Retronauts - 612: Documenting Game History from Virtual Boy to J-Pop
Episode Date: May 19, 2024Jeremy Parish speaks to Benj Edwards, Jose Zagat, Mark Flitman, and Brian Clark about their efforts to publish books about a wide swath of game history: A platform analysis of Virtual Boy, a history o...f games about Japanese rockers, and a career memoir. Head to https://www.squarespace.com/RETRO to save 10% off your first purchase of a website or domain using code RETRO. Retronauts is made possible by listener support through Patreon! Support the show to enjoy ad-free early access, better audio quality, and great exclusive content. Learn more at http://www.patreon.com/retronauts
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This week in Retronauts, in the words of the poet in Peart, icy red hurts my head.
Hi, everyone. Welcome to Retronauts. I am Jeremy Parrish, your host this episode. Revisiting a familiar territory. We haven't been there in a couple of years, but it's always worth revisiting an old favorite topic. And this topic is Virtual Boy, because I wrote the greatest,
book ever about Virtual Boy. And we have with me this episode, the gentlemen who have written
the second greatest book about Virtual Boy ever. My question for both of you is, first,
how dare you? No, we have a familiar person to Retronauts listeners joining this episode,
but also a newcomer. So if you could please introduce yourself, a person who has never been
on this show before. Hi. Thanks for the welcome. Thanks for the invite. My name
is Jose Zagal. I'm a professor at the University of Utah, or I teach and do research in the
division of games. So we have a lot of students who are interested in working in the games industry
and learning more about games as a form of culture and also interested in making them. And so that's
basically my day job. All right. And of course, the other person here calling in from the great
city of Raleigh, North Carolina, just a couple of miles from where I am. That's true.
I'm Benj Edwards.
I'm currently the AI reporter at Ars Technica, so that's my, and co-author of this awesome new book, which is called Who Wants to Introduce it?
I'm open to either one of you.
As you can see, I dress for the occasion.
I've got my red and black eyeglasses on.
Cool.
Can you see in stereo out of those?
I can't, actually.
My eyes are terrible, which is, of course, why it's ironic that I did a complete retrospective series on Virtual Boy, because I'm terrible.
at Seeing Virtual Boy.
Yeah, you have, I remember you mentioned that,
a depth perception issue.
Yep, good times.
Fascinating.
Well, the book is called Seeing Red Nintendo's Virtual Boy,
and it's obviously by Jose and me,
and it's an MIT Press book in the Platform Studies series.
So it started, you know, Ian Bogost and Nick Montfort,
is that how you pronounce their names,
they started that series.
in what year was it, maybe 2009, Jose?
That's thereabouts, I guess.
Something like that with racing the beam about the Atari 2,600.
And they turned that into a platform study series, and there have been a number of books,
probably at least a dozen about different game platforms.
One was about the NES, which was pretty cool and some others.
Yeah, I Am Air by Nathan Altis is really one of the great, insightful books about the NES.
So that's actually, you know, between that and Racing the Beam, that's a, that's kind of a, you know, a big weight class to punch into.
What made the two of you decide to first, you know, write about Virtual Boy, but also write about Virtual Boy in the context of the Platform Studies series?
So I guess I'll have been here because this sort of started with my interest.
So when Racing the Beam came out, I was really inspired by that book.
I thought, you know, here's finally a book that is not just a history.
So I'm all about reading histories and learning about the people behind the platforms
and the decisions made and so on.
But here's someone, you know, two people actually, because it's not just the end by himself
writing it, writing a book about actually thinking deeply about what does this
technology allow to do and what was done with it and why and kind of trying to really
examined the relationship between the hardware, the games that came out, and sort of the social
and cultural context in which it all happened. And for me, that was really fascinating. I've been
a game scholar for many years now. And this felt like a real breakthrough moment in the scholarship
in that sense, thinking about the technology and the culture and the games in a sort of cohesive
way. I thought, wow, you know, I wonder what's next. You know, what other books would I like to
read? And I'm still hoping for an Apple 2-1, though Lane Newnie's book is really good. I do
recommend that one, not a platform studies, but definitely a great book on the Apple 2.
And this got me thinking about the virtual boy. And I thought, huh, virtual boy sounds like
it would be a really easy, air quotes, book to write because there aren't that many games
for it. So you can have a book where you actually look at every single game on the platform.
And maybe there's some story to tell there. So I put together a proposal. I sent it off.
It was soundly rejected for very good reasons. And this would be kicking around in my head
for a while. I worked with an undergrad, then undergrad, at DePaul University.
Matt Zakara, and he also got excited with a virtual boy, and we wrote a paper together, an academic
paper. And so I'd always been in the back of mind, this idea of, well, let's look at this platform,
which is so maligned. I didn't really know much about it in the sense of why it was maligned,
and this, air quote, bad idea of looking at all the games for it. And so over the years,
I sort of slowly chipped away at this book project. I put together another proposal. Ian kept on
Houndee being saying, hey, when's the new proposal coming in?
Come on, we're waiting.
And I said, yes, yes, I'm working on it when I was maybe yes, maybe no, on and off.
Eventually, I was able to put together a much better proposal.
It's kind of really looking at what was interesting about the virtual boy, which what is most interesting is not the fact only has to undo games.
What's most interesting is not the fact that it was canceled pretty quickly by Nintendo.
There's plenty of stories of platforms that just bombed and didn't have a lot of games.
what was interesting about it was
what kind of a device it was.
And I don't mean just Sassario,
I mean the kind of entertainment experiences
it was trying to provide
what the intention was.
And also there's a story of the creator,
right?
Gunpei Yukoi,
sort of the mastermind behind it,
very famous designer,
a very important figure at Nintendo,
and the fact that he had a strong role
behind that too.
A lot of me to sort of figure out
that there's more going on here
that led to a better proposal.
But I realized partway through the project
that I was having trouble
making sort of headway on this.
And I thought, well, I really need to bring someone on board to help me out.
Hopefully someone who can play to my weaknesses so that we can sort of create a combo team
that will actually result in a much better book.
And that's where Benj came into the picture.
I'm the academic.
And so I have the dry, dusty, you know, sort of theoretical, you know, perhaps boring for
some people take on it.
And Bej is, you know, the reporter, the person who,
speaks to a broader audience, knows this history of games really well. And I think that's what
allowed us to put together a book that I think fits nicely in the Platform Study series.
And hopefully, we'll see how this goes. It bridges sort of the academic and the fan and the general
public divide, as it were. And that's what we're hoping the book will do. We hope it'll find an audience
outside of academia, as well as one within. So how did you end up landing on binge exactly?
Benj, I don't know if that's something you can speak to
or if Jose wants to talk about that.
Jose, I mean, this is great vanity for me.
Let him talk about it.
Vanity listening.
So I asked around different people and said,
well, who's a good sort of game historian
who's also sort of on the journalism site,
who might be interested in this?
And I went down a list of people
who might be interested in this kind of project.
Benj had written an article already for a fast company
on the virtual way.
And he had done a really interesting work there,
interviewing some of the people behind the original technology that Nintendo
eventually called them. I might have been a Twitter DM or something like that,
but he said, hey, I'm working on this thing. This is my name. It's who I am. I'm not some
random crackpot out of the boonies of Noorland. What do you think? And I'll let Bench
complete the story from there. Yeah, I said, no way, Jose. Just kidding. I didn't say that.
I, you know, I thought it was a very interesting idea.
Like, you know, obviously the article in 2015 for Fast Company was very important for me personally in my career as just, you know, breaking new information about the virtual boy.
I was trying to definitively answer, like, what the hell happened with this console?
Like, why did it exist?
You know, how did this come to pass, you know?
And so I went on, like, just writing that article was probably like an eight-month journey or something where I did a lot of research.
I put a lot of my own money into funding translations of interviews and, you know, with some, a Japanese source and maybe another one and transcriptions and things like that.
And it just, you know, it ended up a nice marriage between the U.S. side and reflection technology that developed the scanned linear array.
which is the basic component of the Virtual Boy's displays,
and the Japanese side, through Gunpei Yo-Koi's interest in it
and how they developed it from that technology they licensed from the American company.
And prior to that, I think someone had written an article about the reflection side
that I didn't really know much about,
but no one had really gotten much into the Japanese side.
And the belief at the time I wrote the article was that Gunpei Yokoi retired in shame from Nintendo
for the failure of the virtual boy.
And luckily, I found out that that was not the case.
In fact, he went on and developed the Game Boy Pocket,
and then he had been planning to retire anyway,
and it just happened to be one of his last couple projects there.
So that felt like a good redemption for Gunpei Yokoy, too,
who had had sort of this curse on his name.
And so, yeah, it was great.
So when it came to the point of, you know,
I've been thinking about writing a book about anything,
at all for the last, I don't know, 15 years.
Just, there's a lot of material to draw from or whatever knowledge.
And when it came to like, what's the coolest book you could possibly write about, like,
that's really interesting and weird.
And, you know, like, I love oddities.
I used to write an oddities series for Technologizer about all the weirdest things about
different platforms.
And Virtual Voie is a weird platform.
And it's always interested me for that.
And I'm like, man, you could, you couldn't pick a better book.
to have just like a, you know, like on your resume as like having written a book about the
virtual boy, because it's just such a cool, weird thing. Like, you can't go wrong. That's the way
I figured. So, plus Jose, he, you know, he ended up doing most of the work anyway. It's a very
academic book. And I wrote kind of the meat of maybe a couple chapters. And I also collaborated
on all the chapters with him. And I wrote a big appendix set the back with the, with all
that studies all the games.
And it was, you know, relatively easy.
We still put in a couple of years' work on it.
But, you know, Jose carried most of the weight, and he did a really great job.
How long was the collaboration?
Like, how long was this collaborative element of the book in the works?
When did you guys get together and start?
It's probably 2021 when you approached me, right?
Something like that.
I'm trying to think.
Was this in the before times or in the...
It was during COVID.
I mean, like, the era, it wasn't 2020, I don't think.
I think it was 2021, and we set up meetings.
We were meeting like every week at one point, I can't remember.
And then meeting weekly for like six months, I don't know.
And then we met like once a month after that for a while.
And then so the process was like Jose would mostly write the bulk of a chapter and I would edit it or add and we discuss it.
I think first we were discussing what every chapter would be.
And then, so we kind of came to an agreement about what is, what do we really think about
the virtual boy?
Like, what, how do we consider this?
Is it virtual reality?
Is it, you know, whatever?
And we had to come to these sort of joint conclusions that Jose fed into his, his work.
And then, you know, I wrote a couple of chapters and he added a lot of stuff to him.
And it was a nice, it feels like a good collaboration.
Yeah, I think in collaborations, it's, it's a dangerous.
you to think of it like, well, I did 50% of the work and the person did 50% of the work
in terms of like hours put in, when actually a lot of the work is sort of intellectual, right?
Sure, maybe I wrote more words, but we would have these meetings and I would say something
and then Benj would push back and say, well, that doesn't quite make sense for these reasons
and we'd go back to the doorboard.
So that's how everything gets refined and improved.
Or Benj would have an idea.
So, well, how do you thought about this side or this angle?
And I would say, well, I hadn't really considered that.
But I think I know some places to go to back that up or to support that or to investigate
further. So it really is about sort of the intellectual work as for me that's a more important
thing than the like how many words were typed out by someone or other. The timeline I think is
also a little bit. I just want to clarify for because the non-academic audience that academic
books take a long time because the editorial process is also quite a bit longer. So once we
finished writing the book, the manuscript is done, we send it off to the publisher and then the
publisher sends it out to a bunch of anonymous reviewers who are other academics. And I'll read
the book and they'll give comments and feedback and ask for changes and so on.
So then, you know, that takes a couple of months and then those come back and then we have
a couple of months to implement those changes and so on. So the overall process, publishing process
is a bit longer perhaps than a typical book where maybe you're just dealing with an editor
or and then, you know, because of this review process in the middle. So yes, we spent a lot
time working on it, but I don't want to scare people. I thought, oh my God, this was like five years
worth of works, like, yes, but, you know, stretched out.
So it sounds like the book was in The Works for a while, and about the time you guys
started working together is about when I published my own Virtual Boy Works book.
Was that annoying to you, I have to ask, that you had this project that you'd been kind of
gestating for so long, and then someone comes out and is, you know, with a book that's pretty
comprehensive in terms of the virtual boy library?
That's a really good question.
And the honest answer is I was super excited when I heard about your book.
And I was disappointed I wasn't able to get my hands on it sooner because I really wanted to get to see it as early as possible.
I think I put in for the special edition with like the glasses and all the other nonsense.
And that version got delayed.
And so I'm sitting here waiting for, oh, where's my book?
And people, there's a discord for the virtual boy community.
And they were like, I got my copy.
I was like, dang it.
Like, where's mine?
Yeah, I got mine way before you, Jose.
And I had to show you what was in it.
So, yeah.
And I was excited because I thought, okay, if this, if this book does well, and I hope it has,
it means that there is interest.
And it means that maybe there is a follow-up interest in our book.
I don't see the books as competing in any meaningful way.
I see them really is complimentary.
