>>11795727 (OP) I think he should just straight up write a book instead of this blog thing. It sounds more like he's doing his biography more than anything.
I know his first game was the Famicom port of Trojan and his last was the PlayStation game Zeiramzone in 1998.
I'm curious about the days where he left Capcom to work in starups like Sur de Wave. I know he worked on Virgin Dreams, a sim game.
Sur de Wave were given a blank cheque, and had some interesting titles. AK made cocoron, a late Famicom platformer, which had some nice ideas. Then the company made some weird adventure game that was costly and bombed, and the company became bankrupt. They put out Little Samson in 92 and closed up.
>>11795846 >>11795846 Sur de Wave went backrupt in 1994, and they have two mostly complete games unreleased: Pop'n Land and PC Cocoron. It's unclear what these games are exactly, but they seem to be expansions of Cocoron. These were made after AK left in 1992, so it's possible he has no idea.
>This has led to speculation and misinformation online, which I admit is sometimes disappointing to see.
Oh dang, he can read the nonsense from the English fandom. Not knowing English is actually a blessing for many of the Japanese devs actually. Mega Man fans have a for being nitwits.
>>11795727 (OP) I like Mega Man but I've gotta say it's one of the things where I'm least interested in it's inspirations or design mentalities >well, you see we made astro-boy but put a helmet on him >and this is broom man....he was inspired by taking a design similar to mega man, but making it much more like a broom
>>11795804 There's a lot of other garbage in Mega Man 2 besides that. Why did they ruin the consistent weakness system established in 1 (which wasn't fully restored until Mega Man 4) in exchange for the gay "lol Metal Blade is the actual weakness for half the bosses"?
There's a case to be made for creative freedom, but at some point games are commercial enterprises and an exec should have stepped in and said "this will not sell".
Anonymous
6/12/2025, 1:10:58 PM No.11796141
grow up
Anonymous
6/12/2025, 4:13:44 PM No.11796352
>>11796026 I donโt like when there is a neat and linear chain to how robot master weaknesses work. It limits replay value and basically carves the exact path you want to take.
>>11796352 I kind of agree. I do appreciate how basic the weakness system is in 1 and I like that the different games are different on that. But 2 having the most chaotic weaknesses (followed by 3) is actually fun to me and gives it a certain charm. I love how all over the place it is with the primary weakness order and secondary and tertiary weaknesses and invulnerabilities (notice how uncommon that one is in the rest of the NES games) and how there are bosses that get life refills from certain weapons and how one boss is weakest to his own weapon and how Quick Man is the only enemy in the game that takes damage from the time freeze weapon. I might be missing some things but you get the idea.
>>11796352 >>11796026 Metal Blade is just that good, and may have been added as a crutch weapon to help players along.
Anonymous
6/12/2025, 7:14:50 PM No.11796627
Tao Human Systems lasted long enough to have a website, while the archived version is quite broken it still lists all their games.
There was also an archive of a legal judgment for unpaid wages to an employee. They don't name the game, but the plaintiff is a programmer with a background in the PC98. Akira Kitamura was to manage the game. Scenario by Kei Oguro. Oda Norihiro was initially attached but did not in fact work on the game.
>>11796627 I hope he doesn't just do a victory lap for MM1-2, and also talks about the other companies since this time period in Japanese game development is very interesting.
Anonymous
6/12/2025, 7:44:25 PM No.11796680
>>11795727 (OP) I hope he turns this into a book and gets a publishing deal. It'd be better than dealing with patreon thing.
Also, every indication he has some kind of major neurosis or perhaps autism. Knowing English is actually a curse, since he then can interact with the awful online english communities while most JP devs can just ignore them.
>>11796698 Entirely up to me, I'd like to see a "Creators series" of books by people like Fujiwara, describing the development of their old games. I believe it was Kamiya that described Fujiwara as akin to a demon.
>>11796710 Good >the latest "business man" disaster he was involved was immediately adverted as soon as he ditched Level-5 and L5 cleaned his damn mess up. >Red Ash will go the way of ASG where an interested team will take over, only this time Inafune can't easily slide in back as Director like with ASG3 when a new game is out
>"retired" porn artist >currently stuck in the Pokemon TCG mines, worked on nothing else since >still has his old habits strong as seen through his latest works, tweets, and favs >has a mastodon and skeb page set up in case Would you back his fanbox, /vr/?
>>11795727 (OP) The Japanese are learning to game the algorithm system. He's not the only developer doing this. The metal slug guy is coming out with his new game and is drip feeding content about older games on his Twitter. I also follow him and others from that time