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Interview : Daniel McNeely, CEO of Armor Games

This time, Pig-Min did an e-mail interview with Daniel McNeely, CEO of Armor Games.

Armor Games is another rising star of Web Game site. Could be worth to check, if you are interested in playing Web Games, or making some by yourself.

Korean Version of this Interview


ArmorGames.com Informercial, done by Mega64.


1. First of all, please let us know Brief History & Business Size of Armor Games.

Armor Games started in the end of 2005. I being a big gamer, wanted to make a website devoted to great games. Most of these great games came from Newgrounds and not only did I find great games on this site, but great developers. Most of them were friendly and nice, and I got to pay them to develop flash games for AG. We had a handful of hits come out and have been releasing games ever since.

 
2. People play A LOT of Web Games, but don't know exactly HOW HUGH Web Game market is. Please share us brief idea about 'Web Game Market', HOW BIG it will grow in the future, and HOW THEY EARN money.

I think the web game market is an emerging market and I think it will continue to double in size in the coming years. I'm not sure the exact size, but if you have companies like Viacom investing 550 Million in online games, then it has to be something that is set to take off.


3. Recently, some Web Games get 'Funding' to be completed, by Kongregate or some other sites. But years before, Web Games only got money after completed. It's BIG 'Change' of Web Game Market, as I assume. Please let us know more about that 'Change', and action of Armor Games.
 
That's great news!! :D It shows that online causal games is an expanding market. We've been contacted in the past by VC firms wanted to fund Armor Games, but its something I haven't been interested in.


4. More & More Web Game sites are made, as we all know. But recently, even 'Downloadable Game' sites are becoming 'Web-Game-ish' style. For example, pjio.com supports igloader to launch 'Downloadable Game' at web, and even Yoyo Games (Game Maker) has changed their site as 'Web-Game-ish' style. Any opinions about that?

I prefer to play web games as do most of the users who visit 'ArmorGames' so we don't have much interest in pursuing downloadable games at this time.

 
5. There are LOTS of Web Games website, but Armor Games could be one of the best. Any special method, to overcome competitors & survive?

Build the best games, Search for the best developers, and put my faith and trust in Jesus Christ to have him accomplish whatever he would want with 'Armor Games'.
 

6. For Armor Games, how to contact & support Web Games? As I read from Armor Games, people could subscribe freely after they complete the game. But there could be some other methods, as you find some cool games & support to make next games, ... etc.

We support web games by paying people to make them, and by sponsoring games. We've been supporting the flash renaissance for over 2-years now, and are following in the footsteps of great sites like Newgrounds, but on a smaller level.

 
7. If some beginner wish to make Web Game for the first time, what are the MAJOR things to consider? For example, File Size / Game Design difference from 'Downloadable Game' / ... etc.

I'd make the game in flash, keep it under 2 megs, and come up with some original and fun.

 
8. Please recommend good 5 Web Games & 5 non-Web Games.
 
5 Good Web games
* Portal the Flash Version
* The Last Stand
* TBA
* IndestructoCopter
* Dark Cut 2

5 Good non-web games
* Halo 3
* Mario Galaxy
* Rock Band
* Guitar Hero 3
* Any Zelda game


9. Did you try some Korean games, or even heard or experienced about them? If so, please share your thoughts about that.

I have not, but I'd be interested in meeting some of them.


10. Please leave some message for Pig-Min readers.

Please visit 'Armor Games' everyday for the best in Free Quality Casual Gaming at its finest. Thanks for the interview.

Korean Version of this Interview
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This time, Pig-Min did an interview with CEO of Stamp Out Piracy, which is Anti-Piracy site for Indie Games. He prefers to be anonymous not uses his real name, due to 'nature of Piracy'.

This site was opened last August, 2007/08, and worked A LOT to counter-attack Piracy of Indie Games, closed over 6,500 cases until now.

Official Site of Stamp Out Piracy
Korean Version of this Interview


User image
Yes. Stamp Out Piracy.



1. First of all, please let us know HOW SERIOUS is 'Piracy' of Indie Game, with some examples.

Piracy of Indie games is very serious.

Every day we trawl the gaming warez sites and find hundreds of links to Indie games. Many people think that it is only AAA titles that are cracked but we see far more indie game related links.

