Feature: A Memorial For Hidenori Shibao

Arcade clerk, translator, book author, game design educator, manga collaborator, magazine journalist, prolific strategy guide writer, movie script writer, and developer of numerous games including Paladin’s Quest, its sequel Lennus II, Legend of Legaia, and the FEAR. Hidenori Shibao was the embodiment of a modern day philosopher-bard whose works – hundreds of varied works – transcended media boundaries. It doesn’t matter what game system you hold allegiance to, the industry has lost someone we could all learn from.

In this special tribute piece, video game historian John Szczepaniak talks about meeting Shibao to interview him for the Untold History of Japanese Game Developers series, which has now been published in its entirety.


A few days ago I read about Hidenori Shibao passing away – the news broke on Tuesday 3rd April, and it hit me like a punch in the gut. It would be disingenuous to say we were friends in the traditional sense; after all, I had met the man only once in Tokyo, on 2nd November 2013, where I interviewed him for a mere three-and-a-half hours. But I tremendously respected his views and creative output, while his insights into the industry are of great value. 

Hidenori Shibao was the first backer of my Untold History of Japanese Game Developers project, pledging his support mere seconds after the campaign went live; we had chatted via email and social media about the nature of the Japanese games industry, games journalism, and the importance of documenting history. His 16 page interview was published in Volume 3 of my books on 21st February. After receiving a complimentary copy he posted about it across social media, and about a month later he passed away. 

Born on 12th December 1962 in Kitakyushu, Fukuoka, he’d celebrated his 55th birthday only a few months earlier. It highlights the fragility of human existence. Japan has the highest average life expectancy in the world, and for men it’s just over 80 years – statistically, Mr Shibao left us a quarter of a century too early.

Currently this is his last published interview, but the fact it took five years to come out has left me with some guilt. Of course Mr Shibao was no stranger to long and difficult projects. His sequel to Paladin’s Quest on Super Famicom, Lennus II, stretched from two to four years with no guarantee it would ever be finished or published. 

Once he had Volume 3 we joked that it was like my own Lennus II.

HS: What was really bad was that before Lennus II, when I was writing strategy guides for Super Famicom games, I was 26-years-old and making 20 million yen a year. But once I switched to working full-time on Lennus II, my salary for the last few years dropped to 2 million yen a year. That really hurt! <laughs> 

J: Quite a difficult chapter in your life.

HS: Not quite as difficult as my divorce. <laughs> But when we finally finished Lennus II – and we weren’t sure that we ever would – it was extremely satisfying. One of my favourite film directors is Terry Gilliam, but watching his movies fail one after another really comforted me at the time. Like, “this is no big deal!”

It’s a strange feeling to have interviewed someone no longer with us. As the vessel for their thoughts, their memories, in many ways their philosophical legacy, you take on the responsibility of safeguarding their gift to the world. We’re fortunate that Hidenori Shibao so meticulously documented his work online, but of course it’s all in Japanese, and having spoken with him it’s clear he had much to share. Plus someday that URL will expire and then the memories will exist only on the Wayback Archives.

Below find a selection of memorable quotes from Hidenori Shibao, describing his introduction to the industry, highlights from his career, plus his views on key topics.

J: Rather than games, you studied law at Waseda University?

HS: I think it was 1982. <laughs> That would be an extremely long story! Actually, when I got into Waseda, I wanted to study literature. But I failed the entrance exam and couldn’t get into the literature program. The law program is harder to get into, but I did manage to get into it, and thought learning about lawyers and the law would be interesting. But once I was in the program, it could not have been less interesting! <laughs> So I studied the law for my first year, but by my second year started to get more interested in writing and editing, and was spending most of my time in part-time jobs related to that. I was also working on books myself – the first one, which was connected to my work, was about famous mansions in Japan, and I travelled all over the country getting materials. None of that had anything to do with law, of course.

In Japanese colleges, you join a circle – like a club. I joined the Waseda Mystery Club, which was focused around detective and science-fiction novels. The senior members there would graduate and go to work for major publishers and get on various editorial boards, and they were able to send a lot of work my way. I had contacts at Shogakukan, Shueisha, Kodansha – all the big, famous Japanese publishers.


J: At some point you were also a manga writer?

HS: I did do a little work on original manga, but only a little. I worked with the manga writer Hiroshi Takahashi a number of times, like on this combination manga strategy book. <holds it up> I’ve worked on manga related to games – I have a lot of friends who work on manga, and co-workers, and I’ve collaborated with them on coming up with ideas, sometimes as credited work, sometimes not. But you know, when I write design documents like these, sometimes I have to draw little pictures, and then I just want to kill myself. <laughs> I’m so bad at it.

Source: Nintendo Life

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