Sega's classic hardware producer Yosuke Okunari, M2 president Naoki Horii & Game Gear's original external designer Tomoki Kaji talk Game Gear Micro 4gamer.net/games/510/G051…🇯🇵 again, there's been a ton of these interviews recently, so I'll just pick out what seems fresh
how'd COVID affect the production of Game Gear Micro? much of the manufacturing was handled in Taiwan, where they've been on top of COVID from a very early stage, so it wasn't too bad, but problems that might otherwise have been solved by visiting sites directly proved tough
why Game Gear Micro and not __ Mini? their ethos for the Mini is accurate to-scale reproductions of classic hardware; the GG Micro was planned by the merch dept with a much shorter schedule & deliberately wasn't aiming for that same degree of faithful reproduction, hence Micro
they almost called it "Micro Game Gear" in order to further dissociate from the Mini line, but swapped it around in the end
what was hard about shrinking the Game Gear to Micro size? in short, it's tough to accurately judge & adjust the playability of something so small without actually making & playing it; certain aspects like embossing don't look right when accurately reduced, even if it's "correct"
the toughest part was including the headphone jack, which Okunari insisted upon for the sake of hearing Game Gear music in stereo: the Micro is so tiny that finding a way to fit the jack without putting it at an angle or unwieldy position, or touching the internals, wasn't easy
why doesn't Game Gear Micro do TV out? they feel GG's too low-res for TV out; OG GG couldn't do it & with very few exceptions, Sega's never reissued GG games for TV play

they also cite the lack of room for a mini-HDMI out & the necessity for ppl to buy another cable as factors
Horii jokes about wanting a 1seg compatible Game Gear Micro TV Tuner, to which Okunari replies it'd up the price by tens of thousands of yen

they did consider a non-functional micro-sized replica TV Tuner, but the Micro doesn't have a cart slot so there'd be nowhere to put it
on the different colour options, the interviewer points out how the red Game Gear is associated with promos: a Coca Cola tie-in, a Magic Knight Rayearth-themed bundle, etc

Okunari says he really wanted to add Rayearth but they didn't have time to negotiate the licensing deal
on the Big Window Micro: they wanted a bonus item for the bundle but the production expense was coming out of their advertising budget, so it had to be cheap; Okunari proposed a papercraft Window, like so, but when Kaji saw it he insisted on producing a more substantial version
on what was harder, producing the original Game Gear hardware or producing the Micro, Kaji says the original hardware was way harder since you had to deal with slotting components into the PCB, working with the solder bath, etc
on M2's white Game Gear Micro, they went over this already but I'll reiterate: Sega suggested M2 could release an Aleste-themed Micro as a bonus item for their upcoming new Aleste game but the game's not ready yet, so M2 put together the Aleste Collection as a substitute
even so, the add-on price of the Game Gear Micro+Big Window Micro is pretty steep, so they decided to make a brand-new Aleste game for Game Gear, GG Aleste 3, and throw that in to sweeten the deal

icymi, GG Aleste 3 is authentic Game Gear software that works on real hardware
M2 has their hands full with Aleste Branch so GG Aleste 3 is being made by a team of vets led by former colleague Manabu Namiki—when they brought it up with Namiki, they intended to only make a 2-minute caravan game but Namiki was like "nuh uh, seven stages, full game, let's go"
(for the unaware, Manabu Namiki's a prolific STG composer who's worked for NMK, Raizing, Cave, Basiscape & M2, and he's the director & planner on GG Aleste 3)

GG Aleste 3's character designs/illustrations are being handled by Amagami artist Kisai Takayama
on why M2 specifically went with the white Game Gear Micro: Okunari suggested pink, as that was the brand colour of original Aleste devs Compile, but Horii insisted on white; thanks to that decision, all the main Game Gear colours released in Japan are represented in Micro form
Sega didn't have the Game Gear's specific tone of white on file, so Okunari went to ask Kaji for info and right then and there, Kaji whipped a pristine white Game Gear out of his desk drawer

