WEBVTT

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Okay, so let's unpack this. Imagine you are handed

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a mission. Right. You need to create a piece

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of media, but your explicit undeniable goal is

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to make it as fundamentally broken and absolutely

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parable as humanly possible. Which goes against

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basically every creative instinct. Exactly. You

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want to build something so cynical that it actively

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insults the medium it belongs to. You cobble

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this nightmare together in 48 hours. You sell

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a few copies out of the back of some shady publications.

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And then you just walk away. You assume it's

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buried forever. Right. You move on with your

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life. Yeah. But then decades later, you wake

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up to find the Internet has unearthed your garbage

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masterpiece, and you are now an unwilling legend.

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It's the ultimate anti -success story. It really

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is. Today, we are taking a deep dive into the

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strange, highly secretive world of Yoshihisa

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Kurosawa, who often went by the name Kulun Kurosawa.

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A fascinating figure. We are looking at the making

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of what is widely considered the worst video

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game ever created. a bizarre 1995 Super Famicom

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release called Hong Kong 97. And the materials

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we have to untack this are just as unconventional

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as the game itself. So true. We've dug into archived

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underground 90s gaming zines and contemporary

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retrospective essays from the retro gaming community.

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And most importantly, we have Kurosawa's own

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highly revealing 2018 tell -all interview with

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the South China Morning Post. Which is just a

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goldmine. Our mission today is to understand

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how a deliberate mockery of the gaming industry

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accidentally became an enduring internet legend.

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Because this isn't just a look at retro gaming

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trivia. For you listening, this is a psychological

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study of underground culture. It's about the

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sheer terrifying power of internet sleuthing.

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Oh, absolutely. And what actually happens when

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you create a piece of anti -art that escapes

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your grasp. It takes on a massive life of its

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own. When you release something into the wild,

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even if it is a pure joke. You completely surrender

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how the world receives it. Yeah, you lose control.

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So to understand how we get to a 1995 Super Famicom

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disaster, we really need to look at the guy who

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built it. Yoshihisa Kurosawa. Right. Kurosawa

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wasn't your standard aspiring game developer.

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He was born in Tokyo in 1971. But from what I'm

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seeing in these retrospectives, he wasn't taking

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the traditional path. No, not at all. He wasn't

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going through computer science programs or aiming

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for a comfortable corporate job at Nintendo.

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Where does a guy like this even get his start?

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In the tech scene. He started deep in the trenches

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of early, highly technical computer culture.

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We're talking about junior high school and he

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is already running his own BBS for the Amiga

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computer. A BBS, a bulletin board system. Exactly.

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Running an Amiga BBS in Japan in the 1980s is

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such a specific. incredibly niche space to operate

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in. It takes a serious level of technical dedication.

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He is building his own digital community long

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before the mainstream even understands what being

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online means. That technical foundation is crucial

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here because he was operating heavily within

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the Magicom era of the 1990s. The Magicom era,

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right. He wasn't just a casual hardware enthusiast.

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He leveraged his deep computer geek knowledge

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to dive headfirst into the world of game console

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backup devices. And more importantly, he became

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an active chronicler. of it. Yes, he did. He

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serialized articles in enthusiast computer game

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magazines. He specifically focused on the massive,

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completely unregulated pirated software scene

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happening over in Hong Kong. So he is acting

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as this sort of digital punk rock journalist.

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That's a great way to put it. He isn't just buying

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bootlegs, right? He is shining a light on this

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shadow economy. He's writing about it for other

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hardcore tech enthusiasts. Which tells us so

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much about his mindset. He is completely comfortable

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operating on the fringes. It shapes his entire

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worldview. He is looking at the media landscape

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at intellectual property and at the polished

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retail gaming industry through a very cynical,

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very practical lens. He understands how software

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is copied, distributed, and monetized outside

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of official channels. And his personal life reflects

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that exact same restless fringe energy. He doesn't

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stay in Tokyo writing magazine articles forever.

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No, he moves. The sources show he relocates to

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Phnom Penh, Cambodia. Which is a huge shift.

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What happens when a guy who lives and breathes

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the cutting edge of Tokyo's underground tech

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scene suddenly uproots to 1990s Cambodia? Well,

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he tries to reinvent himself as an entrepreneur,

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but in spaces that were incredibly challenging.

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He attempts to run a bookstore in Phnom Penh.

