how many games did M2 work on? the first order was for 30, then plans for overseas & altered lineups pushed it to ~70, but counting all the regional variants (there are 7 for Story of Thor, f.ex) plus games like the 12-in-1 Game no Kanzume Otokuyou, that number easily doubled
there were also license negotiations going on at the same time, so they had to shift work around depending on which games they were sure they'd get; there are finished games that had to be dropped, and the team didn't always know what'd make it far in advance of the fans
Yuu Yuu Hakusho's a game they're pleased with, not just bc of the license but also bc they added USB hub support for the multitap; M2 was involved with the making of the OG MD multitap so when YYH came up Horii said "I know there's no time but let us do this!" but they weren't(>)
sure how or if it'd happen due to the immense amount of debugging it'd take; they made it work by narrowing official support to Buffalo-brand USB hubs, a deal that came about by Miyazaki recklessly cold-calling the number he'd given, which turned out to be a standard sales office
(btw, according to this test from a couple months ago, the Mini really does only recognise the controllers/USB hubs listed as officially supported on their websites, I guess they manually limited recognition for the sake of debugging)
they also really wanted to include Gauntlet IV, which was M2's first commercial work & one made in tandem with the OG MD multitap, but as Okunari explains, even tho many games in the final lineup look like easy inclusions, adding Gauntlet would have required others to be dropped
what pushed them to make the jump from software collections to hardware? simply put, it was the NES Classic—not only did it prove there was a big market for such products, it also sparked enthusiasm from the president down: "what about the Sega maniacs? where's their 'Mini'"?
while they regret losing certain games, they're also grateful for a few things—they decided to announce the delay just ahead of TGS18 for the sake of intl media & PS Classic was announced later that afternoon, so if they'd waited, it would have looked like a reaction to PSClassic
of course, they announced with a rock-solid September 19 release date only for Nintendo to later announced the Switch Lite for September 20, so they couldn't win em all
on their fav games, Miyazaki picks Lord Monarch MD: not only is it a good game & a demonstration of Sega's healthy second-party output but it was made by Omiya Soft, the creators of Culdcept; Culdcept DS, which he helped debug, is his GOAT & he played 400hrs/month when it was new
Okunari joined Sega during the Saturn era so he's thrilled to finally officially work on MD after 25 years; he's most excited about the new inclusions, Darius and Tetris—Darius was something they were constantly plugging away at, but Tetris was announced and finished last-minute
the specific issue with Tetris is that The Tetris Company insists on new games behaving a certain way; they were able to reissue OG Sega Tetris on PS2 because they bundled in a guideline-compliant version, but this port is pure OG & they were worried TTC didn't quite understand…
…that point, so they were working with the full understanding that it could be shelved at any moment; it was an unreasonable request to even make it at all so M2 president Horii directly managed the production of the port, which kept MD Mini director Komabayashi out of the loop
Komabayshi's favs: Ghouls 'n Ghosts, which he'd play while he waited for builds to compile and ended up clearing three times a day, six times a week, as well as Shinobi III, which he can no clear on the hardest difficulty with no shurikens thanks to all the practice he got
part of Komabayashi's role while debugging was to create save states at spots within games that would need to be addressed or corrected in emulation; in that sense, Fatal Labyrinth (included in Game no Kanzume) & Mega Man Wily Wars were tough to debug due to being highly variable
M2's last MD emulator was for 3DS & it used a lot of high-level, game-specific shortcuts for the sake of performance, so when that base was then applied to different Mini games it caused issues, so for a little while it was like "this game was fine a decade ago, what happened?"
