Hi, we're a new video game oral histories site. Want to read the story of Shadow of the Colossus, as told by 11 people who worked on it? Or hear what Will Wright has to say about Spore in retrospect? Or see previously unreleased footage of Nintendo's Sound Fantasy? Check us out at designroom.site
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@shmuplations.bsky.social
80s/90s/00s japanese gamedev interviews | patreon: http://patreon.com/shmuplations
Finally sat down and read all of this. INCREDIBLY interesting stuff. Cannot believe Miyamoto of all people was talking about the commercialization of art and trying to focus on mass appeal too much being dangerous back in the mid 90s.
Today we have something special: a newly translated interview from July 1996 between Shigeru Miyamoto and Kenji Eno! Conducted just weeks after the launch of Mario 64, Eno takes Miyamoto to task (in a friendly way) with several fascinating critiques of its design. shmuplations.com/miyamotoxeno/
not surprised to see this popping off... icymi, there are a couple other Eno-related pieces in the archive, including this sit-down with Gunpei Yokoi (which also served as Yokoi's final interview as a Nintendo employee) https://shmuplations.com/yokoixeno/
Today we have something special: a newly translated interview from July 1996 between Shigeru Miyamoto and Kenji Eno! Conducted just weeks after the launch of Mario 64, Eno takes Miyamoto to task (in a friendly way) with several fascinating critiques of its design. shmuplations.com/miyamotoxeno/
It's funny, I thought about clipping the Eno/Miyamoto up into digestible quotes, but practically every paragraph had some "whoa" moment. Plus I like seeing what the community fixes on. 😅
Very happy to see everyone enjoying the new Eno/Miyamoto interview! If you'd like to support our work at shmuplations, and vote on our upcoming translations (many more Eno pieces await), please consider joining our patreon! www.patreon.com/shmuplations...
July/August/September voting thread! | shmuplations.com
July/August/September voting thread! by shmuplations.com on Patreon. Join shmuplations.com's community for exclusive content and updates.
patreon.com
Today we have something special: a newly translated interview from July 1996 between Shigeru Miyamoto and Kenji Eno! Conducted just weeks after the launch of Mario 64, Eno takes Miyamoto to task (in a friendly way) with several fascinating critiques of its design. shmuplations.com/miyamotoxeno/
Shigeru Miyamoto x Kenji Eno (1996) - shmuplations.com
In July 1996, Kenji Eno visited Nintendo HQ to speak with Shigeru Miyamoto as the first of his "cross-talk" series.
shmuplations.com
Learn about the making of Taito's 3D fighting game Psychic Force 2012 in this lengthy interview from 1999! The team discusses the origins of the series and their unique approach to character design and lore. shmuplations.com/psychicforce...
Psychic Force 2012 – 1999 Developer Interview - shmuplations.com
This Psychic Force 2012 interview originally appeared in the PF2012 Official Art Setting book and looks at the initial planning stages and character design.
shmuplations.com
Next week we'll have another new translation and a fresh round of voting for patrons to guide our future translation efforts!
And finally, last week we featured a delightful Treasure Hunter G interview from 1996! The discussion covers the core concept, character design, the 3D modeling process, and the music. shmuplations.com/treasurehunt...
Treasure Hunter G – 1996 Developer Interview - shmuplations.com
This rare Treasure Hunter G interview originally appeared in Square's official strategy guide published in 1996 and covers the team's inspirations and character design.
shmuplations.com
Next up, we translated a rare interview for the Sega Saturn cult classic Shinrei Jusatsushi Taromaru. It turns out Hiroshi Iuchi from Treasure had a much larger role than the staff credits suggest. shmuplations.com/taromaru/
Shinrei Jusatsushi Tarōmaru – 2024 Developer Interview - shmuplations.com
This illuminating interview with graphic designer Kenichi Nemoto covers the conception and design of the Sega Saturn cult classic Shinrei Jusatsushi Taromaru.
shmuplations.com
This Earthbound interview from 1994 with writer-developers Shigesato Itoi and Hajime Kimura (Metal Max) looks at questions of perspective, immersion, and what it means to be a game designer. shmuplations.com/earthbound/
Earthbound – 1994 Developer Interview - shmuplations.com
This Earthbound interview between Shigesato Itoi and writer Hajime Kimura originally appeared in the 9/94 edition of Family Computer Magazine.
shmuplations.com
I was very busy this last month with family visiting, but we managed to finish three great translations: Earthbound, Psychic Killer Taromaru, and Treasure Hunter G!
from this just-published @shmuplations.bsky.social translation, icymi https://shmuplations.com/earthbound/
Earthbound – 1994 Developer Interview - shmuplations.com
This Earthbound interview between Shigesato Itoi and writer Hajime Kimura originally appeared in the 9/94 edition of Family Computer Magazine.
shmuplations.com
We've got a big one today. Almost 20 years after Maxis released Spore, we talked to eight people -- including Will Wright -- about the studio's big experiment.