New releases of indie games are cracked on the day of release so it is a very serious problem. For example, if a new game is released on a gaming portal like BigFish Games/Reflexive etc you can guarantee that within a couple of hours it is already available on a large number of warez sites.
 
 
2. Many people might suffer from 'Piracy', but not everyone made union against that crime. Please let us know how come to make such an Union & website, and brief history?

We set up StampOutPiracy.com as we are Indie Game Developers ourselves.

We have seen pirated versions of our own games on the Internet as well as the majority of other Indie titles. It's becoming more common for developers to discuss piracy on forums and this seems to have increased a lot over the last year.

There also doesn't seem to be any anti-piracy companies who are going out and trying to get these illegal piracy links removed on behalf of Indie Devs.

 
3. How do you counter-attack for'Piracy'? There are too many of them to handle, as I know.

We go through a large number of warez sites on a daily basis and get any links on filesharing accounts such as Rapidshare.com, Mediafire.com etc removed, usually within about 4 hours. We also report any blogs, Ebay Listings and whole warez sites.

There are a lot of sites and some people would say there's too many, but we are making a dent as our statistics show. Taking out pirate links/sites isn't our only objective. We also want to educate people as to why piracy is wrong.
 

4. How many 'Piracy' acts were found & ceased by your homepage? From the first time until now, and monthly estimated counts.

Currently our statistics show that we have closed over 6500 links/sites. The figure represents whole warez sites, file sharing accounts/links, blogs, forums and even Ebay listings.

StampOutPiracy.com was only setup in August this year so we are pleased with the results. Each month we remove approx 1500-2000 links/sites.

 
5. There might be some 'Anti-Piracy' deeds, which plain people could do. Please let us know how to.

One of the main things people can do if they run a website is to educate their visitors/customers by maybe writing an article about piracy, linking to one of our articles at http://www.stampoutpiracy.com/moreinfo.htm , inform your newsletter signups about the dangers of piracy, report piracy to us by using our form at http://www.stampoutpiracy.com/reportpiracy.htm - there's lots that can be done. A recent post on the Indie Gamer forums at http://forums.indiegamer.com/showthread.php?t=12262 has much more information.
 

6. Maybe there are some other 'Anti-Piracy' union or homepages like yours, not only for Game, but also for Music / Movie / ... etc. Do you have some plan, to associate with them in the future?

Yes, we already link to a good few anti-piracy sites at http://www.stampoutpiracy.com/links.htm

Some have returned the link, others haven't. We'd like to get more involved with them which is what we're aiming for early next year. We'd also like to get some of the bigger casual gaming portals involved too as a large amount of their games are cracked and made available each day.
 

7. Please recommend good 5 Indie Games, and the reason why.

I love old school style games, so . . .
 
Scavenger (http://www.pieyegames.com/Scavenger/Info.htm)
It has a lovely old-school feel to it and kept me busy for hours. Great atmosphere too.
 
Knytt Stories (http://nifflas.ni2.se/index.php?main=02Knytt_Stories)
Wonderfully simple with excellent design.
 
Hap Hazard (http://www.raptisoft.com/games/Hap-Hazard/783/)
I love retro style platformers. Brilliant fun!
 
Jets'n'Guns (http://jng.rakeingrass.com/)
This is a really tough shooter but it keeps you coming back for more. Beautiful graphics and thumping soundtrack.
 
Repton 1 (http://www.superiorinteractive.com/repton/)
Takes me back to my childhood :)
 

8. Did you try some Korean games, or even heard or experienced about them? If so, please share your thoughts about that.

Heard about them, but haven't tried any - sorry!

 
9. Please leave some message for Pig-Min readers.

What can I say apart from help to support Indie game developers by purchasing their games.



Official Site of Stamp Out Piracy
Korean Version of this Interview
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Interview : Sean O'Connor, 1 man maker of [Slay].

This time, Pig-Min did an e-mail interview with Sean O'Connor, who made [Slay] & many other small but intersting games.

His games & history are far different from than other Indie game industry. So it could be interesting to read his interview here. Take a big breath & ready to read a long & important answers.

Official Homepage of Sean O'Connor

Korean version of this Interview

User image

Very simple, but most addictive game all over the game scene.


1. You are very 'Unique' even in Indie Game scenes all over the world.  But even if I see 'History of the Games' & 'About Sean O'Connor', it's hard to get idea who you are exactly, all we could know is very limited. Please introduce yourself & your work briefly.

