Why are Konami’s MSX games fun? Interview from Beep #35 (1987/09)
We Asked Konami’s Development Division
Text by TAKE ON!
Photographs by: Keita Iwagami
While there are many gaming software for the MSX, there’s something special about Konami’s MSX titles that makes them stand out. Rather than just doing simple ports from other platforms, their titles have a unique charm to them that titles from other developers might lack. To find out how they do it, we tried asking Konami directly.
Just as Expected
“Hey, I knew it! It’s just like I predicted.” As I saw the results of this issue’s survey, I raised my voiced and shouted “Did you see this? Konami was voted the number 1 software maker for the MSX!” However, my voice was simply absorbed by the editing room, with no even a simple “yes” or “I see”-type of response. While I was happy that my favorite company Konami took the no. 1 spot, the editors around me didn’t seem very impressed by that. Perhaps they were exhausted by all the hard work they were doing everyday.
“Why are you guys not impressed? Maybe Konami being No. 1 was too predictable, but it’s still outstanding. Perhaps our readers might want to find out why their games are so interesting. I think such an article will probably be invaluable for this issue’s special MSX coverage...” After trying to argue with the editors in a way that made no sense, I went to Konami’s branch office at Tokyo to interview them.
Overwhelmed by the Company’s Policy
“Uhh, my name is Take On, I’m a writer for Beep magazine.” Like a country bumpkin, I went there without a business card stating who I was, so I had to spent time explaining myself away to the receptionist. After somehow managing to explain who I was and why I came there, Ms. [Akemi] Kamio, Konami’s spokeswoman, led me to what seems to be the reception room.
Before I knew it, I was sitting absent-mindedly at the reception room. “Where am I? Who am I? Ah! Ms. Kamio is such a beauty, that I almost lost my memory. I’m not so used to that. By the way, what was I going to talk about...”
While desperately trying to remember what kind of questions I had in mind, I noticed there was some kind of writing on the wall.
Company’s Policy:
Brilliance Begins With People
Cosmic Pondering
Earnest Action
Release the Fountain of Sensitivity
And Continue Sending Waves of Creativity
Into The Future
Huh. It has a very creative feeling to it, but I have no idea what it means by just reading it. What sort of company policy or philosophy was this? And what the heck was a “cosmic pondering”?
While I was thinking about this, Ms. Kamio guided me, or rather lured me to the “great developer”, so I automatically switched to interview mode. But I still didn’t know what was going to be my first question, so I ended up fumbling a bit.
Cosmic Pondering
Take On!: Uh-hello! I came here today to ask about the MSX and its “cosmic pondering”?
Akihiko Nagata: Uh, pardon me!?
T: (Crap! I fumbled my way so suddenly. Come to think of it, I did brought a notepad with me with the questions I had in mind. How silly of me.) Sorry about that! What I meant to say was that I came here to ask about why Konami’s MSX games are so popular. I would be glad if you could start by talking about Konami’s development department no. 1, the group you belong to.
Nagata: Our company’s development team is divided by three sections: Arcade, Famicom and PC. As you see, my department focuses on PC gaming development, even though most of our games are for the MSX. The company’s plan of action is to have the three sections assembled to work on the same level.
T: Does that mean that titles such as Ganbare Goemon and Akumajo Dracula [Vampire Killer], which were ported from Famicom games, have their own staffs for the MSX versions?
Nagata: That’s right. When it comes to porting a game from one platform to another, other companies tend to have the same team involved with the port. We could do that too, since it’s very efficient, but our company has a structure which allows the MSX team to independently research and develop its own ports. As a result, we hardly release any port that is just the same game with a few minor changes. In other words, because we feel the class of users for the Famicom and MSX, as well as the market, are different, we’re doing a full-time service for each, In that sense, each software is basically its own original product.
The Inside Story of the Gradius Development
T: (I see. With such a logic, you won’t have an identical product.) Speaking of which, the MSX version of Gradius [Nemesis] was very different compared to the arcade and Famicom versions when it came to aspects like the difficulty level and the additional stages.
Nagata: That’s right. When I saw the development of the Famicom version of Gradius I felt a sense of “I really want to do this”. When it comes to developing a port, we set milestones with the condition that “if we can’t complete this, then we must cancel the development.” In the case of Gradius, making the laser long was such a condition, so the first thing we ended up doing was the programming for the laser itself. If we could accomplish that, then we can surely port the game.
