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SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
Yukio Takahashi – Planner/Graphic Designer —To start off, please tell us how you first became interested in video games. Takahashi: I was born in Maebashi, and from the old days Gunma prefecture has had this culture where the women are known for their industriousness and economic power via their dominance in industries like silk production, whereas men, on the other hand, have tended notSHMUPLATIONS.COM
In 1985, the arcade industry was starting to show some stagnation. Every company in the Nanao Group started searching for new plans to invigorate the market, and one of our ideas came from thinking about the new advancements in 3D technology. SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Yamanaka: I started playing accoustic guitar in 6th grade, and when I got to high school, electric guitar.I played in bands, but they were only temporary things for a single event or festival. I am a bit of a show-off at heart, but I don’t actually like to be on center stagethat much.
SHMUPLATIONS.COM
In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, The King of Fighters and The Last Blade series, as well as the forward-thinkingSHMUPLATIONS.COM
Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relatively little discussion about the conception of particular tunes, but there’s SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
In the first half of this lengthy 2003 interview, legendary designer and illustrator Akira “Akiman” Yasuda looks back at his origins as an artist and the early titles to which he lent his talents as a Capcom employee, including the popular and influential brawler Final Fight and the era-defining and canonical fighting game Street FighterII.
SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) Welcome to shmuplations.com! shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade andSHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
Yukio Takahashi – Planner/Graphic Designer —To start off, please tell us how you first became interested in video games. Takahashi: I was born in Maebashi, and from the old days Gunma prefecture has had this culture where the women are known for their industriousness and economic power via their dominance in industries like silk production, whereas men, on the other hand, have tended notSHMUPLATIONS.COM
In 1985, the arcade industry was starting to show some stagnation. Every company in the Nanao Group started searching for new plans to invigorate the market, and one of our ideas came from thinking about the new advancements in 3D technology. SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Yamanaka: I started playing accoustic guitar in 6th grade, and when I got to high school, electric guitar.I played in bands, but they were only temporary things for a single event or festival. I am a bit of a show-off at heart, but I don’t actually like to be on center stagethat much.
SHMUPLATIONS.COM
In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, The King of Fighters and The Last Blade series, as well as the forward-thinkingSHMUPLATIONS.COM
Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relatively little discussion about the conception of particular tunes, but there’s SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
In the first half of this lengthy 2003 interview, legendary designer and illustrator Akira “Akiman” Yasuda looks back at his origins as an artist and the early titles to which he lent his talents as a Capcom employee, including the popular and influential brawler Final Fight and the era-defining and canonical fighting game Street FighterII.
SHMUPLATIONS.COM
—Graphically, too, Darkstalkers feels very different from any game Capcom has made previously. Funamizu: We knew we wanted to go in this direction, graphically speaking, from the very beginning.We increased the efficiency of our coloring workflow with Darkstalkers, and thanks to that, we were able to free up extra manpower which we spent on more animation frames for the characters.SHMUPLATIONS.COM
A Pioneer in the Games Industry. Video games first began appearing in Japan around 1974-1975. In the post war decade from 1964-1974, however, you had electro-mechanical machines such as rocking horses, bagatelle boards, simple novelty games, and target shooting games.SHMUPLATIONS.COM
Takashi Oda – Planner/Director Hiroyuki Taguchi – Designer Kazutomo Sanbongi – Programmer Koji Ooto – Programmer —Please tell us how the House of the Dead project got started. Oda: It began in December of last year.I had finished the “Puzzle and Action: Treasure Hunt” development, and our team was talking about making a light gun game. We didn’t know what kind of gun game toSHMUPLATIONS.COM
This is a collection of Chrono Trigger interviews from early 1995, originally featured in Japanese magazines Famicon Tsuushin, DengekiSFC, and Haou.
SHMUPLATIONS.COM
In the first half of this lengthy 2003 interview, legendary designer and illustrator Akira “Akiman” Yasuda looks back at his origins as an artist and the early titles to which he lent his talents as a Capcom employee, including the popular and influential brawler Final Fight and the era-defining and canonical fighting game Street FighterII.
