Sonic and Sega Retro Message Board: Interview with Craig Stitt, the mind behind Sonic 2's Hidden Palac - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 4 Pages +
  • 1
  • 2
  • 3
  • 4
    Locked
    Locked Forum

Interview with Craig Stitt, the mind behind Sonic 2's Hidden Palac

#16 User is offline GeneHF 

Posted 14 May 2014 - 03:41 PM

  • Classier than you'll ever be.
  • Posts: 7876
  • Joined: 16-May 04
  • Gender:Male
  • Location:The Windy and Ripply City
  • Project:オノマトペ大臣
  • Wiki edits:381
I thought it was pretty established that Naka wasn't keen on working in the West, since he largely went scurrying back to Japan after Sonic 2, and didn't particularly play well with STI.

See: Sonic X-treme

#17 User is offline Hukos 

Posted 14 May 2014 - 03:43 PM

  • Posts: 385
  • Joined: 11-May 12
  • Gender:Male
Nice interview! Nothing too special, but there are some nice tidbits, as was mentioned before.

#18 User is offline ICEknight 

Posted 14 May 2014 - 04:51 PM

  • Posts: 9289
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18

View PostGeneHF, on 14 May 2014 - 03:41 PM, said:

I thought it was pretty established that Naka wasn't keen on working in the West, since he largely went scurrying back to Japan after Sonic 2, and didn't particularly play well with STI.

See: Sonic X-treme
Oh, was it just that? Meh.

#19 User is offline qwertysonic 

Posted 14 May 2014 - 05:42 PM

  • Posts: 150
  • Joined: 29-April 11
  • Gender:Male
  • Project:creating the biggest sonic collection

Quote

The biggest one I noticed was the addition of the boss screen/room. This is something that was not on the original map I was given.

Is he saying that the phantom of the opera boss was not part of the original plan (We do know that that is true) or that the original plan was to not have a boss at all? The latter would make sense if Hidden Palace was just meant as a cut-scene zone for sonic to turn into Supersonic and fly out as Laura has insisted.

Quote

At some point we got this very early version of a new game called 'Sonic'. It was rough and unfinished. Great character, great background... but it just wasn't fun. Everyone spent a couple of minutes 'playing' it and then handed the controller to someone else. Then some time later, we received what I am guessing was the beta of Sonic. The first version did not have the rings scatter when you were hit. This version did, and it made all the difference in the world. Now people were lined up to play, and it was hard to find time when someone was not playing the game. There were also lots of technical aspects of the game that had even Mark impressed.

This is some interesting sonic 1 beta information. Did we know that the alpha didn't have Sonic losing rings when he was hit? I wonder what else Craig Stitt remembers about the Sonic 1 Beta.
This post has been edited by qwertysonic: 14 May 2014 - 05:44 PM

#20 User is offline Laura 

Posted 15 May 2014 - 12:23 PM

  • Brightened Eyes
  • Posts: 95
  • Joined: 01-November 12
  • Gender:Female
  • Location:England
Craig Stitt has been reading this thread and he has some answers for some of the questions brought up:


Posted Image


Just read through the blog. I have to agree with what someone said about once you get someone talking, they may say more then they mean.

And to clear up what I said about the Emeralds/Crystals whatever... it basically comes down to me simply not remembering exactly what everything was called back then. Hate to admit it, but I finished Sonic 1 and 2, but really had no interest in playing any of the Sonic games after that, or following their story line. My comment about the large breakable crystal in HPZ has to do with rumors I heard over and over (before the release of HPZ) about how the those crystals where somehow related to whatever crystals came up in the story after Sonic 2. In Sonic 2, the crystals were just art, and meant to tie in nicely with the look and feel of the Sonic Universe. There was no deeper meaning when I did the art.

As for the addition of the boss room. I don't know what the original plan was 20 years ago. Maybe they had plans for a boss, maybe not, I do not know. Looking back at it, it is strange that there was no boss room on the original map I was given, and the original art I created.

I am sure there are Sonic fans that know WAY more about the story and Sonic then I do. On the other hand.... a lot of what I read online about what this or that means or meant is simply guess work and/or supposition, and is wrong. There is a lot I don't know, but there I some things I know because I was there.

As for Naka heading back to Japan at the end of Sonic 2... wrong. It is true he did not want to do Sonic 3, but was convinced to stay. I only heard rumors as to what made him stay. More then glad to tell what I know as fact, but nothing I did not have first hand knowledge of. I know why he did Sonic 2... but I only heard rumors as to why he stayed for Sonic 3 (although I know he wanted to leave... somewhere about that time Mark was left SEGA, and Mark had a lot to do with Naka coming over from Japan to do Sonic 2.)