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A bookstore? Yeah. And he also tries his hand

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at publishing free business papers. Wow. Both

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of those specific ventures ultimately fail. I

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can only imagine the logistical nightmare of

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trying to run an independent publishing venture

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in Cambodia. During that era, it would have been

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incredibly difficult. But those failures don't

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seem to stop his output at all. Right. He just

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keeps going. He remains fiercely dedicated to

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his writing. He continues authoring niche computer

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books and producing these very gritty underground

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Asian travel journals. So he is a businessman

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and a nonfiction essayist who is clearly drawn

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to the raw, unpolished sides of society. Exactly.

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And that sets the stage perfectly for 1995. Let's

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look at the video game history happening at that.

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exact moment. The Super Famicom is at its absolute

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peak in Japan. The Golden Age. You have massive,

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highly polished, big -budget masterpieces dominating

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the culture. Games that defined a generation.

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And then you have Kurosawa sitting at the intersection

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of game development knowledge, hardware piracy,

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and his own cynical travel experiences. How does

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he react to this booming, polished industry?

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absolute contempt. According to his own later

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admissions, he looked at the state of the gaming

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industry and wanted to create a total mockery

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of it. He wasn't trying to make a hidden gem.

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No, he didn't even want to make a game that fell

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into the so bad it's good category. His explicit

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motivation was to engineer the worst game possible.

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He creates a fake company for this, right? He

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established a completely fabricated homebrew

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label called Happy Soft LTD specifically for

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this release. It is a deliberate act of sabotage

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disguised as a Super Famicom cartridge. Absolutely.

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But there is a massive catch here. Despite his

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deep knowledge of computers and running BBS systems,

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Kurosawa actually had very little practical programming

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skill. Which is a pretty big hurdle when you're

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making a game. You can't just wish a Super Famicom

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game into existence. Right. Especially in 1995

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without modern development engines. So how does

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he pull this off? He recruits an accomplice.

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Okay. He enlists the help of a friend to handle

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the actual coding. And this wasn't just some

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random hobbyist. This friend was actually a legitimate

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employee at Enix. Wait. Enix is in the powerhouse

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RPG developer behind Dragon Quest the very same

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That is incredible. I am just picturing this

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legitimate professional developer moonlighting

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over a weekend to help his friend build a digital

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trash fire. Because the timeline here is absurd.

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Is it right? Entirely absurd. Working together,

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they built Hong Kong 97 from the ground up in

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exactly two days. Two days. 48 hours to conceptualize,

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assemble, and finalize a functioning Super Famicom

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title. When you only have two days to make a

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game, you clearly aren't composing original music

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or drawing pixel art animations. Not at all.

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The assets they used are a masterclass in aggressive,

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scrappy copyright infringement. Where did he

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even get the materials to build this thing? He

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sourced them the exact same way he approached

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his travel writing, by wandering the streets

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and pulling from the raw culture around him.

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Okay. For the audio, he didn't hire a composer.

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He walked down to Shanghai Street, bought a secondhand

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laser disc, and ripped the audio straight off

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of it. And for anyone who has seen gameplay footage

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of Hong Kong 97, that... Audio is legendary for

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all wrong reasons. It really is. It is a short,

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looping sample of a song that just plays endlessly,

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driving the player absolutely insane. It never

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stops. It never changes. It's relentless. And

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the visuals. Just as chaotic. The main character,

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Sprite, the pixelated hero the player controls

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on screen, was blatantly stolen right off a random

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movie poster. He just took it from a poster.

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He just digitized it and dropped it into the

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code. No original art, no cohesive design document,

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just pieces of stolen pop culture glued together

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with pure spite. It is the anti -art aesthetic

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taken to its logical extreme. So after a frantic

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48 hours, Kurosawa has this maddening copyright.

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infringing game sitting on a hard drive. A completely

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hostile piece of software. He obviously can't

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send this to Nintendo to get official cartridges

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pressed. How do you distribute something like

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this in 1995? This is where his background in

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the Magicom scene pays off perfectly. Oh, right.

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The backup devices. Exactly. He utilizes those

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exact same game backup devices he had been writing

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about in his underground journalism. He goes

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to the famous computer malls in Sham Shui Po,

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buys the necessary backup hardware, and begins

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copying his homemade game directly onto standard

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floppy disks. He is literally bootlegging his

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own original creation. Yes. But even with the

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floppy disks ready to go, he still needs buyers.

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He can't put these on store shelves next to Chrono

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Trigger or Final Fantasy. So he taps into his

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existing network of underground gaming and tech

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magazines. The ones he wrote for. Right. He writes

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articles under various pseudonyms, heavily hyping

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up this bizarre, edgy creation from Happy Soft

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LTD. Creating his own fake buzz. He sets up a

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completely unregulated mail order service through

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the back pages of these signs. It is such a fascinatingly

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raw distribution model. If you were a reader

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of these obscure magazines, you would read this

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hyped up, probably very weird advertisement.

