tl note: In this interview, Kanno is referred to as Kenno, as he was sometimes credited as “Yukihiro Kenno”.
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Full Translation of 並 列世界 [“Parallel Worlds”]
Interview With Kanno Hiroyuki
Sega Saturn Magazine, Vol. 24, July 18-24 1997
Aiming for a system that doesn’t blindfold you
―I know that some of our readers have never played YU-NO before. First of all, please tell us about the key aspects in YU-NO.
Kenno: A.D.M.S (Adams), a new multi-system, will be the key element. It stands for “Auto Diverge Mapping System,” which directly translates to “automatic branch mapping function.” In conventional games with branching narratives, it is difficult to identify the branching points in the story. It can be fun to look for branches, but at the same time, there are times when you have to look at the same scene over and over again, and you have to go through a sometimes annoying trial and error process. A.D.M.S. was created to solve this problem.
Depending on the player’s actions and decisions, the story will branch out and be created in a variety of ways. A.D.M.S. is a visual map that displays the branching situation in a tree (see previous page), and a chime (sound effects) is sounded when a branching point approaches, allowing players to grasp the situation with their eyes and ears. Checking your position on the map, collecting various items and information, and navigating various branching worlds…… This is [A.D.M.S].