"A Dream Simulation involving the entire population of 100 million!" An Interview with Nakamoto Shinichi of Hudson Soft Circa 1988

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This interview was originally cut from my last article do to the character limit, for greater context please check it out first:

Core Concept Interview with Nakamoto Shinichi​

Programmer Nakamoto Shinichi
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Famed as the programmer behind Famicom titles like “Star Force” and “Bomberman”.
One of the most knowledgeable people regarding the PC Engine's capabilities.
Day in day out, he travels across Japan for the sake of TV games.
Employed by Hudson Soft, age 30.

Revolutionising TV Gaming with the PC Engine―!
Head of the Core Concepts project, we interviewed Programmer Nakamoto.
How will TV gaming change once the Core Concept is realised?


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Mr. Nakamoto has a busy schedule, so he often uses his personal computer to communicate.
Perhaps he'll be able to do this sort of thing using a PC Engine core in the future.

"We want to know more about the Core Concept!" thought the PC Engine Sp. editorial department, so they contacted a certain individual. That person was programmer Nakamoto Shinichi. Mr. Nakamoto is said to be the person most knowledgeable about the Core Concept, and he leads an extremely busy life. Therefore, the interview was conducted using personal computer communications.

Depending on your ideas, the possibilities of the PC Engine could expand more and more!


PC Engine Sp. Editorial Department (referred to as Sp): Today, I'd like to talk about the progress of the "CD-ROM" and "communications" core concepts, which are attracting particular attention. As well as Nakamoto's vision for the future. We appreciate your time.

Programmer Nakamoto (referred to as Nakamoto): The pleasure is all mine. I'll talk about anything, so please ask away.

Sp: Before we discuss the Core Concept, I'd like to ask about the PC Engine hardware itself. From a programmer's perspective, how would you evaluate this machine?

Nakamoto: As a home console at this point in time, it's truly excellent. Users who own one understand this, I believe. Its capabilities, whether in graphics or sound, are truly remarkable.

Sp: R-TYPE really showed off the power of the PC Engine, didn't it?

Nakamoto: Yes. However, from our perspective as developers, that only scratches the surface of the PC Engine's capabilities. Its potential is far greater than that. Whether it's sprites or CPU processing speed, if you fully utilise it, you can achieve even more incredible things. This is something you can always say when new hardware comes out. For a while after its release, the software inevitably can't keep up with the hardware. In other words, the ideas and programming techniques can't match the machine's capabilities. Take the Famicom, for example. The game released at launch was Donkey Kong. Now we have Dragon Quest III. The game grade is completely different on the same hardware. As developers continued creating software, they came to understand the hardware's characteristics and learned to fully utilise its capabilities. Initially, the hardware takes precedence. Then the software catches up, and ultimately the software pushes the hardware to its limits. Then new hardware is demanded. That's the history of TV games.

Sp: So the new hardware that emerged to meet that demand was the PC Engine, then?

Nakamoto: Well, that's about right. In the case of the PC Engine too, I expect that in a little while, including the Core Concept, we'll see amazing games appearing one after another that fully utilise its performance.

I Don't want to just create a game using a large amount of data, but to challenge what is possible


Sp: Now that we're on the subject of the Core Concept, can you tell us about it's progress?

Nakamoto: Starting with the CD-ROM. We're aiming for a September-October release and are currently developing several titles. What I can specifically mention now are the RPG “Tengai Makyou,” the action game “Fighting Street,” the anime-style encyclopaedia “Bikkuriman Daijikai,” and a promotional video-like work featuring an idol protagonist. Four titles in total.

Sp: The Bikkuriman and Idol game are quite different from your previous works.

Nakamoto: Yes. CD-ROM is, after all, a completely new medium, so we want to explore its various possibilities. Now that we have access to massive memory and raw CD sound, we shouldn't just make games that extend what we've done before. We have to challenge ourselves to create something different.

Sp: So, there's the possibility of creating a new genre of game unlike any we've seen before.

Nakamoto: Yes. For example, an adventure game using sound as hints is something to consider. In regards to the CD-ROM, we've been hearing from various software makers "we want to do this too!" If each approaches it from their area of expertise, new software that makes use of the platform's special characteristics might release surprisingly quickly. Also, by the 1990s, cost issues will likely be resolved, and CD software that utilizes expanded RAM will become more feasible. This will open up even more possibilities.

A Dream Simulation involving the entire population of 100 million, Bringing a Major Revolution to TV Games!


Sp: What is the current progress of the communication system?

Nakamoto: We are currently developing a prototype and plan to have users across the country test it around autumn.

Sp: Sounds like substantial progress is being made.

Nakamoto: Yes. Honestly, I personally have high hopes for this communication system. If we're going to do it, I won’t settle for doing it halfway! So, once the prototype is ready, we want about 100 monitors(testers) nationwide to play it thoroughly over an extended period. We'll address any issues they find before releasing the absolute best version.

Sp: 100 people nationwide? The Editorial Department Would love to participate as monitors.

Nakamoto: Sounds good. Shall we choose a few of your readers to participate as well?

Sp: Please Do! Let us know immediately when the prototype is ready! By the way, what kind of content is planned for these communication games?

Nakamoto: Initially, games where multiple players can play on the same screen, like Namco's “Final Lap” or something similar to the game Nippon Telenet is doing with "Diva" on the MSX. (TL note: I think the game he's referring to is DAIVA(ディーヴァ) Dr. Amandora, it's misspelled here as Diva(ディーバ))

Sp: So the basic idea is for several players to compete in real time or exchange information while playing?

Nakamoto: Exactly, and what I dream of is scaling that up even further, a simulation involving the entire population of 100 million.

Sp: Something like “Habitat”, which is popular in America?

Nakamoto: Yes. Basically there's another world inside the computer. When you register, players receive an address, a house, and that world's currency. Then, within this alternate world, they play games, do business to increase their wealth, exchange information, and change their own lives. If this becomes reality, you could have players who are actually first-year middle schoolers in real life, but in the game world, they're billionaires owning dozens of companies. In other words, you can experience another version of yourself within the game. It's fascinating!

Sp: That's certainly true.

Nakamoto: Currently, it's done over telephone lines, but in the near future, wireless and satellite lines will advance rapidly. As technology progresses, communication costs will decrease. What's more, NEC, the company making the PC Engine, is one of the few companies in Japan with a nationwide communications network. So, while “one hundred million participants” is just my dream for now, given the PC Engine's performance and the environment surrounding it, I don't think it's impossible.

Sp: As a game fan, I really hope it succeeds.

Nakamoto: We'll do our best too, I ask all the readers to please cheer us on.

Sp: Thank you very much for your time today despite your busy schedule. Keep up the good work and continue making great games.
 
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Huh, when I first saw the interview category two years ago when I joined this forum, it never dawned me to write about pre-existing interviews, that’s quite creative on your end! If I wind up doing something similar, I’ll be sure to state I got the idea from your piece, hehe.
 
Huh, when I first saw the interview category two years ago when I joined this forum, it never dawned me to write about pre-existing interviews, that’s quite creative on your end! If I wind up doing something similar, I’ll be sure to state I got the idea from your piece, hehe.
kind of just worked out that way. I really wanted to include it in the last article but had to cut it out due to the character limit.
 

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