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Put cash in an envelope and mail it off to a

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phantom company. And a few weeks later, Kurosawa

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mails you back a floppy disk containing the worst

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game ever made. He even created some cheap merchandise

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to bundle with it, right? He did. He operated

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this mail order scheme for a few months, selling

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to a handful of curious readers who were deep

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in the underground scene. And then what? And

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then, as abruptly as the two -day development

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cycle began, the distribution just stopped. He

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just closes up shop. Completely. He moves on.

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He goes back to his travel journals, his books

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and his life in Southeast Asia. Just leaves it

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behind. For over a decade, Hong Kong 97 is effectively

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dead. It is just a microscopic forgotten blip

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in the vast history of bootleg software. Kurosawa

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himself forgets all about it. But this is where

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the timeline shifts and where the Internet changes

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the absolute rules of legacy. The Internet always

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finds a way. We jump forward to the late 2000s,

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and there is this massive cultural shift happening

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in online gaming communities. We see the rapid

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rise of Kusoge culture. Yes, Kusoge. Literally

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translating to shitty games. And that culture

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thrives on digital archaeology. It became a badge

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of honor for gamers, YouTubers, and internet

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sleuths to seek out, play, and document the most

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broken, baffling, and unplayable games ever created.

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They aren't looking for hidden masterpieces.

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They are actively hunting for the bottom of the

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barrel. And as these sleuths are digging through

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the deepest, darkest archives of obscure Super

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Famicom ROMs, they eventually stumble upon the

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Holy Grail. They find Hong Kong 97. Think about

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what this looks like to a Kusochi fan finding

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it for the first time. It has the stolen movie

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poster graphics, the maddening, relentless looping

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music from the Shanghai Street LaserDisc, virtually

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zero functional gameplay mechanics, and this

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incredibly weird, edgy lore attached to a phantom

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developer called HappySoftLTD. It was absolutely

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destined to explode. It really was. It became

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wildly infamous across message boards and video

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platforms. But crucially, that infamy was entirely

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unwanted by its creator. Right, because no one

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knew who made it. For years, the identity of

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the person behind HappySoft was a complete mystery.

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The game possessed this mythical status precisely

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because nobody could figure out who would make

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something so deliberately awful. But the internet

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is relentless. You cannot hide forever when thousands

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of people are obsessed with solving a mystery.

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How do they finally crack the case? They connect

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the pseudonyms, the old magazine articles, and

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the tech writing. Eventually, rabid fans of this

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game managed to track down Yoshihisa Kurosawa's

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personal Facebook account. Can you imagine the

00:12:22.389 --> 00:12:24.549
psychological whiplash? It must have been surreal.

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You are a businessman and travel writer. You

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log into your personal social media account to

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check in on your life, and suddenly you are staring

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at an inbox overflowing with messages from thousands

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of strangers. People you have never met. They

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are bombarding you day and night with questions

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and memes about a bootleg floppy disk you made

00:12:42.789 --> 00:12:45.460
over a weekend 20 years ago. It is a profound

00:12:45.460 --> 00:12:48.379
invasion of his current reality, and his initial

00:12:48.379 --> 00:12:50.580
reaction was to just ignore it. I would too.

00:12:50.759 --> 00:12:53.360
He maintained a vow of silence regarding Hong

00:12:53.360 --> 00:12:57.399
Kong 97 for 23 years. He refused to acknowledge

00:12:57.399 --> 00:13:00.240
the messages or engage with the Crusade community.

00:13:00.840 --> 00:13:03.379
But the pressure just kept mounting. The legend

00:13:03.379 --> 00:13:06.720
of the game grew too large to ignore. He realizes

00:13:06.720 --> 00:13:08.600
he can't just delete his way out of this. He

00:13:08.600 --> 00:13:11.419
had to say something. So in January of 2018...

00:13:11.639 --> 00:13:14.279
He finally breaks his silence. He gives an exclusive

00:13:14.279 --> 00:13:16.799
interview to the South China Morning Post. And

00:13:16.799 --> 00:13:18.659
that interview is a remarkable piece of video

00:13:18.659 --> 00:13:20.840
game history, primarily because of its tone.

00:13:21.019 --> 00:13:22.940
Because he doesn't use the platform to claim

00:13:22.940 --> 00:13:25.000
some sort of avant -garde genius, does he? No,

00:13:25.019 --> 00:13:26.960
not at all. He doesn't try to cash in on the

00:13:26.960 --> 00:13:29.899
viral fame or sell new merchandise. He uses the

00:13:29.899 --> 00:13:32.399
interview to lay out the unglamorous, frustrating

00:13:32.399 --> 00:13:35.409
truth. He details the two -day development cycle.

