{"id":558096,"date":"2020-02-26T20:07:44","date_gmt":"2020-02-26T19:07:44","guid":{"rendered":"https:\/\/www.tomshardware.fr\/?p=558096"},"modified":"2023-06-22T18:47:49","modified_gmt":"2023-06-22T16:47:49","slug":"%e2%86%91-%e2%86%91-%e2%86%93-%e2%86%93-%e2%86%90-%e2%86%92-%e2%86%90-%e2%86%92-b-a-start-lauteur-du-konami-code-est-decede","status":"publish","type":"post","link":"https:\/\/www.tomshardware.fr\/%e2%86%91-%e2%86%91-%e2%86%93-%e2%86%93-%e2%86%90-%e2%86%92-%e2%86%90-%e2%86%92-b-a-start-lauteur-du-konami-code-est-decede\/","title":{"rendered":"\u2191 \u2191 \u2193 \u2193 \u2190 \u2192 \u2190 \u2192 B A Start, l’auteur du Konami Code est d\u00e9c\u00e9d\u00e9"},"content":{"rendered":"\n

Onze pressions successives, encha\u00een\u00e9es dans un r\u00e9flexe pavlovien tant on les a pratiqu\u00e9es face \u00e0 l\u2019adversit\u00e9 pixellis\u00e9e d\u2019une g\u00e9n\u00e9ration de jeux vid\u00e9o. Le \u00ab Konami Code \u00bb, cette fameuse s\u00e9quence consistant \u00e0 appuyer sur les touches \u00ab Haut Haut Bas Bas Gauche Droite Gauche Droite B A Start \u00bb sur NES pour d\u00e9bloquer des bonus, des options ou des vies infinies, pleure aujourd\u2019hui son p\u00e8re fondateur. Kazuhisa Hashimoto, l\u2019un des producteurs embl\u00e9matiques de l\u2019\u00e9diteur Konami, nous a quitt\u00e9s dans la nuit du 25 au 26 f\u00e9vrier 2020, \u00e0 Tokyo.<\/p>\n\n\n\n

\"Image<\/figure><\/div>\n\n\n\n

Milieu des ann\u00e9es 80. Apr\u00e8s le krach du jeu vid\u00e9o de 1983 aux \u00c9tats-Unis, qui laisse pantois toute une industrie apr\u00e8s qu\u2019elle ait publi\u00e9e fr\u00e9n\u00e9tiquement quantit\u00e9 de titres de pi\u00e8tre qualit\u00e9, les feux des projecteurs sont braqu\u00e9s sur le Japon. On conna\u00eet la suite : devenu ce nouvel eldorado, le pays du Soleil Levant a r\u00e9interpr\u00e9t\u00e9 puis fa\u00e7onn\u00e9, d\u00e9velopp\u00e9 et r\u00e9invent\u00e9 ce m\u00e9dia. Premier \u00e9tendard et jonction entre les deux continents, le shoot-em-up<\/em> est naturellement un terrain de jeu tout trouv\u00e9 pour que les jeunes \u00e9quipes expriment leur talent. Chez Konami, apr\u00e8s un Scramble<\/em> en 1981 qui \u00e9volue pr\u00e9cis\u00e9ment sur ces terres, on r\u00e9fl\u00e9chit \u00e0 un digne concurrent au Xevious<\/em> de Namco qui rafle tous les suffrages \u00e0 l\u2019\u00e9poque. C\u2019est ainsi que na\u00eet Gradius<\/em>, l\u2019un des shoot-em-up vedette de l\u2019\u00e9diteur. 
<\/p>\n\n\n\n

Gradius, l\u2019improbable point de d\u00e9part pour des raisons de d\u00e9bogage<\/strong>
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\"Image<\/figure><\/div>\n\n\n\n

