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Benja ❤️ Videogames @benjapenguin.bsky.social · 30/09/2026
Man, I think I'm a special kind of #gamedev geek, but I find nothing cozier than sitting in a comfy chair with a good drink and reading a @shmuplations.bsky.social article. This is probably my fave so far: shmuplations.com/itoimiyamoto/
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Shigeru Miyamoto x Shigesato Itoi (1989) - shmuplations.com
This lengthy interview captures a high-level meeting of the minds between Shigesato Itoi, Shigeru Miyamoto, and author Seiko Itou.
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shmuplations.com @shmuplations.bsky.social · 29/09/2026
This week we have a charming Final Fantasy VI roundtable interview from 1994, conducted one month before release. The team discusses the making of the ominous opening sequence, world design, and their favorite characters! shmuplations.com/ff6rt/
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Final Fantasy VI – 1994 Developer Roundtable - shmuplations.com
This Final Fantasy VI roundtable interview conducted in March 1994 discusses the making of the opening sequence and the staff's favorite characters.
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Video Game History Foundation @gamehistoryorg.bsky.social · 24/09/2026
Starting today, we're piloting Japanese magazines in our digital archive! We've spent the last few months upgrading our library infrastructure to support Japanese-language material, starting with the magazine Neo Geo Freak. Read the full blog post for more info: gamehistory.org/5k-magazines/
A two-page spread from Neo Geo Freak featuring Nakoruru from the game Samurai Shodown. All text is accurately highlighted on the page, including vertical writing being mapped vertically.
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GSK | ALL CITY SLOP SHOP (ETA SOON) @allcityslopshop.com · 24/09/2026
lots of info here on the makings of early Samsho (and quite a few pre-NG titles, too), including some insight on just how Samsho 3 ended up the way it did

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The Samurai Craftsmen of SNK (2020)
This massive interview with SNK alumni Yasushi Adachi and Tomoaki Fukui originally appeared in the SNK Anniversary Fan Book published in 2020. The first half of the interview looks at SNK's "arcade action" era of the late 80s and early 90s. The second half is a wonderfully detailed recounting of the making of Samurai Shodown and its sequels, which Adachi and Fukui were deeply involved in as producers and designers.

SNK | Yasushi Adachi | Tomoaki Fukui | Samurai Shodown
The late 1980s is often called SNK's first golden age. Many of the developers who were there during that era (who would also go on to support the company's second golden age in the 90s) are now gathered at the game development studio Engines. We sat down with two of those developers, Yasushi Adachi and Tomoaki Fukui, to talk about what it was like on the floor at SNK back in the day and the creation of the Samurai Shodown series.

—In this interview, we'd like to look back at your time at SNK from the 80s into the 90s, including your involvement in launching the Samurai Shodown series, and ask about the atmosphere inside the company back then. First, could you give us a brief intro regarding when each of you joined SNK?
Adachi: I joined in 1986.

Fukui: I came in three years later, in 1989.

Adachi: We should probably explain how we got hired. The catalyst for me joining SNK was a job listing flyer posted at the design vocational school I was attending at the time. A classmate said to me, "I'm going to apply here," so I replied, "Alright, I'll go with you." Back then, SNK had set up shop on the second floor of a prefabricated building right in the middle of the rice fields in Esaka. The first floor was rented by a company that manufactured magnetic tape, so SNK was just subletting the space upstairs.

—Ah, that was right after SNK moved to Esaka.
Adachi: The moment you opened the entrance door, game sounds came blaring out at you. SNK was working on Dogou Souken (Victory Road) at the time. As an arcade-obsessed kid, seeing that made me explode with excitement: "Whoa, they've got an Ikari cabinet in here!" After that, I handed over my resume and had a brief interview. Then out of nowhere, they just casually told me, "Alright, you're hired." By the way, the friend who went with me passed as well, and he later went on to work as a director on titles like Art of Fighting.


SNK alumni Yasushi Adachi (L) and Tomoaki Fukui (R).
—That sounds like an incredibly informal hiring process.
Adachi: It really was. In fact, senior co-workers teased me about it for years afterward, because I actually showed up to the interview wearing a Mao suit and a Mao cap.

—That's certainly a unique fashion choice...
Adachi: I was completely obsessed with YMO (Yellow Magic Orchestra) at the time. (laughs) But that was the atmosphere of the gaming industry back then: it was open enough to let a crazy guy like that right through the door.

—A true reflection of the industry's early boom era.
Adachi: There is one thing I give my younger self credit for, though. (laughs) I had actually brought a game proposal document I wrote myself. Of course, I had no clue how to properly write a game design document back then, so it was just a handwritten binder filled with whatever I imagined a game proposal ought to look like.

—Design documents weren't really something people saw out in the open back then. What kind of work did you do after you were hired?
Adachi: I was assigned to the development team working on arcade titles like Ikari. The whole team was only about five people back then. I spent a lot of time debugging Victory Road.

—That marks what you could call SNK's first golden age, a period when titles like ASO (Alpha Mission) came out and boosted SNK's reputation among gamers.
Adachi: That's right. Alpha Mission was a groundbreaking title. Kazuto Kohno (currently at Dimps), who created that game, also worked on games like Athena, and he possessed an RPG sensibility that was rare at SNK at the time.

—Alpha Mission is a shooter and Athena is an action game, but both contain clear RPG elements.
Adachi: Gameplay-wise, they really are RPGs. Kohno went on to work on actual RPGs like Satomi Hakkenden and God Slayer (Crystalis). Around that time, SNK was bringing in more and more people with an arcade action background. If we had brought in more developers from the home console RPG side instead, the SNK of today might look completely different.

—That's an interesting timeline to imagine: SNK as an RPG developer. Speaking of Alpha Mission, I remember being surprised by how carefully tuned each weapon's performance was. In most shooting games back then, even if there was a wide variety of weapons, usually one or two were so overpowered that you could clear the whole game using just those.
Adachi: You're right, every weapon in that game had its specific use case.

—Today that might seem standard, but it was very impressive back then. Around that time, SNK's titles were ramping up in quality at a frightening speed, and games like HAL 21 and T.A.N.K (T.N.K. III) felt exceptionally well-crafted.
Adachi: T.N.K. III was a fantastic game across the board, music included. The programmer on T.N.K. III was also heavily involved in Ikari, and he wasn't just a programmer--he composed music too. Later on, he handled the programming for games like Art of Fighting as well.


Although not particularly celebrated today, TNK III was a landmark title for SNK, and the first to use the new LS-30 rotary joystick which would go on to define arcade classics like Ikari Warriors and Guerilla War.
—Fukui, we'd love to hear about the period when you joined.
Fukui: I joined right when SNK had constructed a brand-new development building and moved out of the prefab setup. I first found out about SNK from a job flyer I saw at the art university I was attending. At the time, the games industry wasn't even widely recognized as an actual "industry." There were job postings for Nintendo on campus too, but among my peers no one really knew anything about them. It was like, "Nintendo? Who's that? Oh, I guess working in games is a thing." It's crazy when you look back on it now. Actually, I knew about Nintendo and wanted to apply, but by the time I noticed the posting, the application window had already closed... a lot of my college friends received job offers from Nintendo, but almost none of them ended up going there. They chose design firms instead.

Adachi: I bet those people are looking back today thinking, "Man, I should have taken that offer!". (laughs) But anyway, that's just the kind of era it was.

Fukui: So, with the Nintendo applications closed, I was wondering what to do next when that SNK job posting caught my eye. I didn't know anything about SNK at the time, but I grabbed a portfolio of my artwork and went in for an interview.

—And you were hired right on the spot?
Fukui: Well, I had gotten married while still a student and already had a child. When I mentioned that during the interview, they just said, "Oh, you've got a kid? That must be tough." After the interview, I walked home, and my wife said, "A company called SNK called and said you're hired!" I was totally shocked: "Wait, already?!" (laughs) After a brief, bewildering wait, the official offer letter arrived, and I officially joined the company.

Learning Game Design by Trial and Error
—Adachi, what titles did you work on after joining?
Adachi: I was initially hired as a graphic artist, and the first project where I got deeply involved in development was Psycho Soldier, the sequel to Athena. I worked on characters and objects, what SNK called "front-end" graphics back then. Athena was a side-scrolling action game, but Kohno initially said, "I want to make this an overhead view game." Drawing characters from a top-down perspective is an absolute nightmare, so I remember seriously begging him: "Please, anything but that!"

—So that's why Psycho Soldier ended up sticking with the side-scrolling format.
Adachi: After that, I was told, "Go design your own project," which led to ASO II (Alpha Mission II). That was the very first project I worked on in a planning capacity. At first, I had zero clue what a planner was actually supposed to do, so I just fumbled through writing a design document by mimicking what I saw others doing.

—So there weren't standard document templates at the company back then? Some companies in the 80s had rigid formats for design docs, even if only a few.
Adachi: SNK had nothing like that at all. Everyone was just flying by the seat of their pants.

Fukui: It was mostly word-of-mouth back then. Knowledge wasn't written down; it was passed along orally.


Psycho Soldier, Adachi's first project at SNK before moving into planning. He worked on the character and object sprites.
—Was your first planning experience pretty rough?
Adachi: Alpha Mission II was a shooter, but no matter how much work we put into it, the game just wasn't turning out fun at all. I had no idea how to fix it. There's an episode from that time I'll never forget. As I was sitting there lost, someone from the Ikari team walked up to me and said, "Get out of that chair for three days."

—Meaning, "Let me handle this"?
Adachi: Exactly. For three full days, I wasn't allowed to touch the game at all. That person spent those three days working directly with the programmer, and as a result, the game's quality shot up drastically. I was so frustrated and furious with myself. I spent every spare moment desperately analyzing the documents he left behind, trying to figure out what actually made a game fun. You could say that experience was my true starting point as a game designer. The tricks I picked up then are still useful to me today.