Spore: An oral history
A wild bet in development for the better part of a decade, Spore reached for the stars — and, at times, got there. We recently spoke to eight team members, including chief designer Will Wright, to loo...
designroom.site
just reached this part of this (long & thoroughly geeky) interview…and as it happens, I I own an album that includes Gekiryu! it's called THE LEGEND ARTISTS Otakara Hakken!, and it's a comp of early pre-fame tunes from notable VGM folk preview: https://youtu.be/gZTvb9kDXHQ?t=162 (2:42)
Today we have a very special interview with legendary composers Michiru Yamane and Yoko Shimomura exploring, in unprecedented depth, their classical music roots and formative influences. shmuplations.com/yamaneshimom...
Today we have a very special interview with legendary composers Michiru Yamane and Yoko Shimomura exploring, in unprecedented depth, their classical music roots and formative influences. shmuplations.com/yamaneshimom...
Yoko Shimomura x Michiru Yamane – Composer Interview - shmuplations.com
This massive interview with Yoko Shimomura and Michiru Yamane originally appeared in the book Game Ongakuka Interview Shuu.
shmuplations.com
I find myself coming back to this interview for obvious reasons, but I really think what more people should take away is that you gotta design cool things that players will want to do, first and foremost shmuplations.com/cyberbots/
Cyberbots – 1998 Developer Interview - shmuplations.com
This Cyberbots interview with producer Takashi Kyono and designer Katsuhiro Nakano originally appeared in the 10/98 issue of Gamejin magazine.
shmuplations.com
Namco's exercise bike-powered flying contraption is almost 30 years old, so we tracked down the game's director to look back.
How Namco built 1996's best arcade cabinet
We talk with the director of the bike-powered Prop Cycle about how the game came about, its international success, and sidelined sequel plans.
designroom.site
Next up we have a neat interview with Takashi Tezuka about the making of Super Mario Bros! This was featured in a newspaper for SMB's 30th Anniversary celebration, so it's mostly softball questions, but Tezuka touches on design aspects of all three Famicom games. shmuplations.com/supermariobr...
Super Mario Bros. – 2015 Developer Interview - shmuplations.com
This Super Mario Bros interview with Takashi Tezuka originally appeared in the 11/30/2015 edition of Sankei Shinbun as part of SMB's 30th anniversary.
shmuplations.com
First up, we have a Phantasy Star IV interview from 1993, from the World of Phantasy Star book (which has somehow remained untranslated all these years). There are some interesting comments on how the characters were created, and IV's relationship to II and III.
Phantasy Star IV – 1993 Developer Interviews - shmuplations.com
Phantasy Star IV – 1993 Developer Interviews This lengthy Phantasy Star IV interview was compiled from several shorter pre-release magazine interviews conducted in 1993. It covers the usual bases,…
shmuplations.com
Running a bit behind this month (family visiting), but we've got two new interviews to share this week!
remembered about this interview satoshi tajiri (alongside hideo kojima and kouichi nakamura) once participated in and how it's something I now constantly think about whenever I try any game out, be it repeats or for the first time shmuplations.com/whatisgamede...
I really like this 1996 interview with Artdink's Kazutoshi Iida about experimental game design. There's a lot to unpack. One of my favorite bits is how Tail of the Sun was explicitly designed to be an "Anti-Mario" game that was deliberately "un-fun" to play. shmuplations.com/iidakazutoshi/
Kazutoshi Iida – 1996 Developer Interview - shmuplations.com
Conducted prior to the release of the surreal caveman-themed sandbox Tail of the Sun, this interview from Game Hihyou with creator Kazutoshi Iida covers the motivations behind his previous game, the “...
shmuplations.com
Pronto será #Gamefemerides de #DragonQuest ! Así que nos vamos a conocer más de su creador, #YujiHorii, a través de entrevistas traducidas por @shmuplations! #ElGamingnosune #LecturaGaming #Leerespartedejugar #RetroGaming #PodcastDominicano #PodcastGamer #Nintendo www.youtube.com/live/J6dpD8v...
#LecturaGaming: Shmuplations.com: Dragon Quest - Entrevistas a Yuji Horii en ‘87, ‘91, y ‘00
YouTube video by Legion Gamer RD
youtube.com
NEW Beta64 episode on the development of Tomodachi Life just dropped! ❤️ Thanks to support from my Patrons, I commissioned shmuplations to translate a never-before-translated interview with the devs. Did you know Miis originally LAID EGGS? 🥚 Watch the video here 👉 youtu.be/loDKWAg57FY
Beta64 - Tomodachi Life
YouTube video by Beta64
youtu.be
"Mario RPG2" concept art by Kazuyuki Kurashima. Interesting to see Samus and Link in there. (via this shmuplations translation of a 2000 Paper Mario feature shmuplations.com/papermario/)
For our final translation this month, we have a nostalgic interview with Noriyoshi Ohba and Rieko Kodama from 2001! The pair chat about their history at Sega, looking back at the developments of Altered Beast, Shinobi, Phantasy Star IV, and more. shmuplations.com/ohbakodama/
Noriyoshi Ohba x Rieko Kodama (2001) - shmuplations.com
Originally featured in the Sega Consumer History book, this interview with Noriyoshi Ohba and Rieko Kodama is a nostalgic look back at their careers.
shmuplations.com
One of my favorite bits of trivia about DQ2, a game with a notoriously difficult finale, is that no one on the dev team beat the final version of the game before release. Imagine their reaction to hearing how brutal the Cave to Rhone is. (Interview translated by Shmuplations)