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# shmuplations.com

80s/90s/00s japanese gamedev interviews

## Sitemaps

- [XML Sitemap](https://shmuplations.com/sitemap.xml): Contains all public & indexable URLs for this website.

## Posts

- [King's Field - 2001 Developer Interview](https://shmuplations.com/kingsfield/) - This rare King's Field interview with Shinichiro Nishida originally appeared in the King's Field Verdite Trilogy Perfect Guide in 2001.
- [Yuzo Koshiro - 2001 Composer Interview](https://shmuplations.com/yuzokoshiro/) - In this interview with composer Yuzo Koshiro he recounts his early days at Falcom, the Megadrive, and some of his recent work like Legend of Oasis and Shenmue.
- [Yukihito Morikawa - 2000 Developer Interview](https://shmuplations.com/yukihitomorikawa/) - 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.
- [Yuji Naka - 2000 Developer Interview](https://shmuplations.com/yujinaka/) - One of animator Yoshinori Kanada's famous scenes, the fire dragon from Genma Taisen (Harmageddon). Naka tweeted about his love for this scene in 2022, incidentally. —Wow, you got to meet so many artists! No wonder you loved it there. Naka: I'd bought a lot of anime cels too. I had a big collection. You could
- [Yoshio Sakamoto - 2000 Developer Interview](https://shmuplations.com/yoshiosakamoto/) - This interview with veteran Nintendo designer/director/producer Yoshio Sakamoto offers a brief overview of several of his early works.
- [Yoji Shinkawa - 2001 Developer Interview](https://shmuplations.com/yojishinkawa/) - This interview with famed Konami illustrator and designer Yoji Shinkawa first appeared in volume 4 of the Game Maestro book series.
- [U.S. Navy - 1990 Developer Commentary](https://shmuplations.com/usnavy/) - This US Navy (Carrier Air Wing in the West) developer commentary originally appeared in Gamest magazine and offers insight into its development.
- [Treasure – 12th Anniversary Developer Interview](https://shmuplations.com/treasure12th/) - This intriguing twelfth anniversary Treasure interview with President Masato Maegawa originally appeared in Nintendo Dream magazine in 2004.
- [Thexder - 1985 Developer Interview](https://shmuplations.com/thexder/) - This historical Thexder interview from 1985 was originally featured in BEEP magazine and explores the making of Game Arts' classic mecha sidescroller.
- [The SNK Sound Team - 1995 Composer Interview](https://shmuplations.com/shinsekai/) - This short interview with the in-house SNK sound team known as Shinsekai Gakkyoku Zatsugidan originally appeared in Neo Geo Freak magazine.
- [The History of Jaleco - 2011 Developer Interview](https://shmuplations.com/jalecohistory/) - These two Jaleco interviews cover the history of the company during the Famicom years, and includes commentary on several famous Jaleco series.
- [The Future of RPGs - 1993 Developer Interviews](https://shmuplations.com/futureofrpgs1993/) - These mini-interviews with four up-and-coming developers from Famicom Tsuushin present a neat snapshot of the thinking surrounding RPGs in 1993.
- [The Desks of Developers - A Pictorial Series](https://shmuplations.com/desks/) - In the late 90s, the Japanese gaming magazine "The Playstation" ran a monthly feature on the workspaces of famous gaming developers...
- [The Black Mages - Interview Collection](https://shmuplations.com/theblackmages/) - These three interviews with The Black Mages contain rare commentary from each member on their individual Final Fantasy arrangements.
- [Tetsuya Nomura x Yoji Shinkawa 2003 Interview](https://shmuplations.com/nomurashinkawa/) - This interview between lauded designers Tetsuya Nomura and Yoji Shinkawa originally was featured in 2003 in Hyper PlayStation 2 magazine.
- [Tekken Arcade Memories - 2010 Roundtable Interview](https://shmuplations.com/tekken/) - Taken from Arcadia magazine, this 15th-anniversary roundtable discussion saw Tekken series steward Katsuhiro Harada and several prominent community members discussing their history with and memories of each title.
- [Takashi Tokita – 2005 Developer Interview](https://shmuplations.com/takashitokita/) - This Takashi Tokita interview from 2005 was originally featured in Nintendo Dream magazine as part of their "Creator Hotline" series.
- [Super Puzzle Fighter II Turbo - 1996 Interview](https://shmuplations.com/superpuzzle/) - In this 1996 interview, Noritaka Funamizu, Hiroaki Kondo, and several key members of Capcom's arcade team discuss the making of Super Puzzle Fighter II Turbo.
- [Suikoden II - 1999 Developer Interviews](https://shmuplations.com/suikodenii/) - The first of these two Suikoden II interviews appeared in Dengeki Playstation; the second comes from the Japanese Gensou Suikoden II 108 Stars Character Guide.
- [Stunfest 2014 – Superplayer Interview](https://shmuplations.com/stunfest2014/) - SPS’ Ura 2-ALL of Ketsui. SOF-WTN: It was 70, maybe 80% of the reason I said yes! A chance to visit Europe on the cheap… how could I say no! (laughs) However, in exchange I had a duty to show the people at Stunfest a good performance, so I prepared myself. I hadn’t played Dodonpachi
- [Street Fighter - 1987 Developer Interview](https://shmuplations.com/streetfighter/) - This vintage Street Fighter interview first appeared in Gamest magazine and offers a rare window into the origin of Capcom's famous fighting franchise.
- [Soulcalibur - 1999 Developer Interview](https://shmuplations.com/soulcalibur/) - This interview with design leads Koh Onda and Koji Mitsunaga discusses the making of the arcade version of Namco's Soulcalibur.
- [Sonic Rush - 2005 Developer Interview](https://shmuplations.com/sonicrush/) - This Sonic Rush interview with director Akinori Nishiyama originally appeared in Nintendo Dream magazine as part of their "Creator Hotline" series.
- [Sonic Heroes - 2004 Developer Interview](https://shmuplations.com/sonicheroes/) - Originally published in Nintendo Dream #107, this interview with Sega director Takashi Iizuka discusses the making of Sonic Heroes.
- [Sonic Adventure - 1999 Developer Interview](https://shmuplations.com/sonicadventure/) - These two Sonic Adventure interviews with Yuji Naka and several other members of the development originally appeared in Dreamcast Magazine.
- [SkyGunner - 2001 Developer Interview](https://shmuplations.com/skygunner/) - In this SkyGunner roundtable interview from 2001, sourced from the GSLA archive, the PixelArts team discusses the making of their well-loved PS2 cult classic.
- [Shining Force III - 1998 Developer Interview](https://shmuplations.com/shiningforceiii/) - In this Shining Force III interview, the team discusses the motivation for making a trilogy, world design, and the connections between Shining the Holy Ark.
- [Shigeru Miyamoto x Toshihiro Nagoshi - 1999 Interview](https://shmuplations.com/miyamotoxnagoshi/) - Legendary developers Shigeru Miyamoto and Toshihiro Nagoshi discuss controller design, arcade games, and management styles in this 1999 interview.
- [Shigeru Miyamoto - 2000 Developer Interview](https://shmuplations.com/miyamoto2000/) - This lengthy interview with Shigeru Miyamoto focuses on his early work at Nintendo, including Donkey Kong, Mario Bros., and Super Mario Bros.
- [Shadow of the Colossus - 2004 Developer Interview](https://shmuplations.com/shadowofthecolossus/) - This Shadow of the Colossus interview originally appeared in the 10/05 edition of the Playstation 2 magazine.
- [Sega 1991 Developer "Relay Essays"](https://shmuplations.com/segarelay/) - In 1991, Megadrive FAN magazine published a monthly feature on Sega history which included these charming "relay essays" by various Sega developers.
- [Resident Evil 4 - 2005 Developer Interview](https://shmuplations.com/residentevil4/) - This lengthy RE4 interview with producer Hiroyuki Kobayashi (who also worked as a programmer on the earlier games) was originally featured in Nintendo Dream.
- [Puyo Puyo Fever - 2016 Developer Interview](https://shmuplations.com/puyopuyofever/) - Conducted in commemoration of Puyo Puyo's 25th anniversary, in this Famitsu-published interview former Sonic Team boss Yuji Naka and series producer Mizuki Hosoyamada discuss the creation of Puyo Puyo Fever.
- [Power Stone - 1999 Developer Interview](https://shmuplations.com/powerstone/) - In this short-but-sweet Power Stone interview from Dreamcast Magazine, producer Takashi Tezuka discusses the making of Capcom's beloved arcade/console 3D fighter.
- [Power Instinct 1 & 2 - Developer Interviews](https://shmuplations.com/powerinstinct/) - These revealing Power Instinct interviews were originally featured in Gamest magazine and cover the making of the first two games.
- [Popolocrois Monogatari - Developer Interviews](https://shmuplations.com/popolocrois/) - These two PoPoLoCrois interviews cover the making of Sugar & Rockets' heartwarming (but often overlooked) RPGs for the Playstation.
- [Ocarina of Time – 1999 Developer Interview](https://shmuplations.com/ocarinaoftime/) - In this Ocarina of Time interview, producer Shigeru Miyamoto's pontificates on the game's design choices, gameplay changes, and interactivity in 3D games.
- [Moon - 1997 Developer Interview](https://shmuplations.com/moon/) - This moon developer interview was originally featured in the "Moon: Official Book" printed in 1997, and focuses on the backstory of the characters and world,
- [Metal Slug 2 - 1998 Developer Interview](https://shmuplations.com/metalslug2/) - This lengthy Metal Slug 2 interview originally appeared in Gamest magazine and covers various aspects of its stage and character design.
- [Metal Max - 2014 Developer Interview](https://shmuplations.com/metalmax/) - This Metal Max interview with creators Hiroshi Miyaoka and Tomoki Tauchi originally appeared in Roleplaying Gameside #1, a short-lived offshot of Shooting Gameside.
- [Masanobu Endo x Shigeru Miyamoto - 1986 Interview](https://shmuplations.com/miyamotoxendo/) - This delightful interview with legends Shigeru Miyamoto and Masanobu Endo originally appeared in the 2/10/86 issue of Famimaga.
- [Mario Kart: Double Dash - 2003 Developer Interview](https://shmuplations.com/doubledash/) - This lengthy Mario Kart: Double Dash interview with Tadashi Sugiyama, Shinya Takahashi and Kiyoshi Mizuki originally appeared in Nintendo Dream magazine.
- [Legend of Legaia - 1998 Developer Interview](https://shmuplations.com/legaia/) - This in-depth Legend of Legaia interview originally appeared in The Playstation magazine and covers the story, battle, character design, and music.
- [Klonoa 2 - 2001 Developer Interviews](https://shmuplations.com/klonoa2/) - These two vintage Klonoa 2 interviews were originally featured in The Playstation and Namco Games magazines, shortly after the game's Japanese release in March 2001.
- [Kirby’s Adventure – 1993 Developer Interview](https://shmuplations.com/kirbysadventure/) - 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.
- [Keiichi Suzuki - 1997 Composer Interview](https://shmuplations.com/ksuzuki/) - This 1997 interview with composer Keiichi Suzuki focuses on his experience writing the music for Kenji Eno's sound novel Kaze no Regret and the Mother games.
- [Jumping Flash! 2 - 1996 Developer Interview](https://shmuplations.com/jumpingflash2/) - This short interview with the three Jumping Flash! 2 teams of MuuMuu, Exact, and Sony was originally featured in The Playstation magazine and covers the games conception and design.
- [Japanese Pinball - Developer Interview Collection](https://shmuplations.com/pinball/) - Two short digital pinball developer interviews with SNES/Saturn developer KAZe and Satoshi Matsuoka, creator of the original Famicom Pinball.
- [Hideo Kojima x Shinya Tsukamoto (1999)](https://shmuplations.com/kojimatsukamoto/) - This special interview between then-rising star Hideo Kojima and horror auteur Shinya Tsukamoto originally appeared in Game Hihyou magazine.
- [Girl's Garden - 2002 Developer Interview](https://shmuplations.com/girlsgarden/) - This light-hearted Girl's Garden interview with Sega legend Yuji Naka originally appeared as a part of the meisaku interview series.
- [Ghost in the Shell - 1997 Developer Interview](https://shmuplations.com/ghostintheshell/) - This Ghost in the Shell interview (actually a compilation of two interviews) originally appeared in The Playstation magazine in 1997.
- [Garou: Mark of the Wolves - 2000 Developer Interview](https://shmuplations.com/garou/) - Taken from the official ASCII-published guidebook, SNK planner Yasuyuki Oda outlines the concepts behind Garou: Mark of the Wolves.
- [FromSoftware - 1999 Developer Interview](https://shmuplations.com/fromsoftware/) - This interview with FromSoftware founder Naotoshi Jin originally appeared in Game Hihyou magazine in July 1999.
- [Final Fantasy Legend II - 1990 Developer Interview](https://shmuplations.com/saga2/) - In these two Famitsu interviews, series creator Akitoshi Kawazu, planner Hiromichi Tanaka, and composer Kenji Ito discuss the making of Final Fantasy Legend II.
- [Final Fantasy IX - 2000 Developer Interviews](https://shmuplations.com/ffix/) - These Final Fantasy IX interviews were originally published in Hyper Playstation magazine, shortly before the game's release in July 2000.
- [Final Fantasy III DS - 2006 Developer Interview](https://shmuplations.com/ff3ds/) - This lengthy Final Fantasy III roundtable interview originally appeared in the FFIII Official Complete Guidebook in 2006.
- [Drill Dozer – 2005 Developer Interview](https://shmuplations.com/drilldozer/) - This Drill Dozer interview from 2005 with director Ken Sugimori and character designer Hironobu Yoshida was originally featured in Nintendo Dream magazine.
- [Donkey Kong: A Record of Struggle](https://shmuplations.com/donkeykong/) - This article, penned by Ikegami Tsuushinki programmer Hirohisa Komanome, is an in-depth examination of the making of the original Donkey Kong arcade game.
- [Donkey Kong (1994) - Developer Interview](https://shmuplations.com/dk1994/) - A video compilation of DK94's various demo scenes. ―I'd like to ask about the story... to begin with, what's the relationship between Mario and Donkey Kong? Miyamoto: It's a long story, but from the beginning, Donkey Kong was Mario's pet. ―I didn't know that! In that case, why did Donkey Kong kidnap Pauline and run
- [Dimahoo - 2000 Developer Interview](https://shmuplations.com/dimahoo/) - This colorful Dimahoo interview originally appeared in the Great Mahou Daisakusen OST liner notes and features remarks from the programmers and composers.
- [Contra x Shinobi - 2003 Developer Interview](https://shmuplations.com/contrashinobi/) - The extended cut of the Shinobi E3 2002 reveal trailer, included as an unlockable bonus video in the full game. Shimizu: That's true… I do think there's an unspoken sense that they shouldn't strive towards being too stylish. The recent Rygar revival game has a fully modern game system, your Contra game is quite old-school
- [ChuChu Rocket! - 1999 Developer Interviews](https://shmuplations.com/chuchurocket/) - These three interviews, starting with an interview from Dreamcast Magazine vol 35 (1999), cover the making of Sega's 4-player party-puzzler Chu Chu Rocket.
- [Capcom Partnership Project - 2000 Developer Interview](https://shmuplations.com/capcompartnership/) - Taken from a 2000 issue of Arcadia magazine, this short interview with producer Tatsuya Minami outlines the motivation behind the Capcom Partnership Project, an initiative that saw Capcom partnering with various STG developers.
- [Breath of Fire: Dragon Quarter - 2002 Interview](https://shmuplations.com/dragonquarter/) - Taken from Sony's now-defunct "PS Style" webzine, director Makoto Ikehara and character designer/illustrator Tatsuya Yoshikawa discuss the making of Breath of Fire: Dragon Quarter, the decidedly non-conventional fifth entry in Capcom's traditional JRPG series.
- [Beyond the Revolution - Roundtable Interview (2001)](https://shmuplations.com/beyondtherevolution/) - Originally published in the July 2001 issue of Famitsu DC, this roundtable discussion saw industry luminaries Masanobu Endou, Yuji Naka, Kenji Eno, Kenichi Nishi, Hideo Suzuki and Kenichi Nishi convene after Sega's announced withdrawal from the home hardware market.
- [Baten Kaitos - 2004 Developer Interview](https://shmuplations.com/batenkaitos/) - This illuminating Baten Kaitos interview with twin directors Yasuyuki Honne and Hiroya Hatsushiba originally appeared in volume 104 of Nintendo Dream magazine.
- [Astronoka - 1998 Developer Interviews](https://shmuplations.com/astronoka/) - Released only in Japan, Astronoka was an early "AI game" created by Yukihito Morikawa of Jumping Flash fame.
- [Arcade Cabinets - A Look Back (1996)](https://shmuplations.com/arcadecabinets/) - Footage of a working Space Harrier cabinet with the movable seat. This first-generation cabinet only moves left to right; the later (and much sought after by collectors) deluxe version would have full pitch and roll motion control. ―Are there any epoch-making cabinets after Space Harrier? Tajiri: Maybe Midnight Landing, which is also a cockpit-type cabinet.
- [Ape Escape 2 - 2002 Developer Interview](https://shmuplations.com/apeescape/) - This fun Ape Escape 2 interview with director Naoto Ohta and designer Toshiyuki Yonekura was originally featured in The Playstation magazine.
- [Akira Sakuma - 2000 Developer Interview](https://shmuplations.com/akirasakuma/) - This humorous Akira Sakuma interview from 2000 covers his unlikely entry into game development, his philosophy of RPG design, and his background as an editor at Shonen Jump.
- [Ace Attorney 3 - 2004 Developer Interview](https://shmuplations.com/aceattorney3/) - This lengthy Ace Attorney 3 interview from 2004 with director Shu Takumi covers the development of the characters and stories from the original trilogy.
- [Namco Arcade Composers - 2013 Roundtable Interview](https://shmuplations.com/namcomusic/) - This roundtable interview with four of Namco's early arcade composers was originally published in Shooting Gameside #6.
- [Ninja Gaiden - Developer Commentary (2023)](https://shmuplations.com/ninjagaiden/) - Taken from a string of social media posts shared in 2023, these comments from director Hideo Yoshizawa recount the making of Tecmo's classic side-scrolling action game, Ninja Gaiden.
- [Giftpia - 2003 Developer Interview](https://shmuplations.com/giftpia/) - This informative Giftpia interview originally appeared in the April 2003 edition of Nintendo Online Monthly magazine and covers the game's origin and design.
- [Yuji Horii - 2000 Developer Interview](https://shmuplations.com/yujihorii/) - Conducted shortly after the release of Dragon Quest VII, this lengthy, in-depth Yuji Horii interview originally appeared in Game Maestro volume 1 in 2000.
- [Short Cuts – Assorted Interviews 1990-1996](https://shmuplations.com/shortcuts/) - There are a number of interviews in the shmuplations archive which, while too short or slight to be featured on their own, nonetheless contain interesting tidbits of information that merit translation. In many cases, these are the only developer comments that exist for these games. In the future I’ll be aggregating these shorter interviews here, beginning this month with Soul Blazer, Crusader of Centy, Final Fantasy III, and King Colossus.
- [Square - 1985 Developer Interview](https://shmuplations.com/square/) - This vintage interview from 1985 shows a very youthful Square struggling to distinguish themselves in a crowded PC games market.
- [Magic Sword - 1990 Developer Commentary](https://shmuplations.com/magicsword/) - This rare collection of Magic Sword developer commentary was originally featured in Gamest magazine in 1990 and features an annotated bestiary.
- [Chibi-Robo! - 2005 Developer Interview](https://shmuplations.com/chibirobo/) - This Chibi-Robo! interview originally appeared in the "Happy Book", a special booklet included in the September 2005 issue of Nintendo Dream.
- [Esprade - 2010 Developer Interview](https://shmuplations.com/esprade/) - This in-depth Esprade interview with creator Junya Inoue first appeared in the Guwange/Esprade Artworks book published in 2010.
- [Dodonpachi – 1997 Developer Interview](https://shmuplations.com/dodonpachi2/) - This quick interview with Dodonpachi programmers Tsuneki Ikeda and Satoshi Kouyama is the second part of an interview originally featured in Gamest. The first part is well worth a read if you haven’t; this interview focuses on the surprisingly positive public response to an “extreme” danmaku game like Dodonpachi in arcades. Other topics include the design of the scoring system and the choice to make Hibachi an unusually tiny final boss.
- [Gokujou Parodius! – 1994 Developer Interview](https://shmuplations.com/parodius/) - This humorous interview with the Gokujou Parodius development team was originally featured in a mook published by Gamest in 1994. Gokujou Parodius was the second Parodius game released for arcade, and this interview shows the big difference between 1990 (pre-SFII, when Parodius Da! was released) and 1994, when most game centers were caught up in “fighting game mania.” Stage design, characters, and music are all discussed as well.
- [Phantasy Star II – 1993 Developer Interview](https://shmuplations.com/phantasystarii/) - This short interview from 1993 talks about various aspects of the development of Phantasy Star II, including the reason for its terrifically complex dungeons.
- [Sonic the Hedgehog – Developer Interviews](https://shmuplations.com/sonic/) - Sonic the Hedgehog – Developer Interview Collection This collection of interviews chronicles the conception and development of the original and wildly successful Sonic the Hedgehog game, with comments from core team members Yuji Naka (programmer & team leader), Naoto Ōshima (designer & art director) and Hirokazu Yasuhara (planner) as well as the art director for
- [Minish Cap - 2004 Developer Interview](https://shmuplations.com/minishcap2/) - This lengthy Minish Cap interview with director Hidemaro Fujibayashi and producer Eiji Aonuma originally appeared in Nintendo Dream magazine.
- [Dragon Quest VI - 1995 Developer Interview](https://shmuplations.com/dragonquestvi/) - These two Dragon Quest VI interviews (one pre-release and one post-release) were originally featured in Famicom Tsuushin magazine.
- [Aconcagua - 2000 Developer Interview](https://shmuplations.com/aconcagua/) - In this Aconcagua interview, director Hiromichi Takahashi is joined by two other staff to discuss the making of their late PS1 adventure game.
- [Shinobi (PlayStation 2) - 2003 Developer Interview](https://shmuplations.com/shinobi2002/) - This interview with producer Masahiro Kumono and director Toru Shimizu of former Sega satellite studio Overworks covers the making of Shinobi for PlayStation 2
- [Bill Gates and the MSX - 1983 Developer Interview](https://shmuplations.com/billgates/) - This vintage interview with Bill Gates was originally featured in the 8/83 issue of LOGiN magazine and looks at the imminent release of the MSX.
- [Star Fox Assault - 2005 Developer Interview](https://shmuplations.com/starfoxassault/) - This lengthy Star Fox Assault interview from 2004 with producers Takaya Imamura and Tsuyoshi Kobayashi and directors Toshiyuki Nakanishi and Yutaka Yoshida was originally featured in Nintendo Dream magazine.
- [Persona 4 – 2008 Developer Interview](https://shmuplations.com/persona4/) - This mammoth Persona 4 interview with director Katsura Hashino was originally featured in the Persona Club P4 book.
- [Disaster Report - 2002 Developer Interview](https://shmuplations.com/zettaizetsumeitoshi/) - This Disaster Report interview with Irem producer Kazuma Kujo discusses the pioneering survival game's central gameplay mechanics and character design.
- [Steel Battalion – 2002 Developer Interview](https://shmuplations.com/steelbattalion/) - Steel Battalion – 2002 Developer Interview Taken from the October 2002 issue of Famitsu Xbox, this interview covers the making of Capcom and Nude Maker’s uncompromising military vehicle simulator Steel Battalion, released exclusively for the original Xbox and famously designed in tandem with a multi-piece, 44-input cockpit-style control panel. The incredible header image here was
- [Final Fantasy Adventure – 1991 Developer Messages](https://shmuplations.com/seikendensetsu/) - This short message from the developers of the Seiken Densetsu (known as Final Fantasy Adventure overseas) appeared in the liner notes of the Seiken Densetsu OST.
- [Yasuhiko Fujii – 2007 Developer Interview](https://shmuplations.com/yasuhikofujii/) - Nintendo’s 1992 commercial for Kaeru. Making “kaeru no tame ni kane wa naru” —What was the first game you worked on at Intelligent Systems? Fujii: “Kaeru no tame ni kane wa naru” (“The frog for whom the bell tolls”), for the Gameboy. I mainly programmed the enemy algorithms. —”Kaeru…” was a very simple and quite
- [Persona – 1996 Developer Interview](https://shmuplations.com/persona/) - One of two Persona TV commercials; click here for CM #2. —Working people have also complained that the lack of save points makes it hard for them to play on the weekdays. Aihara: Yeah, but thankfully, the criticism we’ve received hasn’t been all-encompassing—”this game sucks!”—but more measured and constructive. Perhaps we’ll have to add a
- [Metal Slug – Developer Interview Collection](https://shmuplations.com/metalslug/) - Metal Slug – Developer Interview Collection These three Metal Slug interviews cover the design of the first two entries in the series. The heavy focus on character-based questions may seem odd for a Metal Slug interview, but it should be remembered that, thanks to the vs. fighting boom, “characters” were all the rage in arcade
- [Animal Crossing – Developer Interviews](https://shmuplations.com/animalcrossing/) - Animal Crossing OST —How long did each song take to write? Totaka: Everyone else took roughly a year to come up with their songs, but my situation was a little different. I re-arranged compositions I had already made. I had to make about 58 songs in the space of two weeks… I was so rushed that
- [Wonder Project J2 – 1995 Developer Interview](https://shmuplations.com/wonderprojectj2/) - Wonder Project J2 – 1995 Developer Interview These two Dengeki SFC interviews cover the making of Wonder Project J2, the sequel to Almanac / Givro & Enix’s hit “communication adventure” game and one of only two Enix-published games published for the Nintendo 64. Producer Hiroki Fujimoto and director / writer Takashi Yoneda discuss their endeavors
- [Manabu Namiki - 2009 Composer Interview](https://shmuplations.com/manabunamiki/) - This long interview with veteran composer, audio engineer and game developer Manabu Namiki details his lifelong fascination with games and game music.
- [Mecha Ritz: Steel Rondo - 2022 Interview](https://shmuplations.com/mecharitz/) - 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.
- [Dragon Quest III - 1988 Roundtable Interview](https://shmuplations.com/dq3roundtable/) - This Dragon Quest III roundtable interview with Koichi Nakamura, Yuji Horii, and Koichi Sugiyama was originally featured in BEEP magazine.
- [Basiscape - 2010 Composer Interviews](https://shmuplations.com/basiscape/) - Basiscape is a video game music composition group created in 2002 by Hitoshi Sakimoto. While still active today, several of the members interviewed here have since quit the group or are no longer listed on the website (Namiki, Abe, Kamikura, Iwata, Chiba), and new composers like Rikako Watanabe, Masaaki Kaneko, and Miki Ito have joined.
- [Devil Summoner – 2005 Developer Interview](https://shmuplations.com/devilsummoner/) - Originally featured in The PlayStation 2 magazine, this SMT: Devil Summoner interview with creator Kazuma Kaneko was conducted in 2005 in celebration of the series' 10th anniversary.
- [Cave Shooting History Interview Collection](https://shmuplations.com/cavestghistory/) - These ten interviews first appeared in the Cave Shooting History book, which was sold directly by Cave in 2010 to commemorate their 16 years of STG development. In addition to interviews, it also contains an extensive collection of design art and annotated photos from their various matsuri events. The book is long since out of print now, but used copies still appear on ebay from time to time.
- [Super Mario RPG – 1995 Developer Interviews](https://shmuplations.com/supermariorpg/) - Super Mario RPG – 1995 Developer Interviews This October ’95 interview with Super Mario RPG director and then-Square employee Chihiro Fujioka sheds some light on the collaborative process and the division of duties between Square and Nintendo, with a particular focus on expressing the “essence of Mario” within the parameters of seemingly dissonant structures like
- [Castlevania: Curse of Darkness - 2005 Developer Interview](https://shmuplations.com/curseofdarkness/) - This lengthy Castlevania: Curse of Darkness interview with producer Koji Igarashi and director Takashi Takeda originally appeared in the official Konami strategy guide.
- [Super Mario 64 – 1996 Developer Interviews](https://shmuplations.com/mario64/) - The first race against Koopa the Quick. —Hugging the penguins, catching the rabbits… I loved all the little details you added that weren’t directly connected to the main game. It made me really happy to finally catch the rabbit—I walked around with him, tried releasing him… I played around with that for awhile. Miyamoto: At
- [Legend of Zelda – 1994 Developer Interview](https://shmuplations.com/zelda/) - This very short interview with Zelda series creator Shigeru Miyamoto appeared in the liner notes of the “Legend of Zelda: Sound and Drama” cd released in 1994.
- [Forty Years of Sun Denshi: A Look at its Past and Future](https://shmuplations.com/historyofsunsoft/) - 40 Years of Sun Denshi: A Look at its Past and Future This detailed article (translated by Thomas James and generously donated to us by sharc) is excerpted from a lengthy biography written in commemoration of the 40th anniversary of Sun Denshi and originally published in The Mid-Japan Economist Journal in 2011. While it’s primarily focused
- [Super Mario Land 2 – 1992 Developer Interview](https://shmuplations.com/supermarioland2/) - Super Mario Land 2 – 1992 Developer Interview This small Super Mario Land 2 interview from 1992 was originally featured in the official Nintendo guidebook published the same year. It’s a quick but fun read, with the developers joking around as they recount the making of Wario and the challenges of breaking conventions to create
- [Assault Suits Valken – 1993 Developer Interviews](https://shmuplations.com/assaultsuitsvalken/) - This is a collection of two short Assault Suits Valken interviews: the first from the 10/92 issue of Hippon Super, and the second from the 5/93 issue of Famicon Tsuushin. They make a nice companion to the other Valken interview hosted at shmuplations. I’ve also added the liner notes of composer Masanao Akahori, a translation of the official Assault Suits “technical readout,” and a selection of concept art.
- [Capcom Design Room – 1995 Artist Interview](https://shmuplations.com/capcomdesignroom1995/) - 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 and now. This interview also contains some of the earliest public insights from many of Capcom’s most famous and enduring artists, all of whom continue to work at or with Capcom to this day.
- [The History of Sega Console Hardware](https://shmuplations.com/segahistory/) - This wonderful retrospective of Sega console hardware was originally featured in the November 1998 issue of Famitsu DC, and later recompiled for Sega Consumer History. It is narrated by Hideki Sato, a longtime company man who helmed Sega’s console R&D during the 16-bit era, and later became President in 2002. The history begins with a general narrative centered around the Dreamcast (which was brand new in 1998), followed by a console-by-console breakdown.