And in some sense, I'm thankful that your book exists because it means we didn't have
to do a bunch of things because, you know, you were doing a book and a book already sort of
took load off of my shoulders at least. We do have an appendix at the end that Benjrogles
goes over all the games in very brief detail. Had your book not existed, that appendix might
have had to be a lot bigger and more comprehensive and so on. So I think they really work well
together. That was my impression as well, having read, I've read about three quarters of the
book at this point. And, yeah, it covers material.
and perspectives that are wildly different from mine and from other coverage I've seen
a virtual boy, both online and, you know, and other books.
So I don't know if you'd like to talk about that, kind of the, like the mission and the process.
You know, what makes your book different than mine?
Whereas mine is, you know, really kind of an overview of the system in terms of the chronology
of its game releases and really looks at it through the lens of software.
You know, how is yours different in your own words?
I guess the way I think about it is your book does an excellent job at a lot of the what kind of question.
So what games are for the system and how good were these games?
You have a lot of really interesting commentary on the different qualities of the different games as a player from the sort of player experience.
But it doesn't go and it goes into a little bit of the how.
like there's a fair amount of similar history there
but I would say a lot less so on the why kind of questions
why does this thing even exist or why was it done in the first place
what were the creators trying to even achieve
so we try to provide a much deeper context for it
and kind of try to give an overview of some of the cool things
about the system in this broader context of entertainment media
in this broader context of games
I think a lot of games history books
focus on the facts
like this machine had this many
megabits and this many
this processor which was this fast
and this game had this many sprites
and that stuff is super important
really relevant
I think what our book does
and other books on Platform Studies series too
is sort of set back and said well
why are we using sprites in the first place
like where did that come from
why did it come we know who invented this
we know where they were working
and what constraints you are under.
But how do we kind of tell a broader narrative
of everything coming together?
I think of the virtual war,
I realized that there were lots of interesting narratives
kind of woven in together
that speak to games more broadly as well.
We have a whole chapter examining,
well, this idea of the gimmick, right?
And what is a gimmick?
What makes something a gimmick?
And is a gimmick a good thing or a bad thing?
And we sort of look at the virtual boy
under the lens,
but we're also saying something broad
about just gimmicks and video games in general
on how central they are
to video game culture
in games as a technology as well.
My favorite part of the book,
well, I'm going to be derailing your question.
I do feel like it's your book,
Jeremy, and ours are very complimentary
and they don't compete at all in my opinion
because our book is very, very academic
and it's very, you know,
just like everything, Jose said,
it considers different angles
in a different type of way.
And we are very thankful that your game first
because, you know, like you had engaged me
to create that gallery
in your book before and that had familiarized me more with the games and I create a bunch of
screenshots and we used some of the outtakes of the screenshots in our book because I had already
taken them and like why do it again but sure anyway it was great but I wanted to say my favorite
part of what Jose did in this book is is like you know discovering this lineage of peep boxes
that spans back hundreds of years
and discovering the layered diorama style
he's like named it that on the virtual boy
and just putting the virtual boy in this context of
devices you peer into I think that's absolutely fascinating
and when he approached me with that idea
I said man you're really onto something
you need to really follow this down
and so that's really I think that's a cool angle
Yeah, I agree.
I think, you know, having spent the better part of a year, immersed in the system, writing about it, playing the games, creating videos, I've come away from, you know, what I've read of the book.
having learned a lot that I never considered, not only facts about the system, but just, you know, the history behind it and kind of the philosophy behind it. And I have to ask, first, I don't know if you'd like to talk about a few of those things. But secondly, like, how do you develop these thoughts? Are they, you know, kind of informed speculation? Are you doing research and
drawing lines, or are you actually kind of picking up threads from things that some of the
creators have actually set?
So I'd say yes to all of the above.
Obviously, a lot of it is sort of playing the games and thinking about them.
A lot of it is also looking at other scholarly work in the area and kind of, I'm not sure
if it's from Dominic Arsenault's platform study on the Super Nintendo or from Nathan's platform
study on the NS.
and maybe both of them
they sort of talk about
like the marketing site
and how the device was sold
and so that got me thinking
well I wonder how this device was sold
how was it presented
we talk about the advertising behind it
and what Nintendo was trying to do with that
so that became another theme in the book
they also talk about
the sort of the gimmick thing
that idea is also present
though not fully developed in the case of NES
because for the NES it was more of a
the robot particular was
the analysis that Nathan does in his book
about the
when the
NAS was brought to
the US
they sort of
added this
robot to
camouflage the fact
that it's
a game console
and as soon
as the console
took off
the robot
disappeared
pretty quickly
from the scene
and so
that's basically
you're sort of
connecting
different ideas
and seeing
okay well
there's a pattern
here right
this is
the same
company
their same
basic philosophy
just some reading
up on Gumppe
Yokoi
I bought a couple
of books
in Japanese
that I then
had translated
where they're interviewing
Yoko
and he talks about
his philosophy and design and sort of threads the needle between what he's done with
the game and watch and the Game Boy and obviously there you go, well, I guess it's the same
thing with the ritual boy.
In the scholarly side, there's a whole area of a whole discipline called game studies where
a lot of people are studying and looking at games seriously.
But you can also look at sort of media archaeology, people looking at old forms of
entertainment, old forms of media, and that are going to be thinking, hmm, well, there is
something to us, like what, serioscopy, when did serioscopy start?
How has it become to be developed?
as a technology. So I'm starting to read other scholars and things they've talked about.
So it really is a process of learning and reading and studying and researching and then trying
to see if there are dots that need to be connected or not. And that's where bouncing ideas
off a bench and Benj giving feedback was a big part of that process. I say, well, I just saw
this article about this thing. And then it says, oh yeah, and Benj was saying, well, this connects
to this other thing. I thought about that line on. No, I hadn't. So that really is the process
of trying to form a coherent line of a thought.
In our case, multiple.
Each chapter has like a different theme,
a different perspective that we're exploring.
But figure out which are the ones that make the most sense,
which are the most interesting.
I think that's just part of the process of doing the research.
Yeah.
I think something came to mind,
which is that another favorite part of the book
that was sort of a discovery that came out of research for me
was when we decided to explain how stereoscopy works, like, you know, with your eyes and your brain and stuff like that in a little bit of technical detail, medical almost.
And I learned stuff, like, I think I began that section myself, like, by doing research into medical literature and stuff.
And I discovered the horopter thing, which is like this imaginary line where anything passed it.
is farther away and anything closer to it looks nearer
and you have to have a relative object in the middle
to even see depth, which is crazy.
And it's funny to me that, like,
in developing the system, Nintendo had to figure that stuff out
and figure out like some fundamental things
about how the human brain perceives depth
so that they could manipulate it
and trick you into seeing it the right way.
And then inform the developers of games
how to make it, make them work
that way, you know, and
given the limitations of the system
with like mostly
flat sprites placed at different places
and like how do you
move those pieces around or
combine them together in a way that's very
entertaining, you know, depth-wise.
And our book goes into
a lot of that, which is really fun.
Did you, I haven't, like I said,
finished the book yet. Did you get into
sort of the modern trend of
HD-2D
games that we've seen like
Octopath Traveler and that sort of thing where it kind of creates, you know, the idea of
it's not true 3D visualization, but it uses that sort of depth of field to kind of create
a sense of, you know, boge and sort of like you're playing a game filled with miniatures in a tiny
little stage. Because I feel like that's sort of accomplishing with just standard technology,
what Virtual Boy attempted to do with dedicated technology.
It's interesting.
I think that, and I think there's also similar concepts that tilt-shift photography stuff, right, where you get these.
Yeah, tilt-shift, where you get these pictures that look like little models.
I hadn't thought about that when we're working about, I'm not sure that that was quite in vogue yet.
It might not have come out yet when we were working out.
I don't remember what year came up.
But it would be a great addition for a second edition of the book, basically, to incorporate that.
Because I think it fits nicely with a theme, which is, like, over human history,
we've always had this interest in looking at things differently and then sort of altering our visual perception.
And I think that tilt-shift photographer stuff, I think aligns perfectly with that, you know,
make a thing that looks like a little toy when it isn't quite a toy.
So, yeah, I think that's a really good insight.
And we do not make that connection in the book, so we don't end on that either.
But it definitely fits in with, I mean, I think that will always be a thing in video games, right?
Is sort of altering people's perception of what's on the screen and playing around with that in cool in different ways, for sure.
Oh, yeah, I thought of something.
There's another thing for the second edition, Jose, which is Super Mario Wonder.
As soon as I played Super Mario Wonder and saw that Mario goes into like a pipe or something and comes out in the background on two different layers, just like Virtual Boy Wario Land,
I immediately messaged Jose and were like, wow, this is amazing.
It's just like Worryland.
Because we used that as an example of using the technology in the gaming,
you know, like showing the depth.
And it's fun that Nintendo's finally come back to that idea.
Yeah, it's interesting because other developers have kind of run with that idea,
usually in portable games.
But I know
Shante Risky's Revenge
had that element
where you could go
from the foreground
into the background
and then
once the 3DS came out,
what's the name of the company?
I just totally blanked on it.
The Jules Watson's company
created a sort of
little compact Metroidvania
called Zeodrifter
and it uses
the 3DS's
kind of visual staging
to do exactly that where you kind of disappear into the distance
and you're like this little guy running around in the background,
doing all the stuff you do in the foreground,
but it's just small, tiny.
So, yeah, it is interesting that it's taken this long for Nintendo to pull that back in
because I can't think of an example of a 2D Nintendo developed game
that made use of that Warioland feature while everyone else was out there saying,
oh, that's a cool idea, let's borrow that.
The closest thing I remember, which is really not the same thing,
is like in Minish Cap, when you go through a tube and you become tiny.
You don't, it's not foreground background, but somehow that reminds me of it.
Yeah, that's more honey I shrunk the kids.
Yeah, okay.
Yeah, I guess to be fair, there's the, and we talk about this in the book,
one of the Mario games where you're on these panels that you can flip
and now you're up on the other side.
So it does have that foreground background,
but the foreground background are really close together.
So it's almost there in a way.
I'd love to see Super Mario World like done in a virtual voice style, you know, like play it out with the layers and with depth like that you see.
That would be fun.
Hey, da-da-de-la-law-ha-pa-la-be-la-be-la-tina-pa-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha.
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Well, one of the things I didn't realize, you know, even after playing all the way through Wario Land on Virtual Boy, is just the amount of depth and detail that was put into constructing the graphics.
Like, I just kind of see those as, oh, yeah, it's got a Wario Sprite.
But you guys went into a lot of depth about just how complex the character sprites and elements like that are.
and how there's all these independently functional elements on separate layers that it's done so subtly you don't even really notice.
Like, how did you even kind of come to that realization?
Because it's not something that I had seen, you know, as I played.
I think this is a place where we have to recognize and shout out and express our admiration and thanks to the virtual boy fan community.
this has been the goldmine for a lot of the information that we talked about in the book
and there's different people that have gone into the ROMs and unpacked them and
trying to find the sprites for certain characters and they realize, wait a minute, there is
no single sprite, what is happening?
And then thanks to the fans who put together, emulators can basically figure out, okay,
how is this sprite actually working?
How is this picture that I'm seeing on the emulator window running around?
Where are the graphical parts for coming together and how they're being assembled?
So a lot of our analysis is basically, we're basically saying, look, here's what someone else found, and we're just kind of explained in a simplified way.
So I don't want to take any credit for those insights.
Those insights come from the fan committee, and we do acknowledge them in the book.
And sometimes just a username, that's all we have to go on.
Yes, I saw some interesting.
Citations.
Pizza roll something or another.
Yeah.
Yeah, that was like, that's definitely someone on the internet that,
They don't know their actual identity.
There's a virtual boy discord that has a lot of great people in it who are very helpful.
Like the guy named Guy Perfect was helped me with a lot of technical stuff when I started to explain how the, like how the hell does the virtual boy do different colors like shades of red and like what are the limitations of that?
There was nothing written down on the internet or anywhere in any documentation that explained that.
And so he, being someone who has developed some homebrew stuff himself,
explained the limitations and how there's a certain number of shades.
And some of them, you can't even perceive the difference between them.
So there's no fixed number of colors you can quantify, which is crazy.
It's kind of like how the NES doesn't have an actual palette.
It's just how does your television display the graphics?
Those are the colors for the NES.
I love that.
I love that about video games and everything else.
when you have something that can't be quantified and it's so subjective
because it really pisses some people off who love specs and stats and stuff
but it shows how messy the world is and how analog we really are
and everything digital is just an abstraction of analog technology underneath
anyway yeah we even sent some of the chapters drafts of the chapters to members of the
community just to make sure that we weren't sort of totally off base with some things
we were saying for some of the technical details of the hardware especially
It's like, hey, we're explaining this works this way.
Does that track?
And then we get feedback.
So actually, technically, you know, this is happening.
Something's happening.
So that we're invaluable, not only a source of information, but also as a source of sort of verification
to make sure that we weren't just, you know, misinterpreting or misunderstanding or
misexplaining a bunch of things.
