{"id":23410,"date":"2023-11-28T15:34:29","date_gmt":"2023-11-28T06:34:29","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=23410"},"modified":"2023-12-01T11:53:00","modified_gmt":"2023-12-01T02:53:00","slug":"20231128-23410","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/20231128-23410\/","title":{"rendered":"Hideo Kojima discusses the game that gave him an ulcer\u00a0"},"content":{"rendered":"\n<p>Hideo Kojima recently gave some insight into the extremely hard work that went into creating one of his earliest titles. In honor of the game\u2019s 35<sup>th<\/sup> anniversary, the famous video game director posted on X about his recollections of developing the cyberpunk adventure game <strong>Snatcher<\/strong> \u2013 a tough experience that made him into who he is today.&nbsp;<\/p>\n\n\n\n<p>Originally released on the PC-88 computer in 1988, Snatcher is a graphic adventure game heavily inspired by Blade Runner and the anime Akira. Main character Gillian Seed works for Junker, an organization tasked with hunting down rogue androids called Snatchers. Slightly different versions of the game were released in Japan on various systems; including the MSX2 in 1988, and PlayStation 1 and Sega Saturn in 1996. The Sega CD version (1994) was only released in the USA and Europe, and featured voice acting in English.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"869\" height=\"410\" sizes=\"auto, (max-width: 869px) 100vw, 869px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-001.png\" alt=\"Neo Kobe City in Snatcher Sega CD Version\" class=\"wp-image-23416\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-001.png 869w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-001-600x283.png 600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-001-380x179.png 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-001-768x362.png 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-001-150x71.png 150w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-001-300x142.png 300w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-001-696x328.png 696w\" \/><figcaption class=\"wp-element-caption\">Screenshots are from the 1994 Sega CD version<\/figcaption><\/figure>\n\n\n\n<p>In his recent X posts, Kojima explained that the PC-88 and MSX2 versions were being made in tandem and that this was his first experience working on two different platform releases at the same time. Kojima also mentions that he was working in Kobe, which probably influenced Snatcher\u2019s futuristic Neo Kobe setting.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">\u300cSNATCHER\u300d\u306ePC-88\u7248\u304c\u51fa\u3066\u4eca\u65e5\u306735\u5e74\uff1f\uff01\u5f53\u6642\u306f\u300125\u6b73\u304b\uff1f\uff01\u3042\u306e\u6642\u306f2\u6a5f\u7a2e\u540c\u6642\u958b\u767a\u304c\u307e\u3060\u672a\u7d4c\u9a13\u3060\u3063\u305f\u306e\u3067\u3001MSX2\u7248\u304c\u5c11\u3057\u9045\u308c\u3066\u3057\u307e\u3063\u305f\u3002\u671d\u306b\u4e09\u30ce\u5bae\u306e\u30d1\u30bd\u30b3\u30f3\u30b7\u30e7\u30c3\u30d7\u3078\u767a\u58f2\u65e5\u306e\u69d8\u5b50\u3092\u898b\u306b\u884c\u3063\u3066\u304b\u3089\u3001\u4f1a\u793e\u306b\u623b\u3063\u3066MSX2\u7248\u306e\u958b\u767a\u3092\u7d9a\u3051\u305f\u3002\u30d1\u30bd\u30b3\u30f3\u306a\u306e\u3067\u3001CM\u3082\u8857\u706f\u30dd\u30b9\u30bf\u30fc\u3068\u304b\u3082\u306a\u304f\u3001\u9759\u304b\u306a\u767a\u58f2\u2026 <a href=\"https:\/\/t.co\/uR6ydrqQOq\">pic.twitter.com\/uR6ydrqQOq<\/a><\/p>&mdash; \u5c0f\u5cf6\u79c0\u592b (@Kojima_Hideo) <a href=\"https:\/\/twitter.com\/Kojima_Hideo\/status\/1728591484663050492?ref_src=twsrc%5Etfw\">November 26, 2023<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><figcaption class=\"wp-element-caption\"><font size=\"2\">Post translation: It\u2019s 35 years since Snatcher released on the PC-88?! And I was 25?! At the time, I had no experience developing two different platform releases at the same time, so the MSX2 version was slightly delayed. On the morning of the release day (for the PC-88 version), I went to a computer shop in Sannomiya (in Kobe) to see how things were going and then returned to the company to continue working on the MSX2 version. It was a quiet release as it was a PC game \u2013 no TV commercial or posters.&nbsp;<\/font><\/figcaption><\/figure>\n\n\n\n<p>Talking about the difficulties with the PC-88 version, Kojima explains how his team was a division that made games for the MSX, so they had no experience with PC-88. Adding to this, Konami had never made an adventure game before, so they had to develop their own system and programming language from scratch. His small team were responsible for all aspects of the game. Kojima added that these stressful conditions resulted in him developing a stomach ulcer, \u2018like Gibson\u2019 &#8211; a character whose body you find near the beginning of Snatcher.