- [Silent Hill - 1999 Developer Interview](https://shmuplations.com/silenthill/) - This vintage Silent Hill interview with director Keiichiro Toyama contains several intriguing musings on how realism and dreams informed the setting.
- [Mother – 1989 Developer Interview](https://shmuplations.com/mother/) - In this 1989 developer interview, Mother series creator Shigesato Itoi talks about the creation of Mother and his desire to break RPG conventions.
- [Donkey Kong Jungle Beat - 2004 Developer Interview](https://shmuplations.com/dkjunglebeat/) - This rollicking Donkey Kong Jungle Beat interview originally appeared in Nintendo Dream magazine, shortly after the 2004 E3 exhibition.
- [Burning Rangers - 1997 Developer Interview](https://shmuplations.com/burningrangers/) - This Burning Ranger interview originally appeared in Saturn Fan magazine about six months prior to the game's release the following year.
- [Bahamut Lagoon - 1996 Developer Interview](https://shmuplations.com/bahamutlagoon/) - A look at the gameplay of Bahamut Lagoon using the fan-made English translation. —A big part of the appeal of Bahamut Lagoon is the unique world of floating islands. Where did this idea come from? Sasaki: You know the Izu Peninsula? I love looking down on those islands on airplane flights. I wanted to evoke
- [Dragon Quest 30th Anniversary Special](https://shmuplations.com/dragonquest30th/) - This documentary special, featuring interviews with main Dragon Quest creators Yuji Horii, Koichi Nakamura, Akira Toriyama, and Koichi Sugiyama, originally aired on NHK at the end of 2016 to celebrate Dragon Quest’s 30th anniversary. In addition to the interviews, there’s behind the scenes footage of DQXI, plus a re-telling of the making of the very first Dragon Quest.
- [Undercover Cops - 1993 Interview/Manga](https://shmuplations.com/undercovercops/) - Undercover Cops – 1993 Developer Interview This Undercover Cops interview with creator Meeher (of later Metal Slug fame) and composer Takushi Hiyamuta is mainly centered around the creation of the character Rosa: her design, voice recording, and signature “bump” move. This interview first appeared in the "Gal's Island" special edition of Gamest. I've also translated
- [Gunbird – Manga Scanlation](https://shmuplations.com/manga-gunbird/) - This was released in August 1995, and like Mahou Daisakusen, was part of the Gamest comic series. This time the official artist for the Gunbird series, Masato Natsumoto, also did the manga himself, making it a treasure trove of imagery if you like his artwork and the Gunbird characters.
- [Mahou Daisakusen – Manga Scanlation](https://shmuplations.com/manga-mahou/) - This manga was released in October 1994, about a year after Mahou Daisakusen hit the arcades. It was officially endorsed by Raizing and stays very faithful to the original story.
- [Bloody Roar 2 - 1998 Developer Interview](https://shmuplations.com/bloodyroar2/) - This short Bloody Roar 2 interview with director Kenji Fukuya first appeared in V-Jump magazine and covers the game's design timeline and unused content.
- [Satoru Okada - 2022 Retrospective Interview](https://shmuplations.com/okada2022/) - This lengthy Satoru Okada retrospective interview looks back at his long career, focusing mainly on the Game Boy, GBC, and GBA developments.
- [Dynamite Cop - 1998 Developer Interview](https://shmuplations.com/dynamitecop/) - Taken from the Dynamite Deka 2 Official Guide, this interview covers the making of Sega's popular polygonal brawler Dynamite Deka and its sequel.
- [Akira Yasuda – 2000 Developer Interview](https://shmuplations.com/akiman/) - In this 2000 interview from Game Maestro volume 4, legendary artist and designer Akira “Akiman” Yasuda reflects on his origins as a developer, his early days at Capcom and his work on massively popular and genre-defining titles including Final Fight and Street Fighter II, with a particular emphasis on his awakening to the essence of game design growth from mere “dotter” to fully-fledged game craftsperson.
- [Armored Core - 1997 Developer Interview](https://shmuplations.com/armoredcore/) - This pre-release Armored Core interview from The PlayStation magazine centers on mecha designer Shoji Kawamori's contributions.
- [Live a Live - 1994 Developer Interviews](https://shmuplations.com/livealive/) - These two lengthy Live a Live interviews discuss some of the big-picture themes and how the original omnibus concept was conceived.
- [Final Fantasy Tactics – 1997 Composer Commentary](https://shmuplations.com/fftmusic/) - In the Japanese version of Final Fantasy Tactics, a hidden sound test menu can be accessed by entering “BGMききたい” as Ramza’s name. Sadly this was cut for the non-Japanese releases. It’s too bad, as it contained unused music by Sakimoto/Iwata as well as several unique compositions for the sound novels (also cut) by otherwise unknown co-composers Yuko Miura and Yukiko Mitsui. This sound menu also had composer commentary for each track, translated in full here.
- [Alex Kidd in Miracle World – Developer Interview](https://shmuplations.com/alexkidd/) - This brief but fun interview with Kotaro “Osshale” Hayashida covers the creation of Alex Kidd and the early atmosphere of Sega console development. The interview was originally featured in the sega.jp meisaku interview series. There's also a humorous Game Center CX-ish text narration of Hayashida playing Alex Kidd after all these years, and being confused multiple times by the “Mario-backwards” controls.
- [L.A. Machineguns - 1999 Developer Interview](https://shmuplations.com/lamachineguns/) - This short-but-sweet L.A. Machineguns interview was originally featured in Dreamcast Magazine and includes a discussion of the game's marketing and design.
- [Tomba! – 1997 Developer Interview](https://shmuplations.com/tomba/) - While the sequel essentially remains an on-rails game, Tomba! 2’s fully-3D player-character and environments allow for a more immersive experience, albeit one that occasionally sacrifices visual precision for the sake of showing off. There are so many things in this game that we weren’t able to do in the first Tomba game. Something like the
- [Street Fighter III - 2003 Video Interview](https://shmuplations.com/sfiiivideo/) - This Street Fighter III developer interview is part of a longer series contained on the 15th Anniversary Street Fighter limited edition DVD.
- [Bushido Blade - 1997 Developer Interview](https://shmuplations.com/bushidoblade/) - In these Bushido Blade interviews, the devs discuss their ideas about fighting games, the challenges of designing arena maps, and some surprising influences.
- [Phantasy Star – 1993 Developer Interview](https://shmuplations.com/phantasystar/) - This long interview with the original Phantasy Star development team (except Yuji Naka, sadly) was found in the 1993 “World of Phantasy Star” book.
- [Lennus – 1992 Developer Interviews](https://shmuplations.com/lennus/) - These rare Lennus developer interviews were originally featured in The Super Famicom magazine and the official guidebook. Clumsily localized as “Paladin’s Quest” in the West, Lennus is mostly remembered today for its striking visual aesthetic, owed in large part to illustrators Hiroyuki Katou and Keisuke Gotou.
- [1994 Game Developers - Interview Collection](https://shmuplations.com/1994gamedevs/) - This collection of interviews first appeared in a Japanese book called “Introduction to Game Design,” published in 1994. Although featured as interviews, these are more like testimonials and are directed at aspiring young game developers in Japan. Each interviewee talks about how he got into the industry, his experience developing games, and what qualities he thinks a good developer should have.
- [Super Mario Sunshine - 2002 Developer Interviews](https://shmuplations.com/mariosunshine/) - These Super Mario Sunshine interviews feature a candid discussion between producers Shigeru Miyamoto and Takashi Tezuka and director Yoshiaki Koizumi.
- [Metal Gear Solid - 1997 Developer Interview](https://shmuplations.com/metalgearsolid1997/) - This pre-release Metal Gear Solid interview with director Hideo Kojima originally appeared in Famitsu Weekly magazine in early 1997.
- [Darkstalkers OVA - 1997 Director Interview](https://shmuplations.com/darkstalkersanime/) - This short interview with Masashi Ikeda, director of the Night Warriors OVA, offers a few remarks about working with Capcom and how the project began.
- [Final Fantasy VI – 1994 Developer Interview](https://shmuplations.com/ff6/) - These Final Fantasy VI interviews first appeared in the 1994 editions of Game-On and Hippon Super magazines; I have joined them together and slightly edited them for content and readability. Although some names will be known to Final Fantasy fans (like veteran pixel artist Kazuko Shibuya), this is mainly a view from the trenches, with the spotlight on the lesser-known junior developers at Square.
- [Takatsuna Senba - 2001 Developer Interview](https://shmuplations.com/takatsunasenba/) - In this lengthy 1997 interview, designer Takatsuna Senba discusses his legendary arcade developments at Taito, including Gun Frontier, Metal Black, and Dino Rex.
- [The Birth of Mega Man – 2011 Developer Interview](https://shmuplations.com/megaman/) - In this lengthy interview, illustrator Hitoshi Ariga talks to planner Akira Kitamura about his experiences with the Mega Man and Mega Man 2 developments.
- [Castlevania: Aria of Sorrow – 2003 Developer Interview](https://shmuplations.com/ariaofsorrow/) - These two interviews from Nintendo Dream cover the conception and development of Castlevania: Aria of Sorrow, the third and final Castlevania game developed for Game Boy Advance. From the setting, to the protagonist, to the voluminous soul acquisition system, IGA and his team outline the balancing act between pushing the series into new territory without alienating their core audience, with a lighthearted jab or two thrown at future Bloodstained comrade Shutaro “Curry the Kid” Iida for good measure.
- [Final Fantasy XI - 2009 Developer Interview](https://shmuplations.com/ffxi2/) - This Final Fantasy XI interview with director/writer Kenichi Iwao was originally featured in the FFXI Story Ultimania mook.
- [Koji Kondo – 2001 Composer Interview](https://shmuplations.com/kojikondo/) - This lengthy interview with famous Nintendo composer Koji Kondo looks back on his musical history both personal and professional, going from his early days to his (then) most recent project, Majora’s Mask.
- [Final Fantasy IV - 1991 Developer Interviews](https://shmuplations.com/ffiv/) - These Final Fantasy IV interviews from 1990-1991 chronicle the game's development and explain what happened to the planned Famicom version of FFIV.
- [Front Mission – 1995 Developer Interviews](https://shmuplations.com/frontmission/) - This collection of interviews chronicles the creation of the Super Famicom strategy-RPG Front Mission. Developed in partnership with Toshiro Tsuchida’s now-defunct studio G-Craft, the developers discuss the game’s hard sci-fi setting, the collaboration between G-Craft and Square, stepping outside of Square’s usual fantasy wheelhouse and the process of sanding the edges off an unabashedly hardcore game.
- [Koji Kondo x Shogo Sakai – 2003 Composer Interview](https://shmuplations.com/kondoxsakai/) - David Foster’s “Winter Games” contrasted against Sakai’s bgm for Frozen Hillside. While Sakai increased the tempo and added more frenetic background elements to accommodate Sakurai’s requests, I still feel like his composition is very reminiscent of Winter Games. Kondo: I see. I remember when we were putting out a CD of F-Zero arrangements, and the
- [Kirby: Nightmare in Dream Land - Developer Interview](https://shmuplations.com/kirbynightmare/) - This Kirby: Nightmare in Dream Land interview was originally featured in Nintendo Dream in 11/2002, and covers the development team's creative design process.
- [Thinking Rabbit - 1983 Developer Interview](https://shmuplations.com/thinkingrabbit/) - This early interview with Thinking Rabbit founder and amateur-turned-pro developer Hiroyuki Imabayashi first appeared in the 12/83 issue of LOGiN magazine.
- [Shinji Mikami - 2000 Developer Interview](https://shmuplations.com/shinjimikami/) - Legendary Capcom creator Shinji Mikami discusses Resident Evil and his gaming philosophy in this lengthy interview from 2000.
- [After Burner II – Developer Interviews](https://shmuplations.com/afterburner/) - These two Afterburner interviews are from 1988 and 1996, but I have compiled them (by subject matter) into a single interview. The three-man team of Yu Suzuki, Satoshi Mifune, and musician Hiroshi “Hiro” Kawaguchi discusses the cabinet design, stage design, and conclude with a series of humorous anecdotes about working at Sega AM2. Since Afterburner II is so similar to the first game, most of the interview is about After Burner generally rather than the sequel.
- [Lunar: The Silver Star – 1992 Developer Interviews](https://shmuplations.com/lunar/) - These interviews chronicle the creation of Lunar, the beloved 1992 RPG developed by Studio Alex, a team formed by ex-members of Nihon Falcom and Xtalsoft.
- [Ketsui – 2002 Developer / Composer Interview](https://shmuplations.com/ketsui/) - These two short interviews, with Cave devgroup leader (and Toaplan alumni) Toshiaki Tomizawa and composer Manabu Namiki, cover the gameplay and music design of Ketsui.
- [Gunpei Yokoi x Kenji Eno – 1996 Developer Interview](https://shmuplations.com/yokoixeno/) - This interview with pioneering creatives Kenji Eno and Gunpei Yokoi was originally featured in an "Eno-themed" special edition of Game Hihyou in 1996.
- [Shikigami no Shiro II - Developer Interview](https://shmuplations.com/shikigami2/) - This Shikigami no Shiro II interview originally appeared in the Official Setting Materials book published by Famitsu in 2003.
- [F-Zero GX/AX – 2003 Developer Interviews](https://shmuplations.com/fzero/) - In these interviews, members of Nintendo and Sega’s Amusement Vision studio, including long-time F-Zero designer Takaya Imamura and Amusement Vision head honcho Toshihiro Nagoshi, discuss their collective vision for the 2003 Gamecube racing game F-Zero GX and its arcade counterpart, F-Zero AX. These games represented both Nintendo’s long-awaited return to arcades and Sega’s first genuine collaboration with their long-time rival.
- [Dodonpachi Saidaioujou – 2013 Developer Interviews](https://shmuplations.com/sdoj-book/) - This is an interview with the main staff responsible for Dodonpachi Saidaioujou, including the arcade and X360 teams. It was published in the artbook that accompanied the limited and “super” limited editions of SDOJ. It's a lengthy, thorough account of the development; and although game developers often must adhere to crazy schedules, this one sounds particularly exhausting.
- [Grandia – 1997 Developer Interviews](https://shmuplations.com/grandia/) - In these two interviews (one pre-release and one post-release) from 1997, Takeshi Miyaji and Hidenobu Takahashi discuss the origins of Grandia and their approach to characters and world-building.
- [Raizing STG – 2010 Developer Interview](https://shmuplations.com/raizing/) - Mahou Daisakusen 1cc by Buffi's Games. —Please share any interesting anecdotes, memories, or struggles you had while developing the three Mahou Daisakusen games. Yokoo: Deciding on the Mahou Daisakusen name definitely caused us all sorts of problems. At first we had the name “Mahou Daisensou”,18 but Irem had just released “Kaitei Daisensou” (In the Hunt)
- [Streets of Rage 2 – 2015 Developer Interview](https://shmuplations.com/streetsofrage2/) - Yuzo Koshiro’s lasting contribution, the Streets of Rage 2 OST. V. Imagining Streets of Rage 4 —If someone told you you could have carte blanche to make a Streets of Rage 4, what kind of game would you make? Koshiro: 4? (laughs) —Anyway you wanted it. (laughs) Koshiro: Really? And what if I said I’d
- [Yoshitaka Amano – 1987 Artist Interview](https://shmuplations.com/amano/) - Yoshitaka Amano – 1987 Artist Interview Yoshitaka Amano is probably best known in the west for his work on Final Fantasy, Vampire Hunter D, and Mamoru Oshii’s animated film Tenshi no Tamago. The 1987 interview here is from Beep!, an early Japanese video game magazine. It doesn’t really go over his game work (unless you
- [Densha de Go! – 1997 Developer Interview](https://shmuplations.com/densha/) - This Densha de GO! interview from 1997 was originally featured in Gamest and focuses on the conception and design of this unique train simulation arcade game.
- [Metal Gear Solid – 1998 Developer Interview](https://shmuplations.com/metalgearsolid/) - This Metal Gear Solid interview with director Hideo Kojima and designer Yoji Shinkawa mainly focuses on Shinkawa’s designs for the mechs and characters.
- [Final Fantasy Tactics: War of the Lions – 2007 Interview](https://shmuplations.com/fftwotl/) - FFT: War of the Lions – 2007 Developer Interview This Final Fantasy Tactics: War of the Lions interview was originally printed in Square-Enix’s Official Complete Guide. As one might expect, it focuses almost entirely on the additions to the PSP version, especially the new movies, jobs, and link play features. The team, who were all
- [Dino Crisis – 1999 Developer Interview](https://shmuplations.com/dinocrisis/) - This fascinating pre-release interview with Dino Crisis director and producer Shinji Mikami was originally featured in the 5/99 edition of The Playstation magazine. While many pre-release interviews are essentially little more than promotional fluff, this one sees Mikami expounding on his ideas about horror game design, difficulty, and how to engage players on a deeper level than just “winning”.
- [Final Fantasy VIII – 1998 Developer Interviews](https://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 cinematography, graphical fidelity and narrative pretensions—strangely, it continues to be passed over for remastering.
- [Fukio “MTJ” Mitsuji – 1989 Developer Column](https://shmuplations.com/mtj/) - This 1989 feature, originally published in Gamest magazine, is part 3 of a 12 part series covering various aspects of console and arcade game design. We published part 5 (a three-person interview) earlier this year; this section focuses on enemy behavior algorithms, how to measure player improvement, and many other subtle points of game design. Filled with gems of wisdom that still hold valid today, it serves as both essential reading for aspiring game developers and sage critique of Japanese game development of the era.
- [Ghouls ‘n Ghosts – 1988 Developer Interview](https://shmuplations.com/daimakaimura/) - In this interview, conducted at the 1988 AM Show arcade trade event, Makaimura / Ghosts’n Goblins creator Tokuro Fujiwara and greenhorn Hiroshi Yamamoto discuss the making of Daimakaimura / Ghouls’n Ghosts, the impending sequel to Capcom’s 1985 smash hit arcade game, and how both an influx of new blood and new arcade hardware allowed the team to more fully realize the concepts established in the original game.
- [Kazuko Shibuya – 2013 Developer Interview](https://shmuplations.com/kazukoshibuya/) - Kazuko Shibuya has worked as a designer at Square since 1986. Although relatively unknown in the west, she played an instrumental role in defining the aesthetic of both Final Fantasy and Romancing SaGa.
- [Mega Man 9 – 2008 Developer Interview](https://shmuplations.com/megaman9/) - Mega Man 9 speedrun. Closing Thoughts Yamada: There were many languages needed for the overseas localization. Together with the debugging and mastering work, it was definitely a difficult project. Minamoto: I didn’t get any Obon vacation time! Onishi: … (looks into the distance, mouth half-open, thoughts far away) Murakami: It was rough… but hearing the
- [Metroid Fusion – 2003 Developer Interview](https://shmuplations.com/metroidgba/) - These Metroid Fusion developer interviews cover the changes in Samus’ design, the contrast between previous Metroids, and the challenge of training a new team.
- [Street Fighter III: 3rd Strike – 1999 Developer Interviews](https://shmuplations.com/sfiii/) - The Making of Street Fighter III: 3rd Strike 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 producer Noritaka
- [Pulseman – 2007 Developer Interview](https://shmuplations.com/pulseman/) - This short interview for the much-loved Megadrive platformer Pulseman was originally published as part of the Sega Voice interview series in 2007.
- [Yoshi’s Island – 1995 Developer Interview](https://shmuplations.com/yoshi/) - Yoshi’s Island – 1995 Developer Interview This short-but-sweet interview with producer Shigeru Miyamoto provides some rare insight into the development of Yoshi’s Island. For some reason, this is the only Yoshi's Island interview I've found; perhaps Nintendo's tightly controlled PR decided it was best to leave some room for the soon-to-be-released N64. In any event,
- [Demon's Crest – 1994 Developer Interview](https://shmuplations.com/demonscrest/) - This short interview with Demon’s Crest creators Tokuro Fujiwara and Masahiko Kurokawa first appeared in the November 1994 edition of Famicon Tsuushin. It mainly covers the creation of the Red Arremer character and the challenges of trying to hybridize action and adventure gameplay. Fujiwara’s remarks about new possibilities for the action genre foreshadow his subsequent move to Whoopee Camp and the development of Tomba series.
- [Xevious – Developer Interview Collection (1985)](https://shmuplations.com/xevious/) - Xevious – Developer Interview Collection In the West, few pepole would count Xevious as one of the seminal classics of video game history; in Japan, however, the game and its creator Masanobu Endo enjoy a hallowed reputation as one of the first “post-Invader” successes. We also don’t usually associate shmups with detailed stories and settings,
- [Snatcher – 1992 Developer Interview](https://shmuplations.com/snatcher/) - Smithsonian “Art of Video Games” interview with Kojima. Snatcher, Policenauts, and more discussed. Some things have a deeper impact–I think you could call it culture. And I too have had many such experiences. I’ll never forget the art that has moved me in this way, I’m very grateful for it. With Snatcher, I wanted to
- [Zanac – 2015 Developer Interview](https://shmuplations.com/zanac/) - A full clear of the little-played Zanac x Zanac Neo mode. —A moment ago we talked about Zanac being seen as a predecessor to bullet hell games by some, but the score trial mode in Zanac x Zanac is something that definitely feels like a “bullet hell” version of Zanac. Hirono: For those bonus modes,
- [Summer of Street Fighter II – 1991 Developer Interview](https://shmuplations.com/summersfii/) - This Street Fighter II developer interview originally appeared in vol. 62 of Gamest, about six months after the initial arcade release. By that time, Street Fighter was exploding in popularity in both Japan and abroad, and the nascent fighting game scene was starting to find its footing. This interview focuses on that early community aspect more than development secrets (that territory has now been mostly explored for SFII, though there’s a couple new gems in here too).
- [Golden Sun – 2001 Developer Interview](https://shmuplations.com/goldensun/) - This 2001 interview with Nintendo Dream magazine saw Camelot Software Planning co-founders Hiroyuki and Shugo Takahashi discussing the creation of Golden Sun, a Nintendo-published RPG for the Game Boy Advance whose unique “psynergy” system and cutting-edge visuals drew great acclaim from players and critics alike. In the interview, the Takahashi brothers cover, among other topics, their prior experience working on RPGs like Dragon Quest and Shining Force, the concept of centering an RPG on “super powers” and their desire to buck the conventional RPG template.
- [Time Crisis – 1997 Developer Interview](https://shmuplations.com/timecrisis/) - This Time Crisis interview from 1997, which mainly focuses on the Playstation port, was originally featured in The Playstation magazine. In addition to the challenges of porting a System 22 game to the considerably less-powered Playstation, the team also discusses at length the design of the console-exclusive special stage and some of the tweaks made to the gameplay.
- [Bangai-O – 1999 Developer Interview](https://shmuplations.com/bangai-o/) - Originally published in the Japanese Dreamcast Magazine, this 1999 interview saw Treasure alum Mitsuru “Yaiman” Yaida and Koichi “Kafuichi” Kimura discussing the conception and development of the frenetic side-view omnidirectional 2D shooting game Bakuretsu Muteki Bangai-O, with a particular focus given to the game’s deliberately classic and unadorned game design, as well as the inspiration behind the game’s notoriously off-the-wall characters and tone.
- [Marvel vs. Capcom 2 – 2000 Developer Interview](https://shmuplations.com/marvelvscapcom2/) - Originally printed in the March 2000 issue of Arcadia, this interview with director Tatsuya Nakae and producer Yoshihiro Sudo covers the making of Marvel vs. Capcom 2, the final 2D iteration of Capcom’s beloved series of crossover fighting games whose over-the-top “hyper” game systems, tag-team mechanics and detailed renditions of popular and obscure Marvel and Capcom characters bore heavy influence on fighting games and comic book illustrators alike.
- [19XX – Developer Interviews and DevDiary](https://shmuplations.com/19xx/) - These interviews with the composers and developers of Capcom’s famous arcade shmup 19XX were sourced from the liner notes of the official ost and the secret file. The interviews include a track-by-track commentary for the stage bgm, as well as design details and anecdotes from the other programmers and planners. Finally, I’ve also included a funny development diary, full of the usual grumbling about crazy deadlines and crunch time.
- [1986 Game Music Round Table Interview](https://shmuplations.com/gamemusic1986/) - interview with several early game music composers was first featured in the 6/86 issue of Beep Magazine. It features an extremely young Yoshiki Okamoto and Capcom’s early composer star, Ayako Mori (of Ghosts and Goblins fame). The phenomenon of game music was just starting to take off, and popular songs like the Mario theme feature in the discussion.
- [59 Developers, 20 Questions – 1985 Interview Special](https://shmuplations.com/20questions1985/) - This fun little questionnaire was featured in the October 1985 edition of BEEP! magazine, an early video game publication in Japan. The fifty-nine (!) developers interviewed here all went on to have long careers at Namco, Capcom, Nintendo, Square, Enix, and elsewhere. It’s a charming time-capsule view of this period.
- [Ace Attorney: Justice for All – 2002 Developer Interview](https://shmuplations.com/justiceforall/) - Long before it was re-released on the DS in the west, Ace Attorney (or Gyakuten Saiban) was a critical hit in Japan on the GBA. These two interviews go over the influences of the series and the differences between the first and second games. The second interview between Hideo Kojima and Shinji Mikami is more lighthearted, and features Kojima’s effusive praise for the series.
- [Ai Cho Aniki Endings](https://shmuplations.com/aichoaniki/) - These were done on shmupforums at the request of vgmuseum.com (and have since been coded into the PC Engine rom). I think the silliness speaks for itself… Also, if you like Cho Aniki, be sure to check out the short interview with Kouji Hayama, who composed the music for the first Cho Aniki game, among others.
- [Akashicverse - 2013 Developer Interview](https://shmuplations.com/akashic1/) - This lengthy interview with the young developers behind the new doujin STG Akashicverse appeared in 2013 in game*spark. It covers all aspects of the game, and is a great introduction to those curious about Akashicverse or doujin STG generally. In fact, the interviewer considers Akashicverse the crowning achievement of doujin STG of the last 10 years. The developers, Endless Shirafu, are all college-aged and display their love of the STG genre proudly.
- [Akashicverse - STG Gameside Interview](https://shmuplations.com/akashic2/) - This short interview with Endless Shirafu, the doujin group behind Akashicverse, serves as a short companion to the longer game*spark interview. Although much of the same ground is covered in better detail there, some information found only here includes the origin of their group name and the Akashicverse title.
- [Akira Yasuda – 2003 Developer Interview](https://shmuplations.com/akirayasuda/) - n this massive 2003 interview from the "style of games" book, 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 Fighter II.
- [Akumajou Dracula x68000 – 1993 Developer Interview](https://shmuplations.com/akumajoux68000/) - Originally featured in the December 1993 edition of Oh!X, a Japanese magazine that focused on Japanese home computers like the Sharp X1 and x68k, this interview offers an interesting look at the development as well as some insight into the x68k computer, which is still mostly unknown to the west. I’ve also appended the light-hearted developer comments that were included on a text file on the original floppy disks.
- [Alien Soldier – 1995 Developer Interview](https://shmuplations.com/aliensoldier/) - This is a very short interview with programmer, artist, and director Hideyuki Suginami, in which he lyrically expounds on his love for Alien Soldier. It was originally found at the now-defunct GSLA archive. I have also added two Alien Soldier related excerpts from a couple longer Masato Maegawa interviews, and some artwork from a design contest Treasure ran in BEEP Megadrive magazine.
- [Armed Police Batrider – Story, Characters, Setting](https://shmuplations.com/story-batrider/) - Armed Police Batrider is actually my favorite shmup, so when I learned about the detailed backstory at Raizing’s charmingly outdated official site, it was only natural to translate it.
- [Artdink Corp. – Developer Interviews](https://shmuplations.com/artdink/) - Founded in 1986 and still active today, Artdink is a Japanese pc/console developer famous (in Japan, at least) for their simulation games. The first of these two interviews touches on the origins of Artdink and the A-train games. The second is an unusual interview for shmuplations in that it is focuses on the advertising and public relations side of the game industry. Perhaps more interesting than any particular revelations about Artdink are the comments about empty game “journalism,” which now seem keenly prescient.
- [Art of Fighting – 1993 Developer Interview](https://shmuplations.com/aof/) - This short interview with the unnamed designer of King from Art of Fighting was originally featured in Gamest as part of their "Gal's Island" special issue. It covers the design of that character and the npc damsel Yuri.
- [Art of Fighting 2 – 1994 Developer Interview](https://shmuplations.com/aof2/) - This short Art of Fighting 2 interview appeared in a special issue of Gamest in May 1994. Although the interview text is regrettably quite short, it does contain a nice collection of concept art showing early alternate character designs, which I’ve appended to the end of the interview. There is also a short interview for the first Art of Fighting about King and Yuri which we've translated here.
- [Assault Suits Valken - Staff Round Table Interview](https://shmuplations.com/valken2/) - Originally featured in the Assault Suits Valken Official Guide Book, published by ASCII, this round-table developer interview was previously hosted at gosokkyu.com. Compared with the other Valken interview at shmuplations, this one features more people and goes into greater depth about the making of the game, the various challenges the team faced, and which parts they're particularly proud of.
- [Battle Bird – 1987 Developer Interview](https://shmuplations.com/battlebird/) - Battle Bird – 1987 Developer Interview 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
- [T3-KAMUI Battle Garegga Interview (2001)](https://shmuplations.com/scorer4/) - This brief interview from the August 2001 issue of Arcadia with T3-Kamui, the current Battle Garegga WR holder with Gain, is a neat window back in time. Kamui has since demolished the 19m score she talks of here, and continues to play Garegga today. In 2013 attended Stunfest in France and demonstrated her awe-inspiring skills and international shmup camaraderie.
- [Battle Garegga – Story, Characters, Setting](https://shmuplations.com/story-garegga/) - I translated the Battle Garegga backstory for STG Weekly #18. The story was much more “intense” than I expected, and there were some funny dramatic readings on the show. I've pasted the entirety of the text below here, but for the period-appropriate experience, I've also mirrored the original HTML files from Raizing's website.
- [Battle Garegga - Arrange OST Composer Commentary](https://shmuplations.com/gareggaost/) - This composer commentary on the Battle Garegga remixes for the Saturn port was found at the old Raizing homepage. It’s a light piece and comes off mostly as a Garegga/Namiki love-in, but is a fun read given the big names involved. I’ve also added Namiki’s commentary from the Battle Garegga THE MADNESS liner notes, which I had translated awhile ago, but never officially posted.