they also learned they were getting dozens of MD Mini preorders from the younger members of Sega's debug team—even though they'd played countless hours at work, the games were new and exciting to them and they guessed they wanted to play the games they couldn't play on the clock
on whether the MD Mini reaffirmed anything about the appeal of the MD, they said that above all, it reminded them of Sega's strength with arcade games, and how being able to offer arcades games like GnG and Golden Axe at home with relative accuracy was a big deal to players
will there be future updates or fixes via USB? no
have they considered official MD Mini cafes or other public installations? not officially, although it sounds interesting; there are official carry bags, and it's easy to bring places for unofficial gatherings
M2's Horii had to issue a company-wide ban on playing Yuu Yuu Hakusho at work and Okunari says they had a similar ban at Sega back when the original MD version came out—he'd come and "debug" the game on his lunch breaks and off the clock, not bc anybody asked but bc it was fun
the live events they did to announce games for the Mini were fun and they're going to try and do more of those where possible; there's another one scheduled for an event M2's running with BEEP Shop for their own products on September 7
...and that's it, may your timelines return to normal
oh, and there was an error in the article that incorrectly stated the director can no-miss, no-shuriken clear Shinobi III on the hardest difficulty—the game in question is actually Revenge of Shinobi, do not question his skill, thx
Famitsu posted their developer aspirations feature, with 141 devs & assorted industry figures sharing their goals for 2023 famitsu.com/news/202212/27…🇯🇵 dog tired atm but I'll share any that catch my fancy
ArcSys' Daisuke Ishiwatari's aspiration for 2023: he notes how he's subscribed to multiple video services but just browsing them for things to "consume" feels like work, & even though the average quality of content has risen sharply, it's hard to get excited, and in wondering...
...why that might be, he wonders if having so much easily-accessible quality media might be diminishing the value one places on things, so his aspiration for 2023 is to go back to basics and try to create things that people will feel are important to them
as 2022 winds down, I feel like taking a look back at everything published on @shmuplations over the last year—I'm sure there are plenty of translations that people might've missed for whatever reason, so maybe you'll discover something new: (thread)
first off, a big site redesign went live at the beginning of the year—the original design was not only showing its age but becoming unwieldy on the backend, so it was a long time coming
kicking off 2022's interview content was this 2007 interview with programmer Masayuki Yamamoto on his contributions to Nihon Telenet and their influential anime-esque action/RPG series, Valis shmuplations.com/valis/
it also includes a story about a clever dev workaround…
denfami interviewed Masahiro Sakurai on his jump to youtube: why he did it, how he does it & the secrets nobody's yet picked up on news.denfaminicogamer.jp/interview/2212…🇯🇵
one of the big things he emphasises early on is how extremely specific his channel is—it's helmed by a high-profile, multi-genre director with the freedom to talk about past work, who's also familiar with many other games, good at visual presentation, has a track record of...
…regular, consistent content production (via his Famitsu column), is willing to eat the cost of regular video production without worrying about profits, /and/ he knows the mission & can do what can be quite lonely work without getting caught up in second-guessing or self-doubt
heads up for anyone who imported a Japanese Mega Drive Mini 2: there's a link & 4-digit password for a user questionnaire on one of the inner flaps of the box, which includes questions about future Minis—here are the questions, one by one: (thread)
#1: when did you buy the Mega Drive Mini 2? (release date: October 27, 2022)
-I pre-ordered
-I bought it on launch day (no preorder)
-I bought it within a week of launch
-I bought it a week or longer from launch
#2: where'd you buy MD Mini 2?
(physical)
-game store
-electronics/camera store
-toy store
-dept store
-CD/book store
-conbini
-other
(online)
-major online store
-electronics/camera online store
-online toy store
-online dept store
-online CD/book store
-Sega Shop
-other
on the reception to the OG MD Mini: when Nintendo announced the FC Mini in 2016, Okunari put together a proposal for a MD Mini the very next day; during the pitching process, Nintendo also put out the SFC Mini
bc the MD Mini was designed under the shadow of Nintendo's minis (>)
...they designed it from the perspective of being a latecomer & thinking hard about how they could clear the bar set by Nintendo, which meant going above & beyond
the SFC Mini had 21 games, so they had have 42—they had Starfox 2, so he wanted to add two big bonus games, etc