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).
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.
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.
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.
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.
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.
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.
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.
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.
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.