Epoch and the Cassette Vision (1997)

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.

Elemental Gimmick Gear – 1999 Developer Interview

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.

Ecco the Dolphin – 2004 Developer Interview

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.

Early Arcade Classics: 1985-87 Interviews

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.

Dragon Spirit – 2012 Developer Interview

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.

Dragon Saber – 1991 Developer Interviews

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 Quest IV – 1989 Developer Interview

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 Quest III – 1989 Developer Interview

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 II – 1987 Interview

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 vs. Dragon Slayer – Developer Interview

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!