I've always been very passionate about inventing board games and personal computers happened at just the right time for me, when I was still at junior school. I found computer programming came naturally to me (first in Basic and then in Assembly code) and it was a great way to make games that I invented come alive rather than just being a passive set of rules.

I wrote games all through my time at school on the computers I owned: a Video Genie (a TRS80 compatible machine), an Acorn Electron and then an Atari ST. I had a couple of games published on magazines, but I kept finding that just as I had mastered one computer, the next generation of home computers would come out, and I would be back to square one.

Looking back I'm not sure why I never got a regular job as a computer games programmer, but hearing about the stress of meeting deadlines, and the hours those guys have to put in makes me thing that maybe I had a lucky escape!
 

2. [Slay] is released in 1995 for the first time, and you had more money with that game than you can earn with Network Managaer Job, so became Self-Employ condition until 1999. You live in UK, and living fair might be much higher than other countries, so we could assume you got real high fortune with [Slay] in 1995! It might be real big fortune at then, as I assume. Could you please let us know brief information about that?

I never made a fortune from [Slay], but it was making just a bit more than my regular job, so I thought it was worth the risk of quitting full time employment and having a go at writing similar games full time. Maybe if I lived somewhere where the cost of living wasn't quite so high as the UK, it would have been a really good sum of money though.
At that time I didn't have a house, wife or kids, so as long as I had enough money to pay the rent and buy food I was happy. I think my friends were very jealous, though when they had to go their 9 to 5 jobs and I stayed at home working on my own projects.


3. After 2001, we remember some 'Indie Success' story, as Popcap of [Bejeweled] & Introversion of [Darwinia]. But your Indie success [Slay] is far earlier than them. Of course, there were some 'Indie Success' stories even in 1990's, however they became 'Much Bigger' company, as ID soft of [Doom]. You were 1 man army from the first time, and even until now. There are some other 1 man army (or few men army) in Indie scenes recently, but can't remember any of them in 1990's. Could you please let us know some Episodes about that, especially for 1990's?

To be honest I hardly ever play any computer games!

I played [Wolfenstein] and then [Doom] a lot though, but John Carmack who wrote the 3D engine for them must have been a technical genius, and way beyond anything I'd attempt to do, so he absolutely deserved all the success he got.

I liked the simplicity of Richard Carr's DOS game [Capture The Flag], and that's why I wanted to do my own version of it on Windows. Maybe other people's games frustrate me as I keep finding myself thinking that's not the way I would do it if I had written it.


4. You had made many games. Not only for [Slay], but also for [Conquest] - [Firefight] - ... etc., total 10 games. But as I think, you'd rather 'Update Older Games' than 'Make New Games'. Your latest game was [End of Atlantis], and it's done at 2005. Any reason about that, to update older games again & again, not make new games?  ([Capture the Flag] is the latest in 2007. Sep., but it's still on Beta, so I didn't write about it.)

A problem is that each game you write gets its own group of fans, who come up with new ideas (or find bugs!) that as the author you want to deal with. So, as you get a bigger collection of games, it becomes harder and harder to find free time to work on something brand new.

The other problem is that each new game that you want to do gets more and more ambitious than the last ones, so the number of hours needed to complete the next project can grow.

Having said that though, since [End Of Atlantis] I have written [Niggle] which I really wrote for my father in law, as it's his favourite card game. And we had just bought him a computer, so it was something for him to help learn about computers on.

I've also just finished [Capture The Flag] which I wrote to get some experience with isometric graphics and create a fast enough graphics engine for that so I could write some real-time isometric games.


5. You are making games not only for Windows PC, but also for Pocket PCs / Palms / Symbian UIQ. These handheld machines might be very different from Laptop PC market, as I assume. Could you please let us know about that, as Selling Scores / Buyer's Feedback / Interface / ... etc? And did you get any contract, to make [Slay] for NDS / PSP (or even XBLA)?

I converted a few of my games ([Slay], [Conquest] and [The General]) onto Pocket PCs, because I found that programming Pocket PCs was almost identical to programming Windows, so there was very little work involved in porting them.

I've no experience myself in programming on Palms or for Symbian, and those two ports were done by friends of mine who really liked playing [Slay] and wanted a version on their own favourite handheld device.

