The Programme
CARTRIDGE Collective VOLUME 06 A KONAMI READER · VOLUME III Konami Anthology III The Franchise Era, 1997–2003 FORTHCOMING 1997 → 2003 CC · V06

A Konami Reader · Volume III · Volume 06

Konami Anthology III

The Franchise Era, 1997–2003

October 1997: Symphony of the Night, Beatmania, and — months later — Metal Gear Solid. Three near-simultaneous reinventions after which Konami is structurally a different company. The arcade-house style gives way to franchise fiefdoms — KCEJ, KCEK, KCEO, Bemani — and the discipline shifts from craft-per-cabinet to brand-per-decade. This Volume reads the seven years in which the sprite studio rewrote itself.

Status
Planned
Progress
0 of 10 essays published
Era
1997 → 2003

Editor's note

A reader's preface

The sprite studio that couldn’t miss became a portfolio company.

Between 1997 and 2003, Konami fragmented. Symphony of the Night opened a Castlevania lineage that the studio would spend a decade trying to write again. Metal Gear Solid turned Kojima from a designer into an author. Silent Hill invented a Konami no-one knew the company had in it. Beatmania and the Bemani division opened a second front in arcades the rest of the industry was abandoning. Suikoden II quietly published the era’s best-written JRPG.

These pieces don’t share a house style. They share a parent company.

This Volume reads that fragmentation as one continuous body of work — not the diminished afterlife of the 16-bit decade, but its inevitable next move. The cabinet voice dissolves into five simultaneous studios, each writing its own grammar, each carrying a piece of what Konami used to mean.

Volume III is in planning. Reading order, cover art, and final essay selection to be confirmed as articles are commissioned and published.

End of programme notes — Vol. VI

The Programme