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When
did Hudson start getting hooked up with NEC?
Was it in the PC days, or was it only once the PC Engine started?
TM: In about 1982. Hudson
had business relationships with NEC, Sharp, Fujitsu, and Toshiba during the
early PC era.
When
did the focus start to drive much more toward NEC for Hudson?
TM: Some Nintendo Famicom [NES] components were
Sharp products, so they had a pretty close relationship. In about '86 or late
'85, we brought the idea for PC Engine/TurboGrafx to Fujitsu and NEC, and NEC
was the first company that agreed to do it. That was back in '86 or so.
On
the hardware side, Hudson continued to work with NEC, but software-wise branched out a
little more, but still wound up working mostly for their own chipset, of
course. If you remember this time, why did Hudson become the first third-party for
the Famicom? What did you see there that seemed like it was worth making that
plunge?
TM: Actually, Nintendo wanted to work with
Sharp, once again, on a BASIC system that even children could use to develop
games. However, for whatever reason, Sharp didn't want to do it or couldn't do
it back then because they were too busy, so Sharp referred Hudson
to Nintendo, and they asked Hudson
if we wanted to take over that project in around 1983.
Back then, those PC BASIC games -- even
good ones -- were probably only selling 10,000 copies, but the Family Computer [NES]
had the potential to sell 200,000 or 300,000 copies of a game of that quality. Hudson's
founder Hiroshi Kudo saw the opportunity there, and we became the first third
party to develop games for them.
With
Adventure Island, was that devised as
a marketing tie-in? It was really putting your name out there and putting you
in the game. Or was that designed as a game first, and then your name was
assigned to it? How did that work?
TM: Back in about '85, there was an arcade
game called Wonder Boy. So there was
an arcade game, Wonder Boy, that was
already out. Back then, PC games like Lode
Runner and those games were transferring to console games, and this was one
of the games that we wanted to do, alongside arcade ports like [Tecmo's] Star Force.
Back then, our vice
president Mr. Kudo said, "The main character is not looking very strong,
and you're very popular right now. Why don't we just put you in there?"
That's how it started.
So
you being put forth as a publicist guy, that was before all the Adventure
Island stuff?
TM: I debuted as Meijin in 1985 in [manga
anthology magazine] CoroCoro Comic. The TV show was in 1986. Yeah, my fame was
kind of about the same time. I was getting recognition around that time, as Wonder Boy was coming out.
Did
you develop the 16Shot technique before or after joining Hudson? Was that part of the marketing
thing, or was that something you already happened to be able to do?
TM: It was late '85.
The
Caravan tournament stuff that was done... can you give me some insight into how
it was developed and who would be making the specific games for the Caravan?
How did you hook up with Naxat for a lot of those, and that kind of thing?
TM: Here's the beginning of the Hudson
Caravan: back in '85, February-ish, it wasn't called the Caravan, but it was
pretty much the first event. It was the first Famicom event in Japan,
and the game was Championship Lode Runner.
Unexpectedly, about a thousand kids showed up, so afterwards, when we were
having a little party, we were all like, "Hey, this would be fun if we do
it all over the country!" That's how it started, as a tournament that
would travel all around the country. That year, our shooting game Star Force was going to be released in
May or June, so we decided to use that as a Caravan title.
You
have talked about the specifics of the Caravan shooting titles. Can you get
into how it was decided what the specifics should be, like the two minute trial
and that sort of thing?
TM: The people who made those rules in the
game... there were two parties. One is Hudson, obviously -- myself and my boss,
back then. There's another party -- a kid's magazine called CoroCoro Comic. Are
you familiar with that It's still around. It's a kid's comic. There were a
couple of editors from there. They joined, and together we put on the show.
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