-- I assume there are limitations such as calculation cost and memory problems, how did you assign resources?
Mukaitouge: Rather than the resource problem, the calculation speed was painful as we had feared... The bottleneck is not graphics but physics, the frame rate was terrible. On several occasions I thought "what, is it right? Perhaps we should give up physics." Then, it was 1 month ago, a bit before E3 that the goal came in sight. Until then each programmer had optimized here and there bit by bit, they hadn't be able to produce a good result. But 1 month ago what were stacked up fitted into the right places, the day of "hey it's running at 60fps!" came, at that time the developers were excited a lot. Though I don't know if it runs at 60fps in the final version, it can keep 30fps at least, I think. That part was the most painful. Now that it could reach the level where it's OK as a game, I suppose it can proceed as it is.
-- You mean the graphics is not as painful?
Mukaitouge: It seems the graphics has headroom relatively speaking. Elebits is not a game in which you do something with the latest technologies such as normal mapping. Since it has headroom in terms of graphics I'm planning to do something more.