SHMUPLATIONS.COM
This image appeared in a different interview from Dengeki Super Famicom about a new improved Super FX chip in development. It appears to show a motion capture device being used to model Mario’s face (possibly made with the same prototyping computers that are referred to below) Miyamoto says they are making a “Mario Paint” style software tool as one of three titles currently inSHMUPLATIONS.COM
In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game Metal Gear Solid, as well as his affections for cinema and how they co-exist withSHMUPLATIONS.COM
Originally published in the 1995 Capcom Illustrations mook by Gamest, this roundtable interview chronicles the formation, purview and early processes of Capcom’s design room, an internal department dedicated to illustration and visual design and the incubator forSHMUPLATIONS.COM
In this 2003 interview, former Konami creative Hideo Kojima discusses the production of, and inspirations behind, the Game Boy Advance title Boktai: The Sun Is in Your Hand, an isometric vampire-hunting adventure game with stealth elements that makes heavy use of both a photometric light sensor and a real-time clock chip to simulate the in-game presence of the sun.SHMUPLATIONS.COM
Kojima: One thing I don’t like about the game industry right now, is the clumsy addition of CG movies, without any sense of cinema.To the trained eye, it looks so amateurish. But Matsuno, your games don’t feel that way to me. You can tell they’ve been made by a staff with the same superior “genes”, people who properly understand film. SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. This interview with the development staff of The House of the Dead was originally featured in the May 1997 edition of Sega Saturn Magazine. The Saturn port was not officially in the works yet, so (thankfully, since interviews about porting are usually fairly superficial) it focuses on the design and creation of the arcade SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. This interview was originally taken from the Game Shokunin book (a collection of developer and industry insider interviews published in 2007) and focuses on planner/designer Yukio Takahashi’s work at Namco. The majority of the conversation centers around the developments of arcade horror-shooter Baraduke and thesingular
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. This interview with the development staff of The House of the Dead was originally featured in the May 1997 edition of Sega Saturn Magazine. The Saturn port was not officially in the works yet, so (thankfully, since interviews about porting are usually fairly superficial) it focuses on the design and creation of the arcade SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. This interview was originally taken from the Game Shokunin book (a collection of developer and industry insider interviews published in 2007) and focuses on planner/designer Yukio Takahashi’s work at Namco. The majority of the conversation centers around the developments of arcade horror-shooter Baraduke and thesingular
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COM
shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
shmuplations.com. This Darkstalkers interview with planner Junichi Ohno and Capcom producer Noritaka Funamizu was originally featured in Gamest magazine in 1994. While not especially long, it goes into some nice detail about the new game mechanics, the unusual characters, and the developers’ efforts to differentiate themselves from StreetSHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COM
shmuplations.com. Alongside Sega and Namco, Kasco was one of the first companies in Japan to make their own electro-mechanical games. Told through former employees anecdotes, this historically important interview examines an era of Japanese gaming history still mostly unknown to us: the pre-Invaders landscape of the 60s/70s.SHMUPLATIONS.COM
shmuplations.com. This interview with Hudson director Kenji Fukuya covers the making of the 2000 arcade & PlayStation 2 game Bloody Roar 3, the critical and commercial apex of Hudson & Raizing’s flashy and outlandish series of 3D fighting games centered around the unique gimmick of “beastorization”, with a particular focus on theSHMUPLATIONS.COM
Shugo: My original request was a little broad, like just put these items between these two battles.There was a bit of play in there, of like 2-3 maps, I think. Anyway, so at first, I handed this job to Niikura, but he was just too nice!SHMUPLATIONS.COM
shmuplations.com. In this 2003 interview, former Konami creative Hideo Kojima discusses the production of, and inspirations behind, the Game Boy Advance title Boktai: The Sun Is in Your Hand, an isometric vampire-hunting adventure game with stealth elements that makes heavy use of both a photometric light sensor and a real-time clock chip toSHMUPLATIONS.COM
shmuplations.com. This candid, wide-ranging interview between lauded designers Tomomi Kobayashi and Kazuma Kaneko first appeared in Game Hihyou magazine in 1996. Although very different designers, the conversation finds common ground in their mutual influences from childhood and their ongoing love of fashion design.SHMUPLATIONS.COM
Published in Shooting Gameside #1. Interview by Yamamoto Yuusaku. Takahashi Meijin, signature pose. —In 1983, the Famicom was born. It changed the way games were played; instead of playing outdoors like before, everyone was now playing inside their homes. They called it the “Famicom Boom,” and you did promotional work as the “Famicom SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. This interview with the development staff of The House of the Dead was originally featured in the May 1997 edition of Sega Saturn Magazine. The Saturn port was not officially in the works yet, so (thankfully, since interviews about porting are usually fairly superficial) it focuses on the design and creation of the arcade SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. This interview was originally taken from the Game Shokunin book (a collection of developer and industry insider interviews published in 2007) and focuses on planner/designer Yukio Takahashi’s work at Namco. The majority of the conversation centers around the developments of arcade horror-shooter Baraduke and thesingular
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. This interview with the development staff of The House of the Dead was originally featured in the May 1997 edition of Sega Saturn Magazine. The Saturn port was not officially in the works yet, so (thankfully, since interviews about porting are usually fairly superficial) it focuses on the design and creation of the arcade SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. This interview was originally taken from the Game Shokunin book (a collection of developer and industry insider interviews published in 2007) and focuses on planner/designer Yukio Takahashi’s work at Namco. The majority of the conversation centers around the developments of arcade horror-shooter Baraduke and thesingular
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COM
shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
shmuplations.com. This Darkstalkers interview with planner Junichi Ohno and Capcom producer Noritaka Funamizu was originally featured in Gamest magazine in 1994. While not especially long, it goes into some nice detail about the new game mechanics, the unusual characters, and the developers’ efforts to differentiate themselves from StreetSHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COM
shmuplations.com. Alongside Sega and Namco, Kasco was one of the first companies in Japan to make their own electro-mechanical games. Told through former employees anecdotes, this historically important interview examines an era of Japanese gaming history still mostly unknown to us: the pre-Invaders landscape of the 60s/70s.SHMUPLATIONS.COM
