This is a sub-page of Ikachan.
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Like Cave Story before it, Ikachan was picked up for a rerelease onto the Nintendo 3DS eShop by Nicalis. It had a fairly lengthy development, reportedly being worked on in between other Nicalis projects, to the point where it was originally planned to be released on the DSi Shop as well.1 Several changes were made to this port compared to the original, arguably more substantial than in the port of Cave Story that preceded it.
General Differences#
- Right off the bat, the player has three save files to choose from, and the player is able to see their progress on the save file select screen.
- The introductory cutscene with the picture of Ame in the background has been removed.
- The game's field of view was extended to fit the 3DS' wider screen.
- A mini-map is constantly displayed on the bottom screen.
- A circular gradient, referred to as a "fog of war" in the files, covers the top screen at all times.
- Experience points are represented with a meter, rather than numbers dictating the amount of experience currently obtained and the amount of experience until the next level.
- The health system is slightly reworked: the player's health is represented by hearts, with half a heart representing one point of damage taken, and the player gains a single extra heart each time they level up. Collectible fish now restore a quarter of a heart each, or about half a health point.
- Perhaps as a consequence of this change, spikes and Ironhead, which both dealt 3 damage in the original game, now deal 2 damage.
- The credits are now scrolled in a unique scene with several fish swimming through the ocean, including Ironhead and the player character. The original credits scene, a static picture of all the characters in a ship flying away from Earth, has also been changed to be an animated scene, which is played after the credits.
- The dialogue for the ship scene plays before the credits in the original version. It now plays after the ship scene itself fades to black.
- After beating the 3DS version of Ikachan, the player is booted back to the file select screen. In the freeware version, the player is stuck on the end screen, forcing them to close the game.
Map Differences#
The most notable difference about the 3DS release of Ikachan is the complete graphical overhaul of the map, mostly using tiles from multiple different iterations of Rockfish. Aside from this, the shape of the map is roughly the same, though there are other notable changes:
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- The skeleton with the Pointy Hat is located just to the right of Oto in the freeware version. However, the 3DS version does not have a skeleton here, instead forcing the player to enter the path to the right to find...

- ...an entirely new section exclusive to the 3DS version! The player must swim past yellow fish that will jump up if they see the player (referred to as "Launcher" internally), where the Pointy Hat will be waiting for the player at the end of the cave. The player then returns to the first breakable block via a newly added shortcut.
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- One of Zoo's attack stars has an additional block keeping it in its cage. This was done to address an oversight with the freeware version's fight where one of the attack stars did not actually need to be killed, allowing the player to take it outside the arena. This notably allowed players to lead it to the Food Storage, where the player could manipulate the star to clip past Tobias, and from there clip out of bounds to trigger the credits early.
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- The skeleton that has the Sand Dollar was moved up to its own alcove, and a clam was added at the bottom of the room, most likely because of...
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- ...the introduction of yet another new area, this time a few connected square rooms featuring purple bouncing enemies (internally named "Bounder"). The original current that spat the player out in front of the Food Storage has been cut off, forcing the player to get past this new room.
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- The path the player had to take after finding Pinky is blocked off in the 3DS version. What was originally an out-of-the-way stash of fish has been expanded and redesigned into a maze of fake blocks, which the player must now travel through. At the end of the maze, the player encounters the final new enemy, a flat-faced teal fish that swims back and forth (called "Stamper" according to its spritesheet's filename), which has the dubious honor of being one of two enemies to deal 1 damage, the other being the Porcupine Fish.
Graphical Differences#
Aside from the tileset, several other sprites were redone for this rerelease.
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- The crab enemy gained an attitude, and with it eyebrows and a mouth. Additionally, its right claw was turned yellow.
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- Pinky's mom was given a unique hairstyle (or is it tentacle-style?) for this version. However, whoever drew the new sprites failed to notice that the shading on her sprites isn't supposed to be flipped when she turns around. Whoops!
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- Zoo now has a unique color palette, rather than reusing Tobias's color scheme. His glasses were also changed to sport more colorful frames, and one of the extra pixels on the bottom frame's glasses was removed.
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- The fish skeleton was given some more color and anti-aliasing, the Food Storage sign was redesigned, and a brand new graphic was added for the warning sign in front of the booby trap room.
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- The items were all given fully colored redesigns! Additionally, the background of the inventory menu is no longer part of the sprites.
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- The numbers that pop up when the player gains experience or takes damage have a darker palette, and were given a less tab-like design.
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- The inventory container and the dialogue box are changed to be blue, and both are now properly transparent. Additionally, the length of the dialogue box was slightly reduced. Given that the 3DS' screen is actually wider than the original game's resolution, this is most likely a relic from when the port was developed for the DSi, which does have a smaller resolution.
Sound Differences#
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The sound effects for failing to deal damage to an enemy, an earthquake triggering, and Ironhead taking damage, respectively, are actually hardcoded to play at a different sample rate than what is defined in their files. ...In the freeware version, at least. The developers at Nicalis must've failed to notice this, as in the 3DS version these sound effects play at full speed in all their 22KHz glory.
Text Differences#
The text in the Japanese eShop release has some differences from the original freeware script.
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- The text "Game Over" was replaced with a proper question.
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- The file loading text was changed to the Japanese equivalent of the English translation's "Swim, Ikachan!" catchphrase. However, the line that the US release translated as "Swim, Ikachan!" means something entirely different in the original Japanese script. In fact, "Swim, Ikachan" actually originates from a fan translation that was partially created using machine translation. As a result, the Japanese line used in the rerelease is somewhat unfitting.
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- The text when interacting with the Ship was tweaked.
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- The Compressor's description was changed to mention the A and B buttons instead of the Z key.
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- The ending cutscene text has been completely changed.
(Source: N._Onymous (translation))
Unused Text#
Continue saved game?
By starting a new game you will
overwrite your existing game state.
Are you sure?
Text for a save file system similar to that used in the freeware version. It was even changed so that continuing the save file is the default option, unlike in the Windows release. It's a shame this act of kindness was for naught, as the final game's file select screen makes these messages obsolete.
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Although the animated credits in the final version are hardcoded, a translated version of the plaintext credits from the original game can be found in the files. Aside from it not mentioning any Nicalis staff, it was likely not used due to being too jokey; it credits supposed divisions of Studio Pixel, a theme song composed by one of Pixel's friends as a joke, and staff members such as "Chaos" and "Super Randomness".2
Unused Graphics#
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This needs some investigation. |
The spritesheet for the Launcher enemy contains arrows labelled with numbers pointing to the first three sprites. These numbers all line up with concept art for the Launcher, so the arrows were most likely used to indicate which sprites were for which state.
Organya Soundtrack#
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This needs some investigation. |
The Japanese release uses rearrangements of the game's soundtrack in Cave Story's Organya format in lieu of the original PiyoPiyo tracks.
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The Organya version lacks the swing rhythm that the PiyoPiyo version has. Notably, it also appears in Cave Story+, where it replaces the title screen theme on Pixel's birthday (April 29th).
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The Organya version is notably slower than the PiyoPiyo version.