That's much better than my approach, which is to try to come to an understanding of things based
on what I read and watch and then process that and present it and then wait for people to come
into the YouTube comments and say, no, that's not right. I mean, there is, you know, I guess it's
community vetting, but it's a less responsible approach than you took. But yeah, that is a,
like the visual element of, you know, the degrees of tones is something that I wasn't able to
capture in my book because I was capturing, you know, an RGB output, basically tapping the video
feed before it reached the lenses of the virtual boy headset because it's really it's it's really
difficult to capture virtual boy images from the lens i mean i i did my damnedest and i got a few
okay photographs with a macro lens but even those were they were they was tough so you know i
basically captured what looked like extremely chunky high resolution game boy graphics and
in grayscale, which is, you know, a part of the process, but it's not how the virtual
boy actually output its images to the human eye when you look at it through the screen.
But, yeah, you just can't present those.
What is it, 128 different intensities for each shade or something like that?
I can't remember.
I know there's like some, I just reread that chapter last night, so I should remember this.
But, yeah, I remember something like 127 or 128.
but there are more potential ones
and that's sort of,
I think that was like the bounds of what's potentially perceivable.
And the palette is four, it's four shades
and one of them is always black or transparent
and one of them is like the most intense.
And the other two, they're all related
because one of the colors is like a sum of the other two.
And so it's just sort of messy.
Like it's all linked together.
But the whole display thing,
how the display works and how they figured out
how to display a stable image is amazing to me
because, you know, I just recalled some of that
because I was just reading it again.
You know, it's been a couple of years since we wrote it,
but I was refreshing in my mind and refreshing my mind.
And there's like an angular velocity thing
because there's a mirror pivoting on a stick, basically,
back and forth, and it's reflecting the light
to paint it into your retinas, basically.
And because of the angular velocity or something like that and the duration of when these LED
things are lit, the pixels would not all be square, like, if you just did, if you didn't
adjust it.
So they have to adjust, you know, the duration of how each one is lit, depending on where
it is in the grid, to make them all appear square.
And since LEDs are on or off and there's, there was no, I don't, they don't deal
intensity in terms of an analog voltage. They have just how long they pulse them on and off to
deal with the intensity. So there's all these calculations going on all the time just to
paint this image. And it's just incredible, like the detail. And all the work put into
developing it and the work Nintendo did to take the technology reflection made and turn it
into a game console.
And then Wario Land is definitely the most complex game with the most detail into it.
Like you said, with the, there's some of the sprites are, you know, I'll explain, if you
haven't read the book, you know, one of the ways the virtual boy can display depth is you give
it a sprite and you give it like a Z index that basically controls the depth of how you
perceive it.
And then there, so it's like one sprite and it automatically adjusts.
how far away it looks.
And then there's another way of doing it,
which is having two graphics for one sprite
that are just always, you know,
have that difference built into the pixels.
And so, like, there's an example in the book
of one of the blocks has a little smiley face
or something that's, you know, slightly off.
So it just adds just a little bit more depth to that.
Instead of just being one flat sprite that's in one spot,
there's another thing popping out a little bit from it,
the face is popping off of it.
And there's, I think we mentioned, I think, was it,
Wario's eyeball is a little bit weird or something like that.
So there's a, it's just incredible the amount of work they put into it.
And I wish that Nintendo had, you know, if this had been a more viable platform,
and, you know, I'd love to see what really creative and well-funded game developers could do with this thing, you know.
Mm-hmm.
Yeah, and it's a pity.
Nintendo has never revisited the system.
My understanding from talking to people who have the inside track with, you know, people at Nintendo.
is that the company really sees Virtual Boy as a failure.
And it did sort of flirt with the history of Virtual Boy a little bit
when it first launched 3DS.
But I think once 3DS kind of found its own footing,
they backed away from that for the most part.
And so they've really sort of just kind of...
I think...
They prefer to just put the kibosh on it.
I, you know, I hate the fact that they think of it as a failure.
And my article in 2015 was written to Nintendo.
like half of it is aimed at Nintendo like look at what you've done your legacy is nothing to be ashamed of
this is cool and so I was purposely thinking about the audience of people in Nintendo reading this
I sent it to Reggie Fizema after I wrote it and probably asked him to interview for it or something
because I actually asked him can I talk to some of these people who worked on the virtual boy one of them
worked for Nintendo America and they put me through and the person wasn't interested in talking or something
like that. So that didn't come to pass. But I did want to send that message to Nintendo to look at this, like embrace this part of your legacy because it's something to be proud of that you took this risk, did something innovative and interesting. And I think it's, there's no shame in it. And we found a way to recontextualize it that quote unquote failure. And it was very key in this, this quote we found from Shigeru Miyamoto, where in one of the Iwata asks,
interviews, they were talking about the virtual boy in the context of developing the 3DS, I think.
And Shigeru Miyamoto says something like, well, you know, it sold 770,000 consoles, which is a horrible
failure for a Nintendo console, which would sell tens of millions or more, whatever.
But if we had marketed it as a toy, you know, like a stereoscopic toy, it would have been a success.
So it's just all based on the context of how you look at.
it. And we, I think we examine, you know, Nintendo's marketing failure of how they position
this thing, you know, to fail, basically, because there's two things. Virtual and Boy are both
bad words here because virtual links it to virtual reality, which it's not. The Boy links it to
the Game Boy lineage, which it's not. I mean, you're putting, the Game Boy is like hundreds
of millions of units, like one of the most successful portable gaming platforms ever.
So you're positioning this thing as like maybe a successor to the Game Boy or a compliment
or something like that, which it's really, it's a fairly poor portable machine because
it's linked to a table stand and you can't strap it on your face.
And it's also compromised because they thought of it as a portable machine first and then
because of liability issues, they had to scale it back and take it off your face and things
like that.
And it was too late to give it more power that you could, you know, if you knew it was
going to be on a table and you could give it more power or something, it could have had
a better chip set and maybe done some better like polygons, something like that.
But so it was just this weird compromise and it would have been a perfect gimmick toy instead
of, you know, like the Nintendo, a new Nintendo gaming platform, I think.
I think it'll still go down in history as a bigger success than Applevision Pro.
Do you think so?
I do think so.
But no, actually, I was about to talk about the marketing and how, you know, the name of the system itself ties it to virtual reality and Game Boy.
But you already did that.
Yeah, sorry.
No, no, it's great.
That's one of the things that jumped out to me reading through the book is, like, you guys did a really great job of sort of pulling those.
components apart in saying, you know, like, here's kind of the perception, here's the history
of the things that Virtual Boy seemed to tie into, at least based on its name and its
marketing, but that it's really not a part of, like that's not really relevant to what the system
was.
That's what makes the system so weird and interesting.
And so Jose discovered that the developers honed in on this style, the layered diorama,
because of what they had to
work with, you know, which it wouldn't
happen any other way. If it was like
more powerful, it would have had, you probably
would have had like a Super Mario World
or a Doom or something on there.
I mean, Super Mario 64 type
game, sorry. Or, and
if it were
virtual reality, and you
could look around, you know, you wouldn't
be stuck with this viewpoint,
viewpoint of one game in a certain way.
And they thought of,
let's make it like you're looking at a
play on a stage or in through a peep box or something, you know, because you're stuck
looking at this thing. And the, you know, it is related to virtual reality in the sense that
it is stereoscopic. That's the only way I'd say, you know, so in the lineage of stereoscopic
devices, it's somewhere in there because VR headsets use stereoscopy, but they're not the
same because there's no head tracking and you're not like immersing yourself into a virtual space
necessarily.
And I don't know.
I'm just going on.
Jose, what do you want to say about this?
I think it's, I can't say that Nintendo,
I think Nintendo was in a really tough spot, right?
They were a tough spot because they were late to the game
with the sort of next main console, right?
So the N64 was, air quotes,
just around the corner for too long, right?
PlayStation had just come out and was sort of taking off.
and being wildly successful.
And so they've got this other device
that they're trying to get out there
and they're kind of spinning too many plates
as a way I think about it.
So they put enough effort
into the ritual boy to get it out there.
I think the marketing team did,
like all things considered
did a really good job in the sense of,
well, how do we explain this device?
If we say it's 3D, people can imagine
it's 3D like polygons,
but that's not what we're doing here, right?
That's 3D as a buzzword was hot at that time.
It was a really hot buzzword.
people talk about 3D all of the place and everything you'd add something you'd add 3D to any game that meant to like no it was like the game of the future um virtual like all these virtual the virtual the virtual fighting games for example in or hot and arcades had these early you know polygon characters that look terrible but were cool just because they were polygons right not not sprites um and so they have this device which is stereoscopic but it's basically sprite based and so you kind of suck well how do we explain this in such a way that people who are out there will both get
get excited and understand what it is.
And so they hit on this campaign, which I think was a smart idea, right?
And as far as we know from the press releases we looked at and so on, it was successful
in getting the word out.
It's just that people weren't super excited about the device in the end, right?
So they ran this marketing campaign with Blockbuster.
We could go to Blockbuster and rent a virtual boy for the weekend.
And if you think about this context, imagine that, you know, PlayStation 5 is announced and
If you're not sure you want to buy it, you can go to your local Target or your best buy
and rent one for the weekend.
That's something that would be inconceivable nowadays, right?
For any sort of mainline console that you can actually try it first for a couple of days
before committing to buying it, just makes, is it a completely alien idea?
And yet, Nintendo's said, yeah, we're going to do this with a virtual war because it's such
a different device that we really think people need to try it so they understand it.
So in that sense, you know, they were really doing their best, I think.
And yes, the name is unfortunate, and perhaps the marketing team was like, well, that's the name it is.
We're stuck with it.
But you never know.
I mean, it's also one of those, I remember when Nintendo, when the Nintendo Wii was announced.
And people were like, that's the dumbest name ever.
Like, who calls their console the Wii?
Like, and all kinds of memes and jokes about that.
And yet somehow it went on to, you know, sell Trellions with, again, a really smart marketing campaign, which should emphasize not what was happening on the screen, but what was happening in the living room for the case of the Wii.
And so they were trying to do the same thing.
Like they had earlier tried to do the same thing with a virtual boy.
So I think that's where our analysis of like what was going on in games and technology and entertainment media in the mid-90s, I think sort of really helps kind of illustrate the tight spot that Nintendo was in with this particular device, right?
Because everything was up in the air that time.
People did not know what the future was going to be in terms of entertainment.
Is it going to be the internet?
Yes.
Is it going to be multimedia?
Yes.
Is it going to be 3D?
Yes.
Is it going to be all these things?
Is one of these going to win?
When is it's going to die?
don't know. I think we made a list of all the consoles, all the major consoles that came
out within three years of the virtual boy. And it wasn't three consoles like we think of nowadays
of like, oh, there's three companies, three consoles. It was like eight or ten consoles. And most
of those like disappeared, right? And that's a kind of sign of how unstable, uncertain what the
future was at that, going to be like at that moment of time. Things are moving so fast and in so
many different directions. It sort of breaks a narrative of, oh, everything is a console generation
where maybe it's just more, more megabytes, more graphics, more color, faster passes,
and so on, right?
It kind of really illustrates the fact that no, things aren't set in stone or predetermined
in that way.
And then the ritual boy could have been a hit, right?
It could have been a huge hit.
And then all of a sudden, there's an entire new category of games.
There's portables and consoles and there's virtual boys, you know, like virtual with clones
and then maybe it would turn into like some new genre of entertainment.
Now, nowadays we have VR.
VR was hot then, too.
VR could have been the future.
And all the other consoles could have died.
It could have been VR.
right so i don't know i mean it's always easy to armchair and go like well they should
have done this they should have done that or these are like issues of i think we highlight all
the issues and concerns but i think it's fair to say well you just made a mistake and this is what
you should have done instead because really at that moment of time you've sort of travel back and
think of the stuff you know and the stuff you didn't know back then like i don't know that
they could have done that much better other than yeah keep on funding it for a while and
hopefully nintendo 64 will come out just right and that's
That's the kind of stuff we don't really know for sure what what was going on inside Nintendo at that time.
What were they thinking?
Where were they feeling the squeeze in terms of their own budget and their time and so on?
Yeah, it's interesting, you know, talking about the layered diorama and everything.
There was really only one Virtual Boy game that presented 3D in the way that we think of it now, which was Red Alarm, which used wireframes.
Yeah.
And there's a part of me that wonders if the system had stuck around longer and people had gotten more of a handle on how it worked, I wonder if, you know, the approach that Sega took.
with Saturn might have worked for Virtual Boy, because Saturn doesn't really render its games
as polygons. It presents them as sprites that it then distorts and reshapes so that it looks
three-dimensional. But it's not the traditional triangular polygons that we think of,
the ones that kind of won the technology war. And I wonder if Virtual Boy might have had enough
umph to do something along those lines, maybe, you know, fewer trying or fewer, fewer,
fewer sprites to be distorted, no texturing and things like that. But I feel like, you know,
if you present something that's kind of in the style of Sega Saturn but has that actual
3D visualization, that could have been, I feel like it could have been, you know, a real killer
app for the system where people look in and they see, you know, kind of what they expected
from virtual reality. Or if maybe that was just beyond the capabilities of the system, which was
the equivalent of
God, what console was it?
Was it the Bandai Pladia?
It was, or PCFX, that's what it was, yeah.
So kind of a console that was made for
streaming video, more or less,
and Sprite-based graphics.