I think the market for games on these devices is so much smaller than Windows PCs though, and I make nearly 90% of my sales on the Windows versions.

[Slay] might be a perfect game for Nintendo DSes though, but the overhead in learning to program on a new device would be so high that it would be a big risk to do conversion to them.


6. Your games are 20$ for 1 copy, but you do 'Bundle' a lot, as 10 Window games as 40$. It's real big 'Bundle', so your customers might be very interested in them. Does 'Bundle' really works well in sales, or both of 20$ selling / 40$ selling works well? If you don't mind, please let us know brief idea about that.

Naturally I try and persuade as many people as possible to buy the $40 bundle! But, most people just want the individual game that they've seen and want to buy.

I'm always happy for people to "upgrade" at a later date if they have bought one game and they now want to buy the whole set though.


7. Do you have any future plan for New games? If so, please let us know about that. (Maybe [Capture the Flag]? And more?)

I really want to use the isometric graphics routines I've worked out to make some real-time games.

Some thoughts I've had are a massive game set in Stalingrad with thousands of intelligent infantry men perhaps a bit like my game [Firefight], or a medieval/fantasy battle game again with thousands of troops. My big problem though is the graphics as that's something I have no skill at whatsoever. For [Capture The Flag], I used graphics that are freely available from this site. http://reinerstileset.4players.de/englisch.htm


8. Please recommend other good Games, and explain the reason why.

I played [Galcon]
http://www.imitationpickles.org/galcon/index.html recently, and I thought it was brilliant but then it got quite samey after a few games.

I thought that [Odyssey Winds Of Athena] http://www.liquiddragon.com/odyssey.php was technically amazing but again the gameplay got a bit repetitive. Maybe if the game had been more of a strategy game where you intercede as a god to help your fleet to defeat the Persian fleet it would have been more my sort of game.


9. Did you try some Korean games, or even heard or experienced about them? If so, please share your thoughts about that.

Unfortunately no. As I play so few other games that's not surprising I guess though!


10. Please leave some message for Pig-Min readers

Thanks very much for reading this and I really hope that my games are your sort of thing.


Official Homepage of Sean O'Connor

Korean version of this Interview
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This time, Pig-Min did an e-mail Intervie with Chris Delay, Lead Designer / Developer of Introversion. Hope you'd enjoy this interview!

Korean version of this Interview

User image
Start of everything. [Uplink].


1. [Uplink] was the start of Introversion, and opened new era of Indie Game scene. It's very interesting & addicting game, even if it has very lo-fi & old school graphic. But it's kinda risky thing to do, very unique & unusual theme with retro outfit. How come to decide to make game like [Uplink]?

No-one to my knowledge had ever made a game about computer hacking and I couldn’t understand that ? it seemed such a great theme for a game! So [Uplink] was really born out of that desire to create something unique and completely different to anything else out there. Perhaps it was a risk but at the time it felt much less of a risk to make something original than try and directly compete with other games companies by making another first person shooter. [Uplink] wasn’t the first game I’d worked on but it was the first to be made into a complete and sellable product.


2. Right before [Darwinia] released, Introversion sold Poster of [Darwinia] to earn some money to finish it, as I recall. [Uplink] was big bang & well sold game for an Indie game at then, so there might be some reason that money was short at then. Maybe due to 'Strategy First' problem?

You’re right Uplink did sell incredibly well and it far exceeded our expectations. I think part of the later cash-flow problems we suffered came from our initial inexperience.

We hadn’t really budgeted for the fact that game sales would take a dip after the first couple of months and by the time they did, we’d already spent a lot of the money. Looking back its quite ridiculous really ? we spent ?10,000 just on our trip to E3, splashing out on speedboats and fast cars. It was all huge fun but we paid for it later!

When 'Strategy First' filed for bankruptcy we did lose out financially but the other main issue was that we really hadn’t budgeted for the fact that [Darwinia] would take so long to complete. We had initially thought it might take a year or so, and we had enough money to keep us running up to that point. But [Darwinia] actually ended up taking 3 years to finish and by that stage we were well and truely in trouble. Some of us moved back home with the parents to save money and we ended up selling alot of stuff on eBay to try and make ends meet. It was a really tough time but in reflection I think that having experienced that, is probably the reason why we’re still here today. I do believe that bad times make a team stronger in the end.


