Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 23, 2019
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Unprecedented raw footage of the Japanese games industry

by John Szczepaniak on 07/26/16 06:27:00 pm   Featured Blogs

5 comments Share on Twitter    RSS

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Between September and November 2013 I travelled around Japan interviewing developers for my series of books, The Untold History of Japanese Game Developers. (If you've not read it, feel free to jump in with Volume 2, they're not chronological.)

I also accumulated an enormous quantity of video on this trip (I can't recall, but I want to say like 20 hours maybe?). The video was edited down to 4 hours for a documentary / gonzo road trip adventure DVD. It contained segments of interview footage, game footage, and other visually interesting material. All the music was by Yuzo Koshiro, used with permission, predominantly from his game The Scheme.

Only 1'000 copies were manufactured (above is the cover). This sold out fairly quickly, with the last 100 being sent to Japan for sale in Beep Shop (they've still got a few copies if you're desperate for a copy). I contacted with the intention of selling it via their movies section, but they never replied. In fact I emailed them about 15 times from multiple email accounts, and they never even replied to decline. So I gave permission to Hardcore Gaming 101 to upload it in segments on their YouTube channel, so people could view it for free.

A lot of the juiciest material is up, so I'd like to draw everyone's attention to them. If you like Japanese games, and are interested in the history of games, they should be a real treat. If you like this material and want to see the third and final volume of the books published, consider picking up Volume 2 and spread these videos around.

Here are the videos in a semi-random order! For hardware I've mostly used the American names, but obviously NES/Famicom and TG16/PCE are swappable. Keep an eye on the HG101 channel in case newer videos come up.


A Visit to the Abandoned Hudson R&D Laboratory in Sapporo

The most popular video upload, documenting a visit to the old, now abandoned, Hudson laboratory on the outskirts of Sapporo, on the northern island of Hokkaido, Japan. Lot's of cool research went on in that building, and it even featured a miniature train track. There's some footage of this in use from an old promo video. If you only watch one video from this selection, this is it.


Manabu Yamana (Dragon Quest III programmer)

Ever wondered how they actually made NES games? What kind of set-up they had, and computer equipment, and how it all looked? Here's a diagram from the lead programmer of Dragon Quest III.


Compile Design Documents - Guardian Legend, MUSHA, and Aleste Gaiden.

Ever wondered what the design documents for NES games looked like? Here's a detailed look at Guardian Legend on the NES (hybrid shmup with RPG bits), plus some arcade shooters. Be sure to pause and zoom in.


An Interview with Michitaka Tsuruta, creator of Bomb Jack and Solomon's Key

More design documents, this time for Solomon's Key, comparing the arcade and NES versions, plus NES puzzler Fire 'n' Ice.



An Interview with Enix programmer Toru Hidaka

Old-school programming for NEC's PC-88 computer series. We also dig down deep and look at the utilities which coders would make, allowing graphics artists to create detailed pixel art, musicians to convert sheet music into chiptunes, and map tools for laying out the stages. Quite a bit of demonstration footage. If you wondered how they made detailed pixel art in the mid-1980s, this is a cool showcase.


A Visit to Westone's Office and Meeting with Ryuichi Nishizawa and Kouichi Yotsui

Everyone knows and loves Westone and its Wonder Boy series. Here's a tour of their offices, before they sadly closed down.


A Visit to the BEEP Warehouse in Saitama

You know that scene in Indiana Jones, in the warehouse, with all the boxes? This is like that, but with videogames.


A rare look at the Data East Deco cassette tape arcade system

The Deco cassette system pioneered several firsts, and this is the last working model available to the public. A true piece of history, lovingly restored.


An Interview with Satoshi Nakai and Masayuki Suzuki (Success, NCS/Masaya)

Do you like big robots? Here's a chat with the creators of Assault Suits Leynos and Valken. Also some Code Veronica artwork, a unique system used by Taito for creating pixel art, parallax scrolling on TurboGrafx-16, and how to make pseudo-transparencies on it.