Feel free to clear up that decades old rumor that Naka did not like working with Americans, he didn't. But I would NOT call him a racist. He just did not like speaking English (he liked working with Mark Cerny, but Mark speaks fluent Japanese), and I am sure Naka had other reasons. I.e. Sonic 3 was an all Japanese team but built here in the U.S. at SEGA of America in Redwood City, CA.

To be honest... it was a real synergy between Naka's engine and Yasuhara's game. The only problem I really have is that Yasuhara really did not get the recognition he deserved, no did he get the money he deserved.


There was also mention about a visit by Michael Jackson. I was there that evening, and in the conference room when MJ was introduced to the Sonic Team (not 'TEAM SONIC'), but the people who had worked on Sonic 2. He was very nice, very quite and very complimentary towards the team. He never took off his hat or his sunglasses, he did however have a crutch. (I heard he had twisted an ankle while rehearsing)

I head the reason he was at SEGA, was SEGA wanted him to do the music for Sonic 3. I believe all was going well, then MJ's life hit the fan with all the Court case against him. At that point SEGA distanced themselves as much as possible. But it was an very exciting honor to meet him, and a unfortunate loss. It would have been great to hear what he could have done with the music for Sonic 3.

Unfortunately I really do not remember many specifics from playing the alpha and beta of Sonic 1 (IF that is in fact what they were). I clearly remember the first version we played did not have the rings scatter... and there were still collision bugs etc. Also, I do not believe it was not a copy of the entire game, just the first level/zone. All I can remember playing was the first level. And that goes for the second version we played as well. There could have been more, but I don't remember.

I helped make 5 games at SEGA; Kid Chameleon, Sonic 2, Sonic Spinball, ComixZone and The Ooze (although I had little to do with the last two).

When I moved to LA to start with Insomniac, I did 8 more games; Disruptor, Spyro 1-3, and Ratchet & Clank 1-4. I have worked on 13 games, 9 of which went multi-platinum.

As much fun as it was to have the luck/privilege to work on a game like Sonic, Spyro will always be my baby!

-Craig

#21 User is offline Mercury 

Posted 15 May 2014 - 02:19 PM

  • His Name Is Sonic
  • Posts: 1711
  • Joined: 13-November 08
  • Gender:Not Telling
  • Location:Location Location
  • Project:AeStHete
  • Wiki edits:130
This is pretty cool. Much thanks to Mr Stitt for his time and the use of his memory, and also to Laura for conducting the interview.

If he's still reading the thread and doesn't mind another brief question, I've always wondered: What significance does the number sequence 4, 1, 2, 6 have to Sonic or STI? Every other cheat code in Sonic 2 was meaningful (Naka's birthday, the game's release date, etc), so it stands to reason that this one does too. (I'm purposefully not bringing up the fan speculation here, because I don't want to prime or prompt a false memory.)

Thanks again for sharing with us!

#22 User is offline Uberham 

Posted 15 May 2014 - 06:05 PM

  • King Of Oblivion
  • Posts: 1036
  • Joined: 23-February 08
  • Gender:Male
  • Location:Sheffield England
If you're still reading, Thanks for Oil Ocean and for however little you did on Comix Zone, which is an underrated classic IMO.

I loved how explorable Oil Ocean was, and how hard it was to get to some secrets, although how much was you, and how much was SEGA I have no idea.

Thanks for Spyro too, you kept my brother busy for AGES (pun half intended) with that game :)

#23 User is offline Rika Chou 

Posted 15 May 2014 - 06:20 PM

  • Adopt
  • Posts: 5093
  • Joined: 11-January 03
  • Gender:Not Telling
  • Location:CA US
  • Wiki edits:4
Very interesting to read. :)

So, if I am reading it right, it sounds like he was given a basic level map and was supposed to make a level out of it, and that it was finished, and he didn't even know it didn't make the cut till a few days before release? Sound like there was more done for the level than what we have in the betas (which was pretty much unchanged after the very early NA beta).

That and (basically finished?) Dust Hill art are two S2 things I would love to see surface at some point. I can always dream.

Also neat reading about making the background for the level, it's definitely the best looking BG in S2.

#24 User is offline Cooljerk 

Posted 15 May 2014 - 08:19 PM

  • VR cancer research and development
  • Posts: 3306
  • Joined: 06-April 06
  • Gender:Male
  • Wiki edits:9

View PostLaura, on 15 May 2014 - 12:23 PM, said:

I helped make 5 games at SEGA; Kid Chameleon, Sonic 2, Sonic Spinball, ComixZone and The Ooze


Posted Image

I've had all these since they were new. they've been in my possession most of my life. I still like them a lot and play the regularly, believe it or not.

just some adulation.

