|
The following interview was
conducted in December 2004 in the form of a Q&A between MSX Resource Center
members and Dennis Hemmings, former and now retired PR-Manager of
Konami UK. This interview has been placed here in its original form,
courtesy of David Haslett who organised this exchange of information.
Q: Wibbly
Ask him, why when I worked almost opposite Konami in Field End Road
Ruislip, they couldn't sell me copies of games I lost in a fire? I was
devastated to know I couldn't play them ever again :'( (Don't let him
know I discovered emulation or anything, make him feel really guilty,
and tell him I'm still sobbing)
A: Dennis
Konami, like most software originators leave distribution to
wholesalers. Apart from special sample
units for review ( sent separately from Japan), importers keep stock in
bond (especially higher value cartridges) to save paying import and VAT
until goods are actually sold. Some of them are sent straight from bond
to other countries, but all goods without exception were large case
quantities. When you are dealing with volume like this, it is
uneconomical to open a box for a single unit, however you may want to
help a customer.
Q: Dioniso
I'm quite interested in knowing something else about JAIL BREAK. I have
heard some things about it, being one of them that the Konami "UK Team"
was coding this game but that, sadly, after the results of GREEN BERET
Konami decided to drop this project.
A: Dennis
In the days of GREEN BERET, good software writers were somewhat
unreliable, or so Konami found. Self employed individuals
needed constant management skills to get the results, and were
‘flaky' with their output unless controlled. In fact JAIL
BREAK, together with Nemesis and a few other games were coded by a
separate company licensed to write and distribute the C64 &
Spectrum versions. They employed a software management team, together
with full time salaried software writers.
Q: Snout
I'd like to know how Konami UK looked at MSX at the time and
(sub-question) how he looks back on MSX now.
A: Dennis
Luther de Gale was very pro MSX, and in fact we were all
enthusiasts Konami stood right behind the MSX format, and were the
foremost software writers. I still believe that had MSX received the
right direction with all the manufacturers, we would be looking at a
very advanced product today.
Q: Latok
Does he know what made Konami decide to leave the MSX scene in 1990?
That was a bit early, I think. MSX wasn't quite on its way back,
commercial wise. Was it solely because of NES?
A: Dennis
I think that Konami foresaw the fragmentation of the system across the
board, and NES looming on the horizon. At this time, I also
became closely involved with Nintendo & Ocean software!
Q: Latok
Does he know young dudes such as Hideo Kojima? When did he start
working for Konami? What is his favorite game? Does he still like
gaming? Did he ever like it?
A: Dennis
In the early days Konami (Japan) sold us on their team spirit, and
individuals did not gain hero status In the UK, as they do
now! I started reviewing MSX games for the first MSX magazines, and
Konami were among products from Electric and others I
handled. I then wrote for C&VG before
taking on the PR for Konami and developing the Konami Software
Newsletter. The first machine I started writing for was the
Texas TI/994A, which of course was largely cartridge based. I enjoyed
gaming from day 1, and still enjoy it! I had and also wrote
for all the basic machines, Neo Geo, PC Engine et al!
Q: Ivan
What did Konami Japan say when they saw the MSX version of Green Beret
developed by Konami UK?"
A: Dennis
$%£&**(())++~~ ( or their
equivalent) This was much the same as I did!
Q: Ivan
Do you know why the European headquarters of Konami where established
in the UK?"
A: Dennis
At the time the Arcade sales & distribution were already in
place, with warehousing etc. It was a logical move at the
time.
Q: Ivan
Back in the eighties, which was the computer system/console Konami UK
was commercially more interested in?"
A: Dennis
MSX
Q: Spl
Why Komani abandoned MSX and continued developing for C=64 with games
like "The Simpson's Arcade", for example?
A: Dennis
Many mysteries existed in the management and direction of Konami from
Japan, which we were not privy to! To me, it would have been a logical
move to have C-64 games on cartridge. Konami had THE
Cartridge technology at the time. They could have snapped the
C-64 existing user base up, which was quite considerable at the time.
Q: Grauw
What were things like to be at Konami back then in the eighties?
A: Dennis
Very exciting, especially with the games that were being
written. Each day was a pleasant surprise. (Not
counting Green Beret)
Q: Grauw
Do you have some funny anecdotes about that?
A: Dennis
I think the funny times were had when receiving prototype
cartridges. The introductory text seemed hilarious
– especially games like Knightmare! We used to to
anglicise the copy for Konami, but it was never
used! Eventually, UK users liked the quaintness of
it!
Q: Grauw
How much was piracy an issue back then. Compared to how things are now?
Was Konami's decision to stop developing for MSX (although they held
out fairly long, saving their most beautiful gems - SD Snatcher, Quarth
and Metal Gear - for the last) very much influenced by that or was it
more because of other issues, such as the more general trend of people
moving away to game consoles and IBM compatibles?
