I'm replaying GTI and only just now discovered that you can make your partner dizzy by circling around them.
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@gmmtntcl
I'm replaying GTI and only just now discovered that you can make your partner dizzy by circling around them.
Found a PSMD art from years ago :)
YOU CANT TELL ME WHAT TO DO NIPPLE LEAF MAN
hello sheriff magnezone? arrest this man. heβs too adorable.
especially with his :< face.
they've found hope ..... they're living on............... ah
Apologies for taking an extra week to get this to you all-as promised, here is the Pokemon Mystery Dungeon interview featured in the April 6th, 2007 issue of Weekly Famitsu with Tsunekazu Ishihara and Koichi Nakamura!
I'll have another Pokemon Mystery Dungeon interview translation in the works soon so stay tuned π
Page 1:
PokΓ©mon x Mystey Dungeon = β Infinite
A new world view thought of by Tsunekazu Ishihara and Koichi Nakamura
PokΓ©mon and Mystery Dungeon... The two completely different worlds were merged to give birth to an unexpected monster of a game. I was able to interview the two key figures about the popularity and secrets of PokΓ©mon Mystery Dungeon, which has exceeded 5.5 million in sales worldwide.
On November 17th, 2005, the PokΓ©mon released PokΓ©mon Mystery Dungeon: Blue Rescue Team (Nintendo DS) and Red Rescue Team (Game Boy Advance)*1, exceeded total world-wide shipments of 5.5 million. The meeting between PokΓ©mon, beloved by children all over the world, and Mystery Dungeon, known for its hard, unforgiving gameplay, caused a powerful chemical reaction, giving birth to a new world known as PokΓ©mon Mystery Dungeon. But how did these two games, which should surely reject each other, manage this miraculous fusion?
I was able to have a long talk with the father of PokΓ©mon, Tsunekazu Ishihara, and Koichi Nakamura from Chunsoft, who created Mystery Dungeon, and hear their secrets. Eventually, our conversation even extended to the PokΓ©mon Mystery Dungeon sequel!
Altering the world to match the core of the game
PokΓ©mon Mystery Dungeon has now exceeded 5.5 million. This really is an incredible number. Have you analyzed the reason for its success?
Ishihara: There is a pattern when it comes to PokΓ©mon titles that are a hit worldwide. The sales ratio for Japan, North America and Europe start at 1:1:1. This time, we were able to replicate this pattern very well with PokΓ©mon Mystery Dungeon. If it starts with this ratio, then the ratio for North America and Europe will increase, as there is a greater tendency for software to continue selling in those places compared to Japan. And so I think this 5.5 million number is a single waypoint.
And how do you view it, Nakamura-san?
Nakamura: I have also been involved in the production of Dragon Quest, but even then, I have never had the experience of selling 5.5 million copies worldwide with a single title before. It is a big number that really shows that people around the world are playing it. So as a creator, I could not be more happier.
For people currently in their 30s and 40s, I think that Dragon Quest would be the first game that showed them the βimpact of a story.β But these days, a childβs first game with a story would be PokΓ©mon. The Dragon Quest phenomenon that occurred in Japan is now happening on a worldwide scale with PokΓ©mon. I believe that creating games that βappeal to every marketβ has been your lifework, Ishihara-san. What is your secret?
Ishihara: North America, Europe, Asia and other regions⦠I think that every market is incredibly unique and different in terms of what is accepted. With that being said, if we were to remake every game for every market, I doubt we would have been able to circulate this far and wide. For instance, the Pokémon called Pikachu is also Pikachu all over the world. The gameplay elements, the Pokémon trading system, the parts that are the core of the game are all shared. If we tried remaking them for each market, it would have crumbled eventually.
Previously, you have said, βThere is no point in being fun if it is not fun all over the world.β I suppose that applies here.
[β PokΓ©mon Mystery Dungeon has sold an astonishing 5.5 million copies worldwide, and continues to sell.]