—Are there any other moments where work by other staff members left a deep impression on you?
Adachi: The stories around Bermuda Triangle are really memorable to me. Bermuda Triangle, The Super Spy, and Guerrilla War were all made by the same director, and I loved the bold, wild energy of that team. As you know, in Bermuda Triangle, your craft is huge, and as you collect items to power up, by the end of the game you become absurdly overpowered.

—Enemies could barely touch you at that point.
Adachi: When we first put that game out for location testing, the skilled players could play indefinitely, and the game just wouldn't end. So, the dev team tried to rebalance it by making the player's ship weaker. But the company president at the time stepped in and yelled at the team: "Nonsense! Weakening the player is the wrong approach. Don't make the player weaker--make the enemies stronger!" When I heard that, it hit me: "He's completely right!" That mindset became the foundation of my own design philosophy. Bermuda Triangle was aggressive in both its visual design and its balance, and it's a game I love dearly. The vehicle designs were so cool too, all covered in spikes. (laughs)

—Games from that era had a sensibility that felt like it would be even more popular overseas than in Japan. And I hear it was indeed quite popular abroad.
Heated Debates in the Trenches
—Fukui, what kind of work were you given after joining?
Fukui: When I joined in 1989, the team was working on Prehistoric Isle. My very first job was test-playing that game. As a new hire, I wasn't yet assigned to any specific team during my training period. Right as the game was approaching its master submission deadline, the president suddenly summoned me out of nowhere. I walked over to where I was told to go, and there was an arcade cabinet set up, with the president and Adachi sitting next to it with grim expressions on their faces. Then they told me: "Test play this game right now."

—Without any explanation whatsoever?
Fukui: Adachi didn't say a single word. I thought to myself, "Why does everybody look so intense?" and started playing. Shortly after starting, my ship crashed into a tree leaf on screen and got destroyed. Without thinking, I gasped, "Ah!" The president immediately seized on that and asked: "You just said 'Ah!' Why did you say 'Ah!'?"

—Wow, what was really going on here?
Fukui: I had no idea what was happening, so I just answered, "It's a tree leaf, so I assumed my ship wouldn't break if I hit it." Later on, I found out that Adachi and the president had been arguing about that exact detail. Adachi argued it should break, the president insisted it shouldn't, and neither side would yield an inch. So they decided, "Let's get someone who knows nothing about the game to play it and see what happens," which is how I got dragged into it.

—Ah, I see. (laughs)
Fukui: I don't know if that was the reason, but after that, I got singled out (or maybe noticed?) and started getting called in constantly for test-playing.

Adachi: We made you test-play Mechanized Attack too, which ran on the same board.

Fukui: Mechanized Attack was a light-gun shooter. The system was designed so that when you ran out of ammo, it would play a quick click sound and automatically reload. Right when that click sounded on screen, I accidentally let out another "Huh?" Immediately, they pressed me again: "Why did you just say 'Huh?'" (laughs)

—An automatic reload system is user-friendly, but for a first-time player, it's hard to instantly grasp what just happened. You end up wondering what that sound was.
Fukui: In modern games, the word "RELOAD" would flash on screen the instant it happens, but back then there was no visual indicator, just a momentary pause. Because of incidents like that, the Mechanized Attack team labeled me as "that rookie who doesn't know when to keep his mouth shut".... (laughs) Shortly after, I was assigned to Adachi's team.


For his first project at SNK, Fukui drew the war-torn, industrial backgrounds for NAM-1975.
—What was the first project you were officially involved in developing?
Fukui: The first project I worked on from a development standpoint was NAM-1975, the very first Neo Geo title. Early in development, it wasn't being made for the Neo Geo; it was just a standard arcade board project. Midway through, we were told, "SNK is building something called the Neo Geo, and this is going to be its launch title." But the specs for the board were completely different!

Adachi: The thing that caused a panic initially was the "line sprite" rendering system. The Neo Geo was marketed as having a massively higher sprite count than our previous hardware, but the line sprite system had a major quirk: there was a hard limit on how many sprites could overlap within a 16-pixel vertical strip. If you exceeded that limit, objects would simply flicker out of existence.

Fukui: You'd sometimes see the screen flicker in Neo Geo games. That was the cause. You could display a massive total number of sprites, but you couldn't stack them arbitrarily. For instance, if a character at the bottom of the screen aligned vertically with a character at the top, graphics would disappear even if the two characters weren't touching each other.

Adachi: The Neo Geo hardware was incredibly peculiar.

Fukui: At first we were thrilled to hear the sprite count was going up, but when we tried running NAM-1975 on Neo Geo hardware, bullets were disappearing, enemy soldiers were vanishing.... (laughs)

—It definitely had its quirks.
Fukui: Everyone struggled with it, but by the latter half of the development, we'd learned how to handle it.

Adachi: Before NAM-1975, were you helping out with anything else?

Fukui: Before that, it was pure test-playing. On NAM-1975, I did the background graphics. Oh, and voice acting too. (laughs) I remember voicing one of the bosses.

—I imagine that was common across most studios back then: development staff doing voice work.
Fukui: Was Fatal Fury the first SNK game to use professional voice actors?

Adachi: Was it? I honestly don't remember.

Fukui: I recall a bit of buzz around the office with people saying, "Hey, the staff isn't doing the voices this time!"

—Let's talk about the Neo Geo era. From the outside, it looked like a project where the company was betting its entire future.
Fukui: As a new hire, I didn't understand what risks or benefits were involved. I would listen to the senior devs chatter around me while I worked. I heard the arcade operators were concerned about the commercial risks of the MVS system and its multiple game cartridges hosted in a single cabinet.

—Because operators might buy fewer complete cabinets.
Fukui: Listening to those discussions, I remember realizing for the first time that there was this whole business perspective to game development. What personally baffled me was the price gap: home console software was around 40,000 yen, while arcade boards were around 200,000 yen, even though the actual content inside was identical! Why was there such a huge price difference? (laughs) Now I understand the various industry factors behind it, but back then, I thought, "Aren't these literally identical except for the pin count on the edge connector?" (laughs)

—That was around 1990. How did the internal company dynamic evolve after that?
Adachi: SNK had three main development departments back then, and there was very little cross-department communication. The department heads might talk to each other, but rank-and-file staff rarely wandered over to see what other teams were doing, and development information was almost never shared. It wasn't that people got along poorly, though.


Early concept art for "THE SAMURAI", the early title for Samurai Spirits. As explained in more detail below, the team initially considered multi-line fighting like Fatal Fury.
—Was that just SNK's corporate culture?
Adachi: Probably. I don't know if management intentionally structured things that way, but it felt more like an organic result than a deliberate corporate policy.

Fukui: The Samurai Shodown team was on the same floor as the KOF team, so individual staff members chatted casually all the time. But we rarely dove deep into discussions about actual game design. The First Development Division—the team making Fatal Fury, Art of Fighting, and The Last Blade—was on a completely different floor, so we had almost no contact with them.

Adachi: It was completely routine for us to learn about games being made inside our own company for the first time by reading game magazines! But in a way, that was part of the fun. (laughs)

Fukui: This was a bit later, but I remember the absolute shock I felt when I first saw Metal Slug. As a fellow designer, I thought, "They're doing this with pixel art?!" There's an explosion effect that looks rainbow-colored, but if you look closely, it's actually just a black dithering pattern. Because of the phosphor bleed on CRT monitors, though, it renders as a rainbow. I was blown away: "They calculated the CRT display behavior to draw this?! That's insane!"

Adachi: The Metal Slug team was a total mystery team to us. They were housed in a completely separate building from main SNK.

—I've heard the Metal Slug designers would skip writing design specs altogether when an idea hit them and just start drawing sprites immediately, because drawing sprites was faster than writing documentation.
Adachi: It was a much more relaxed, generous era where nobody was obsessed with production costs. (laughs)

The Winding Road to Samurai Shodown's Creation
—We'd love to hear about Samurai Shodown, a project both of you were involved in launching. It wasn't originally conceived as a fighting game, correct?
Adachi: Right. I loved monsters and splatter horror, so I was writing a proposal for a monster-themed action game where you played as the monster. Right around then, I was called in by one of the company executives who declared: "From now on, we're going to make fighting games." Capcom's Street Fighter II (hereafter SFII) had taken the industry by storm, and there was a massive surge of momentum toward competitive fighting games.

—So you reworked the monster concept into a fighting game?
Fukui: At first, Adachi resisted: "I am absolutely NOT turning this into a fighting game!" But the higher-ups talked him down, and one day he just came in and said, "Alright, we're making a fighting game." I was amazed at the sudden turn.

—SFII was a miraculous, revolutionary title that completely reshaped the industry. Back then, there was an overarching atmosphere of "if it's not a fighting game, it doesn't matter." But your team had zero prior experience making fighting games.
Adachi: Exactly. Once we actually sat down to make a fighting game, we realized we couldn't even touch SFII. But I honestly believe our team studied SFII more rigorously than anyone else in the industry at the time.

Fukui: We played it every single day.

Adachi: We went frame-by-frame through SFII footage, analyzing every single move, studying hitboxes and hitstop to figure out how it was built and what made it feel so good to play.


