Artist Kamui Fujiwara talks about Terranigma amid push to resurrect SNES classic RPG – Feature
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Terranigma is a SNES title that holds a special place in the hearts of many RPG fans, which is remarkable when you consider that it only released in Japan and Europe, and bypassed North America entirely. Part of Quintet’s loose RPG trilogy (which also includes Soul blazer Y Gaia illusion), Terranigma has become a cult classic in modern times, so much so that fans are petitioning Square Enix for some form of relaunch on modern systems.
Manga artist Kamui Fujiwara – author of Dragon Quest: Emblem of Broken the genius behind Terranigma’s character design – has recently been participating in the “Hero Resurrection Festival” (or “Heroes Easter”), an online event that Terranigma fans celebrate each year on Twitter. He has been tweeting a new piece of art every day. to promote the terranigma-themed art show that will take place from September 3 to 13 at ACG_Labo. For the occasion, Miyoko Takaoka (maiden name Kobayashi, composer of Terranigma) is also creating a new song.
Before these events took place, Italian game developer and superfan from Terranigma @b_layDEV I was lucky enough to speak with Fujiwara-san about the game, and you can find the exclusive interview below.
Do you remember how you were first approached to work at Terranigma?
Fujiwara: Terranigma was distributed by ENIX (now Square Enix). At the time, ENIX was publishing the manga (Dragon Quest) “Emblem of Roto”, so it was easy for Quintet to contact me for work. It wasn’t a job I wanted, but I enjoyed working at it. Above all, I love action RPGs.
What guidelines did you follow when creating the art of the game?
After Soul Blazer and Illusion of Gaia, we had Terranigma as “a third game”. They told me they wanted a change from the visuals in the previous two games, so there were no particular restrictions on character design. I actually had a lot of freedom [in] how I designed the characters. He was free to design whatever he wanted.
Which Terranigma character do you like the most? How did you come up with its design?
He had no particular preference for characters. I designed them before playing the game. Only when you play the game do you get emotionally involved with the characters. After playing, I really liked Meilin. I think the complex way he expresses his emotions is really good. The main character was the only one that I had to redraw many times, but the rest of the characters were done quite smoothly.
How involved were you with the mechanics of the game and the development of the story?
I couldn’t work on the game for a long time because I was working on a manga series. I was involved from the early stages. In general, I provided the images that served as the framework for the project. After the launch of the game, my [design note] The material for Terranigma was published at the end of the picture book. Dragon Quest Retsuden: Roto no Monshō – Kamui Fujiwara II Illustration Collection.
Did you try to play long before its official release? If yes, are you aware of any important content that was removed during development from initial planning to final game?
I played the game once before its release. It was almost done, but there was still a debug mode, so I remember being able to move around and explore different locations (via the locker at the beginning of the game).
There is data in the game that points to a third battle phase for the final boss (Dark Gaia). Did you know?
I’m not sure, I don’t know.
[Later, Mr. Fujiwara was able to recover and publish the original (lost) Design Note of the game. In this document, we can see some never-seen-before sketches showing some discarded ideas for the final boss fight. You can also notice how one Dark Gaia discarded form got recycled to create another boss in the final release (Stormkeeper).
We translated the notes from the sketches: the first one says that in that battle phase, Dark Gaia was supposed to be an overlay of three identical sprites of the boss, with three different % of transparency. Each pair of arms moves/attacks independently.
The second one says that, if you tried to go behind the boss, he would have smashed the columns.]
Collectors are looking for the first version (beta) of Terranigma. Do you think it is still possible to find it somewhere?
I think I have it. However, I don’t know if it still works.
[At a later time, we examined Mr. Fujiwara’s copy of the game and we were able to confirm that it’s not the infamous beta version of the game. Instead, we discovered it’s an unpublished pre-release version of the game, almost 1:1 of the final release, besides 4 bytes. The sticker on the cartridge says “513027 No. 180”, with “180” probably being the build number. The team kept publishing beta footages till 8th September (Family Computer Magazine Sep. 8, 1995 No.18) so, probably, the cartridge is dated after that.
When we said to Mr. Fujiwara that his copy wasn’t the beta, he replied with something very inspiring:
I’m sorry to hear that. But I’m glad I found out about it. It means the quest is not over, right? It’s nice to be able to keep moving forward.
We also found out that Family Computer Magazine published a monthly preview about the game starting June 1995 till November 1995. Those magazines are now collectors material. This way we were able to track down the source of the beta photos that have been circulating around the Web in the latest years: those are taken from Family Computer Magazine June 2, 1995 No.11, the beta footages known to date. Mr. Fujiwara says the beta is still out there waiting to be found.]
Are you still in contact with a member of the original team at Quintet?
I don’t know about Quintet, but I got in touch with the stage writer and composer (of the game) once on Twitter. I don’t know about the director, Mr. Tomoyoshi Miyazaki, because he seems to have disappeared. Probably the reason the game has not been remade or subsequently sold is because Mr. Miyazaki cannot be contacted.
Were you involved in any way as supervisor of novel art and manga production?
I provided my [design note] material to the person who drew the manga. For the novel, I provided the illustrations. I remember the cover of the book of [Dragon Quest] “Emblem of Roto” was horizontal, so I “dared” to use a horizontal illustration for the novel.
People are trying to collect all the items related to Terranigma to preserve them. In his latest tweet, we can see Ark with blue hair from a page called “Secret Collection No. III”. Can you tell me more about this document?
That is a print design for a business card that I recently made for myself. It was not commercially available at the time. [of the game release].
It was not commercially available at this time and will not be in the future. It’s called “No. III”, but it’s actually one of the 48 cards. The contents of the cards are designs from my previous work. The reason I called it “Secret” is because it won’t be a [public] art book.
Do you own any unreleased Terranigma art or content?
Of course there are still some sketches and some unpublished content. Also, due to the loss of the original manuscript, some of the illustrations (sketches and finishes, etc.) have been lost.
Would you like to work on a Terranigma remake / reboot? What would you change about Ark’s design? How would you draw it today?
Of course, I am in favor of remaking the game. I think with current technology, [Ark’s] the hair could be rendered in its original blue color, and I would like to do that. Blue is a symbol, it is the color of the incarnation of the Earth.
Last question. Is there anything else you would like to say and share for all Terranigma fans around the world?
It is a game that has been loved for so long. I’m sure it will be revived at some point, as I’m sure many other people think it will. If a remake happens, I’d like to hear Ark speak to the fans, not me. “I’ve kept you waiting! You’ve waited long enough!” I look forward to any new take [on Terranigma] It will lead to new emotions.
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