
Back in the summer of 2022, the world of Crayon Shin-chan collided with Millennium Kitchen's My Summer Vacation series in a delightful, beautiful game with an unnecessarily long name. Shin chan: Me and the Professor on Summer Vacation -The Endless Seven-Day Journey- brought Kay Ayabe's long-running game series into contact with the celebrated manga and anime property starring the precocious five-year-old Shinnosuke "Shin" Nohara, creating a crossover that felt so right that it's amazing it didn't happen sooner.
The upcoming sequel, Shin chan: Shiro and the Coal Town, is a stunning-looking game that builds on the first's foundations and takes the titular rascal into an imaginary world for this summer holiday. It launched in Japan in February and recently won an Excellence Award for Visual Arts at CEDEC 2024.

We spoke with Mr. Ayabe recently in an enormous, career-spanning interview, and with Shiro and the Coal Town arriving in the West later this month, we recently got the chance to have Neos' Akira Nagashima answer some questions about the upcoming sequel...
Nintendo Life: We recently spoke with Kaz Ayabe about the Shin chan Summer Vacation games – could you tell us a little about how your collaboration with him on Shin-chan: Me and the Professor on Summer Vacation came about, and how you found the experience of working together?
Akira Nagashima (Planner, Writer, Director, Art Director, Producer): The mobile game we developed for kids, Otetsudai Daisakusen, became a global hit, which prompted us to move forward with a Crayon Shin-chan video game project. Initially, we considered action or party games like previous titles, but my long-standing respect for Boku no Natsuyasumi gradually shifted the concept into what it became. We also wanted to create a game that both kids and adults could enjoy. I sent a passionate proposal to Ayabe-san, hoping he would create the game, and thankfully, he accepted, allowing the Me and the Professor on Summer Vacation project to officially start.
As we worked together, I noticed that Ayabe-san, while curious like a child, is incredibly sensitive to the world around him. Even when we walk together, he focuses on things that most people overlook. I imagine he's constantly creating stories in his mind about why something is the way it is. He's someone who can design how people will feel. Ayabe-san had a great influence on the development of Shiro and the Coal Town, particularly in prioritising the player’s experience.
Mr. Ayabe told us recently that his involvement was more advisory the second time around ["So the first Shin-chan game; I feel like that is my game. But the second one that came out is the NEOS producer, Mr. Nagashima. It's completely his title. I feel like it's his game, and he's an excellent artist himself and able to create stories and stuff. I feel [Coal Town] is his thing. It's the arrival of a new rival. (laughs)"] – and your extensive list of credits on this game suggests as much! How big was the team that worked on Coal Town?
I’m very honoured by Ayabe-san’s kind words. As for the development team, about 80 people were working on the scenario, graphics, cinematics, and programs, around 40 in the art team, 15 in music, and with the licensors and support staff, the total came to about 150 people. It was a huge team of talented staff who supported the project with great dedication. I’m very grateful to everyone.
For you, how was the experience of working on the second entry different from the first?
Ayabe-san’s presence was a major difference. This time, his schedule didn’t allow for much involvement, so I took the lead. One thing I was very conscious of was not to create a copy of an Ayabe work. I wanted to honour his creative spirit, but at the same time, I needed to focus on pursuing something that I personally found fun and interesting. The game became a fusion of the original landscape in my memories and the essence of various entertainment works that influenced me growing up.
Were there any lessons learned from the first game that helped guide your vision this time?
It’s hard to pinpoint just one thing, but one key lesson was to avoid telling too many 'lies.' Of course, this game is fiction, but we built the setting and story as an extension of the everyday world where Shin-chan lives. One of our visions was to have only one major 'lie' or fictional structure, similar to a parallel world. This was something we prioritised in the first game as well, thanks to advice from the anime staff who have worked on countless Shin-chan projects.
Coal Town looks breathtaking. What challenges did you encounter translating the anime visuals to a 3D game environment? Was there anything from an art direction perspective you found difficult to achieve with cel-shading?