So the wisdom from the fan community,
because this is a question that I did ask
some of the members of that community directly,
is that, yeah, basically,
the hardware wasn't there to really do good fast polygons.
The architecture, basically, the way this is smart architecture was not good for polygons.
And to this day, you know, those fans have been trying to do things and so on.
Maybe some really smart genius person could figure out a cool trick that no one has sought
up before, which is definitely a thing that does happen in video games all the time.
And there's a lot of that in the Atari 2600, which I learned about from racing the beam.
So I don't want to say that it's impossible, but the architecture of the hard
where it was definitely not well-suited for polygons and definitely puts a pretty hard ceiling on what it could do.
It's just in terms of the speed because at the end of the day, you need to think it's a, you know,
the hardware was not cutting edge at that time and it was also having to basically render two displays at the same time.
So anything that, you know, double speed means now you have to half the speed on anything.
What I'm actually more curious and I would like to know if the whole, like, how much further could
they push the Sprite stuff, right?
So the Super Nintendo was doing some really cool stuff by the end of that cycle.
And there's other consoles at that time, which were really pushing like Sprite stuff.
And I think the added, you know, stereo part might have made for some really interesting, compelling games that we didn't quite get the chance to see because there was enough time for people to wrap their head around the hardware and really push it to its limit.
I think that's where wireware kind of shines because it kind of shows it's the same Nintendo people who are basically like, yeah, things we've learned in all these other Mario games.
Now we're going like a little incremental steps.
Incremental steps, adding more layers and some mutations and some cool stuff like that.
So I think that's where the hardware really does shine in some sense.
And that's where it's perhaps most unexplored potential lies, is in kind of really do cool stuff with sprites and stereo.
And I think that's, I mean, that's why we talk about the layer diagram is kind of this, like this is what this thing is capable of doing really well and they explored it well.
Could they have done a layer diagram plus?
What does that plus version look like?
That's what I'm curious.
to find out.
I was just thinking
the other day it would be fun
if you could stick
some kind of 3D chip
in a cartridge
and augment its capabilities,
processing capabilities
with some kind of
co-processer,
which probably was not
possible in 1995,
but you might be able to do it now.
And that would be fun.
Well, you could then,
because that's what the FX chip,
right?
I mean, that was the Super Nintendo's
a couple of cards that came out
with a special chip on the card itself
to do the,
basically the handle
the 3D essentially.
So yeah, they could have done that for the virtual
boy, but he sort of wondering, wasn't
this device supposed to do stereo? Now you added
like S-sharp to do like more stereo
or polygon stereo. I don't know. I mean,
it's also possible. I mean, that would have been a
I mean, there could have been a virtual boy too, right?
With double the RAM
and maybe double the speed, the process
speed that could have pulled it off.
Virtual teen.
Well, it would have had to be color to
or something. I want to mention
something that this, like the
misperceptions of the console, it's not just marketing's fault because there's these fundamental
limitations of how the technology works, like the fact that the whole thing is red, and it's
monochrome. And it's, to this day, people just do not understand why it was red and why it wasn't
color. Every time I post something about the virtual boy online, they're like, man, they almost had it
if they just had a color display or something. And, you know, to do a color display at that time,
you would have probably had to have,
you know, I guess there were some little,
some LCDs and stuff that weren't,
but, you know, a lot of the big headsets like virtualities headset
had little CRTs in it, I'm pretty sure,
which made the headset huge and, you know,
heavy and power hungry, you know.
So as far as having a small portable display at that time
in a consumer product you could sell for 200 bucks,
you know, is like, yeah, they used red,
LEDs. But still, I, you know, this is one thing I want, I don't know if I mentioned this to you,
Jose, while we were developing the book, but I always wondered, I want to look into the psychological
effects of actually seeing red. Like red is like a warning, a danger sign, you know, and
it's for arousal and anger and everything, you know, and so like this is like maybe the worst
color they could have possibly used, you know, for an impression on people.
Because maybe if it was just black and white, like a Game Boy, like literally gray, or, you know, white and gray, maybe it wouldn't have been such a, I don't know, maybe people could have looked past it.
But when it's red, it's like, why red?
Why not something else?
But gray, people, you know, are used to black and white TV, so maybe they could have accepted it.
I don't know.
Yeah, that's a good point.
And unfortunately for them, that's where LED technology sort of wasn't quite there yet for the original way.
It was the red LEDs that were the super cheap ones.
I think blue LEDs had been invented maybe a couple of years prior to that, so we're definitely not.
They were very expensive.
Yeah, they were not at a price point that Nintendo was like, yeah, just like slap a bunch of them in this console.
We're good to go.
So if the story were like, well, okay, we can pick one LED and we can use, you know, red or green or white, then maybe they would have chosen a different color and the story could be different.
And if I'm not mistaken, white LEDs are just red, green, and blue LEDs mixed together.
I'm not completely positive about that
But at least the early ones were
So you would have had to have all three of them
Just to make a white LED at the time
So it's even more expensive then
Yeah
Maybe you could use a tiny little light bulb
I don't know
But it wouldn't have been in an array
And it would have been a lot more
Yeah I'm trying to imagine getting like a pair of links
screens or Game Gear screens in there
With the ghosting and the
Yeah
Lag and the expense
Yeah the battery consumption
Not a good way to go.
So, yeah, LED was the way they had to do it.
But anyway, Jose, I know you have a hard out and you need to take off.
So we need to wrap here.
But thank you both for your time.
Please tell us once again where we can find your book, what it's called, and who's selling it.
Sure.
So the book is called Seeing Red, Nintendo's Virtual Boy, published by MIT Press.
You can find it at all major booksellers and retailers, including the, you know, the big
ones that I'm reticent to name, but I think y'all know which ones I'm talking about. You can also
just go straight to the MIT Press website and I'm sure they have links there as well. All right. I won't do
the Retronauts Outro because this is not long enough to qualify for a full episode. So I'll have
another segment at the end. But I would like for both of you to tell us where we can find you and
your work online if you choose to make yourself public. Sure. I'm still on Twitter and I still
call it Twitter at Jose Zagal, J-O-S-E-Z-A-G-A-L.
You can also just Google me.
If you come up with someone who's a chemist, that's not me, that's my dad.
If it's video games, then that's me.
I've got presence in lots of different places.
Google Scholar would be, if you want to read some of my other scholarly work as well.
And Benj.
Yep, I'm on Twitter slash X as Benj Edwards, and you can find my works currently at either
Vintage Computing.com.
I just actually posted a few new features there in the last month, which is fascinating for the first time and a long time, and on arstechnica.com.
So look me up.
And there's some, you know, three or four different virtual boy articles I've written over the years out there.
So you can Google those too.
All right.
Thank you both for your time.
Congratulations on the book.
I'm looking forward to finishing it.
But it's been, you know, even as someone, like I said, who spent a year immersed in virtual boy and really dug into the system at its library.
it's been a learning experience and it's been cool to get these different perspectives on it.
So I highly recommend this volume to everyone.
Thank you.
Awesome.
Thank you very much.
Appreciate the invite.
We're going to be able to be.
This week in Retronauts, we're going to make you read to succeed.
Hi, everyone. Welcome to Retronauts. I'm Jeremy Parrish.
week. And with me here, we have a couple of people who are invested in your success. They have
written books so that you can read them and you can succeed as the saying goes. These are
both guys that I've worked with under the auspices of my day job at Limited Run Games Press
Run. And so this episode is a little self-serving for me, but not really because I've
done my part with these books. I helped put them together and worked with the guys to get everything
published, and now it's
really just to kind of draw
some attention to the fine
work that they've published and the
stories they have to tell, both
of which are, of course, relevant to
classic video gaming history.
And
these guys that I have with me here
are kind of come at things from very different
directions.
One is someone who has worked in the video
games industry and spent, you know,
what would you say, like 15 years
ish? Plus, yeah. Yeah.
working in production throughout the 80s and 90s into the 2000s.
And the other guy, as far as I know, you haven't worked in the video games industry,
but you've contributed a lot to, in my opinion,
to kind of building awareness of esoteric details from the Japanese side of things
and bringing things into English that have been very useful for people like me
who do a lot of research and writing.
So like I said, two different,
angles, two different backgrounds, but both with valuable stories to tell. And I'm happy to say that those
stories are enshrined in print so they can never be destroyed. They're there permanently. They're
on the permanent records. So first, I'll let you guys introduce yourselves and talk a little bit about
your backgrounds. We'll start with you, Mark, since your book came out first. Hi, I'm Mark
Flitman. I had a long career in video games. I started in film production in Chicago,
went into video games, worked at companies like Minescape, Konami, Acclaim, Atari, Midway,
kind of lived on both coasts and in the, in the Chicagoland area, and worked on just a
wide variety of genres and titles and enjoyed it. And now I find out that the generation that
was playing my games is old enough to be interested in reliving their childhood and getting a
hold of me. And it's been a nice ride. Brian, what about yourself? I'm Brian Clark. I run the site
One Million Power.com, which over the years has done a lot of translations on how would
put it, I guess like Jeremy
said, it's more been
video game ephemera
Japanese developer
interviews and that sort of things.
But as opposed to interviews with
people everyone knows like
Shigeru Miyamoto, I tend to pick
a little bit more obscure
people to
delve into slightly more niche topics.
I've also listened to
Japanese music for quite a few
years and
there's a little bit more intersection between those
two topics than you think, and that's kind of what the book I put out really emphasizes more
than anything else. Yeah, so Mark, let's start by talking a little bit about your book. It's not all
fun in games. Just, you know, kind of from the top level, how would you give just a quick
pitch to someone if you're trying to convince them that they need a copy of this book in their
lives. Well, it was kind of a multi-goal endeavor. I wanted to document my career. I started to do that
for my girls so that they'd be able to see what their dad did. And then I started to get more and more
detailed. And then I wanted it to be entertaining. I wanted it to be educational so that if somebody
either wanted to know
details about the video game industry
or maybe get into it.
I try to have some little tips
that I learned along the way
because there's always something
you learn at every company
that's different.
And I wanted to document
what I did and
make sure that
because I knew I was writing a book
about video games and toys
that there was a lot of pictures
because people that play video games,
or love toys, don't necessarily want a book that's just text.
They want to be able to see something.
We're visually oriented.
Exactly.
But if you're interested in any of the companies that I mentioned, at Konami,
I worked on Teenage Mutant Ninja Turtles, Pirates, King's Quest, Carmen San Diego, Mission Impossible, Simpsons,
Acclaim was wrestling, Morse Simpsons, Marvel.
I worked on sports titles like NFL Blitz and MLB Slugfest.
I worked on anime titles like Dragon Ball Z and Zoids.
So, among others, but it's kind of a wide variety,
and I know there's a lot of fans of a lot of those titles.
So it'd probably be a good read.
I try to write it for the common person so that I can explain things in detail if they needed to know.
Well, Brian just said that, you know, when he focuses on doing translations of articles and interviews on Japanese developers,
he likes to kind of go away from the sort of known public faces of companies and talk to people who are more on the nuts and bolts side of things.
And I feel that's what's really great about your book, is that it's very much about the nuts and bolts.
of game production and game development. It's not, you know, like a John Romero or Shigero
Miamoto sitting back and saying, like, here's my inspirations and, you know, here's what it was
like creating this one game that everyone knows and loves. It was more about, your book is more
about, you know, here are the processes, here is what my role was in helping to get these
games out the door. Here's how I worked directly with the developers.
Here's how I had to deal with company politics and things like that.
And it, you know, I haven't really read another book.
And I've read a lot of books about video games that really kind of gets into that side of things and just talks about, you know, some of the more mundane details of making video games.
It's, you know, like, I think people have this, this vision of making video games in their heads.
It's just like you're always doing super cool stuff and it's just, you know, nonstop pizza.
parties, but then you hear about things like, you know, all the crunch that the crunch time
people have to commit. And so there's this kind of disparity. And I feel like it's not all fun
in games. It's a pretty good job of sort of connecting those dots and saying, like, here is,
you know, Mortal Kombat, a game that I was involved in. Here's how I was involved. And here's,
you know, kind of what was happening behind the scenes with the team divisions and, you know,
kind of figuring out who would work on this and what the process was for getting it
market and so on and so forth. And you just, yeah, you don't really see a lot of that. So it's a
really, in my opinion, really valuable kind of document of how video games worked, especially,
you know, like 20, 30 years ago. I don't know if they necessarily work the same way now,
but it did, you know, kind of fill in some gaps for me, I think. Yeah. Well, and I think the creative
process is there's always similarities, no matter what year, what age. Um, market.
Marketing changes, of course.
I mean, in those days, there wasn't mobile phones,
and now that's a whole huge gaming industry in itself.
So things change, but I think the process,
the creative process is usually pretty similar.
But every company's different, which is something I learned.
And I think that was one of the unique things about me thinking,
well, maybe people want to hear about this is you go to one company and maybe even you're successful
and you think, oh, this is the way they do it everywhere. And then you get to the next company and you go,
whoa, this is completely different. So it's a learning process. Yeah, I think that comes out pretty
early in your book, actually, just talking about your time at Minescape where you kind of got your start
and then your time at Konami after that. And, you know, just the roles you played and the way those
companies were organized is radically different.