Early planning document for Samurai Shodown proposing a multi-line system similar to Fatal Fury. This was scrapped, as were the 1P VS COM mechanics where a "waiting enemy" would have bided their time in Line B, influencing the fight by throwing items in certain situations. Likewise, a simultaneous 2P mode, with both players fighting separate enemies in different rows at the same time, was also abandoned.
—You were analyzing the core mechanics of action game feel. SFII is unarmed combat while Samurai Shodown is weapon combat, so the play feel is completely different. Yet both games deliver an incredible sense of impact and satisfaction when a move hits. Games with sloppy hitboxes or awkward hitstop feel jarring to play, but Samurai Shodown completely avoided that awkwardness.
Adachi: We had time back then, that's why. Schedules and budgets weren't nearly as strict as they are today; it's not much of an exaggeration to say the concept of a schedule barely existed. (laughs) The company let us work with a lot of freedom, and that helped immensely. There was virtually no concept of "marketing" back then either.

—When Samurai Shodown debuted, it felt remarkably stylish. It had a different vector of coolness compared to the gritty, masculine tone of Fatal Fury or Art of Fighting.
Adachi: A big reason for that was that we were unabashed otaku at heart. Myself included, the team was packed with anime fans.

—While Fatal Fury and Art of Fighting leaned into hardboiled manga and action cinema tropes, Samurai Shodown had a distinct anime-culture aura to it.
Adachi: Pure, graceful characters like Nakoruru were tailor-made for what otaku loved at the time, right? (laughs) When Mai Shiranui exploded in popularity in Fatal Fury 2, we were sitting there saying, "For the next Samurai Shodown, let's bundle Nakoruru up in even thicker clothes!" (laughs) It's not like I consciously set out to design characters that way—it just naturally turned out like that because the development floor was full of otaku.

—Why did you choose a period-drama (jidaigeki) setting?
Fukui: We didn't start out trying to make a period drama. The core idea of "let's make a game focused on weapon combat" came first. The original monster project had characters wielding weapons, so we thought using weapons would be a great way to differentiate ourselves from other studios' games. From there, someone said, "Well, if we're using weapons, it's gotta be swords," which naturally led into a period setting.

Adachi: My personal tastes probably influenced the final decision too. (laughs) Though my memory is a bit hazy.

—During development, Haohmaru was named "Musashi" and Ukyo Tachibana was "Kojiro." I recall seeing early screenshots of the two fighting on Ganryu Island.
Adachi: Our original motif was the duel at Ganryu Island, which eventually turned into Gairyu Isle in the final game. Wanting to target the overseas market was another reason we went with a Japanese historical theme, though.

Fukui: Though once we started throwing in tons of ninjas because of their popularity overseas, the actual samurai proportion shrank quite a bit. (laughs)

—The global perspective makes total sense.
Adachi: We kept the market in mind, but ultimately we just shoved in everything we personally liked. (laughs) Honestly, the worldbuilding of Samurai Shodown only came together late in development. Early on, we focused far more on game systems and visual impact than lore.


Early character concept art for Samurai Shodown. The top character "Shinzo" was an Koga ninja who clan was wiped out by a mysterious organization. He was envisioned as a "speedy" ninja character; the American ninja Galford was likely conceived later to add more international flavor into the roster. The bottom character, "Kanzo" is Shinzo's older brother. He is the top ninja of the Iga clan and is sent on an assassination mission to kill the leader of the Bateren.
—Could you elaborate on what you mean by "visual impact"?
Adachi: When I saw Art of Fighting, the camera zoom-in/zoom-out effect looked incredible, and I wanted to bring that into our game. I wanted striking visual frames, characters colliding in mid-air while the camera dynamically zoomed in and out. The worldbuilding was retrofitted to match those visual goals.

Fukui: I'm pretty sure we only fleshed out the story near the very end of development.

—In the original Samurai Shodown, ground-based anti-air attacks were generally weak, so jumping air-to-air attacks were heavily utilized to intercept incoming opponents.
Adachi: Right. We specifically wanted the visual of characters slashing each other mid-air, so we intentionally tuned the balance to encourage that.

—For a fighting game at the time, that was quite an unconventional approach.
Adachi: Developers at other companies gave us a lot of praise for that later on. (laughs)

—Speaking of visual impact, Haohmaru's heavy slash (his far standing heavy slash, officially named zantetsusen) was mind-blowing to see for the first time. It's a massive diagonal slash with significant startup; if guarded, the blade repels with a sharp clatter, yet leaves very little disadvantage. On hit, Haohmaru steps deep into the blow while the opponent reels back dramatically. It feels amazing whether hit or guarded, without breaking the game's competitive balance.
Fukui: Originally, Haohmaru's heavy slash shared the exact same recovery motion on block as it did on hit. But we wanted to capture that authentic sword-fighting feel, so we added a recoil animation where the blade gets knocked back with a loud clank. However, if blocking it gave the opponent a guaranteed heavy punish, players would stop throwing out heavy slashes altogether. That wouldn't feel satisfying for the player, so we minimized the frame disadvantage on block.

—Prioritizing the player's feeling of satisfaction, then.
Fukui: As Adachi mentioned earlier, we avoided the mindset of "this move is too strong, so let's make it weak." Instead, we thought, "This move feels incredible, so we have to preserve it," and carefully dialed in the tuning to find the right balance.

Adachi: Fukui and the rest of the original Samurai Shodown team were a fantastic crew. Everyone on the dev team shared a unified sense of what felt good in combat.

—So because your sensibilities aligned, you were able to refine the mechanics deeply without your design direction drifting off course.
Adachi: We didn't calculate all of that game feel up front, though. It was built up through painstaking, incremental iteration over time.

Fukui: For hitstun duration, we initially assigned standardized values across moves, but it didn't feel satisfying, so we went through tweaking data for every single attack individually.

Adachi: We could only pull that off because, as I said, schedules basically didn't exist. (laughs) Every single day was spent asking ourselves how we could make the game better.

Fukui: If we had been pressed for time, it never would have happened. After the game became playable end-to-end, we spent roughly six months just on fine-tuning.

—Beyond Haohmaru's heavy slash, many other moves prioritized visual flare and game feel. For example, Senpūretsuzan (Cyclone Slash) dealt damage in two distinct hits: once when the tornado connected, and once when the launched opponent hit the ground.
Adachi: That was spot where we prioritized visual impact. An otaku's obsession. (laughs)


Early character concept art for Musashi and Nakoruru. Musashi is fairly similar to Haomaru, though in this early version he is a "secret agent" acting under orders from Katsu Kaishu. Nakoruru was still an Ainu warrior, but she was also a direct descendant of the people of Atlantis (which is where her power to control animals comes from).
The Unforgettable Characters of Samurai Shodown
—The villain Genan Shiranui possessed an abundance of moves designed to irritate the opponent, like long command grabs and extended poison spray animations. (laughs)
Fukui: Genan was Adachi's creation. (laughs)

Adachi: He was the sole survivor from that original monster game concept, so that origin showed through loud and clear. I've always loved dark anti-heroes. Giving him moves that annoy the player was 100% intentional. (laughs) The team was very deliberate about assigning distinct personality traits to every character. Like Earthquakes's fart command grab. (laughs)

Fukui: After Earthquake farts, he lets out this "Khehe" laugh, and the animator drew that expression with absolute glee, despite how little sprite memory we had to work with! (laughs)

Adachi: Earthquake was a huge struggle, wasn't he? We built him focusing heavily on visual scale, and he gave us the most trouble by far.

—Did you intend to include a giant character like that from the start?
Adachi: We said we wanted to make a huge character from early on, but deciding just how big he should be involved a lot of back-and-forth between Fukui and me.

Fukui: If I recall correctly, we built a custom tool specifically to scale graphics up and down, and we sat right in front of each other adjusting his size in real time while arguing about it.

Adachi: I just kept shouting, "Bigger! Make him bigger!" so he kept growing. (laughs) Wrapping up his design was probably our hardest task. Getting that character functional and balanced was all thanks to Fukui's brilliant work. (laughs)


The indignity of the Skunk Burst.
Fukui: I was in charge of the weirdo cast: Wan-Fu, Earthquake, Kyoshiro Senryo... Memory allocation per character was identical regardless of whether a character was large or small, so compressing the data was a nightmare. The designers would come to me asking, "How are we supposed to fit this?" so I had to invent tricks like reusing frames from one animation for another move. Yet despite all that aggressive compression, we still went out of our way to draw custom frames for a fart expression! (laughs)

—Balancing match-ups must have been equally chaotic.
Fukui: During our first location test, a player went on an 80-game win streak using Earthquake. Word reached the office, and Adachi came barging in shouting at me: "Fukui! Is Earthquake broken?!" (laughs)

Adachi: I did not shout like that! (laughs)

Fukui: I said he wasn't actually that strong, but Adachi insisted: "He's on an 80-win streak right now!" So we went down to the arcade to check it out. When we arrived, there was barely anyone lined up on the opposite side of Earthquake's cabinet. There was a huge crowd of spectators, but nobody wanted to step up to challenge him. So I stepped in to play against him myself.

—Were you able to win?
Fukui: Yeah. I had been watching him play beforehand, and all he was doing was spamming the Fat Chainsaw move. That move leaves you wide open if blocked, so you can easily punish it for a win. But none of the local players had realized that yet. They were just holding guard and freezing up.

Adachi: Fighting game literacy was still primitive back then, and on top of that, a lot of players were intimidated by his sheer size on screen.