Page 2:
The PokΓ©mon Company President and Ceo
Tsunekazu Ishihara
If Game Freak president Satoshi Tajiri is the βbirth parent,β then Ishihara would be the βfoster parent,β whose work as producer allowed PokΓ©mon to grow into the title it is now. He is the representative of the PokΓ©mon Company, which single-handedly deals with the multidirectional development of PokΓ©mon on a worldwide scale.
Spike Chunsoft Co., Ltd. Representative director
Koichi Nakamura
The creator of Mystery Dungeon and the sound novel, who is a representative of the Japanese gaming industry. His numerous games are created with perfect balance and always receive high praise.
[Front Feature]
Glossary
*1 Blue Rescue Team and Red Rescue Team
Released on separate hardware, Nintendo DS and Game Boy Advance. The system of the player becoming the PokΓ©mon and exploring a βMystery Dungeonβ with other PokΓ©mon attracted a lot of attention. The βHelp a Friendβ system that allowed you to use an internet connection to help friends who fell in the dungeon was also quite innovative.
*2 Diamond and Pearl
The ultimate PokΓ©mon games that were released on the Nintendo DS and sold nearly 5 million copies in Japan alone. While they came out on September 28th, 2006, momentum has not slowed down for these monster titles.
*3 Global Trade Station
A system from Diamond and Pearl that allowed players to trade PokΓ©mon with other players around the country through Wi-Fi, even if they were not registered through friend codes.
(Interview continued)
Ishihara: Iβve operated with the mindset of, βWhat should I do to have the finished product be something that can be enjoyed all around the world?β With Diamond and Pearl, *2 you were able to trade PokΓ©mon with other players around the world through the Global Trade Station *3. However, if the content of the software that was circulating in each market was too different, it would not allow for any proper trading. On the other hand, I do think itβs important to enjoy βsmall differences.β Just like with the first generation PokΓ©mon, where different PokΓ©mon appeared in Red and Green. But if the differences become too big, then it no longer feels like youβre enjoying it with everyone. This feeling is the same as an internet browser. The basic OS is the same, only localized for every territory. But we can use the same browser to see the same sites.
It was then that you encountered Mystery Dungeon. It must have looked quite strange, coming from the world of PokΓ©mon.
Nakamura: Just as heβs said already, Ishihara-san is very particular when it comes to the world of PokΓ©mon. But first and foremost, Ishihara-san is a genuine game fanatic. What I mean to say is, even with such a fixation on the world, he still allows the gameplay to be the priority. He prioritizes the essence of what makes a game fun, and is very tolerant of certain rule changes in regards to the PokΓ©mon world. For instance, you know how the PokΓ©mon talk, or how the player is a PokΓ©mon in PokΓ©mon Mystery Dungeon? This had not been done in the series before, and is a very big change to the rules, but he reacted with incredible flexibility.
These rule changes. Were they βacceptableβ with the PokΓ©mon world?
Ishihara: The things that others might say should not happen, are not really that big of a problem for me (laughs). Instead of that, I think itβs much more important to be faithful in conveying the fun of computer games, or rather, the βstructure of fun.β
I seeβ¦
Ishihara: In Mystery Dungeon, the map is automatically generated, you can write what you want on scrolls and use them. It is a game with a very traditional computer game structure. PokΓ©mon is the same. After all, the foundation of networking and trading was demonstrated 10 years ago. These two series have proven that βPlaying with a computer is so fun!β And if the two were combined, then it would result in a game that is even more fun. And so even if Pikachu starts talking, I donβt mind it at all (laughs). If anything, itβs fun to think of how you can make such an idea βacceptable.β
Thatβs an incredibly flexible way of thinking.
Ishihara: When it comes to great βgameplayβ that is along the lines of the traditional, I would very much like to increase the fun through multiplication. Because of that, there was meaning and value to creating something new with Mystery Dungeon and Nakamura-san.
[β Tsunekazu Ishihara and Koichi Nakamuraβ¦
With exceptional talent as producers and creatives, the two are treasures within the Japanese game industry. What lies ahead of where they are lookingβ¦ What new βexperienceβ will it be, that uses that catalyst called βgamingβ?]
