Retro Gamer

DEVELOPER Q&A

ORIGINAL DESIGNER MANABU KUSUNOKI TELLS US HOW HE ILLUSTRATE­D AND STYLED THE BONANZA BROS WORLD

-

What inspired you to create the unique look and feel of Bonanza Bros? While action games with realistic life-size drawings and powerful racing games were gaining popularity, I wanted to create a completely different impact. I remember thinking that computer graphics could be a kind of art material, and I wondered if it would be possible to create pictures featuring unique colours and textures through trial and error. I also wanted to create something easy-going and silly, in contrast to the serious atmosphere of many games.

How did you and your colleagues work together on the visual design, gameplay and character animations? The basic game design, such as the characters’ actions and gestures, was done by the planner at the time, and I thought about how to express them in a way that was easy to understand and interestin­g. The team was very small, and I think we were able to communicat­e effectivel­y. The team’s goal for the production was to create the atmosphere of The Drifters, a Japanese comedy group I used to watch on TV when I was a child.

Did working with the System 24 arcade board pose any challenges? I remember that the colouring in System 24 was different from the colouring we had been used to at work, and I had a hard time adjusting it until I got the picture as I intended.

How does it feel to see Bonanza Bros made available for so many different systems, including modern platforms? I am still happy that we were able to transmit unique graphics that did not have many parallels at the time, and that they were accepted. It also gives me a unique feeling that thanks to home videogame machines and mini-hardware, people who were not even born during the arcade era have the opportunit­y to play these games.

Manabu Kusunoki now works alongside other prestigiou­s Sega alumni at the game developmen­t company Arzest. Our thanks to him and to Arzest for their time.

words of encouragem­ent for any reluctant players who might find the concept unusual or not fast-paced enough, suggesting “try it out – you’re only gambling 20p”.

Bonanza Bros certainly brought something very different to the arcade. On home computers the nearest point of comparison was perhaps Keystone Capers, Activision’s 1983 game for the Atari 2600, which featured cruder but somewhat similar yellow characters running across layers of a building in a cops-and-robbers chase. The persistent­ly split-screen framing of the action in Bonanza Bros and the emphasis on multiplaye­r has also drawn comparison­s to Spy Vs Spy for the Commodore 64.

Despite such comparison­s, Bonanza Bros was undoubtedl­y out there doing its own thing. The game was unsurprisi­ngly successful enough in the arcade that Sega quickly chose to pursue home conversion­s for the Master System and Mega Drive. The company also licensed US Gold to publish versions for 8-bit computers, and also the Amiga and the Atari ST. The size of the game was reduced from twelve to ten levels for these conversion­s, but otherwise they were remarkably faithful to the coin-op game and in some cases built on it. Gamers in Japan were also able to play versions for the PC Engine and the Sharp X68000.

In recent years, the re-releases of Bonanza Bros have just kept on coming. The game arrived on Playstatio­n and Xbox consoles through various Mega Drive compilatio­ns, as well as the Nintendo Wii and two miniconsol­es, the Mega Drive Mini 2 and the Astro City Mini. Not content with staying within their own game, Robo and Mobo also made a guest appearance in Sonic And Sega All-stars Racing as unlockable and playable kart racers. On top of this, from 1992 onwards three arcade spinoffs were released by Sega under the Puzzle & Action banner, putting a minigame spin on the

Bonanza Bros universe. And then in a move that certainly fits well with the casino level of the original game, in 2009, the company Aristocrat partnered with Sega to release a

Bonanza Bros slot machine.

The repeated resurfacin­g of Bonanza Bros for new audiences really shows the lasting charm and appeal of the game and its characters.

With such a long record of sneaking their way onto different platforms and compilatio­ns, we wouldn’t be surprised if Robo and Mobo aren’t tempted out of retirement at some point in the future for one more heist.

“I AM STILL HAPPY THAT WE WERE ABLE TO TRANSMIT UNIQUE GRAPHICS THAT DID NOT HAVE MANY PARALLELS” MANABU KUSUNOKI

 ?? ??
 ?? ??
 ?? ??
 ?? ??
 ?? ??
 ?? ??
 ?? ?? » [Arcade] Flattening enemies behind doors is deeply satisfying.
» [Arcade] Flattening enemies behind doors is deeply satisfying.
 ?? ?? » [Arcade] There’s a nice little cutscene at the beginning of each stage where Robo and Mobo scope out their next challenge.
» [Arcade] There’s a nice little cutscene at the beginning of each stage where Robo and Mobo scope out their next challenge.
 ?? ??
 ?? ?? SPEEDY GUARD
SPEEDY GUARD
 ?? ?? YELLOW WAITER
YELLOW WAITER
 ?? ??
 ?? ?? » [Arcade] This intro text varies on some conversion­s to play down the pair’s criminal status.
» [Arcade] This intro text varies on some conversion­s to play down the pair’s criminal status.
 ?? ?? » [Arcade] The poster in the background suggests a $100 dollar reward is available for capturing the bros.
» [Arcade] The poster in the background suggests a $100 dollar reward is available for capturing the bros.
 ?? ?? » [Arcade] Mobo makes a daring zipwire escape.
» [Arcade] Mobo makes a daring zipwire escape.

Newspapers in English

Newspapers from United Kingdom