—Earthquake couldn't be thrown in that initial version either, which must have confused a lot of players.
Fukui: We didn't even realize that while making him. The designers only noticed it later. "Wait, you can't throw this guy!" (laughs)


Early character designs from Samurai Spirits. The top character is called 闇 (Yami) He was an illusionist tricked into holding a cursed scythe, which now controls him, and his purpose in fighting is "to find someone who can kill him." The bottom character is a monk called Tenkai, who became Wan-Fu in the final release.
—The roster had so many character traits that defied conventional fighting game design of the era. Hattori Hanzo's shadow clones and substitution techniques were mind-blowing.
Adachi: That was another case of visual impact taking priority. We figured, "He's a ninja, of course he should vanish!" (laughs)

Fukui: I wasn't handling Hanzo, but watching from the side I kept thinking, "How on earth are they going to turn this into a functional game mechanic?" (laughs) Implementing it was a mess too. The move splits him into four clones so the opponent doesn't know which is real, but initially, the opponent's character would automatically face toward the real Hanzo! (laughs) We realized, "Wait, this completely gives it away!" so we went to the engineer and asked him to turn off automatic target tracking during the move. He snapped back: "Think about these things before you ask me to code them!" (laughs)

Adachi: Animal companions were tough to implement too. Another visual-first idea.

Fukui: Poppy and Mamahaha caused us endless headaches.

—Controlling an external companion character as an option existed in shooters, but it was virtually unheard of in fighting games.
Fukui: Back then, our ideas just kept snowballing without any sense of whether they were actually viable. We'd implement things, all the while wondering, "Can we really use this?"

Adachi: Looking back, I think our deep study of earlier fighting games allowed us to build a solid mechanical foundation, which is why all those wild ideas worked out. If the core foundation had been shaky when we stacked those "visual-first" ideas on top, the game might have collapsed entirely. Building a sound underlying system was what saved us... at least, that's how I view it now. (laughs)

—Samurai Shodown wasn't just a hit gameplay-wise; the characters exploded in popularity, too. It felt distinct even within SNK's lineup at the time.
Adachi: Samurai Shodown and KOF had a unique character appeal that ultimately expanded SNK's character licensing business. The KOF team had a very similar vibe to ours, just a bunch of otaku hanging out together.

—Did the massive commercial success of the original Samurai Shodown change your standing within the company?
Adachi: The working conditions inside the office improved, and we were allowed to make Shin Samurai Spirits (Samurai Shodown II) with complete freedom. Though we might have pushed that freedom a bit too far in some questionable directions. (laughs) Silly jokes like turning characters into plush dolls... (laughs)

—Speaking of hidden elements, Haohmaru's Tenha Fuujin Zan secret move comes to mind.
Adachi: The truth is a programmer coded and implemented that move entirely on his own without telling anyone! He kept it secret from the planners and designers, recycled existing graphic frames, and quietly snuck a secret move into the code for just Haohmaru and Nakoruru.

Fukui: I remember other staff members getting furious: "Don't just sneak stuff into the build!" I thought, "Adachi is the director, so he probably knew about it in advance," but when I looked over, he was right there getting mad alongside everyone else. (laughs)

Adachi: I was furious! (laughs) But since it was already made, we decided to leave it in. The programmer said he saw the Ryūko Ranbu in Art of Fighting and wanted to try making a move like that. So during development, the working title for Tenha Fuujin Zan was actually "Haohmaru Ranbu."


Two early boss designs for Samurai Shodown. The first is an iaigiri master jokingly called Iaido in katakana. The second looks like a version of G-Mantle, SNKs mysterious mascot. Here he is called ゲームァント (Gameant), which sounds more punny in Japanese. Mock-ups of their respective stages are also shown, with a Japanese rooftop overlooking a castle keep and a circus fight in front of an audience.
—The Ryūko Ranbu was very dramatic despite reusing existing sprites. Even though every single motion frame was something players had seen before, it felt like a completely new technique.
Adachi: When I first saw the Ryūko Ranbu, I was blown away: "Man, this is incredible!"

—Many fans probably assumed Tenha Fuujin Zan was created as a tie-in for the anime TV special Samurai Shodown: The Motion Picture.
Adachi: It definitely wasn't designed as an anime tie-in from the start.

—You can really feel how free-spirited the studio culture was back then.
Adachi: I don't know what management thought of us, but we were given tremendous freedom. Our development team started calling ourselves "Samurai-Gumi" (The Samurai Team) and operating like our own internal brand, but that was never an official corporate designation. Management just tolerated it.

—Oh, you gave that name to yourselves? Didn't you even build an elaborate website for it?
Adachi: We did it completely without company permission. (laughs) That's just how things were back then.

The Fierce Struggle of Samurai Shodown III
—The original Samurai Shodown and Samurai Shodown II achieved a miraculous balance, even if defensive play was exceptionally strong.
Fukui: Speaking of which, I recently saw footage of players who are still playing Samurai Shodown II today. The way they play, it's like they're playing a completely different game from the one we knew. (laughs)

Adachi: Among fans, there seems to be a school of thought that Samurai Shodown III is the pinnacle. To us, that's a bit surprising... maybe people just love how wildly unhinged it is. (laughs)

—When that game came out, it sent shockwaves through the editorial department at Gamest magazine.... (laughs) The massive overhaul of the game mechanics was surprising, and the overall balance tuning felt entirely different from previous titles. It was almost as if a completely different department had made it.
Adachi: The development schedule was extremely brutal, for one thing. Plus, losing key team members had a big impact. But a major reason the core systems changed so drastically was simply that I got bored of the systems we used up through Samurai Shodown II. I just always want to change things up. Looking at the KOF team in the 90s, the thing I respected most about them was how carefully they preserved the elements fans didn't want changed. Me, I get restless too easily, so I'm terrible at that...


Two unused characters from Samurai Shodown III. The notes don't give too much insight into their backgrounds, but the character on the right appears to be named "Gordon." The name on the left is too obscured to read clearly; possibly "Toku" (徳).
—The mechanics and move concepts in Samurai Shodown III were certainly fascinating, though.
Adachi: The core concept for that game was: "Let's create a more tense, life-or-death battle." I don't think the idea was bad in itself. If we'd had more time to properly polish it, it would have turned out much better.

Fukui: We had virtually zero time for balance tuning.

Adachi: We were fixing hitboxes right up until the literal minute of master submission.

Fukui: To be honest, ten minutes before the master ROM was submitted, the character I was in charge of was still completely bugged. (laughs) The bug got fixed right before master submission. It was total chaos.

—Could you share what happened there?
Fukui: There was a bug where hitboxes set in the dev tools would render in unintended ways in-game. I assumed the bug wasn't going to get fixed in time, so I assigned hitboxes while accounting for the bug's distortion. But then, ten minutes before deadline, I realized the bug had suddenly been patched.... (laughs) When I checked my character, the fixed engine caused the hitboxes to go completely haywire, making the move properties utterly insane. (laughs) Panic set in: "Oh no no no, this is a catastrophe!" I had to fix every single hitbox across the entire character in ten minutes flat.

—That's an incredible clutch save!
Adachi: Didn't you also unilaterally change rage gauge values right before submission? That turned out to be a great call in the end, too.

Fukui: Oh yeah, that happened too!
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shmuplations.com @shmuplations.bsky.social · 23/09/2026
Learn about the making of Samurai Shodown and life at SNK in the "arcade action" era of the late 80s in this massive interview with alumni Yasushi Adachi and Tomoaki Fukui! shmuplations.com/samuraispiri...
shmuplations.com
The Samurai Craftsmen of SNK - shmuplations.com
This massive interview with SNK alumni Yasushi Adachi and Tomoaki Fukui originally appeared in the SNK Anniversary Fan Book.
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LAKESPIRIT @lakespirit.love · 20/09/2026
reminded me of another quote from shigeru miyamoto on that interview w/ tajiri. rly interesting how early into the medium this already became an issue to grapple with, and how so many of the things miyamoto discusses in general are essentially unresolved to this day shmuplations.com/miyamotoxtaj...
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Lost In Cult @lostincult.co.uk · 15/09/2026
Over 40 years of cutting edge cinema. Introducing our (Post)[Culture] premiere, Archive: Shinya Tsukamoto 🎞️ 400 pages. Limited extras. Signed by Tsukamoto himself. Only 500 signed copies available! 🔗🔻
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shmuplations.com @shmuplations.bsky.social · 16/09/2026
No update this week, but I'm working on a huge SNK interview for all the FTG fans out there. It covers their 80s arcade history, with a special focus on the making Samurai Showdown!
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Legión Gamer RD @legiongamerrd.bsky.social · 11/09/2026
Pronto viene #Gamefemerides de #Castlevania #悪魔城ドラキュラ. Así que leemos algunas opiniones de su creador, Hiroshi Akamatsu. En esta #LecturaGaming de @shmuplations ! #ElGamingnosune #RetroGaming #Konami #Nintendo #NES #PodcastDominicano #PodcastGamer www.youtube.com/live/dp0TYHJ...
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#LecturaGaming: Shmuplations.com: Castlevania - Comentarios de creadores
YouTube video by Legion Gamer RD
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shmuplations.com @shmuplations.bsky.social · 08/09/2026
Kicking off September with an eye-opening interview between Shigeru Miyamoto and Satoshi Tajiri from 1993! The conversation is mainly focused on the newly released Star Fox and Miyamoto's ideas about polygons, shooting games, and CD-ROM media. shmuplations.com/miyamotoxtaj...
shmuplations.com
Shigeru Miyamoto x Satoshi Tajiri (1993) - shmuplations.com
This delightful interview between Shigeru Miyamoto and Satoshi Tajiri was originally featured in the 4/93 issue of Hippon Super.
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Sam Barlow 🔥 @mrsambarlow.bsky.social · 02/09/2026
This article made me go play XEVIOUS & wow this has aged fantastically. The 8-bit art is exquisite: scattered papercut shapes of grass, water and roads; the pixel grisaille of its gray aliens; the evoking of the nazca lines as art to be viewed from the air shmuplations.com/makingofxevi...
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Topaz Light🍉 @topazlight.bsky.social · 23/08/2026
@thementok.bsky.social’s recent MOTHER 1 video tipped me off to this old interview with Shigesato Itoi, Shigeru Miyamoto, and Seikou Itou where they briefly discuss some MOTHER 1 stuff and it’s the only developer comment I’ve ever seen about Giegue’s character design. shmuplations.com/itoimiyamoto/
[SHIGESATO] ITOI: With Giygas in MOTHER… I feel like we could have refined him so much more, but… well, it's out there now.

