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@shmuplations.bsky.social
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80s/90s/00s japanese gamedev interviews | patreon: http://patreon.com/shmuplations
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We have some great new translations this month! First up, an interview with MuuMuu director Yukihito Morikawa from 2000, in which he talks about his background as a CG artist and the making of his pioneering AI game for the PS1, Ganbare Morikawa-kun (Pet in TV). shmuplations.com/yukihitomori...
Yukihito Morikawa – 2000 Developer Interview - shmuplations.com
This lengthy interview with Yukihito Morikawa discusses his early background, his past work as a CG artist, and his pioneering work on Ganbare Morikawa-kun.
shmuplations.com
Reposted by shmuplations.com
a long form researched article WITH COMMISSIONED ART in collaboration with shmuplations???

inject it directly into my veins
For the Shadow of the Colossus story, we interviewed 14 people including project leads Fumito Ueda and Kenji Kaido, hired Gravity Rush concept artist Takeshi Oga to illustrate the cover, and put together a 10,000-word story with help from @milkman.bsky.social @shmuplations.bsky.social and others.
Shadow of the Colossus: An oral history
Celebrate the 20th anniversary of Team Ico’s masterpiece by looking back with 11 people who worked on it (and three who didn’t).
www.designroom.site
Reposted by shmuplations.com
For the Shadow of the Colossus story, we interviewed 14 people including project leads Fumito Ueda and Kenji Kaido, hired Gravity Rush concept artist Takeshi Oga to illustrate the cover, and put together a 10,000-word story with help from @milkman.bsky.social @shmuplations.bsky.social and others.
Shadow of the Colossus: An oral history
Celebrate the 20th anniversary of Team Ico’s masterpiece by looking back with 11 people who worked on it (and three who didn’t).
www.designroom.site
Reposted by shmuplations.com
Jumping Flash! fans rejoice! Another interview has appeared! Taken from Game Maestro Vol. 4, there's a lot of cool info from Mr. Morikawa's early career that really hasn't been discussed much around the English web.
shmuplations.com/yukihitomori...
Yukihito Morikawa – 2000 Developer Interview - shmuplations.com
This lengthy interview with Yukihito Morikawa discusses his early background, his past work as a CG artist, and his pioneering work on Ganbare Morikawa-kun.
shmuplations.com
Finally, we have a nice Final Fantasy III DS interview from the FFIII Official Complete Guidebook. The team discusses the revamped character designs, job system, and difficulty level, while also touching on aspects of the original Famicom development. shmuplations.com/ff3ds/
Final Fantasy III DS – 2006 Developer Interview - shmuplations.com
This lengthy Final Fantasy III roundtable interview originally appeared in the FFIII Official Complete Guidebook in 2006.
shmuplations.com
Next up, a long-running patron request, we have a Ghost in the Shell roundtable interview from 1997 with the Exact and SCE teams. This one focuses on the gameplay and origins of the project, which was actually initiated by Masamune Shirow himself! shmuplations.com/ghostinthesh...
Ghost in the Shell – 1997 Developer Interview - shmuplations.com
This Ghost in the Shell interview (actually a compilation of two interviews) originally appeared in The Playstation magazine in 1997.
shmuplations.com
We have some great new translations this month! First up, an interview with MuuMuu director Yukihito Morikawa from 2000, in which he talks about his background as a CG artist and the making of his pioneering AI game for the PS1, Ganbare Morikawa-kun (Pet in TV). shmuplations.com/yukihitomori...
Yukihito Morikawa – 2000 Developer Interview - shmuplations.com
This lengthy interview with Yukihito Morikawa discusses his early background, his past work as a CG artist, and his pioneering work on Ganbare Morikawa-kun.
shmuplations.com
Reposted by shmuplations.com
Interesting to note that GnG's director, Tokuro Fujiwara, has said that he came up with Red Arremer before Arthur when conceptualizing the series:

shmuplations.com/makaimura/

So it would make sense to return to Firebrand, in a "full circle" kind of way!
Tokuro Fujiwara: "Normally you start developing a game by conceiving the player character first; in this game, because the setting was a 'demon world,' I first thought of a single enemy who would represent that theme: the Red Arremer, who was based on an orthodox, Western-style demon motif. Therefore, in a sense, you could say that Red Arremer is the real protagonist of Makaimura!"
thanks! it was my favorite passage as well. iirc tsukamoto has made other statements over the years about his conflicted relationship with Tokyo
Reposted by shmuplations.com
Hideo Kojima and Shinya Tsukamoto discussing their feelings on Tokyo are vibes, man.

