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shmuplations.com

@shmuplations.bsky.social

80s/90s/00s japanese gamedev interviews | patreon: http://patreon.com/shmuplations

3,320 Followers 14 Following 93 Posts Joined Feb 2025
22 hours ago

The handwritten notes:
Total length: 8m.
Human flesh is its favorite food.
However, it will eat anything.
Nocturnal and hates sunlight.
They say it digs holes and sleeps during the day.
Incredibly short-tempered!

(and for the little cat-spider)
Its child. Born from eggs.

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22 hours ago
Cat-spider concept art from Guwange.

"I intended to design a pure bakeneko, but while playing around with different ideas, it became a cat-spider. Doesn't the thought of something like this lurking underground make you afraid to walk into a bamboo grove...?" (Inoue)

Full interview: shmuplations.com/guwange

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1 day ago

He may also be making a subtle jab at the secondary publishing world of guidebooks and strategy guides (extremely big in Japan then, as you probably know), which were often very crass about helping you find "ALL THE SECRETS!!"

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1 day ago

Since he doesn't elaborate further we'll never know exactly what he was referring to, but I took it simply to mean games with lots of obscure, non-intuitive secrets, or games where that is a main hook/advertising point.

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1 day ago
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Some early concept art for Kosame in Guwange. Her design underwent many changes, and she was originally called "Emi".

Full interview: shmuplations.com/guwange

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2 days ago

Cave without context, vol.65535

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3 days ago
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Did you know a sequel was planned for Guwange?! I love those designs! Alas, it seems it never got beyond the initial planning/concept stage.

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3 days ago
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Inoue shares some of the influences of Guwange. Princess Mononoke probably comes as no surprise, but Genpei Touma Den is less known in the West (it was a massive hit in Japanese arcades)

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3 days ago
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A couple neat passages to highlight: here Inoue shares the NSFW final boss that almost was...

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3 days ago
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Guwange – 2010 Developer Interview - shmuplations.com This insightful Guwange interview with lead designer Junya Inoue first appeared in the Esprade/Guwange Artworks book published in 2010.

This week we have a special treat for shmup fans: a rare Guwange interview with character designer Junya Inoue! For fans of Cave's haunting Muromachi-era danmaku, this interview covers it all: the influences, game design, challenges, concept art, characters, and more! shmuplations.com/guwange

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5 days ago

I saw someone describe the tone as "unguarded" and I thought that was perfect. It's really one of the advantages of reading these old interviews; Japanese speakers self-censor a lot if they are afraid of being misunderstood.

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5 days ago

Well, that wraps up the first "Saturday Shmuplations" thread! Tune in later this week for our newest translated interview, Cave's Guwange!

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5 days ago

I've actually got a couple more Bushido Blade interviews left to translate... looking forward to that! Our backlog of untranslated material is indexed here, by the way: shmuplations.com/patreonlist/

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5 days ago
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Did you know Bushido Blade used motion capture, inspired by historical Japanese dramas? (jidaigeki)

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5 days ago
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Bushido Blade – 1997 Developer Interview - shmuplations.com In these Bushido Blade interviews, the devs discuss their ideas about fighting games, the challenges of designing arena maps, and some surprising influences.

One last lookback: Bushido Blade! Released on March 14th, 1997 in Japan, there has never been a fighting game like it since. In these two interviews director Kunihiko Nakata explains the reasoning behind all those unique design choices.
shmuplations.com/bushidoblade/

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5 days ago
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Lots of neat insights within, here's two: director Chihiro Fujioka describes a mushroom idea that got abandoned and Nintendo's policy on weapons.

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5 days ago
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Super Mario RPG – 1995 Developer Interviews - shmuplations.com Super Mario RPG – 1995 Developer Interviews This October ’95 interview with Super Mario RPG director and then-Square employee Chihiro Fujioka sheds some light on the collaborative process and the divi...

The big event this week, of course, is Super Mario RPG's 30th anniversary. These four interviews remain the only contemporary account of SMRPG's development and are well-worth reading!
shmuplations.com/supermariorpg/

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5 days ago

I was listening to a jp podcast years ago, and a woman was describing her husband's gaming life: "he plays Chrono Trigger, then a few months later, he plays Chrono Trigger again. Sometimes I see him taking forever to decide what to play, and when I come back he's just playing Chrono Trigger again."

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5 days ago
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Chrono Trigger – 1994/95 Developer Interviews - shmuplations.com These Chrono Trigger interviews were found at the GSLA. The first interview, from 1994, comes before Chrono Trigger was released and contains an interesting description of a more free-form event syste...

Our other big Chrono Trigger interview looks more at the battle system mechanics, and includes some nostalgic reminiscing with Hironobu Sakaguchi and Yoshinori Kitase.
shmuplations.com/chronotrigger/

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5 days ago
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Chrono Trigger – 1995 Developer Interviews - shmuplations.com This is a collection of Chrono Trigger interviews from early 1995, originally featured in Japanese magazines Famicon Tsuushin, Dengeki SFC, and Haou. Because they feature very similar questions and an...

March 11th marks the 31st anniversary of Chrono Trigger, and shmuplations has a good spread of content for Square's timeless classic. This collection of pre-release interviews covers the story, characters, gameplay, and graphics in equal turn. shmuplations.com/chronotrigge...

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5 days ago

I'll be choosing interviews that line up with this week's upcoming release anniversaries, developer birthdays, and other important events. Without further ado then...

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5 days ago

Today I'm starting a new weekly tradition called "Saturday Shmuplations" to highlight some of the greatest hits from our archive of over 500 translated interviews. The weekend is the perfect time to relax and revisit these long-form, deep-dive slices of gaming history!

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5 days ago

"MIYAMOTO SAYS GAME SECRETS ARE PORNOGRAPHY"

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5 days ago

Glad to see everyone enjoying the Miyamoto and Itoi interview! I honestly thought all the "big" early Miyamoto interviews had been found, so it was quite the discovery. Also nice to see most of the engagement hasn't been too click-baity, hehe

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6 days ago
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Attention all Cyberbots: Fullmetal Madness fans! With thanks to @shmuplations.bsky.social you can now enjoy English story mode translations of the console exclusive characters. Have closed captions turned on. First up, Shade:
www.youtube.com/watch?v=4Lue...

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1 week ago

Having just finished Tunic for the first time I very much agree! I also remember fumbling through DQV as a teenager when I was first learning Japanese, and how "mystical" that game was to me then. That was back when you had to break the plastic tabs off your SNES to play imports, haha...

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1 week ago

Miyamoto should've done more interviews in 1989 because this is like reading a wizard talk. This snippet distills why playing games in another language has always been so appealing to me. (And also reminds me why Tunic is such a masterpiece.)

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1 week ago
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I love the poetry of this exchange, and it certainly presages Nintendo's increasingly open-world game design from the 90s onwards. shmuplations.com/itoimiyamoto/

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1 week ago

nice! that will be a huge help for researchers/translators, i know how tedious that work is. there was one jp site, now defunct i believe, that did a similar indexing for all of Gamest.

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1 week ago

the feeling is mutual! i can't imagine how much work+money it must have taken to archive all these (actually, i've read your blog posts so I have some idea, haha!) Game PIA, Gamejin, and gM are full of wonderful interviews too.

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