3. When [Darwinia] released, it's sold through 'Steam' & became very famous. As I assume, that was very good chance & business deal for both of Introversion & Steam. Introversion needed 'Good Publisher', and Steam needed 'New & Brilliant Game'. How was business with Steam at then, and when [Defcon] released?

Steam has worked out very well for us and there are many advantages to a small company like ourselves using Steam. The royalty rates for the developer are excellent and you are able to expose your games to a much wider, more varied audience which not only helps to sell more games but also improves your company profile within the industry.

[Darwinia] had sold disappointingly when first released through our own store, but its release on Steam enabled us to have a second launch and I think it was partly to do with Steam and our raised profile that Darwinia was voted for so many awards at the Independent Games Festival Awards in 2006. Similarly with [DEFCON] we’ve been really happy with the way it’s sold since its launch last September.


4. Recently [Darwinia] was picked for 'MSN games for Windows Vista'. Most of the games were Casual games, except for [Darwinia]. How come to be chosen in that list?

It’s always difficult to know exactly why a publisher chooses your title for a particular platform. However Microsoft have shown themselves to be keen to support gaming on all sorts of different platforms and whilst the casual games would have appealed to the mainstream audience, its my guess that in using Darwinia they also hoped to appeal to a hardcore gaming audience as well.


5. There are 3 games of Introversion until now, [Uplink] - [Darwinia] - [Defcon]. They are all entirely different genre - game object - interface style, except for retro graphic style. And especially for [Darwinia] & [Defcon], they have opposite theme. [Darwinia] was about 'Peace', but [Defcon] was about 'All dead'. There might be some reason why, all of your games are totally different. Please share your opinion about that.

I think its not so much about trying to make games that are the opposite of the last but more as you say about making sure that every game we release is truely unique in some way and that’s why the quality of the ideas we generate for games is really important. 

Ideas occur fairly randomly although i do pick up inspiration from movies ? [Wargames] was great for that, it inspired [DEFCON] and the hacker elements helped with creating [Uplink].

Originality of our games is extremely important to us and its made possible by the fact that we fiercely protect our independence. We don’t mind working with publishers but we will always retain the rights to our own IP, that way no-one can change it but ourselves and we won’t be forced into making games that fit in with the current trends or churning out endless sequels.


6. Months ago, [Defcon] mobile version & [Defcon] Lan tournament were announced. Introversion games might be sold well & very famous, but not sure it's such a 'Hugh popular'. How many copies were sold for your games?

We never sell as many as full commercial titles, but each game we make sells more than the previous and we’re very happy with how popular our games are. 

The very nature of what we do is experimental and niche, so we’ll never compete for the number 1 sales spot, but we don’t need to ? our costs are much lower because we’re small and mobile, and that gives us the freedom to try things that other companies won’t go near.


7. Do you have any future plan for New games? If so, please let us know about that.

We’re developing two new titles at the moment called [Multiwinia] and [Subversion].

[Multiwinia] is a multiplayer game set in the world of [Darwinia], and it plays very differently to it’s single player inspiration. [Multiwinia] is going to be a fun, fast and furious-paced set of mini game modes ideally suited to those times when you have all your friends over and what to play something thats a easy to pick up and a lot of fun.

[Subversion] is a longer term project, still in the experimental phase.  We don’t really want to say too much about it at the moment but we are writing a regular blog about it’s development. You can read our blog here.  


8. Please recommend other good Games, and explain the reason why.

I’ve been playing Bioshock recently.  It’s an incredible achievement ? ten out of 10 in all areas.  The graphical effects, the art direction, the audio, the story, the whole thing is so well done.  It’s raised the bar for everyone I think.  


9. Please leave some message for Pig-Min readers.

It’s really great to see that we have some support in South Korea and on behalf of the rest of the Introversion team I’d like to say thanks for that! ?  Keep an eye on the Introversion blog (http://www.introversion.co.uk/blog) if you’re interested in keeping up to date with all the latest game developments here at Introversion.


Korean version of this Interview
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Pig-Min did an e-mail interview with Naramura, who is leader of NIGORO. NIGORO released very big hit 'Slap Cheek' game [Rose & Camellia] recently, and it became very popular all over the internet.

Naramura used 'Translation software' to make this interview, Japanese -> English. I edited some of it, but you could have little bit hard time to understand partly. So please make sure about that. Thanks for your understanding.

