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The Game Master Speaks: Hudson's 'Takahashi-Meijin' Goes Retro
Hudson
was, during the '80s and early '90s, one of the most stalwart and popular game
publishers. As the first third party to work on Nintendo's Famicom (NES) system in
Japan, the company quickly established itself as a purveyor of popular games,
and developed the persona -- seen here in ridiculously over-the-top '80s video
form -- of one of its marketing staff, Toshiyuki Takahashi, to help promote
them.
He was known as Takahashi-Meijin -- or Game Master
Takahashi -- to his young fans, and became famous for being able to hit the NES'
controller button 16 times a second (aka 16-Shot), an important tactic for
succeeding at shooters -- a genre Hudson
was, incidentally, pushing hard. In 1986, Takahashi himself starred in his own
game: Takahashi-Meijin no Boukenjima,
or Hudson's Adventure Island in the
west.
The company eventually developed its own
video game hardware, the PC Engine (aka TurboGrafx-16) and partnered with NEC
Home Electronics to release it. Hudson became the system's de facto first party, and moved heavily into development for the system and continued releasing action
games -- but came up short in the next generation, when Sony's PlayStation
completely changed the gaming landscape.
Here, Takahashi discusses his background,
the rise and fall of the PC Engine, and how the company's background in
accessible action games without flashy CG graphics has enabled it to rise once
again on the Wii -- and bring Takahashi renewed fame. His official job title is
now "Game Master" for the company's publicity department.
Can
you talk about your background and what you did before you actually joined Hudson? What are the highlights of your
life? How did you join Hudson in the first place?
Takahashi Meijin: First, I entered college,
but I got so bored. I dropped out after three months. I got a part-time job at
a local supermarket, then I became full-time. I worked for about three years.
The personal computer back then... we're talking back in 1981. Just about a
year back before I quit my job, I bought myself a computer and started teaching
myself BASIC programming.
Was
this PC-88, or before that?
TM: Sharp MZ-80B. My interest in computer programming
was only growing, and one day, I was flipping through a computer magazine in Japan,
and I saw a Hudson
ad. I checked the address, and it was close to me, so one day I knocked on the
door and got in.
Was
that all in Sapporo?
TM: Yes. I thought I was going to work in Sapporo,
but I only lasted four days. On the fourth or fifth day, they told me,
"Okay. You're going to Tokyo."
Twenty-seven years later, I'm still in Tokyo.
(laughter) I thought I was going to be able to work close to home, but it ended
up being very far.
So
you weren't actually in the main office in Sapporo, then?
TM: Yeah, just four days.
I
figured. When you started with Hudson, were you doing programming, or
did you go straight into marketing or publishing stuff?
TM: The first year, I joined Hudson
as a sales person, so I did that for about a year. But I was doing the sales
job between 9 AM
and 6 PM,
and from about 6 PM
to 10 PM,
I was also involved in the advertisement area, which leads up to now. After 10 o'clock,
from 2 or 3 AM,
I would do some programming.
Back then, depending on the type of
computer, you have a whole different type of commands, so you had to convert
everything manually. So I was doing that kind of thing. After a year, I got
transferred more toward a marketing type of department, and in that department,
my first thing was to put together a guide book for [Nintendo's] Family BASIC.
Do
you think that the BASIC stuff took off with people at the time? I know that
there were a number of different computers that allowed you to program things
for it, like the NEC PCs. Was that actually popular at the time for amateur
coders?
TM: I think that back then, there weren't
actually many people doing it hands-on. However, there was a lot of demand,
obviously, because when we first started selling those programs on cassette
tapes, they really sold a lot of them. So there were many users, but not many
hands-on programmers, I think.
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