shmuplations.com. This interview with Hudson director Kenji Fukuya covers the making of the 2000 arcade & PlayStation 2 game Bloody Roar 3, the critical and commercial apex of Hudson & Raizing’s flashy and outlandish series of 3D fighting games centered around the unique gimmick of “beastorization”, with a particular focus on theSHMUPLATIONS.COM
Shugo: My original request was a little broad, like just put these items between these two battles.There was a bit of play in there, of like 2-3 maps, I think. Anyway, so at first, I handed this job to Niikura, but he was just too nice!SHMUPLATIONS.COM
shmuplations.com. In this 2003 interview, former Konami creative Hideo Kojima discusses the production of, and inspirations behind, the Game Boy Advance title Boktai: The Sun Is in Your Hand, an isometric vampire-hunting adventure game with stealth elements that makes heavy use of both a photometric light sensor and a real-time clock chip toSHMUPLATIONS.COM
shmuplations.com. This candid, wide-ranging interview between lauded designers Tomomi Kobayashi and Kazuma Kaneko first appeared in Game Hihyou magazine in 1996. Although very different designers, the conversation finds common ground in their mutual influences from childhood and their ongoing love of fashion design.SHMUPLATIONS.COM
Published in Shooting Gameside #1. Interview by Yamamoto Yuusaku. Takahashi Meijin, signature pose. —In 1983, the Famicom was born. It changed the way games were played; instead of playing outdoors like before, everyone was now playing inside their homes. They called it the “Famicom Boom,” and you did promotional work as the “Famicom SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) Welcome to shmuplations.com! shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade andSHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
In 1985, the arcade industry was starting to show some stagnation. Every company in the Nanao Group started searching for new plans to invigorate the market, and one of our ideas came from thinking about the new advancements in 3D technology.SHMUPLATIONS.COM
Yukio Takahashi – Planner/Graphic Designer —To start off, please tell us how you first became interested in video games. Takahashi: I was born in Maebashi, and from the old days Gunma prefecture has had this culture where the women are known for their industriousness and economic power via their dominance in industries like silk production, whereas men, on the other hand, have tended notSHMUPLATIONS.COM
Takashi Oda – Planner/Director Hiroyuki Taguchi – Designer Kazutomo Sanbongi – Programmer Koji Ooto – Programmer —Please tell us how the House of the Dead project got started. Oda: It began in December of last year.I had finished the “Puzzle and Action: Treasure Hunt” development, and our team was talking about making a light gun game. We didn’t know what kind of gun game to SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relatively little discussion about the conception of particular tunes, but there’s SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Yamanaka: I started playing accoustic guitar in 6th grade, and when I got to high school, electric guitar.I played in bands, but they were only temporary things for a single event or festival. I am a bit of a show-off at heart, but I don’t actually like to be on center stagethat much.
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COM SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) Welcome to shmuplations.com! shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade andSHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
In 1985, the arcade industry was starting to show some stagnation. Every company in the Nanao Group started searching for new plans to invigorate the market, and one of our ideas came from thinking about the new advancements in 3D technology.SHMUPLATIONS.COM
Yukio Takahashi – Planner/Graphic Designer —To start off, please tell us how you first became interested in video games. Takahashi: I was born in Maebashi, and from the old days Gunma prefecture has had this culture where the women are known for their industriousness and economic power via their dominance in industries like silk production, whereas men, on the other hand, have tended notSHMUPLATIONS.COM
Takashi Oda – Planner/Director Hiroyuki Taguchi – Designer Kazutomo Sanbongi – Programmer Koji Ooto – Programmer —Please tell us how the House of the Dead project got started. Oda: It began in December of last year.I had finished the “Puzzle and Action: Treasure Hunt” development, and our team was talking about making a light gun game. We didn’t know what kind of gun game to SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relatively little discussion about the conception of particular tunes, but there’s SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Yamanaka: I started playing accoustic guitar in 6th grade, and when I got to high school, electric guitar.I played in bands, but they were only temporary things for a single event or festival. I am a bit of a show-off at heart, but I don’t actually like to be on center stagethat much.
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Welcome to shmuplations.com! shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade andSHMUPLATIONS.COM
Kawade: I joined the team as an advisor of sorts, when the Super Mario RPG staff were first getting this development started. Sasano: One thing we decided early on was to make Paper Mario less of a sequel to Super Mario RPG, and more of its own thing—a brand new RPG featuring Mario.To that end we consciously distanced ourselves from the stylingsof Super Mario RPG.
SHMUPLATIONS.COM
These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more.SHMUPLATIONS.COM
This interview with Hudson director Kenji Fukuya covers the making of the 2000 arcade & PlayStation 2 game Bloody Roar 3, the critical and commercial apex of Hudson & Raizing’s flashy and outlandish series of 3D fighting games centered around the unique gimmick of “beastorization”, with a particular focus on the developers’ efforts to refine the series’ unique traits while straddlingSHMUPLATIONS.COM
—Graphically, too, Darkstalkers feels very different from any game Capcom has made previously. Funamizu: We knew we wanted to go in this direction, graphically speaking, from the very beginning.We increased the efficiency of our coloring workflow with Darkstalkers, and thanks to that, we were able to free up extra manpower which we spent on more animation frames for the characters.SHMUPLATIONS.COM
Yuuichi Toyama. Main Programmer / Planning. I was the main programmer for the three titles recorded on this disc. Yonemitsu Kazunari was working on Puyo Puyo at Compile back then, but it was rare that we were given the head planning role in a STG game.SHMUPLATIONS.COM
In this 2003 interview, former Konami creative Hideo Kojima discusses the production of, and inspirations behind, the Game Boy Advance title Boktai: The Sun Is in Your Hand, an isometric vampire-hunting adventure game with stealth elements that makes heavy use of both a photometric light sensor and a real-time clock chip to simulate the in-game presence of the sun.SHMUPLATIONS.COM
In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, The King of Fighters and The Last Blade series, as well as the forward-thinkingSHMUPLATIONS.COM
In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game Metal Gear Solid, as well as his affections for cinema and how they co-exist withSHMUPLATIONS.COM
This composer interview with Harumi Fujita from 2011 first appeared in issue #2 of STG Gameside. Although the games she made at SNK were not commercially succesful, Fujita’s music at Capcom helped define the company’s sound during it’s first golden age in the mid to late1980s.
SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. This interview was originally taken from the Game Shokunin book (a collection of developer and industry insider interviews published in 2007) and focuses on planner/designer Yukio Takahashi’s work at Namco. The majority of the conversation centers around the developments of arcade horror-shooter Baraduke and thesingular
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. Originally published in the 1995 Capcom Illustrations mook by Gamest, this roundtable interview chronicles the formation, purview and early processes of Capcom’s design room, an internal department dedicated to illustration and visual design and the incubator for Capcom’s most talented illustrators, both then andnow.
SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. This interview was originally taken from the Game Shokunin book (a collection of developer and industry insider interviews published in 2007) and focuses on planner/designer Yukio Takahashi’s work at Namco. The majority of the conversation centers around the developments of arcade horror-shooter Baraduke and thesingular
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. Originally published in the 1995 Capcom Illustrations mook by Gamest, this roundtable interview chronicles the formation, purview and early processes of Capcom’s design room, an internal department dedicated to illustration and visual design and the incubator for Capcom’s most talented illustrators, both then andnow.
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. Often considered the “black sheep” of the Castlevania GBA series, this Harmony of Dissonance interview with director Takashi Takeda and producer Koji Igarashi was originally featured in the Japanese NTT-PUB strategy guide and covers the game’s design and conception. Though much of the conversation israther broad
SHMUPLATIONS.COM
shmuplations.com. These four Streets of Rage composer interviews were originally featured in the 1991-1994 issues of BEEP Megadrive, Megadrive FAN, and Marukatsu Megadrive magazines. Beginning with the first game, composers Koshiro and Kawashima discuss the influences and process of writing these beloved and seminal OSTs.SHMUPLATIONS.COM
shmuplations.com. Alongside Sega and Namco, Kasco was one of the first companies in Japan to make their own electro-mechanical games. Told through former employees anecdotes, this historically important interview examines an era of Japanese gaming history still mostly unknown to us: the pre-Invaders landscape of the 60s/70s.SHMUPLATIONS.COM
shmuplations.com. This interview with the development staff of The House of the Dead was originally featured in the May 1997 edition of Sega Saturn Magazine. The Saturn port was not officially in the works yet, so (thankfully, since interviews about porting are usually fairly superficial) it focuses on the design and creation of the arcadeSHMUPLATIONS.COM
shmuplations.com. Originally published in the 1995 Capcom Illustrations mook by Gamest, this roundtable interview chronicles the formation, purview and early processes of Capcom’s design room, an internal department dedicated to illustration and visual design and the incubator for Capcom’s most talented illustrators, both then andnow.
SHMUPLATIONS.COM
shmuplations.com. This interview with Hudson director Kenji Fukuya covers the making of the 2000 arcade & PlayStation 2 game Bloody Roar 3, the critical and commercial apex of Hudson & Raizing’s flashy and outlandish series of 3D fighting games centered around the unique gimmick of “beastorization”, with a particular focus on theSHMUPLATIONS.COM
shmuplations.com. The first of these Fantasy Zone interviews from 2002 looks back at the making of the popular Mark III port, made by prolific console port director Mutsuhiro “Mucchan” Fujii. The second, from 1997, catches up with the original arcade team after the release of the Sega Ages port of Fantasy Zone.SHMUPLATIONS.COM
shmuplations.com. These Lufia developer and composer interviews come from three sources: a 2016 interview with composer Yasunori Shiono celebrating a live orchestral performance of the Lufia II soundtrack; liner notes from a 2006 Lufia cd compilation; and finally, a series of questions asked to director Masahide Miyata at two fan events in 2012SHMUPLATIONS.COM
shmuplations.com. This candid, wide-ranging interview between lauded designers Tomomi Kobayashi and Kazuma Kaneko first appeared in Game Hihyou magazine in 1996. Although very different designers, the conversation finds common ground in their mutual influences from childhood and their ongoing love of fashion design. SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. This interview was originally taken from the Game Shokunin book (a collection of developer and industry insider interviews published in 2007) and focuses on planner/designer Yukio Takahashi’s work at Namco. The majority of the conversation centers around the developments of arcade horror-shooter Baraduke and thesingular
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. Originally published in the 1995 Capcom Illustrations mook by Gamest, this roundtable interview chronicles the formation, purview and early processes of Capcom’s design room, an internal department dedicated to illustration and visual design and the incubator for Capcom’s most talented illustrators, both then andnow.
SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. This interview was originally taken from the Game Shokunin book (a collection of developer and industry insider interviews published in 2007) and focuses on planner/designer Yukio Takahashi’s work at Namco. The majority of the conversation centers around the developments of arcade horror-shooter Baraduke and thesingular
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
shmuplations.com. Originally published in the 1995 Capcom Illustrations mook by Gamest, this roundtable interview chronicles the formation, purview and early processes of Capcom’s design room, an internal department dedicated to illustration and visual design and the incubator for Capcom’s most talented illustrators, both then andnow.
SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COM
shmuplations.com. Often considered the “black sheep” of the Castlevania GBA series, this Harmony of Dissonance interview with director Takashi Takeda and producer Koji Igarashi was originally featured in the Japanese NTT-PUB strategy guide and covers the game’s design and conception. Though much of the conversation israther broad
SHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. These four Streets of Rage composer interviews were originally featured in the 1991-1994 issues of BEEP Megadrive, Megadrive FAN, and Marukatsu Megadrive magazines. Beginning with the first game, composers Koshiro and Kawashima discuss the influences and process of writing these beloved and seminal OSTs.SHMUPLATIONS.COM
shmuplations.com. This interview with the development staff of The House of the Dead was originally featured in the May 1997 edition of Sega Saturn Magazine. The Saturn port was not officially in the works yet, so (thankfully, since interviews about porting are usually fairly superficial) it focuses on the design and creation of the arcadeSHMUPLATIONS.COM
shmuplations.com. Originally published in the 1995 Capcom Illustrations mook by Gamest, this roundtable interview chronicles the formation, purview and early processes of Capcom’s design room, an internal department dedicated to illustration and visual design and the incubator for Capcom’s most talented illustrators, both then andnow.
SHMUPLATIONS.COM
shmuplations.com. Alongside Sega and Namco, Kasco was one of the first companies in Japan to make their own electro-mechanical games. Told through former employees anecdotes, this historically important interview examines an era of Japanese gaming history still mostly unknown to us: the pre-Invaders landscape of the 60s/70s.SHMUPLATIONS.COM
shmuplations.com. The first of these Fantasy Zone interviews from 2002 looks back at the making of the popular Mark III port, made by prolific console port director Mutsuhiro “Mucchan” Fujii. The second, from 1997, catches up with the original arcade team after the release of the Sega Ages port of Fantasy Zone.SHMUPLATIONS.COM
shmuplations.com. These Lufia developer and composer interviews come from three sources: a 2016 interview with composer Yasunori Shiono celebrating a live orchestral performance of the Lufia II soundtrack; liner notes from a 2006 Lufia cd compilation; and finally, a series of questions asked to director Masahide Miyata at two fan events in 2012SHMUPLATIONS.COM
shmuplations.com. This humorous PaRappa the Rapper interview with developers Masaya Matsuura, Gabin Itou, and Ryu Watabe covers the origins of the project and its unique “live” development process. The first interview comes from Japanese magazine The Playstation, and the Ryu Watabe section comes from the official strategy guide. –. SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COM SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. This lengthy collection of composer remarks/interviews were compiled from liner notes of the many Toaplan cds released over the years from 1987-1992. In addition to general musings and the self-deprecation of Uemura and Yuge, there’s also some neat (and funny) track-by-track commentary. –. Tatsuya UemuraInterview.
SHMUPLATIONS.COM
shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. This fun interview with the key creators of Kirby’s Adventure was found in the official Nintendo guidebook released the same year. It covers the design and origins of Kirby as a character, and the changes they made from the earlier GB game, Kirby’s Dream Land. The questions, as you might imagine, are ratherlight and
SHMUPLATIONS.COM
shmuplations.com. This lengthy Phantasy Star IV interview was compiled from several shorter pre-release magazine interviews conducted in 1993. It covers the usual bases, explaining the origin of the development and its relation to other Phantasy Star games. The team’s desire to revisit the series and correct the previous games’ shortcomingsSHMUPLATIONS.COM
shmuplations.com. Star Ocean: Blue Sphere has never officially been released in the West, but this lengthy, candid interview with the young tri-Ace team offers some nice insight into how it was made. While a complete French fan translation apparently exists, there doesn’t seem to be aSHMUPLATIONS.COM
shmuplations.com. This short interview from late 1999 finds legendary directors Yasumi Matsuno and Hideo Kojima having a collegial chat about their myriad influences, game design generally, and their impressions of each other’s work. Twenty years later, Kojima remains just as interested in movies, and, as mentioned in the closing of thisSHMUPLATIONS.COM
shmuplations.com. This 2005 interview from the Recca OST liner notes features a casual talk with composer Nobuyuki Shioda and Manabu Namiki, who remixed the (unused) title track. Shioda talks about the challenges of recreating a “hardcore techno” style on the Famicom, while Namiki waxes affectionately on the impact of Recca as both agame
SHMUPLATIONS.COM
shmuplations.com. In this breezy discussion, first published by Famitsu in 1991, three Japanese women (ostensibly readers of Famicom Tsuushin chosen at random) discuss their introduction to video games, their tastes and preferences, and their experiences with a hobby that was viewed by many as dominated by, and exclusively targeted towards SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COM SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. This lengthy collection of composer remarks/interviews were compiled from liner notes of the many Toaplan cds released over the years from 1987-1992. In addition to general musings and the self-deprecation of Uemura and Yuge, there’s also some neat (and funny) track-by-track commentary. –. Tatsuya UemuraInterview.
