http://shmuplations.com/mtjdesign/
This 1989 feature, originally published in Gamest magazine, captures a discussion between some of Japan’s most accomplished arcade game designers, led by fellow Taito developer and regular Gamest contributor Fukio “MTJ” Mitsuji (1960-2008). While it ostensibly broaches the ...
2019-07-30 14:56:04 +0000 UTC
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http://shmuplations.com/pokemon/
In this 2000 interview, Pokemon veteran and art director Ken Sugimori outlines the genesis of Game Freak’s perennially popular monster-collecting franchise, the struggles he faced designing and rendering the early games’ extensive cast of creatures, and adjusting to life after de...
2019-07-30 14:50:46 +0000 UTC
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Hey guys! As requested, I've got two Yasumi Matsuno interviews to share today:
Yasumi Matsuno x Hideo Kojima (1999) - http://shmuplations.com/matsunoxkojima/
Yasumi Matsuno x Shigeru Miyamoto (2003) - http://shmuplations.com/mats...
2019-07-19 15:20:25 +0000 UTC
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http://shmuplations.com/nintendogamemusic/
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 ...
2019-06-27 14:18:07 +0000 UTC
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http://shmuplations.com/akirayasuda/
Here is the long-awaited conclusion to the Akira Yasuda interview from a couple months back! Akiman discusses his frustrations with managing new talent at Capcom post-SFII, his work on Turn A Gundam, and the unfortunate fate of the original Red Dead Revolver project.&nb...
2019-06-18 11:56:41 +0000 UTC
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http://shmuplations.com/deco/
In this roundtable interview, originally published in 2004, the mysterious “D”, “E”, “C” & “O” share their insight on the inner workings of Data East a.k.a. DECO, a company that intrigued and confounded audiences with a near-constant barrage of original and very peculia...
2019-06-18 11:46:28 +0000 UTC
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http://shmuplations.com/seikendensetsu3/
This 1995 interview covers the development of the Square action-RPG Seiken Densetsu 3, the sequel to the beloved Secret of Mana and a game that was famously denied--and has still yet to receive--an official overseas release. Over the course of this discussion, directo...
2019-05-30 12:38:06 +0000 UTC
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http://shmuplations.com/womenandthefamicom/
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 vie...
2019-05-27 12:02:24 +0000 UTC
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http://shmuplations.com/castlevania/
The development of the three Famicom Castlevania games has long been shrouded in mystery. Recently, a developer who was mentored by Castlevania director/creator/programmer Hitoshi Akamatsu in the 90s began shar...
2019-05-10 12:29:54 +0000 UTC
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http://shmuplations.com/dariusii/
These two interviews cover the development of Taito’s high-spec ultra-wide shooting game, Darius, and its hotly-anticipated sequel, Darius II. In both interviews, the developers outline their ambitions to wow players with a combination of indomitable audiovisual finesse and horde...
2019-04-30 09:47:59 +0000 UTC
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http://shmuplations.com/smashbros/
In this interview with the short-lived Nice Games magazine, Kirby series creator Masahiro Sakurai discusses the inspiration behind the newly-released Nintendo 64 4-player fighting game, Super Smash Bros, and the challenges that faced him both before and after release: game balanc...
2019-04-26 14:56:19 +0000 UTC
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http://shmuplations.com/akirayasuda/
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 Fina...
2019-04-14 04:17:09 +0000 UTC
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Greetings to all patrons new and old. It's time again to offer suggestions and feedback re: what you'd like to see translated in the next few months. I'll still be referring to the previous voting posts, but it's never a bad idea to post again what you'd like to see translated. Also, if multiple people suggest the same interview, it's more likely to get translated, so feel free to second ...
2019-04-02 13:19:38 +0000 UTC
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http://shmuplations.com/treasureroundup/
This assortment of interviews shows the newly-formed studio Treasure promoting their earliest Mega Drive games: the critically-acclaimed run-and-gun action game Gunstar Heroes, the cult classic platformer Dynamite Headdy, and the somewhat forgotten licensed romp McDon...
2019-03-29 02:11:19 +0000 UTC
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http://shmuplations.com/ff8/
How does one follow up a zillion-selling, standard-setting smash hit? Square’s Final Fantasy team leads discussed that and much more with Famitsu as part of the press tour for Final Fantasy VIII, the second 3D Final Fantasy title and one that sought to break new ground in terms of cinemato...
2019-03-25 15:14:08 +0000 UTC
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http://shmuplations.com/ariaofsorrow/
These two interviews cover the conception and development of Castlevania: Aria of Sorrow, the third and final Castlevania game developed for Game Boy Advance and the second of six handheld titles helmed by former franchise stalwart Koji Igarashi. From the setting, to the pr...
