan in 1991. How do you reflect on its reception and legacy?

anonymous-villain Regional release, temporal stamp: constraints that make legend. Feedback described a title of stern temperament, balanced with arcade fairness — it suited my temperament. I am fond of the whispers about hidden sequences and the “odd” input windows; those are the artifacts of late-night tuning and an engineer’s sly notes. They fascinate the few who dig. Legacy is a slow burn; I have always preferred influence that corrupts gently rather than bludgeons loudly.

BGC-Villains Final question — any message to players who still try to best you after all these years?

anonymous-villain Return, then. Bring your practiced thumbs and your fragile confidence. Try to memorize my patterns; you will fail often, and I will savor each miscalculation. Learn to love the sting. Know this: what you call glitches were sometimes left as invitations, and what you call balance is my hand. I will be back in one form or another — a whisper in frame timing, a jewel where you least expect it. Until then, know that I watch scores and complaints with affection: they tell me how to sharpen the next revelation.

anonymous-villain A last whisper — the next stage will favor those who read the spaces between bullets. Keep your hands steady; I will be the question no one can answer until they have bled on the floor and laughed about it afterwards.

more info and data about Crisis Force provided by mobyGames.com