Like Konami is, it was and still is, very top down from the Japanese home office.
And so I feel like people on the U.S. side and the European side just kind of get their
marching orders.
And, you know, the decisions are sort of issued forth from the Japanese office, whereas
Minescape was much more like, hey, here's some people who are working in Australia.
Can you go fly over there and, you know, see what they're up to and just kind of keep that on track.
yeah thanks go go do that much it just seemed like my impression at least from your text was that it was
much more like you had a lot more autonomy and uh i wouldn't say it was laissez-faire but you know you
you were kind of given a lot of trust and um kind of authority to make things happen and i don't
think you would have gotten that at a company like konami that's bigger and you know again kind of
organized in that top-down approach absolutely
Absolutely. And like we said, every company is different. Some companies do give you a lot more leeway or trust. And a claim was one of those companies where there were three producers and each one of us held, handled one third of the company's products. And they just said, you know, if you have like Marvel, you're always going to have a Marvel title you're working on. So if one's done, come up with the next one. What do you want to do it on?
what's the subject matter, and you'd just do it, and you'd find the developer.
But one of the big things I was shocked at in my career was the difference between internal
and external development teams. And I tried to point that out in the book. I thought it was
going to be much easier with an internal team because you're there. You're there every day.
You get to see what they're doing, and it's great. External, you have to kind of communicate,
visit them, see where they're at.
But the one thing I completely forgot about with internal teams is, with external teams, you're in charge of paying them.
When they hit their milestone, you pay them.
With internal teams, they're salaried.
They don't care.
They're going to get paid whether they hit their milestone or do what you ask them.
So it was real culture shock when I got into a company that had internal teams, which I was looking forward to.
Mm-hmm. Yeah, I mean, I don't want people to misunderstand what you're saying when you say that the internal teams don't care. What you mean, if you don't mind me speaking for you, is that they are less concerned about, you know, those milestones and keeping to the schedule than they are. You know, I think, in my experience, talking to people who work on internal development teams, they just want to make something awesome. And they tend not to think about the business side of things as much, whereas, you know,
the external studios, that's, you know, that's their paycheck.
Well, absolutely.
And the internal teams aren't reporting necessarily directly to you.
They have a higher up.
They're reporting to the company.
And external teams are basically reporting to you.
So they want to get done what you need done so that they'll receive their paychecks.
So, yeah, it's not that they don't care either team.
They both want to make the greatest price.
product possible, but it's a little harder, I think for a producer, to manage an internal
team because they have many other people to report to.
So jumping tracks to Brian for a moment, let's talk about where your book came from and specifically why you wanted to tackle a pretty esoteric topic. What is your book?
Sure. So the book is about video games, mostly retro in nature, because these died off after a certain point, which feature Japanese recording artists. And it is called gameplay harmonies, Japanese recording artists and the video games about them. And I've been listening to and translating lyrics for Japanese pop and rock songs for a long time since 2002.
when I was a part of a site called Mognet.net.net, which is still up right now. It hasn't been updated since 2010,
but for as long as I'm alive, it will also be alive, frozen there in amber.
Which is no small feat. I have lots of sites that I created a long time ago, and they're gone to the way.
I also coded the site as well, so every few years I have to go in there and update that to keep it running too,
which is a whole lot of fun. But anyway, I kind of like,
like solidified my love for Japanese music for years of doing that.
And I've always loved video games since even longer than that.
And as though, as I kind of went on in my life with those two things,
I sort of discovered how much they intersected way more than you might think.
And sort of an overarching point of the book is just how really interconnected a lot of types of Japanese media
are. For example, manga will become anime, which will have a theme song, which will serve to
promote that artist. The title will be adapted into a video game, and it's not quite
circular, but it's almost there. And I feel like when that gets discussed, that the music
side of it is not something that comes up a lot, especially in relation to the game side of it.
so there were enough titles to support this idea over the years
and I wanted to do something that talked about those
and even when you see them covered because it's it's not like I've on earthed any games
that no one's ever heard of here right
but even when you see them covered there will be in my experience
a basic blur of mentioning the artist briefly
and then the rest will be all about the game
And since my interest is a little more evenly split, I wanted to create something that did both of those halves justice.
So someone can really kind of understand the context behind the artists that are being featured in those
and maybe why they were and why they were important in that time period.
Yeah, it's really interesting because it feels like Japanese game publishers really ran with that idea.
Like here in the U.S., you had Journey Escape and in the U.K.
you had a spectrum game based on Frankie goes to Hollywood.
But these were just like these weird random outliers,
and no one really did anything to follow up on those for a long time.
You didn't really see Western recording artists
make a contribution to video games until the multimedia era
with like Peter Gabriel Explora 1 and things like that.
And that's not really a video game.
That's more like, hey, it's me, Peter Gabriel,
come fool around in my studio and make your own mixes of my music,
which, you know, that's fun, but it's not really video game-ish.
And there were Japanese versions of that concept, too, to be fair.
But, yeah, especially during kind of like the mid, late 80s, you know, you see a lot of these games.
And I think there were a few things that kind of happened simultaneously, like the explosion of idol,
like pop idols there.
And also the fact that video games got to a point where they actually could have music,
which, you know, before the, like, 1983, 84, you didn't really hear a lot of good music in video games.
and it was just kind of little ditties or, you know, like old McDonald or, you know, some sort of like public domain song.
So these things all kind of happen simultaneously with the Famicom boom.
So I think that really just sort of snowballed into something unique.
Absolutely.
And some of these record labels, for example, Sony, also having game development or game publishing arms, I'm sure, helped in no small part there too.
because not every early case was, oh, the company who published them
is also the company who publishes their albums,
but certainly some of them were.
Yeah, I mean, like, it's something that I've been writing about recently,
just the sort of, the fact that video game music was actually kind of taken seriously in Japan
as a, as, you know, like a form of music.
as opposed to here where you had, you know, some novelty
Pac-Man and Donkey Kong songs in the early 80s
and then it just kind of went away.
But you had, like, pioneering artists, like,
sorry, it was his name Hosono from...
Yellow Magic Orchestra.
Doing remixes of soundtracks and, like, releasing those
as entire, you know, like, sidelong vinyl albums.
I picked up the Super Zevius vinyl a few months ago,
and it was just like, I can't believe this...
was like a pioneering video game electronic artist, or not video game, but just a pioneering
electronic artist putting together something like this, which is like a dance remix from the 90s
in 1984 based on a video game. It's just wild, but I really feel like that kind of thing
sparked a sort of cultural movement. I agree. I love that you play that on an episode of
Retronauts radio, by the way. I think that was a long time ago, but I was impressed.
It's like two or three months, actually.
It's like as much of it as you did.
Yeah, I mean, it's one of those things where you have to hear a lot of it and really appreciate the fact that, like, wow, he's really going for it.
There's sampling and all kinds of stuff in there.
I think that that definitely started this.
And at some point, I had to draw a line because, like, the line between that and what I'm covering is fairly thin.
But it would have taken me much longer and been a million more pages if I had also covered, oh, music.
who just contributed to video games in some way.
So I drew a hard line at,
no, the artist themselves must actually be featured in
and be a part of this game and not just,
oh, so-and-so wrote the music.
You know what? We missed Gack for Final Fantasy.
But I, so, yeah, I considered it,
but to me that didn't really count
because, yes, he was voicing a character,
or yes, I assume you're specifically talking about
crisis core and dirge of service,
where he was like a character
Genesis Rhapsody or whatever
that character's name was but like
but it wasn't actually
here is Gocked
it was just that Gocked happened to be voicing this
character so I I made
an executive decision to throw that one aside
so
this kind of gets into licensing and that's something
that you worked with a lot Mark
really kind of from the beginning
with some of your mindscape stuff
I don't really have a specific question
It's just all
It's such a broad topic
Because you were involved with so much of it
With so many different partners
Right
Maybe you could talk a little bit about how that experience evolved
Like even with Matt Granning
Like when you first started working with him
And then the later Simpsons games you worked on
You said like there was an appreciable difference
In his approach to licensing
Well with Matt Graning
You know at the beginning I was at Conan
when we were doing Simpsons. And they did the Simpson arcade game, which was pretty successful. And then we did some...
Right. And you produced the PC port of that, right? Yeah. And then we did a PC original. And Matt was... We were all new to the gaming industry. And Matt was new to, you know, success and games. And so that was fine. But what was interesting was by the time we were,
When I went to a claim, they happened to have the Simpsons license.
And so I was working on some more Simpsons titles.
And I believe, from what memory serves me, that Matt, his kids had just gotten, I think it was the N64 or the SNESS or one of the Mario games.
And, of course, the Mario games are better than anything.
And he saw that.
We were at the final stage of a Simpsons title at the time, and he said, I'm not going to approve this.
We're like, well, you approved it the whole way.
What's? Well, I just saw this game and, you know, you can do much better.
Yeah, we probably could, but nobody can do as good as Nintendo.
And so things changed with everything, with, you know, the gamers, with the industry, things changed.
And game machines and memory capacities and graphics.
So you just try and keep up.
Yeah, I feel like it's kind of an unfair comparison to hold up Super Mario World against...
Extremely.
Really anything else.
I mean, that game, that was Nintendo's internal development teams working for two years to develop one game in parallel with developing the hardware that ran it.
So it was, you know, like as custom made to do.
take advantage of that machine as you could have gotten at launch.
Sure.
So it's, you know, like, yeah, that's kind of the high watermark that everyone else has to
strive for.
But I can also understand why Matt, you know, not being deeply invested in video games,
would kind of say, well, you know, I see what can be out there.
How come this, this, you know, game that we're developing on this very small time frame with
a small team with a small budget can't be as good as what Nintendo's internal developers put
together over the space of years.
Of course.
Like that's, you know, the nuts and bolts, again, doesn't, isn't necessarily something
that people think about and realize when it comes to video games.
They just see the end result and say, well, this is good and this isn't.
Right.
And in the early days, when you had limitations, a lot more limitations than you do now
with memory and graphics, the creative teams, we always wanted to do more than you could
on the systems.
but, you know, you could only do as good as the systems allowed.
So, like for a Marvel title, of course we want the characters to be fluid and gorgeous and huge and detailed,
but in the early days of, you know, Nintendo system and the Sega Genesis, you did what you could.
Right.
Yeah, and even then, you know, I look back at some of the games, Super Nies and Genesis games that did have
like super fluid gorgeous animation stuff that was developed by like shiny entertainment and those tend to
suffer somewhat in terms of playability because the animation is foregrounded so much you know characters
have to go through their complete animation routine before you gain control back over them and that
that actually works to the detriment to the game as well so yeah I mean game development is always
a balance between many different factors but I feel like especially back in the eight
and 16-bit era. That was especially the case. And so that's, again, kind of coming back to your book,
that's what makes it so interesting, is because you talk about just kind of the realities of being
the person who is sort of steering these ships and trying to let, you know, people be creative
and do what they wanted to do and needed to do, but also saying like, you know, here's the deadline,
here's the budget, here's what the licensing partner demands and so on and so forth. That's a lot of
different factors for any team
to have to keep into mind. Absolutely.
And memory was a really big one
because a lot of times on a game
you're like, well, we want a really big payoff at the
end so that the
player will feel real satisfied.
But then you go, well, how many players are
going to get to the end? And how much
memory do we
allow for that huge
payoff?
Or we want the characters
in one of the Marvel titles, Maximum
Carnage, we wanted a lot of, it was
a huge amount of characters
that we could include in the game
and we wanted some characters
you'd be able to call in
helpers
but if we allowed it to be
called in at any point in the game
then you have to figure out
what animations
are necessary for that
point in the game
and it wasn't feasible
you couldn't do it
so you had to figure out okay
how can we manage this
and we had to limit it to certain spots
in the game where you could call it
them in or in a wrestling
title where you have a ton
of wrestlers you want to put in, but
you can't. You don't have enough memory.
Right.
Yeah, you look back at some of the people who really pulled off amazing things on Super NES,
like Capcom with Street Fighter Alpha 2 at the end of the Super NES' lifespan.
They had to use a special chip that compressed all their data.
So when you play that, it actually, it's a cartridge, but it has loading times like a CD
because it has to decompress the data.
And they still had to drop frames and drop elements that were in other versions of the game.
And it's a miracle of a piece of software that they got that running on, you know, this system from 1990 in 1996, you know, kind of converting this high-level arcade machine experience into something recognizable on the home hardware.
But it was still compromised.
And those were, you know, those were some of the best people in the business.
They, you know, they knew the hardware inside and out.
They created the original game.
They knew where to make the cuts.
They had access to special chips that were only available.
to a few developers at the end of the
system's life. And even with all of
those things stacked in their favor, they still
had to make compromises. Yeah,
sure. And then some games could
have, you know, a
memory chip
in there, but it costs more.
So as a company, the company's
going well, if we have to charge
this much more for the game and pay
this much more for the cartridge,
is it worth it? Right.
And a lot of times they
gave you the, you know, thumbs
down.
Yeah, I remember Rebecca Heinenman was talking about how she developed the game
out of this world for Super Nintendo.
And do you know that game very well?
Yeah, with the polygons and like it's kind of a movie style animation.