- [Blazing Star – 1998 Developer Interview](https://shmuplations.com/blazingstar/) - These two Blazing Star interviews from 1998 discuss the stage design, characters, and its relationship with Pulstar. The first interview was featured in Neo Geo Freak magazine, and the second was conducted by Japanese fans at an old forum. I've also included the story and character descriptions. The character info has never been available in English before, and helps clarify the cool Matrix-y story, which actually informed much of the stage and boss design.
- [Bloody Roar 3 – 2001 Developer Interview](https://shmuplations.com/bloodyroar3/) - 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 straddling the lines of depth and accessibility.
- [Boktai – 2003 Developer Interview](https://shmuplations.com/boktai/) - In this 2003 interview from Nintendo Dream, 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.
- [Capcom and the CPS-1 – Developer Interviews](https://shmuplations.com/cps1/) - This Capcom arcade special begins with a 1989 developer interview centering around rising star designer Noritaka Funamizu’s latest CPS-1 efforts. In addition, I’ve included a special feature from 1991, in which various Capcom luminaries reminisce on their arcade games of the last decade. Finally, interspersed throughout is a selection of illustrations from the Capcom Illustrations Gamest Mook, complete with commentary from illustrators Akiman, Kinu Nishimura, and Shohei Okano.
- [Capcom –  1991 Retrospective Interview](https://shmuplations.com/capcom1991/) - This 1991 Capcom retrospective catches the arcade all-star team of Okamoto, Nishitani, and Funamizu just before the runaway success of Street Fighter II. The candid talk features design details of their earliest games and anecdotes about the old days at Capcom. This interview was found at the GSLA (an old Japanese archive of interviews that excises questions) but probably first appeared in Gamest.
- [Castlevania – Developer Commentary (2018)](https://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 sharing memories of their conversations in a series of tweets, which I've organized here by subject matter. While I usually stick to formal interviews for shmuplations, given the dearth of info on the early Castlevania games, I felt like this merited an exception.
- [Castlevania: Bloodlines – 1994 Developer Interview](https://shmuplations.com/bloodlines/) - This short interview with three of the lead members of the Castlevania Bloodlines (aka Vampire Killer) development team was originally featured in BEEP! Megadrive magazine in 1994. It was conducted in the middle of the development (following a delay), and while slightly promotional in nature, does contain a few nice comments on design. Notably, it is the only developer interview I’ve ever seen for this excellent game.
- [Castlevania: Harmony of Dissonance – 2002 Interview](https://shmuplations.com/harmony/) - 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. Readers may be surprised to hear how much Takeda loved and drew inspiration from the early Famicom Castlevania games. I’ve also included the brief composer commentary from the HoD OST at the end.
- [Castlevania: Rondo of Blood – 1993 Developer Interview](https://shmuplations.com/chinorondo/) - This lighthearted interview and commentary with the Castlevania: Rondo of Blood development team was originally featured in the Akumajo Dracula X cd liner notes. The distinct goofiness of the Konami team is on display here, as each member shares a funny anecdote or “hardship” from the Rondo of Blood development. There's also a short epigraph from composer Michiru Yamane concerning her music for the Megadrive game Vampire Killer (Castlevania: Bloodlines).
- [Castlevania: Rondo of Blood – 1993 Developer Interview](https://shmuplations.com/chinorondo2/) - Lead programmer “Nyajiou” discusses the development of this PC Engine masterpiece in this brief interview, taken from the official strategy guide by Shogakukan. Thought short, the questions are more serious than the joking around found in the OST liner notes interview. Incidentally, the beautiful cover image here was done by artist Oliver Barret in 2016, for a Rondo of Blood vinyl release.
- [Symphony of the Night – 1997 Developer Interview](https://shmuplations.com/symphony/) - Released in 1997, Symphony of the Night forever changed the direction of Castlevania (for better or worse, depending on who you ask). These two interviews contain facts and details about the development that I’ve not read elsewhere, such as an intriguing alignment system that was dropped early on. The first interview is from the official Konami guide book; the second is from an unknown source, but most likely one of the contemporary Japanese gaming magazines.
- [Chippoke Ralph no Daibouken – 1997 Interview](https://shmuplations.com/chippokeralph/) - This Chippoke Ralph interview with some of the main developers at New Corp. goes over their design ideas, plus thoughts about platforming and 2D games generally. New Corp was originally formed by a young group of friends (average age ~20) from the game center community in Kashiwazaki. Their arcade background comes through in their comments here on game development.
- [A Special Message from Kouji Hayama (2012)](https://shmuplations.com/koujihayama/) - This short message originally appeared in Shooting Gameside #4, and was published alongside a list of Hayama’s numerous cd releases. Among STG fans Hayama is most well-known for his work on the Cho Aniki, but he has also written the music for Front Mission 3, Ape Escape 2, Rockman ZX Advent, and Gran Chaser.
- [ChoRenSha68k Development Notes (2001)](https://shmuplations.com/chorensha68k/) - ChoRenSha68k is a famous doujin STG originally released for the X68000, and later ported to Windows. Slightly manic but not a bullet hell, it has a traditional yet original style of gameplay, and is often recommended to new players. In this unique document, developer yosshin shares his design process, his thoughts on shmups generally, and his memories of the world of arcade and doujin STG in 90s Japan.
- [Clockwork Knight – 1995 Developer Interview](https://shmuplations.com/clockwork/) - Clockwork Knight – 1995 Developer Interview This small, fun interview with Noriyoshi Ohba, the producer of Clockwork Knight, was originally featured in Sega Saturn Magazine (the successor to the famous BEEP! and BEEP! Megadrive publications). The interview actually takes place just before the release of Clockwork Knight 2. In a goofy twist, the magazine editor
- [Okami – 2004 Developer Interviews](https://shmuplations.com/okami/) - These two interviews with Clover Studio founders Atsushi Inaba and Hideki Kamiya mainly cover the design philosophy of Clover and the creation of Okami. There are also a few small comments on Viewtiful Joe at the end.
- [Compile STG – 1993 Developer Interview](https://shmuplations.com/compile/) - This 1993 Compile interview (actually a compilation of two interviews) with President Masamitsu Niitani covers the beginning of Compile’s history and their stance on STG generally. Some particularly critical words are to be found towards the end, and the talk of sequels to Super Aleste and Robo Aleste make you wonder what might have been. These interviews were found at the GSLA, a Japanese website that archives developer interviews from older print sources.
- [Contra: Hard Corps – 1994 Developer Commentary](https://shmuplations.com/contrahc/) - This commentary from Contra: Hard Corps development leader Oh!Aji (a play on the japanese word oyaji, old man, and aji, flavor) was featured in the October 1994 edition of BEEP! Magazine, just after the game had been released in Japan. Here, Oh!Aji shares some interesting anecdotes from the development and a stage-by-stage narration of this Genesis classic.
- [Crimzon Clover – 2011 Composer Interview](https://shmuplations.com/crimzoncloverost/) - This very short Crimzon Clover interview with composer potechi was originally featured in volume 3 of the always excellent publication STG Gameside. I mainly translated it as a little nod to the newly released Crimzon Clover DLC which just came out (that I translated the voluminous superplay interviews for, actually).
- [Dame KK – 2008 Superplayer Interview](https://shmuplations.com/scorer7/) - This short but sweet interview with STG superplayer Dame KK, originally featured in Arcadia magazine, covers his experience at the Japanese STG event Wasshoi (now in Europe) where he performed a live run of Deathsmiles for the audience. Although there is no specific strategic discussions, he ably conveys his passion for STG and scoring.
- [The Making of Darius – 1987 Developer Interview](https://shmuplations.com/darius/) - This Darius feature originally appeared in the April 1987 edition of BEEP! magazine. While I usually stick to “pure” interviews for shmuplations, the content of this one merited translating the whole thing. The focuse is on the hardware, and while not containing any particular revelations or secrets, it does a nice job of showing how Darius was made and some of the alternate ideas Taito considered for its new “3-screen” hardware.
- [Darius I&II – 1986/89 Developer Interviews](https://shmuplations.com/dariusii/) - These two interviews from Gamest cover the development of Darius and its hotly-anticipated sequel, Darius II. The developers outline their ambitions to wow players with a combination of indomitable audiovisual finesse and hordes of unique, show-stopping bosses, many of which weren’t able to be realized in the original game. I’ve also translated the first chapter of the “Darius Story” comic mentioned here, which ran in the April 1986 issue of Gamest.
- [Darius Gaiden – 1994 Developer Interview](https://shmuplations.com/dariusgaiden/) - In this interview, originally published in Gamest mook vol.6, Taito’s arcade development team discusses the making of Darius Gaiden, the third arcade entry in the venerable Darius series. Alongside in-depth questions about the game’s structure and scoring tricks, the team elaborates on the “gaiden” designation, the connections to prior entries, and their efforts to fully utilize the power of the F3 arcade board.
- [Darkstalkers – 1994 Developer Interview](https://shmuplations.com/vampire/) - 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 Street Fighter II. I’ve also added a selection of concept art (from the All About Vampire mooks) which I don’t believe have been shared online yet!
- [Darkstalkers’ Revenge – 1995 Developer Interview](https://shmuplations.com/darkstalkers/) - In this 1995 interview, the developers of Night Warriors: Darkstalkers’ Revenge (sometimes called Darkstalkers 2) discuss changes between the games, content that was cut, and the challenges of FTG character design and balancing. There is a focus on the new characters Donovan and Lei-Lei. This interview was found at the GSLA (though its original source is probably Gamest).
- [Deathsmiles – 2008 Superplayer Interview](https://shmuplations.com/scorer9/) - In this short interview originally featured in Arcadia (part of a series of superplayer interviews), Clover-TAC talks about his experience playing Deathsmiles and his philosophy of scoring generally. A supremely talented player, Clover-TAC would later pivot to development and create Crimzon Clover. This interview is part of a "superplayer series" on shmuplations focusing on the unsung feats of arcade scoreplayers.
- [Designing the A-Life System – 1996 Developer Interview](https://shmuplations.com/alife/) - This short interview about the “A-Life” system from NiGHTS was originally featured in game hihyou magazine in 1996. Yuji Naka shares some valuable insight about the challenges of creating an “artificial life” system, as well as his thoughts about the need for more unique games like NiGHTS in the industry.
- [Dodonpachi – 1998 Developer Interview](https://shmuplations.com/dodonpachi/) - This interview with Dodonpachi creators Tsuneki Ikeda, Satoshi Kouyama, and Takashi Ichimura was published in the liner notes of the Dodonpachi / Esprade cd, released in 1998. Although the creation of DDP has been well covered elsewhere, this interview is unique for being conducted by the superplayer ZBL-NAI. It contains some nice notes about the devs' favorite STGs and the design of Hibachi.
- [Dodonpachi Daioujou Superplayer Roundtable](https://shmuplations.com/scorer1/) - This interview coincided with the then-impending release of Arika’s 2003 port of Dodonpachi Daioujou for the PS2. Arika was known for high quality ports, a tradition sadly not carried over by 5pb who handled the flawed X360 port of DOJ. An earlier portion of this interview discussing the challenges of porting DOJ has been omitted; what remains is a candid look at what it takes to be a STG superplayer, or “scorer” as they are called in Japanese.
- [Dodonpachi Daioujou Death Label Interview](https://shmuplations.com/scorer2/) - These two interviews were conducted to celebrate superplayer MON’s incredible Dodonpachi Daioujou Death Label clear in 2010. Death Label was a mode specifically created by Arika, and Arika VP Mihara talks a little about its creation at the end of the interview. This interview is long and detailed, so be sure to watch MON’s clear beforehand to better appreciate his comments.
- [Dodonpachi Saidaioujou - 2012 Developer Interviews](https://shmuplations.com/saidaioujou/) - These three Dodonpachi Saidaioujou interviews appeared in magazines Arcadia and Famitsu between June 2012 and March 2013, which corresponds with the release of the Arcade version and the development of the X360 port. These go into a nice level of detail about the design and inspiration behind what would become Cave's last bonafide arcade STG.
- [Doujin STG  – 2010 Roundtable Interview](https://shmuplations.com/doujin/) - This roundtable style interview appeared in Shooting Gameside #1 in October 2010. Doujin means “amateur” and refers to the large body of unlicensed or fanmade works in Japan. The interview is a fascinating look into this world and an insightful discussion of shmup design generally. For context, I also translated the editors’ comments about doujin STG, comiket, and the interviewees’ games.
- [Dragon Quest vs. Dragon Slayer – Developer Interview](https://shmuplations.com/kiyahorii/) - Yuji Horii and Yoshio Kiya were two of the giants of the Japanese RPG world in the 80s. This short but sweet interview offers a candid, broad look at their development process before turning to speculation on the future of RPGs. “Network rpg” is the term they use, but clearly the modern MMORPG is what they had in mind… in 1987!
- [Dragon Quest II – 1987 Interview](https://shmuplations.com/dragonquestii/) - In this 1987 interview Yuji Horii, creator of the Dragon Quest series, talks about the challenge of balancing the game difficulty, Famicom memory limitations, and an intriguing alternative ending that foreshadows the more cinematic direction modern RPGs would follow.
- [Dragon Quest III – 1989 Developer Interview](https://shmuplations.com/dragonquestiii/) - n 1989 interview Yuji Horii and Kouichi Nakamura talk about their disappointments with Dragon Quest II and the nature of their creative relationship as designer / programmer. Nakamura was the lead programmer for Chunsoft, a developer later known for their “sound novel” and roguelike games. The extent of their work on the Famicom Dragon Quest games is still not common knowledge in the West.
- [Dragon Quest IV – 1989 Developer Interview](https://shmuplations.com/dragonquestiv/) - 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 manual control option, for its time, the party AI system was an impressive new addition to console RPGs.
- [Dragon Saber – 1991 Developer Interviews](https://shmuplations.com/dragonsaber/) - Dragon Saber was released in 1990 in the arcades as a sequel to the better-known 1987 vertical shmup Dragon Spirit. This interview and the accompanying concept art come from the liner notes of the Namco GSE Dragon Saber cd. Being liner notes, the main feature here is Shinji Hosoe and his music, but the programming, design, and graphics staff are also interviewed. .
- [Dragon Spirit – 2012 Developer Interview](https://shmuplations.com/dragonspirit/) - This interview was conducted live on 9/29/2012 by Sweep Records, publisher of the Shinji Hosoe WORKS series and other game music, in honor of the 25th anniversary of Dragon Spirit. The event was only open to people who had preordered the new WORKS vol. 1 cd, which features soundtracks for Dragon Spirit, Assault, and Quester. Tatsuya, the illustrator and graphics designer for Dragon Spirit, also participated in the first half of the interview.
- [Early Arcade Classics: 1985-87 Interviews](https://shmuplations.com/earlyarcade/) - This compilation of short interviews covers the arcade classics of Pac-Man, Galaxian, Pole Position, Track & Field, and Space Invaders. The 1985 interviews are taken from the legendary BEEP! Magazine; the 1987 interviews come from the book TV Game: denshi yuugi taizen. Anecdotes of design and development abound, and the lyrical mood of Pac-Man designer Toru Iwatani is particularly interesting.
- [Ecco the Dolphin – 2004 Developer Interview](https://shmuplations.com/ecco/) - This fascinating interview with Ecco the Dolphin localization producer Ryoichi Hasegawa looks at the localization process from the opposite perspective: localizing European and American games for the Japanese market. Hasegawa provides a unique look at the presumptions driving game localization then and now, in both Japan and the West. The interview was originally featured in the sega.jp meisaku series.
- [Elemental Gimmick Gear – 1999 Developer Interview](https://shmuplations.com/egg/) - This lengthy developer interview for Dreamcast cult-classic Elemental Gimmick Gear was originally featured in the official Japanese E.G.G. Complete Guide. E.G.G. was a joint development between Birthday and Hudson, and here the Birthday staff discusses the inspiration, design, and unique mecha models created for the game. Despite the team's enthusiasm, sadly a sequel was never made.
- [Epoch and the Cassette Vision (1997)](https://shmuplations.com/epoch/) - This in-depth interview (found at Game Odyssey) covers a period of Japanese videogame history that is obscure even to most Japanese: the pre-Famicom era of the Cassette Vision and similar LSI games. During this period, from about 1975-1982, Epoch took the lead in Japanese console video game development, bridging the gap from simple, discrete circuit games to “modern” games using actual microprocessors.
- [Eschatos - 2011 Developer Interview](https://shmuplations.com/eschatos/) - Eschatos is a vertical shmup released for the X360 by Qute Corp in April 2011. This interview was featured in STG Gameside #3 and covers the creation and design behind Eschatos, as well as its connections to M-kai's previous handheld shmups, the highly regarded Cardinal Sins and Judgement Silversword. I've also appended a short interview for Ginga Force, Qute's 2012 follow-up to Eschatos.
- [Espgaluda – 2004 Developer Interviews](https://shmuplations.com/espgaluda/) - The first of these two Espgaluda interviews was found at the GSLA and sheds a little light Arika’s PS2 port. The second, longer interview is from Espgaluda composer SOU1’s page at theinterviews.jp, a sort of “question and answer” style blog.
- [The 1986 Famicom Crisis – Developer Interviews](https://shmuplations.com/famicomboom/) - Although remembered now as the wunderkind console that changed the entire trajectory of video games, the Famicom initially faced harsh criticism for a rash of quick, cash-in third party releases. This article from BEEP! magazine is a response from various industry leaders, including Nintendo, to that crisis and the preceding “Famicom Boom.” In the West, the NES was just taking off, so this particular moment in Japanese game history is still very dim to us.
- [Fatal Fury 3 – 1995 Developer Interview](https://shmuplations.com/fatalfury3/) - This informative Fatal Fury 3 interview was originally featured in Neo Geo Freak magazine. The first half covers mechanic and system changes from the previous games, including the addition of an additional plane and oversway moves. The second half centers on the characters themselves, five of which were new for this entry. Finally, a nice collection of concept art showcases the early and rejected character designs.
- [Fukio “MTJ” Mitsuji – 1988 Developer Interview](https://shmuplations.com/bubblebobble/) - In this 1988 interview for BEEP! magazine, the late Fukio “MTJ” Mitsuji discusses his start at Taito and the conception of many of his early works, including the extremely popular Bubble Bobble and its spiritual followup, Rainbow Islands. Despite MTJ’s enduring reputation as a Taito mainstay, his tenure was relatively brief; less than a year after this interview took place, he left Taito to establish a career as a freelance game designer and would later establish a formal school of game design where he taught until his passing in 2008.
- [Galaga – 30th Anniversary Developer Interview](https://shmuplations.com/galaga/) - This interview with Galaga creator and design Shigeru Yokoyama offers a unique look at the conception of this arcade classic, early development at Namco, and the storied “golden age” of arcades in general.
- [Game Center Operators – A 2004 Snapshot](https://shmuplations.com/gamecenters/) - This interview from Arcadia offers a unique look at the Japanese arcade (game center) industry from the operators’ perspectives. The header image is a bit misleading: Soyuu and Arisaka bear little resemblance to the candy cab/PCB dominated arcades of the 80s and 90s.
- [Giga Wing – 1999/2001 Developer Interviews](https://shmuplations.com/gigawing/) - These two Giga Wing interviews were originally featured in Gamest and Arcadia magazines. The GW2 interview covers familiar territory with regard to character and game design topics, while the GW1 interview with producer Noritaka Funamizu explains more of the working relationship between Capcom and Takumi.
- [Gimmick! – 2011 Composer Interview](https://shmuplations.com/gimmick/) - This short Gimmick! interview with composer Masashi Kageyama was featured in the liner notes of a Sunsoft remix cd. Though brief, it makes a nice companion piece or appetizer to the longer Gimmick interviews over at glitterberri’s site. Unfortunately, it doesn’t appear that any samples from this CD are available online for streaming, so one will have to imagine Kageyama’s righteous sax.
- [Gradius  – 1996/1999 Developer Interviews](https://shmuplations.com/gradius/) - Hiroyasu Machiguchi directed the first Gradius and was involved in most of the sequels. In these two interviews, he talks about the origins of Gradius, its place in the history of Konami, and the tension between game design and the economic realities of arcade operators.
- [Gradius II – 1988 Developer Interview](https://shmuplations.com/gradiusii/) - In this interview Kouji Hiroshita talks about the level design, weapon changes, and difficulty balancing of Gradius II. The interview took place in 1988, the same year the game was released, so it's a different perspective from the other Gradius interviews.
- [Gradius Gaiden – 1997 Developer Interview](https://shmuplations.com/gradiusgaiden/) - A short interview with Seki Teisaku, director of Gradius Gaiden, is followed by a brief “questionnaire” style survey of the development team. It doesn’t appear that any of the Gradius arcade team worked on Gaiden; at least, none of the participants here list previous Gradius games in their project history.
- [Grandia – 1998 Developer Interviews](https://shmuplations.com/grandia1998/) - These interviews all appeared in Sega Saturn Magazine in 1998. They make a nice companion read to the Grandia interviews I translated last year here. This time around, composer Noriyuki Iwadare and the character animators are interviewed in addition to main creators Hidenobu Takahashi and Takeshi Miyaji.
- [Guardian Heroes – 1996 Developer Interview](https://shmuplations.com/guardianheroes/) - These two interviews shed light on the inspirations, motivations and goals of lead designer and illustrator Tetsuhiko “HAN” Kikuchi during the development of Treasure’s Sega Saturn melee action game Guardian Heroes. Of particular note is HAN’s antipathy towards the adversarial nature of vs. fighting games and his drive to lead them in a more communal direction, a shift many developers continue to attempt, and struggle to achieve, to this day.
- [Gun Frontier – 1990/2006 Developer Interviews](https://shmuplations.com/gunfrontier/) - In these two Gun Frontier interviews from 1990 and 2006, creator Takatsuna Senba recounts the making of Taito's popular shmup.
- [Gunpei Yokoi – Inventing the Game and Watch](https://shmuplations.com/gameandwatch/) - In this essay from the book Gunpei Yokoi’s Game Museum, the late toy and game designer Gunpei Yokoi recounts the creation and success of the Game & Watch, Nintendo’s handheld LCD game line that saw almost 60 variants across eleven years and sold well over 40 million overall units worldwide.
- [Gunpei Yokoi x Yukihito Morikawa – 1997 Interview](https://shmuplations.com/yokoi/) - This interview with Nintendo legend Gunpei Yokoi and Yukihito Morikawa sees Yokoi opining about modern games while showing a desire to return to his toy roots.
- [Harumi Fujita – 2011 Composer Interview](https://shmuplations.com/harumifujita/) - 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 successful, Fujita’s music at Capcom helped define the company’s sound during its first golden age in the mid to late 1980s. In the next decade, she juggled being a mother and working freelance on a number of games, most notably Pulstar and Blazing Star.
- [Heiankyo Alien – 2002 Developer Interview](https://shmuplations.com/heiankyoalien/) - Heiankyo Alien (known in the West by its Sega iteration, “Digger”) was a 1979 arcade hit in Japan, unique for having been created by students in the Theoretical Science Group of Tokyo University in 1979. In this 2002 interview originally featured in Chou Arcade, one of the original TSG student developers shares details and memories of its unusual development.
- [Hellsinker – 2019 Developer Interview](https://shmuplations.com/hellsinker/) - This in-depth Hellsinker interview first appeared on jp.ign in 2019. Befitting the notorious complexity of Hellsinker, it’s one of the more high-level and abstract conversations featured here on shmuplations.
- [House of the Dead – 1997 Developer Interview](https://shmuplations.com/houseofthedead/) - 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 it focuses on the design and creation of the arcade release. The header image here is taken from Alex Pei's amazing artwork for a new HotD vinyl release in 2022.
- [Hideo Kojima – 1999 Developer Interview](https://shmuplations.com/kojima/) - In this 1999 interview from Nice Games, director Hideo Kojima offers some broad insight into the circumstances behind his biggest creations.
- [Hiroyuki Iwatsuki – 2005 Composer Interview](https://shmuplations.com/iwatsuki/) - Hiroyuki Iwatsuki is a game music composer who has worked at Natsume since 1991. He’s probably best known for his work on the Pocky and Rocky series here, but his soundtracks for Mitsume ga Tooru and Wild Guns deserve special attention too.
- [The History of Nintendo Game Music (1983-2001)](https://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 the “Nintendo Online Monthly” website in 2001. As this interview sought to outline the day-to-day work of a videogame sound designer, there’s little discussion about particular tunes, but there's still plenty of insight into how Nintendo’s approach to audio has evolved in tandem with their hardware.
- [The History of the Famicom (documentary)](https://shmuplations.com/famicomhistory/) - This documentary about the history of the Famicom, released in 2003, features interviews with several key developers and industry figures from the era, including Hideo Kojima, Keiji Inafune, Koichi Nakamura, Toshihiro Nagoshi, Yoshiki Okamoto, Takahashi Meijin, and Tetsuya Mizuguchi. While being an unabashed love letter to Nintendo’s impact on video game culture, it also offers us in the West a unique window into how the Japanese creators saw the system, and the specific moment in Japanese history that the Famicom occupies.
- [Ibara – 2006 Developer Interview](https://shmuplations.com/ibara/) - Ibara – 2006 Developer Interview This interview was included along with the Ibara superplay dvd released by INH. Lead designer Akira Wakabayashi talks in detail about creating the world of Ibara and Pink Sweets, a game known to be difficult to approach (by Cave standards). As a bonus, I’ve added a very short Pink Sweets
- [Ibara Superplayer Interviews (2006)](https://shmuplations.com/scorer6/) - These three interviews were featured in the INH superplay dvd for Ibara. The narratives come from the booklet, and the interviews were featured on INH’s blog.
- [ICO – 2002 Developer Interview](https://shmuplations.com/ico/) - Footage of the PS1 ICO prototype. —Ok, and how about Shadow of the Colossus? What are you memories of its development? Ueda: The gimmick I used with ICO, that you were in a castle with a very consistent level design, was something I had worked on so long at that point—four whole years. All that
- [Ikari Warriors, Guerilla War, and The SNK Golden Age](https://shmuplations.com/snkgoldenage/) - In this long and candid interview from CONTINUE magazine in 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 innovative products including TANK, Ikari Warriors, Guevara and the humble “loop lever”.
- [Ikaruga – 2001/2002 Developer Interviews](https://shmuplations.com/ikaruga/) - These two Ikaruga interviews (slightly edited to read as one) follow the evolution of Ikaruga’s design and gameplay. Iuchi also talks about its connection to Radiant Silvergun and Ikaruga’s reception as a different, more puzzle-oriented STG.
- [The Illustrators of SNK – 2001 Developer Interview](https://shmuplations.com/snkartists/) - In this 2001 interview from Arcadia, conducted at the very peak of SNK’s original tenure, designers Hiroaki and Tonko 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-thinking 3D MMA fighting game Buriki ONE.
- [I.Q.: Intelligent Qube – 1997 Developer Interview](https://shmuplations.com/iq/) - In this “cerebral” interview originally featured in The Playstation magazine, I.Q. designer Masahiko Sato talks puzzle design, gameplay, and the origins of the I.Q development.
- [Irem Arcade Games – 1989 Developer Interview](https://shmuplations.com/irem/) - these two developers interviews were a part. The first is a roundtable interview with several Irem planners, mostly focusing on their planning process and including some interesting design notes about Ninja Spirit and Image Fight. The second half is a discussion with President Yoshiyuki Takashima. It too contains a few design tidbits about R-Type and Spartan X, but mainly focuses on Irem’s unique approach to arcade development.
- [Jaleco STG – Roundtable Developer Interview](https://shmuplations.com/jaleco/) - This interview covers the formation of Jaleco’s late-80s/early 90s arcade department, their connection with developers NMK, and the making of Plus Alpha and EDF
- [Kasco and the Electro-Mechanical Golden Age](https://shmuplations.com/kasco/) - Told through former employee anecdotes, this important interview from CV Odyssey examines Kasco's history and the pre-Invaders landscape of the 60s/70s.
- [Jamestown – 2011 Developer Interview](https://shmuplations.com/jamestown/) - Jamestown is a vertizontal shmup for the PC released in 2011 by Final Form Games. The game shines in 3 or 4 player mode and the lenient-but-satisfying revive system makes it an excellent choice for newcomers and veterans, as experienced players can “carry” the team while newer players have a chance to develop their skills. This interview with creator Mike Ambrogi was originally featured in STG Gameside #5.
- [Kazuma Kaneko x Tomomi Kobayashi – 1996 Interview](https://shmuplations.com/kobayashikaneko/) - This candid, wide-ranging interview between lauded designers Tomomi Kobayashi and Kazuma Kaneko first appeared in Game Hihyou magazine in 1996.
- [Kazutoshi Iida – 1996 Developer Interview](https://shmuplations.com/iidakazutoshi/) - 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 “undersea exploration game” Aquanaut’s Holiday, and Iida’s desires to rail against the perceived codification and homogenization by players, developers, and even his own employer Artdink on what games could and should be.
- [Keiji Inafune – 1999 Developer Interview](https://shmuplations.com/inafune/) - In this short interview from Game Hihyou promoting the Rockman Complete Works series, long-time Mega Man steward Keiji Inafune shared his renewed appreciation for the classic 2D action game format and the importance of providing games that can be immediately grasped by players of all ages and skill levels.
- [King of Fighters ’94 – Developer Interview](https://shmuplations.com/kof94/) - This developer interview with the KOF’94 development staff first appeared in the All About KOF’94 mook. It covers every character in the game, with humorous anecdotes about their design and backstories. Midway into the translation, I realized that some of the information here had already been translated for SNK’s official homepage; however, only part of it was translated, and I noticed several omissions and errors, so there should still be new info to enjoy here.
- [Koei: Designing Historical Games (1988)](https://shmuplations.com/koei/) - This unique interview featuring Koei’s historical strategy games was originally published in the May 1988 edition of BEEP! magazine. Instead of the usual developers, Koei chose to send two senior PR / sales representatives to talk about their games.
- [Koji Igarashi – 2005/2006 Castlevania Interviews](https://shmuplations.com/kojiigarashi/) - These three short Koji Igarashi interviews go over design details from several of his Castlevania games of the last decade.
- [KTL-NAL – 2008 Superplayer Interview](https://shmuplations.com/scorer8/) - In this short interview from Arcadia magazine, superplayer KTL-NAL talks about his experience playing Dodonpachi Type-B and scoring generally. He still holds the record for Type-B, at 704,468,390.
- [Legend of Valkyrie – 1991 Developer Interview](https://shmuplations.com/legendofvalkyrie/) - This interview with Legend of Valkyrie character designer Hiroshi Fujii and main designer Koakuman originally appeared in the 1/91 issue of Hippon Super, and was later republished (with additions) in the World of Valkyrie illustrated book.
