John Andersen

John Andersen

@johnandersen.bsky.social

Video game history - researching how the games we love to play were made. Documentaries, game historian, writer, movies. Opinions are my own. LGBTQ ally. BLM. Portfolio!: linktr.ee/johnandersen

697 followers312 following644 posts

This is so awesome!

Video Game History Foundation@gamehistoryorg.bsky.social

NEW in our digital archive: Explore a golden age of gaming with the Colin Williamson photography collection, featuring over 300 photos from game events and culture in 2000s Japan. 📸🗾 https://gamehistory.org/williamson-photos/

John Andersen reposted

Part of my literal job is to fly out to physical game studios to rescue and recover historical materials that might be endangered and put them in a permanent archive. @gamehistoryorg.bsky.social is a 501(c)3 publicly funded to do that, my DMs are open, and I'm free for the next couple weeks...

Random thought: It’d be interesting to survey or interview veteran game developers in Japan to see how working in the city versus working in the country impacted game production quality. Country (inaka) developers: HAL Labs, CAProduction. Hudson Soft, the satellite offices of Data East and Technos.

Random thought: Given all of the pinball games they once developed, I wonder if HAL Labs ever bought a pinball machine for their office for “research” purposes?

Sasha's Retrobytes 🏳️‍⚧️@sharkabytes.bsky.social

First you draw a circle... And then you launch the devouring swarm of one at high speed in a pinball table. One of the GB games that really benefits from getting the SGB treatment. 'tis a bit hard to see the ball in motion on the DMG screen. 📺: Kirby's Pinball Land, HAL Laboratory, 1993

In 1994 you could order a five-pack of COMPILE Okonomiyaki Sauce via postal mail. Only 500 sets were made at a price of 3000 yen with a Hiroshima okonomiyaki recipe included, (Hiroshima being famous for the dish, and the headquarters of game developer COMPILE at the time). Via: Disc Station 04.

Early-2005: The SEGA-AM2 team in charge of developing arcade game "Quest of D", posing in front of SEGA Building #3 in Tokyo. Producer Hiroshi Kataoka poses with an Arcadia Magazine award for the card-based action-RPG game. Via: Arcadia 0057.

July 1994: Idol Mami Inoue visits Compile's new high-rise office in Hiroshima to see Puyo Puyo Tsu nearing the end of development and gets to try it out. Those are a lot of Carbuncle (Kaa-kun) plushies. Puyo Puyo Tsu would be released to arcades in Japan by SEGA two months later. Via:Disc Station 04

Game developers need to step up and notify players they need to take a break and drink coffee. Just like IREM/IPM did with their Space Invaders arcade game clone back in 1979. #CoffeeBreak #IPMInvader

John Andersen reposted

Scrubbing through this video made me really sad. Imagine missing a storage unit payment and suddenly your entire career is stripped naked and splayed out butt naked for a few YouTube views before being parceled out. I'm not saying they did anything wrong, it's just deeply unsettling to think about.

Chris Kohler@kohler.bsky.social

Storage unit guys buy a unit that apparently belonged to a game developer and find design docs, source disks, etc. No idea what the circumstances around this unit were, but just a reminder: if you think stuff "belongs in a museum" definitely try to do that sooner. www.youtube.com/watch?v=vSa6...

Would anyone in Japan be able to help me and Sonic researcher BitBlitz track down a TV commercial book titled "CM年鑑 '83" also known as "ACC CM年鑑(1983)"? We're looking for any mention of SEGA in the book. It's accessible online to those with NDL library access in Japan only. More info in reply.

I spotted a black & white photograph of what appears to be a SEGA factory that may date back to 1979, workers are assembling cocktail cabinets. The interior matches photos on the 1979 SEGA/Sovoda flyer from France. It's via a 1991 Mega Drive feature discussing 1979: archive.org/details/mega...

1997: (Left) CAPCOM game designer and producer Noritaka Funamizu stands next to an unnamed Sound Effects team member. (Right) Two unnamed CAPCOM staff members, one of whom looks a lot like Keiji Inafune, work on Mega Man Legends on the 11th floor of the CAPCOM R&D building. Via: Jugemu, Jan 1998.

CAPCOM (Late-1997): 9th floor: The desks of Akiman (Akira Yasuda) and Kinu Nishimura (busy at work-back turned to camera). Akiman posing with "the designer of Mega Man Legends", this appears to be Kazunori Kadoi who just recently directed the Resident Evil 4 2023 remake. Via Jugemu, Jan 1998.

Late-1997: Bug-checking Mega Man Legends for the PSX and (I believe) Rival Schools for the arcade at CAPCOM's Osaka development building (4th floor). CAPCOM Programmers on the 5th floor above work on Rival Schools and Star Gladiator 2 (Plasma Sword: Nightmare of Bilstein). Via Jugemu, January 1998.

John Andersen reposted

John Andersen reposted

On May 10, 1987, the Japanese TV show PC Sunday (パソコンサンデー) featured two robots at Namco’s headquarters. Uketsuke Komachi was the front-desk receptionist and Kyūji-kun, a smaller robot that served tea to visitors. Both robots were featured in the Namco Museum series and Marvel Land.

1992: Game developer Pack In Video. Programmer Toru Miyazawa (responsible for programming Rambo and Thunderbirds on the NES) and Yasuhiro Wada (working in publicity, going on to design Harvest Moon on SNES, GB, N64, then CEO of Marvelous, and then establishing TOYBOX Inc. in 2011).

Just a quick note about how I'm citing photo, image, media sources. I am citing those sources within the ALT text in the photo. I simply run out of space here within the post and have to resort to putting it in the ALT caption.

Production staff at BPS (Bullet-Proof Software) in Yokohama (1993). BPS employed their own designers, producers, and QA staff known as the "BPS Bug Hunters" but may have started outsourcing programming after Hatris and Battle Storm on the NES/Famicom? BPS closed their Japan office in 2001.

John Andersen reposted

Our partnership with Taito Corporation deepens 🙇‍♂️💙 Two new collaborations are set to be announced very soon! Tune in to the PC Gaming Show Direct THIS EVENING to witness the first of these reveals. A separate announcement will be given on 30th September in celebration of a special anniversary.

T&E Soft was in such a need for workspace in Nagoya (between new entries in its Hydlide and golf-sim series) the company opened a second annex office (pictured in 1991) right across the street from its main HQ. This occurred during the late-80's/early 90's. (1/2)

In this 1989 issue of MSX Fans its main HQ is seen with the design room on the left and the MSX development room on the right. The article states that games like Hydlide 3, Greatest Driver, Laydock 2, A-Pa-Mya-Dock were created on the second floor. (2/2)

John Andersen reposted

Here's the first footage of the cancelled SNES/SFC port of Railroad Tycoon to ever be posted online, captured from my promotional tape made by the would-be Japanese publisher. For a long time, the only evidence of the game's existence was two blurry Nintendo Power screenshots!