My Interview With Tomomi Sakai
Tomomi Sakai Interview over Email
Hi Hayden, Thank you for your patience. It takes many times longer to write in English than in Japanese.
When I automatically translate something I wrote in Japanese into English, I get sorts of strange parts. In the worst case, the content would be completely different. Automatic translation from English to Japanese is so-so, but from Japanese to English is really terrible. That is why I wrote this in English.
I have only learned English from books and radio programs and have never lived in an English-speaking country, so I know my English will be strange, but I hope I can convey what I want to say.
Q: What were some of your main inspirations for the aesthetics in Gimmick? Each stage has its own unique design and I’d be interested to hear what made you choose each particular theme and what you drew from.
A: It is difficult to answer this question. I think it is all intuitive. All I know is that it was born out of what I had seen and heard in my life up to that point. It is also influenced by Kagoya's preferences.
Q: On the topic of aesthetics, what inspired your character designs in Gimmick? Did you have separate inspirations for Yumetaro and the human characters?
A: This is the same as the question above; it was a flash of inspiration on the spot. No. It is due to the inevitability of the story.
Q: How did you come up with Yumetaro’s star move? What were the difficulties of programming the bounce physics?
A: I didn't want to make a platform game that can be cleared by firing a lot of bullets like a shooter. After accurately understanding the relationship between an enemy and Yumetaro, a player carefully hits the opponent with that one precious shot. That is the kind of game I wanted to make. For me the star program is easy.
Q: Players often struggle with reaching the good ending. Even one game over locks you out of getting it. Was this your choice or somebody else’s? Can you recall why this decision was made?
A: I hate “Continue”. However, Sunsoft's sales people order me to put “Continue” on because it sells more. That is against my principle. So, in the end, I made it so that people who continued could not finish the game. The reason why “Continue” is not allowed is that it detracts from the journey and the adventurous spirit of the game. The difficulties must be real. Fake difficulties for fun will only bring less fun than the real thing.
Q: What are your thoughts on the hobby of speedrunning? Have you watched any YouTube videos of other people playing Gimmick? How does it make you feel knowing there are people out there who try to finish the game as fast as possible?
A: It would be a way to have fun. As for the players playing, they can do whatever they want.
Q: Do you know the name of the person who created the box art of the European version of Gimmick? What else did they work on?
A: Sorry, I do not know.
Q: People have frequently made comparisons to Kirby over the years. Masahiro Sakurai even praised Gimmick! in an issue of Famitsu. What are your opinions on the Kirby franchise and Sakurai as a game developer? Do you have mutual admiration? Are there any games of his that you like?
A: I am not acquainted with him at all, but I consider him one of the great game designers.
Q: What were your expectations for the sales of Gimmick? Did you hope it would become a big success? How do you feel about the cult classic status it has now?
A: It is hard to say how well the game will sell, since factors other than the quality of the game play a large role. I can say that I am very pleased.
Q: What was your involvement with Trip World like? How much influence did you end up having on the game and how much of it was Yuichi Ueda’s unique vision?
A: Trip World is Ueda-kun's game, so please ask him. I just gave him some advice in our daily conversations.
Q: What is your opinion on Trip World as a game? What do you like about Yuichi Ueda's vision?
A: It is difficult to say anything about the game. He is good character with a love for games.
Q: Do you ever go back to play Gimmick or Trip World these days? Do you ever think about the days you were still working on those games or would you rather look at the future?
A: I think more about what I will be able to do with the rest of my life than about the past. What I wanted to do besides creating games is write books and do music. I published four books and now I want to do music.
Q: Were you close friends with Ueda at all?
A: I think I can say yes. We talked a lot about games and other things, often went to the car shop together, and went to track days together. At the time, I had a Caterham Super Seven and Ueda-kun had a Midas Gold. I think it was my influence that made him fall in love with British cars.
Q: Can you remember any specific things you suggested for Trip World?
A: No specific advice should be given. What I told him was mainly a sort of philosophy about video games.
Q: Gimmick was included in the Sunsoft Memorial collection in volume 6. Did you have any involvement with that release?
A: No, I don't know anything about it.
Q: What are your thoughts on that Playstation port and the upcoming release on Steam?
It's nice to see that more than 30 years after its release, Gimmick is still loved. My hope is that it will be offered as close to the original as possible.
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