[SHIGERU] MIYAMOTO: I know. I really wanted to give it one more shot, right at the very end.

ITOI: For that final form, I'd actually given instructions for it to be like Butoh, that "dance of darkness." Something incredibly frail... like if they were right there in front of you, you'd feel like they'd collapse if you barely touched them. Eerie and beautiful… but that's easier said than done, right? (laughs)

[SEIKOU] ITOU: That sounds… hard. (laughs)

ITOI: I wanted to depict the terror of the weak. But man, it was tough.
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Design Room @designroom.site · 31/07/2026
Hi, we're a new video game oral histories site. Want to read the story of Shadow of the Colossus, as told by 11 people who worked on it? Or hear what Will Wright has to say about Spore in retrospect? Or see previously unreleased footage of Nintendo's Sound Fantasy? Check us out at designroom.site
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It's Kero @kerbumble.bsky.social · 29/07/2026
Finally sat down and read all of this. INCREDIBLY interesting stuff. Cannot believe Miyamoto of all people was talking about the commercialization of art and trying to focus on mass appeal too much being dangerous back in the mid 90s.
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GSK | ALL CITY SLOP SHOP (ETA SOON) @allcityslopshop.com · 16/07/2026
not surprised to see this popping off... icymi, there are a couple other Eno-related pieces in the archive, including this sit-down with Gunpei Yokoi (which also served as Yokoi's final interview as a Nintendo employee) shmuplations.com/yokoixeno
Eno: I hope we see more and more games come out with short playtimes, compared to lengthy RPGs and the like. Give me ten Tetris-like games on my Game Boy Pocket, and I feel like that would be enough for me to enjoy myself on a desert island.

Yokoi: I feel the same way. Like the difference between a weekly magazine and a book, there are things you settle in and read slowly, and those which you read in your spare time, in a piecemeal fashion. A "novel" length experience wouldn't fit the Game Boy Pocket.

Eno: I'd love to see handheld devices get even easier to carry, and cheaper. The Game Boy Pocket is great.

Yokoi: Awhile back, some businessmen came to Nintendo and they had all portable phones. They said these were brand new, and when I asked them why they bought them, they said it was because they'd gotten smaller. I thought about that, and tried applying it to the Game Boy. Having sold billions of software, we wanted to see how thin, light, and small we could make the Game Boy. I was also thinking about how when we go on vacation, and how 10 hours of battery time should be enough for traveling, so we made it only take 4 batteries. And that allowed us to make it even smaller.Eno: But could you make a 3000 yen version, like the one-hard-one-soft Game & Watch?

Yokoi: I bet we could.

Eno: Look at disposable cameras. They're fairly expensive but people buy them without a second thought. I think it would be cool if you could make a "standalone Game Boy" that you could buy at a kiosk for about 3000 yen. It would be like, "today I'm taking an overnight bus to Aomori, so I'll pick this up" or "ah, I've got nothing to do on my flight to Kyushu so I'll grab one for the trip."

Yokoi: That's a good idea. And it doesn't pose any technical challenges, so you'd be free to follow where your ideas led you.


Eno: I'd love to form a software production team for a console like that, and make something really interesting. If we could release one "Eno Produced" game every three months, it could make a whole collection. That would be cool.

Yokoi: Eno, please come work with me at Nintendo! (laughs)
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shmuplations.com @shmuplations.bsky.social · 16/07/2026
It's funny, I thought about clipping the Eno/Miyamoto up into digestible quotes, but practically every paragraph had some "whoa" moment. Plus I like seeing what the community fixes on. 😅
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shmuplations.com @shmuplations.bsky.social · 16/07/2026
Very happy to see everyone enjoying the new Eno/Miyamoto interview! If you'd like to support our work at shmuplations, and vote on our upcoming translations (many more Eno pieces await), please consider joining our patreon! www.patreon.com/shmuplations...
patreon.com
July/August/September voting thread! | shmuplations.com
July/August/September voting thread! by shmuplations.com on Patreon. Join shmuplations.com's community for exclusive content and updates.
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shmuplations.com @shmuplations.bsky.social · 15/07/2026
Today we have something special: a newly translated interview from July 1996 between Shigeru Miyamoto and Kenji Eno! Conducted just weeks after the launch of Mario 64, Eno takes Miyamoto to task (in a friendly way) with several fascinating critiques of its design. shmuplations.com/miyamotoxeno/
shmuplations.com
Shigeru Miyamoto x Kenji Eno (1996) - shmuplations.com
In July 1996, Kenji Eno visited Nintendo HQ to speak with Shigeru Miyamoto as the first of his "cross-talk" series.
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shmuplations.com @shmuplations.bsky.social · 08/07/2026
Learn about the making of Taito's 3D fighting game Psychic Force 2012 in this lengthy interview from 1999! The team discusses the origins of the series and their unique approach to character design and lore. shmuplations.com/psychicforce...
shmuplations.com
Psychic Force 2012 – 1999 Developer Interview - shmuplations.com
This Psychic Force 2012 interview originally appeared in the PF2012 Official Art Setting book and looks at the initial planning stages and character design.
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GSK | ALL CITY SLOP SHOP (ETA SOON) @allcityslopshop.com · 03/07/2026
born into greatness
—What was your first project at Tengen?
Nemoto: When I joined, Klax for the PC Engine was already nearly complete, so I worked on promotional items. I designed a Klax-themed cigarette package and a windbreaker. That was my very first job. (laughs)
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shmuplations.com @shmuplations.bsky.social · 02/07/2026
Next week we'll have another new translation and a fresh round of voting for patrons to guide our future translation efforts!
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shmuplations.com @shmuplations.bsky.social · 02/07/2026
And finally, last week we featured a delightful Treasure Hunter G interview from 1996! The discussion covers the core concept, character design, the 3D modeling process, and the music. shmuplations.com/treasurehunt...
shmuplations.com
Treasure Hunter G – 1996 Developer Interview - shmuplations.com
This rare Treasure Hunter G interview originally appeared in Square's official strategy guide published in 1996 and covers the team's inspirations and character design.
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shmuplations.com @shmuplations.bsky.social · 02/07/2026
Next up, we translated a rare interview for the Sega Saturn cult classic Shinrei Jusatsushi Taromaru. It turns out Hiroshi Iuchi from Treasure had a much larger role than the staff credits suggest. shmuplations.com/taromaru/
shmuplations.com
Shinrei Jusatsushi Tarōmaru – 2024 Developer Interview - shmuplations.com
This illuminating interview with graphic designer Kenichi Nemoto covers the conception and design of the Sega Saturn cult classic Shinrei Jusatsushi Taromaru.
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shmuplations.com @shmuplations.bsky.social · 02/07/2026
This Earthbound interview from 1994 with writer-developers Shigesato Itoi and Hajime Kimura (Metal Max) looks at questions of perspective, immersion, and what it means to be a game designer. shmuplations.com/earthbound/
shmuplations.com
Earthbound – 1994 Developer Interview - shmuplations.com
This Earthbound interview between Shigesato Itoi and writer Hajime Kimura originally appeared in the 9/94 edition of Family Computer Magazine.
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shmuplations.com @shmuplations.bsky.social · 02/07/2026
I was very busy this last month with family visiting, but we managed to finish three great translations: Earthbound, Psychic Killer Taromaru, and Treasure Hunter G!
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GSK | ALL CITY SLOP SHOP (ETA SOON) @allcityslopshop.com · 15/06/2026
from this just-published @shmuplations.bsky.social translation, icymi shmuplations.com/earthbound
shmuplations.com
Earthbound – 1994 Developer Interview - shmuplations.com
This Earthbound interview between Shigesato Itoi and writer Hajime Kimura originally appeared in the 9/94 edition of Family Computer Magazine.
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anokayguy most Auteur @anokayguy.bsky.social · 14/06/2026
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Design Room @designroom.site · 11/06/2026
We've got a big one today. Almost 20 years after Maxis released Spore, we talked to eight people -- including Will Wright -- about the studio's big experiment.
designroom.site
Spore: An oral history
A wild bet in development for the better part of a decade, Spore reached for the stars — and, at times, got there. We recently spoke to eight team members, including chief designer Will Wright, to loo...
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GSK | ALL CITY SLOP SHOP (ETA SOON) @allcityslopshop.com · 29/05/2026
just reached this part of this (long & thoroughly geeky) interview…and as it happens, I I own an album that includes Gekiryu! it's called THE LEGEND ARTISTS Otakara Hakken!, and it's a comp of early pre-fame tunes from notable VGM folk preview: youtu.be/gZTvb9kDXHQ?t=162 (2:42)
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Yoko Shimomura x Michiru Yamane (2023)
This massive interview with Yoko Shimomura and Michiru Yamane originally appeared in the book Game Ongakuka Interview Shuu, released in 2023 and authored by renowned gaming journalist Haruhisa "hally" Tanaka. A musician and engineer himself, Tanaka centers the conversation on Yamane and Shimomura's classical music roots, exploring their formative influences with unprecedented nuance.

Capcom | Konami | Yoko Shimomura | Michiru Yamane
Yoko Shimomura - Born in Hyogo Prefecture. Studied piano and composition at Osaka College of Music Junior College Division, joining Capcom in 1988. She primarily composed arcade game music, including Street Fighter II, and performed live as a member of Capcom's in-house band, Alph Lyla. She joined Square in 1993, working primarily on RPGs, most notably the Live A Live and Kingdom Hearts series. She went freelance in 2003 and has since composed for anime, films, and stage productions.