A: Dennis
When the heads of Konami visited the UK, they told me that their
cartridges were ‘unclackable'! Imagine their
surprise when I sent them a copy of Salamander on disk obtained in
Holland! (They never did reply………..)
Piracy was never an issue in those days. It was carried out by
enthusiasts rather than business men! Someone from Holland told me. If
you went out in to the street, and shouted ‘ I have no
software' you would be buried in floppy disks. The move was caused by
the inception of new games consoles & PC trends.
Q:
MäSäXi
Why Konami decided to use RC-numbers which start with number 7? Were
numbers below 700 already used for other projects for other machines or
what? or was that "7" someone´s lucky number or some kind of
magical number to make those titles sell well ?
A: Dennis
Well, you have me stumped there. It was something
that I never asked Konami.
Q:
MäSäXi
Why Konami put European team to make "Green Beret"?
Did Konami ask any "programming example" from that European team before
signing / forcing them to do "Green Beret" ? Or did Konami just hire
them to do Green Bert, no matter what could be the ending result ? did
Konami do ANY supervise for their European Green Beret team ? It sounds
really odd to me, that they hire / force someone else than Konami
itself to do that game... if I was hiring someone to program MY MSX
GAMES, which I was invented from the scratch...I surely give graphic
examples of MY STYLE of graphical art and MY STYLE of sound effects
etc... and check their work every now and then... it seems like nobody
really cared what was happening to MSX green beret... it is sure that
Konami had their own graphic standards and wanted to stick to them...
so why on earth they wanted Europeans to make GB? Programmers were not
even Japanese which had moved to Europe... (read:non-japanese MSX
programmer = LOWER motivation, etc...) still about Green Beret... Was
it because, they didn't have enough msx programmers in Japan????? (VERY
unrealistic guess....) or was it cheaper to produce outside of Japan
???? (strange idea too...)
A: Dennis
GREEN BERET
To programme Green Beret in the UK was a decision that was made outside
of the immediate MSX management at the time.
Examples of programming are always evaluated before contractual
arrangements are made. The human element in all this is the variable,
as the programmers proved to be elusive as well as extremely fickle.
They also tended to be prima donnas when it came to criticism.
They strung the company out for so long with excuses, and took no
notice of the storyboarding for the game. The
deadlines became extended, and bluntly, the company was screwed. It
seems that everybody recognizes that hindsight is a perfect science
after the event!
It just takes one mistake with a sheep to forget that there was a whole
flock of good ones!
Q: Maggoo
What was the best selling MSX Konami title in Europe ?
A: Dennis
I believe it was Nemesis – although I was not officially told
Q: Maggoo
What were Konami MSX games sales figures on average ?
A: Dennis
I did not have that information.
Q: Snout
What was the most spectacular promotion Konami UK ever did for an MSX
game?
A: Dennis
The rollout format was very predictable and safe, so no innovative
promotions were undertaken. Any bright ideas we had took so long to OK
through Japan, that we gave up! The best Konami (overall) promotion was
to get WEC Le mans arcade machine on Tomorrow's World* and expose
Konami to 11 million watchers. I then did the same thing on
Television South West! This took the brand name to the forefront.
* Tomorrows world is a BBC TV programme about
inventions and innovations
Q: DJH1697
Did Konami have other R&D, and programming departments outside
Japan?
A: Dennis
No.
Q: DJH1697
Now that you are retired are your fingers still quick enough for the
hyper sports/track & field type games?
A: Dennis
Yep!
Q:
MäSäXi
Hope he can answer why Konami published many of their titles for OTHER
computers like spectrum, c64 etc. but not for MSX? Like MIKIE on
example... and that Jailbreak too... Why Konami itself didn't publish
titles like Sparkie and Mouser? Were they too low for Konami standards?
A: Dennis
I have no answers for these two. Sometimes the policies were
very obscure!
Q: Snout
At the time Konami was by far the market-leader when it came to MSX.
Which software companies were considered to be the most important
competitors? (sub question: Do you remember software from other
software-companies that impressed or worried you a lot?)
A: Dennis
We weren't blinkered, but Konami were ahead & innovators in the
race. We just kept going, and didn't look over our shoulder!
We also had a lead in the precise manufacture of cartridges.
Q: Dhau
Please ask him what was Konami's view on tough competition with Speccy
A: Dennis
The MSX were of a different style & texture to those of the
Spectrum. Spectrum had to be pumped in from a tape
– where was the competition?
Q: Dhau
Plus how did they cope with the fact that most installed UK MSX user
base was on British models of MSX1 machines? I guess it was a major
decision fact in porting so few MSX2 titles to English
A: Dennis
This was true. Let us also not forget that many of the MSX-2
games were also based on traditional Japanese stories/themes , and it
was uncertain at that time how they would be accepted in the European
Market place.
|