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    Japanese Translator GlitterBerri's Avatar
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    Default Retro Developer Interviews - The Making of Your Favorite Games

    Hi there,
    I'm a Japanese to English game translator and I run a website called GlitterBerri's Game Translations.

    I have a lot of retro game interviews I'd like to share with the community, and I'll try to keep them all in this thread, as I update regularly and don't want to spam the forums. For now, try these on for size:

    1987:
    The Creation of R-Type

    1989:
    A Discussion Between Miyamoto & Dragon Quest's Horii on ALttP & DQIV

    1991:
    The Men Who Made Zelda: A Link to the Past
    Miyamoto on A Link to the Past

    1993:
    The Spirit of Sunsoft
    Link's Awakening: Staff List Interview
    Star Fox: Message From God - Developer Interview

    1994:
    The Making of the Famicom

    1995:
    Yuji Horii & Hironobu Sakaguchi Talk Chrono Trigger

    1997:
    Pokémon Gold & Silver in Early Development

    1998:
    Developing Ocarina of Time
    Link's Awakening DX: Staff Questionnaire

    2000:
    Creating the Chrono Cross Events
    Creating the Chrono Cross Battle System
    Making Pokémon Red & Blue

    2002:
    The Wind Waker: Designing the Characters

    2003:
    Yoshio Sakamoto Talks Metroid
    Konami: The Nintendo Era
    An Inside Look at Konami's Nintendo Games
    The Man Who Made RE & Ghosts'n Goblins
    The Development of Pacman

    2005:
    Shadow of the Colossus: Extended Developer Interview

    2008:
    Special Interview With Koji Kondo
    Event Planner & Story Writer Kazushige Nojima Talks Final Fantasy VII

    2011:
    The Music of Mr. Gimmick
    The Making of Mr. Gimmick

    2012:
    Final Fantasy VII Staffer Talks Unused Sidequest & JRPGs Today

    Have something awesome that you've always wanted to read in English? Commission a translation here!
    Last edited by GlitterBerri; 03-17-2013 at 01:57 PM.

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    Japanese Translator GlitterBerri's Avatar
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    Default The Creation of R-Type

    R-Type is a side scrolling shoot-em-up arcade game produced by Irem in 1987. It spawned a long series of sequels and spinoffs that are still being released today.

    In this interview, the small team of developers for the original title discuss the issues they encountered while making the game. They also drop a few pieces of interesting trivia. Here are some examples:

    • The look of ship with its attached Force power-up got its inspiration from dung beetles
    • The programmers were very aware of the existence of another space shooter, Konami's Gradius
    • Developers worked hard to come up with outlandish and interesting designs for weapons
    • The "R" in R-Type stands for ray, because there are many types of ray weapons in the game

    Read the full interview here.

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    ServBot (Level 11) TonyTheTiger's Avatar
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    Miyamoto: How about a game where you get to be a mother-in-law who bully’s your son’s young wife? It’d be like in Star of the Giants where the wife wouldn’t submit to you and you’d have to compete with her by trying to throw her out of the house within a certain number of months.
    Suspiciously specific, Shiggy. Suspiciously specific.

    Horii: “My wife walked out on me! Where did she go?! What should I do?” Talk about funny.
    Last edited by TonyTheTiger; 08-09-2012 at 02:22 PM.

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    I love these interviews !! Thanks GlitterBerri for uploading and translating them !!!

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    Japanese Translator GlitterBerri's Avatar
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    Default The Music of Mr. Gimmick

    Mr. Gimmick (AKA Gimmick!), Sunsoft's last 8-bit title, is a little-known cult-classic for the Famicom and NES that only saw release in Japan and Scandanavia. Though it didn't sell well, it's still praised by game fans for its eye-popping graphics, grievous difficulty, and high-quality music.

    In this interview, a prequel to The Making of Mr. Gimmick, composer Masashi Kageyama looks back at his time working on the game. His answers touch on the following subjects:

    • What the Mr. Gimmick soundtrack means to him
    • The variety of unusual musical influences present in the game's BGM
    • His struggles composing within the hardware limitations of the Famicom
    • His current activities, 20 years after the game's release

    Read the full interview here.

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    No original texts? I'd prefer them over translations...

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    These are really great reads. Thanks for translating them, I'm fascinated by these sorts of amazing interviews. Great job!

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