00:13:35.549 --> 00:13:38.570
He outs his Enix employee friend. He explains

00:13:38.570 --> 00:13:41.070
the Shanghai Street LaserDisc audio. He just

00:13:41.070 --> 00:13:43.909
lays it all bare. He explicitly states his original

00:13:43.909 --> 00:13:46.809
goal was purely to mock the game industry. But

00:13:46.809 --> 00:13:48.669
the most striking element of the interview is

00:13:48.669 --> 00:13:50.750
that he isn't celebrating this massive cultural

00:13:50.750 --> 00:13:54.210
footprint. He is pleading. Yes. He literally

00:13:54.210 --> 00:13:57.610
uses the platform of a major newspaper to beg

00:13:57.610 --> 00:14:00.559
gamers to drop the subject. He wants nothing

00:14:00.559 --> 00:14:03.580
more than for the world to let Hong Kong 97 die.

00:14:03.799 --> 00:14:06.600
It is the ultimate monkey's paw wish. He set

00:14:06.600 --> 00:14:08.639
out to make a piece of anti -art that mocked

00:14:08.639 --> 00:14:11.299
the industry, but he executed that vision so

00:14:11.299 --> 00:14:14.019
perfectly that the industry's most hardcore fans

00:14:14.019 --> 00:14:16.360
immortalized him for it. His contempt became

00:14:16.360 --> 00:14:18.340
their treasure. But what is truly fascinating

00:14:18.340 --> 00:14:21.139
about Kurosawa's timeline is that his story in

00:14:21.139 --> 00:14:22.820
the gaming industry doesn't actually end with

00:14:22.820 --> 00:14:25.179
him just hiding from a bootleg floppy disk. No,

00:14:25.279 --> 00:14:27.470
there is another chapter. If we jump back slightly

00:14:27.470 --> 00:14:31.149
to 2005, a full decade after Hong Kong 97, but

00:14:31.149 --> 00:14:33.490
long before the internet found him, he actually

00:14:33.490 --> 00:14:35.269
had a legitimate career in game development.

00:14:35.409 --> 00:14:38.149
This detail is just incredible. It blew my mind

00:14:38.149 --> 00:14:40.250
when we were reviewing the sources. The guy who

00:14:40.250 --> 00:14:42.789
made the worst game ever actually gets involved

00:14:42.789 --> 00:14:45.549
in a real retail video game release. It was a

00:14:45.549 --> 00:14:48.889
2005 title called The Miniskirt Police. Yes,

00:14:48.950 --> 00:14:51.190
it was part of the well -known Simple Series

00:14:51.190 --> 00:14:53.909
in Japan. The Simple Series. For you listening,

00:14:54.110 --> 00:14:56.470
the Simple Series was a long -running line of

00:14:56.470 --> 00:14:59.070
budget -priced video games known for their very

00:14:59.070 --> 00:15:01.690
straightforward, often quirky and bizarre premises.

00:15:02.289 --> 00:15:05.549
This was Kurosawa's very first actual retail

00:15:05.549 --> 00:15:09.049
CD -ROM release. But he didn't pitch the game

00:15:09.049 --> 00:15:11.809
from scratch. The sources show he joined the

00:15:11.809 --> 00:15:14.889
developer, a company called Daft, right in the

00:15:14.889 --> 00:15:17.049
middle of the game's development cycle. He steps

00:15:17.049 --> 00:15:19.649
into the role of game designer. And here is the

00:15:19.649 --> 00:15:22.330
absolute punchline to this entire era of his

00:15:22.330 --> 00:15:25.389
life. He is working with a tiny team, only about

00:15:25.389 --> 00:15:27.889
five people in total, who is sitting there in

00:15:27.889 --> 00:15:30.129
that five -person development room. It is his

00:15:30.129 --> 00:15:33.220
friend. The exact same Enix employee who helped

00:15:33.220 --> 00:15:36.379
him program Hong Kong 97 a decade earlier. They

00:15:36.379 --> 00:15:39.340
are reunited. The duo behind the worst game ever

00:15:39.340 --> 00:15:41.820
made is back together working on a budget retail

00:15:41.820 --> 00:15:44.440
title about miniskirt -wearing police officers.