- [Legend of Zelda: A Link to the Past – 1992 Interview](https://shmuplations.com/zeldalttp/) - This Link to the Past interview originally appeared in the 1/92 edition of Famicom Tsuushin magazine. In typical Miyamoto fashion, it’s a combination of design insights into LttP specifically, and game design generally. Neat anecdotes abound: I especially liked the alternate title, “Ganon’s Revenge”!
- [Legend of Zelda: Minish Cap – 2004 Developer Interview](https://shmuplations.com/minishcap/) - This very short Minish Cap interview with supervisor Eiji Aonuma and director Hidemaro Fujibayashi from Famitsu magazine briefly goes over their design ideas and the influence of Capcom on Zelda.
- [Makaimura Series – Interview Collection](https://shmuplations.com/makaimura/) - These Makaimura offer a rare insight into the concept and design of the Makaimura series, with some musings by Fujiwara on action games generally at the end.
- [Mario Kart 64 – 1996 Developer Interview](https://shmuplations.com/mariokart64/) - key members of the Mario Kart 64 team discuss their roles during development and the new challenges they faced working with Nintendo’s new 3D hardware, the Nintendo 64.
- [Masato Maegawa and Puzzle Games (1998)](https://shmuplations.com/maegawapuzzle/) - This 1998 article from Game Hihyou sees Treasure president, programmer, and puzzle aficionado Masato Maegawa outlining his history with puzzles (video or otherwise) and expounding upon the broad categories by which puzzle videogames should be categorized and evaluated.
- [Mega Man 9 and 10 – Developer Interviews](https://shmuplations.com/mm9and10/) - These interviews with Mega Man 9&10 producer Hironobu Takeshita discuss the development and challenges of creating a new “Famicom” game for modern audiences.
- [Mega Man X Development Diary (1994)](https://shmuplations.com/megamanx/) - This Mega Man X developer diary, originally printed in the Rokcman X Alph-Lyla CD liner notes, is a funny look at what sounds like a very difficult development
- [Mega Man Legends – 1997 Developer Interviews](https://shmuplations.com/megamanlegends/) - This Mega Man Legends interview shows the challenge of adding a new genre entry to an established series and attracting new players without alienating old fans.
- [Mega Man X4 – 1997 Developer Interview](https://shmuplations.com/megamanx4/) - In this 1997 interview, several members of Capcom’s Mega Man X4 development team discuss the making of the game and answer some common plot questions.
- [PaRappa the Rapper – 1996 Developer Interviews](https://shmuplations.com/parappa/) - This PaRappa the Rapper interview with Masaya Matsuura, Gabin Itou, and Ryu Watabe covers the origins of the project and its unique “live” development process.
- [Metal Slader Glory – Developer Interviews](https://shmuplations.com/metalsladerglory/) - In these two lengthy interviews, illustrator/mangaka Yoshimiru Hoshi discusses the making of Metal Slader Glory, a cult graphic adventure game developed for the Famicom.
- [Michiru Yamane – 2010 Composer Interview](https://shmuplations.com/michiruyamane/) - This charming 30 minute documentary interview with long-time Castlevania and Konami composer Michiru Yamane was originally featured on a bonus DVD.
- [Milestone STG – 2006 Developer Interview](https://shmuplations.com/milestone/) - This 2006 interview with President Hiroshi Kimura explores the founding of Milestone, their connection with Compile, and the origins of Chaos Field and Radirgy.
- [M-KAI – 2011 Developer Interview](https://shmuplations.com/mkai/) - This 2011 interview with indie developer M-KAI includes general remarks on shmup design and offers a rare look at his earlier MSX efforts.
- [Motoi Sakuraba – 2002 Composer Interview](https://shmuplations.com/motoisakuraba/) - Zan OST. One of Sakuraba's lesser-known works, but a minor technical feat given the GG's lack of polyphony. —Today there’s a new movement that’s revisiting and reappraising those old sound chips, and your work from that time is getting a lot of attention again. How do you see all that? Sakuraba: Hmmm.. I wonder why?
- [Mushihimesama Futari – Superplayer Interviews](https://shmuplations.com/scorer5/) - These interviews with superplayers Yusemi-SWY, Clover-TAC, and GFA2-ISO were featured in Arcadia alongside the results of a Mushihimesama Futari competition.
- [Oddworld – 1997 Developer Interview](https://shmuplations.com/oddworld/) - This short Oddworld: Abe’s Oddysee interview discusses the design inspiration behind Abe, and how the character and game were received by Japanese audiences.
- [Panzer Dragoon Saga – 1998 Developer Interview](https://shmuplations.com/panzerdragoonsaga/) - In this Panzer Dragoon Saga interview, three of the primary developers talk about the character design, favorite scenes, and the challenges of the development.
- [Paper Mario – 2000 Developer Interview](https://shmuplations.com/papermario/) - In this interview, developers from Nintendo and Intelligent Systems discuss the making of the original Paper Mario, an RPG with a unique papercraft aesthetic.
- [Pasokon History: from 8-bit to 16-bit (1987)](https://shmuplations.com/pasokon/) - Pasokon History: from 8-bit to 16-bit These interviews show a historical snapshot of the Japanese computer industry in 1987. Although much of it reads rather quaint now, it was an interesting time in Japan for the personal computer, or “pasokon”, because home consoles were enjoying unprecedented growth and sales (the “Famicom boom”). At the same
- [The History of the PC Engine (1987/2003)](https://shmuplations.com/pcengine/) - These interviews offer a look back at the history and development of NEC and Hudson’s seminal home console system the PC Engine, aka Turbo Grafx 16 in the US.
- [Persona 2 – 1999 Developer Interview](https://shmuplations.com/persona2/) - This Persona 2: Innocent Sin interview covers Kazuma Kaneko’s monster and character designs, story themes, and changes and improvements from the previous game.
- [Phantasy Star II – 1989 Developer Interview](https://shmuplations.com/psiirelease/) - In this interview from the 9/89 issue of BEEP! MegaDrive, several Sega executives discuss the broader logistical hurdles behind the launch of Phantasy Star II.
- [Phantasy Star IV – 1993 Developer Interviews](https://shmuplations.com/phantasystariv/) - 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, exploring the origin of the development and its relation to other Phantasy Star games. Check out Rieko Kodama’s comments at the end, too, as they show
- [Phantasy Star – Composer Retrospective](https://shmuplations.com/phantasystarmusic/) - These light and somewhat wistful reminiscences by Phantasy Star composers Tokuhiko “BO” Uwabo and Izuhi “IPPO” Numata were originally included as liner notes.
- [Policenauts – 1996 Developer Interview](https://shmuplations.com/policenauts/) - In this short Policenauts interview from 1996, Hideo Kojima discusses his themes for the game, the Saturn port, and his aspirations with adventure games.
- [The Possibilities of Adventure Games (1987)](https://shmuplations.com/adventuregames/) - J.B. Harold Murder Club playthrough. —I see. It seems that implementing new ideas always comes with a host of problems. What do you think about adventure games on the Famicom? Horii: If I can be frank, I was super excited about making Portopia for the Famicom. And I really wanted to show Famicom users that
- [Psikyo STG – 1997 Developer Interview](https://shmuplations.com/psikyo/) - Psikyo STG – 1997 Developer Interview Psikyo, along with Cave and Raizing, represented the new direction STG was to take in the 90s and beyond. I haven’t been able to find much developer info on Psikyo, but these two interviews shed some light on their design philosophy and influences. The candid “versus” chat with Yoshiki
- [Puzzle Game Creators – 1998 Developer Interview](https://shmuplations.com/puzzlegamecreators/) - In this interview from 1998, several key puzzle game developers reflect on the essence of puzzle design and share the origin stories of their creations.
- [Quinty (Mendel Palace) – 2014 Developer Interview](https://shmuplations.com/quinty/) - In this interview Game Freak’s Ken Sugimori and Junichi Masuda reminisce about the making of their first game, the panel-flipping Famicom action game Quinty.
- [Radiant Silvergun – 1998 Developer Interview](https://shmuplations.com/radiantsilvergun/) - This 1998 interview with Radiant Silvergun developers Hiroshi Iuchi and Masato Maegawa of Treasure was originally featured in the 3/98 issue of Gamest magazine.
- [Viper Phase 1 – 2006 Developer Interview](https://shmuplations.com/viperphase1/) - Viper Phase 1 – 2006 Developer Interview Among shmup fans, Seibu Kaihatsu is known for the Raiden series. In 2006 INH, the STG superplay producer, released a Raiden III superplay that featured this Viper Phase 1 interview in the liner notes (and another interview about the entire Raiden series that I’m currently working on). The
- [Rayforce – 2016 Developer Interview](https://shmuplations.com/rayforce/) - Unfortunately, the only footage of R-GEAR is this video from the Taito Ray-Ray Collection. A prototype has allegedly been found, although I believe it is still waiting to be dumped. —But you intended it to be a straight sequel, a “Rayforce 2”, correct? Yamashita: Mainly we wanted to improve on every aspect of Rayforce, starting
- [Ranger X – 1993 Developer Interview](https://shmuplations.com/rangerx/) - Ranger X – 1993 Developer Interview This short interview with the creators of the classic Megadrive action game Ex-Ranza (Ranger X in the US) first appeared in Dengeki and Marukatsu Megadrive. The questions mainly focus on the game’s amazing graphics, which is probably what Ranger X continues to be known for today. Incidentally, programmer Toshio
- [Real Bout Fatal Fury – 1995 Developer Interview](https://shmuplations.com/realboutfatalfury/) - Real Bout Fatal Fury – 1995 Developer Interview This Real Bout Fatal Fury interview first appeared in an official strategy guide in 1995. I’ve supplemented it with concept art and a few additional tidbits of information from Neo Geo Freak magazine, as well. It’s a bit more informative than other SNK interviews I’ve translated, and explains
- [R-Type – 1987 Developer Interview](https://shmuplations.com/rtype1/) - R-Type OST by Masato Ishizaki. The planning and design staff would give ideas for the rhythm of certain sounds. “It should be like, don, ta ta ta!” and so on. Their ideas were really vague, but I did my best to match them. It was really difficult. I was told “that won’t work at all”
- [R-Type  – 2014 Composer Interview](https://shmuplations.com/rtypesound/) - The Battle-Road, Ishizaki’s arcade sound debut. Kung Fu Master gameplay. It was a quick decision! And it had only taken me 3-5 minutes to write the melody. (laughs) It wasn’t that I was being lazy; I just thought that the idea in my head would fit the mood of the game precisely as I had
- [R-Type Delta – 1998 Developer Interview](https://shmuplations.com/rtypedelta/) - R-Type Delta 1CC On the title “R-Type Delta” Hiroya: I thought of the title myself. When we petitioned for ideas within the company and by email, no one responded. Koichi: On the initial planning documents, the title was “R-Type EVE.” Everyone who saw that was like, “seriously?” Hiroya: The person who wrote that was very serious. (laughs) It
- [R-Type Final – 2003 Developer Interview](https://shmuplations.com/rtypefinal/) - The stylish R-Type Final opening movie. During the development of R-Type Delta, we tested out whether dying or not dying when you crash into the terrain would be fun. To be honest, its easier to make a game where hitting the terrain will kill you. It makes it easier to set the difficulty of the
- [Masahiko Ishida – 2014 Composer Interview](https://shmuplations.com/rtypeishida/) - Kickle Cubicle OST, Ishida’s game debut. —What was the first project you worked on at Irem? Ishida: I think it was Meikyuujima (Kickle Cubicle). The stage 1 intro melody had already been completed by Masato Ishizaki. Together with Masato and Morita, the three of us casually talked through our plans for the music for that
- [Resident Evil 2 – 1998 Developer Interview](https://shmuplations.com/residentevil2/) - A neat "making of" documentary about George Romero's Resident Evil 2 commercial. —Were there any other movies you were inspired by? Mikami: Spielberg’s Jaws. I also saw this at the theatre when I was in middle school. For good horror entertainment, you can’t just have chase scenes—you’ve got to keep building and building stress. But
- [Revenge of Shinobi – 2003 Developer Interview](https://shmuplations.com/shinobi/) - Revenge of Shinobi – 2003 Developer Interview Noriyoshi Ohba was a Sega developer responsible for classics like Streets of Rage, Revenge of Shinobi, Dark Wizard, and Clockwork Knight. In this fun interview from the Sega Meisaku series, Ohba reminisces on the creation and design of his favorite game, Revenge of Shinobi (aka The Super Shinobi
- [Rez – 2001 Developer Interview](https://shmuplations.com/rez/) - A remastered "Rez Infinite" was recently released for Steam and the PS4. —I think game music fans are probably more immediately familiar with FM and PSG sounds. Kobayashi: Yeah, and we took a chance by not going in that direction. My very first idea for Rez that you’d control a Space Invaders-looking character, with retro
- [The Roots of Compile – 1998 Developer Interview](https://shmuplations.com/rootsofcompile/) - The Roots of Compile – 1998 Developer Interview This compilation of interviews from 1998’s Complete Compile book sheds light on the early days of the prolific, now-defunct software house Compile and the origins of several of their most memorable titles, including the comical RPG series Madou Monogatari and its falling-block puzzle game spin-off, the wildly
- [Salamander – 1997 Developer Commentary](https://shmuplations.com/salamander/) - Planet Ratis, the popular stage 3 bgm. We were also able to explain certain things in the instruction booklet this time that were unknown to arcade players, like the fact that 4 force fields can be equipped (though its too bad they’re so fragile and aren’t very useful). My favorite character is definitely Tetran (and
- [Satoru Iwata – 1999 Developer Interview](https://shmuplations.com/iwata/) - Satoru Iwata – 1999 Developer Interview This insightful interview with Satoru Iwata originally appeared in Used Games magazine. It captures Iwata in his role as President of HAL Laboratory, just before his transition to Nintendo the following year. Smash Bros. and Pokemon Snap had just been released, but much of the interview is spent on
- [Satoru Okada – 2014 Developer Interview](https://shmuplations.com/satoruokada/) - Satoru Okada – 2014 Developer Interview Although his name is not well-known here, Satoru Okada designed (or co-designed with Gunpei Yokoi) every Nintendo handheld from the Game & Watch to the Nintendo DSi XL. In this retrospective interview from STG Gameside, conducted just before his retirement, Okada offers several interesting anecdotes about working at Nintendo,
- [Sayonara Umihara Kawase – 2013 Developer Interview](https://shmuplations.com/sayonaraumihara/) - Sayonara Umihara Kawase – 2013 Developer Interview This short interview with Toshinobu Kondo, character designer for the lauded Umihara Kawase series, first appeared in Action Gameside in June 2013. He talks here about the updated designs and how the game relates to the previous entries in the series, as well as the struggle to make things accessible
- [Sega Arcade History: The Formative Years](https://shmuplations.com/akiranagai/) - Sega Arcade History: The Formative Years This interview with former Sega director Akira Nagai was originally featured in the book “Sega Arcade History”. It examines the early history of Sega and tracks the development of the arcade in Japan, from “gun corner” to “game corner” and finally to “game center.” He comments on the well-known
- [Seibu Kaihatsu / MOSS – 2006 Developer Interview](https://shmuplations.com/seibukaihatsu/) - Seibu Kaihatsu / MOSS – 2006 Developer Interview This interview with Toshinobu Komazawa, CEO of Moss and former graphics designer at Seibu Kaihatsu, was (like this Viper Phase 1 interview) also found in the booklet accompanying the INH Raiden III superplay. Komazawa worked directly on the original Raiden, but he shares insights into the development
- [Senko no Ronde – 2010 Developer Interview](https://shmuplations.com/senkonoronde/) - Senko no Ronde gameplay. —The sci-fi world of Senko no Ronde takes place in space. How did you come up with that idea? Maruyama: Hmm, exactly “how” is a difficult question for me to answer… Well, basically STG games and outer space settings get along quite well, right? (laughs) Since I was a kid, I
- [Shenmue – 2000 Developer Interview](https://shmuplations.com/shenmue/) - Shenmue OST Suzuki: Thanks to all the voicework, the biggest struggle for us was the amount of memory. Okayasu: Which is funny, since we started off saying how easy it would be! (laughs) Suzuki: Yeah… we miscalculated there for sure. I don’t know who made that estimation, but they were off by an order of
- [Shigeki Toyama and Namco Arcade Machines](https://shmuplations.com/shigekitoyama/) - Shigeki Toyama and Namco Arcade Machines This interview with Namco designer Shigeki Toyama first appeared in vol. 0 of STG Gameside (2011). It begins with an account of Toyama’s early history at Namco designing robotics, before turning to his work on some of Namco’s impressive taikan arcade games from the 90s, including Prop Cycle, Point
- [Shigeru Miyamoto – 1989 Developer Interview](https://shmuplations.com/miyamoto1989/) - Shigeru Miyamoto – 1989 Developer Interview This short but insightful interview with Shigeru Miyamoto first appeared in an early seminal book of video game history, “terebi game denshi yuugi taizen” from 1989. The interview captures Miyamoto in the early limelight: not yet the legend he is today, but more of a bright star among other contemporary developers. What
- [Shigeru Miyamoto – Mario 20th Anniversary Interview](https://shmuplations.com/mario20th/) - Shigeru Miyamoto – Mario 20th Anniversary Interview This charming interview was originally featured at Nintendo Online Monthly in 2005 as part of Super Mario Brothers’ 20th Anniversary. It contains some interesting anecdotes about Mario’s creation in addition to the expected reflection on the Mario legacy, all humorously interwoven with introspection on Miyamoto’s own life. Nintendo
- [Shigeru Miyamoto talks Game Design (1998)](https://shmuplations.com/miyamotodesign/) - Shigeru Miyamoto talks Game Design (1998) This short interview from 1998 with Shigeru Miyamoto was originally featured in the excellent game criticism magazine, game hihyou. It is a somewhat abstract discussion about the problems Miyamoto sees with the prevalent game design of the day. The lasting influence of Gunpei Yokoi is also apparent in the
- [Shigeru Miyamoto x Yuji Horii (1990)](https://shmuplations.com/miyamotohorii/) - Shigeru Miyamoto x Yuji Horii – 1990 Developer Interview Just weeks after the launch of the Super Famicom, Super Mario and The Legend of Zelda series producer Shigeru Miyamoto and Dragon Quest series producer Yuji Horii sat down for a breezy chat about Nintendo’s new hardware and the potential future of their respective franchises, including
- [Shigeru Miyamoto x Yuji Naka – Developer Interview](https://shmuplations.com/miyamotoxnaka/) - A neat interview with Naka and others about Sonic. —Naka, do you have any thoughts on Nintendo’s recent games? Naka: I was really jealous of Pikmin. I had wanted to make something like that someday. Actually, I love Lemmings, and I wanted to make a game like that, updated in a more modern style. But
- [Shin Megami Tensei – 1992 Developer Interviews](https://shmuplations.com/smt/) - Shin Megami Tensei – 1992 Developer Interviews These interviews from the GSLA cover the conception, development and post-release thoughts of several key members behind the SFC version of Shin Megami Tensei, the cataclysmic demon-negotiation RPG that would amass a hardcore following, spawn a multitude of spin-offs and sub-series and eventually find an audience overseas, despite
- [Shining Force II – Developer Roundtable Interview](https://shmuplations.com/shiningforceii2/) - A review of Shining Force Gaiden: Final Conflict, which came out in 1995 and links the stories of Shining Force 1 and 2. In between Gaiden 1 and 2, we had about a month where we looked at issues in Shining Force II like how to handle the data, and how to handle the AI.
- [The “Shooting Samurai” of Stunfest (2013)](https://shmuplations.com/stunfest/) - The “Shooting Samurai” of Stunfest This unique interview recounts the experience of Stunfest by shmup superplayer Clover-TAC and two of the key organizers, Jon and Pikachu. As described within, Stunfest was a 3-day speedrun / superplay video game festival held in France in 2013. Although I don’t usually translate the editorial comments, I retained them for
- [Silhouette Mirage – 1997 Developer Interviews](https://shmuplations.com/silhouettemirage/) - The stage 4 boss Delia. Kimura says this fight made particularly good use of the attribute system. I also personally really like the story. It’s the tale of a world where the past is not very clear, so I didn’t try to explain it in much detail in the game. I wanted to emphasize the
- [Sine Mora – 2012 Developer Interview](https://shmuplations.com/sinemora/) - Sine Mora – 2012 Developer Interview Like Jamestown, this short Sine Mora interview with producer Theodore Reiker first appeared in STG Gameside #5. Although there are many interviews with Reiker online talking about Sine Mora, this one gives an interesting perspective from Japanese STG fans. Sine Mora was not very well-received by Western players, but
- [Skies of Arcadia – 2019 Developer Interview](https://shmuplations.com/arcadiavideo/) - Be sure to turn the subtitles on! If you've enjoyed reading this interview and would like to be able to vote each month on what I translate, please consider supporting me on Patreon! I can't do it without your help!
- [Soldier Blade – 2012 Developer Interview](https://shmuplations.com/soldierblade/) - Soldier Blade – 2012 Developer Interview This Soldier Blade interview from 2012 was originally featured in a 20th Anniversary e-book released by one of the game’s designers (and ardent fans), Hideki Yamaguchi. The interview itself is with designer and planner “Ukiuki Uribo”; the somewhat regretful tone may come as a surprise considering the popularity and
- [Sonic CD – Developer Interview Collection](https://shmuplations.com/soniccd/) - Sonic CD’s intro and endings, complete with vocal renditions of the Japanese/PAL-region vocal themes, both of which were reduced to instrumentals in the 2011 remaster due to licensing issues. Interestingly, the melody for the intro theme, “You Can Do Anything”, repurposes a melody from the Sega Master System/Game Gear version of Sonic the Hedgehog 2.
- [Space Invaders – 30th Anniversary Interview](https://shmuplations.com/spaceinvaders/) - Space Invaders – 30th Anniversary Developer Interview This interview with Space Invaders creator Tomohiro Nishikado and former Taito president Yoichi Wada was featured at nikkeitrendy in 2008. While not the most in-depth interview, it allows the two elder gamesmen to reminisce over their personal experience with Space Invaders and the way it changed the game
- [Splatterhouse – 1988 Developer Interview](https://shmuplations.com/splatterhouse/) - Splatterhouse – 1988 Developer Interview 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 Splatterhouse, which featured a then-unprecedented level of gore for a video game.
- [Star Fox – 1993 Developer Interview](https://shmuplations.com/starfox/) - Star Fox – 1993 Developer Interview This 1993 interview with Shigeru Miyamoto covers the creation of Star Fox, focusing especially on its relation to the STG genre. Miyamoto also talks about the shift towards 3D graphics and the role of realism and imagination in graphics design. This interview was found at the GSLA, a Japanese website that,
- [Star Fox Adventures – 2002 Developer Interview](https://shmuplations.com/starfoxadventures/) - Digital Foundry’s side-by-side comparison of Star Fox Adventures with Forest of Illusion’s recently-dumped Dinosaur Planet N64 build; this build shows the game in a transitional state, with the original protagonist Sabre’s character model and certain voiced sections replaced with those of Fox McCloud, but still contains many differences and deviations from what would be seen
- [Star Ocean – 1996/1998 Developer Interviews](https://shmuplations.com/starocean/) - The Cooking Master scene in Fun City. —Ah, that sounds like an interesting scenario. Asanuma: Yeah. But when we tried it out, it didn’t have quite the impact we expected, so we cut it. —That’s too bad. I would have liked to see that. Yamamoto: The staff who made the map felt the same. Gotanda:
- [Steel Empire / Over Horizon – 2012 Developer Interview](https://shmuplations.com/yoshinorisatake/) - The opening of Steel Empire, with scrolling musical score. When I sent the beta version to Sega, I think they reviewed it and gave it something like a ‘C’, but everyone we had showed the beta to until then had given us rather favorable reviews. The world of the game and the dramatic cut-scenes were
- [The Story of Sonic Team – 1997 Developer Interview](https://shmuplations.com/sonicteam/) - The Story of Sonic Team – 1997 Developer Interview This interview with Naoto Oshima and Yuji Naka was originally featured in the January 1997 issue of Sega Magazine, and is an account of Naka and Oshima’s early days and the first Sonic the Hedgehog development. I’ve also included a selection of design commentaries on all
- [StellaVanity – 2012 Developer Interview](https://shmuplations.com/stellavanity/) - A good and recent review of StellaVanity. —Conceptually, was there anything you were aiming for in StellaVanity? TG: I wanted to make a game that would be enjoyable to play casually, but would also offer that special “something” that challenges hardcore players who like to take a game to its limits. For the former group, I
- [Strania – 2011 Developer Interview](https://shmuplations.com/strania/) - Strania promotional video. —Right, G.rev worked together with Iuchi on Gradius V. Changing the subject, the music for Strania was done by Keishi Yonao. Please tell us how you chose him. Maruyama: When we started the Strania project and it came time to decide on who to choose for a composer, the X68000 and PC Engine immediately came
- [Street Fighter II – 1991 Developer Interview](https://shmuplations.com/streetfighterii/) - Street Fighter II – 1991 Developer Interview Although the Street Fighter series is one of the better documented in terms of its origins and development, this 1991 interview with director Akira Nishitani is one of the earliest and most interesting records of the game’s creation available. Nishitani narrates the development from its roots in Final
- [Streets of Rage – Composer Interview Collection](https://shmuplations.com/sormusic/) - “Dreamer”, the stage 3 bgm. Koshiro mentioned it was a favorite of his in the 3/93 issue of Megadrive Fan. —Sound effects really are the lifeblood of action games, aren’t they. Koshiro: They are! If you play stuff like Street Fighter II you realize that right away, but we really wanted the sounds of the
- [Sunsoft Famicom Music – Naoki Kodaka Interview](https://shmuplations.com/sunsoftmusic/) - Raf World (Journey to Silius) OST The Sunsoft sound team also developed many programming techniques in order to go beyond the limitations of the sound hardware. As a composer I’d have some idea I was dying to try out, and the sound programmers would employ all sorts of tricks to solve the puzzle I had
- [Super Mario Kart – 1992 Developer Interview](https://shmuplations.com/supermariokart/) - Battle Mode in Super Mario Kart. Miyamoto: I remember I ignored the progress of the Battle Mode for awhile, and then one day I came back and saw it was gone from the game! (laughs) Konno: Hah, that was actually due to memory limitations we were having at the time. We couldn’t add the other
- [Super Mario World – 1990 Developer Interview](https://shmuplations.com/supermarioworld/) - Saxophonist Sadao Watanabe’s jazzy arranged medley of SMW music. —That seems really small! Kondo: Yeah, maybe it was. As a matter of fact, we did always have a ton of work. Even today it’s like that. Right now I’m working on music for the new Zelda game for SFC, but as soon as the next
- [Super Smash Bros. – 1999 Developer Interview](https://shmuplations.com/smashbros/) - Nintendo of America’s Super Smash Bros. N64 commercial: it didn’t necessarily do a lot to dispel the notion that the game might be “cheap”, but it certainly made an impression. —Yeah, and to be honest, I didn’t have a very good impression of the game at first either. I think the image most people had
- [Takahashi Meijin and the History of Caravan STG](https://shmuplations.com/takahashimeijin/) - Rare footage from STG caravans. What I mean by simplicity and exhiliration, is like… the rules are simple: when your ship gets hit you die, so shooting down enemies is the only way to avoid that. And when you shoot down a wave of 8 enemies in a row, “pew pew pew pew!” and get
- [Tales Series – 2008 Developer Interview](https://shmuplations.com/talesof/) - Tales Series – 2008 Developer Interview This lengthy interview with key members of the Namco Tales Studio development team first appeared in the Tales of Magazine in 2008. Overall, the theme of this interview can probably be summed up in one word: “fanservice.” After presenting a top-down view of the Tales development process, there are
- [Talking Game Design with Fukio “MTJ” Mitsuji](https://shmuplations.com/mtjdesign/) - Talking Game Design with Fukio Mitsuji This 1989 feature, originally published in Gamest magazine, captures a discussion between some of Japan’s most accomplished arcade game designers, led by fellow developer and regular Gamest contributor Fukio “MTJ” Mitsuji (1960-2008). The discussion focuses on the individual and shared work histories of the interviewees and the conception of
- [Terranigma – 1995 Developer Interviews](https://shmuplations.com/terranigma/) - Terranigma – 1995 Developer Interviews In these three interviews, several collaborators discuss their work on the 1995 action-RPG Terranigma, Quintet’s final SFC title and the last game in a spiritual trilogy that includes Soul Blazer and Illusion of Gaia. Over the course of these discussions, Quintet explains their attraction to the action-RPG format and outlines
- [Tetris – 1993 Developer Interview](https://shmuplations.com/tetris/) - Tetris Battle Gaiden gameplay. —How do you feel right now, having seen the development of Tetris Battle Gaiden through from initial planning to its release today? Hara: It’s been a long trip. (laughs) We came up with a number of novel elements for Battle Gaiden that would be new, but also not damaging to the
- [Thunder Force III – Developer Interviews](https://shmuplations.com/thunderforceiii/) - Thunder Force OST. The opening music to Thunder Force III is one of the few in the series directly attributed to Yunker Matai, aka Naosuke Arai. Considering his direct credits for sound effects, though, it’s likely that he played a part in the overall sound design / sound programming. —It was common practice back then
- [ADK Ninja Games – 1998 Developer Interview](https://shmuplations.com/adkninjas/) - In this collection of brief interviews, several members of the SNK-affiliated developer ADK (formerly Alpha Denshi) discuss the origins of the company and some of their most memorable Neo Geo works, including the fighting game World Heroes, the hardcore action-platformer Magician Lord and the first-person fantasy combat game Crossed Swords, with special focus given to ADK’s unabashed love of ninjas and their many ninja-laden titles, including Ninja Combat, Ninja Commando and Ninja Master’s.
- [Alisia Dragoon – 1992 Developer Interview](https://shmuplations.com/alisiadragoon/) - This small Alisia Dragoon interview originally appeared in BEEP Megadrive and features staff members from both Gainax and Game Arts. It presents a very different picture from the Game Arts which would later be known for the Grandia series; in many ways, it was the last hurrah for the development of Game Arts’ first action series, Thexder (note the involvement of Thexder/Fire Hawk co-creator Satoshi Uesaka).
- [Alundra – 1997 Developer Interview](https://shmuplations.com/alundra/) - These two interviews from the late 90s discuss the genesis and development of Matrix Software’s much-beloved Playstation action-RPG Alundra and its sequel, Alundra 2. While the sequel turned out to be the less memorable game, it is interesting to note the design continuity discussed by the developers, particularly in terms of difficulty and gameplay that rewards players with a sense of accomplishment.