(the white GG came bundled with a TV Tuner and was released in very limited quantities)
on their memories of Game Gear: Horii couldn't afford to buy every system, so getting a free GG & games from Sega was a plus

he was a Mark III maniac importing overseas Master System games, so Gunstar Heroes GG was made with the aim of reflecting the craftsmanship of those games
Okunari enjoyed games like Last Bible & Royal Stone, which he sadly didn't get to reissue on 3DS, but he especially liked the Shining Force games—unlike Force II MD, the first two Force GG games were directly connected to OG Force, & Final Conflict was a bona fide GG exclusive
Kaji remembers all the hard work he put in on the original Game Gear, and all the travelling he had to do to contractors in Japan & abroad when they were told to up production; he has fond memories of using GG+TV Tuner in the car with the big clunky PowerBack rechargeable battery
...and that's that

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More from @gosokkyu

7 Oct
Game Gear Micro low battery screen watch: Ninja Princess!
Game Gear Micro low battery screen watch: Space Harrier!
Game Gear Micro low battery screen watch: Alex Kidd & Flicky!
Read 5 tweets
6 Oct
for those waking up to the Game Gear Micro just now, a few points

from day one they've positioned the Micro as a charm toy that happens to be playable, not a genuine dedicated gaming experience

they know it's impractical, the absurdly tiny size is part of the draw (cont'd)
every other interview/article has approached Game Gear Micro from the angle of "but can you actually play [game x] like this?" & is usually met with some variation of "well the geezers at M2 were able to do it, so it's not impossible"

regardless, it's sold way above expectations
oh and, bolstered in part by the unexpectedly positive response to the Game Gear Micro, Sega will be producing more substantial, globally-released mini hardware in the vein of Genesis/Mega Drive Mini, so don't think you won't be catered to at some point
Read 4 tweets
2 Oct
Sega's classic hardware producer Yosuke Okunari talks Game Gear Micro akiba-souken.com/article/47239/🇯🇵 there have been a bunch of these interviews lately so I'll just pick out whatever's new:
on Okunari's earlier statement that Sega wasn't planning more mini hardware after MD Mini: "when I said that, I was thinking 'well, this is a micro, not a mini, and Sega Toys is doing the Astro City Mini, not us...'"
(Okunari shared some statements on the status of the next genuine "mini" last week, icymi )
Read 17 tweets
1 Oct
Sega's classic hardware producer Yosuke Okunari, M2 president Naoki Horii & M2 director Takayuki Komabayashi discuss the making of the Game Gear Micro, some of its hidden secrets and M2's own white GG Micro game.watch.impress.co.jp/docs/interview…🇯🇵
they start off talking about the package design: the Game Gear & Big Window Micro packages are based off the old GG+1 & Big Window II boxes respectively, with selective changes made to account for their smaller size; as with Mega Drive Mini, the OG package designers were involved
("Game Gear+1" is the designation for the hardware/software bundles, with Sonic 2 and Nazo Puyo Puyo being two of earliest such packages)
Read 42 tweets
30 Sep
yeah yeah quarantine but three minutes is anti-Terry territory

which forced marketing inclusion might Sakurai be least enthused about, I wonder
wanna hear a "Randy Pitchford came over to play Smash" story that's just Sakurai listing all the shit that got swiped from his house
yknow what he can go lower

don't make him go any lower

let this man rest
Read 4 tweets
29 Sep
these interviews not only offer a neat glimpse into the making of Bloody Roar 3 but a look at just how early they were thinking about some of the features that showed up, to whatever extent, in Bloody Roar Extreme, & how subsequent characters largely reflected popular requests
related, here's something tangential to these interviews that I didn't think appropriate to add but is otherwise interesting: from an interview with Arc System Works' Toshimichi Mori, conclusive evidence that Bloody Roar walked so that Arcsys could run 4gamer.net/games/178/G017…🇯🇵
one other thing I learned about Bloody Roar 3: part of the reason the JP PS2 version was popular was bc they accidentally left in the debug tools which include a fairly versatile model poser, do the math

they messed up again with BR4 by leaving the Renderware SDK in the data
Read 5 tweets

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