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">\u5f53\u6642\u306f20\u4ee3\u306a\u306e\u3067\u3001\u304c\u3080\u3057\u3083\u3089\u3002\u30b3\u30ca\u30df\u306f\u3001\u30a2\u30fc\u30b1\u30fc\u30c9\u30b2\u30fc\u30e0\u304b\u3089\u71be\u3063\u305f\u30a2\u30af\u30b7\u30e7\u30f3\u30b2\u30fc\u30e0\u7cfb\u4f1a\u793e\u3060\u3063\u305f\u306e\u3067\u3001\u30a2\u30c9\u30d9\u30f3\u30c1\u30e3\u30fc\u30b2\u30fc\u30e0\u306f\u3001\u793e\u5185\u3067\u306f\u8ab0\u3082\u4f5c\u3063\u305f\u4e8b\u306f\u306a\u304b\u3063\u305f\u3002\u3060\u304b\u3089\u30a2\u30c9\u30d9\u30f3\u30c1\u30e3\u30fc\u30b2\u30fc\u30e0\u306e\u30b7\u30b9\u30c6\u30e0\u304b\u3089\u958b\u767a\u3059\u308b\u5fc5\u8981\u304c\u3042\u3063\u305f\u3002\u3055\u3089\u306bMSX\u306e\u90e8\u7f72\u3060\u3063\u305f\u306e\u3067\u3001PC88\u306e\u958b\u767a\u7528\u30c4\u30fc\u30eb\u3082\u30ce\u30a6\u30cf\u30a6\u3082\u3001\u306f\u2026 <a href=\"https:\/\/t.co\/51Qxd7Fg5t\">https:\/\/t.co\/51Qxd7Fg5t<\/a><\/p>&mdash; \u5c0f\u5cf6\u79c0\u592b (@Kojima_Hideo) <a href=\"https:\/\/twitter.com\/Kojima_Hideo\/status\/1728598000140951662?ref_src=twsrc%5Etfw\">November 26, 2023<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><figcaption class=\"wp-element-caption\"><font size=\"2\">Post translation: I was in my 20s, so I was very eager. Konami was an action game company that had cut its teeth on arcade games, so no one in the company had ever made an adventure game. So, my team had to develop an adventure game system. On top that, we were the MSX division, so we had no PC-88 development tools, no know-how, nor sales channels, so we had to start from nothing. Technically, politically and physically, every day was grueling. Not only did we have to do the planning, configuration, scriptwriting, storyboards, game design, adjustments and the game manual, but we also had write our own simple language (while creating the language itself).&nbsp;This simple language was not just for inserting text but to also control everything from flag management to pictures, animation and sound (we called special programs for events). This was the beginning of what we now call a Level Editor. Towards the end of the project, I developed a stomach ulcer like Gibson. But it was this experience that made me who I am today.<\/font><\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"878\" height=\"562\" sizes=\"auto, (max-width: 878px) 100vw, 878px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-002.png\" alt=\"Junker HQ receptionist Mika talks to the player in Snatcher. Screenshot text: &quot;That's Jean's desk. Jean Jack Gibson. He's our ace runner.&quot;\" class=\"wp-image-23417\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-002.png 878w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-002-600x384.png 600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-002-380x243.png 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-002-768x492.png 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-002-150x96.png 150w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-002-300x192.png 300w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-002-696x446.png 696w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/11\/20231128-23410-002-656x420.png 656w\" \/><\/figure>\n\n\n\n<p>After the 1988 release of Snatcher, Kojima went on to make a slew of innovative titles at Konami such as the Metal Gear Solid series (1998-2015), the Zone of the Enders games (2001-2003), and the killing-vampires-with-real-sunlight series Boktai (GBA, 2003-2006). He now heads the independent Kojima Productions, having released the highly acclaimed Death Stranding (2019), with a sequel in the works. Without his early experiences on Snatcher, these later games might never have been made.&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Metal Gear Solid and Death Stranding creator Hideo Kojima talks about the grueling development process behind Snatcher, his 1988 cyberpunk adventure game.<\/p>\n","protected":false},"author":61,"featured_media":23415,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[17],"class_list":["post-23410","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Hideo Kojima discusses the game that gave him an ulcer\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Metal Gear Solid and Death Stranding creator Hideo Kojima talks about the grueling development process behind Snatcher, his 1988 cyberpunk adventure game.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/news\/20231128-23410\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Hideo Kojima discusses the game that gave him an ulcer\u00a0 - 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