- [Athena – 1993 Developer Interview](https://shmuplations.com/athena/) - This short interview from Gal’s Island 2 (a Gamest mook series from the early 90s that focused on female game characters) covers the creation and character design of Athena. Although never very popular in the US, as an early “game character” Athena had a certain cult following in Japan, and continued to be used in SNK’s fighting games. I’ve also added a very short commentary from the developers of Psycho Soldier, the 1987 “sequel” to Athena. It’s mainly just them griping about devhell.
- [Battle Mania – 2004 Developer Interview](https://shmuplations.com/battlemania/) - This long interview with VIC Tokai alumnus “Takayan” details the history of the cult developer and sheds light on several of their more well-remembered games. Originally featured in the book "Lost Games", the main focus here is on Takayan’s own Battle Mania series, a pair of off-the-wall Mega Drive shooting games that defied adversity to establish themselves as VIC Tokai’s most beloved and sought-after titles.
- [Bloodstained – 2015 Developer Interview](https://shmuplations.com/bloodstained/) - This interview with Koji Igarashi about Bloodstained first appeared in game*spark, and was conducted when Igarashi returned to Japan after a week of promotions in the US. There have already been a number of excellent interviews with Igarashi about Bloodstained, but this one contains some exciting new insights into the character design and project conception.
- [Blue Stinger – 1998 Developer Interview](https://shmuplations.com/bluestinger/) - In this 1998 pre-release interview for Dreamcast launch title Blue Stinger, Climax Graphics president and designer Shinya Nishigaki shares how the project got started, thoughts about genre, and his approach to level and world design. I’ve also added composer Toshihiko Sahashi’s commentary from the Blue Stinger OST. In the course of translating these I discovered a more in-depth interview in the Blue Stinger jp strategy guide, which I hope to translate in the future!
- [Caladrius – 2013 Developer Interview](https://shmuplations.com/caladrius/) - In this lengthy interview from Shooting Gameside #7, MOSS Director Hoshino Hitoshi talks at length about the development process of their new game Caladrius. MOSS was formed in 2005 by the Raiden development staff at Seibu Kaihatsu, who had ceased making arcade games in 1999. Since this interview was published, Caladrius has since been ported to Steam and the Switch for easy access.
- [Cave STG – 15th Anniversary Interview](https://shmuplations.com/cave15th/) - This interview first appeared in the March 2010 edition of Arcadia magazine. While the machinations of Cave have been covered exhaustively on shmuplations, this interview still manages to have some new, meaty conversation about the design of Dodonpachi, Esp.ra.de, and Ikeda’s early days at Toaplan. Be sure to check out the short game-by-game commentary from Ikeda at the end!
- [Chaos Seed – 2010 Developer Interview](https://shmuplations.com/chaosseed/) - This interview (originally featured in PLANETS magazine vol. 7) with former Neverland developer Junichi Kashiwagi explores the inspirations of Chaos Seed, a little-known but critically acclaimed action / rpg / simulation genre hybrid from 1996. Kashiwagi (who today works for game developer Pyramid) goes into good detail about the mechanics and story of Chaos Seed, while the interviewer makes the case for Chaos Seed as a hidden gem truly ahead-of-its-time.
- [Chronicles of Mystara - 2013 Developer Interview](https://shmuplations.com/dnd2/) - Chronicles of Mystara, released for the PS3 in 2013, combines the two acclaimed CPS2 arcade beat em ups Shadow over Mystara and Tower of Doom. This short interview with developer Kenji Kataoka was published at Capcom’s official site as part of a “Dungeons and Dragons” themed interview series. It was conducted by Zenji Ishii, a former editor of the famed arcade magazine Gamest in the 90s.
- [Compile STG – Musha Aleste and Spriggan Interviews](https://shmuplations.com/compilestg/) - This interview with the MUSHA and Spriggan development teams at Compile is a rare look at two classic games. To my knowledge, it’s the only interview available with these teams. This first appeared in the Naxat STG Collection OST liner notes, so the focus is largely on music, but other aspects of the development are also touched on.
- [Data East – 2002 Round Table Interview](https://shmuplations.com/dataeast/) - In this round table interview first published in the 2002 book Chou Arcade, three developers (and one PR rep) share their memories of arcade development at Data East in the late 80s and early 90s. Unfortunately, they opted for anonymity and only their initials are given here. It’s a bit of a whirlwind tour through the latter days of Data East, but Karnov and Atomic Runner Chelnov get some special attention.
- [Data East – 2004 Developer Interview](https://shmuplations.com/deco/) - In this roundtable interview, originally published in Arcade Gamer in 2004, the mysterious “D”, “E”, “C” & “O” share their insight on the inner workings of Data East, a company that intrigued and confounded audiences with a near-constant barrage of original and very peculiar arcade games from the late ’70s until formally dissolving in the early ’00s. They offer plenty of gossip, and more than a few Wikipedia corrections, about some of DECO’s most memorable titles.
- [Gradius Portable Guide – 2006 Interview Collection](https://shmuplations.com/gpg-gradius/) - These five interviews all come from the Gradius Portable Guide, which was published in March 2006 alongside the PSP Gradius collection.
- [Grandia II – 2000 Developer Interview](https://shmuplations.com/grandia2/) - In this Grandia II interview from the “Grandia II World Guidance” artbook, the developers explain the design and story behind each main character. In addition to filling in a few gaps in the narrative, there’s some fanservice-y questions about Elena and Millenia too. For variety, I’ve also added another Grandia II interview with Takeshi Miyaji from Dreamcast Magazine, which asks some additional (non-character) questions.
- [Guilty Gear – 1998 Developer Interview](https://shmuplations.com/guiltygear/) - In these two interviews creators Daisuke Ishiwatari and Hideyuki Anbe discuss the development of the original Guilty Gear.
- [Kinu Nishimura – 2001 Designer Interview](https://shmuplations.com/kinunishimura/) - Kinu Nishimura was a character designer and illustrator at Capcom from 1991 to 2008. She worked on many of Capcom’s well-known arcade titles, including Street Fighter and Shadow over Mystara.
- [Klonoa – 1997 Developer Interviews](https://shmuplations.com/klonoa/) - In these two interviews from The Playstation magazine, several of Namco’s developers discuss the conception and making of the beloved 1997 PlayStation action game Klonoa: Door to Phantomile.
- [Lufia – 2016 Composer and Developer Interviews](https://shmuplations.com/lufia/) - These Lufia composer and developer interviews cover the making of Neverland's enduring RPG classic, with a special focus on its wonderful OST.
- [Mahou Daisakusen – 2013 Developer Interviews](https://shmuplations.com/raizingmahou/) - These developer messages were found in the liner notes of the Mahou Daisakusen OST, recently re-released in 2013 by Wave Master records. Being liner notes, music is the main focus, but the main programmers and graphic designers also share their insights about the series. Unfortunately, Hitoshi Sakimoto and Manabu Namiki, who were both involved in the music of the series, were not interviewed for this CD.
- [Mushihimesama Futari – 2006 Developer Interview](https://shmuplations.com/mushihimesamafutari/) - “Sea of Frozen Crystals” (stage 2) by composer Kimihiro Abe. As for my compositions, I talked with Namiki about his idea for the songs, and I also looked at the materials Cave sent me to broaden my imagination. The image I had in mind while composing stage 2 was “cool-mint gum.” I tried to structure
- [Mushihimesama – Developer Interviews](https://shmuplations.com/mushihimesama2/) - These developer interviews show how Mushihimesama was a turning point for Cave in terms of the “character-centric” direction their games would afterwards take.
- [Mushihimesama HD – 2012 Developer Interview](https://shmuplations.com/mushihimesamahd/) - This Mushihimesama HD interview from Famitsu discusses the remastering process, new modes, and the character and world design of the original game.
- [Mushihimesama – Music and Design Interview](https://shmuplations.com/inhmushi/) - This interview with Mushihimesama designer Akira Wakabayashi and composers Manabu Namiki and Masaharu Iwata was featured in the the INH “Secret Lover” release.
- [NiGHTS into dreams… – 1996 Developer Interview](https://shmuplations.com/nights/) - This NiGHTS developer interview from 1996 goes into depth about the theme of dreams, character design, and the team's initial resistance to 3D and polygons.
- [Ys – Developer Interview Collection (1987-1998)](https://shmuplations.com/ys/) - This special collection of Ys interviews and liner notes from the late 80s give a glimpse into the early days of the Ys series at Nihon Falcom.
- [The Origins of SNK – 1996 Developer Interview](https://shmuplations.com/snkorigins/) - In this interview planner/designer Toshiyuki Nakai recollects his early days at SNK, including the development of Athena, Psycho Soldier, and Beast Busters.
- [Pokémon – 2000 Developer Interview](https://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.
- [Quintet Developer Interviews (1993-1997)](https://shmuplations.com/quintet/) - Terranigma OST by Masanori Hikichi. —I see. As expected, a sense of musicianship is very important. And how did you get involved in the game music business? Hikichi: Someone who worked for a game-related music company invited me. —Please give a final message to those interested in the game industry. Hikichi: Throw away any ideas
- [Radiata Stories – 2005 Developer Interview](https://shmuplations.com/radiatastories/) - This humorous interview with the main tri-Ace/Square-Enix production team of Radiata Stories was originally featured in the 2005 official strategy guide.
- [Recca – 2005 Developer Interview](https://shmuplations.com/recca/) - The incredible Recca OST It’s a little difficult to explain in words, but I strongly felt that the game represented the “terminal peak” for the Famicom. On top of the technical maturation it displayed, every aspect of the game was impressive. The speed you moved at, the strength of the enemies, your super-powerful shield, and
- [The Rock Stars of Sega – 2009 Composer Interview](https://shmuplations.com/sst/) - SST Band live in 1989, performing Magical Sound Shower. —I see. Mitsuyoshi: Then, as I mentioned a minute ago, my family moved to Sendai when I was in my second year of high school. After changing schools, I had the opportunity to join a band, so my musical activities proper begin then. Also, the style
- [Shadow over Mystara – 1996 Developer Interview](https://shmuplations.com/dnd/) - Shadow over Mystara – 1996 Developer Interview This lengthy interview first appeared in a 1996 mook covering all aspects of Shadow over Mystara and Tower of Doom. When Capcom released both games for the PS3 earlier this year, the special edition of the game included a reprint of this mook. In addition to covering the usual topics about
- [Skies of Arcadia – Developer Interview Collection](https://shmuplations.com/skiesofarcadia/) - “Laws of the Air Pirates” demo, Dreamcast Magazine vol. 9 —Will you and Kodama be handing copies out personally at the Tokyo Game Show? (laughs) Ohba: That might be a little much. (laughs) I believe it will be distributed at a counter at the appointed time. We’re also thrilled to have two cosplayers for Aika
- [Space Harrier – Developer Interview Collection](https://shmuplations.com/spaceharrier/) - Space Harrier – Developer Interview Collection 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 merely conceived through ingenuity or
- [Star Ocean 3 – 2003 Developer Interview](https://shmuplations.com/starocean3/) - Star Ocean 3 – 2003 Developer Interview This lengthy Star Ocean: Till the End of Time interview originally appeared in the official Japanese guidebook. It covers the creation and inspiration behind the game, character design, and how the battle system changed through the development. Perhaps the most enjoyable comments come from director Yoshiharu Gotanda, who
- [Tactics Ogre – 1995 Developer Interview](https://shmuplations.com/tacticsogre/) - Tactics Ogre – 1995 Developer Interview These two interviews for Tactics Ogre and Ogre Battle, respectively, cover the history of the developments and the reason for changes between both games. Today, with the “SRPG” being a well-established genre of its own, it’s easy to overlook how many innovations the Ogre Saga games pioneered, in both
- [Breath of Fire III – 1997 Developer Interviews](https://shmuplations.com/breathoffireiii/) - These two Breath of Fire III interviews originally appeared in The PlayStation magazine just prior to the games release in September 1997. Although five members of the team are listed, the majority of the interview is centered around director Makoto Ikehara, who had been involved as a planner since the first game, and would go on the direct the next two sequels as well. Topics covered include the transition to the PlayStation, new mechanics, and how the Breath of Fire series fits into the larger context of RPG game design.
- [Chrono Trigger – 1995 Developer Interviews](https://shmuplations.com/chronotrigger2/) - This is a collection of Chrono Trigger interviews from early 1995, originally featured in Japanese magazines Famicon Tsuushin, Dengeki SFC, and Haou. Because they feature very similar questions and answers, I’ve compiled them all together for better readability. In addition to all the neat design details and anecdotes, these interviews really show how Chrono Trigger was a turning point for the way Square made RPGs.
- [Chrono Trigger – 1994/95 Developer Interviews](https://shmuplations.com/chronotrigger/) - These Chrono Trigger interviews were found at the GSLA. The first interview, from 1994, comes before Chrono Trigger was released and contains an interesting description of a more free-form event system that was never fully implemented, as well as an account of working together with legendary Enix developer Yuji Horii. The 1995 interview goes over the graphics, memory limitations, and development process at Square generally.
- [Chunsoft 30th Anniversary – 2014 Developer Interview](https://shmuplations.com/chunsoft30th/) - Chunsoft founder Kouichi Nakamura reflects on thirty years of game development in the first part of a lengthy interview with Famitsu, conducted in commemoration of Chunsoft’s 30th anniversary. Nakamura offers plenty of insight into Chunsoft’s varied catalog, from mainstream hits like Dragon Quest and the Mystery Dungeon series to their early forays into self-publishing and Nakamura’s own history as a prodigious hobbyist developer. Stay tuned for part II!
- [Fumito Ueda - 2005 Developer Interview](https://shmuplations.com/ueda/) - This long and wonderful interview with ICO and Shadow of the Colossus creator Fumito Ueda first appeared in vol. 25 of the excellent CONTINUE magazine in 2005, and was later compiled in a book of interviews. It covers Ueda’s entire career up to that point: his childhood years, art school, working at WARP, and finally settling in at Sony as a full-fledged game creator. The discussion is full of Ueda’s thoughts and insights about game design, gaming, and the themes of his own two masterpiece “art” games.
- [The Future of RPGs – 1992 Developer Interviews](https://shmuplations.com/futureofrpgs/) - In this 1992 feature, originally printed in The Super Famicom magazine, four prominent game designers — venerated Nintendo producer Shigeru Miyamoto, Chunsoft’s Kouichi Nakamura, Sonic! / Camelot Software Planning’s Hiroyuki Takahashi and Red Entertainment affiliate Oji Hiroi — discuss the contemporary state of RPGs, their expectations for the future of the genre and the thoughts behind their latest RPGs.
- [Game Arts x Chunsoft – 1998 Developer Interview](https://shmuplations.com/miyajixnakamura/) - In this lengthy interview from the GSLA, the two founders of Chunsoft and Game Arts, Koichi Nakamura and Yoichi Miyaji, share their views on the present state of gaming in 1998 with a focus on RPGs and the ever-expanding, “epic” playtimes that were becoming increasingly common then.
- [Game Designers: The Next Generation (1993)](https://shmuplations.com/nextgen/) - These six developer interviews first appeared in the 5/93 edition of Famicom Tsuushin, in a special feature focused on new up-and-coming game designers (the original tagline was “Move over Horii, Sakaguchi, and Miyamoto! It’s our time now!”). Famicon Tsuushin also adorned each short interview with a photo of the developers at their desks, which I’ve included as well.
- [I made that! – 1991 Developer Interviews](https://shmuplations.com/imadethat/) - From the October 1991 issue of Famitsu Tsuushin magazine comes “I Made That!”, a breezy feature that introduces the names behind a bakers’ dozen of then-popular or trendy games, with a little insight into their creation and game development in general. While the content here is fairly light, it does offer a rare glimpse of certain lesser known personages, such as Yoshihiro Kishimoto (RBI Baseball) and Akihiko Miura (Tetris2 + Bombliss).
- [Legend of Mana – 1999 Developer Interview](https://shmuplations.com/legendofmana/) - This lengthy Legend of Mana interview with both the story and battle teams was originally published in the official Ultimania guide. It covers all aspects of the development, including the art design, music, battle systems, and the unique omnibus story approach taken by the writers.
- [Mystic Ark – 1996 Developer Interview](https://shmuplations.com/mysticark/) - Mystic Ark – 1996 Developer Interview This thoughtful interview with Mystic Ark director Shinji Imada was published in Game Hihyou magazine in 1996. Imada, a former Irem developer, created his own studio “Produce” in 1990, which went on to make a few classic, albeit largely forgotten RPGs for Enix, including Brainlord and Elnard (The 7th
- [Psychic Force – 1996 Developer Interview](https://shmuplations.com/psychicforce/) - In this 1996 interview, several developers describe the inspirations and goals behind the creation of Taito’s free-flying fighting game, Psychic Force.
- [Zone of the Enders: 2nd Runner – 2003 Interview](https://shmuplations.com/zoneofenders/) - The battle before Aumaan Crevasse. —Visually its a great scene, you really feel like you’re one man taking on an army. On the other hand, there’s a danger that sections like that will break the gameplay. You might have players who are confused and don’t know what they’re supposed to do. Kojima: Yeah, that “what
- [Secret of Mana – 1993 Developer Interview](https://shmuplations.com/secretofmana/) - Secret of Mana – 1993 Developer Interview These lengthy Secret of Mana interviews with creators Hiromichi Tanaka and Koichi Ishii were originally published in Hippon Super magazine. The questions cover all aspects of the game, but focus especially on the team’s desire to break the mold of conventional RPG gameplay. The origin and inspiration behind
- [Seiken Densetsu 3 – 1995 Developer Interview](https://shmuplations.com/seikendensetsu3/) - Seiken Densetsu 3 – 1995 Developer Interview This 1995 interview from Famitsu and Family Computer Magazine covers the development of Seiken Densetsu 3, the sequel to the beloved Secret of Mana. Over the course of the discussion, director Tanaka, designer Ishii and composer Kikuta outline their initial concepts for the game’s cast, the realization of
- [Shining Force – 1992 Developer Interviews](https://shmuplations.com/shiningforce/) - Shining Force – 1992 Developer Interviews In these two interviews from Famicom Tsuushin, several members of Sonic! Software Planning and Climax Studios, led by game designer and president Hiroyuki Takahashi, discuss the making of the 1992 Mega Drive strategy-RPG Shining Force, the sequel to dungeon crawler Shining in the Darkness and one of the first
- [Shining Force II – 1993 Developer Interviews](https://shmuplations.com/shiningforceii/) - Shining Force II OST A small aside: Takenouchi graduated with honors from Tokyo School of Arts, but when I first met him, he didn’t mention that at all. Perhaps that’s why, rather than initially seeing him as a talented composer, I was more impressed by his skill and knowledge as a gamer. Later when we
- [Star Ocean: Blue Sphere – 2001 Developer Interview](https://shmuplations.com/bluesphere/) - A short video showing off the Battle System of Blue Sphere. —Was it difficult to realize your vision, when you only had 2 colors to use for all the character art and animation? Ichihashi: Yeah, it was. Takayashiki: For monsters, thankfully, we could use 3 colors. —It was an interesting decision to develop Blue Sphere
- [Star Ocean: The Last Hope – 2009 Developer Interview](https://shmuplations.com/starocean4/) - Star Ocean 4’s impressive CG opening cinematic. The Secrets Behind SO4’s Fascinating Cast of Characters! —Were all the character illustrations drawn by Katsumi Enami? Sawamura: That’s right. We first held an in-house design competition. We had our employees who were good at drawing characters create a number of draft designs, then we created some 3D
- [Success Stories – 1989 Developer Interviews](https://shmuplations.com/success1989/) - Success Stories – 1989 Developer Interviews This “Success Story” feature originally ran in the 3/89 issue of BEEP magazine, and as the name suggests, offered interview profiles of twelve different game designers. It’s light fare overall, but their candid and sometimes critical advice for aspiring game developers makes for some interesting reading now. In addition
- [Fire Emblem – 1990/1994 Developer Interviews](https://shmuplations.com/fireemblem/) - These two Fire Emblem interviews offer a good look at the early games in the series (particularly the original 1990 Famicom game and its 1994 Super Famicom remake). The first interview is a fun “Final Fantasy vs. Fire Emblem” chat between Hironobu Sakaguchi and Shouzou Kaga, in which both creators share their love for each other’s work. The second interview with Kaga focuses purely on the original Famicom game and its conception and design.
- [Kenji Terada – 1988 Developer Interview](https://shmuplations.com/kenjiterada/) - Kenji Terada was a writer who, in addition to his extensive work in 1980s anime, also wrote the stories for Square’s first three Final Fantasy games, Dark Wizard, and Meremanoid, among others.
- [Cosmic Fantasy – 1992 Developer Interview](https://shmuplations.com/cosmicfantasy/) - Cosmic Fantasy is a relatively unknown series of four RPGs by Telnet released for the PC Engine. Kazuhiro Ochi is an animator who tried his hand at game design, though he never made anything past the Cosmic Fantasy series. This short interview covers how Ochi came to Telenet, his design process for Cosmic Fantasy, and some of his thoughts on gaming generally.
- [Fantasy Zone – 2002 Developer Interview](https://shmuplations.com/fantasyzone2/) - 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.
- [Fantasy Zone – 2014 Developer Interview](https://shmuplations.com/fantasyzone/) - Yoji Ishii is one of the luminaries of Sega history, designing and directing early arcade titles like Flicky and Fantasy Zone before moving into a producer role Ristar, Panzer Dragoon, and others. In this interview from STG Gameside, he gives a detailed account of Fantasy Zone's creation and offers a unique view of Sega in the mid-80s: years before the Megadrive, still struggling to compete in the arcade market.
- [Final Fantasy X – 2001 Developer Interviews](https://shmuplations.com/ffx/) - This assortment of Final Fantasy X developer interviews originally appeared in a special edition of V-Jump magazine in 2001. These interviews mainly cover the art and design side of FFX, with a special focus on the novel south asia aesthetic and the new opportunities presented by the PS2 hardware and voice acting. I’ve also included a selection of concept art with accompanying commentary from other designers.
- [Final Fantasy V – 1992 Developer Interview](https://shmuplations.com/ffv/) - In this interview, several key members of Square’s Final Fantasy V development team, including director Hironobu Sakaguchi, composer Nobuo Uematsu and then-fledgling designer Tetsuya Nomura, discuss their ambitions for the game and the challenges faced during production, and their desires to differentiate from and improve upon FFIV. (Though mainly taken from Famicon Tsuushin, portions were collated from brief interviews featured in Dengeki SFC and the GSLA).
- [Final Fantasy VII – 1997 Developer Interviews](https://shmuplations.com/ff7/) - This is a compilation of various Final Fantasy VII interviews from 1997 from Japanese magazine sources like Dengeki Playstation. All kinds of ground is covered, from the origins of the project, the challenges of getting the dev team up to speed with 3D, character design, and more.
- [Final Fantasy XI – 2002 Developer Interview](https://shmuplations.com/ffxi/) - These interviews were salvaged from the GSLA archive, and offer a broad look at the early evolution of Square’s pioneering console MMO Final Fantasy XI from conception to launch and beyond. Naturally, they do not address the game’s continuing legacy: FFXI outlived its own five-year roadmap by over a decade and is still online to this day, with the 2013 expansion pack Seekers of Adoulin bearing the distinction of being the last officially-released Japanese PS2 disc software.
- [Final Fantasy Tactics – 1997 Developer Interview](https://shmuplations.com/fft/) - This Final Fantasy Tactics interview originally appeared in Famitsu. It explores the challenges of designing a SRPG in the Final Fantasy universe, and Matsuno and Itou share the usual design insights and anecdotes.
- [Toaplan Music – Composer Interviews (1987-1992)](https://shmuplations.com/toaplanmusic/) - Fixeight OST by Toshiaki Tomizawa 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
- [Toaplan – 1990 Developer Interview](https://shmuplations.com/toaplan-gamest/) - Toaplan – 1990 Developer Interview This interview was originally featured in Gamest, and later republished in the Toaplan STG Chronicle boxset. It is the only interview (to my knowledge) that features Naoki Ogiwara and Koetsu Iwabuchi, the graphic designers responsible for the influential look of games like Tatsujin. I've also included a few pieces of concept
- [Toaplan  –  1989 Composer Interview](https://shmuplations.com/toaplan-psg/) - Stage 1 music for Same! Same! Same!, Masahiro's most recently composed game at the time of this interview. —Wow, then wasn’t it tough working as sound stuff? Yuge: Yeah, it didn’t go well at first. But with experience, you know, I improved. Uemura: For me, I came to Kyoto because I wanted to do some
- [Toaplan STG Chronicle – 2012 Developer Interviews](https://shmuplations.com/toaplan-chronicle/) - An interview with Yuge and Uemura. —I imagine not having to be told what to do by the distribution companies helped, as well? Yuge: Yeah, they almost never did that. Uemura: And when one of us objected to their requests, we just didn’t do it. (laughs) —With so much control over everything, what aspect of
- [Toaplan STG Chronicle Q&A (2012)](https://shmuplations.com/toaplan-chronicleqa/) - Toaplan STG Chronicle Q&A (2012) This is a companion to the Toaplan STG Chronicle interview that was bundled with the Toaplan STG Chronicle music collection. Its neatly organized by game and presents questions for each Toaplan shmup that Uemura and Yuge worked on. Unfortunately, this means that several of Toaplan’s other great games, like Outzone and
- [Toaplan (Masahiro Yuge) – 2012 Developer Interview](https://shmuplations.com/toaplan-yuge/) - Slap Fight, an early Toaplan classic. —Toaplan’s games are tough, but if you practice enough you can clear them. Yuge: We aimed for a kind of game in which, when a player died and wondered what killed him, he would be able to say to himself “Next time I should do this.” In that regard
- [Toaplan (Tatsuya Uemura) – 2012 Developer Interview](https://shmuplations.com/toaplan-uemura/) - Kyuukyoku Tiger clear in HD. —On the one hand powerups got more spectacular, but you also introduced things like the yellow “penalty” four-way shot item in Kyuukyoku Tiger; was that intentional? Uemura: No, I think there was a way to use that shot to help shoot behind you. Though people ended up saying it was
- [Tomohiro Nishikado – 2000 Developer Interview](https://shmuplations.com/nishikado/) - The “Nagoya Attack” in action. —I understand there was a big copyright problem, with both clones and imitations. Nishikado: Even Nintendo made one, now that you mention it. Though theirs was not an exact copy. —Sega made a Space Invaders knock-off too. Nishikado: I think I played that somewhere. There were three varieties I believe?
- [Toshiya Yamanaka – 2013 Composer Interview](https://shmuplations.com/toshiyayamanaka/) - A sampling of Yamanaka’s new cd. —Right, these songs don’t have that head-on hard rock sound, they’re more jazz tinged. What’s your composing/recording environment looking like these days? Yamanaka: It’s almost all soft synths now. Actually, one of the songs here uses a soft synth I created myself, a real nice sound for melody and
- [Treasure – 1993/1994 Developer Interviews](https://shmuplations.com/treasureroundup/) - Treasure and the Megadrive – Developer Interviews In these interviews from BEEP! Megadrive, the newly-formed studio Treasure promotes their earliest games: the critically-acclaimed run-and-gun Gunstar Heroes, the cult classic platformer Dynamite Headdy, and the forgotten licensed romp McDonalds Treasure Land Adventure. Treasure's craftsmanship was rarely rewarded with commercial success, but they've since become staples of
- [Treasure – 2001 Developer Interview](https://shmuplations.com/treasure/) - STG Weekly takes an in-depth look at both Ikaruga and Radiant Silvergun. —And at the location tests, what has the response to Ikaruga been from those hardcore fans, so far? Maegawa: As with all Treasure games, opinions are divided. It was immediately praised for having beautiful graphics and music. But there were many people who
- [Tsuneki Ikeda – 2004 Developer Interview](https://shmuplations.com/ikeda/) - The later loops of Salamander exhibit the joy of dodging. —Of all the games you’ve ever played, what one do you think deserves the title “masterpiece”? Also, what is the main attraction of STG games for you? Ikeda: Konami’s Salamander. Its visual impact was amazing for the time, the barrage of bullets coming at you
- [Triangle Service – 2013 Developer Interview](https://shmuplations.com/triangleservice/) - STG Weekly covers G-Stream 2020. —I can really see your dedication there. Naoto: Yeah, somehow Fujino had even more vigor and energy for game creation than he has now! Fujino: I sleep well these days, but back then I had a really hard time getting to sleep. I would be lucky to get about 4
- [Turbo Force – 1997 Developer Interview](https://shmuplations.com/turboforce/) - Turbo Force 1CC by Jaimers. If you've enjoyed reading this interview and would like to be able to vote each month on what I translate, please consider supporting me on Patreon! I can't do it without your help!