Une \u00e9quipe se compose autour de Machiguchi Hiroyasu, l\u2019un des principaux lieutenants de l\u2019\u00e9diteur. \u00ab On m\u2019a confi\u00e9 une \u00e9quipe, mais puisque vous ne pouvez pas r\u00e9ellement concevoir un jeu vid\u00e9o avec vos seules id\u00e9es, j\u2019ai demand\u00e9 \u00e0 tout le monde le type de jeu qu\u2019ils voulaient cr\u00e9er<\/em>, explique-t-il. \u00c0 ma surprise, tout le monde a r\u00e9pondu \u00ab un shoot-em-up ! \u00bb et c\u2019est ainsi que le projet a pris forme. \u00c0 cette \u00e9poque, c\u2019\u00e9tait l\u2019\u00e2ge d\u2019or de <\/em>Xevious de Namco, et on a tous eu le sentiment enthousiaste que, si on allait cr\u00e9er un shoot-em-up, il fallait surpasser <\/em>Xevious. Quant au choix d\u2019un scrolling horizontal, c\u2019est parce qu\u2019on disposait encore des \u00e9l\u00e9ments de <\/em>Scramble et qu\u2019on nous a demand\u00e9 de les r\u00e9utiliser le plus possible. En r\u00e9alit\u00e9, <\/em>Gradius devait \u00e0 l\u2019origine \u00eatre <\/em>Scramble 2 \u00bb, se souvient-il.
<\/p>\n\n\n\n

\"Image<\/figure><\/div>\n\n\n\n

Gradius<\/em> sortit ainsi en 1985 sur borne d\u2019arcade, le terrain de jeu de pr\u00e9dilection de Konami et des \u00e9diteurs japonais. Mais il fut rapidement appel\u00e9 \u00e0 \u00eatre d\u00e9clin\u00e9 \u00e0 quantit\u00e9 de plates-formes compl\u00e9mentaires \u2026 notamment la Famicom (NES) de Nintendo. Comme bien souvent \u00e0 l\u2019\u00e9poque, les \u00e9quipes sont r\u00e9duites et le portage vers la console 8-bits de Nintendo est confi\u00e9 \u00e0 une seule personne, Kazuhisa Hashimoto. Jeune programmeur engag\u00e9 chez Konami, il s\u2019att\u00e8le ici \u00e0 l\u2019un de ses premiers travaux \u00e0 la sortie de ses \u00e9tudes et le jeu sort le 25 avril 1986 au Japon et le 30 novembre 1988 en Europe. Jugeant la difficult\u00e9 trop \u00e9lev\u00e9e alors qu\u2019il devait sans cesse recommencer des parties pour tester son travail, il imagina un code \u00e0 ex\u00e9cuter \u00e0 la manette pour d\u00e9bloquer toutes les options du jeu (notamment les armes les plus \u00e9volu\u00e9es et les boosts), qui fut finalement maintenu dans la version finale. Haut, haut, bas, bas, gauche, droite, gauche, droite, B, A, Start : le Konami Code<\/em> est n\u00e9.
<\/p>\n\n\n\n

\"Image<\/figure>\n\n\n\n

Et il est pleinement entr\u00e9 dans la culture populaire. On le retrouve ainsi dans de nombreux autres jeux de l\u2019\u00e9diteur, comme Contra<\/em> (Probotector<\/em>), Life Force<\/em>, Parodius<\/em> ou encore Teenage Mutant Ninja Turtles IV: Turtles in Time<\/em>. Mais aussi dans les titres d\u2019autres \u00e9diteurs, comme Rocket League<\/em> ou League of Legends<\/em>, ou au cin\u00e9ma (Les Mondes de Ralph<\/em>, en 2012, utilisent ce code), \u00e0 la t\u00e9l\u00e9vision (l\u2019\u00e9pisode 56 de <\/a>Bref<\/a> <\/em>l\u2019\u00e9voque), ou en musique (les Deftones<\/em> ont compos\u00e9 le morceau U, U, D, D, L, R, L, R, A, B, Select, Start<\/a> <\/em>sur leur album Saturday Night Wrist<\/em>). De tr\u00e8s nombreux sites web ont \u00e9galement exploit\u00e9 cette possibilit\u00e9, fa\u00e7on easter egg<\/em>, comme le site web du parti politique Modem ou encore de la Banque du Canada. 
<\/p>\n","protected":false},"excerpt":{"rendered":"

Kazuhisa Hashimoto, le p\u00e8re du fameux Konami Code, nous a quitt\u00e9s la nuit derni\u00e8re. 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