T: (He really knows how players feel.) That’s why I was glad when it had new area and the hidden extra stages.
Nagata: Originally we were set to develop the game on a 32 kilobyte cartridge, but that was not sufficient to fit everything we wanted, so it was increased to 1-Megabit. Because there weren’t that many Megarom cartridges back then, we worked hard to make the best of it. We ended up with excess space, so we added a new regular stage to make use of it, but that was still not enough content to fill the extra space, so we added the hidden extra stages, as well as title screen that took 8-kilobyte.
T: (I see. But still, doing your best to make full use of the game’s given memory is pretty amazing.) I had the chance to play Gradius 2 [Nemesis 2] a while ago. It’s a superb game with all new stages and inclusion of a sound source that seems like it was developed specifically for the Megarom cartridge format. Particularly with its opening story sequence that made me teary-eyed.
Nagata: That story was something that its lead designer was particularly fixated with. (laughs) The original arcade version of Gradius didn’t have much of a story other than “the Bacterions are coming, deploy the Vic Viper”, but that wasn’t enough for the manual, so we had to go back and write a new story.
T: And then Gradius 2 added a sound source to the software.
Nagata: The music is all new and composed by the same person who did the music for the original arcade version of Gradius. This time we were able to employ audio waveforms in addition to the standard 3 PSG channels. All in all, you could say it has 8 ports or 8 chords. Simple calculations are also increased by 2.8 times. The programming is already like a puzzle. As for the music itself, you might not be able to tell the difference when compared to a recent game, but when compared to the first Gradius, you’ll see that the sound itself was considerably improved.
A Gathering of Little Ideas
T: Lately Gradius 2 has served as the centerpiece of the MSX1, but where does that leave Metal Gear in regards to the MSX2? I was very impressed by the innovative direction it took.
Nagata: I’m glad that the game was well-received by your staff. (laughs) I was concerned whether or not the game would be well-received by players or not. But it seems like we’re off to a good start. The world of Metal Gear was also something that its designer was particularly fixated with. When it comes to directing, or rather structuring a game, there are ways to create it after deciding on its main ideas, but sometimes it’s better to mix up a lot of little ideas like a crossword. You’ll know the game’s overall balance when it’s finished.
T: That’s why all Konami games have subtle little touches or shine with their presentation. Are there any particular problems when it comes to developing an MSX game?
Nagata: Sincerely, while the world of graphics have expanded since the introduction of the MSX2, it is very difficult in terms of processing. The MSX was designed to be used on a home television set [as opposed to a computer monitor], so even if you make the graphics more detailed, it still won’t look very pretty on a TV screen.
And then there’s the scrolling. If you’ve seen TwinBee or Hinotori, you’ll understand. The machine is capable of vertical-scrolling, but not horizontal. That’s why you won’t see anything like points on-screen.
The LSI concept for the MSX’s image processing was designed with scalability in mind, but it wasn’t compatible with the kind of LSI employed by the Famicom, so that gave us a lot of problem.
T: You done a great job! Finally, I would be glad if you could tell us what’s Konami’s outlook for the future of the MSX.
Nagata: We’ve been allowed to make a living off the MSX, so we’ll continue to do our best when it comes to both, the MSX1 and MSX2.
When it comes to genre, our company has been basically making only action games up to this point, but we plan on adding more cerebral and adventure elements to future titles. The way users are viewing games are changing, so we want to grow while gradually attracting their needs.
Our MSX games have changed a lot content-wise since we started making them, but I don’t think they would changed that much in such a short time if we were doing only MSX games. There’s a sense of rivalry among Famicom and other PC users. We’re also going to do our best to compete with the arcade and Famicom sections anyway we can, so please continue to support us.
T: As an MSX user myself, I’m looking forward to Konami’s future games for the platform. I know it’s a lot of work, especially when it comes to the MSX1, but for the one million users out there please keep up the good work. Thank you for your time.
I was worried about what was going to happen at one point, but the interviewed ended in a hour without a hitch. If I get the opportunity, next time I’ll ask about what exactly a “cosmic pondering” is. Until then, see you again in “my own forum!” (Editor’s note: “Hey! Don’t advertise your own serial!”
Source
- Beep Vol. 3 No. 9 - September 1987 issue (Softbank Publishing)