- [Twinkle Star Sprites – 1996 Developer Interview](https://shmuplations.com/twinklestarsprites/) - Twinkle Star Sprites – 1996 Developer Interview This lengthy interview from Gamest with the ADK developers behind “vs. shooting” classic Twinkle Star Sprites covers all aspects of its design, including the game mechanics, programming, and character design. I’ve also added some concept art which contains extra commentary from designer Fujinomiya. Finally, be sure to check
- [Twinkle Star Sprites x Rival Megagun interview](https://shmuplations.com/tss-megagun/) - The finals from a recent western Twinkle Star Sprites tournament. TSS has maintained a cult following since release and is currently seeing something of a resurgence at fighting game tournaments and gaming conventions outside of Japan. —You were simply looking to add a versus element without discarding the freedom and feel of a ’90s shooting
- [Under Defeat – 2012 Developer Interview](https://shmuplations.com/underdefeat/) - Under Defeat HD score run 4.476.440, by iconoclast. —You also redid all the graphics for these ports in HD, which I imagine was an extra burden? Maruyama: We actually drew the original Under Defeat graphics at a high resolution to begin with, and these ports are a chance for us to show off that work
- [Vagrant Story – 1999 Developer Interviews](https://shmuplations.com/vagrantstory/) - The opening scene for Vagrant Story, which Sakimoto was especially proud of. —I think we can safely call you a “craftsman”, with that level of dedication. And for the music, Sakimoto, did you use any live instruments for Vagrant Story? Sakimoto: For this game, the only time we used live instruments was in the staff
- [Valhellio – 2011 Developer Interview](https://shmuplations.com/valhellio/) - Valhellio Hard mode clear. —I feel there’s a lot of consideration for beginners throughout Valhellio. Nagaura: Yeah. For example, people who have never played STGs often remark that “Something just hit me and I didn’t die?” when they get hit by a bullet. It isn’t immediately apparent that the hit box and character sprite are
- [Valkyrie Profile – 1998 Composer Interview](https://shmuplations.com/valkyrieprofilemusic/) - Motoi performs the battle theme “Mikakunin Shintou Syndrome” from Valkyrie Profile. —Who came up with the song titles? Hatsushiba: Shigeru Ueki, one of the lead programmers, came up with the names. When we made Star Ocean: Second Story, we added a sound mode, but we didn’t include any song names. It became a problem for
- [Valkyrie Profile – 1999 Developer Interview](https://shmuplations.com/valkyrieprofile/) - Valkyrie Profile – 1999 Developer Interview This Valkryie Profile interview with director Yoshiharu Gotanda covers the design, difficulty balance, and origin of the game as a strategy RPG. I have also appended a small portion of another interview with composer Motoi Sakuraba. These interviews were found at the GSLA, a Japanese website that preserves game developer interviews
- [The Characters of Valkyrie Profile](https://shmuplations.com/vpcharacters/) - The Characters of Valkyrie Profile – Developer Interview This lengthy Valkyrie Profile interview with the Tri-Ace staff appeared in the Valkyrie Profile World Guidance mook. It does contain spoilers, so be warned! The questions cover the details of the characters backstories, and also include info on scenarios that were cut or changed. Some of the
- [Valkyrie Profile 2 – 2006 Developer Interview](https://shmuplations.com/valkyrieprofile2/) - “Valkyrie Profile 2 MAD – Manifest Destiny”, the first in a series of famous VP2 combo exhibition videos posted online way back in 2007 (hence the “high-quality” 240p footage). —I’d like to talk about Einherjars next. Suguro: Originally we hadn’t planned to include the Einherjar in this game, since we wanted to focus on the
- [Vampire Savior – 1997 Developer Interview](https://shmuplations.com/vampiresavior/) - Pressing the same-strength punch+kick buttons with a bar of meter stocked activates the Dark Force mode, which temporarily imbues characters with new properties and enhancements; seen here are some corner loops that utilize Felicia’s minion assist, one of the traits available to her with Dark Force activated. —Why are most of the new characters female,
- [Visit to Konami (1987)](https://shmuplations.com/konamivisit/) - A Visit to Konami (1987) 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 quite low-res, unfortunately) pictures. Konami was riding high during these years, which saw the start of
- [V-V – 1993 Developer Interview](https://shmuplations.com/toaplan-vv/) - V-V – 1993 Developer Interview This short interview with the V-V team is notable for two things: it's one of the few known interviews with the later Toaplan developers, and it has young Tsuneki Ikeda of Cave. In a comment about increasing (and slowing down) the bullets, he predicts the danmaku direction Cave would take.
- [What is Game Design? Three Perspectives](https://shmuplations.com/whatisgamedesign/) - Featuring multiple enemies with distinct behaviors, Tajiri’s first game Quinty (aka Mendel Palace) best exemplifies his “game design==rules” philosophy. Take, for example, vs. fighting games. The most basic premise for that genre is “two players fight each other until one is defeated.” A second rule would be “there is a time limit.” Rule 3: “If
- [Wild Guns – 2013 Developer Interview](https://shmuplations.com/wildguns/) - Wild Guns – 2013 Developer Interview In this short interview from STG Gameside #8, Wild Guns creator Shunichi Taniguchi talks about his design ideas and the inspirations behind the game. Wild Guns has since been released as an expanded, 4P version for Steam called "Wild Guns Reloaded". I've also included a few pieces of concept
- [Wolf Team – 1990/1991 Developer Interviews](https://shmuplations.com/wolfteam/) - Granada on the X68000, with MIDI playback. Wolf Team – 1991 Developer Interview Masahiro Akishino – Wolf Team Dev Group #2, Section ChiefMasaaki Uno – Wolf Team Dev Group #2, R&D Assistant Director —Please tell us about your new game, El Viento. Uno: El Viento was created by the same staff that made Granada. Thanks
- [Women and the Famicom – 1991 Special Interview](https://shmuplations.com/womenandthefamicom/) - Women and the Famicom – 1991 Special Interview In this breezy discussion 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
- [Women of Game Design – 1990 Developer Interview](https://shmuplations.com/womenofgamedesign/) - The Women of Game Design – 1990 Developer Interview This questionnaire-style interview was originally featured in the 10/90 edition of BEEP! Megadrive magazine. It’s both a fascinating cultural snapshot of the early video game industry in Japan, as well as a nice introduction to some of the “unknown soldiers” of game design, including women involved
- [Xexex – 1993 Developer Interview](https://shmuplations.com/xexex/) - Xexex – 1993 Developer Interview This very short Xexex blurb was something I translated as part of the series of Gradius interviews I did for shmupforums a few years back. Xexex is a great game, but this is honestly just barely worthy of inclusion in the archive on its own. In the future I'll probably
- [Yasumi Matsuno x Hideo Kojima (1999)](https://shmuplations.com/matsunoxkojima/) - Yasumi Matsuno x Hideo Kojima – 1999 Developer Interview 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
- [Yasumi Matsuno x Shigeru Miyamoto (2003)](https://shmuplations.com/matsunoxmiyamoto/) - Yasumi Matsuno x Shigeru Miyamoto – 2003 Developer Interview In this lengthy interview from the GSLA, Shigeru Miyamoto and Yasumi Matsuno discuss the challenges of being a producer and leading a large team. In between such managerial musings, Matsuno talks a bit about the making of Final Fantasy Tactics Advance, and Miyamoto shares some characteristic
- [Yasunori Mitsuda – 2000 Developer Interview](https://shmuplations.com/yasunorimitsuda2/) - Mitsuda’s early mentor Norihiko Yamanuki also composed the incredible (and underrated) music for the 7th Saga, aka Elnard in Japan. He didn’t continue writing video game music after this, and this is the only interview I’ve ever encountered that contains firsthand information about him. —Was the interviewer surprised by your response? Mitsuda: They probably thought
- [Yasunori Mitsuda – 2003 Composer Interview](https://shmuplations.com/yasunorimitsuda/) - Mitsuda has often expressed his love for the music of Radical Dreamers, despite how quickly it was completed. —Do you ever listen to the music for Radical Dreamers anymore? Mitsuda: Ah, that game is quite famous isn’t it. (laughs) I wrote the music in about three months, but I think it came out really well!
- [Ys IV – 1993 Developer Interviews](https://shmuplations.com/ysiv/) - The “EscherSpace” dungeon. —When did you do the voice recording work for Ys IV? Itou: During the summer. Nagayama: It ended up only taking two days. It was amazing though, that super enthusiastic recording from one of the members of the Clan of Darkness: “bukkoroshite yaru yo!” (I’LL &!*^!% KILL YOU!) Itou: Yeah, but then
- [Yoshio Kiya – 1987 Developer Interview](https://shmuplations.com/yoshiokiya/) - A look at the original Sorcerian for the PC-88. —By the way, what is your process when making a game? Kiya: I first get a very clear idea about the core of the game, and create that. After that I let my mind run free, adding as many ideas and inspirations into the game as
- [Yukio Takahashi – 2007 Developer Interview](https://shmuplations.com/yukiotakahashi/) - In 2015 DiGRA Japan held a 30th Anniversary Event for Baraduke, featuring Yukio Takahashi, programmer Yoshihiro Kishimoto, and composer Yuriko Keino. It’s all in Japanese, but is chock full of insight into Baraduke’s development (if there’s interest, I may try and subtitle it in the future). If you've enjoyed reading this interview and would like
- [Yukio Kaneoka – 1985 Developer Interview](https://shmuplations.com/yukiokaneoka/) - Kaneoka’s music for Donkey Kong Jr. —Finally, please tell us what kind of dreams you have for the future. Kaneoka: As for what I want console games to aspire to, one possibility would be animated movies. But I think the big difference between an animated feature and a game is that in the game, you
- [Zuntata – 2009 Composer Interview](https://shmuplations.com/zuntata/) - Visionnerz from Darius Gaiden. —The first Darius was loaded with Body Sonic160 which had an enormous impact. How did you compose for it? Ogura: The soundboard for Darius was special. It was made of two FM sound chips that each could produce three sounds. Each chip was turned into data after the three sounds were
- [Creating the 3DO – 1994 Developer Interview](https://shmuplations.com/3do/) - 3DO Japanese Commercial. 1994 Forecast (from a “1994 Game CEO” Feature in Famicon Tsuushin) Kodama: Originally, it was mainly the 8-10 age group that enjoyed video games. But its been 10 years since home console video games made their debut, so that age group has splintered, and naturally, with this splintering has come a diversification
- [Koichi Sugiyama – 1988 Developer Interview](https://shmuplations.com/sugiyama/) - A great video comparing several different Space Invaders “clones” from the late 70s/early 80s. Sugiyama: You must have maintained decent grades. If you had been held back, I bet it would have been blamed on video games. Tajiri: My grades were in the upper half of my class. I mean, they weren’t amazing or anything,
- [Puyo Puyo Tsu – 1995 Developer Interview](https://shmuplations.com/puyopuyotsu/) - Taken from Studio Bent’s All About Puyo Puyo Tsu book, this long interview saw director Kengo Morita, assistant programmer Yasutoshi Akiyama and designers Sonchou Sawa and Aya Shimazaki discussing the creation of Puyo Puyo Tsu, the second arcade entry in Compile’s wildly popular and influential falling-block puzzle game series. Their discussion covers the sequel’s many iterative additions, the selection of the game’s wide cast of characters, the series’ reception overseas, and much more.
- [Front Mission: Gun Hazard – 1996 Developer Interview](https://shmuplations.com/gunhazard/) - These Front Mission: Gun Hazard interviews originally appeared in Famicom Tsuushin magazine and two aftermarket Japanese strategy guides. Led by Assault Suits Valken director Hideo Suzuki, the Omiya Soft team covers the usual ground of character design, story, and gameplay, but also finds time for some silly-but-practical digressions into cooking and dishes.
- [Abarenbou Tengu – 2013 Developer Interview](https://shmuplations.com/zombienation/) - The creative Abarenbou Tengu OST has many hidden gems, but my personal favorite is the staff roll tune “Love & Peace.” —Slightly off-topic, but speaking of soundtracks… if you play Heiankyo Alien head-to-head with the link cable, the second player hears a different song. That was totally novel for the time. Ohkubo: Ah, you’re making
- [Masayuki Uemura – The Creator of the Famicom](https://shmuplations.com/masayukiuemura/) - This interview with Nintendo engineer Masayuki Uemura, who passed away earlier this month at the age of 78, was originally featured in Used Games in 2000.
- [Masayasu Yamamoto – 2007 Developer Interview](https://shmuplations.com/valis/) - This interview with Nihon Telnet programmer Masayasu Yamamoto covers his work with the Valis series and other Japanese computer games from the 80s and 90s.
- [Radiant Historia – 2011 Developer Interview](https://shmuplations.com/radianthistoria/) - This lengthy interview with three key members of the development team takes an in-depth look at the conception, design, and story of Radiant Historia.

## Pages

- [home](https://shmuplations.com/) - shmuplations.com is a repository of Japanese game developer translations, covering primarily older arcade and console games from the 80s, 90s, and beyond.
- [patreonlist](https://shmuplations.com/patreonlist/) - Translation Backlog Index The list below comprises all the materials I currently have available for translation. By default, this index of interviews is arranged alphabetically by interview title. Please use the Search function on the right to filter for a specific interview, developer, or game. You may also sort the rows by interview, developer, game,
- [archive](https://shmuplations.com/archive/) - 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 1994 Game Developers – Interview Collection December 11, 2021 Enix; Square; Nintendo; Chunsoft; Yuji Horii; Hironobu Sakaguchi; Shigeru Miyamoto; Satoru Iwata; Shigesato Itoi; Koichi Sugiyama; Nobuo Uematsu;
- [testarc](https://shmuplations.com/testarc/) - 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 1994 Game Developers – Interview Collection December 11, 2021 Enix; Square; Nintendo; Chunsoft; Yuji Horii; Hironobu Sakaguchi; Shigeru Miyamoto; Satoru Iwata; Shigesato Itoi; Koichi Sugiyama; Nobuo Uematsu;
- [about](https://shmuplations.com/about/) - Have a question/comment? shmuplations@protonmail.com orblackoak @shmupforums ortwitter @shmuplations 日本語でもどうぞ ! I take commissions and sometimes do interesting requests for free, so don’t be shy! Also, although I proofread these articles, I appreciate any corrections you (hopefully do not) find. shmuplations.com began as an outgrowth of the translations I started doing for shmupsforum in April 2012. I had only
- [commissions](https://shmuplations.com/commissions/) - I am available for commissioned translations, be it for commercial or private use, at very reasonable rates. The exact price depends on the size and difficulty of the project, but for private individuals or those with limited budgets, I usually charge well below market rates. Contact me for more info! Here is a sample of
- [home2](https://shmuplations.com/home2/) - Look at all the hidden treasure just waiting to be translated! ;) King’s Field – 2001 Developer Interview February 17, 2026 Esprade – 2010 Developer Interview February 10, 2026 Magic Sword – 1990 Developer Commentary January 20, 2026 Square – 1985 Developer Interview January 20, 2026 Chibi-Robo! – 2005 Developer Interview January 20, 2026 Yuji
- [games](https://shmuplations.com/games/) - Title Year Heroes - 1996 Developer Interview Treasure / Tetsuhiko "HAN" Kikuchi / Guardian Heroes / 1996 Guerilla War, and The SNK Golden Age SNK / Koji Obada / TANK; Ikari Warriors; Guerilla War / 2001 Masanori Oe; Manabu Takimoto; Yuzo Koshiro; Eigo Kasahara [...] Takenobu Mitsuyoshi / Shenmue / 2000 Masato Kimura; Hajime Yajina;
- [hometest](https://shmuplations.com/hometest/) - Look at all the hidden treasure just waiting to be translated! ;) King’s Field – 2001 Developer Interview February 17, 2026 Esprade – 2010 Developer Interview February 10, 2026 Magic Sword – 1990 Developer Commentary January 20, 2026 Square – 1985 Developer Interview January 20, 2026 Chibi-Robo! – 2005 Developer Interview January 20, 2026 Yuji
- [ctest2](https://shmuplations.com/ctest2/) - shmuplations grid redo Endings Masaya / N/A [story] / Ai Cho Aniki / 1995 Hitoshi Sakimoto; Manabu Namiki; Masaharu Iwata; Mitsuhiro Kaneda; Noriyuki Kamikura; Yoshimi Kudo / Various / 2010 [superplayer] / Battle Garegga / 2001 Ibara; Pink Sweets / 2010 Ibara; Pink Sweets / 2010 [superplayer] / Dodonpachi Daioujou / 2010 [superplayer] / Dodonpachi
- [testing-carousel](https://shmuplations.com/testing-carousel/) - 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 “shmuplations”, 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

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- [Treasure](https://shmuplations.com/archive/?/treasure/)
- [Bangai-O](https://shmuplations.com/archive/?/bangai-o/)
- [Mitsuru Yaida](https://shmuplations.com/archive/?/mitsuru-yaida/)
- [Koichi Kimura](https://shmuplations.com/archive/?/koichi-kimura/)
- [Masato Maegawa](https://shmuplations.com/archive/?/masato-maegawa/)
- [Final Fantasy X](https://shmuplations.com/archive/?/final-fantasy-x/)
- [Tetsuya Nomura](https://shmuplations.com/archive/?/tetsuya-nomura/)
- [Kazushige Nojima](https://shmuplations.com/archive/?/kazushige-nojima/)
- [Yusuke Naora](https://shmuplations.com/archive/?/yusuke-naora/)
- [Nobuo Uematsu](https://shmuplations.com/archive/?/nobuo-uematsu/)
- [Square](https://shmuplations.com/archive/?/square/)
- [Hideo Suzuki](https://shmuplations.com/archive/?/hideo-suzuki/)
- [Yasuyuki Maeda](https://shmuplations.com/archive/?/yasuyuki-maeda/)
- [Tomoharu Saitou](https://shmuplations.com/archive/?/tomoharu-saitou/)
- [Takayuki Jingu](https://shmuplations.com/archive/?/takayuki-jingu/)
- [Front Mission](https://shmuplations.com/archive/?/front-mission/)
- [Omiya Soft](https://shmuplations.com/archive/?/omiya-soft/)
- [Namco](https://shmuplations.com/archive/?/namco/)
- [Masanori Kato](https://shmuplations.com/archive/?/masanori-kato/)
- [Naoto Kumagai](https://shmuplations.com/archive/?/naoto-kumagai/)
- [Hiroyuki Onoda](https://shmuplations.com/archive/?/hiroyuki-onoda/)
- [Mamoru Takahashi](https://shmuplations.com/archive/?/mamoru-takahashi/)
- [Koichiro Maeda](https://shmuplations.com/archive/?/koichiro-maeda/)
- [Takaaki Okuda](https://shmuplations.com/archive/?/takaaki-okuda/)
- [Time Crisis](https://shmuplations.com/archive/?/time-crisis/)
- [Camelot](https://shmuplations.com/archive/?/camelot/)
- [Nintendo](https://shmuplations.com/archive/?/nintendo/)
- [Hiroyuki Takahashi](https://shmuplations.com/archive/?/hiroyuki-takahashi/)
- [Shugo Takahashi](https://shmuplations.com/archive/?/shugo-takahashi/)
- [Toshiharu Izuno](https://shmuplations.com/archive/?/toshiharu-izuno/)
- [Golden Sun](https://shmuplations.com/archive/?/golden-sun/)
- [Capcom](https://shmuplations.com/archive/?/capcom/)
- [Yoshiki Okamoto](https://shmuplations.com/archive/?/yoshiki-okamoto/)
- [Akira Nishitani](https://shmuplations.com/archive/?/akira-nishitani/)
- [Shinichi Ueyama](https://shmuplations.com/archive/?/shinichi-ueyama/)
- [Yoko Shimomura](https://shmuplations.com/archive/?/yoko-shimomura/)
- [Street Fighter II](https://shmuplations.com/archive/?/street-fighter-ii/)
- [Yasunori Mitsuda](https://shmuplations.com/archive/?/yasunori-mitsuda/)
- [Compile](https://shmuplations.com/archive/?/compile/)
- [Kengo Morita](https://shmuplations.com/archive/?/kengo-morita/)
- [Yasutoshi Akiyama](https://shmuplations.com/archive/?/yasutoshi-akiyama/)
- [Sonchou Sawa](https://shmuplations.com/archive/?/sonchou-sawa/)
- [Aya Shimazaki](https://shmuplations.com/archive/?/aya-shimazaki/)
- [Puyo Puyo Tsu](https://shmuplations.com/archive/?/puyo-puyo-tsu/)
- [Enix](https://shmuplations.com/archive/?/enix/)
- [Satoshi Tajiri](https://shmuplations.com/archive/?/satoshi-tajiri/)
- [Quinty](https://shmuplations.com/archive/?/quinty/)
- [Dragon Quest](https://shmuplations.com/archive/?/dragon-quest/)
- [Nextech](https://shmuplations.com/archive/?/nextech/)
- [Quintet](https://shmuplations.com/archive/?/quintet/)
- [Sega](https://shmuplations.com/archive/?/sega/)
- [Alfa System](https://shmuplations.com/archive/?/alfa-system/)
- [Yayoi Onda](https://shmuplations.com/archive/?/yayoi-onda/)
- [Tomoyoshi Miyazaki](https://shmuplations.com/archive/?/tomoyoshi-miyazaki/)
- [Masaya Hashimoto](https://shmuplations.com/archive/?/masaya-hashimoto/)
- [Yukihide Takekawa](https://shmuplations.com/archive/?/yukihide-takekawa/)
- [Hironobu Sakaguchi](https://shmuplations.com/archive/?/hironobu-sakaguchi/)
- [Makoto Ogino](https://shmuplations.com/archive/?/makoto-ogino/)
- [Crusaders of Centy](https://shmuplations.com/archive/?/crusaders-of-centy/)
- [Soul Blazer](https://shmuplations.com/archive/?/soul-blazer/)
- [Final Fantasy III](https://shmuplations.com/archive/?/final-fantasy-iii/)
- [King Colossus](https://shmuplations.com/archive/?/king-colossus/)
- [Emerald Dragon](https://shmuplations.com/archive/?/emerald-dragon/)
- [Tatsuya Nakae](https://shmuplations.com/archive/?/tatsuya-nakae/)
- [Yoshihiro Sudo](https://shmuplations.com/archive/?/yoshihiro-sudo/)
- [Shun Nishigaki](https://shmuplations.com/archive/?/shun-nishigaki/)
- [Tatsuro Suzuki](https://shmuplations.com/archive/?/tatsuro-suzuki/)
- [Hiroaki Kondo](https://shmuplations.com/archive/?/hiroaki-kondo/)
- [Yoichiro Ikeda](https://shmuplations.com/archive/?/yoichiro-ikeda/)
- [19XX](https://shmuplations.com/archive/?/19xx/)
- [Nichibutsu](https://shmuplations.com/archive/?/nichibutsu/)
- [SNK](https://shmuplations.com/archive/?/snk/)
- [Ayako Mori](https://shmuplations.com/archive/?/ayako-mori/)
- [Kenji Yoshida](https://shmuplations.com/archive/?/kenji-yoshida/)
- [Hiroshi Tsuji](https://shmuplations.com/archive/?/hiroshi-tsuji/)
- [Kasatoshi Yoshino](https://shmuplations.com/archive/?/kasatoshi-yoshino/)
- [ASO](https://shmuplations.com/archive/?/aso/)
- [Gunsmoke](https://shmuplations.com/archive/?/gunsmoke/)
- [Super Mario Bros](https://shmuplations.com/archive/?/super-mario-bros/)
- [Koei](https://shmuplations.com/archive/?/koei/)
- [Chunsoft](https://shmuplations.com/archive/?/chunsoft/)
- [Hudson](https://shmuplations.com/archive/?/hudson/)
- [HAL](https://shmuplations.com/archive/?/hal/)
- [Irem](https://shmuplations.com/archive/?/irem/)
- [UPL](https://shmuplations.com/archive/?/upl/)
- [Game Arts](https://shmuplations.com/archive/?/game-arts/)
- [Nihon Falcom](https://shmuplations.com/archive/?/nihon-falcom/)
- [Sunsoft](https://shmuplations.com/archive/?/sunsoft/)
- [Jaleco](https://shmuplations.com/archive/?/jaleco/)
- [Hot-B](https://shmuplations.com/archive/?/hot-b/)
- [Yuji Horii](https://shmuplations.com/archive/?/yuji-horii/)
- [Shigeru Miyamoto](https://shmuplations.com/archive/?/shigeru-miyamoto/)
- [Satoru Iwata](https://shmuplations.com/archive/?/satoru-iwata/)
- [Shigesato Itoi](https://shmuplations.com/archive/?/shigesato-itoi/)
- [HIroshi Miyaoka](https://shmuplations.com/archive/?/hiroshi-miyaoka/)
- [Kan Naitou](https://shmuplations.com/archive/?/kan-naitou/)
- [Shuji Aizawa](https://shmuplations.com/archive/?/shuji-aizawa/)
- [F-ZERO](https://shmuplations.com/archive/?/f-zero/)
- [Final Fantasy](https://shmuplations.com/archive/?/final-fantasy/)
- [Mother](https://shmuplations.com/archive/?/mother/)
- [Atsushi Inaba](https://shmuplations.com/archive/?/atsushi-inaba/)
- [Hideo Kojima](https://shmuplations.com/archive/?/hideo-kojima/)
- [Shinji Mikami](https://shmuplations.com/archive/?/shinji-mikami/)
- [Shu Takumi](https://shmuplations.com/archive/?/shu-takumi/)
- [Ace Attorney](https://shmuplations.com/archive/?/ace-attorney/)
- [ADK](https://shmuplations.com/archive/?/adk/)
- [Akira Ushizawa](https://shmuplations.com/archive/?/akira-ushizawa/)
- [Kenji Sawatari](https://shmuplations.com/archive/?/kenji-sawatari/)
- [Ninja Commando](https://shmuplations.com/archive/?/ninja-commando/)
- [Ninja Masters](https://shmuplations.com/archive/?/ninja-masters/)
- [Magician Lord](https://shmuplations.com/archive/?/magician-lord/)
- [World Heroes](https://shmuplations.com/archive/?/world-heroes/)
- [Ninja Combat](https://shmuplations.com/archive/?/ninja-combat/)
- [Hiroshi Kawaguchi](https://shmuplations.com/archive/?/hiroshi-kawaguchi/)
- [Satoshi Mifune](https://shmuplations.com/archive/?/satoshi-mifune/)
- [Yu Suzuki](https://shmuplations.com/archive/?/yu-suzuki/)
- [After Burner](https://shmuplations.com/archive/?/after-burner/)
- [Masaya](https://shmuplations.com/archive/?/masaya/)
- [Ai Cho Aniki](https://shmuplations.com/archive/?/ai-cho-aniki/)
- [Endless Shirafu](https://shmuplations.com/archive/?/endless-shirafu/)
- [Nicolai](https://shmuplations.com/archive/?/nicolai/)
- [hart](https://shmuplations.com/archive/?/hart/)
- [LuCK](https://shmuplations.com/archive/?/luck/)
- [Akashicverse](https://shmuplations.com/archive/?/akashicverse/)
- [Akira Yasuda](https://shmuplations.com/archive/?/akira-yasuda/)
- [Sidearms](https://shmuplations.com/archive/?/sidearms/)
- [Forgotten Worlds](https://shmuplations.com/archive/?/forgotten-worlds/)