A chat with Hifumi Kono, Masaki Higuchi, Masatoshi Mitori of Human Entertainment

Ahh, Human Entertainment. The company which brought us a multitude of sports titles, and a selection of odd and unique titles. Three old colleagues sit on a couch and reminisce about the old days. Discussion on Septentrion / SOS for SNES, life at the company, Clock Tower (SNES), and also an interesting revelation regarding Nintendo's demand for Virtual Boy games, the rise of PlayStation, plus the decision to make Clock Tower 2.


An Interview with 8ing and developers from Compile and TechnoSoft

The creator of the original Herzog, predecessor to Herzog Zwei, describes some unreleased games he worked on. Also, Takayuki Hirono of Compile gives a detailed explanation of the differences between the sound capabilities of the NES and the TurboGrafx 16.


A Look at the Japanese Game Preservation Society

We need to preserve stuff, and we need to do it now.


An Interview with Yutaka Isokawa

Have you ever played Game Boy puzzler Catrap, or used Namco's NeGcon controller? This man worked on both.


A Look at Yuzo Koshiro's Studio

Many of Sega's early console titles were graced with the pumping techno sounds of Yuzo Koshiro. Here's a tour of his studio.


An Interview with Yoshiro Kimura

Moon, Rule of Rose, Chulip, Little King's Story - these are some of the games of Yoshiro Kimura, now a rising star of the indie scene.


Meeting with a Book Collector

Thousands and thousands of rare Japanese books related to games. Guide books, information books, any and all gaming books. Quite probably all of them.


Heisei 3rd Year (1991) Hudson Computer Designers School Graduation Album

This exceptionally rare item was created by students at Hudson's school for game designers. It was a sort of graduation project, and it features profiles of numerous Hudson staff, detailed (and sometimes embarrassing) personal information, and mini interviews with a lot of them.


Rock Paper Scissors with the Creator of Alex Kidd

A showdown against the mysterious and enigmatic creator of Alex Kidd (and the man behind the rock/papeer/scissors matches in the game).


Interview with Roy Ozaki and Kouichi Yotsui

We visit the home of Roy Ozaki, president of Mitchell Games. While there, the creator of Strider shows us his many design documents, some from unreleased games. Plus, lots, and lots, and lots of super rare, old photos from Capcom during the 1980s.


Listing for the sold out DVD, with time stamps.


00:00 - Roy Ozaki & Kouichi Yotsui

An introduction, gift giving, various awards received by Mitchell Corp. I show Mr Yotsui photos from an anonymous source at Capcom, various design documents for games, including some which were never developed

00:21 - A mountain ryokan I stayed in

00:23 - Visiting Westone

Walk up to the company office, a look inside, plus interview introductions and gift giving with Ryuichi Nishizawa and Kouichi Yotsui

00:31 - Cannon Dancer director's commentary

Strider creator Kouichi Yotsui plays through the first level of Cannon Dancer, with commentary

00:38 - Tour of TGS 2013

00:43 - BEEP Shop with Takayuki Komabayashi

A visit to a high-end retro store located in Saitama, which is more like a museum. Rare Enix games, Japan's first RPGs, Panorama Toh by Yoshio Kiya, the man behind Legacy of the Wizard. A brief look at adult-only games

01:06 - Visiting Keigo Matsubara

Still in Saitama, I visit a collector with nearly 14'000 videogame related books

01:25 - Deco Cassette in action

Data East's DECO Cassette arcade system is an almost forgotten relic. I visit a tiny arcade in Akihabara to play the last known working unit available to the public - includes a history of the unit and its significance, plus a look inside it!

01:34 - Flash Boy and Ninja

Gameplay footage of two of the rarest DECO cassette games - possibly two of the rarest games in the world. Both are unemulated. This is direct video capture after the games were saved from destruction by Japan's Game Preservation Society. Flash Boy in particular is important, because it sets several arcade precedents. You'll never guess the date it came out

01:36 - Michitaka Tsuruta

Creator of Bombjack explains the development of Solomon's Key, with original concept artwork!

