1) October 1999 Interview Spread (Images 1–5)
- Interviewee: 박근호, lead designer (byline: 김병성 기자)
- Key Data:
- Development start: April 1997
- Initial CCU target: 5 000, planned ramp to 10 000 after launch
- Visuals: Developer snapshots, early UI mock-ups, CCU growth graph
2) December ’99 – February 2000 Travelogues & Walkthroughs (Images 6–15)
- Format: Player-style diaries with annotated in-game screenshots
- Bylines/Credits: All articles credited to Net Power’s 김병성 기자 (e.g. “구성책임 김병성 기자, [email protected]”) and list 제작사: 액토즈 소프트 in the corner.
- Content Highlights:
- Dungeon guides: maps of “패왕전” bosses with callouts on hit-patterns
- Patch roundups: titled “버그와의 전쟁,” detailing fixes to skill exploits and NPC pathing
- Player events: photos of in-café meetups and holiday promotions
3) March–April 2000 Feature Articles (Images 16–25)
- Topics Covered:
- New skill previews: deep dives into level-cap increases and skill tree additions
- Community spotlights: letters from top guilds, prize-winner screenshots
- Server stats: lists of top populated servers and peak log-ins per time slot
- Design Layout: Full-bleed artwork of new monsters, sidebar “Hot Topics” blurbs, call-out boxes with patch version numbers (v1.23, v1.25)
- No Behind-the-Scenes: All editorial focus stayed on gameplay—no developer interviews or studio visits in this batch.
Images Referenced
- Images 1–5: October ’99 interview pages
- Images 6–15: Dec ’99–Feb ’00 walkthroughs & diaries
- Images 16–25: Mar–Apr ’00 feature spreads
I can't upload the 40 Images but they can be found here: Mir 1 Magazine Gallery with English Translations here: Mir 1 Magazine Gallery ENG
This find it huge for the Carbon Project.
Few things discovered from this and some other korean articles found:
ActozSoft started development during 1997.
The Mir 1 Team from ActozSoft continued to work with them until after Mir 2 was released.
Wemade was founded by the core Mir I developers in 2000 to assert “We made Legend of Mir” and take control of the IP moving forward.
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