Mike Fischer began his Sega tenure at a young age and spent his first few years in Japan before transferring over to Sega of America. He went on to executive positions at Namco, Square/Enix, and Xbox. One thing that made Fischer’s experiences so unique was that they were at key points in each company’s history. He spent the better part of two hours telling us about his time at Sega and Namco and some of the historic events he witnessed.
Features
Behind the Design: Landstalker
Climax broke new ground on the Genesis with this isometric action/adventure classic. Landstalker was a game unlike any other on the console, and it still holds a special place in the hearts of gamers worldwide. Join us for our deep dive into how it was made, as we examine everything from its conception to release with newly-translated documents and interview details!
Classic Interview: Hayao Nakayama
In this translated interview from 1980, then-Sega Executive Vice President Hayao Nakayama discusses the company’s operations, bootleggers, and the recently-acquired Gremlin Industries. He provides some insightful details into Sega’s corporate composition, priorities, and sales, as well as the relationship between its Japanese and U.S. branches.
Behind the Design: Shining Force
Climax built on its success with Shining in the Darkness to create one of the most legendary 16-bit titles of all time. To this day, Shining Force is considered a true Genesis classic, and it spawned a series of its own that still has fans. Join us as we examine how this beloved game was conceived, developed, and released.
Behind the Design: Shining in the Darkness
Climax burst onto the 16-bit scene with a wonderful 8Mb RPG that looked like nothing coming out of Japan at the time. Filled with memorable characters, fantastic visual effects, and a challenging quest, Shining in the Darkness was one hell of a debut title. It put Climax on the map and laid the foundation for a series that would run for the next three decades.
