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Thread: Samurai Shodown Creator Yasushi Adachi Interview

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    Samurai Shodown Creator Yasushi Adachi Interview

    Pretty decent interview with Yasushi Adachi

    https://youtu.be/hm4JoWLFXWo

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    Azu Bla

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    Nice! I used to watch a lot of Electric Playground 20 years ago back when Victor was hosting with Tommy Tallarico; It's cool that he's still at it, and that was a good interview.

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    -餓狼伝説弟子-
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    Awesome! Thank you for sharing this!

    超えるべき奴がいる。

    北斗神拳は無敵だ。

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    Mr. Big's Thug

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    1 and 3 are his favorites? Yikes. No wonder why the franchise went to shit.

    Fun interview. I find it hilarious that he talks about how open to different ideas SNK was when they basically kept remaking the same 4 games repeatedly. The Neo Geo probably has one of the least diverse collections of software of any console.

    He also really loves touching himself/his chest a lot. He's one compliment away from just masturbating in front of the interviewer.

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    Reichsf?rer-Finnland
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    Thanks for posting.

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    Cham Cham's Banana
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    Quote Originally Posted by bulbousbeard View Post
    1 and 3 are his favorites? Yikes. No wonder why the franchise went to shit.
    In fairness, 1 is freaking incredible, not as good as 2 but it was top class

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    Quote Originally Posted by bulbousbeard View Post
    ...when they basically kept remaking the same 4 games repeatedly...
    From that perspective, this could easily be said about a majority of the output from the japanese arcade industry back then. Releasing fighting games/beat em ups, 2d shooting games, and the occasional racing or sports title seemed to be par for the course for most arcade focused devs in japan during the game center boom era.

    As the majority of arcade game publishers doubled down on the genres that consistently generated money (the fighting game boom that japan experienced after SF2). Sadly, this strategy only helped ensure that the source of the majority of the innovations made in videogame genres would shift to home consoles which helped convince game center patrons that they could have even better interactive experiences at home instead.

    Unfortunately, SNK bet heavily on indoor amusement centers and failed to captivate wider audiences when it came to home console games. In SNK’s case it wasn’t for lack of trying. Their published titles on the ps1 and dreamcast ranged from 3d rpgs like Koudelka to games in the then newly popular rhythm genre like Cool Cool Toon. Their pre-Aruze financial issues aside, it was all just too little too late.
    Last edited by BlackaneseNiNjA; Today at 09:53 AM.

    超えるべき奴がいる。

    北斗神拳は無敵だ。

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    Cham Cham's Banana

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    Very interesting interview.

    PATRIOTS IN BARCELONA (SPAIN) 10/8/2017

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    Reichsf?rer-Finnland
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    Quote Originally Posted by BlackaneseNiNjA View Post
    From that perspective, this could easily be said about a majority of the output from the japanese arcade industry back then. Releasing fighting games/beat em ups, 2d shooting games, and the occasional racing or sports title seemed to be par for the course for most arcade focused devs in japan during the game center boom era.

    As the majority of arcade game publishers doubled down on the genres that consistently generated money (hence the fighting game boom that japan experienced), the majority of the innovations made in videogame genres shifted to home consoles which helped convince game center patrons that they could have even better interactive experiences at home instead.
    Don't feed the autistic troll, thoughtful responses like this are wasted on it. The whole argument is stupid to begin with, making the same game over and over again, that's what all game/movie series do.

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