2019-03-13 23:26:57 +0000 UTC
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http://shmuplations.com/konamivisit/
In the late 1980s, BEEP! magazine ran a series of special features on major developers (Namco, Sega, Konami) and their workspaces. They make for a great “time-capsule” read, and also include some rare (and low-res, unfortunately) pictures.
Konami was riding high du...
2019-02-27 23:28:18 +0000 UTC
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http://shmuplations.com/smt/
These three short interviews cover the conception, development and post-release thoughts of several of the key members behind the original Super Famicom version of Shin Megami Tensei, the cataclysmic demon-negotiation RPG that would amass a hardcore following, spawn a multitude of spin-offs ...
2019-02-19 21:56:21 +0000 UTC
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http://shmuplations.com/tetris/
Although the history of the Tetris development is fairly well-known now, these two interviews from 1993 and 1989 feature comments from creator Alexey Patjinov on a range of subjects, including his thoughts on other puzzle games, future video game technology, and the notorious Tetris co...
2019-01-31 19:38:54 +0000 UTC
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http://shmuplations.com/shiningforce/
In these two interviews, several members of Sonic! Software Planning (now Camelot Software) and Climax Studios, led by producer, game designer, president and self-confessed jock Hiroyuki Takahashi, discuss the making of the 1992 Mega Drive strategy-RPG Shining Force, the se...
2019-01-29 13:03:24 +0000 UTC
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http://shmuplations.com/dqivroundtable/
In this lengthy interview from the 11/89 issue of Famicom Tsuushin, Dragon Quest creators Yuji Horii and Koichi Nakamura talk about the challenges of making Dragon Quest IV, with a particular emphasis on the AI system.
Although the later ports of DQIV would add a...
2019-01-21 01:01:57 +0000 UTC
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http://shmuplations.com/rayforce/
This lengthy and fascinating interview with key developers of Taito’s Rayforce was originally featured in the “game gene” mook. What I have presented here is actually an edited version of the longer interview, which goes on to discuss Raystorm and Raycrisis in turn; hopefully...
2018-12-31 05:28:05 +0000 UTC
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Greetings to all patrons new and old. It's time again to offer suggestions and feedback re: what you'd like to see translated in the next few months. I'll still be referring to the previous voting posts, but it's never a bad idea to post again what you'd like to see translated. I've got a nice big Rayforce interview coming soon, but besides that, I'm hoping to dedicate the next few months to these...
2018-12-04 06:11:18 +0000 UTC
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http://shmuplations.com/yasunorimitsuda/
This thoughtful interview with composer Yasunori Mitsuda from 2003 was originally featured in game hihyou. Mitsuda discusses various aspects of his creative process, including his studio setup, his inspirations and favorite pieces of music, and how he approaches composin...
2018-11-30 04:39:11 +0000 UTC
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http://shmuplations.com/yasuhikofujii/
This interview with Super Metroid and “Kaeru no tame ni kane wa naru” programmer Yasuhiko Fujii originally appeared in game shokunin volume 1. The first part of the interview looks back at Fujii’s programming and “hacking” origins, while the latter half covers his ...
2018-11-30 02:16:10 +0000 UTC
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http://shmuplations.com/snkgoldenage/
In this long and candid interview from 2001, SNK alum Koji Obata describes the company’s early-’80s struggles, their re-emergence as an arcade powerhouse, the self-proclaimed “SNK golden age” and his own role in the production of several of SNK’s most cherished and i...
2018-11-21 22:01:34 +0000 UTC
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http://shmuplations.com/spaceharrier/
In this collection of decade-spanning interviews, former and current Sega AM2 members discuss the making of Sega’s classic 3D shooting arcade game, Space Harrier. As with so many classic games of the era, many of Space Harrier’s most distinct and memorable traits were not ...
2018-11-14 09:04:38 +0000 UTC
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http://shmuplations.com/splatterhouse/
Happy Halloween! This fun little Splatterhouse interview from 1988 was originally featured in NG magazine (Namco’s in-house produced magazine which ran from 1983 to 1993). The core development team talks about the challenges of making a realistic horror game like Splatterh...
2018-10-31 02:38:46 +0000 UTC
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http://shmuplations.com/mariokart64/
In this interview taken from the official Japanese guidebook, several key members of the Mario Kart 64 team discuss their roles during development and the new challenges they faced while working with Nintendo’s then-new 3D hardware, the Nintendo 64.
The writing prompt f...
2018-10-26 17:23:41 +0000 UTC
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