Oh how I love to squid around, showing Ironhead who's the boss of this swim. It's not much larger than a single part of Cave Story, but this little game has an identity beyond just demoing Daisuke "Pixel" Amaya's future works. (Let's also deem this a doujin classic, just like its successor which is so often only called an indie game.) Our unlikely hero has no grim backstory or workmanlike mentality, just the earnestness and intuition to do what's right for this troubled underseas enclave. Jetting around caverns, helping out the residents, and eventually rescuing them from certain doom makes for one exciting hour-long adventure. It's like if Lunar Lander had a story, boss fights, cute characters, and an inimitable style that set Pixel apart from his peers. Squidlander, if you will! Just don't waste your time on the 3DS port, let alone the money Nicalis doesn't deserve.

I'll spare you any more puns and set the scene. The turn of the millennium saw rapid flux in Japan's doujin game community. Widespread adoption of Windows and the Internet meant the old BBS days were fading. Anyone could hop onto Vector.jp, Enterbrain, or another host site to spread their work, get feedback, and maybe get a booth at Comiket or some other big event. All but the most prominent circles were moving on from the PC-98's strict limits in pursuit of new technologies, online multiplayer, and even more niche stories to tell. The conventionality of prior years, a need to design your game for easy transmittal across pricey phone minutes, gave way to the World Wide Web's promises of creative freedom. Only later did programmers, artists, musicians, and designers the world over realize how little had changed. This brief period of Y2K WWW optimism hadn't yet given way to paywalls, community siloing, or the reality distortion fields emanating from social media today. Coteries talked, created, and shared with each other like there was no tomorrow.

Within this primordial soup of an always-online doujin world came Ikachan, hatched out of Pixel's early efforts to make what would become Cave Story. By his own recollection, that better known title started from one of his roommates teaching the future indie legend some game development basics, sometime in 1999. The existence of even earlier micro-games like JiL JiL from 1997 puts this story in question, but it's true that Pixel's earliest software was much smaller in scope and ambition. Pixel's aims of making a multi-hour, consummate experience wouldn't show until this plucky underwater kid graced the Japanese web, using a bespoke engine and music format to massively compress its filesize for distribution. He's mentioned in multiple interviews how keeping these games small, accessible, and ideal for replays has always been the priority, something I think Ikachan exemplifies better than its spiritual successor.

Fittingly, your squid-ling journey begins in an isolated nadir of a small cave system, accompanied only by a smaller starfish fellow trapped behind sponge. This section introduces you to the game's conceit: you can only float and propel left, right, or up, with gravity in effect at all times. Cave Story starts out very similarly, forcing you to learn the base mechanics or face a swift and humiliating demise. I shuddered at the sight of spikes this early on, knowing how fatal they are at the start of the 2004 game, but Pixel's too kind here, letting you survive just one puncture. It's not even a couple minutes or so before you reach the first of many cute urchin friends, each sharing small tidbits about the setting and player goals. And the story tension's made clear right here as you learn about dangerous earthquakes threatening to collapse the whole place. Time's running out to stop the tremors or simply escape, and the player's only just wormed their way out of a craggy prison cell!

Ikachan doesn't deal with time limits, though, nor is it ever what I'd call challenging. Maybe that's because I'm used to the classic gravity platformers that inspired this one, but it's only a matter of patience to navigate these tunnels and bop enemies with your soon acquired mantle. Attacking is never that easy, even once you acquire the jet propulsion ability. Enemies have simple but somewhat jarring movement patterns one must track in order to time floats or boosts, and side attacks simply aren't possible until you get the Capacitor after the first of two bosses. The item & ability progression here is quite satisfying due to said simplicity, at least until after you defeat Ironhead. More than just bopping one or two starfish at a time with easy ways to dodge them, the iconic head honcho requires timing to reliably hit his underside and avoid those charges. Being such a short, restrained design exercise of a project, Ikachan kind of just ends after the big fight, with no new abilities or areas to test your skills. It's a bit of a letdown since the escape sequence could have benefited from even a light 3-to-5 minute timer, just to put more pressure on players.

