
Psikyo
~ the last words ~
Psikyo made games for a specific kind of room. A cabinet with the monitor turned on its side, and a hundred yen coin that bought you about two minutes of finding out how bad you were. That room was already shrinking when the company started, and it kept shrinking for the whole ten years the company existed.
It began in 1992 in Kyoto, put together by people who had left Video System after building Aero Fighters there. That lineage explains everything that came next. Psikyo spent a decade making vertically scrolling shooters and almost nothing else, at a point when home consoles were taking the Japanese arcade business apart underneath them.
Samurai Aces came in 1993 and Gunbird followed in 1994. Strikers 1945 arrived in 1995, and those two series carried the studio through the rest of the decade with sequels running to 1999. There was a fighting game, Daraku Tenshi, in 1998. There was also a long-running mahjong series with the clothes coming off, which was an ordinary thing for a Japanese arcade developer to have on the list and which is part of why the catalog is awkward to reissue whole.
By 2002 the room I was paying for time in was an internet cafe in Ankara with Counter-Strike on every machine and somebody's MSN open behind it. That was where the money went and it was not a coin slot. Psikyo's whole business depended on a building full of people who would rather stand up.
~ the record ~
| Born | 1992, Kyoto, out of Video System |
|---|---|
| Peak | 1995 to 1999, the Strikers 1945 run |
| Killed | 2002 |
| Lifespan | ten years |
| Made by | the Aero Fighters development team |
| Killed by | bought by X-Nauts, in-house development stopped |
~ what it was built for ~
Psikyo games are short and mean. Most of them run about half an hour end to end and then loop back to the first stage with the difficulty raised past what most players can hold. The bullets are fast and aimed at you rather than sprayed in slow patterns, which is the opposite of the direction the genre took afterward, and it makes them feel like reaction tests rather than puzzles.
Several of them shuffled the stage order between plays, so the run you practiced was not the run you got. In a coin-operated business that is a revenue decision as much as a design one. It also means they hold up better at home than most of their contemporaries, because there is no fixed script to memorize your way through.
~ what replaced it ~
X-Nauts bought Psikyo in 2002 and in-house development stopped. When word got out in 2003 that the studio was shutting, X-Nauts said the reports were wrong and that games would keep coming under the name, outsourced to other teams. Both statements were true in the way corporate statements usually are. There was no closure notice and no final release with a date on it.
The catalog outlived the company by a wide margin. A former Psikyo programmer set up Zerodiv in 2007 to look after it. City Connection bought Zerodiv in March 2019, then Edia bought it from City Connection in February 2025 for one million yen. That last number is the honest market valuation of a shooting-game back catalog thirty years on, and the games themselves kept getting reissued on Switch and PlayStation the whole time.
~ leave a rose ~
an anonymous tribute. one rose per visitor per day.
@}-->-- ... roses left here
~ leave a wreath ~
a rose fades by morning. a wreath stays on this grave for good, with your name on it.
from $1, paid once through stripe. it keeps the graveyard running: the hosting and the nightly digging. adopt it and the headstone reads "maintained in memory by" you. the groundskeeper plants new wreaths at the next tending, usually within a day.
» one email a week: new graves and the anniversaries of the dead. subscribe
other gaming: ShiftyLook, DoylesRoom, Vampire Wars, Technosoft
also died in the 2000s: Aureate / Radiate, Technosoft, Podango
~ leave a note ~
visitors before you have left these graveside notes. anonymous welcome.