Michiru Yamane - Born in Kagawa Prefecture. Majored in composition at Aichi Prefectural University of the Arts, studying under the late Bin Kaneda. While studying Western classical music, she discovered computer music production. She joined Konami in 1988, composing music for numerous titles, including the Castlevania series. Later, she studied jazz and polyrhythms at Makoto Kikuchi's private school, integrating these elements into her game scores. She left Konami in 2008 and currently focuses on healing music.

—When did you two first cross paths?
Shimomura: It was in 2008. I believe I paid a visit to the Konami offices.

Yamane: I was thinking about leaving the company around that time, and I wanted to talk to Shimomura as someone who had already gone freelance, so I reached out to her. I think I first learned about Shimomura through Kingdom Hearts. I used to read her blog all the time back then, and I really admired her flexibility and initiative.

—Yamane, how did you end up joining Konami in the first place?
Yamane: I had graduated from music school and was about to secure a position as a part-time teacher at a local high school, but I really wanted a job where I could write music. There weren't any job openings, so I was close to giving up, but then I found Nihon Computer System and Konami. Konami's entrance exam was scheduled earlier.

I've always loved games. Back in high school, I was so hooked on Space Invaders that I practically ruined my eyesight. Even during university, I would constantly visit a friend's boarding house because they had a Famicom. I thought Konami looked like a great place, so I took the exam, and that very same day they called to schedule an executive interview. During our training, we had to study things like the Z80 CPU and general computer architecture. Once I actually started working, it was nothing but composing.


The Capcom sound team from 1990, taken only a couple years after Shimomura (on the left with the Korg) joined the company.
Shimomura: I had to do assembly programming too! I see so many parallels to my own story. I was on track to secure a position at a piano school, but I suddenly found myself wondering, "Is this really what I want?" I loved video games and saw a recruitment listing, so I originally applied to Nintendo, but it wasn't a good fit. I thought Konami looked great too, but they didn't have any openings—though they were hiring part-time staff. (laughs) The only one left was Capcom. Come to think of it, I had actually worked a part-time gig at a Capcom event booth the year before, handing out flyers for the Famicom version of Ghosts 'n Goblins. I thought, "Ah, that place!" and applied. That was in 1988.

Yamane: Wow, we're exactly the same. I joined in '88 too.

—What led you to pursue composition in the first place?
Yamane: I had been taking lessons in piano and electone since I was a child, but my teachers were incredibly strict about never making a single mistake. Then, during a middle school performance, I got so nervous that my mind went completely blank and I couldn't play at all. Ever since that moment, I became absolutely terrified of playing in front of people, which made me want to write music instead. With composition, even if you make a mistake, you can just wipe it away with an eraser.

Shimomura: That's incredibly similar to my experience. I was a piano major in college, but I wasn't good at all. I grew terrified of messing up during performances, and I also realized that I couldn't physically play the ideal piano music I was imagining in my head. If I couldn't play it, I thought, I should just switch to the writing side and let professionals play it for me. I used to worry that turning to composition just because I couldn't cut it at the piano was disrespectful to dedicated composition majors, but in the end, it worked out for the best.

Yamane: At first, computers were so much fun because as long as you put in the time, they would play any phrase exactly how you wanted without a single mistake. I was thrilled to be able to build my own ideal worlds without having to perform them. I only recently started playing the piano myself again. Right before I left Konami, I was asked to play the harpsichord at a game show in Germany. By then, my mindset had shifted, and I was getting burned out on sequencing music anyway, so I finally gave myself permission to play. When I finished playing at the venue, the crowd erupted into a huge cheer, and that was the moment I thought, "Yeah, I think I'm done with the corporate life." Though it wasn't until around 2016 that I started playing in front of crowds regularly again.

Shimomura: Classical music really hammers home that standard of perfection. "You must not make a mistake."


These days Yamane shares her talent on her youtube channel, mainly performing her Castlevania and other game compositions. In the video description Yamane says that this song from Bloodlines was "probably the first song she composed for the Castlevania series."
Yamane: I actually attended a music high school before university. I only chose it because I didn't want to go to a regular academic school and spend all my time studying. Once I enrolled, everyone around me was incredibly talented at the piano, so I was already afraid of performing back then. It was after that, remembering the middle school incident where I froze up on the electone, that I started taking music theory and harmony lessons, setting my sights on the composition department for university.

Shimomura: I wanted to go to a music high school too, but my piano skills were nowhere near that level. I'm envious that you had the chops for it. I always say this, but if I'm reborn, I want to be a pianist. (laughs)

Yamane: If I'm reborn, I want to be a jazz pianist. I really admire them.

The Shared Experience of the TV Generation
—Considering how close you are in age and background, I imagine you listened to a lot of the same music.
Yamane: Where should we start? Yellow Magic Orchestra?

Shimomura: When I was in high school, I was hospitalized for appendicitis. A friend brought me a YMO album with Snakeman Show comedy sketches interspersed between the music. "Listen to this to cheer yourself up."

Yamane: That must have been Zoushoku.

Shimomura: I had just had surgery, but it made me laugh so hard. "Hahaha! Ow, it hurts!" That's my main memory of YMO. (laughs) That friend was a Haruomi Hosono fan, and another friend loved Yukihiro Takahashi, so I felt like I had to say I liked Ryuichi Sakamoto. (laughs) From there, I went backward and checked out YMO's catalog and a bit of their solo work. I wouldn't say I was obsessed, but everyone from our generation passed through that phase.

Yamane: My absolute favorite is Ryuichi Sakamoto's solo debut, especially Thousand Knives. I listened to that and the Kakutougi Session album Summer Nerves on heavy rotation. There were chord progressions in Thousand Knives that I couldn't figure out by ear, which made it all the more fascinating. When I can't figure out a progression for a song I love, it leaves a massive impression on me. That album deeply influenced me.

Sakamoto's arrangement work for artists like Eikichi Yazawa, Circus, and Taeko Onuki was also brilliant; he really stood out. I respect him so much. Honestly, my shift to the composition department was largely due to Sakamoto's influence. I wanted to be just like him. To achieve that, I went to study composition theory under a teacher who had graduated from Tokyo University of the Arts. That teacher's time at the university slightly overlapped with Sakamoto's, which alone made me so happy and motivated me to study.


La Femme Chinoise, one of YMO's early hits from 1978. It's impossible to overstate how influential YMO was on Japanese musicians of that era and early video game composers.
—So your introduction to YMO came strictly through Ryuichi Sakamoto.
Yamane: I think I discovered YMO only after becoming obsessed with Sakamoto. I had the track Tong Poo on heavy rotation. I listened to every single artist he mentioned in his interview articles—people like Steve Reich. That led me to Japan, and I listened to Tin Drum to death. I grew to love Kraftwerk too. I even listened to contemporary classical music, thinking, "Sakamoto must have studied things like this." I listened to Akiko Yano through that same connection, and I remember being devastated when they got married. (laughs) That's how big of a fan I was. But during my time at Konami, I never mentioned any of this to anyone around me. I thought they'd just think, "Wow, what a nerd." It's not like that anymore, though.

Shimomura: Speaking of YMO, I loved the song La Femme Chinoise. I found it incredibly interesting how they took ethnomusicological elements and infused them into pop music. They didn't just copy it; they digested it into their own style. In that sense, they might have influenced me down the line.

—That feels like a direct precursor to your work on Street Fighter II.
Shimomura: Their sound was so pop-heavy that I almost felt guilty liking it. (laughs) I had a strict classical upbringing, but up to a certain point, I listened to popular Japanese kayōkyoku music just like anyone else. When I was a little kid, I was singing along to Hideki Saijo's Jonetsu no Arashi when my father snapped at me, saying, "Stop singing such disgraceful songs." After that, my interest shifted to the piano, and I moved away from pop music for a while. But in the sixth grade, I was blown away by Crystal King's Daitokai, which brought me right back. I started watching music chart shows like The Best Ten. The very first records I bought with my allowance were Daitokai and Saki Kubota's Ihoujin. I was also heavily into Godiego back then.

Yamane: My introduction to pop music came through television, with things like Seiji Tanaka's Beautiful Sunday or Megumi Asaoka. I listened to Twist too. A bit later on, it was Seiko Matsuda. Television also got me into foreign film scores. I'll never forget Henry Mancini's theme for Columbo, with that striking whistling sound. I also loved the ending themes for programs like Monday Road Show and Friday Road Show—things like Ray Anthony's The Party's Over or Pierre Porte's Cris d'amour.

Shimomura: I absolutely adored Morton Gould's arrangement of So in Love, which served as the ending theme for Sunday Foreign Film Theater.

Yamane: Oh, I loved that one too!

Shimomura: My Dad would call out to me, "Your favorite song is playing!" and I would run to the TV just to catch that specific piece. At first, I thought it was Rachmaninoff, but then I realized, "No, this feels more modern," and searched for the recording much later. Speaking of movies I watched on TV back then, the theme from Gone with the Wind, Tara's Theme, was unforgettable. I also really loved Lawrence of Arabia. I had absolutely no idea what the plot was about, but my fascination with Middle Eastern sounds definitely traces back to that theme song. That material is undeniably part of my musical roots.