And it's amazing that she did that, but they wouldn't give her an advanced chip to run
it on.
Like it was like the bare bones basic level chip.
And she had to figure out how to make this sophisticated, three-year-old.
cinematic game run
on the basic super NES chip
just because the publisher didn't want to spend
an extra $2 for the chip because
now it cut into their profit margins or
make the game more expensive at retail.
So, yeah, developers
were making those kinds of compromises
and hard choices and just
dealing with publisher restrictions
all along.
And it's kind of a miracle we ever got
good video games.
It's, you know, you
look at just kind of the compromise
and restrictions that were necessary in those eras.
And, yeah, it just seems like a lot of people being very stubborn
in saying, I'm going to do something great anyway.
Yeah.
And remember in the old days, I'm sure both of you remember,
that, you know, where you'd have to play a video game
and then you'd have to enter in, like, numbers and letters,
like, you know, 15 of them.
Passwords.
Your password for your save.
And so you'd be sitting there with a piece of paper
and writing down your codes and...
You couldn't take a picture of it with your phone, that's for sure.
Exactly.
I've been working on some of those games for videos,
and I do use my phone.
I'm just, like, taking the snapshot.
And then you don't have to worry, like, was that a zero or an O?
What did I write down?
Was that a T, or was it an F?
Oh, no.
An I or an L?
Those tricky, those tricky ambiguous letters.
That was always, you know, you'd sit there and punch in 24 characters
and you misinterred one of them, but which one?
Right.
Yeah, so it was rough times for everyone.
But, again, that was another publisher compromise
because battery backups did exist, battery saves,
but they raised the price of the cartridge,
and publishers said, oh, don't want to do that.
And Nintendo would have them,
and then the other developers or Matt Grainings would go,
why don't you make a game like that?
It's because Nintendo manufactures all their own stuff,
and they can do whatever they want.
Right.
So, Brian, we're kind of still speaking of licensing here and kind of the realities of video game development.
Are there any of these games that you covered that you would consider all-time masterpieces, or do you feel like they were created under constraints?
I mean, you're dealing with licensing likenesses for artists, licensing music.
You have to deal with talent agencies.
You have to deal with jazz rack.
Which is an absolute nightmare.
Which Jazz Rec is the equivalent of America's ASCAP, and they manage recording rights and licensing for music.
So you get all these external factors built in, in addition to the realities of creating a video game.
Right. I definitely would say that most of them are what you would think of as a typical license game, full of compromises, full of flaws.
but a lot of them at least have something interesting about them
and I'd say like if one of them came closest to being an all-time masterpiece
like this is maybe the obvious answer if you see a list of them
but the Miho Nakayama game Toki-Maki High School
it's what it does in terms of being an adventure game
it's certainly not the first to that
but it was also kind of
Nintendo's entry point to that
which snowballed into a lot of things
like the Famicom Detective Club games
and things like that
and it also
involved... It was a collaboration with Square.
It was a collaboration with Square though
God knows they weren't obviously credited
for it. You have to go into like secret
credits to see anyone's name who
is from Square so they were really
trying to hide that
but it is a
it is a pretty high production value
of, for the game
in general. It has actually
pretty nice chip tune renderings of
a few Miho Nakayama
songs. And they really
tried to do something with
this facial expression
system that the game has.
So I
would definitely hold that one up as
what's
the premise of the game? You haven't really explained.
Oh, it's true. I haven't. Essentially
you are a high school
student who is just transferred
into a high school
and pop star
Miho Nakayama under
a very poorly disguised
name is also a
student there.
And you become closer
to her and some of the other crazy
students in the high school as you
sort of progress through the story
and eventually it's revealed to you that
she is in fact
Miho Nakayama
and it spirals into this whole
weird story about you being abducted by a rich girl who goes to the same high school and
forced to go to her birthday party. And then you, you, you kind of, uh, you kind of part ways with
meho for a while and end up coming back with her in the end when like these agents try to like
come and kidnap her or something. Uh, it's, it's like, uh, it's like, uh, it's like,
a j drama right there. It's it, yeah, very, very much so. Uh,
But it is entertaining, and it is very much an adventure game in that you can make bad decisions and get a game over.
But it's also, like, the history of it is almost as interesting as the game itself, to be honest,
not just the aspect that Nintendo was involved in, but it also had very heavy ties to the whole architecture that was there around the Famicom Disc System writers at the time.
They had a fax service where you could actually bring in your disc,
which of course had your game progress saved on it,
and basically upload it to Nintendo
and have information written back on it based on the progress that you had made.
And there were these ribbons, these different colored ribbons
that would write based on the endings that you got
because there were a few different endings.
and if you had the right number of ribbons
you could be entered into contest to win things
one of which was like a VHS tape
which I believe you ended up getting an auction
win that at an auction to digitize
I watched it from Internet Archive for my own research
I did not try going after it on auction
It wasn't too expensive actually
I didn't figure it it might be
but yeah that's kind of an example
sort of like what Mark was talking about
of Nintendo sort of getting away with a lot that other people couldn't.
Like, they, you know, they had that fax system infrastructure that you're talking about built,
and so they could take advantage of it.
They heavily marketed the thing, you know, in addition to the promotional stuff in the videotape.
You know, there was also the element of the actual phone calls.
Yes.
And that was something, you know, in the Portopia serial murder case a few years before that,
like phones factor into the game.
and you call phones in the game to get clues and stuff. But with Mio Nakayama Kokkemeki High School,
they actually had, you know, numbers printed in the game and you would call those on your
actual phone and get clues and, you know, that kind of makes it difficult to play at this point,
I imagine. But I mean, luckily people have figured out what all the messages are over time and
documented them. So it's not really a problem if you're reading something that's kind of helping
you through the game.
But yeah, I would imagine if you really want to go in blind and not read anyone's walkthroughs
or hints, it might be a little bit difficult.
By all accounts, those were unsurprisingly pre-recorded messages of Miho Nakayama, too.
So, yeah, phone numbers would flash on the screen at various points in the story
and with a message to tell you to write it down and presumably call it.
Right.
Yeah, and the VHS tape is just kind of like a...
It's like a day on the town with Miho Natayama.
She does a video shoot, talk to little kids, and then goes out and just does fun stuff.
I believe she's sitting in front of a TV with a Famicom disc system hooked up to at one point
and just talking about how difficult it is and things like that.
Yeah, very promotional material.
But yeah, yeah, I feel like that's a pretty unique game.
It is.
Really within gaming, honestly.
It is.
The
You know,
Uh,
uh,
and the
and the
I'm,
and
uh,
uh,
So back to you, Mark,
and we were talking about sort of the, you Mark,
we were talking about sort of the
different roles you play to different companies. I feel like some really great anecdotes show up in your book.
I don't know if you want to spoil all of those, but I have to ask, do you have a couple of, maybe like two
favorite anecdotes that, anecdotes that showed up in the book, just talking about your experiences
and at the game companies? I have my favorites, but I'm curious to know what he's on. Well, I always
enjoy the time that I was working on wrestling and I recorded with Bobby Hing.
and was a pretty well-known in the wrestling industry.
He was a wrestler early on when he was a young guy, and he was a manager,
and he went on to become one of the best-known managers and announcers in wrestling.
And when I was a young kid, I went to a wrestling match with a friend around 10 years old,
and we saw Bobby Heenan.
He was in his 20s probably managing a team.
of wrestlers and we went up to him after the match and asked him for his autograph and he said,
I don't give autographs, which was really par with the character he played because he plays a heel
and he was just being mean. And then a young lady came up and I remember it like it was yesterday
and she said, can I have your autograph? And me and my friend had pencils and paper and everything.
She had nothing. He's like, oh, sure. And he went and found some paper and a pen and gave her
gave her his autograph and
we walked away and we're like, what was
that? But, so
you know, 25 years later
I'm going to do a recording session with him
and I'm in debate whether I should
say anything. So I said, I'm going to
do it. And then we got in the
recording session and I said, you know, we met
25 years ago and you stiffed me
for an autograph. And he said,
really? And I told him the story
and he said, well, that makes sense because
she had, excuse me, she had
tits. And I said, oh,
okay and he grabbed a legal pad off of the desk we were in the room recording and he wrote to my friend of 25 years keep asking and he drew a pair of breasts and I thought that was kind of fun so that it seems very much in character for it was a wrestler but he ended up being a very nice guy so that was nice and I got to work with a lot of athletes a lot of talented people like Matt graining of the Simpsons
Got to go visit. I do remember going once to D.C. in Manhattan. I'd visit Marvel and D.C. a lot because I had both licenses. And I went to D.C. one day, and the salesperson that I was meeting said, hey, Mark, you want to come check out the vault? I'm like, vault. Sure. And he took me into this room in D.C., which had shelves and shelves of D.C. books, hard covers and soft covers.
trade paperbacks, and there was an elderly man sitting there that was the security, and the sales
guy said, go ahead, take whatever you want. And I was just, like, shocked. And I had ridden the train
in that day, so I'm just standing there going, well, how much can I hold? It's like the
supermarket sweepstakes. Exactly. Why didn't I bring my suitcase? Yep. And I, and I,
You know, it wasn't about value because I didn't know what anything was worth,
but it's just walking around these aisles, seeing all these Batman, Superman, Wonder Woman,
you mean, you name it, comic books.
So that was quite an experience.
So my personal favorite anecdote from your book is The Dirty Hairy anecdote,
which I think, you know, is interesting because it shows that you had, you know,
creative involvement with these games, even though, you know,
I think people think of producers as just sort of pushing paper,
and managing budgets.
But you got down and had your hands on with the game design.
Yeah, well, I got lucky.
Sometimes for better and sometimes for worse.
Right.
In the case of the dirty hairy room.
Yeah, well, I got lucky.
I mean, like I say in the book,
producers' roles change at every company.
And I, early on, and I think partially it was,
well, it was Konami, and it was a claim.
There was some trust, and I had built up
some of a reputation, and they allowed me to be in control.
But the Dirty Harry, I was new, and it was the first developer I visited.
I wasn't even working in the industry. I was a tester.
But I was one of the older testers, and they said, can you go to Toronto and work with this
development team, Grey Matter, and help them finish up this game, Dirty Harry.
And I said, sure. And I studied film in college, and I was like, Dirty Harry, that's a movie.
Awesome. So I went there and, um,
We were working on it, and it's a game where you advance through buildings and rooms and all that.
And I said to the developer, hey, since there's so many rooms you go into,
and people should probably know where they went in the past, and I'm new.
I don't know what's going on.
He said, why don't we make one room where you go into it, and then you can't get out?
And on the wall we'll just write, ha, ha, ha, ha.
And you'll have to start the game over.
And I go, okay, and we didn't think much of it.
But as I was writing the book, I thought, wait a minute, I remember doing that.
And I looked it up, and sure enough, people had written about it that there was this room that you went into and you couldn't get out.
But I would never have done that today.
But in those days, I mean, I feel like that's very much a product of its time.
In the 80s, you had a lot of game developers who would just kind of do stuff like that
because, you know, the rules of how to make a good video game and how you should treat players
and what they should expect hadn't really been developed, you know,
you know, they hadn't really been established by that point.
So, you know, there's a sort of infamous game called The Mystery of Atlantis for the Japanese family computer.
And their idea was, with that game, was to make a 99-level game because Super Mario Brothers had 32 levels.
so they wanted to make a game that was like three times as good as Super Warrior Brothers.
But, you know, not every one of those levels is a masterpiece.
And you kind of jump around going to different exits and travel, you know,
instead of going level 1, 2, 3, 4, it's like 1, 2, 11, 7, 33, et cetera, et cetera.
And there are multiple exits out of different stages.
And there's one stage you can go to that's just a black screen and you appear in mid-air.
and you fall and you die.
And then you start at that level again and you fall and you die.
So if you go there, that's the end of the game.
So it's really kind of the same thing.
It's basically like, you know, you have to figure out your way through this game.
And there may be some dead ends.
There may be some traps.
Right.
And I feel like, I feel like as players, we had more patience with that sort of thing back when, you know, the rules hadn't been established.
So, you know, there was a time that you could get away with that.
It was probably during the NES era.
I don't think that would have flown super NES, but, you know,
the rules were still kind of nebulous at that point.
And programmers would stick in little hidden things.
And I'm sure they still do, but there was a time, like you said, in the early 90s
when they were doing it a lot and not even telling, let's say, the producer or the company,
and it would go out and somebody would find it, but they're cracking down.
on that a little more because
things change. Yeah.
Yeah, I mean, you don't know
what works and what doesn't work until you try it.
So there was kind of that age of experimentation
and figuring out what works.
Were there any games where you had,
you know, someone tried to slip something in
and you had to say, hey, that's not okay?
Well, I don't know about trying to slip something in.
I mean, Midway was known for hidden
features, whether it was characters or tweaks to gameplay. So there was always discussions at Midway
about what was acceptable and what wasn't. And it could even be something silly, like I remember
in one of the football games, I wanted, they'd have different modes, big head mode, little head
mode, different characters or animals instead of characters, or God knows what, you know. And I wanted
like one of the quarterbacks
to be a hot dog. I thought that would look really
great. This hot dog running down the field
and, you know, like a kind of a mascot.
