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Don't be so shortsighted. Good motivated programmers care deeply for the system they program and the games they are working on, so it's not surprising at all. With the game industry as it is now, it will probably be less, but I'm convinced that's how it was back then.
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Being a game programmer myself, and knowing a few others in the industry, I know that a certain project or port can get an extra degree of detail and depth when the guys working in the team are extra motivated to contribute ideas and suggestions. Programmers will make extra hours in their sparetime, just because they want to program that extra effect, tweak the framerate or add that extra option and humoristic feature. This motivation usually depends on how well you can get along with the project leader and/or director and how well they're able to listen to the input from the team.
It often happens that the programmer adds something funny during his weekend (like the MSX logo coming up... or a flickering "HIDEO" in the upper right screen during a cutscene). The project leader sees it on Monday, likes it and wants it in the final game.
I've had project leaders who want you to do everything according to the book (gamescript). These kinda guys will tell you to get your extra effort out. Straight away. First thing Monday-morning. The result is that you will never ever spend any extra minute outside office hours to come up with something cool. You just do what you're asked to do. Nothing more.
That's what can make/makes the difference in a game.
So my conclusion is: the programmers @ Konami loved the
game they were making and they had a good project leader. Liking the system hasn't got to do much with this (hell, I like the GBA, but I'll only give all I've got when the game is fun and the project leader is a cool guy). Ofcourse: ppl who love the system, also know the system better.
A company needs to make money, so as soon as you leave the development floor and walk into the financial department, ppl wouldn't care shit. That's why Konami abandoned the system after all. Because developers don't take decisions on that level.
SD snatcher & Solid Snake were not written in a few months. Also know that when a game is finished, it takes a long time to hit the shelves. The fact that this happened around the time our beloved system 'died' is purely coincidence.