Morton Gould's arrangement of Cole Porter's So In Love, a favorite of both Yamane and Shimomura. The opening and closing themes for the weekly broadcast of movies on Japanese TV (which are still called "Road Shows") exposed many Japanese youths to Western classical and film music. They arguably constitute a kind of "lost media" and their influence is largely unknown in the West.
Awakening to Western Music
Yamane: When I was in fifth or sixth grade, our family finally got a stereo system. I listened to the included LP records constantly—Oscar Peterson's jazz and Julio Iglesias. At home, since my mother ran a cosmetics retail shop, door-to-door salesmen selling imported records would often drop by. My parents loved music, so they bought them regularly, which is how I got exposed to European pop. That's how I discovered Nini Rosso's Il Silenzio.

Shimomura: We had Nini Rosso records at our house too, along with Claude Ciari, because my father loved them.

Yamane: Eventually, I started buying records myself. The first ones were by the Bay City Rollers. Between the Beatles and the Bay City Rollers, I was firmly in the Bay City Rollers camp.

Shimomura: They were incredibly popular, weren't they? If you bought magazines like Heibon or Myojo, they always came with their posters. Even though I bought them, I'd act all cool and pretend I wasn't interested. (laughs)

Yamane: Later on, I started reading Music Life and discovered Angel and Queen. I listened to pretty much all the Western rock music of that era, reading Yoichi Shibuya's liner notes. I also recorded music off the radio all the time. To list the artists I got into that way: Billy Joel, Barry Manilow, Burt Bacharach, and Eric Carmen. Carmen famously incorporated Rachmaninoff into All by Myself, and the piano phrasing in the middle left a huge impression on me. I also fell in love with a love song called Just Once from Quincy Jones's album The Dude and listened to it constantly. That and Michael McDonald's song What a Fool Believes. A lot of people have covered that one. It was another song where I couldn't figure out the chord progression. I definitely had that one on heavy rotation too. As for instrumental tracks, I liked tracks like Barry White's Love Theme.

—So back then, if a hit song resonated with you, you'd listen to it no matter what?
Yamane: Exactly. A bit later on, it was things like The Knack's My Sharona and Chic's Le Freak. I even listened to a bit of punk rock like the Sex Pistols. After that phase, I pivoted to dance music and New Romantic styles—M's Pop Muzik, Depeche Mode, Yazoo, Boy George, Panache, Duran Duran…

Shimomura: If you were recording music off the radio back then, you absolutely could not escape Duran Duran. For our high school bunkasai (cultural festival), we actually made Duran Duran costumes, put their music on, and mimicked their choreography. That's how much we loved them. I also really liked Roger Taylor back then. That's the trajectory I took: from the Bay City Rollers to UK music, which eventually led me to Queen. I've always loved UK music.

Shimomura: How about the Pet Shop Boys? I loved them.

Yamane: Oh, definitely. I listened to them too.

Shimomura: My interest in Western music came pretty late, right around when Michael Jackson blew up. Before that, it was strictly classical music and a few Japanese pop songs. My father was quite strict about music and disliked Western music and rock.

Yamane: Our house was the exact opposite. When I was small, my mother would watch bands like Yes or Elvis Presley on TV and record the audio onto cassette tapes. That's what got me into Western music. It's surprising to hear that you didn't go through a rock phase as a kid, Shimomura. Considering your work on games like Street Fighter II, you write rock-styled tracks so effortlessly.

Shimomura: Not at all! I barely knew left from right; I just somehow managed to scrape my way there. The whole reason I thought about trying game music in the first place was because I heard Dragon Quest and thought, "If it's classical-styled music like this, even I might be able to do it." (Sorry Sugiyama Sensei!!) But at the time, Capcom wasn't making RPGs, so I had no choice but to write action game music. When I first joined, I couldn't write a single line for bass or drums.


Konami's Exciting Soccer OST. It must have been both inspiring and intimidating to be working alongside the Konami Kukeiha Club, who were at the peak of their creativtity in the late 80s when Yamane first joined.
Yamane: I was exactly the same when it came to writing for action games. I didn't know how to program drums at all, so it was a massive struggle. On top of that, the entire concept of using a seventh or major seventh chord as the tonic (the opening chord of a song) never even occurred to me. In academic music theory, they only ever taught us that the tonic was a standard C major triad, do-mi-so. I ended up listening to older titles like Exciting Soccer to see how my seniors did it, realizing, "Oh, you can do it like this!" That blew my world wide open.

A Purely Classical Upbringing
—Shimomura, you mentioned having a "purely classical upbringing." How did that come about?
Shimomura: I've always loved the piano. In elementary school, I would use my allowance almost every month to buy individual sheet music pieces that cost about 150 yen each. Seeing that, my father gave me a classical masterpiece cassette collection for my birthday that featured those exact pieces. For a long time, that tape was the only recorded music I owned, so I listened to it exclusively. But eventually, I started diving into my father's classical record collection, and that's when I truly got hooked.

By the time I was in middle school, I'd listen to pop music but walk around with this slightly insufferable attitude like, "Sure, but my favorites are Ravel and Rachmaninoff. I'm not like the rest of you." (laughs) I listened to a wide spectrum from the Romantic era to early modernism, but I didn't care much for Classical era composers like Mozart or Beethoven. I was just far too deeply in love with the Impressionists. I can appreciate other genres and think they sound cool, but at my core, I'm a classical nerd through and through. Even today, if I think about what to listen to before going to bed, it's always classical music.

Yamane: How do you feel about Chopin? I'm particularly fond of his Piano Sonata No. 3 in B minor.

Shimomura: I love Chopin. The final movement of the third sonata is one of my top two favorite piano pieces of all time. The opening is spectacular; it gives me chills. I loved it so much that I was fully prepared to play it for my graduation exam, but due to various circumstances, I ended up yielding it to another student... a bitter memory for me. I had worked hard for two years looking forward to playing that for my final exam!

Yamane: I had the LP version performed by Alexis Weissenberg. It's a gorgeous piece, packed with emotion. Around the time I was leaving Konami, I actually practiced it for a bit, but I ended up giving up. The left hand plays in quadruplets while the right hand does triplets, a polyrhythm.

Shimomura: I never managed to play it to my satisfaction either. I loved it so much that I actually ended up recreating it via MIDI programming.

Yamane: We all do that, don't we? (laughs) I've done the exact same thing because I couldn't play it myself, specifically with Ravel's Jeux d'eau. Ravel was incredibly difficult.


The final movement of Chopin's Sonata No. 3. Loved by both Yamane and Shimomura, I can certainly hear an affinity in some of Yamane's Castlevania work.
Shimomura: I love listening to Ravel, but I have a tendency to want to play everything overly dramatically, so in that sense, I find his work unplayable for me. I used to play only the brief climax of Scarbo. Going back to Chopin, I also love his Etude Op. 10, No. 4. During my first year at university, whenever I was out in the courtyard, I could hear that piece constantly. It was a required piece for the third-year transfer exam, so everyone was practicing it everywhere. I remember feeling absolute despair, thinking, "Am I supposed to be able to play like this in a year?! That's impossible." It's a piece that caused me a lot of frustration. When it comes to performances, the faster it is, the more I love it. I just fundamentally love fast playing. I always assume that's why my own compositions end up being so fast. (laughs)

Yamane: I think that also shows your disposition for rock music. When it comes to intense pieces, I love the Revolutionary Etude (Op. 10, No. 12), though I can't play the whole thing.

Shimomura: I practiced that one too. I just love intense songs like that. It's classical, but it possesses this hidden spark that feels like it could merge with rock and sound incredibly cool. I definitely had a desire to do something like that. My dilemma was simply that I couldn't play well enough to pull it off. There is a famous pianist named Hayato Sumino (Cateen) who is incredibly popular on YouTube, and I've been watching his videos a lot lately. He does everything I ever wanted to do, so I absolutely adore him. The video that hooked me was one where he plays Rachmaninoff's Piano Concerto No. 2.

—I've noticed that Rachmaninoff's name has come up several times now.
Shimomura: It's said that Rachmaninoff had massive hands, capable of reaching from C all the way to G. It's incredibly difficult if you have small hands. But I still find myself wanting to play his music, to the point where I want to kick myself. (laughs)

Yamane: Speaking of Rachmaninoff, Piano Concerto No. 2 is probably his most famous work. It's a magnificent piece, and the orchestration is brilliant.

Shimomura: I love every single movement. It's a piece packed to the brim with pianistic catharsis. I'd also like to mention his Prelude in C-sharp minor, Op. 3, No. 2. Mao Asada skated to it, and people often refer to it as "The Bells" these days.

"You Should Start Studying Composition Right Now!"
Shimomura: Going back to Chopin again, when I was around the second grade, I wrote a makeshift, impromptu piece called Gekiryu (Torrent) that was essentially a minor-key reimagining of the Minute Waltz. For some reason, Square Enix ended up broadcasting the original recording on a livestream, and they even had a professional pianist perform it. I feel like I owe the Minute Waltz an apology. (laughs) That was the second song I ever wrote, and it's my oldest surviving composition.