- [Final Fight](https://shmuplations.com/archive/?/final-fight/)
- [Konami](https://shmuplations.com/archive/?/konami/)
- [Hideo Ueda](https://shmuplations.com/archive/?/hideo-ueda/)
- [Hiroshi Kobayashi](https://shmuplations.com/archive/?/hiroshi-kobayashi/)
- [Hiroyuki Itou](https://shmuplations.com/archive/?/hiroyuki-itou/)
- [Manabu Furuya](https://shmuplations.com/archive/?/manabu-furuya/)
- [Tsunenari Yada](https://shmuplations.com/archive/?/tsunenari-yada/)
- [Akumajou Dracula x68000](https://shmuplations.com/archive/?/akumajou-dracula-x68000/)
- [Castlevania Chronicles](https://shmuplations.com/archive/?/castlevania-chronicles/)
- [Kotaro Hayashida](https://shmuplations.com/archive/?/kotaro-hayashida/)
- [Alex Kidd in Miracle World](https://shmuplations.com/archive/?/alex-kidd-in-miracle-world/)
- [Hideyuki Suganami](https://shmuplations.com/archive/?/hideyuki-suganami/)
- [Alien Soldier](https://shmuplations.com/archive/?/alien-soldier/)
- [Gainax](https://shmuplations.com/archive/?/gainax/)
- [Yoshimi Kanda](https://shmuplations.com/archive/?/yoshimi-kanda/)
- [Hajime Satou](https://shmuplations.com/archive/?/hajime-satou/)
- [Satoshi Uesaka](https://shmuplations.com/archive/?/satoshi-uesaka/)
- [Alisia Dragoon](https://shmuplations.com/archive/?/alisia-dragoon/)
- [Matrix Software](https://shmuplations.com/archive/?/matrix-software/)
- [Yoshitaka Tamaki](https://shmuplations.com/archive/?/yoshitaka-tamaki/)
- [Ichirou Tezuka](https://shmuplations.com/archive/?/ichirou-tezuka/)
- [Kouhei Tanaka](https://shmuplations.com/archive/?/kouhei-tanaka/)
- [Yasuhiro Ohori](https://shmuplations.com/archive/?/yasuhiro-ohori/)
- [Takahiro Kondo](https://shmuplations.com/archive/?/takahiro-kondo/)
- [Alundra](https://shmuplations.com/archive/?/alundra/)
- [Alundra 2](https://shmuplations.com/archive/?/alundra-2/)
- [Hisashi Nogami](https://shmuplations.com/archive/?/hisashi-nogami/)
- [Katsuya Eguchi](https://shmuplations.com/archive/?/katsuya-eguchi/)
- [Kazumi Totaka](https://shmuplations.com/archive/?/kazumi-totaka/)
- [Taro Bando](https://shmuplations.com/archive/?/taro-bando/)
- [Animal Crossing](https://shmuplations.com/archive/?/animal-crossing/)
- [Raizing](https://shmuplations.com/archive/?/raizing/)
- [Armed Police Batrider](https://shmuplations.com/archive/?/armed-police-batrider/)
- [Artdink](https://shmuplations.com/archive/?/artdink/)
- [Kumi Yasukawa](https://shmuplations.com/archive/?/kumi-yasukawa/)
- [Tatsuo Nagahama](https://shmuplations.com/archive/?/tatsuo-nagahama/)
- [A-ressha de ikou!](https://shmuplations.com/archive/?/a-ressha-de-ikou-2/)
- [Art of Fighting](https://shmuplations.com/archive/?/art-of-fighting/)
- [Art of Fighting 2](https://shmuplations.com/archive/?/art-of-fighting-2/)
- [Kou Satou](https://shmuplations.com/archive/?/kou-satou/)
- [Keisuke Tadakuma](https://shmuplations.com/archive/?/keisuke-tadakuma/)
- [Assault Suits Valken](https://shmuplations.com/archive/?/assault-suits-valken/)
- [Masanao Akahori](https://shmuplations.com/archive/?/masanao-akahori/)
- [Athena](https://shmuplations.com/archive/?/athena/)
- [Psycho Soldier](https://shmuplations.com/archive/?/psycho-soldier/)
- [Takahide Saitou](https://shmuplations.com/archive/?/takahide-saitou/)
- [Yukihiro Kawano](https://shmuplations.com/archive/?/yukihiro-kawano/)
- [Basiscape](https://shmuplations.com/archive/?/basiscape/)
- [Azusa Chiba](https://shmuplations.com/archive/?/azusa-chiba/)
- [Kimihiro Abe](https://shmuplations.com/archive/?/kimihiro-abe/)
- [Hitoshi Sakimoto](https://shmuplations.com/archive/?/hitoshi-sakimoto/)
- [Manabu Namiki](https://shmuplations.com/archive/?/manabu-namiki/)
- [Masaharu Iwata](https://shmuplations.com/archive/?/masaharu-iwata/)
- [Mitsuhiro Kaneda](https://shmuplations.com/archive/?/mitsuhiro-kaneda/)
- [Noriyuki Kamikura](https://shmuplations.com/archive/?/noriyuki-kamikura/)
- [Yoshimi Kudo](https://shmuplations.com/archive/?/yoshimi-kudo/)
- [Masato Ishizaki](https://shmuplations.com/archive/?/masato-ishizaki/)
- [Michiru Kawai](https://shmuplations.com/archive/?/michiru-kawai/)
- [Atsushi Yamazaki](https://shmuplations.com/archive/?/atsushi-yamazaki/)
- [Battle Bird](https://shmuplations.com/archive/?/battle-bird/)
- [Vic Tokai](https://shmuplations.com/archive/?/vic-tokai/)
- [Takayan](https://shmuplations.com/archive/?/takayan/)
- [Battle Mania](https://shmuplations.com/archive/?/battle-mania/)
- [Battle Garegga](https://shmuplations.com/archive/?/battle-garegga/)
- [Ayako Saso](https://shmuplations.com/archive/?/ayako-saso/)
- [Takayuki Aihara](https://shmuplations.com/archive/?/takayuki-aihara/)
- [Kenichi Koyano](https://shmuplations.com/archive/?/kenichi-koyano/)
- [Shinji Hosoe](https://shmuplations.com/archive/?/shinji-hosoe/)
- [Hayato Matsuo](https://shmuplations.com/archive/?/hayato-matsuo/)
- [yumekobo](https://shmuplations.com/archive/?/yumekobo/)
- [Michio Sato](https://shmuplations.com/archive/?/michio-sato/)
- [Daikichi](https://shmuplations.com/archive/?/daikichi/)
- [Blazing Star](https://shmuplations.com/archive/?/blazing-star/)
- [Pulstar](https://shmuplations.com/archive/?/pulstar/)
- [Inti Creates](https://shmuplations.com/archive/?/inti-creates/)
- [Koji Igarashi](https://shmuplations.com/archive/?/koji-igarashi/)
- [Tokimeki Memorial](https://shmuplations.com/archive/?/tokimeki-memorial/)
- [Bloodstained](https://shmuplations.com/archive/?/bloodstained/)
- [Kenji Fukuya](https://shmuplations.com/archive/?/kenji-fukuya/)
- [Bloody Roar](https://shmuplations.com/archive/?/bloody-roar/)
- [Climax Graphics](https://shmuplations.com/archive/?/climax-graphics/)
- [Shinya Nishigaki](https://shmuplations.com/archive/?/shinya-nishigaki/)
- [Tomoaki Ogawa](https://shmuplations.com/archive/?/tomoaki-ogawa/)
- [Yuichirou Yokoyama](https://shmuplations.com/archive/?/yuichirou-yokoyama/)
- [Toshihiko Sahashi](https://shmuplations.com/archive/?/toshihiko-sahashi/)
- [Blue Stinger](https://shmuplations.com/archive/?/blue-stinger/)
- [Yoshinori Takenaka](https://shmuplations.com/archive/?/yoshinori-takenaka/)
- [Hironobu Takenaka](https://shmuplations.com/archive/?/hironobu-takenaka/)
- [Makoto Ikehara](https://shmuplations.com/archive/?/makoto-ikehara/)
- [Tatsuya Yoshikawa](https://shmuplations.com/archive/?/tatsuya-yoshikawa/)
- [Tatsuya Kitabayashi](https://shmuplations.com/archive/?/tatsuya-kitabayashi/)
- [Breath of Fire III](https://shmuplations.com/archive/?/breath-of-fire-iii/)
- [Boktai](https://shmuplations.com/archive/?/boktai/)
- [Metal Gear](https://shmuplations.com/archive/?/metal-gear/)
- [MOSS](https://shmuplations.com/archive/?/moss/)
- [Hoshino Hitoshi](https://shmuplations.com/archive/?/hoshino-hitoshi/)
- [Caladrius](https://shmuplations.com/archive/?/caladrius/)
- [Noritaka Funamizu](https://shmuplations.com/archive/?/noritaka-funamizu/)
- [Area 88](https://shmuplations.com/archive/?/area-88/)
- [Tenchi wo Kurau](https://shmuplations.com/archive/?/tenchi-wo-kurau/)
- [Kenzo Tsujimoto](https://shmuplations.com/archive/?/kenzo-tsujimoto/)
- [Kinu Nishimura](https://shmuplations.com/archive/?/kinu-nishimura/)
- [Shoei Okano](https://shmuplations.com/archive/?/shoei-okano/)
- [Haruki Suetsugu](https://shmuplations.com/archive/?/haruki-suetsugu/)
- [Bengus](https://shmuplations.com/archive/?/bengus/)
- [Hitoshi Akamatsu](https://shmuplations.com/archive/?/hitoshi-akamatsu/)
- [Castlevania](https://shmuplations.com/archive/?/castlevania/)
- [Castlevania II](https://shmuplations.com/archive/?/castlevania-ii/)
- [Castlevania III](https://shmuplations.com/archive/?/castlevania-iii/)
- [Junichi Murakami](https://shmuplations.com/archive/?/junichi-murakami/)
- [Shutaro Iida](https://shmuplations.com/archive/?/shutaro-iida/)
- [Hiroto Yamaguchi](https://shmuplations.com/archive/?/hiroto-yamaguchi/)
- [Soshiro Hokkai](https://shmuplations.com/archive/?/soshiro-hokkai/)
- [Aria of Sorrow](https://shmuplations.com/archive/?/aria-of-sorrow/)
- [Symphony of the Night](https://shmuplations.com/archive/?/symphony-of-the-night/)
- [Toshiki Yamamura](https://shmuplations.com/archive/?/toshiki-yamamura/)
- [Michiru Yamane](https://shmuplations.com/archive/?/michiru-yamane/)
- [Teisaku Seki](https://shmuplations.com/archive/?/teisaku-seki/)
- [Castlevania Bloodlines](https://shmuplations.com/archive/?/castlevania-bloodlines/)
- [Takashi Takeda](https://shmuplations.com/archive/?/takashi-takeda/)
- [Castlevania Harmony of Dissonance](https://shmuplations.com/archive/?/castlevania-harmony-of-dissonance/)
- [Akira Souji](https://shmuplations.com/archive/?/akira-souji/)
- [Keizo Nakamura](https://shmuplations.com/archive/?/keizo-nakamura/)
- [Motoaki Furukawa](https://shmuplations.com/archive/?/motoaki-furukawa/)
- [Kouji Yamada](https://shmuplations.com/archive/?/kouji-yamada/)
- [Reika Bando](https://shmuplations.com/archive/?/reika-bando/)
- [Toshiharu Furukawa](https://shmuplations.com/archive/?/toshiharu-furukawa/)
- [Castlevania Rondo of Blood](https://shmuplations.com/archive/?/castlevania-rondo-of-blood/)
- [Nyajiou](https://shmuplations.com/archive/?/nyajiou/)
- [Toru Hagihara](https://shmuplations.com/archive/?/toru-hagihara/)
- [Toshihiro Furukawa](https://shmuplations.com/archive/?/toshihiro-furukawa/)
- [Cave](https://shmuplations.com/archive/?/cave/)
- [Tsuneki Ikeda](https://shmuplations.com/archive/?/tsuneki-ikeda/)
- [Dodonpachi](https://shmuplations.com/archive/?/dodonpachi/)
- [Esp.Ra.De](https://shmuplations.com/archive/?/esp-ra-de/)
- [Guwange](https://shmuplations.com/archive/?/guwange/)
- [Mushihimesama](https://shmuplations.com/archive/?/mushihimesama/)
- [Ibara](https://shmuplations.com/archive/?/ibara/)
- [Pink Sweets](https://shmuplations.com/archive/?/pink-sweets/)
- [Makoto Asada](https://shmuplations.com/archive/?/makoto-asada/)
- [Junya Inoue](https://shmuplations.com/archive/?/junya-inoue/)
- [Takashi Ichimura](https://shmuplations.com/archive/?/takashi-ichimura/)
- [Hiroyuki Tanaka](https://shmuplations.com/archive/?/hiroyuki-tanaka/)
- [Shinobu Yagawa](https://shmuplations.com/archive/?/shinobu-yagawa/)
- [Hideki Nomura](https://shmuplations.com/archive/?/hideki-nomura/)
- [Akira Wakabayashi](https://shmuplations.com/archive/?/akira-wakabayashi/)
- [Esprade](https://shmuplations.com/archive/?/esprade/)
- [Neverland](https://shmuplations.com/archive/?/neverland/)
- [Taito](https://shmuplations.com/archive/?/taito/)
- [Junichi Kashiwagi](https://shmuplations.com/archive/?/junichi-kashiwagi/)
- [Chaos Seed](https://shmuplations.com/archive/?/chaos-seed/)
- [New Corp](https://shmuplations.com/archive/?/new-corp/)
- [Narushima Yasuyuki](https://shmuplations.com/archive/?/narushima-yasuyuki/)
- [Yamaki Katsuyoshi](https://shmuplations.com/archive/?/yamaki-katsuyoshi/)
- [Aoyagi Ryuta](https://shmuplations.com/archive/?/aoyagi-ryuta/)
- [Chippoke Ralph](https://shmuplations.com/archive/?/chippoke-ralph/)
- [Kouji Hayama](https://shmuplations.com/archive/?/kouji-hayama/)
- [Cho Aniki](https://shmuplations.com/archive/?/cho-aniki/)
- [famibe no yosshin](https://shmuplations.com/archive/?/famibe-no-yosshin/)
- [ChoRenSha68k](https://shmuplations.com/archive/?/chorensha68k/)
- [Kenji Kataoka](https://shmuplations.com/archive/?/kenji-kataoka/)
- [Tower of Doom](https://shmuplations.com/archive/?/tower-of-doom/)
- [Shadow over Mystara](https://shmuplations.com/archive/?/shadow-over-mystara/)
- [Kazuhiko Aoki](https://shmuplations.com/archive/?/kazuhiko-aoki/)
- [Yoshinori Kitase](https://shmuplations.com/archive/?/yoshinori-kitase/)
- [Takashi Tokita](https://shmuplations.com/archive/?/takashi-tokita/)
- [Shinichiro Hamasaka](https://shmuplations.com/archive/?/shinichiro-hamasaka/)
- [Akiyoshi Masuda](https://shmuplations.com/archive/?/akiyoshi-masuda/)
- [Chrono Trigger](https://shmuplations.com/archive/?/chrono-trigger/)
- [Masato Kato](https://shmuplations.com/archive/?/masato-kato/)
- [Akihiko Matsui](https://shmuplations.com/archive/?/akihiko-matsui/)
- [Katsuhisa Higuchi](https://shmuplations.com/archive/?/katsuhisa-higuchi/)
- [Yasuhiko Kamata](https://shmuplations.com/archive/?/yasuhiko-kamata/)
- [Door Door](https://shmuplations.com/archive/?/door-door/)
- [Otogirisou](https://shmuplations.com/archive/?/otogirisou/)
- [Torneko no Daibouken](https://shmuplations.com/archive/?/torneko-no-daibouken/)
- [Noriyoshi Ohba](https://shmuplations.com/archive/?/noriyoshi-ohba/)
- [Clockwork Knight](https://shmuplations.com/archive/?/clockwork-knight/)
- [Clover Studios](https://shmuplations.com/archive/?/clover-studios/)
- [Hideki Kamiya](https://shmuplations.com/archive/?/hideki-kamiya/)
- [Okami](https://shmuplations.com/archive/?/okami/)
- [Viewtiful Joe](https://shmuplations.com/archive/?/viewtiful-joe/)
- [Naxat](https://shmuplations.com/archive/?/naxat/)
- [Yuichi Toyama](https://shmuplations.com/archive/?/yuichi-toyama/)
- [Kazuyuki Nakashima](https://shmuplations.com/archive/?/kazuyuki-nakashima/)
- [Toshiaki Sakoda](https://shmuplations.com/archive/?/toshiaki-sakoda/)
- [Masanobu Tsukamoto](https://shmuplations.com/archive/?/masanobu-tsukamoto/)
- [Musha Aleste](https://shmuplations.com/archive/?/musha-aleste/)
- [Spriggan](https://shmuplations.com/archive/?/spriggan/)
- [Masamitsu Niitani](https://shmuplations.com/archive/?/masamitsu-niitani/)
- [Zanac](https://shmuplations.com/archive/?/zanac/)
- [Super Aleste](https://shmuplations.com/archive/?/super-aleste/)
- [Robo Aleste](https://shmuplations.com/archive/?/robo-aleste/)
- [Oh!Aji](https://shmuplations.com/archive/?/ohaji/)
- [Contra Hard Corps](https://shmuplations.com/archive/?/contra-hard-corps/)
- [Nihon Telnet](https://shmuplations.com/archive/?/nihon-telnet/)
- [Kazuhiro Ochi](https://shmuplations.com/archive/?/kazuhiro-ochi/)
- [Cosmic Fantasy](https://shmuplations.com/archive/?/cosmic-fantasy/)
- [yotsubane](https://shmuplations.com/archive/?/yotsubane/)
- [potechi](https://shmuplations.com/archive/?/potechi/)
- [Crimzon Clover](https://shmuplations.com/archive/?/crimzon-clover/)
- [Tokuro Fujiwara](https://shmuplations.com/archive/?/tokuro-fujiwara/)
- [Hiroshi Yamamoto](https://shmuplations.com/archive/?/hiroshi-yamamoto/)
- [Daimakaimura](https://shmuplations.com/archive/?/daimakaimura/)
- [Makaimura](https://shmuplations.com/archive/?/makaimura/)
- [Dame KK](https://shmuplations.com/archive/?/dame-kk/)
- [superplayer](https://shmuplations.com/archive/?/superplayer/)
- [Mushihimesama Futari](https://shmuplations.com/archive/?/mushihimesama-futari/)
- [Deathsmiles](https://shmuplations.com/archive/?/deathsmiles/)
- [Hisayoshi Ogura](https://shmuplations.com/archive/?/hisayoshi-ogura/)
- [Darius](https://shmuplations.com/archive/?/darius/)
- [Takeki Nakamura](https://shmuplations.com/archive/?/takeki-nakamura/)
- [Natsuki Hirosawa](https://shmuplations.com/archive/?/natsuki-hirosawa/)
- [Akira Fujita](https://shmuplations.com/archive/?/akira-fujita/)
- [Toru Sugawara](https://shmuplations.com/archive/?/toru-sugawara/)
- [Junji Yarita](https://shmuplations.com/archive/?/junji-yarita/)
- [Yasuhiko Tanaka](https://shmuplations.com/archive/?/yasuhiko-tanaka/)
- [Masami Kikuchi](https://shmuplations.com/archive/?/masami-kikuchi/)
- [Hidehiro Fujiwara](https://shmuplations.com/archive/?/hidehiro-fujiwara/)
- [Hisakazo Kato](https://shmuplations.com/archive/?/hisakazo-kato/)
- [Akira Kurabayashi](https://shmuplations.com/archive/?/akira-kurabayashi/)
- [Naoto Omura](https://shmuplations.com/archive/?/naoto-omura/)
- [Yutaka Nagayama](https://shmuplations.com/archive/?/yutaka-nagayama/)
- [Darius Gaiden](https://shmuplations.com/archive/?/darius-gaiden/)
- [Junichi Ohno](https://shmuplations.com/archive/?/junichi-ohno/)
- [Darkstalkers](https://shmuplations.com/archive/?/darkstalkers/)
- [Haruo Murata](https://shmuplations.com/archive/?/haruo-murata/)
- [Hitoshi Nishio](https://shmuplations.com/archive/?/hitoshi-nishio/)
- [Takayuki Iwai](https://shmuplations.com/archive/?/takayuki-iwai/)
- [Takenori Kimoto](https://shmuplations.com/archive/?/takenori-kimoto/)
- [Toshihiko Tsuji](https://shmuplations.com/archive/?/toshihiko-tsuji/)
- [Game Freak](https://shmuplations.com/archive/?/game-freak/)
- [Koichi Sugiyama](https://shmuplations.com/archive/?/koichi-sugiyama/)
- [Data East](https://shmuplations.com/archive/?/data-east/)
- [Atomic Runner Chelnov](https://shmuplations.com/archive/?/atomic-runner-chelnov/)
- [Karnov](https://shmuplations.com/archive/?/karnov/)
- [Midnight Resistance](https://shmuplations.com/archive/?/midnight-resistance/)
- [Trio the Punch](https://shmuplations.com/archive/?/trio-the-punch/)
- [Edward Randy](https://shmuplations.com/archive/?/edward-randy/)
- [Windjammers](https://shmuplations.com/archive/?/windjammers/)
- [The Great Ragtime Show](https://shmuplations.com/archive/?/the-great-ragtime-show/)
- [Magical Drop](https://shmuplations.com/archive/?/magical-drop/)
- [Clover-TAC](https://shmuplations.com/archive/?/clover-tac/)
- [Masahiko Kurokawa](https://shmuplations.com/archive/?/masahiko-kurokawa/)
- [Yuji Naka](https://shmuplations.com/archive/?/yuji-naka/)
- [Takashi Iizuka](https://shmuplations.com/archive/?/takashi-iizuka/)
- [Tetsu Katano](https://shmuplations.com/archive/?/tetsu-katano/)
- [NiGHTS](https://shmuplations.com/archive/?/nights/)
- [Dino Crisis](https://shmuplations.com/archive/?/dino-crisis/)
- [Satoshi Kouyama](https://shmuplations.com/archive/?/satoshi-kouyama/)
- [LAOS](https://shmuplations.com/archive/?/laos/)
- [KTL-NAL](https://shmuplations.com/archive/?/ktl-nal/)
- [Dodonpachi Daioujou](https://shmuplations.com/archive/?/dodonpachi-daioujou/)
- [MON](https://shmuplations.com/archive/?/mon/)
- [Hiroyuki Kimura](https://shmuplations.com/archive/?/hiroyuki-kimura/)
- [Koizumi Daisuke](https://shmuplations.com/archive/?/koizumi-daisuke/)
- [Nagi Ryou](https://shmuplations.com/archive/?/nagi-ryou/)
- [Dodonpachi Saidaioujou](https://shmuplations.com/archive/?/dodonpachi-saidaioujou/)
- [Rebrank](https://shmuplations.com/archive/?/rebrank/)
- [Siter Skain](https://shmuplations.com/archive/?/siter-skain/)
- [Entis Soft](https://shmuplations.com/archive/?/entis-soft/)
- [Team Shanghai Alice](https://shmuplations.com/archive/?/team-shanghai-alice/)
- [ZUN](https://shmuplations.com/archive/?/zun/)
- [Yoko](https://shmuplations.com/archive/?/yoko/)
- [Takasaka](https://shmuplations.com/archive/?/takasaka/)
- [Rikage](https://shmuplations.com/archive/?/rikage/)
- [Jirurun](https://shmuplations.com/archive/?/jirurun/)
- [Samidare](https://shmuplations.com/archive/?/samidare/)
- [Aclla](https://shmuplations.com/archive/?/aclla/)
- [Touhou](https://shmuplations.com/archive/?/touhou/)
- [Hayabusa](https://shmuplations.com/archive/?/hayabusa/)
- [ALLTYNEX](https://shmuplations.com/archive/?/alltynex/)
- [Koichi Nakamura](https://shmuplations.com/archive/?/koichi-nakamura/)
- [Yoshio Kiya](https://shmuplations.com/archive/?/yoshio-kiya/)
- [Dragon Quest III](https://shmuplations.com/archive/?/dragon-quest-iii/)
- [Sorcerian](https://shmuplations.com/archive/?/sorcerian/)
- [Dragon Quest II](https://shmuplations.com/archive/?/dragon-quest-ii/)
- [Tetsuya Ooya](https://shmuplations.com/archive/?/tetsuya-ooya/)
- [Marvel vs Capcom 2](https://shmuplations.com/archive/?/marvel-vs-capcom-2-2/)
- [Dragon Quest IV](https://shmuplations.com/archive/?/dragon-quest-iv/)
- [Osugi](https://shmuplations.com/archive/?/osugi/)
- [Shio](https://shmuplations.com/archive/?/shio/)
- [Dragon Saber](https://shmuplations.com/archive/?/dragon-saber/)
- [tatsuya](https://shmuplations.com/archive/?/tatsuya/)
- [Dragon Spirit](https://shmuplations.com/archive/?/dragon-spirit/)
- [Toru Iwatani](https://shmuplations.com/archive/?/toru-iwatani/)
- [Kazunori Sawano](https://shmuplations.com/archive/?/kazunori-sawano/)
- [Shinichiro Okamoto](https://shmuplations.com/archive/?/shinichiro-okamoto/)
- [Takao Ueno](https://shmuplations.com/archive/?/takao-ueno/)
- [Pac-Man](https://shmuplations.com/archive/?/pac-man/)
- [Space Invaders](https://shmuplations.com/archive/?/space-invaders/)
- [Galaxian](https://shmuplations.com/archive/?/galaxian/)
- [Pole Position](https://shmuplations.com/archive/?/pole-position/)
- [Track and Field](https://shmuplations.com/archive/?/track-and-field/)
- [Ryoichi Hasegawa](https://shmuplations.com/archive/?/ryoichi-hasegawa/)
- [Ecco the Dolphin](https://shmuplations.com/archive/?/ecco-the-dolphin/)
- [Birthday](https://shmuplations.com/archive/?/birthday/)
- [Hiroaki Hara](https://shmuplations.com/archive/?/hiroaki-hara/)
- [Hidetsugi Watanabe](https://shmuplations.com/archive/?/hidetsugi-watanabe/)
- [Elemental Gimmick Gear](https://shmuplations.com/archive/?/elemental-gimmick-gear/)
- [Epoch](https://shmuplations.com/archive/?/epoch/)
- [NEC](https://shmuplations.com/archive/?/nec/)
- [Masayuki Horie](https://shmuplations.com/archive/?/masayuki-horie/)
- [Kikori no Yosaku](https://shmuplations.com/archive/?/kikori-no-yosaku/)
- [TV Baseball](https://shmuplations.com/archive/?/tv-baseball/)
- [TV Tennis](https://shmuplations.com/archive/?/tv-tennis/)
- [PakPak Man](https://shmuplations.com/archive/?/pakpak-man/)
- [Qute](https://shmuplations.com/archive/?/qute/)
- [M-KAI](https://shmuplations.com/archive/?/m-kai/)
- [Mach](https://shmuplations.com/archive/?/mach/)
- [Eschatos](https://shmuplations.com/archive/?/eschatos/)
- [Judgement Silversword](https://shmuplations.com/archive/?/judgement-silversword/)
- [Cardinal Sins](https://shmuplations.com/archive/?/cardinal-sins/)
- [Ichiro Miharu](https://shmuplations.com/archive/?/ichiro-miharu/)
- [SOU1](https://shmuplations.com/archive/?/sou1/)
- [Espgaluda](https://shmuplations.com/archive/?/espgaluda/)
- [Thinking Rabbit](https://shmuplations.com/archive/?/thinking-rabbit/)
- [Aki Kawai](https://shmuplations.com/archive/?/aki-kawai/)
- [Hiroshi Imanishi](https://shmuplations.com/archive/?/hiroshi-imanishi/)
- [Hiroyuki Imabayashi](https://shmuplations.com/archive/?/hiroyuki-imabayashi/)
- [Kazuo Suzuki](https://shmuplations.com/archive/?/kazuo-suzuki/)
- [Seiji Yoshioka](https://shmuplations.com/archive/?/seiji-yoshioka/)
- [Takeo Imai](https://shmuplations.com/archive/?/takeo-imai/)
- [Mutsuhiro Fujii](https://shmuplations.com/archive/?/mutsuhiro-fujii/)
- [Yoji Ishii](https://shmuplations.com/archive/?/yoji-ishii/)
- [Masaki Kondo](https://shmuplations.com/archive/?/masaki-kondo/)
- [Shuichi Katagi](https://shmuplations.com/archive/?/shuichi-katagi/)
- [Fantasy Zone](https://shmuplations.com/archive/?/fantasy-zone/)
- [Fatal Fury 3](https://shmuplations.com/archive/?/fatal-fury-3/)
- [Ikuya Dobashi](https://shmuplations.com/archive/?/ikuya-dobashi/)
- [Keizou Kokubo](https://shmuplations.com/archive/?/keizou-kokubo/)
- [Ken Narita](https://shmuplations.com/archive/?/ken-narita/)
- [Hiroshi Takai](https://shmuplations.com/archive/?/hiroshi-takai/)
- [Hideo Minaba](https://shmuplations.com/archive/?/hideo-minaba/)
- [Final Fantasy V](https://shmuplations.com/archive/?/final-fantasy-v/)
- [Akiyoshi Oota](https://shmuplations.com/archive/?/akiyoshi-oota/)
- [Yoshihiko Maegawa](https://shmuplations.com/archive/?/yoshihiko-maegawa/)
- [Yasuyuki Hasebe](https://shmuplations.com/archive/?/yasuyuki-hasebe/)
- [Tetsuya Takahashi](https://shmuplations.com/archive/?/tetsuya-takahashi/)
- [Kazuko Shibuya](https://shmuplations.com/archive/?/kazuko-shibuya/)
- [Hitoshi Sasaki](https://shmuplations.com/archive/?/hitoshi-sasaki/)
- [Tomoe Inazawa](https://shmuplations.com/archive/?/tomoe-inazawa/)
- [Kaori Tanaka](https://shmuplations.com/archive/?/kaori-tanaka/)
- [Hirokatsu Sasaki](https://shmuplations.com/archive/?/hirokatsu-sasaki/)
- [Final Fantasy VI](https://shmuplations.com/archive/?/final-fantasy-vi/)
- [Akira Fujii](https://shmuplations.com/archive/?/akira-fujii/)
- [Kenzo Kanzaki](https://shmuplations.com/archive/?/kenzo-kanzaki/)
- [Yasui Kentarou](https://shmuplations.com/archive/?/yasui-kentarou/)
- [Final Fantasy VII](https://shmuplations.com/archive/?/final-fantasy-vii/)
- [Final Fantasy VIII](https://shmuplations.com/archive/?/final-fantasy-viii/)
- [Hiromichi Tanaka](https://shmuplations.com/archive/?/hiromichi-tanaka/)
- [Koichi Ishii](https://shmuplations.com/archive/?/koichi-ishii/)
- [Koichi Ise](https://shmuplations.com/archive/?/koichi-ise/)
- [Final Fantasy XI](https://shmuplations.com/archive/?/final-fantasy-xi/)
- [Satoru Yoshieda](https://shmuplations.com/archive/?/satoru-yoshieda/)
- [Saito Masaaki](https://shmuplations.com/archive/?/saito-masaaki/)
- [Goro Ohashi](https://shmuplations.com/archive/?/goro-ohashi/)
- [Yoshinori Itase](https://shmuplations.com/archive/?/yoshinori-itase/)
- [Kenji Ito](https://shmuplations.com/archive/?/kenji-ito/)
- [Seiken Densetsu](https://shmuplations.com/archive/?/seiken-densetsu/)
- [Yasumi Matsuno](https://shmuplations.com/archive/?/yasumi-matsuno/)
- [Final Fantasy Tactics](https://shmuplations.com/archive/?/final-fantasy-tactics/)
- [Yuko Miura](https://shmuplations.com/archive/?/yuko-miura/)
- [Yukiko Mitsui](https://shmuplations.com/archive/?/yukiko-mitsui/)
- [Intelligent Systems](https://shmuplations.com/archive/?/intelligent-systems/)
- [Shouzou Kaga](https://shmuplations.com/archive/?/shouzou-kaga/)
- [Fire Emblem](https://shmuplations.com/archive/?/fire-emblem/)
- [Shinji Hashimoto](https://shmuplations.com/archive/?/shinji-hashimoto/)
- [Toshiro Tsuchida](https://shmuplations.com/archive/?/toshiro-tsuchida/)
- [Hideo Iwasaki](https://shmuplations.com/archive/?/hideo-iwasaki/)
- [Masanori Hara](https://shmuplations.com/archive/?/masanori-hara/)
- [Fukio Mitsuji](https://shmuplations.com/archive/?/fukio-mitsuji/)
- [Bubble Bobble](https://shmuplations.com/archive/?/bubble-bobble/)
- [Halleys Comet](https://shmuplations.com/archive/?/halleys-comet/)
- [Super Dead Heat](https://shmuplations.com/archive/?/super-dead-heat/)
- [Rainbow Islands](https://shmuplations.com/archive/?/rainbow-islands/)
- [Syvalion](https://shmuplations.com/archive/?/syvalion/)