With Shiro and the Coal Town, like the previous game, we aimed to respect the traditional methods of Japanese TV anime production. We created the visual effect by layering cel-shaded 3D models, animated with unique motion control technology, over hand-drawn backgrounds. As you all know, Shin-chan has no front-facing expression. He is very shy and tries to hide his expression when he smiles. To replicate these unique traits with a 3D cel-shaded model, we developed special motion controls.
From a performance perspective, Coal Town feels significantly smoother on Switch than the last game, too. Could you talk about how the team achieved this?
We didn’t aim for a high frame rate like modern games do. This approach has been consistent since Me and the Professor on Summer Vacation because our goal was to replicate the texture of a TV anime.
In Japanese anime production, there’s a technique called “limited animation,” where about 8 pictures per second are used to express the movement of 24 frames. Originally introduced for efficiency, it’s also a factor that contributes to the unique movement and rhythm of Japanese animation. We tested 60fps in pre-production, but the smoothness felt unnatural, so we ultimately decided that around 30fps was the best fit.
You've worked with the Crayon Shin-chan property quite a bit now – what is it about the Shin-chan character and his world that you find personally appealing?
Shin-chan, the main character, and the others in his world live seemingly ordinary lives, but they are honest with their own values. They seem to enjoy living their lives. Who we resonate with among the characters depends on us, the audience, but tracing their positive, carefree way of life makes us feel happy too.
The Bokunatsu template seems to fit Shin-chan very well – do you think there will be further entries in this mould, or do you plan for the next Shin-chan game to be something totally different?
This isn’t entirely up to me, but if given the chance, I would like to continue working in this format. I also have ideas ready for when we can begin working on other titles, not just Shin-chan ones.
Having developed titles for both mobile phones and consoles, have you found much difference between working on the different platforms? Is there anything you miss about working on mobile projects?
Personally, I feel the difference is like TV and movies. Mobile games are easy to try out in a 'channel surfing' style, whereas console games feel more like something you bet on based on your preferences. Recently, games and movies alike are available through subscriptions, which has made it easier to pick and choose, though I find that a little sad.
Finally, what games have you been playing and enjoying recently, Switch or otherwise?
There are so many wonderful games released every day, so I’ve purchased many titles, but I don’t often get the chance to fully immerse myself in them. Recently, I’ve been taking my time enjoying The Legend of Zelda: Tears of the Kingdom.

Our thanks to Nagashima-san for taking the time to answer our questions. Shin chan: Shiro and the Coal Town launches on Switch eShop on 24th October — look out for our review nearer the time.
Comments 29
But 60fps is the bare minimum anyone should ever be expected to endure, surely. What is this madness? My eyes!!
Make fps Great Again.
I wonder how many folks who crave 60 frame per second also love the “soap opera effect” while watching movies at home.
At least give an option to the players in the settings
Great interview as always, looking forward to eventually playing both these Shin-chan games even more than I already was!
I know these games are meant to be glorious. Still a bit iffy about some of the character designs, but I should probably just bite the bullet. I'll probably enjoy them
This is the same as the "60fps isn't cinematic" argument. It just sounds silly.
This maybe the only time I would accept this explanation (although I still resist it).
I’m proudly a 60fps junkie. Anything less is just… meh.
lmfao I knew people would still be in the comments complaining about the framerate.
I'm glad that the developers are respecting the show's artstyle and making the game run at 360fps, like in the anime.
Pc will get 60fps eventually, so not a big problem.
Anyways, are these slice-of-life Shin-chan games any good? I think there was another that release some time ago.
I swear, so help me if someone comes in here with the human eye can't tell the difference crap. Or the "more cinematic" argument. Both are equally dumb. As for this one, slightly more understandable, but still pretty stupid.
Not everything needs to be at 60fps it’s nice sure but sometimes lower FR works for some things, sure this is mostly applied to animation but it can work in games too.