Pixel compensates for these scant few mini-dungeons and set-pieces with a quality-over-quantity approach. Every critter you meet is memorable, either through appearance or interactions. Neither the PC freeware or 3DS commercial translations feel all that polished like Aeon Genesis' work on Cave Story, but they succeed at conveying the blasé dialogues and economic storytelling you'd expect from this creator. What small areas you dive through, and the mini obstacles you must overcome feel good to surpass. For all I've nitpicked about the game's ending, it's fun to do a kind of victory lap around this netherworld, rescuing each NPC before rocketing off into space, wondering where the hell they're going to end up. And Ikachan has a bit of worldbuilding mystery, too; why were the protagonist and Ben trapped down in the depths to begin with? Were either of them originally from the above world? What kind of bony-finned dumbass would request you deliver them raw blowfish, knowing it'd be poisoned?!

Of course, we can't forget how sumptuous the game looks and sounds even today. This was the debut work featuring Pixel's, uh, highly pixelated and textured artwork, and his catchy PC Engine-like chiptunes in turn. At no point was I ever confused about where to go, a function of a highly readable tileset and use of negative space in these environments. Wise coloring and immediately recognizable character silhouettes gave Ikachan the identity it needed to stand out amidst other, more detailed doujin games of the time. I've always considered this and Cave Story more than just retro throwbacks in both style and substance. They're two of the best examples of minimalist 2D dot visuals I know, and just as impressively coded for efficiency. Performance isn't super smooth due to the 50 FPS limit, but frames never drop and the controls always feel as low-latency as they should. So, despite its rough origins, the game's engine and presentation has more than survived the perils of Windows' evolution.

I wish I could be as glowing and partial to the 3DS version, though, which I acquired through Totally Legal Means and used for a quick replay. Nicalis has a history of making changes and additions to Pixel's work both welcome and dubious. In this case, I'm torn on the level design alterations, which range from adding more rooms to house new enemy types (none of which are much different from the originals) to straight-up padding out runtime. A couple of the routes players take to upgrades are now a bit too long for comfort, but there's a cool change to the Pinky rescue area where you now have to navigate a partially-hidden rock maze. Some nice new details like the shiny claws on crabs help too, yet I can't help but feel all of these changes are either too slight to matter or too irritating to ignore.

Worse still is the new localization, which interferes with the more humble themes and characterization of the original. See, Ikachan was never that much of a hero, nor destined to save the village from destruction. We start from the bottom and then, through our actions and honesty, do the right thing. But the revised character lines point to Nicalis' interpretation of the story, where Pinky becomes a Lisa Simpson type upon and Ironhead's no longer as hostile as he ought to be. The original English translation presents more fitting voices for each NPC and distributes the plot details better across the playthrough. Here it's more haphazardly presented, with Pinky's dad being much more mean to you for no good reason, or the upper tunnels sentry no longer being a pathetic bully like the pearl carrier back below. And there's still no added, meaningful new bits of plot or development here that would justify these liberal rewrites.

The 3DS port is otherwise very faithful, perhaps too much to justify the $5 pricetag. But that's a problem Nicalis faces with Cave Story, too, except they very likely brought ikachan to the eShop as a quick cash grab most of all. No extra sections, bosses, or challenge modes sends a clear sign of "we think you're dumb enough to buy this freeware". Enough's been said about Tyrone Rodriguez's downfall into exploiting Pixel's games and prestige for his benefit, and I hope everyone else who worked on this release got paid properly (or are eventually compensated despite the company president's asshole actions). I still hope this romp gets a proper custom engine or decompilation in the near-future. A level editor exists, and I presume there's gotta be at least one mod out there, but so much oxygen goes to a certain later title that everyone's kind of slept on this one's potential. Well, be the change you want to see in this world, I suppose. This wouldn't be my first time modding a fan favorite game just for my own pleasure.

Until then, Ikachan is a fun, unassuming Metroidvania channeling the better parts of the genre and its legacy. So many doujin and indie works have long since achieved much greater things, yet this would have been my favorite Flash-/Shockwave-ish PC game if I'd stumbled upon it in my childhood. Most importantly, this was something of a missing link between the quaint J-PC doujin period and the increasingly cross-regional, indie-adjacent paradigm that circles and creators now work in. Without this and especially Pixel's next game, so much pomp and circumstance around the revival of the bedroom coder dream may not have worked out as strongly. That's enough reason to try this ditty! It's definitely a case of untapped potential, justifiably viewed as a taste of Pixel's games to come, yet I can boot this up anytime and come away with a smile.

Reviewed on Mar 06, 2023


Comments