HXC, on Sep 2 2005, 12:07 AM, said:
Thanks ICE. My problem is now finding which of these questions here are actully worth asking :P
1. No matter what guy we have turned to, including music team Milpo, Jun Senoue, and Bobby Brooks, they won't answer anything from Sonic 3 yet today over 10 years after the release, so what's the secret? And why are you willing to answer questions about Sonic 3 when no other guy is able to?
2. "Sonic 3 was mainly produced in Japan". Is that true?
3. Was Yuji Naka responisble for all the programming of Sonic 3? A lot of techniques were improved and added that were never even possible in Sonic 2, which kinda makes the question: Did Naka get help just to finish Sonic 3 in time, or did he get help because his programming experience wasn't high enough for yet another Sonic game?
4. Sonic 3 was released, but felt unfinished. Was Sonic & Knuckles add-on to Sonic 3 just a way for Sega to make more money, or a way to make up for the lost stuff in Sonic 3?
5. Knuckles question: Who was the creator of him? Who got the credits for making up this character?
6. Did Takashi Thomas Yuda, the character designer use computer 3D program to render the sprites in Sonic 3? The sprites of Sonic, Tails, and Knuckles have smooth animation states, and a lot of 3D rotations which of course were hand drawn, but still required perspective help. Also the title screen of Sonic 3 and some elements from Sonic 3 were 3D based. Tell us everything you know about the 3D making and the help tools for creating such images.
7. Technical question: Sonic 3 used 3 kinds of compression algorithms. The best algorithm were based on the famous LZSS compression, which packed data down to 10% of the original size. But the other two are still unnamed. We have the formulas for them, but we lack the names. We really need the names of the compressions because of copyright issues. Can you help us to find the names? The graphics compression used in Sonic 1, 2, and 3 were also used in a lot of other native Sega games around that time. It wasn't very great and packed only down to 45% of the original data, but the main idea was to load compressed graphics in real time, each frame, taking small steps to not stop or freeze the game, and was used for updating graphics for Sonic bosses etc. The other compression was used for background maps, and was only used when the LZSS compression didn't pack as good. We believe that this compression was some kind of run length but we are not sure. No compression of these kinds have been used for later Sega projects, only for the Genesis.
8. Sonic & Knuckles included a whole new game with Knuckles starring in Sonic 2. How did Yuji Naka find time to port the whole Knuckles player to work with an older engine of another type than Sonic 3's? Wasn't Sonic & Knuckles under time pressure at the end? I know Naka did the Sonic 2 work himself, so who finished Sonic & Knuckles during that time: Masanobu Yamamoto or Hiroshi Nikaidoh?
9. Hirokazu Yasuhara kinda ended the relationship with Naka after Sonic 3. Hirokazu Yasuhara joined the Sonic X-treme project, and Naka kinda ended it. Was this because they got mad at eachother for some reason? Why did they all of a sudden stop working with eachother?
10. Though Sonic 3 was the biggest Sonic project in history, it kinda failed. Why do you think Sonic 3 never got the same status as Sonic 2? Was it because of the new ideas such as having real environment details other than checkered patterns for level design, or because the game was too based around a story than just running through level action adventure Sonic was so famous for?
11. Sonic 3 was rushed. That's a fact! No other Sonic game was so full of bugs and special events that basically was implented in a few minutes and missed quality. Did you feel this when working with the game? How did everyone work? A lot of Japanese people doing their stuff, and you just couldn't give comments, or guidelines because of the language differences?
12. Finally, the big reach out: We would all be happy if you had any pre-release materials left from your time at Sega including Sonic 3 beta tests, and music recordings. Most of these stuff would be lost if not preserved and dealt with now. It has come to our attention that neither Sonic Team nor Yuji Naka want to give out anything from the old days other than the normal games themselves for money. No beta or pre-release info, and the time is running up. It's over 10 years ago, and people forget how much work was put behind the games. With a pre-release game, and/or documents, we can finally understand the meaning of Sonic and how you guys really worked the hell out of yourselves to give us the best game in history. This is a reach out to you, to help us, who are almost giving up hope on Sonic today, to give us and the world the true Sonic back to us!
EDIT: Feel free to rewrite some questions a little and fix spelling bugs.
This post has been edited by LOst: 01 September 2005 - 10:22 PM