Source · Primary · interview
すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1)
Famitsu.com and Koichi Nakamura. 2014. “すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1).” Famitsu.com. Enterbrain (Kadokawa).
- Cite as
Famitsu.com, Nakamura 30th anniversary- Original
- https://www.famitsu.com/news/201406/08054671.html
- sha256
8b73bbfbacba4a6ac475545dc1aead81419827ddeea21f160842a5a9acc9298c- Archived
- https://web.archive.org/web/20140609010607id_/http://www.famitsu.com/news/201406/08054671.html
- Accessed
- 2026-10-23
- Licence
- © Enterbrain / Kadokawa; Wayback capture
- Credit
- Famitsu.com interview with Koichi Nakamura, 8 June 2014.
- Notes
- Nakamura says Dragon Quest II was the hardest project of Chunsoft's first 30 years: it was the first time he split the main program among three or four people, bugs appeared whose author no one could identify, the release slipped, and the finished game's balance was harsh. He also says the Rhone area was severe, calls Zaki (Defeat) "a demon", and says he found it brutal when he played it himself. The interview is in Japanese; translations in the quote file are ours.