SHMUPLATIONS.COM
shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. This fun interview with the key creators of Kirby’s Adventure was found in the official Nintendo guidebook released the same year. It covers the design and origins of Kirby as a character, and the changes they made from the earlier GB game, Kirby’s Dream Land. The questions, as you might imagine, are ratherlight and
SHMUPLATIONS.COM
shmuplations.com. This lengthy Phantasy Star IV interview was compiled from several shorter pre-release magazine interviews conducted in 1993. It covers the usual bases, explaining the origin of the development and its relation to other Phantasy Star games. The team’s desire to revisit the series and correct the previous games’ shortcomingsSHMUPLATIONS.COM
shmuplations.com. Star Ocean: Blue Sphere has never officially been released in the West, but this lengthy, candid interview with the young tri-Ace team offers some nice insight into how it was made. While a complete French fan translation apparently exists, there doesn’t seem to be aSHMUPLATIONS.COM
shmuplations.com. This short interview from late 1999 finds legendary directors Yasumi Matsuno and Hideo Kojima having a collegial chat about their myriad influences, game design generally, and their impressions of each other’s work. Twenty years later, Kojima remains just as interested in movies, and, as mentioned in the closing of thisSHMUPLATIONS.COM
shmuplations.com. This 2005 interview from the Recca OST liner notes features a casual talk with composer Nobuyuki Shioda and Manabu Namiki, who remixed the (unused) title track. Shioda talks about the challenges of recreating a “hardcore techno” style on the Famicom, while Namiki waxes affectionately on the impact of Recca as both agame
SHMUPLATIONS.COM
shmuplations.com. In this breezy discussion, first published by Famitsu in 1991, three Japanese women (ostensibly readers of Famicom Tsuushin chosen at random) discuss their introduction to video games, their tastes and preferences, and their experiences with a hobby that was viewed by many as dominated by, and exclusively targeted towards SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COM SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. This lengthy collection of composer remarks/interviews were compiled from liner notes of the many Toaplan cds released over the years from 1987-1992. In addition to general musings and the self-deprecation of Uemura and Yuge, there’s also some neat (and funny) track-by-track commentary. –. Tatsuya UemuraInterview.
SHMUPLATIONS.COM
shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. This fun interview with the key creators of Kirby’s Adventure was found in the official Nintendo guidebook released the same year. It covers the design and origins of Kirby as a character, and the changes they made from the earlier GB game, Kirby’s Dream Land. The questions, as you might imagine, are ratherlight and
SHMUPLATIONS.COM
shmuplations.com. This lengthy Phantasy Star IV interview was compiled from several shorter pre-release magazine interviews conducted in 1993. It covers the usual bases, explaining the origin of the development and its relation to other Phantasy Star games. The team’s desire to revisit the series and correct the previous games’ shortcomingsSHMUPLATIONS.COM
shmuplations.com. Star Ocean: Blue Sphere has never officially been released in the West, but this lengthy, candid interview with the young tri-Ace team offers some nice insight into how it was made. While a complete French fan translation apparently exists, there doesn’t seem to be aSHMUPLATIONS.COM
shmuplations.com. This short interview from late 1999 finds legendary directors Yasumi Matsuno and Hideo Kojima having a collegial chat about their myriad influences, game design generally, and their impressions of each other’s work. Twenty years later, Kojima remains just as interested in movies, and, as mentioned in the closing of thisSHMUPLATIONS.COM
shmuplations.com. This 2005 interview from the Recca OST liner notes features a casual talk with composer Nobuyuki Shioda and Manabu Namiki, who remixed the (unused) title track. Shioda talks about the challenges of recreating a “hardcore techno” style on the Famicom, while Namiki waxes affectionately on the impact of Recca as both agame
SHMUPLATIONS.COM
shmuplations.com. In this breezy discussion, first published by Famitsu in 1991, three Japanese women (ostensibly readers of Famicom Tsuushin chosen at random) discuss their introduction to video games, their tastes and preferences, and their experiences with a hobby that was viewed by many as dominated by, and exclusively targeted towards SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COM SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. This lengthy collection of composer remarks/interviews were compiled from liner notes of the many Toaplan cds released over the years from 1987-1992. In addition to general musings and the self-deprecation of Uemura and Yuge, there’s also some neat (and funny) track-by-track commentary. –. Tatsuya UemuraInterview.
SHMUPLATIONS.COM
shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. This fun interview with the key creators of Kirby’s Adventure was found in the official Nintendo guidebook released the same year. It covers the design and origins of Kirby as a character, and the changes they made from the earlier GB game, Kirby’s Dream Land. The questions, as you might imagine, are ratherlight and
SHMUPLATIONS.COM
shmuplations.com. This lengthy Phantasy Star IV interview was compiled from several shorter pre-release magazine interviews conducted in 1993. It covers the usual bases, explaining the origin of the development and its relation to other Phantasy Star games. The team’s desire to revisit the series and correct the previous games’ shortcomingsSHMUPLATIONS.COM
shmuplations.com. Star Ocean: Blue Sphere has never officially been released in the West, but this lengthy, candid interview with the young tri-Ace team offers some nice insight into how it was made. While a complete French fan translation apparently exists, there doesn’t seem to be aSHMUPLATIONS.COM
shmuplations.com. This short interview from late 1999 finds legendary directors Yasumi Matsuno and Hideo Kojima having a collegial chat about their myriad influences, game design generally, and their impressions of each other’s work. Twenty years later, Kojima remains just as interested in movies, and, as mentioned in the closing of thisSHMUPLATIONS.COM
shmuplations.com. This 2005 interview from the Recca OST liner notes features a casual talk with composer Nobuyuki Shioda and Manabu Namiki, who remixed the (unused) title track. Shioda talks about the challenges of recreating a “hardcore techno” style on the Famicom, while Namiki waxes affectionately on the impact of Recca as both agame
SHMUPLATIONS.COM
shmuplations.com. In this breezy discussion, first published by Famitsu in 1991, three Japanese women (ostensibly readers of Famicom Tsuushin chosen at random) discuss their introduction to video games, their tastes and preferences, and their experiences with a hobby that was viewed by many as dominated by, and exclusively targeted towards SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COM SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “ shmup lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplationson patreon!
SHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME shmuplations.com. These two Dōbutsu no Mori (Animal Crossing) interviews from 2003 and 2001 explore the origins of the series, the guiding theme of “communication,” and its use of music and sound. Both interviews were sourced from the old Nintendo Online Monthlywebsite.
SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
shmuplations.com. Toshiya Yamanaka was a composer for Arsys Software and Treasure, known among FM music afficionados for his work on Star Cruiser, Knight Arms, and other Japanese PC games. This lengthy interview offers a good overview of his work while also exploring his musical influences, approach to composition, and his hardware setup.SHMUPLATIONS.COM
shmuplations.com. Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relativelylittle
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. Battle Bird was a stereoscopic 3D arcade game with a proprietary cabinet, developed by Irem with assistance from their sister/parent company Nanao. Its exact history is quite hazy, as it appears very few cabinets were produced, but this short interview helps shed some light. It doesn’t answer the mystery of “whathappened
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
shmuplations.com. This lengthy collection of composer remarks/interviews were compiled from liner notes of the many Toaplan cds released over the years from 1987-1992. In addition to general musings and the self-deprecation of Uemura and Yuge, there’s also some neat (and funny) track-by-track commentary. –. Tatsuya UemuraInterview.
SHMUPLATIONS.COM
shmuplations.com. In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game MetalGear
SHMUPLATIONS.COM
shmuplations.com. These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more. The third interview with general producer Noritaka Funamizu alsofeatures
SHMUPLATIONS.COM
shmuplations.com. In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, TheKing of
SHMUPLATIONS.COM
shmuplations.com. This fun interview with the key creators of Kirby’s Adventure was found in the official Nintendo guidebook released the same year. It covers the design and origins of Kirby as a character, and the changes they made from the earlier GB game, Kirby’s Dream Land. The questions, as you might imagine, are ratherlight and
SHMUPLATIONS.COM
shmuplations.com. This lengthy Phantasy Star IV interview was compiled from several shorter pre-release magazine interviews conducted in 1993. It covers the usual bases, explaining the origin of the development and its relation to other Phantasy Star games. The team’s desire to revisit the series and correct the previous games’ shortcomingsSHMUPLATIONS.COM
shmuplations.com. This short interview from late 1999 finds legendary directors Yasumi Matsuno and Hideo Kojima having a collegial chat about their myriad influences, game design generally, and their impressions of each other’s work. Twenty years later, Kojima remains just as interested in movies, and, as mentioned in the closing of thisSHMUPLATIONS.COM
shmuplations.com. This 2005 interview from the Recca OST liner notes features a casual talk with composer Nobuyuki Shioda and Manabu Namiki, who remixed the (unused) title track. Shioda talks about the challenges of recreating a “hardcore techno” style on the Famicom, while Namiki waxes affectionately on the impact of Recca as both agame
SHMUPLATIONS.COM
shmuplations.com. In this breezy discussion, first published by Famitsu in 1991, three Japanese women (ostensibly readers of Famicom Tsuushin chosen at random) discuss their introduction to video games, their tastes and preferences, and their experiences with a hobby that was viewed by many as dominated by, and exclusively targeted towards SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) Welcome to shmuplations.com! shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade andSHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME —The way the animals talk in Animal Crossing sounds very human. Eguchi: Part of what we wanted to do there, I admit, was show something like “practice” for conversing with other actual human beings, like “this is how you have fun communicating!” (laughs) Nogami: We also wanted players to talk to each other about things the animals had said.. (laSHMUPLATIONS.COM
In 1985, the arcade industry was starting to show some stagnation. Every company in the Nanao Group started searching for new plans to invigorate the market, and one of our ideas came from thinking about the new advancements in 3D technology.SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
Yamanaka: I started playing accoustic guitar in 6th grade, and when I got to high school, electric guitar.I played in bands, but they were only temporary things for a single event or festival. I am a bit of a show-off at heart, but I don’t actually like to be on center stagethat much.
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more.SHMUPLATIONS.COM
Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relatively little discussion about the conception of particular tunes, but there’s SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game Metal Gear Solid, as well as his affections for cinema and how they co-exist with SHMUPLATIONS.COMGAMESCOMMISSIONSABOUTVAGRANT STORY (PART II)KAZUTOSHI IIDAQUINTY (MENDEL PALACE) Welcome to shmuplations.com! shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade andSHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPL SHMUPLATIONS.COMANIMAL CROSSING FOR WINDOWSANIMAL CROSSING NEW HORIZONS DEVELOPERANIMAL CROSSING NEW LEAF WIKIANIMAL CROSSING NEW LEAF WIKIPEDIANINTENDO ANIMAL CROSSINGNINTENDO ANIMAL CROSSING GAME —The way the animals talk in Animal Crossing sounds very human. Eguchi: Part of what we wanted to do there, I admit, was show something like “practice” for conversing with other actual human beings, like “this is how you have fun communicating!” (laughs) Nogami: We also wanted players to talk to each other about things the animals had said.. (laSHMUPLATIONS.COM
In 1985, the arcade industry was starting to show some stagnation. Every company in the Nanao Group started searching for new plans to invigorate the market, and one of our ideas came from thinking about the new advancements in 3D technology.SHMUPLATIONS.COM
Hitoshi Akamatsu, the creator of the legendary Castlevania, was my boss when I first joined the gaming industry. 1 I asked him then, “Why do the Belmonts fight with whips?” He replied, “It matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.SHMUPLATIONS.COM
Yamanaka: I started playing accoustic guitar in 6th grade, and when I got to high school, electric guitar.I played in bands, but they were only temporary things for a single event or festival. I am a bit of a show-off at heart, but I don’t actually like to be on center stagethat much.