And I remember some of the
designers were like, a hot dog. We don't want a hot dog.
But they had all these other crazy things.
So it's always, everyone's got a different opinion
and everyone has different thoughts on what's
funny or entertaining
or playable or marketable.
A lot of times,
you talk with marketing teams. Later in my career, I learned that when you work with marketing
teams from the beginning, you usually have a better product. And so you talk to marketing
teams about, well, what could I put in this game that would be a good hook for you to market
the product? And that was a big thing in a claim, working well with marketing.
So when you say you end up with a better game working with marketing, and in what sense do you
mean that exactly. Well, you know, like you said, a lot of times developers, they just want
to make a great game. They don't want to deal with the business end. And it took me a while in
my career to understand that the business end can help you. Because there's a lot of games out
on the marketplace that I'm sure everybody knows that there might be a great game that you loved
that didn't do well. And there might be a game that was really not that good that everybody knows.
and that's, you know, due to marketing.
So at a claim, one of the things that they did was, at least I remembered at the beginning,
was try and put five things in your game that we could bullet point on the back of the box
that are different from any other product in the market.
So you've got to come up with something original in your title.
and it forced you to not only adhere to that,
but give the marketing people something
that they could say,
look at what this game has that the other games don't,
and put it on the package,
and put it in the ads, and put it on the commercials,
and it's going to help sell your product.
I mean, if you're not in the business to make something
that you want people to see,
I don't know, maybe you should be doing something else.
So Brian, over to you, I feel like the games you wrote about, I feel like the games you wrote about were large.
about marketing.
I think I would agree with that.
Either games to market an artist or
using artists to market games.
I think I would agree with that.
I mean, for most of them,
it's certainly not coincidental that
the time period at which those
games came out were oftentimes
the height of that particular artist's
popularity. Something like
that just wouldn't work. Was that a matter of
timing, or was it a matter of
the game helped elevate their popularity?
I would say more,
was a matter of timing, to be completely honest, I don't know that I can point to any of those
games who have having really helped any of those artists be more successful. I think it's just,
oh, I hear TM Network or whoever on the radio all the time, oh, look, they've got a game
on the Famicom, let me buy this game. I think it's more, what would you call that, like,
brand synergy or something? I don't know.
Do you feel like they were successful marketing endeavors?
Do you think some were better than others?
Some definitely were better than others.
I feel like oddly, many of them that actually came about during what you referred to earlier
as like the multimedia era where you had all sorts of strange and interesting and sometimes
not strange and interesting experiences coming up just because there was now a CD
ROM and you could do a lot more. I feel like a lot, not all of them, but a lot more of those
fall a little bit more flat because they get lost in the, a thing that everyone was trying to do
really, you know, in the east and the west in one way or another. Those early Famicom ones were
so interesting, even if they weren't good, that I feel like those were actually the ones that
really had the marketing push behind them. If you look in old Famitsu,
magazines or what have you, you will actually see a good amount of ads for, especially the first
few, like the Seiki Matu game and the Nakayama Miho game. There are full page ads for some of
those at the time. But when you get into the PlayStation and the Saturn ones, there didn't really
seem to be all that much, at least print advertisement for them, because I think they just got lost
in that multimedia shuffle. And consequently, I feel like those aren't as well-remembered.
remembered either unless you were like a fan of that particular artist because then of course you know about it especially if you like games so the the timeline in your book kind of tapers off in the what mid 2000s yes why is that what happened to those games where do they go they stopped existing is what happened to them interestingly they sort of end like chronologically anyway they ended life as educational software titles for children
with like the plethora of minimony games
they ended on the pico I believe
the Sega Pico which I never thought I would write
about the Sega Pico in my life
but here I am someone who has one
and has played it way more extensively than I ever thought
What is it?
It is
calling it a computer is probably not right
It's a console
It's basically a Sega Genesis
Yes
That's been repurposed
into a sort of educational
not yeah like like brain said it's not really a computer
but it's an educational device that has
it does it has a it does not have a touchscreen
it is a stylist there is a stylist which is attached to it
and the idea is the cart the software for it
is a is a very large cartridge but it's also a book
there's like a bound book which is attached to the cartridge
So you stick the cartridge in the top.
It folds up almost like an old laptop.
And when you stick the cartridge in,
you can turn the pages of this book while the game is actually playing.
And the bottom part of the fold is a very clunky controller
and also an area for a touch screen.
So there are games where you are, for example,
controlling a member of Minnie Moni,
like making their way through an office or something,
trying to like navigate their way around employees but also there's just a free drawing mode
where you can just like color in pictures of the members of the group for example and when was this
out the gosh i don't say it debuted in the late 90s i i think so uh maybe maybe mid to late but it did
also come out in america too though i don't think it had as much software for it
i do remember seeing it at like toys ars and d what is this i remember seeing it at like toys are us i
I remember seeing it
like a Best Buy or something as well
But in Japan it was all kinds of children's properties
Like it was it was
Minimony who was a pop group
Very geared toward a younger audience
But it was also like Ultraman
And Doraemon and
I think there were even Pokemon ones weirdly
For a Sega system
Imagine that
I think Leapfrog had something
Kind of similar
With a cartridge in a book
Was it the Ligua?
leapster or something? It was something like that. When I worked in retail ages ago, I remember
seeing those things on the shelf, like long past the point where you could buy a pico here. So,
yeah, you're right, it was very similar. And you ended up working on a sort of educational
focused machine yourself that really didn't go anywhere. But it seemed like an interesting
project. Like, you know, just the concept behind it was pretty innovative, I think. I don't know.
Do you want to talk a little bit about your experience with that?
Yeah, I'll make it quick.
It was called the Ion.
It was at Hasbro.
When I started there, it was already in development.
And they had, you know, it was a great idea.
I mean, they wanted to create a hardware that was for preschool.
They had a ton of licenses, about a dozen licenses, anything from, I think they had Thomas the train.
They had hit entertainment things.
They had...
I think there was SpongeBob.
They had SpongeBob.
They had Batman.
They had Spider-Man.
They had Blues Clues.
They had some Hasbro things, My Little Pony.
Just a lot of licenses.
I had to visit probably a half a dozen different licensors.
They had it with about half a dozen different developers working on different products.
And it was supposed to be...
It was at the beginning of interacting with the screen with the camera.
But the biggest problem we had with it,
and that's, I guess, could be the gaming industry or the toy industry, one, budget.
I mean, how much can you spend on your product,
and how much can you charge the public so that they'll pay for it?
And the big problem we came across,
and these are kind of things that hopefully people in the future may hear this and look out for,
is every developer tested it with the camera in their offices.
We tested it at Hasbro, but we never brought it into the home.
So all of a sudden, toward the end of development,
we bring it into a home and we focus test it,
and we realize that the lighting in the homes,
because you need your subject to be front-lit,
and how many homes have their lights where their TV is,
to shoot light at you.
You know, you have your lights at your couch or whatever in the room.
So the camera wasn't picking up the movements as well as it should have.
And to get a better camera would have put the cost of the product out of reach from other products in the market.
These are the kind of things.
These are the business aspects of creating product that you just run into problems.
and so it didn't do well
but it looked great
the packaging was great
the unit looked good
the licensing was great
everything fell in the place
but that one problem
and what year was that
what year did that launch
that was probably around
I would say
2009
10 so that was
after Nintendo Wii
but before like PlayStation Move
and Xbox Connect
it was right about
the time of the Wii. Okay, yeah. Yeah. Yeah, I mean, even Nintendo faced that same issue that you're
talking about with the lighting with Wii because it used an infrared remote. And, you know,
they would put together demos and they sort of infamously had an E3 stage demo where they couldn't
get the Wii to work on stage at this, you know, presentation being beamed to hundreds of
thousands of people because they hadn't tested it and accounted for the stage lining.
Yeah.
So, you know, even Nintendo, like, even the giants get bitten in the ass by that kind
of thing sometimes.
And, you know, PlayStation and Xbox eventually kind of figured out how to make
camera systems work with, with Move and Connect.
But I think, well, yeah, I mean, Move required the, like, the Magic Wand controller.
And Connect actually did, like, have image recognition, but,
I feel like it was a little early to be truly compelling and effective, but, you know, that was, for a while, that was, everyone, you know, was kind of jumping on that train and trying to sort of dominate it.
So, you know, the ion was kind of ahead of the curve in a lot of ways.
Yeah, no, it was a very progressive adventure.
And another thing in general is the toy company's budgets.
are nowhere near
game company
budgets. So you're working on a game
and it could be a couple million dollars
that they're going to invest in this.
You're working on the toy company product
and the toy companies are used to
putting out something
inexpensive, plastic,
you know, an action figure
or something that they're going to
promote it Christmas,
kids going to play with it, break it,
toss it aside,
do whatever with it
and then what's the next product
that's going to come out
whereas video games
you were hoping it's going to have some legs
maybe lead to a sequel
maybe be on the shelf
for a lot longer
it's a different industry
yeah toy companies love their repaints
you know just put out the same plastic
but with a different paint app
that's been a part of the toy industry
since you know I was a kid
and I remember you know seeing like
he-man characters, it all shared the same body, basically, and just had different heads and
accessories. Exactly. Like the evil sorceress was the same as the good, the good sorceress,
just in a different color scheme. Yeah, it's trying to work within those very, very limited budgets,
yeah. So you always hear about budget crunches and things like that in games, but I guess it's
all relative. There is some comparative luxury to making games. And I,
I guess you really kind of got to see all of that yourself
working across these different industries
and kind of sitting where they intersect in a lot of ways.
Yeah, yeah.
That's more the sort of later portion of your book, I know,
but it's interesting how much video gaming factored into the work you did
even when you weren't explicitly working on video games.
Right.
That's kind of what got me in the door at Hasbro.
I mean, toy companies are very closed,
a lot more so than game companies.
It's hard to get into them,
and it's a lot more secretive.
I don't know why.
I mean, nowadays, with the Internet and everything,
you kind of know everything that's going on.
But when I got into Hasbro,
the thing that appealed to them at the time that I was hired
was that I had the gaming experience
because a lot of toy companies
were trying to get into electronic gaming.
they saw the money and the popularity,
but they couldn't figure it out.
And I think a lot of it had to do with
how quick the turnovers are at toy companies
and how low the budgets are,
and they don't want to invest long-term.
So it was difficult for them.
They wanted to do it quick,
well, just throw out something, and they couldn't compete.
But I had this gaming background,
and so they hired me,
and one of the big things I started to work on at Hasbro
was there was the Little's Pet Shop line,
and they had little digital toys
that were kind of like the Tomogachis.
That right?
Yeah, where you'd feed an animal
and kind of keep it, nurture it.
And they had these little handhelds
with little games on them and pets,
but there were no storylines,
and there was no obvious goals.
You were just kind of walking around,
and so I got into it, and I said,
well, first of all, I wanted to try and make
a storyline with this. I also want to make it more obvious what the goals are, what you have
to do. And I also wanted to try and design the housing on these as opposed to just flowers and
pretty little colors to, let's say, if it's a dog, maybe the casing looks like a doghouse. Or if
it's a fish, maybe the casing looks like a fish tank, a fish bowl. You know, kind of make it more
personal and more obvious and more playable.
And so that's kind of where some of the crossover is with video games and toys.
So you've talked a lot about, in your book about working with kind of big licenses.
You did work on, you know, original IP with different publishers, but also a lot of what
you did was dealing with marketers, and you, or not marketers, licensers.
You mentioned earlier about Matt Granning's change in perspective,
but I'm curious if you found that just the general process of working with licensors
changed over the years that you worked in the producer role.
And if kind of expectations from licensers evolved and how, if they did?
You know, I'd love to say, yes, it changed a lot.
but I think it's not that the licensor relationship changed
or their expectations changed
because everybody's expectations change
when you're allowed to do more.
When, you know, there's no limitations on hardware nowadays.
And you can update on the fly
as opposed to submitting your cart and that's it.
But it's the relationship that I think changes
depending on the producer.
You know, a lot of companies
and a lot of products I've worked on,
the companies would try and get away with things.
Don't show them it yet.
Wait till the last minute.
They'll have to approve it.
We've got to hit the deadline.
As opposed to, I would always try
and keep the licensers in the loop from the beginning,
show them as much as possible.
But you do have that balance of,
if you show it to them too soon,
and they can't imagine where it's going to,
to go, you get yourself in trouble. But you want to show them what's going on. You want to keep
them in the loop. And the more you do that, the better the relationship, the better the product,
the easier the approval process will be. So it's just, it's like any relationship. Whether it's a
marriage or a partner or whatever, communication is key. Yeah, I can see where if you
pull that stunt where you don't show someone a product until it's nearly done. And it's not good.
That's not going to do any favors for your future relationship. Right. But it happens all the time.
Interesting. Do you feel like some licensers were more restrictive with what you can do? I mean,
I'm actually surprised when you said that, by the fact that you said, Marvel, you know, when you were to claim, if you worked on Marvel, you basically were just coming up with ideas and saying, here's what I
want to do. I feel like these days, maybe it's because Marvel's a different company, but I feel like
Marvel would not be giving people that much leeway that they would be saying, you know, here's
what we want. Please make this for us. Sometimes it happens. Sometimes that happens. But like I said,
it depends on the relationship, you know. Of course, you go in and usually at the beginning,
before you're going to start a new product, you get in and you say, okay, here's our ideas. Do you
have any ideas? Where do you want to go with this?
