Robotrek was left until last, simply because the reviews said it was "unoriginal" and "you know, for kids". Granstream Saga, meanwhile, turned out to be disappointing – confusing layouts without a map, and repetitive combat which drags on forever due to enemies blocking 99% of your attacks, even with the strongest sword! It, too, was quickly substituted for a longplay video. So I created the robot designs based on that. ![]() So they aimed for a more approachable and endearing, somewhat retro atmosphere, and outsourced the scenario and character design to us with that kind of world in mind. The game involves an inventor, but they didn't want it to be about cutting-edge technology. She intentionally made it light and happy with a pop sensibility. Well, Dinosaur was quite dark, so she wanted to do something completely different and come up with something very fantastical and light, so that is why she came up with this new game, Robotrek. The reason is because one of the planning staff was a woman, she used to belong to Falcom as well, and she was involved in a game called Dinosaur. JS: In contrast, Robotrek was quite light-hearted. I think Miyazaki-san became very popular because he was able to come up with a convincing script, incorporating pathos, or a kind of sadness into it. ![]() I can understand that, because as a fan it's exciting to discover connections or relationships between the characters and contents of the games. JS: I suppose when someone likes all the games from a company, they want to draw connections. Because I was the one who came up with the basic idea for Granstream Saga. Whereas Terranigma and Granstream Saga are somewhat different. Starting with ActRaiser, and followed by Soul Blazer and Illusion of Gaia, the games are definitely connected, in Miyazaki-san's mind at least. So in that effect I think there was some resemblance. KY: Yes, I think there was a common custom or thread shared among the games, in terms of scenario writing, such as like the delivery of the dialogue, and so on. Fans regard Soul Blazer, Illusion of Gaia, Terranigma, and Granstream Saga, as a loosely connected four-part saga. JS: He was going to contact colleagues and we were going to have a joint interview. You emailed me saying that you were going to interview Mr Takeshi Tsuru he was involved with Terranigma. JS: That's why you were not involved with it? When Quintet came up with Terranigma, that is when Shade was established. KY: No, for some reason not in the United States. JS: However, Terranigma came out in Europe but not America. JS: Not at all! Am I exaggerating, Joseph? Yokota hadn't worked on Terranigma, but I was in contact with its planner, Takeshi Tsuru, who promised to contact former colleagues, and almost resulted in a group Terranigma interview (lack of time curtailed these plans). Actraiser, Soul Blazer, and Illusion of Gaia were three all-time favourites on the SNES, and Yokota was involved in all three. While Yokota showed off the designs he did for Robotrek, saying it was embarrassing to be photographed, I asked a few questions out of politeness, keen to move on to Quintet's other games. I had not read GameFan's preview, nor had I played Robotrek, so I entered the conference room carrying all the baggage from those other magazines. The only magazine to champion Robotrek in any way seems to have been Diehard GameFan they didn't evaluate it as part of the Review Crew, but in a preview page, Nick Rox described it as totally different and refreshing, while lamenting the fact it would likely be ignored in favour of Final Fantasy III. ![]() GamePro didn't think much to Robotrek at the time of release - Images: GamePro
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