SHMUPLATIONS.COMSTREET FIGHTER III NEW GENERATION3RD STRIKESTREET FIGHTER 3 CHARACTER LISTSTREET FIGHTER 3 WIKI These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more.SHMUPLATIONS.COM
Veteran Nintendo composers Koji Kondo and Kazumi Totaka expound upon the ever-changing world of video game audio in this interview published on Nintendo’s Japanese “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s relatively little discussion about the conception of particular tunes, but there’s SHMUPLATIONS.COMSEE MORE ON SHMUPLATIONS.COMSHMUPLATIONS.COM
In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game Metal Gear Solid, as well as his affections for cinema and how they co-exist withSHMUPLATIONS.COM
Title Developer(s) Interviewee(s) Game(s) Date; 59 Developers, 20 Questions - 1985 Interview Special : Enix; Square; Koei; Chunsoft; HAL; Hudson; Irem; Capcom; Namco; UPLSHMUPLATIONS.COM
For Stage 5, my reference was the rhythmic aspects of SR’s songs, which I tried to convey with the tympani.I used brass and tympani throughout it. Stage 6 was started in the same fashion as Stage 4, but as I wrote the hook for the chorus, it ended up going in a different direction.. For Stage 7, at first I only had those sampled vocals, and I wrote the rest of the song around them, trying toSHMUPLATIONS.COM
These three Street Fighter III: 3rd Strike interviews were originally featured in Gamest magazine and the Capcom Secret File. They cover the origins of the 3rd Strike development, the design of the new characters, changes from 2nd Impact, and much more.SHMUPLATIONS.COM
In this 1999 interview, the now-legendary game director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations, from the original stealth-action game Metal Gear to the adventure games Snatcher and Policenauts, coming full circle with the 3D “tactical espionage action” game Metal Gear Solid, as well as his affections for cinema and how they co-exist withSHMUPLATIONS.COM
In this 2001 interview, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko (along with an unnamed SNK rep) discuss their history at SNK, their influences as illustrators, the nature of their day-to-day work and their contributions to now-classic games like Garou: Mark of the Wolves, The King of Fighters and The Last Blade series, as well as the forward-thinkingSHMUPLATIONS.COM
Nishiyama: The large size of the ROM made it harder. Tsugawa: (laughs) It was a lot to handle, but I don’t think it made things harder, exactly. Kodama: The hardest period was definitely transitioning the development from a 16Mbit cart to a 24Mbit.We were very worried whether Sega would give their approval for the change. However, once they gave the go-sign, the pace got a lot more aggressive.SHMUPLATIONS.COM
Namiki: So what then made you decide on that musical style? Shioda: For a long time I had thought that four-on-the-floor dance music would be fitting for a STG. I tried making some eurobeat music first, but it didn’t fit at all. (laughs) But I still wanted that feel, so I started listening to a ton of different cds for inspiration. At that point, Yagawa lent me some cds, and one of them wasSHMUPLATIONS.COM
Iwata: We prepared a huge number of movements and animations for Kirby this game. Shimizu: Many people had said Kirby was too small last game, so we decidded to make him bigger this time.Since we’d gone to the trouble of doing that, it was like, “He needs more moves now.” (laughs) Iwata: Someone said, “Wouldn’t it be cool if Kirby planted a flag when he beats the level and comes outSHMUPLATIONS.COM
—Up till now the Fatal Fury games have used a two-plane battle system, which you’ve expanded to three-planes for Fatal Fury 3. I can see how this allows for a wider array of strategies, but I can also see how it would make for a very challenging development.SHMUPLATIONS.COM
In this breezy discussion, first published by Famitsu in 1991, three Japanese women (ostensibly readers of Famicom Tsuushin chosen at random) discuss their introduction to video games, their tastes and preferences, and their experiences with a hobby that was viewed by many as dominated by, and exclusively targeted towards, boys and youngmen.
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UPDATES
5/28: Harumi Fujita , Legend of Mana , “I Made That!” The Creators Speak , and Twinkle Star Sprites x Rival Megagun developer interviews added. 4/27: Darkstalkers , Persona, and Front Mission
developer interviews added. 3/30: Valkyrie Profile 2 , Sonic CD , F-Zero GX/AX , and Oddworld: Abe’s Oddysee developer interviews added. WELCOME TO SHMUPLATIONS.COM! shmuplations.com is a repository of Japanese game developer translations, covering primarily (but not exclusively) older arcade and console games from the 80s and 90s. Despite the name “_shmup_lations”, we cover all genres: platformers, rpgs, strategy, vs fighting, and more. If you enjoy our work, please support shmuplations on patreon! Look at all the hidden treasure just waiting to be translated! ;) shmuplations@gmail.comDetails
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