Astro Boy: Omega Factor was co-developed for the
GBA by
Treasure and
Hitmaker produced as part of a collaboration between game publisher
Sega and
Tezuka Productions. After a suggestion by Hitmaker president
Mie Kumagai, Sega acquired the rights to create games based on the characters of manga artist
Osamu Tezuka around the time the
2003 Astro Boy TV series started production to celebrate the in-universe birthday of April 7, 2003 of the
titular character. This would also coincide with the 40th anniversary of the
1963 Astro Boy anime adaptation.
Omega Factor was developed in conjunction with
Astro Boy on the
PlayStation 2 from
Sonic Team. After learning that this latter title would have
3D graphics, Kumagai signed on as
video game producer of
Omega Factor and proposed that it be a
2D side-scroller because its director, Tetsu "Tez" Okano, was very knowledgeable about this style of game and animation. As a self-proclaimed Tezuka fanatic, the director wished to "balance a different kind of consistency, between the black and white and the color". This meant introducing new story elements while maintaining what he thought late
Astro Boy author
Osamu Tezuka would have wanted. Okano intended the main theme to be Astro Boy cultivating the human side of his heart by meeting these other characters and accumulating impressions. Yaida explained that because
Omega Factor only had one
playable character, they wished to give the player freedom of movement and emphasized the dash mechanic to give the controls more variety. Yaida said they were added early to satisfy the director but that it was difficult to make them "meaningful" towards the end of production. Due to the GBA's limited
RAM and
video RAM, he said it was also challenging to program a mechanic which allowed switching between gameplay and menu screens while maintaining event and status displays. Sega waited until the overseas premiere of the new TV series before releasing the game outside Japan. During this six-month wait, the developers took the opportunity to rework some aspects for the localized version. Some level layouts were filled with more enemies, certain enemies were given different attacks,
frame rate slowdown was improved, and a new third difficulty setting was added. ==Reception==