Page 3:
PokΓ©mon and Mystery Dungeon exist as a mechanism to create funβ¦
Ishihara: I think there is also compatibility. Between games.
Was that something that you had already felt? That PokΓ©mon and Mystery Dungeon were compatible?
Ishihara: Indeed. Also, I just happened to like them personally (Laughs).
I heard that you are a big fan of Mystery Dungeon.
Ishihara: After all, I consider myself a Mystery Dungeon professional (Laughs).
Everyone (Bursts into laughter)
Nakamura-san, do you also feel the same way as Ishihara-san?
Nakamura: When the possibility was first brought up to me, I did feel that they were greatly suited for each other, as Pokémon has a lot of characters, a lot of tools and different kinds of skills. But on the other hand, Mystery Dungeon has a high difficulty level, and a game system that is quite hands-off with the player. Would it really be able to fuse with a game that is beloved by children� I did have some doubts.
Ah, thatβs trueβ¦
Nakamura: But judging by the surveys gathered from people around the world who have played the game, while many had the opinion that it was βdifficult,β they were all able to finish it. Iβve always believed that the ideal form of a game is when you have a person who thinks they are the only one in their class who can beat it, but actually everyone canβ¦ It is that balance. And I think that with PokΓ©mon Mystery Dungeon, we were able to get incredibly close to achieving that balance.
It seems like a difficult adjustment to makeβ¦
Nakamura: In Japan, there might be certain immunity or a foundation for playing, due to Torneko and Shiren. But they donβt have those in other countries, so I was anxious about whether it would be well-received or not. But the results wereβ¦ Well, thatβs the power of PokΓ©mon for you (Laughs).
They were a good match in the end.
Nakamura: Looking back, I really do think it was a wonderful encounter.
The sequel is also in development!
2 games on Nintendo DS
After the game has become such a worldwide hit, I cannot help but ask about the next gameβ¦
Ishihara: Weβve actually been working on the next game for quite some time. It will be for Nintendo DS hardware.
Ohh! Previously, you released one game for DS and Advance respectively. How will it be this time?
Ishihara: 2 on the DS.
Ohhh! When did development begin?
Nakamura: A very long time ago (Laughs).
Ishihara: We are developing it with the hope of releasing it in 2007.
That is not very far away!
Ishihara: Yes. So we wouldnβt finish it in time if we had just started now, right? (Laughs)
Well, that is what Ishihara-san says, but how are things at your place, Nakamura-san�
Nakamura: The situation is quite hectic, of course (Awkward laugh).
Did you always plan to make sequels?
Ishihara: No. It would be difficult to do until you felt confident in the first game. A big part of it was that the reception abroad was better than expected.
What was the reason you chose to release both games on the DS?
Ishihara: When the previous game first went on sale, it was the perfect time, as the leading platform was switching from the Game Boy Advance to the DS. But the situation has changed completely in just one year. When deciding to release two different types, we had to discuss which hardware to choose, and there were even some suggestions of βWhy not DS and Wii?β (Laughs). But considering the current market and development environment, we felt it would be best to have both released and played on the DS.
How was it as a creator? Releasing only on the DS.
[Check βPokΓ©mon Mystery Dungeonβ anime to be streamed!
PokΓ©mon Mystery Dungeon became an anime in North America, and recorded incredibly high viewership. Since PokΓ©mon Mystery Dungeon plays differently from previous PokΓ©mon, and it takes place in a new setting where the PokΓ©mon can talk, Ishihara explained that it was made with the intent of being an βorientation.β
In fact, this anime is to be released in Japan as well. It will commemorate the release of the new sequel mentioned in this interview, and be available on March 23. The episodes will be streamed exclusively on Yahoo!. Letβs enjoy the unique world of the PokΓ©mon Mystery Dungeon series through the anime.
β You are guaranteed to be able to see a new side to these PokΓ©mon. Fans should not miss it!]
By combing the two
You can play in this many new ways
Page 4:
Nakamura: With the previous games, we were forced to create them in a way that accommodated the inferior capabilities of the Advance. But since both will be on the DS this time, we can incorporate ideas involving the dual screens as much as we wish.
