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THE MAKING OF LUMINES

Retro Gamer

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Issue 278

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

- JAMES TOCCHIO

THE MAKING OF LUMINES

From his very first experience with videogames, playing the black-and-white Pong at a friend's house, Tetsuya Mizuguchi has always believed in the power of games to bring joy in ways unmatched by other media. “The gaming industry was just beginning,” Mizuguchi tells us. He's speaking with us via video call from somewhere in Japan. While it's afternoon for him, our local time is fast approaching midnight yet we're happily sacrificing sleep to speak with the legendary games creator. “I studied media aesthetics,” he says, “and I could foresee a future in which 3D technology will come, and real-time computer graphics, and maybe even a virtual reality type of technology, and I thought videogames might be an amazing new form, a new media, a very experiential medium.”

During and after university, this nascent feeling that games were the new media was bolstered by a handful of formative experiences. The Bitmap Brothers' Xenon 2 shaped Mizuguchi's belief that games, like the music videos of the Eighties which he so loved, could be a new vehicle for music and art. At the same time, the game centers of Japan hinted at a future in which games weren't just an audiovisual medium but could provide a fully immersive multi-sensory experience.

Sega's R360, an arcade cabinet from 1990, epitomised this idea. This unusual and innovative sit-down machine featured a ball-shaped cockpit which could rotate 360 degrees, and its four-point safety harness allowed players to strap in and rotate completely upside down to match the onscreen action. This motion simulator, paired with the cabinet's giant video screen and raucous sound system, brought incredible immersion to Sega's flight sim and racing games. Mizuguchi was impressed, telling us, “All the coolest arcade cabinets had the Sega logo, so I wanted to work with Sega.”

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007 night fire

THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

time to read

3 mins

Issue 278

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THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

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Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

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OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

time to read

2 mins

Issue 278

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Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

time to read

1 mins

Issue 278

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FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

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The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

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Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

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VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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