shmuplations.com/kojimatsukam...
Brilliant translation by @shmuplations.bsky.social
Tsukamoto describing the difficulties of city life.
the thing about having a 1.5yo daughter is you can't call in sick to play Silksong all day 😒
And for more of our recent translations (from May to July), check out this excellent summary thread by our editor/translator GSK!
running back @shmuplations.bsky.social updates from the last couple months

first up, a Nintendo Dream interview with Treasure president Masato Maegawa that reflects on the company's 12th anniversary, their Nintendo collaborations, the essence of "Treasure-ness" & more shmuplations.com/treasure12th/
Maegawa: I think that's more a natural consequence of being free to make what we want, rather than a specific insistence of one kind or another. We're not thinking "this is what a REAL video game connoisseur appreciates!" when we make our games. As President, once I've reviewed the plans and given the greenlight for a project, I rarely poke around and micromanage the staff while they're working. That's my policy. If management starts butting into the creative process I think you lose that special quality. "We've got to sell more! Make it like this so it sells more!" Everyone working in game development has heard that before. But I don't want to have management and admin sitting in on our meetings and saying we have to include such-and-such… I don't like where that leads. So I pretty much leave everything up to the staff on the floor. To put it negatively I suppose I'm neglecting them. (laughs)

After they've finished something and I have a chance to testplay it, if it's really bad I will say something, but if they're creating the game faithfully according to their original concept, I never say do this or do that. I think that process is what results in the "Treasure" quality. No one interferes with our developers' creative process; there's a straightforward honesty to the games we release and I suspect that resonates with players and they call it "Treasure-ness".
And finally, we have another update to our pinball interview series, this time with Data East Pinball employee Masaya Horiguchi. It's a nice glimpse into Japan's pinball scene and the challenges faced by Sega and Data East as video games overtook the market. shmuplations.com/pinball/
Japanese Pinball – Developer Interview Collection - shmuplations.com
Two short digital pinball developer interviews with SNES/Saturn developer KAZe and Satoshi Matsuoka, creator of the original Famicom Pinball.
shmuplations.com
Next up is a very special interview between Hideo Kojima and director Shinya Tsukamoto. I don't want to spoil the content but as a huge Tetsuo fan this was one of my favorites. If only that "Flying Tetsuo" collab Kojima jokes about had really come to pass... shmuplations.com/kojimatsukam...
Hideo Kojima x Shinya Tsukamoto (1999) - shmuplations.com
This special interview between then-rising star Hideo Kojima and horror auteur Shinya Tsukamoto originally appeared in Game Hihyou magazine.
shmuplations.com
As an aside, this one was voted for by the Legaia community, which mobilized people to join the patreon for that purpose. A good, albeit slower alternative to expensive private commissions!
First off we have a neat Legend of Legaia interview from 1998, covering the story/world design, the "fighting game" battle system, and the music. To the best of my knowledge, this is the only developer interview available for Legaia. shmuplations.com/legaia/
Legend of Legaia – 1998 Developer Interview - shmuplations.com
This in-depth Legend of Legaia interview originally appeared in The Playstation magazine and covers the story, battle, character design, and music.
shmuplations.com
greetings all! been a bit remiss in the monthly updates lately (toddler life), but we've got a fresh crop of great translations to share today!
Reposted by shmuplations.com
Holy shit this Shmupulations interview between Hideo Kojima and SHINYA TSUKAMOTO??? I'm blown away at them talking frankly about Bullet Ballet and MGS and The Matrix and gun violence and Alien 6, this is incredible stuff
shmuplations.com/kojimatsukam...
Reposted by shmuplations.com
shmuplations.com/archive/
every once in a while I stumble back onto shmuplations - it has such an awesome archive of interviews, if you're into retro gaming at all I really recommend going thru and seeing if there's any interviews about games you like
archive - shmuplations.com
1986 Game Music Round Table Interview December 10, 2021 Capcom; Nichibutsu; SNK; Yoshiki Okamoto; Ayako Mori; Kenji Yoshida; Hiroshi Tsuji; Kasatoshi Yoshino; ASO; Gunsmoke; Super Mario Bros; 1986 199...
shmuplations.com
Reposted by shmuplations.com
(those "issues" being shipping virtually nothing in the last 2+yrs)

Mecha Ritz is one of my fav doujin STG of the last decade—icymi, dev HEY was interviewed by IGN Japan about the most recent revision, and you can read a translation here shmuplations.com/mecharitz/
Mecha Ritz: Steel Rondo – 2022 Interview - shmuplations.com
Originally published by IGN Japan, this interview sees developer HEY conversing with a STG veteran and a STG novice about the making of Mecha Ritz: Steel Rondo 2.0.
shmuplations.com
Reposted by shmuplations.com
catching up on @shmuplations.bsky.social updates from the last month or two…

this interview with Sega's Akinori Nishiyama saw them answering user-submitted questions about Sonic Rush, covering their utilization of Nintendo DS hardware, the conception of Blaze & more shmuplations.com/sonicrush/
Personally, for me there is no question that the main protagonist of Sonic Rush is not Sonic, but Blaze. She finds herself thrust into an unknown world, and in order to protect her sense of self that she has cultivated up to now, she secludes herself in a shell. But through her experiences with Sonic she realizes "It's OK to be myself" and she gradually opens her heart more. The game depicts that growth in her character.

Also, it came out differently in the end, but I had intended for Blaze's world to be the world of the Special Stages from the previous 2D Sonic games. In that world, Blaze is the counterpart to Sonic, and Eggman Nega is the counterpart to Eggman… well, anyway, if we get to do a sequel I perhaps I'll expand on that. (laughs)