- [Sony](https://shmuplations.com/archive/?/sony/)
- [WARP](https://shmuplations.com/archive/?/warp/)
- [Team ICO](https://shmuplations.com/archive/?/team-ico/)
- [Fumito Ueda](https://shmuplations.com/archive/?/fumito-ueda/)
- [ICO](https://shmuplations.com/archive/?/ico/)
- [Shadow of the Colossus](https://shmuplations.com/archive/?/shadow-of-the-colossus/)
- [Red Company](https://shmuplations.com/archive/?/red-company/)
- [Hudson Soft](https://shmuplations.com/archive/?/hudson-soft/)
- [Sonic](https://shmuplations.com/archive/?/sonic/)
- [Climax Entertainment](https://shmuplations.com/archive/?/climax-entertainment/)
- [Oji Hiroi](https://shmuplations.com/archive/?/oji-hiroi/)
- [Legend of Zelda](https://shmuplations.com/archive/?/legend-of-zelda/)
- [Dragon Quest V](https://shmuplations.com/archive/?/dragon-quest-v/)
- [Tengai Makyou II](https://shmuplations.com/archive/?/tengai-makyou-ii/)
- [Shining Force](https://shmuplations.com/archive/?/shining-force/)
- [Hiroyuki Sakamoto](https://shmuplations.com/archive/?/hiroyuki-sakamoto/)
- [Takaya Imamura](https://shmuplations.com/archive/?/takaya-imamura/)
- [Tomohiro Nagoshi](https://shmuplations.com/archive/?/tomohiro-nagoshi/)
- [Shigeru Yokoyama](https://shmuplations.com/archive/?/shigeru-yokoyama/)
- [Galaga](https://shmuplations.com/archive/?/galaga/)
- [Yoichi Miyaji](https://shmuplations.com/archive/?/yoichi-miyaji/)
- [Grandia](https://shmuplations.com/archive/?/grandia/)
- [Machi](https://shmuplations.com/archive/?/machi/)
- [Soyuu](https://shmuplations.com/archive/?/soyuu/)
- [Arisaka](https://shmuplations.com/archive/?/arisaka/)
- [Atlus](https://shmuplations.com/archive/?/atlus/)
- [Seta](https://shmuplations.com/archive/?/seta/)
- [Human](https://shmuplations.com/archive/?/human/)
- [Climax](https://shmuplations.com/archive/?/climax/)
- [Kazuma Kaneko](https://shmuplations.com/archive/?/kazuma-kaneko/)
- [Takeshi Miyaji](https://shmuplations.com/archive/?/takeshi-miyaji/)
- [Noboru Harada](https://shmuplations.com/archive/?/noboru-harada/)
- [Shin Megami Tensei](https://shmuplations.com/archive/?/shin-megami-tensei/)
- [Silpheed](https://shmuplations.com/archive/?/silpheed/)
- [Exhaust Heat](https://shmuplations.com/archive/?/exhaust-heat/)
- [Hanjuku Hero](https://shmuplations.com/archive/?/hanjuku-hero/)
- [Landstalker](https://shmuplations.com/archive/?/landstalker/)
- [Super Soccer](https://shmuplations.com/archive/?/super-soccer/)
- [Ryoji Amano](https://shmuplations.com/archive/?/ryoji-amano/)
- [Ginga Force](https://shmuplations.com/archive/?/ginga-force/)
- [Takumi](https://shmuplations.com/archive/?/takumi/)
- [Makoto Maeda](https://shmuplations.com/archive/?/makoto-maeda/)
- [Kenichi Morioka](https://shmuplations.com/archive/?/kenichi-morioka/)
- [Kei Toume](https://shmuplations.com/archive/?/kei-toume/)
- [Ikuo Satou](https://shmuplations.com/archive/?/ikuo-satou/)
- [Giga Wing](https://shmuplations.com/archive/?/giga-wing/)
- [Masashi Kageyama](https://shmuplations.com/archive/?/masashi-kageyama/)
- [Gimmick](https://shmuplations.com/archive/?/gimmick/)
- [Tsukasa Tokuda](https://shmuplations.com/archive/?/tsukasa-tokuda/)
- [Shujiro Hamakawa](https://shmuplations.com/archive/?/shujiro-hamakawa/)
- [Kazuhiro Senoo](https://shmuplations.com/archive/?/kazuhiro-senoo/)
- [Masahiro Inoue](https://shmuplations.com/archive/?/masahiro-inoue/)
- [Gokujou Parodius](https://shmuplations.com/archive/?/gokujou-parodius/)
- [Parodius Da](https://shmuplations.com/archive/?/parodius-da/)
- [Hiroyasu Machiguchi](https://shmuplations.com/archive/?/hiroyasu-machiguchi/)
- [Gradius](https://shmuplations.com/archive/?/gradius/)
- [Nagata Akihiko](https://shmuplations.com/archive/?/nagata-akihiko/)
- [Kouji Hiroshita](https://shmuplations.com/archive/?/kouji-hiroshita/)
- [Gradius II](https://shmuplations.com/archive/?/gradius-ii/)
- [Seki Teisaku](https://shmuplations.com/archive/?/seki-teisaku/)
- [Gradius Gaiden](https://shmuplations.com/archive/?/gradius-gaiden/)
- [Kengo Nakamura](https://shmuplations.com/archive/?/kengo-nakamura/)
- [Toshiaki Takatori](https://shmuplations.com/archive/?/toshiaki-takatori/)
- [Yoshitaka Itou](https://shmuplations.com/archive/?/yoshitaka-itou/)
- [Takemasa Miyoshi](https://shmuplations.com/archive/?/takemasa-miyoshi/)
- [Hiroyuki Ashida](https://shmuplations.com/archive/?/hiroyuki-ashida/)
- [Daisuke Yoro](https://shmuplations.com/archive/?/daisuke-yoro/)
- [Isobe Keiichi](https://shmuplations.com/archive/?/isobe-keiichi/)
- [Kei Chigasaki](https://shmuplations.com/archive/?/kei-chigasaki/)
- [Yukihiro Yamazaki](https://shmuplations.com/archive/?/yukihiro-yamazaki/)
- [Norikazu Miura](https://shmuplations.com/archive/?/norikazu-miura/)
- [Gradius III](https://shmuplations.com/archive/?/gradius-iii/)
- [Gradius IV](https://shmuplations.com/archive/?/gradius-iv/)
- [Hidenobu Takahashi](https://shmuplations.com/archive/?/hidenobu-takahashi/)
- [Noriyuki Iwadare](https://shmuplations.com/archive/?/noriyuki-iwadare/)
- [Meiko Wada](https://shmuplations.com/archive/?/meiko-wada/)
- [Motomitsu Kashihara](https://shmuplations.com/archive/?/motomitsu-kashihara/)
- [Mitsuru Hashimoto](https://shmuplations.com/archive/?/mitsuru-hashimoto/)
- [Masahiko Koyama](https://shmuplations.com/archive/?/masahiko-koyama/)
- [Shingo Hayakawa](https://shmuplations.com/archive/?/shingo-hayakawa/)
- [Yuzo Sunaga](https://shmuplations.com/archive/?/yuzo-sunaga/)
- [Katsunori Saitou](https://shmuplations.com/archive/?/katsunori-saitou/)
- [Grandia II](https://shmuplations.com/archive/?/grandia-ii/)
- [Tetsuhiko Kikuchi](https://shmuplations.com/archive/?/tetsuhiko-kikuchi/)
- [Guardian Heroes](https://shmuplations.com/archive/?/guardian-heroes/)
- [Arc System Works](https://shmuplations.com/archive/?/arc-system-works/)
- [Hideyuki Anbe](https://shmuplations.com/archive/?/hideyuki-anbe/)
- [Daisuke Ishiwatari](https://shmuplations.com/archive/?/daisuke-ishiwatari/)
- [Guilty Gear](https://shmuplations.com/archive/?/guilty-gear/)
- [Psikyo](https://shmuplations.com/archive/?/psikyo/)
- [Masato Natsumoto](https://shmuplations.com/archive/?/masato-natsumoto/)
- [Gunbird](https://shmuplations.com/archive/?/gunbird/)
- [[scanlation]](https://shmuplations.com/archive/?/scanlation/)
- [Takatsuna Senba](https://shmuplations.com/archive/?/takatsuna-senba/)
- [Gun Frontier](https://shmuplations.com/archive/?/gun-frontier/)
- [Gunpei Yokoi](https://shmuplations.com/archive/?/gunpei-yokoi/)
- [Oil Panic](https://shmuplations.com/archive/?/oil-panic/)
- [Donkey Kong](https://shmuplations.com/archive/?/donkey-kong/)
- [MuuMuu](https://shmuplations.com/archive/?/muumuu/)
- [Yukihito Morikawa](https://shmuplations.com/archive/?/yukihito-morikawa/)
- [Pet in TV](https://shmuplations.com/archive/?/pet-in-tv/)
- [Harumi Fujita](https://shmuplations.com/archive/?/harumi-fujita/)
- [Gargoyles Quest](https://shmuplations.com/archive/?/gargoyles-quest/)
- [1943](https://shmuplations.com/archive/?/1943/)
- [Denki Onkyou](https://shmuplations.com/archive/?/denki-onkyou/)
- [Heiankyo Alien](https://shmuplations.com/archive/?/heiankyo-alien/)
- [Ruminants Whimper](https://shmuplations.com/archive/?/ruminants-whimper/)
- [tonnor](https://shmuplations.com/archive/?/tonnor/)
- [Hellsinker](https://shmuplations.com/archive/?/hellsinker/)
- [Kazutomo Sanbongi](https://shmuplations.com/archive/?/kazutomo-sanbongi/)
- [Takashi Oda](https://shmuplations.com/archive/?/takashi-oda/)
- [Hiroyuki Taguchi](https://shmuplations.com/archive/?/hiroyuki-taguchi/)
- [The House of the Dead](https://shmuplations.com/archive/?/the-house-of-the-dead/)
- [Policenauts](https://shmuplations.com/archive/?/policenauts/)
- [Metal Gear Solid](https://shmuplations.com/archive/?/metal-gear-solid/)
- [Natsume](https://shmuplations.com/archive/?/natsume/)
- [Hiroyuki Iwatsuki](https://shmuplations.com/archive/?/hiroyuki-iwatsuki/)
- [Kiki Kaikai](https://shmuplations.com/archive/?/kiki-kaikai/)
- [Wild Guns](https://shmuplations.com/archive/?/wild-guns/)
- [Koji Kondo](https://shmuplations.com/archive/?/koji-kondo/)
- [Super Mario World](https://shmuplations.com/archive/?/super-mario-world/)
- [Mario Paint](https://shmuplations.com/archive/?/mario-paint/)
- [Hideki Sato](https://shmuplations.com/archive/?/hideki-sato/)
- [Keiji Inafune](https://shmuplations.com/archive/?/keiji-inafune/)
- [Toshihiro Nagoshi](https://shmuplations.com/archive/?/toshihiro-nagoshi/)
- [Takahashi Meijin](https://shmuplations.com/archive/?/takahashi-meijin/)
- [Tetsuya Mizuguchi](https://shmuplations.com/archive/?/tetsuya-mizuguchi/)
- [Game Studio](https://shmuplations.com/archive/?/game-studio/)
- [Sedic](https://shmuplations.com/archive/?/sedic/)
- [YuuYuu](https://shmuplations.com/archive/?/yuuyuu/)
- [Face](https://shmuplations.com/archive/?/face/)
- [Goemon](https://shmuplations.com/archive/?/goemon/)
- [R-Type](https://shmuplations.com/archive/?/r-type/)
- [RBI Baseball](https://shmuplations.com/archive/?/rbi-baseball/)
- [Wizardry Gaiden](https://shmuplations.com/archive/?/wizardry-gaiden/)
- [Super Star Soldier](https://shmuplations.com/archive/?/super-star-soldier/)
- [Phantasy Star](https://shmuplations.com/archive/?/phantasy-star/)
- [Aleste](https://shmuplations.com/archive/?/aleste/)
- [YS 333](https://shmuplations.com/archive/?/ys-333/)
- [KMT](https://shmuplations.com/archive/?/kmt/)
- [RAM](https://shmuplations.com/archive/?/ram/)
- [Kenji Kaido](https://shmuplations.com/archive/?/kenji-kaido/)
- [Keiichiro Toyama](https://shmuplations.com/archive/?/keiichiro-toyama/)
- [Koji Obada](https://shmuplations.com/archive/?/koji-obada/)
- [TANK](https://shmuplations.com/archive/?/tank/)
- [Ikari Warriors](https://shmuplations.com/archive/?/ikari-warriors/)
- [Guerilla War](https://shmuplations.com/archive/?/guerilla-war/)
- [Hiroshi Iuchi](https://shmuplations.com/archive/?/hiroshi-iuchi/)
- [Ikaruga](https://shmuplations.com/archive/?/ikaruga/)
- [Radiant Silvergun](https://shmuplations.com/archive/?/radiant-silvergun/)
- [Tonko](https://shmuplations.com/archive/?/tonko/)
- [Hiroaki](https://shmuplations.com/archive/?/hiroaki/)
- [Garou Mark of the Wolves](https://shmuplations.com/archive/?/garou-mark-of-the-wolves/)
- [The Last Blade](https://shmuplations.com/archive/?/the-last-blade/)
- [Buriki ONE](https://shmuplations.com/archive/?/buriki-one/)
- [King of Fighters](https://shmuplations.com/archive/?/king-of-fighters/)
- [Epics](https://shmuplations.com/archive/?/epics/)
- [Masahiko Sato](https://shmuplations.com/archive/?/masahiko-sato/)
- [Intelligent Qube](https://shmuplations.com/archive/?/intelligent-qube/)
- [Tetsuo Nakano](https://shmuplations.com/archive/?/tetsuo-nakano/)
- [Kozo Okada](https://shmuplations.com/archive/?/kozo-okada/)
- [Kanae Saeda](https://shmuplations.com/archive/?/kanae-saeda/)
- [Ninja Spirit](https://shmuplations.com/archive/?/ninja-spirit/)
- [Image Fight](https://shmuplations.com/archive/?/image-fight/)
- [Spartan X](https://shmuplations.com/archive/?/spartan-x/)
- [Mark of the Wolves](https://shmuplations.com/archive/?/mark-of-the-wolves/)
- [NMK](https://shmuplations.com/archive/?/nmk/)
- [Akihiro Yoshida](https://shmuplations.com/archive/?/akihiro-yoshida/)
- [Tadaaki Moriya](https://shmuplations.com/archive/?/tadaaki-moriya/)
- [Kouji Etou](https://shmuplations.com/archive/?/kouji-etou/)
- [Tsukasa Tawada](https://shmuplations.com/archive/?/tsukasa-tawada/)
- [Plus Alpha](https://shmuplations.com/archive/?/plus-alpha/)
- [EDF](https://shmuplations.com/archive/?/edf/)
- [Second Earth Gratia](https://shmuplations.com/archive/?/second-earth-gratia/)
- [Final Form Games](https://shmuplations.com/archive/?/final-form-games/)
- [Mike Ambrogi](https://shmuplations.com/archive/?/mike-ambrogi/)
- [Jamestown](https://shmuplations.com/archive/?/jamestown/)
- [Kasco](https://shmuplations.com/archive/?/kasco/)
- [Kenji Nagata](https://shmuplations.com/archive/?/kenji-nagata/)
- [Yasukazu Takahashi](https://shmuplations.com/archive/?/yasukazu-takahashi/)
- [Tomomi Kobayashi](https://shmuplations.com/archive/?/tomomi-kobayashi/)
- [Romancing SaGa](https://shmuplations.com/archive/?/romancing-saga/)
- [Kazutoshi Iida](https://shmuplations.com/archive/?/kazutoshi-iida/)
- [Aquanauts Holiday](https://shmuplations.com/archive/?/aquanauts-holiday/)
- [Tail of the Sun](https://shmuplations.com/archive/?/tail-of-the-sun/)
- [Mega Man](https://shmuplations.com/archive/?/mega-man/)
- [Kenji Terada](https://shmuplations.com/archive/?/kenji-terada/)
- [Masanobu Endou](https://shmuplations.com/archive/?/masanobu-endou/)
- [Final Fantasy II](https://shmuplations.com/archive/?/final-fantasy-ii/)
- [Wizardry](https://shmuplations.com/archive/?/wizardry/)
- [Toshiaki Tomizawa](https://shmuplations.com/archive/?/toshiaki-tomizawa/)
- [Ketsui](https://shmuplations.com/archive/?/ketsui/)
- [Fatal Fury](https://shmuplations.com/archive/?/fatal-fury/)
- [Cyberbots](https://shmuplations.com/archive/?/cyberbots/)
- [Gaia Master](https://shmuplations.com/archive/?/gaia-master/)
- [Hiroaki Suga](https://shmuplations.com/archive/?/hiroaki-suga/)
- [Takao Shimizu](https://shmuplations.com/archive/?/takao-shimizu/)
- [Takashi Saitou](https://shmuplations.com/archive/?/takashi-saitou/)
- [Hideo Yoshizawa](https://shmuplations.com/archive/?/hideo-yoshizawa/)
- [Tsuyoshi Kobayashi](https://shmuplations.com/archive/?/tsuyoshi-kobayashi/)
- [Yoshihiko Arai](https://shmuplations.com/archive/?/yoshihiko-arai/)
- [Klonoa](https://shmuplations.com/archive/?/klonoa/)
- [Nobunagas Ambition](https://shmuplations.com/archive/?/nobunagas-ambition/)
- [Romance of the Three Kingdoms](https://shmuplations.com/archive/?/romance-of-the-three-kingdoms/)
- [Ishin no Arashi](https://shmuplations.com/archive/?/ishin-no-arashi/)
- [Portrait of Ruin](https://shmuplations.com/archive/?/portrait-of-ruin/)
- [Order of Ecclesia](https://shmuplations.com/archive/?/order-of-ecclesia/)
- [Curse of Darkness](https://shmuplations.com/archive/?/curse-of-darkness/)
- [Castlevania Judgment](https://shmuplations.com/archive/?/castlevania-judgment/)
- [Ocarina of Time](https://shmuplations.com/archive/?/ocarina-of-time/)
- [Majoras Mask](https://shmuplations.com/archive/?/majoras-mask/)
- [Daisuke Fukugawa](https://shmuplations.com/archive/?/daisuke-fukugawa/)
- [Legend of Mana](https://shmuplations.com/archive/?/legend-of-mana/)
- [Masato Yagi](https://shmuplations.com/archive/?/masato-yagi/)
- [Nobuyuki Inoue](https://shmuplations.com/archive/?/nobuyuki-inoue/)
- [Miwa Shoda](https://shmuplations.com/archive/?/miwa-shoda/)
- [Shinichi Kameoka](https://shmuplations.com/archive/?/shinichi-kameoka/)
- [Koji Tsuda](https://shmuplations.com/archive/?/koji-tsuda/)
- [Noriko Sasaki](https://shmuplations.com/archive/?/noriko-sasaki/)
- [Hiroshi Fujii](https://shmuplations.com/archive/?/hiroshi-fujii/)
- [Koakuman](https://shmuplations.com/archive/?/koakuman/)
- [Legend of Valkyrie](https://shmuplations.com/archive/?/legend-of-valkyrie/)
- [Valkyrie no Bouken](https://shmuplations.com/archive/?/valkyrie-no-bouken/)
- [Eiji Aonuma](https://shmuplations.com/archive/?/eiji-aonuma/)
- [Hidemaro Fujibayashi](https://shmuplations.com/archive/?/hidemaro-fujibayashi/)
- [Minish Cap](https://shmuplations.com/archive/?/minish-cap/)
- [Asmik](https://shmuplations.com/archive/?/asmik/)
- [Shinji Ogawa](https://shmuplations.com/archive/?/shinji-ogawa/)
- [Hidenori Shibao](https://shmuplations.com/archive/?/hidenori-shibao/)
- [Hiroyuki Katou](https://shmuplations.com/archive/?/hiroyuki-katou/)
- [Keisuke Gotou](https://shmuplations.com/archive/?/keisuke-gotou/)
- [Lennus](https://shmuplations.com/archive/?/lennus/)
- [Yasunori Shiono](https://shmuplations.com/archive/?/yasunori-shiono/)
- [Masahide Miyata](https://shmuplations.com/archive/?/masahide-miyata/)
- [Lufia](https://shmuplations.com/archive/?/lufia/)
- [Lufia II](https://shmuplations.com/archive/?/lufia-ii/)
- [Kazunari Tomi](https://shmuplations.com/archive/?/kazunari-tomi/)
- [Kei Shigema](https://shmuplations.com/archive/?/kei-shigema/)
- [Takashi Hino](https://shmuplations.com/archive/?/takashi-hino/)
- [Toshio Akashi](https://shmuplations.com/archive/?/toshio-akashi/)
- [Tetsu Uesaka](https://shmuplations.com/archive/?/tetsu-uesaka/)
- [Ayano Koshiro](https://shmuplations.com/archive/?/ayano-koshiro/)
- [Toshiyuki Kubooka](https://shmuplations.com/archive/?/toshiyuki-kubooka/)
- [Lunar](https://shmuplations.com/archive/?/lunar/)
- [scanlation](https://shmuplations.com/archive/?/scanlation-2/)
- [Mahou Daisakusen](https://shmuplations.com/archive/?/mahou-daisakusen/)
- [Kenichi Yokoo](https://shmuplations.com/archive/?/kenichi-yokoo/)
- [Shippu Mahou Daisakusen](https://shmuplations.com/archive/?/shippu-mahou-daisakusen/)
- [Dimahoo](https://shmuplations.com/archive/?/dimahoo/)
- [Gokumakaimura](https://shmuplations.com/archive/?/gokumakaimura/)
- [Hideki Konno](https://shmuplations.com/archive/?/hideki-konno/)
- [Tadashi Sugiyama](https://shmuplations.com/archive/?/tadashi-sugiyama/)
- [Masato Kimura](https://shmuplations.com/archive/?/masato-kimura/)
- [Kenji Yamamoto](https://shmuplations.com/archive/?/kenji-yamamoto/)
- [Tomoaki Kuroume](https://shmuplations.com/archive/?/tomoaki-kuroume/)
- [Mario Kart 64](https://shmuplations.com/archive/?/mario-kart-64/)
- [Puyo Puyo](https://shmuplations.com/archive/?/puyo-puyo/)
- [Akira Kitamura](https://shmuplations.com/archive/?/akira-kitamura/)
- [Hitoshi Ariga](https://shmuplations.com/archive/?/hitoshi-ariga/)
- [Mega Man 2](https://shmuplations.com/archive/?/mega-man-2/)
- [Rie Onishi](https://shmuplations.com/archive/?/rie-onishi/)
- [Ippo Yamada](https://shmuplations.com/archive/?/ippo-yamada/)
- [Shinichi Sema](https://shmuplations.com/archive/?/shinichi-sema/)
- [Gen Kamada](https://shmuplations.com/archive/?/gen-kamada/)
- [Yoshihisa Tsuda](https://shmuplations.com/archive/?/yoshihisa-tsuda/)
- [Ken Murakami](https://shmuplations.com/archive/?/ken-murakami/)
- [Hidetoshi Minamoto](https://shmuplations.com/archive/?/hidetoshi-minamoto/)
- [Mega Man 9](https://shmuplations.com/archive/?/mega-man-9/)
- [Takeshita Hironobu](https://shmuplations.com/archive/?/takeshita-hironobu/)
- [Mega Man 10](https://shmuplations.com/archive/?/mega-man-10/)
- [Yoshinori Kawano](https://shmuplations.com/archive/?/yoshinori-kawano/)
- [Miki Kijima](https://shmuplations.com/archive/?/miki-kijima/)
- [Masaru Ijuuin](https://shmuplations.com/archive/?/masaru-ijuuin/)
- [Yuuji Ishihara](https://shmuplations.com/archive/?/yuuji-ishihara/)
- [Kazushi Itou](https://shmuplations.com/archive/?/kazushi-itou/)
- [Tomoyuki Kawakami](https://shmuplations.com/archive/?/tomoyuki-kawakami/)
- [Mega Man Legends](https://shmuplations.com/archive/?/mega-man-legends/)
- [Kazunori Tazaki](https://shmuplations.com/archive/?/kazunori-tazaki/)
- [Keiji Kubori](https://shmuplations.com/archive/?/keiji-kubori/)
- [Koichiro Nakamura](https://shmuplations.com/archive/?/koichiro-nakamura/)
- [Setsuo Yamamoto](https://shmuplations.com/archive/?/setsuo-yamamoto/)
- [Sho Tsuge](https://shmuplations.com/archive/?/sho-tsuge/)
- [Mega Man X](https://shmuplations.com/archive/?/mega-man-x/)
- [Koji Okohara](https://shmuplations.com/archive/?/koji-okohara/)
- [Ikki Tazaki](https://shmuplations.com/archive/?/ikki-tazaki/)
- [Mega Man X4](https://shmuplations.com/archive/?/mega-man-x4/)
- [Yoji Shinkawa](https://shmuplations.com/archive/?/yoji-shinkawa/)
- [Yoshimiru Hoshi](https://shmuplations.com/archive/?/yoshimiru-hoshi/)
- [Metal Slader Glory](https://shmuplations.com/archive/?/metal-slader-glory/)
- [Nazca](https://shmuplations.com/archive/?/nazca/)
- [Meeher](https://shmuplations.com/archive/?/meeher/)
- [Metal Slug](https://shmuplations.com/archive/?/metal-slug/)
- [Metal Slug 2](https://shmuplations.com/archive/?/metal-slug-2/)
- [Yoshio Sakamoto](https://shmuplations.com/archive/?/yoshio-sakamoto/)
- [Metroid Fusion](https://shmuplations.com/archive/?/metroid-fusion/)
- [Metroid Zero Mission](https://shmuplations.com/archive/?/metroid-zero-mission/)
- [Milestone](https://shmuplations.com/archive/?/milestone/)
- [Hiroshi Kimura](https://shmuplations.com/archive/?/hiroshi-kimura/)
- [Chaos Field](https://shmuplations.com/archive/?/chaos-field/)
- [Radirgy](https://shmuplations.com/archive/?/radirgy/)
- [Pleasure Hearts](https://shmuplations.com/archive/?/pleasure-hearts/)
- [Wolf Team](https://shmuplations.com/archive/?/wolf-team/)
- [Motoi Sakuraba](https://shmuplations.com/archive/?/motoi-sakuraba/)
- [Baten Kaitos](https://shmuplations.com/archive/?/baten-kaitos/)
- [Valkyrie Profile](https://shmuplations.com/archive/?/valkyrie-profile/)
- [Tales of Phantasia](https://shmuplations.com/archive/?/tales-of-phantasia/)
- [Yusemi-SWY](https://shmuplations.com/archive/?/yusemi-swy/)
- [GFA2-ISO](https://shmuplations.com/archive/?/gfa2-iso/)
- [Produce](https://shmuplations.com/archive/?/produce/)
- [Shinji Imada](https://shmuplations.com/archive/?/shinji-imada/)
- [Hitoshi Yoneda](https://shmuplations.com/archive/?/hitoshi-yoneda/)
- [Mystic Ark](https://shmuplations.com/archive/?/mystic-ark/)
- [Elnard](https://shmuplations.com/archive/?/elnard/)
- [Sonic Team](https://shmuplations.com/archive/?/sonic-team/)
- [Naoto Oshima](https://shmuplations.com/archive/?/naoto-oshima/)
- [Norihiro Nishiyama](https://shmuplations.com/archive/?/norihiro-nishiyama/)
- [Masayuki Kato](https://shmuplations.com/archive/?/masayuki-kato/)
- [Tomoo Yamane](https://shmuplations.com/archive/?/tomoo-yamane/)
- [Mieko Ishikawa](https://shmuplations.com/archive/?/mieko-ishikawa/)
- [Ys](https://shmuplations.com/archive/?/ys/)
- [Oddworld Inhabitants](https://shmuplations.com/archive/?/oddworld-inhabitants/)
- [Lorne Lanning](https://shmuplations.com/archive/?/lorne-lanning/)
- [Sherry McKenna](https://shmuplations.com/archive/?/sherry-mckenna/)
- [Oddworld](https://shmuplations.com/archive/?/oddworld/)
- [Toshiyuki Nakai](https://shmuplations.com/archive/?/toshiyuki-nakai/)
- [Beast Busters](https://shmuplations.com/archive/?/beast-busters/)
- [Team Andromeda](https://shmuplations.com/archive/?/team-andromeda/)
- [Manabu Kusunoki](https://shmuplations.com/archive/?/manabu-kusunoki/)
- [Yukio Futatsugi](https://shmuplations.com/archive/?/yukio-futatsugi/)
- [Hidetoshi Takeshita](https://shmuplations.com/archive/?/hidetoshi-takeshita/)
- [Panzer Dragoon](https://shmuplations.com/archive/?/panzer-dragoon/)
- [Ryota Kawade](https://shmuplations.com/archive/?/ryota-kawade/)
- [Hiroyasu Sasano](https://shmuplations.com/archive/?/hiroyasu-sasano/)
- [Paper Mario](https://shmuplations.com/archive/?/paper-mario/)
- [NanaOn-Sha](https://shmuplations.com/archive/?/nanaon-sha/)
- [Masaya Matsuura](https://shmuplations.com/archive/?/masaya-matsuura/)
- [Gabin Itou](https://shmuplations.com/archive/?/gabin-itou/)
- [Ryu Watabe](https://shmuplations.com/archive/?/ryu-watabe/)
- [PaRappa the Rapper](https://shmuplations.com/archive/?/parappa-the-rapper/)
- [Sharp](https://shmuplations.com/archive/?/sharp/)
- [Matsushita](https://shmuplations.com/archive/?/matsushita/)
- [Fujitsu](https://shmuplations.com/archive/?/fujitsu/)
- [Hiroyuki Ishizaki](https://shmuplations.com/archive/?/hiroyuki-ishizaki/)
- [Tsutomu Torii](https://shmuplations.com/archive/?/tsutomu-torii/)
- [Kimihisa Itou](https://shmuplations.com/archive/?/kimihisa-itou/)
- [Naoki Ogasahara](https://shmuplations.com/archive/?/naoki-ogasahara/)
- [Yoshio Yamashita](https://shmuplations.com/archive/?/yoshio-yamashita/)
- [Shinichi Nakamoto](https://shmuplations.com/archive/?/shinichi-nakamoto/)
- [Satoshi Mikami](https://shmuplations.com/archive/?/satoshi-mikami/)
- [Toshinori Oyama](https://shmuplations.com/archive/?/toshinori-oyama/)
- [Kouji Okada](https://shmuplations.com/archive/?/kouji-okada/)
- [Seigo Aihara](https://shmuplations.com/archive/?/seigo-aihara/)
- [Persona](https://shmuplations.com/archive/?/persona/)
- [Persona 2](https://shmuplations.com/archive/?/persona-2/)
- [Rieko Kodama](https://shmuplations.com/archive/?/rieko-kodama/)
- [Miki Morimoto](https://shmuplations.com/archive/?/miki-morimoto/)
- [Kazuyuki Shibata](https://shmuplations.com/archive/?/kazuyuki-shibata/)
- [Toru Yoshida](https://shmuplations.com/archive/?/toru-yoshida/)
- [Tokuhiko Uwabo](https://shmuplations.com/archive/?/tokuhiko-uwabo/)
- [Phantasy Star II](https://shmuplations.com/archive/?/phantasy-star-ii/)
- [Akinori Nishiyama](https://shmuplations.com/archive/?/akinori-nishiyama/)
- [Phantasy Star IV](https://shmuplations.com/archive/?/phantasy-star-iv/)
- [Izuho Takeuchi](https://shmuplations.com/archive/?/izuho-takeuchi/)
- [Ken Sugimori](https://shmuplations.com/archive/?/ken-sugimori/)
- [Pokemon](https://shmuplations.com/archive/?/pokemon/)
- [Riverhillsoft](https://shmuplations.com/archive/?/riverhillsoft/)
- [Rika Suzuki](https://shmuplations.com/archive/?/rika-suzuki/)
- [The Portopia Serial Murder Case](https://shmuplations.com/archive/?/the-portopia-serial-murder-case/)
- [Okhotsk ni Kiyu](https://shmuplations.com/archive/?/okhotsk-ni-kiyu/)
- [JB Harold Murder Club](https://shmuplations.com/archive/?/jb-harold-murder-club/)
- [Shinsuke Nakamura](https://shmuplations.com/archive/?/shinsuke-nakamura/)
- [Strikers 1945](https://shmuplations.com/archive/?/strikers-1945/)
- [Exed Exes](https://shmuplations.com/archive/?/exed-exes/)
- [Takeshi Kamimura](https://shmuplations.com/archive/?/takeshi-kamimura/)
- [Hiroshi Aoki](https://shmuplations.com/archive/?/hiroshi-aoki/)
- [Yuji Sakamoto](https://shmuplations.com/archive/?/yuji-sakamoto/)
- [Katsuhisa Ishikawa](https://shmuplations.com/archive/?/katsuhisa-ishikawa/)
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- [Hisaki Nimiya](https://shmuplations.com/archive/?/hisaki-nimiya/)
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- [Yasuhiro Taguchi](https://shmuplations.com/archive/?/yasuhiro-taguchi/)
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