01:40 - Sony's Indies Stream Party

01:42 - Yuzo Koshiro

A visit to the legendary composer. We check out his studio and a couple of doujin games he made - one of which was never made public

01:46 - Bare Knuckle 4

A concept video for the never developed Bare Knuckle 4 on Dreamcast, with a voice-over explaining what happened to it

01:49 - Professor Yoshihiro Kishimoto

Montage of the interview with Pr. Kishimoto, developer of Pac-Land, and programmer on Namco's Star Wars for Famicom

01:55:22 - END

BONUS: there are slideshows of photographs with music from Yuzo Koshiro, on both DVDs!


00:00 - Human Entertainment

Hifumi Kouno (Clock Tower), Masaki Higuchi (Virtual Boy), and Masatoshi Mitori (Septentrion) reminisce about Human Entertainment

00:05 - Toru Hidaka

Legendary Enix programmer. Created graphics, map, and audio utilities which in combination with his programming facilitated the creation of games. If you ever wondered how pixel art was made in the early 1980s, or how music ended up in games, this is for you

00:13 - Yutaka Isokawa

An introduction to the man behind the original Pitman, which became Catrap on the Game Boy. He was part of the NeGcon development team at Namco, and we dissect a NeGcon controller with his commentary

00:28 - Kobe, Kyoto, and Osaka

00:30 - Unreleased MSX game

Yuichi Toyama of Raizing/8ing sketches an unreleased MSX game he developed prior to joining TecnoSoft, called Grand Slam. Based on the Area 88 manga and influenced by Choplifter, it would influence his creation of Herzog

00:32 - PC Engine VS Famicom audio

Takayuki Hirono of Compile explains the differences between the sound capabilities of the PC Engine and Famicom. Psh-psh-psh-BOOM!

00:33 ~ 00:35

Full design documents for Guardian Legend,

MUSHA, and Aleste 2

00:35 - Taito's art & pixel tools

Masayuki Suzuki of Masaya/NCS describes a very unorthodox method of producing pixel art

00:40 - Satoshi Nakai

A look at some truly fantastic game art, from Assault Suits Valken, and RE: Code Veronica

00:42 - PC Engine parallax and transparency

Explanation by Masayuki Suzuki on how they achieved parallax-scrolling and transparencies on PCE, using Shubibinman 3 as an example

00:48 - Flying to Hokkaido

00:50 - Yasuhito Saito, his music on a wall

00:50:30 - Night driving around Sapporo!

00:52 - Night in a capsule hotel

00:53 - Hudson R&D

Visiting the abandoned Hudson laboratory on the outskirts of Sapporo. Detailed information on the lab and Hudson

01:00 - The Game Preservation Society

The stuff these guys get up to is incredible. Thousands of games in storage, almost a hundred computers on hand, and more tech than you even knew existed.

01:14 - The rarest PC Engine game on earth?

A world exclusive. You were never meant to see this. No one was. Developed at the Hudson Computer Designers School, it allows players to meet and speak with Hudson staff

01:16 - OutRun tapes

Before making OutRun, Yu Suzuki and Yoji Ishii went on an epic cross-continent road trip with a video camera, for research. We didn't have a player to view the footage, but I shot video of the tapes themselves...

01:20 - Famicom programming environment

Manabu Yamana, programmer on multiple Dragon Quest games, describes in detail the development environment at Chunsoft.

01:22 - Yoshiro Kimura

A walkthrough of the Love-de-Lic offices, the bespoke board game Potato Saga, and an exclusive viewing of Mr Kimura's artwork

01:29 - unreleased CBM game

A detailed look at an unreleased game by Hiroshi Suzuki, titled Dojin, with added commentary by Masakuni Mitsuhashi of Game Arts

01:34 - prototype model of MSX

01:38 - Rock, paper, scissors

I play janken with the creator of Alex Kidd, Kotaro Hayashida. Can you guess who won?

01:40 -             Akihabara   ~      Nakano Broadway

01:55 -             Night photography

Related Jobs

Square Enix Co., Ltd.
Square Enix Co., Ltd. — Tokyo, Japan

Experienced Game Developer
SideFX — Toronto, Ontario, Canada

UE4 Developer (12-month contract)
Disbelief — Cambridge, Massachusetts, United States

Senior Programmer, Cambridge, MA
HB Studios
HB Studios — Lunenburg/Halifax, Nova Scotia, Canada

Experienced Software Engineer

Loading Comments

loader image