Interview: Akihiro Takanami/Hiroaki Fujimoto of h.a.n.d. and System Vision

I don’t know why, but I’ve always been strangely fascinated by Ragnagard. It feels like such an anomaly in the Neo Geo’s massive library of fighting games on numerous levels: the CG visuals, the slow-feeling gameplay, the focus on aerial combos. It’s the sort of game that I’ve felt a compulsion to research, to figure out just how it came into being.

I’m the sort of person who will delve into weird internet rabbit holes over the course of researching stuff and pursuing information, and sometimes that yields incredibly interesting results. One day, when I was out looking for things related to Ragnagard on Japanese sites, I came across a page that had a gorgeous illustration of the game’s main female lead, Benten. But that’s not all that was there: alongside it were numerous anecdotes written by someone who was clearly heavily involved in the game’s development. It turned out this site was run by one Powerudon, an accomplished artist in the game industry who had been one of the driving forces behind Ragnagard’s development.

Looking around his site yielded more interesting tidbits of info, particularly related to a Super Famicom fighting game called The Battle Master. It hadn’t hit me that this and Ragnagard were done by the same developer, as they have a dramatically different feel, but Powerudon had laid out a lot of details about the mechanics and development of these titles on their site — alongside some incredible artwork

I knew I had to talk with Powerudon. One of the reasons I created gaming.moe is to preserve elements of gaming history that might otherwise be lost to time, particularly the words and memories of the people behind games both well-known and obscure. I reached out to Powerudon for an interview, and he agreed, so I emailed him a batch of questions.

A while later, he sent me a massive text file containing replies to all of the questions I had sent. I had asked him to go into as much detail as possible, and he did just that — for which I’m extremely grateful, because he has some really interesting anecdotes and thoughts on game development. So sit back, grab a drink, and enjoy a lengthy interview about System Vision, Battle Master, Ragnagard, and the tumultuous environment of game development in the early/mid-90s.

Special thanks to Tom James and Jason Moses for translation assistance!

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Misadventures in Romancing SaGa, part 1 of ???

In retrospect, my attempt to do a SaGa theme month for November was… well, not a bad idea, really, but terribly misguided. Here I was, thinking I’d be able to blow through Romancing SaGa 1, 3, and the heavily SaGa-inspired Legend of Legacy all in the course of a month. Not only did that not happen, but I learned a very hard lesson: SaGa games beyond the initial batch of localized Final Fantasy Legend titles require an intense persistence and dedication on the part of the player. The only way these games reward you is if you’re willing to put a hefty amount of time and effort into learning their weird quirks.

Not only that, but you have to be prepared to mess up. Like, a lot.

So in the time I’d hoped to have completed three games, I wound up kind-of-completing… one. Sort of. Actually, I didn’t finish Romancing SaGa at all. Instead, I got to a point where I realized “Holy crap, going into this totally blind was a real bad idea and I’m gonna start over now that I’ve learned what it is I should actually be doing.”

Yep, you heard me. I’m going to toss all my Romancing SaGa progress out the window and restart again at some point down the line. I’m thinking in… March or so? So consider this Part One of a continuing RS1 travelogue, with a continuation down the line once I’ve played through a few other SaGa titles and had some time to read over guides more thoroughly.1

So, the question is: What went wrong this time through, and what did I learn from it?

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  1. I was offered a copy of the PS2 Romancing SaGa remake, as well, which I’ll likely also play through at some point.

Libble Rabble (Namco, arcade, 1983)

Like many folks in the games media, I got a copy of Super Smash Bros. for Wii U a few weeks before it released to the public. Priority #1 was unlocking as much stuff as I could (A task that’s proven surprisingly tough – I’m still missing a few stages), particularly the extra stages and music. Among the unlockables is Pac-Land, which is an extremely cool stage with a lot of neat implementations of the progression and hazards found in the original arcade game.

Pac-Land, however, doesn’t include the original Pac-Land theme, probably because of rights reasons (it’s a chiptune version of the old Hanna-Barbera Pac-Man cartoon theme song). There’s no shortage of songs to pick from in the stage, though, and among them is a medley of music from something called Libble Rabble.

I’m pretty sure most folks outside of Japan are going to look at this and just say “Libble Rabble? What the HELL is that?” If you’re here, however, you more than likely took that next step of actually attempting to find out what the hell Libble Rabble is. Well, folks, I’m here to tell you all about it. Get your magic ropes ready, ’cause we’re going to take a good look at Namco’s beloved-among-devout-Japanese-retrogamers-but-utterly-unknown-in-the-West arcade cult classic.

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