[footnote 1] "I've searched up and down for the Square-Enix livestream containing this piece, but couldn't find it. Drop me a line if you happen to know!"
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shmuplations.com @shmuplations.bsky.social · 29/05/2026
Today we have a very special interview with legendary composers Michiru Yamane and Yoko Shimomura exploring, in unprecedented depth, their classical music roots and formative influences. shmuplations.com/yamaneshimom...
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Yoko Shimomura x Michiru Yamane – Composer Interview - shmuplations.com
This massive interview with Yoko Shimomura and Michiru Yamane originally appeared in the book Game Ongakuka Interview Shuu.
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PolarBair @ SQXL @polarbair.neocities.org · 27/05/2026
I find myself coming back to this interview for obvious reasons, but I really think what more people should take away is that you gotta design cool things that players will want to do, first and foremost shmuplations.com/cyberbots/
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Cyberbots – 1998 Developer Interview - shmuplations.com
This Cyberbots interview with producer Takashi Kyono and designer Katsuhiro Nakano originally appeared in the 10/98 issue of Gamejin magazine.
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Design Room @designroom.site · 15/05/2026
Namco's exercise bike-powered flying contraption is almost 30 years old, so we tracked down the game's director to look back.
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How Namco built 1996's best arcade cabinet
We talk with the director of the bike-powered Prop Cycle about how the game came about, its international success, and sidelined sequel plans.
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shmuplations.com @shmuplations.bsky.social · 20/05/2026
Next up we have a neat interview with Takashi Tezuka about the making of Super Mario Bros! This was featured in a newspaper for SMB's 30th Anniversary celebration, so it's mostly softball questions, but Tezuka touches on design aspects of all three Famicom games. shmuplations.com/supermariobr...
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Super Mario Bros. – 2015 Developer Interview - shmuplations.com
This Super Mario Bros interview with Takashi Tezuka originally appeared in the 11/30/2015 edition of Sankei Shinbun as part of SMB's 30th anniversary.
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shmuplations.com @shmuplations.bsky.social · 20/05/2026
First up, we have a Phantasy Star IV interview from 1993, from the World of Phantasy Star book (which has somehow remained untranslated all these years). There are some interesting comments on how the characters were created, and IV's relationship to II and III.
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Phantasy Star IV – 1993 Developer Interviews - shmuplations.com
Phantasy Star IV – 1993 Developer Interviews This lengthy Phantasy Star IV interview was compiled from several shorter pre-release magazine interviews conducted in 1993. It covers the usual bases,…
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shmuplations.com @shmuplations.bsky.social · 20/05/2026
Running a bit behind this month (family visiting), but we've got two new interviews to share this week!
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Jason Prime @blazingwaters.northsky.social · 18/05/2026
remembered about this interview satoshi tajiri (alongside hideo kojima and kouichi nakamura) once participated in and how it's something I now constantly think about whenever I try any game out, be it repeats or for the first time shmuplations.com/whatisgamede...
Satoshi Tajiri of Game Freak defines game design as “creating new rules”.

Tajiri: Rules are the very lifeblood of games. whether a game is interesting or not depends entirely on the agreed-upon rules. Game design, then, when you boil it down, is simply the construction of those rules. I often get approached by aspiring game designers who want to tell me about their idea for a game. Usually all they can tell me is some vague story or plot outline, like “it takes place in outer space” or something… but that isn’t game design—it isn’t even a game. Only after you’ve devised a set of rules for your game, can you call it “game design.”

In Tajiri’s view, “as video games have become more and more complicated, a designer’s mindset is now required.”

Tajiri: In actuality, there are very few truly “new” games. And despite what I just said about rules, the truth is that the majority of rules in any given game are just recombinations of existing rules. However, I think the potential different combinations are practically infinite.

“It’s similar to music,” Tajiri points out, in that the human ear can only hear a limited number of frequencies, yet no one calls music limited.

Tajiri: However, as the audio/visual aspect of video games have become more complicated, so too have the rules. With so many rules, contradictions inevitably arise. Even in digital rules which should have no space for subjective or emotional interpretation, once you start working with layers upon layers of such rules, surprising inconsistencies pop up.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 you don’t kill your opponent within the time limit, whoever has more life remaining wins the round.”

From rule 2 and 3, one could imagine a strategy where you land one blow then run away from your opponent until the time runs out, and that would violate rule #1—that the players should fight each other!

To avoid this contradiction, you can add Rule #4, that if you go outside the ring space, you lose the match. I think this kind of work—solving the contradiction between Rule A and Rule B by creating a new Rule C—is precisely what “game design” is.

Tajiri also shared his thoughts about the advances in hardware.

Tajiri: You know, after the release of the Super Famicom, it took nearly two years for the sound of Super Famicom games to mature. Hardware advances encourage new ideas, but it takes time to cultivate and develop those ideas. When hardware advances too quickly, there isn’t sufficient time to do that.
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Kite Line @kiteline.bsky.social · 12/05/2026
I really like this 1996 interview with Artdink's Kazutoshi Iida about experimental game design. There's a lot to unpack. One of my favorite bits is how Tail of the Sun was explicitly designed to be an "Anti-Mario" game that was deliberately "un-fun" to play. shmuplations.com/iidakazutoshi/
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Kazutoshi Iida – 1996 Developer Interview - shmuplations.com
Conducted prior to the release of the surreal caveman-themed sandbox Tail of the Sun, this interview from Game Hihyou with creator Kazutoshi Iida covers the motivations behind his previous game, the “...
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Legión Gamer RD @legiongamerrd.bsky.social · 07/05/2026
Pronto será #Gamefemerides de #DragonQuest ! Así que nos vamos a conocer más de su creador, #YujiHorii, a través de entrevistas traducidas por @shmuplations! #ElGamingnosune #LecturaGaming #Leerespartedejugar #RetroGaming #PodcastDominicano #PodcastGamer #Nintendo www.youtube.com/live/J6dpD8v...
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#LecturaGaming: Shmuplations.com: Dragon Quest - Entrevistas a Yuji Horii en ‘87, ‘91, y ‘00
YouTube video by Legion Gamer RD
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Andrew (Beta64) @beta64.bsky.social · 08/05/2026
NEW Beta64 episode on the development of Tomodachi Life just dropped! ❤️ Thanks to support from my Patrons, I commissioned shmuplations to translate a never-before-translated interview with the devs. Did you know Miis originally LAID EGGS? 🥚 Watch the video here 👉 youtu.be/loDKWAg57FY
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Beta64 - Tomodachi Life
YouTube video by Beta64
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Ori-Warui -KNUCKLE JET out now on Steam! @oleivarrudi.bsky.social · 04/05/2026
"Mario RPG2" concept art by Kazuyuki Kurashima. Interesting to see Samus and Link in there. (via this shmuplations translation of a 2000 Paper Mario feature shmuplations.com/papermario/)
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shmuplations.com @shmuplations.bsky.social · 29/04/2026
For our final translation this month, we have a nostalgic interview with Noriyoshi Ohba and Rieko Kodama from 2001! The pair chat about their history at Sega, looking back at the developments of Altered Beast, Shinobi, Phantasy Star IV, and more. shmuplations.com/ohbakodama/
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Noriyoshi Ohba x Rieko Kodama (2001) - shmuplations.com
Originally featured in the Sega Consumer History book, this interview with Noriyoshi Ohba and Rieko Kodama is a nostalgic look back at their careers.
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Nickoten @nickoten.bsky.social · 26/04/2026
One of my favorite bits of trivia about DQ2, a game with a notoriously difficult finale, is that no one on the dev team beat the final version of the game before release. Imagine their reaction to hearing how brutal the Cave to Rhone is. (Interview translated by Shmuplations)
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shmuplations.com @shmuplations.bsky.social · 23/04/2026
Learn about the making of Phantasy Star Online in this lengthy developer interview from 2002! It's a wide-ranging discussion that covers the game design, characters, story, and much more. shmuplations.com/pso/
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Phantasy Star Online – 2002 Developer Roundtable - shmuplations.com
These two lengthy Phantasy Star Online developer interviews originally appeared in the PSO Episode 1&2 Setting Materials book.
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John Andersen @johnandersen.bsky.social · 22/04/2026
ICYMI: Time Crisis design doc images from NAMCO were on display at the GAIME booth at PAX East 2026. G'AIM'E interviewed the original NAMCO staff involved with Time Crisis (Hirofumi Kami and Shinya Yamada). Read about development, CPU limits, game/character names here www.mygaime.com/post/intervi...
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shmuplations.com @shmuplations.bsky.social · 21/04/2026
Hard at work on two big Phantasy Star Online interviews for release later this week... 🧐
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shmuplations.com @shmuplations.bsky.social · 21/04/2026
Design Room does some of the best historical research and writing on games. If you have the means, consider supporting them--I know readers of shmuplations would enjoy their work (fun fact: we provide occasional translation support for them!)
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Teddy Dief @teddydief.com · 20/04/2026
Incredible archival interview featuring Miyamoto (Mario) & Itoi (Earthbound), discussing creativity, game feel, physchology... with wild gems like this. Finally translated, courtesy of the incredible @shmuplations.bsky.social shmuplations.com/itoimiyamoto/
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shmuplations.com @shmuplations.bsky.social · 14/04/2026
This week we have an exciting new Paper Mario interview from the 11/00 edition of Famitsu 64! Director Ryota Kawade and Hiroyasu Sasano share their favorite characters and scenes, and reveal cut content and alternate battle systems. shmuplations.com/papermario/
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Paper Mario – 2000 Developer Interviews - shmuplations.com
In these interviews, developers from Nintendo and Intelligent Systems discuss the making of the original Paper Mario, an RPG with a unique papercraft aesthetic.
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Minovsky @minovskyarticle.bsky.social · 14/04/2026
Hideo Kojima and Yasumi Matsuno (FF Tactics, Tactics Ogre, Vagrant Story) first met while waiting in a long line to see John Carpenter's Vampires on opening night.
Kojima: I first met Matsuno at the 1998 Tokyo Fantastic International Movie Festival. I was standing in line to see the premiere of Vampires at the Shibuya Parthenon… I was waiting on that spiral staircase there for 8 almost hours. (laughs)

Matsuno: That’s right. I never imagined I’d meet you at a place like that!

Kojima: We talked movies on that staircase for hours. You said you didn’t mind waiting if it was a movie you really wanted to see. I guessed then, that here’s a guy with the same DNA as me. (laughs)

(Translation by Shmuplations)
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Matt Leone @mattleone.bsky.social · 13/04/2026
Remember all those Street Fighter history stories I did awhile back? Here's a new one.
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