00:15:44.679 --> 00:15:47.340
You can't write this stuff. And the design input

00:15:47.340 --> 00:15:49.759
that Kurosawa brings to the table for this light

00:15:49.759 --> 00:15:52.399
-hearted, quirky budget game is just as jarring

00:15:52.399 --> 00:15:54.289
as you would expect. He told the development

00:15:54.289 --> 00:15:57.029
team that his design approach for the miniskirt

00:15:57.029 --> 00:16:00.289
police was heavily influenced by Rockstar Games'

00:16:00.570 --> 00:16:03.929
Manhunt. Manhunt. We are talking about one of

00:16:03.929 --> 00:16:06.929
the most controversial, gritty, and ultra -violent

00:16:06.929 --> 00:16:09.929
stealth survival games ever released. A profoundly

00:16:09.929 --> 00:16:12.649
dark game. The psychological brutality of Manhunt

00:16:12.649 --> 00:16:15.429
is legendary. The fact that Kurosawa was channeling

00:16:15.429 --> 00:16:18.090
the dark, oppressive energy of Manhunt into the

00:16:18.090 --> 00:16:20.870
design of a quirky budget game about police officers

00:16:20.870 --> 00:16:23.110
tells you everything you need to know about Manhunt.

00:16:22.799 --> 00:16:24.860
about his creative sensibilities. It really does.

00:16:25.080 --> 00:16:27.139
Whether he was authoring gritty travel journals,

00:16:27.200 --> 00:16:30.139
building bootleg floppy disks in two days, or

00:16:30.139 --> 00:16:33.019
designing legitimate retail releases, he was

00:16:33.019 --> 00:16:35.759
always looking to subvert expectations. He consistently

00:16:35.759 --> 00:16:38.460
injected darkness and cynicism into the mundane.

00:16:38.740 --> 00:16:41.000
He was always pushing the boundaries of whatever

00:16:41.000 --> 00:16:43.529
medium he found himself working in. So what does

00:16:43.529 --> 00:16:45.350
this all mean for you listening to this deep

00:16:45.350 --> 00:16:47.830
dive? Why should we spend our time caring about

00:16:47.830 --> 00:16:50.129
a guy who tried his hardest to make a terrible

00:16:50.129 --> 00:16:53.870
game succeeded and then spent two decades running

00:16:53.870 --> 00:16:55.990
away from his own success? It's a great question.

00:16:56.169 --> 00:16:58.929
I think this is a brilliant, hilarious lesson

00:16:58.929 --> 00:17:02.870
in the utter irony of human effort and the loss

00:17:02.870 --> 00:17:05.990
of authorial control. Think about how many developers

00:17:05.990 --> 00:17:08.869
pour their heart, soul, millions of dollars and

00:17:08.869 --> 00:17:11.869
years of their lives into polished masterpieces.

00:17:12.049 --> 00:17:14.349
Only to be totally forgotten by the world a month

00:17:14.349 --> 00:17:16.829
later. And then you have Kurosawa. Right. He

00:17:16.829 --> 00:17:19.289
puts the absolute least amount of effort possible

00:17:19.289 --> 00:17:23.109
into a project. He actively designs it as a cynical

00:17:23.109 --> 00:17:26.049
joke, a weapon against the very audience he is

00:17:26.049 --> 00:17:28.869
selling it to. And that is the exact creation

00:17:28.869 --> 00:17:31.289
the universe decides to remember him for. It

00:17:31.289 --> 00:17:32.970
proves that once you put a creation out into

00:17:32.970 --> 00:17:35.569
the world, it is no longer yours. The audience,

00:17:35.789 --> 00:17:37.910
the culture, and the passage of time decide what

00:17:37.910 --> 00:17:40.190
your work means, regardless of what you intended.

00:17:40.890 --> 00:17:43.289
This raises an important question, one that sits

00:17:43.289 --> 00:17:45.609
right at the heart of internet culture and the

00:17:45.609 --> 00:17:47.890
way we consume media today. What's that? When

00:17:47.890 --> 00:17:50.430
a creator intentionally fabricates a piece of

00:17:50.430 --> 00:17:53.470
bad media as a sharp critique, and the public

00:17:53.470 --> 00:17:56.109
ironically elevates it to the status of an enduring

00:17:56.109 --> 00:17:58.849
beloved legend who actually owns legacy of that

00:17:58.849 --> 00:18:01.390
work. Is the true historical meaning of Hong

00:18:01.390 --> 00:18:03.910
Kong 97 defined by the artist who desperately

00:18:03.910 --> 00:18:06.569
uses newspaper interviews to beg the world to

00:18:06.569 --> 00:18:09.289
forget it? Or is the meaning defined by the thousands

00:18:09.289 --> 00:18:11.349
of fans who through their shared fascination

00:18:11.349 --> 00:18:13.710
and relentless digital archaeology refuse to

00:18:13.710 --> 00:18:14.170
let it die.