I guess Marvel nowadays, because there's so many movies out,
you're probably going to tie it into a movie.
In those days, there wasn't even a Spider-Man movie out yet.
So it was like, okay, any good storylines in the comic books?
If not, we're just going to take a Spider-Man and one of his enemies,
you know, Doc Ock or Electro or whatever,
or somebody in, make a story.
And you'd have to get it approved, of course.
But nowadays, there's so much material and so many movies.
and so many storylines, that you might as well just tap into one of those.
It's going to help you, marketing-wise, and wrestling.
You know, I would pick the lineup of the wrestlers I wanted,
and, of course, you'd have to get it approved, but it usually wasn't a problem.
So I don't think it's changed too much,
but different licensors are different relationships.
Some of them are more easygoing, some of them are more good.
difficult. Some of them think they know your business and some of them don't and let you do your
thing. Just depends. Brian, I have to ask, you know, obviously you weren't involved in making any of the
games. I was not. But I don't know if you've read interviews with developers or commentary by them
about, you know, some of the games that they had their likenesses in. So much, much to my surprise,
I actually did get to do an interview
with the, I believe it was the director
of Toma Lark, which was a game
based on a previous PlayStation game
called Toma Runner, which is like, imagine a racing game
but with just people running instead of cars.
But they tied it in with Larkin-Seal,
who was and still is a very, very popular rock band,
but God, especially at that time where they popular.
and he was very good with my request to interview him
and we did do a short interview and it was amazing
and especially in this case Hyde the singer of Larkin-Seal loved Toma Runner
and so he had like a lot of sign-off on that game
there's even like footage of basically him playing through levels in there
and it's probably the best anyone can be in that game
I think.
I certainly can't play it that well.
But yeah, him just talking about the creative process
and working with them and like the marketing budget on this
because Larkensiel was involved was just amazing.
They had an event on a cruise ship,
basically a tournament where the winners got to play against Hyde
and you could actually win like one of his costumes
that he'd worn in a music video.
And he was even able to confirm details that I didn't read anywhere else, like what music video the costume was from and amazing things like that.
The more, honestly, though, in terms of interviews in there, there was another one from a guy named Bert Snow who worked on interesting, maybe one of the most interesting of these games, which was Stolen Song, a sort of,
interactive game based around Hotei Tomoyasu, who is again very popular at the time, still popular
now. I just saw him in concert last year, in fact. And it was a fully American-produced game
in Japan by his company at the time, Virtual Music Entertainment, and they'd done a game
previously that kind of set the mold for this about Aerosmith. I think it was a quest for fame, I think
it was called.
And they basically
reproduced this with Hote.
And I had a very long interview with him
in that book and like his insights
into the process of creating that were very
interesting. Like people often
consider like
parapa to be the first sort of like
quote unquote modern rhythm game.
It was not.
His actually came
first. The Aerosmith one came
first. So I got a nice
eye roll out of him when I mentioned
than most people considered Parapa
to be the first one.
Do you know
how much involvement
the artist usually had in the games?
I feel like some
maybe from like the multimedia era
were very much kind of personal
projects and some of them were just
sort of like, here's our likenesses,
just make a video game.
I feel like the multimedia era
brought about a little bit more involvement.
Again, with the two
cases that I did interviews for
the artists were very involved.
Burt Snow would talk about having meetings with Hote and things like that,
and Hote saying kind of exactly what he wanted the game to be like.
But you can kind of see it in a lot of the other multimedia games, too.
There's a Saturn game called Daiske Asakura Media Romancer,
which has, like, just an absolutely insane amount of details about, like, his musical setup
that I can only imagine he was so invested in that he wanted it in there.
And this was, I think this was a case for a lot of these games,
even though they may have suffered a little more on the advertising end of things.
I feel like because you had that multimedia aspect in there,
probably a lot of these artists looked at it and be like,
oh my God, we can, it finally makes sense to have like a video game about us
because we're not just like little guys running around the screen anymore.
Like it can actually be us and our music.
I don't necessarily have a lot of written evidence to support that on some of these,
but in some cases, it just shows.
So, Mark, looking back at the games that you worked on,
were there any that you felt really came together the way you envisioned them?
Or do you feel like you were always fighting uphill against limitations of time, budget, resources, et cetera?
Very well put. Most of it was that.
You're always fighting something, whether it's,
a deadline, a budget, memory issues, whatever.
There's, you never, in my experience, hardly ever make a product that you go, yeah, that was it.
I felt that we did a pretty good job on maximum carnage, a Spider-Man game.
Like I said, there were some things we really would have loved to have done different.
Wrestling, I think when I got to acclaim, I took it to a different level.
because in the past, I think the producers on the wrestling titles were just making two guys fighting.
And I knew wrestling, and I wanted to add special moves, and I wanted to add little details about the wrestlers,
whether it was theme music, or things like you could knock out the referee and then cheat,
or use a chair on the outside of the ring, things like that, little details that the real fans knew.
And I think that the wrestling games turned out really well.
I think that the Dragon Ball Z, Boo's Fury, turned out really well.
But for the most part, I think I don't want to speak for all creative people.
You always want more time and a redo, you know.
But sometimes you get lucky on the first go.
Are there any projects that you worked on that didn't come out?
necessarily the way you envisioned them, but you think, like, there is a core of something here.
If I went back to that, you know, and we did a, kind of a, took a mulligan on it,
like we could really come up with something special.
Oh, yeah. I mean, and there's a lot of game designs that I have sitting on a shelf that
never even got into development. I wish we would have finished Marvel 2099.
That would have been a great game. And then one other game that I always liked, but
it just didn't turn out the way
I wanted it to was Barton the Beanstalk.
You know what, the Simpsons always did spoofs.
That was their thing.
They'd spoof a movie or whatever.
And I came up with the idea of,
I said, well, Jack and the Beanstalk's a great story.
We could do Barton the Beanstalk.
And we applied everything in the Simpsons way
to make it seem like a Simpson story, you know.
the
and the main problem
with it was it was on Game Boy
and the Game Boy screen
to show the giant
and to show Bart
Bart would have to be so small
that you wouldn't have detail
so what we ended up doing was having Bart bigger
which is what you
you're playing Bart
but you couldn't show the whole
giant because the screen
wasn't big enough
it would have been a different game
I wish we could have, I wish we could revisit it.
Maybe do it on a different platform, but I think it's a great idea,
and it's got a lot of gameplay elements.
And that's something I would love to revisit.
Yeah, that premise sounds like it would have been great for the DS, 3DS era,
where you have the two stacked screens,
and you can get BART in there and also still have the giant.
Yeah.
So just to kind of wrap up,
Let me ask you, Brian, really, is there anything that I haven't touched on with your book
that you feel like is essential for people to know so they will rush out and buy a copy once it launches?
I hope they will based on just the conversation that we had, but no, I think we touched on a lot of the high points.
If you're interested in kind of how the Japanese version of that industry works, I think this is a good insight.
into it. If you have any interest
in any of these artists and
their music, you get
a very nice look at all of them
and kind of like what the general
musical trends and to maybe a little bit
lesser extent game trends were
in that decade.
And it's just something that
isn't talked about a lot in
depth in equal parts.
So even if
you're just there for the games or even if you're just there
for the artists, I think there's a lot you can learn
about the other half.
let me ask you for people who aren't familiar with these artists
which three artists would you recommend what are your three favorites
to kind of familiarize themselves with the music that
that you've covered um I would my three three
the three I would recommend in my three favorites or maybe different
different different rankings one of them at least will cover both
and it's probably one of the artists that maybe people a lot of people in the
haven't heard of. Pardon the name, but there is a rock band called The Yellow Monkey,
who has been my favorite band for decades now. No qualifiers, not favorite Japanese band,
just favorite band. They're an amazing band. They've got a great sound. They have a couple of
games in here, and unlike a lot of the other artists in here, they have almost no
Western presence, I don't feel like. You've got bands like Ex-Japan in there who,
lot of people know, even if they don't particularly follow Japanese music. I would recommend
the Yellow Monkey to anyone who likes rock. And I would say Hotei Tomoyasu, who I mentioned
earlier when we were talking about Stolen Song, is also a huge recommendation. He's also a rock
artist. He's very much more on the innovation side of things. He's done a lot more like electronic
albums over the years. He's done more
bare bones rock albums over the years
and he's always, he's
almost a little bit of a David Bowie figure
in that he's like reinventing himself
every once in a while to kind of
go after a different crowd.
And for the third
artist, I would
actually say maybe
less in terms of the music,
but more just in terms of like
what an interesting idea
this was. I would actually throw many
Moni in there is the third one.
They make up a not insignificant amount
of games in this book. Not as
one of your favorites, just as one of the people should check out.
It's one I would say that people which should check
out. I was definitely
following Japanese music for the heyday of
mini-money, so I was there for
at all. This wasn't anything that I experienced
in retrospect.
They are very interesting just to see how
enormously popular and how many
different products they were just
plastered all over at the time
and then just absolutely
petered out and disappeared
so I'd say those are some of the three most interesting
artists that if people aren't familiar with
and they maybe should check out
and then you know figure out what you like
and go in that direction from there
there's a lot of guidelines in this book
if you're looking to kind of familiarize yourself
with Japanese artists that could give you clues
for directions to go in
what's the title of the book again
Gameplay harmonies, Japanese recording artists in the video games about them.
Nice.
And then, Mark, have I failed to touch on something that you think is a significant aspect of your book that people should know about?
No, I think if you're interested in video games or especially, specifically the ones that I talk about, I think you'll enjoy it.
and then toy industry too.
It covers a lot of ground.
So if you don't mind my asking,
who was your favorite game developer to work with
in your time as a producer?
I would have to say, you know,
and they were all different experiences,
and whether difficult or not difficult,
I have really good memories of all of them
because I met so many creative people,
but I would say acclaim.
when I got to a claim
they were
at the top of their game
meaning basically it was like Sega
Nintendo acclaim
they had every license you can imagine
we had
like I said so much freedom there
to run our teams
run our licenses
choose our developers
there was trust it was like a big
family
and it was just
a really good experience
It was good to have it that early in my career because it gave me not only confidence, but experience and things to compare when I went to future companies.
All right.
Well, gentlemen, thank you both for your time and also thank you both for your writing.
I think these are both very interesting and very unique books that cover facets of video game history that other people just have not written about or talked about.
So it's great that these exist.
I'm happy to have played some part in helping to have birthed them.
But I hope everyone will check them out.
I will let Mark and Brian give you their bona fides and all the details about themselves.
But that's after our station break here, or not station break, but just the part where I tell you that Retronauts is a podcast that is funded through Patreon.
So if you've enjoyed this episode and other episodes you've heard, you can subscribe to us and get bonuses and benefits and also help this podcast exist.
So that's patreon.com slash retronauts.
If you subscribe at the $5 a month level or higher, you get exclusive episodes just for patrons every other Friday and also bonus columns and mini podcasts every weekend.
I think the frequency of the bonus stuff is actually going to increase a Stuart Gip.
may already have begun publishing patron-exclusive columns by this point by the time this episode goes out.
So check that out. It's patreon.com slash retronauts.
Mark, where can we find you on the internet and where can people find your book?
You can find me on the internet just by Googling my name.
There's a lot of information there about whether it's conventions I've attended, articles written on me, reviews.
So lots of information there, and it's Mark Flipman, of course.
And where you can find the book is at Limited Run.
And in the future, hopefully Amazon.
Yes.
Hopefully, by the time this episode goes out at the end of May or early June,
Amazon will be one of the places where you can pick up.
It's not all fun and games by Mark Flitman.
That's correct.
And Brian, yourself?
Googling me probably won't do you much good. So probably you should go to 1 million power.com, which is my site where I have a long time worth of translations on. I'm B. Clark OMP on most social media. And I recently actually started doing YouTube as well. So that's YouTube.com forward slash B. Clark Omp. And there's also a Patreon for that as well, if you like anything that's there so far, which is patreon.com slash one million power.
And finally, you can find me, Jeremy Parrish, online.
Social media these days is pretty much Blue Sky and nothing but Blue Sky.
So that's J. Parrish.
Dot blue sky.
Dot social or whatever their structure is.
Jay Parrish is what you want to look for.
You can also find me at Limited Run Games, helping to make books, both standalone and
inside of packages, here at Retronauts and, of course, making videos on YouTube as Jeremy
perish. Anyway, thank you again, guys, for your time and your contributions. And I hope everyone
will check out their books because, like I've said, I'm not just, you know, saying this to,
as a marketing tactic. They really are different, unique windows and insights into video games
and video game history. And, you know, they should be of great interest to anyone who enjoys this
podcast. So please check them out, support their work. And,
You know, maybe they'll be able to create new books in the future.
Who knows?
In the meantime, I will wrap this podcast and let our fine editor put in some cool J-pop tunes for you to enjoy.
but the flowers
will
start
keep
it's
there
so
then
say
good
good
love
love
show
love
love
love
love
love
love show
love
love
love show
love
love
love show
love
love show
Oh.