@fenlix It's a pretty good game, but not great. It's basically a side quest collect-a-thon. There's no combat or anything remotely challenging in it. If you're a fan of Crayon Shin-chan it will help with your level of enjoyment, I think.
@LoroTalby
Yeah all those 60fps films you can watch at home like eh. Anyway if you’re trying to compare forcing motion interpolation to artificially make a film be 60fps which indeed looks awful to a game natively running at 60fps then I don’t know what else to tell you.
60fps is as historically ingrained in video games as 24fps is to film.
@cvrator likely why the headline was written that way in the first place. Divisive topics = lively comment sections...
Finally someone says it! I’m happy with 60 fps for more modern things (sci-fi, racing…), but I find it jarring in retro experiences (medieval fantasy like Game of Thrones, lovecraftian 1920s horror, or even Hogwarts Legacy). I’m in a generation that grew up with 24 or 30 fps and that’s what looks cinematic to me.
Not surprised in the slightest. Traditional animation in 60 fps is vomit inducing. Although I generally prefer 60 fps - particularly in 3D games with camera control - it isn't the case that higher number = always better.
Animation is made to be 24 FPS, this is not about a video game.
I prefer 60 fps, for smooth movement.
@Anti-Matter
does make me curious if they are referring specifically to the character animation.
iirc cuphead has things animated at 24fps to mimic the look of traditional animation but the game itself is running at 60fps to keep the gameplay smooth.
Oh man the people addicted to pretending 145fps gives them an advantage over 60fps people are gonna burst a blood vessel hearing what your normal gamer feels, and that is 30fps is perfectly fine.
Weird 24 fps doesn't make their eyes explode when watching a film, which they're all filmed in, when anything under 60 apparently makes them dizzy, disoriented and lose sense of reality as their eyeballs bleed.
30fps DOES look more cinematic for certain games. This is a creative, artistic choice by the developers and that's why they most give the player the option to switch between framerates and I'm fine with that.
if you can't appreciate what's been said and done here then you might not appreciate art properly, in general ✌️
PS - this looks FANTASTIC but the character gesture animation itself is still roughly 3.75x too smooth 😂
@-wc-
its one of the reasons why im curious if the "60fps" thing they mentioned is related to the character animations specifically, like as in they tried to make the animations themselves super smooth through adding additional animation frames or tweening or various other methods rather than referring to the gameplay itself (such as the Cuphead example i mentioned in another post)
theres a few other games i remember using similar things, being animated at a lower framerate despite running at 60fps but am not good at remembering atm
Y'all still on 60 fps? Pathetic. I'm doing 62, 63.
@LoroTalby I hate opera soap effect, but for some reason many Youtube videos that use true 60fps don't have that issue.
Anyhow I prefer the regular method, remember once watching a movie at double the fps and it felt off.
As for games, 95% of the time I prefer 60fps, this game belongs to that 5%.
@-wc- I have never appreciated art, I find it all a bit fussy and often cannot see the attraction that others do. Similar feelings towards history too funnily enough.
With regards to FPS and how games look in general I just think that games look and work so well. Yes there is always better that can be acheived, but where we are is more than good enough. I do understand complaints if things don't run smoothly or inconsistently, but the small difference that I feel some people seem to want do not impact enough for me to care. Add to that the costs and time to puts on games makers I just don't see the point.
Sometimes if the reason is good enough then I am ok with 30 but the reason has to be really justifiable. I am a 60fps snob but I remember the reason for south park stick of truth being 30 also was to emulate the show and having it at 30 keeps the more jank animation look compared to 60.
And to me that is a very valid argument to have. Just saying it is more cinematic isn't really a good argument and feels more like a cop-out.
@SodaPop6548 It's true though, have you ever watched a movie at 60fps? It just doesn't look great. Much more difficult to suspend disbelief. Well documented phenomenon. For this type of game, based on a low frame rate cartoon, 30fps is perfect, and they can use the extra juice to boost the visuals.
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