MSX
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“That was when I came up with the idea for Policenauts, and I once again realized, as I had for a long time already, that things I want to do with games are best expressed in the adventure genre.”
Quote 1996 shmuplations.com; unofficial English translation of a 1996 Japanese interview preserved by the GSLA -
“I wondered if this might be the system where I could realize my original, full vision of Metal Gear… and the game that has emerged from that is Metal Gear Solid.”
Quote 1997 shmuplations.com; MGS development interview in Famitsu Weekly (1997), unofficial English translation -
“These games had their own worlds and stories. I felt a certain authorial quality in them.”
Paraphrase 1999 shmuplations.com — Kojima development interview (Nice Games, 1999) -
“This has been important to me, because Konami has often told me my ideas are too crazy, and there's been dark times where the warm letters I receive from fans were all that sustained me.”
Quote 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation -
“But I think I have a different role in the current market than making those kinds of titles; my role is to constantly pursue new ideas and new technology. I feel fine doing that as well, so I think I should leave the creation of retro-styled titles to others.”
Quote 2009-04-15 Video Games Daily / Kikizo -
According to Konami’s 25th anniversary website, the project’s original objective was to make a war game, but the MSX2 could not display many enemy soldiers on a single screen nor more than four bullets at once, so Kojima proposed a game about fleeing the enemy in the style of the film The Great Escape: with the rule of escaping without fighting, the tension of war could be conveyed without many enemies on screen.
Paraphrase 2012 Konami, "METAL GEAR 25th ANNIVERSARY — the truth of Metal Gear Solid" -
“Without that encounter I probably wouldn't have pursued a proper sequel, and there might never have been a Metal Gear Solid.”
Anecdote 2012-05-24 The Guardian — Simon Parkin, "Hideo Kojima: video game drop-out", two-part interview (part 2) -
“technical limitations of the MSX hardware made it impossible to produce a simultaneous display of the player with multiple enemies”
Paraphrase 2020-04-01 BAFTA — interview with Hideo Kojima by Chris Schilling -
“So, we could put audio on there, and now games could talk. No one had made anything with CD-ROMs yet.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
Kojima’s first games as a director were for MSX and computers: Metal Gear (1987), his directorial debut, with which he established the stealth game genre; Snatcher (1988), a graphic adventure with a cinematic presentation inspired by films like Blade Runner; Metal Gear 2: Solid Snake (1990); and Policenauts (1994), another graphic adventure that he designed, wrote and directed.
Paraphrase Wikipedia — Hideo Kojima -
“I really don't like saying this, but it really wasn't up to my standards. The care that I put in the original wasn't there.”
Quote Gamers Today, interview with Hideo Kojima (undated page, retrieved from web.archive.org) -
“When you get four enemies or even four bullets on the screen at once, the screen starts blinking and it just doesn't work. I tackled that problem by taking a different approach--hiding from enemies and not fighting them.”
Quote Gamers Today, interview with Hideo Kojima (undated page, retrieved from web.archive.org) -
“It was my first game that made it to release, so I have a lot of memories. It's my cute boy in that sense.”
Quote Gamers Today, interview with Hideo Kojima (undated page, retrieved from web.archive.org) -
“By the way, I'm developing this game called Snake's Revenge, but I know it's not the authentic Snake, so please create a new Snake game of your own.”
Quote Gamers Today, interview with Hideo Kojima (undated page, retrieved from web.archive.org)