It sounds like there will be a lot of new elements.
Nakamura: Thatβs right. In particular, as we can create it on the basis of there being Wi-Fi support, aside from the βHelp a Friendβ system from the previous game, we are putting even more effort into having that feeling of βplaying with everyone.β
Specifically, what kinds of elements are being added?
Nakamura: I canβt say (Awkward laugh).
Will PokΓ©mon from Diamond and Pearl be included?
Ishihara: Of course, they will be. Not only that, as simply being put in without a solid role would be meaningless. So please look forward to that. Also, one thing that I can say is in regards to the question of βreleasing two types?β If there are two dungeons, then the two games will be slightly differentβ¦ Well, I am still discussing various things with Nakamura-san (Laughs).
Wh-what do you mean?
Nakamura: For instance. This is an example, alright? Even if itβs the same dungeon, if the items you pick up are different, then it would affect the way you finish the game, or what strategies you use. β¦Well, that is just an example (Laughs).
It would be a very big difference for Mystery Dungeon!
Ishihara: Originally, in PokΓ©mon games, the gap between PokΓ©mon was a gap in playing. In other words, it dictated the direction of the game. In Mystery Dungeon, the acquiring of items has been added to that. I think that things like that will become the great difference between the two sequels.
With the sequel, as far as you are able to say at this time, can you tell us what point you want players to focus on the most?
Nakamura: For the previous games, we received a lot of feedback about how the scenarios and story parts were incredibly interesting. And so we are consciously trying to create a game with a substantial story that surpasses the previous games and be a more enjoyable adventure. An even longer story is waiting for you.
Ishihara: In regards to the amount of story, there were many different opinions. We thought that we had incorporated a great amount of it, but there were still people who said there βwasnβt enough.β And so we thought, βwhat wasnβt there enough ofβ¦β
In the previous game, after you see the ending and closing credits, quite a lot of elements are unlocked. But expanding on things like controls and character selection may have made the partner relationship between the player and the PokΓ©mon feel a little more distant. That was the conclusion I reached after analyzing it. This time, we mean to create the story while taking that into account.
Always be bold towards things that seem traditional!
Lastly, in regards to future developments. It seems like PokΓ©mon will continue to develop in many different directions.
Ishihara: There are plenty of ideas when it comes to simply expanding the license. However, when you find themes or mechanisms that make you wish to collaborate in some form, like Mystery Dungeon, it is very helpful. In fact, there is no meaning in making something new without that relationship. Once you realize you can combine two things to create a new way to play, as we did with this game, it makes you want to try out many other different things too. When it comes to things that are considered traditional with video games, I would like to be bold at all times.
Nakamura-san. Mystery Dungeon turned out to be an incredibly good game. Has this experience made you want to try out anything in the future?
Nakamura: The DS has complete network capabilities now, so I believe that itβs time to start focusing on that. With Wi-Fi taken into consideration, I think some interesting things could be done with Mystery Dungeon. I have all kinds of ideas.
Ishihara: There is something that both PokΓ©mon fans and Mystery Dungeon fans can look forward to the most this year, and that is these two games. Whether it's the gameplay or the expanding world of PokΓ©mon, I hope that they are looking forward to it.
Nakamura: I feel like Iβm being pressured (Laughs). As Ishihara-san said, we will create something that wonβt disappoint fans, so please look forward to it.
[Notes after editing]
The moment that I saw Tsunekazu Ishihara and Koichi Nakamura sitting together, I felt goosebumps all over my body. And then the two spoke directly of the worldwide hit, PokΓ©mon Mystery Dungeon. I could not help but think about how it was such a privilege, and somewhat forgot about my work.
PokΓ©mon Mystery Dungeon was created from this meeting between the two, and while listening to them, I nodded with an βI see,β many times. At a glance, the two worlds might seem to oppose each other, but with Ishiharaβs flexible stance, and the technical ability of Chunsoft led by Nakamura, I think that the creation of a balanced game that was a hit on a worldwide scale was not so much βmiraculous,β but βinevitable.β I have great expectations for the sequel, which is said to be released in 2007. Geniuses donβt stop. (O)
"Memories, Memories, YOOM...TAH!!"
