Short Cuts – Assorted Interviews 1990-1996

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.

Bangai-O – 1999 Developer Interview

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.

Final Fantasy X – 2001 Developer Interviews

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.

Time Crisis – 1997 Developer Interview

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.

Golden Sun – 2001 Developer Interview

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.

Summer of Street Fighter II – 1991 Developer Interview

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).