Korean version of this Interview.


Even GameTrailers.com has this!


1. 'Nigoro' is not very popular name in Korea, even if it's known for earlier work [Death Village] outside Japan. Please introduce yourself briefly, to Pig-Min readers.

We had opened the game to the public making it in the hobby before. The most important work was "LA-MULANA", that is Windows game which looks like MSX. But we were not able to make the game, because our members became too busy. After that, we made NIGORO, because I want to continue to make the game.

We opened Flash game site to the public, for the preparation of the long period game production. We plan to make a bigger game sooner or later.


2. 'Slap Cheek' is the least thing, people could consider for 'Fighting Game'. It's very unique & unusual, and very fun to play, but NOBODY made it until your game. How come to think about that?

We were not accustomed to making the Flash game. To make the game that was able to play by more people, a lot of popular Flash games were researched.

And, we decided it to making a  simple game only of hitting each other. However, We decided to look for a changeable theme, because it was not interesting in it alone.For slapping each other by the women, it is seen with an old drama in Japan sometimes.We got a hint there, and "Rose and camellia" became such a game.


3. 'Character Design' seems to be influenced by Japanese old school Manga for women. But 'Storyline' seems to be influenced by Japanese old school manga for Boy. Very fun combination, as 'Escalation of  the Enemy' &'Hidden Boss'. Can you pick up some specific Manga,  which you got influence to make this game?

We started making the design of "Rose and camellia", from the influence of the old school Manga for women style, as you guessed it.However, it has become like old school manga for Boy, because I am the Man & I wrote the story.

I got the model from "Rose in Versailles(Japanese old school Manga for women)". And I got influence from "Hokuto no Ken - Fist of the North Star (Japanese old school manga for Boy)" for the Story.

The storyline was not too deep, because we'd like to let people playing it freely.


4. Homepage & Game have some 'English' words, but most of the  messages are 'Japanese' language only. Partly foreigners-friendly,  but not very friendly. Do you have any specific reason why? And do  you have any future plan, to make homepage & game 'Multilingual',  with English & even Korean? Many Korean people wish to play game  with Korean language, so curious.

Our team NIGORO is 3 people, and no member can translate. However, because a lot of foreigners have come to our site,  so the explanation of easy English is put. We can prepare only the  explanation of English, because we learn English at the school in Japan. We'd better make the multilingual version, by employing the translater, if our work succeeds.

People in each country explains the brief storyline local, and it works. We wish to express our gratitude to the volunteer translators.


5. Not sure about Japanese market, however there are some Webgame market in USA. Do you have some plan to service your game with  commercial channel in the future? And did you get some proposal  from commercial game site?

Certainly, the foreigner evaluates us higher than the Japanese. First of all, NIGORO must make a lot of games, and became famous to make something bigger. If so, we can develop the consumer game like "Wiiware" ,"XNA" etc.


6. Too many people enjoyed your game, and your website went down  due to traffic. Do you have some data, where all the people came from? Country & Referer website, I mean.

The server was moved, due to high traffic & even went down.

Our site records 500000 visitors. When the game is open to the public, 50000 people visited our site that 1 day. We had not thought that such a many people came, we used just a cheap server, and sever down at then.

A lot of people in the sphere of Spanish came, when "Death Village"  was opened to the public. NowA lot of people in the sphere of Asia have come, when "Rose and camellia" is opened to the public.


7. Do you have future plan, to post your personal picture? Some  people might want to see 'Who made it', because it's too unique and  shocking game.

If we become famous more, we will update our photograph to the public.


8. Please recommend other good Games, and  the reason why.

I do not play new games usually. We love retro game. We want to let people have the interest, what we had while playing retro games in the past.

Hydlide, Maze of Garious, Gradius, Xanadu, Relics....and more retro games!


9. Did you try some Korean games, or even heard or experienced  about them? If so, please share your thoughts about that.

Sorry, we have not played Korean games. Foreign games doesn't do well in Japan. We want to play them in the future, when we have time.


10. Please leave some message for Pig-Min readers.

We wish to express our gratitude to a lot of foreigners for playing our game, though we are making the game for the Japanese. I think that there was no border in a fun game. However, we want to continue the game making that can amuse you!!


[Rose & Camellia] official page : Nigoro


Korean version of this Interview.
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