PokΓ©mon Mystery Dungeon: Explorers of Sky Official Guide Book. 2009.
Art by Kouki Saitou. Translation by Smaturin. Editing and formatting by neonhumbuzz. Oversight by PMDCollector.
My name is Chatot. As you know, Iβm the head of intelligence, and the Guildmasterβs oldest pupil. Just recently, Team PokΓ©Pals was asked by the Guildmaster to investigate Waterfall Cave. However!
After Team PokéPals completed the job and returned, the Guildmaster realized that it was a place we had already been to. In that case, there was no need to go there and investigate... really, that is so like him⦠(sweats)
However. This is the Guildmaster. And so, there must be some reason. He may simply have forgotten about it (sweats). Hmm. I donβt know. After all, he is like a fairy.
As the head of intelligence, thinking about it kept me up at night, and so I decided to take the plunge and visit the Guildmasterβs room. Of course, I did not forget the Perfect Apple.
"Guildmaster, sir, I have brought the Perfect Apple. Iβm coming inside."
"Yes! The Perfect Apple!! Thank you, Chatot."
And so the Guildmaster looked at the bright red Perfect Apple, and with a wonderful smile, spoke slowly to me in this way.
"β¦I think it was around the time that I evolved into Wigglytuff, and decided in my heart to strive to become a Guildmaster. By coincidence, I happened to hear a rumor that someone saw my old master. I have talked about my master before, havenβt I? I could not stay still, and went to all of the rumored places, and gathered information from the explorers. But. In the end, I wasnβt able to meet my master."
"Some time after that, I heard a story about my master being seen in Waterfall Cave. And so I headed there immediately. As I was still quite inexperienced then, there were several trials waiting for me."
"How should I find the entrance? How can I move forward? Still, my master may be waiting for me up ahead. I wanted to meet my master no matter what!!"
"When I thought of that, a strange power would well up within me, and all of the trials became fun. Like that, I recalled the days spent on my first adventure with my master, back when I was an Igglybuff. Those memories are a precious treasure to me, because memories of friends can be an unexpected power. Difficult adventures and tough trials can surely be overcome if you are with friends. Those memories will shine within your heart, and become a treasure."
"Around the time that I started to think about how Team PokΓ©Pals was working hard every day, and that it was time for them to discover their own exciting treasure while working together, I suddenly recalled Waterfall Cave."
"That place, as long as you have a little courage and have gotten the hang of solving some mysteries, it should not be a very difficult dungeon. At least, not during that season."
"...Guildmaster, you were thinking about Team PokΓ©Pals that much!!"
That was the Guildmaster for you. So he was just pretending to have forgotten after all. And then the Guildmaster continued.
"Still, I did not expect them to uncover the secret of the Hot Spring so easily. But thatβs Team PokΓ©Pals for you. I hope the day comes when those two realize that theyβve discovered a great treasure. An extraordinary treasure that cannot be seen with your eyes."
After leaving the Guildmasterβs room, I spent a long time looking at the round moon. And this is what I was thinking about.
Even if you return from an adventure, and the treasure chest you brought back with you is empty, it might actually be filled with the treasures called memoriesβ¦
The round moon was like a ring of everyoneβs smiles, and I felt as if I could hear the Guildmasterβs voice. Saying, "memories, memories, YOOM...TAH!"
GTI misc dialogue. Part 31. Post game - 6. Game complete!
Crustle and Dwebble(β)
GTI misc dialogue. Part 30. Post game - 5. Hero is back.
GTI misc dialogue. Part 29. Post game - 4.
Crustle and Dwebble(β)
GTI misc dialogue. Part 28. Post game - 3.
Crustle-- I mean Dwebble(β)
GTI misc dialogue. Part 27. Post game - 2.
GTI misc dialogue. Part 26. Post game - 1.
Swanna and Dwebble's letter (β)
GTI misc dialogue. Part 25. The world is ending.
GTI misc dialogue. Part 24. Before going off to save Munna.