View PostRika Chou, on 15 May 2014 - 06:20 PM, said:

Sound like there was more done for the level than what we have in the betas (which was pretty much unchanged after the very early NA beta).


IIRC the HPZ in the final Sonic 2 is the same HPZ in the Simon Wai Beta, just with the graphics and objects removed. I'm pretty sure there have been hacks to re-add the data back to Sonic 2, and when you reach HPZ, it appears exactly like it does in the SW Beta.

The assumption we've had in the Sonic community for years now, unless I'm mistaken, is that HPZ remained in the same haf-finished state we see in the SW Beta until it was cut late in Sonic 2's life due to time constraints.
This post has been edited by Cooljerk: 15 May 2014 - 08:22 PM

#25 User is offline Covarr 

Posted 15 May 2014 - 08:28 PM

  • Sentient Cash Register
  • Posts: 3253
  • Joined: 05-February 07
  • Gender:Male
  • Location:The desert of nowhere, USA
  • Wiki edits:1

View PostCooljerk, on 15 May 2014 - 08:19 PM, said:

IIRC the HPZ in the final Sonic 2 is the same HPZ in the Simon Wai Beta, just with the graphics and objects removed. I'm pretty sure there have been hacks to re-add the data back to Sonic 2, and when you reach HPZ, it appears exactly like it does in the SW Beta.

The assumption we've had in the Sonic community for years now, unless I'm mistaken, is that HPZ remained in the same haf-finished state we see in the SW Beta until it was cut late in Sonic 2's life due to time constraints.

Well sure, but that doesn't mean additional work wasn't done--just not implemented.

#26 User is offline TheKazeblade 

Posted 15 May 2014 - 08:32 PM

  • "Our Life is More than a Side-Effect"
  • Posts: 2053
  • Joined: 05-April 10
  • Gender:Male
  • Location:West Coast, US
Really awesome responses! It's really enlightening.

Again, we have conflicting reports about the details surrounding MJ leaving Sonic 3. At this point can we go with common sense that it was the allegations that made the deal fall through? The timing just seems too close to be unrelated.

#27 User is offline Cooljerk 

Posted 15 May 2014 - 08:48 PM

  • VR cancer research and development
  • Posts: 3306
  • Joined: 06-April 06
  • Gender:Male
  • Wiki edits:9

View PostTheKazeblade, on 15 May 2014 - 08:32 PM, said:

Really awesome responses! It's really enlightening.

Again, we have conflicting reports about the details surrounding MJ leaving Sonic 3. At this point can we go with common sense that it was the allegations that made the deal fall through? The timing just seems too close to be unrelated.


the details given seem to correlate with everything we've heard about MJ's involvement, which to me makes it sound like it was a mutual parting of ways. MJ's team wasn't happy with the sound coming out of the Genesis, Sega felt like they dodged a bullet because of the scandal. I wouldn't doubt both stories are true, we're just seeing different vantage points from different places in the timeline.

#28 User is offline Rika Chou 

Posted 15 May 2014 - 08:57 PM

  • Adopt
  • Posts: 5093
  • Joined: 11-January 03
  • Gender:Not Telling
  • Location:CA US
  • Wiki edits:4

View PostCovarr, on 15 May 2014 - 08:28 PM, said:

View PostCooljerk, on 15 May 2014 - 08:19 PM, said:

IIRC the HPZ in the final Sonic 2 is the same HPZ in the Simon Wai Beta, just with the graphics and objects removed. I'm pretty sure there have been hacks to re-add the data back to Sonic 2, and when you reach HPZ, it appears exactly like it does in the SW Beta.

The assumption we've had in the Sonic community for years now, unless I'm mistaken, is that HPZ remained in the same haf-finished state we see in the SW Beta until it was cut late in Sonic 2's life due to time constraints.

Well sure, but that doesn't mean additional work wasn't done--just not implemented.

Yeah, that's also what I was thinking. The zone could have a had a lot more done to it that was never added to the game. (Could be the same with Dust Hill, other than level select text there is no trace of it in any of the betas. Maybe the data for the zone never was added to the game)
This post has been edited by Rika Chou: 15 May 2014 - 09:00 PM

#29 User is offline Master Emerald 

Posted 15 May 2014 - 10:30 PM

  • Posts: 2874
  • Joined: 14-December 07
  • Gender:Male
  • Location:Rio de Janeiro - Brazil
  • Project:College
  • Wiki edits:22
I think he got lucky HPz was cut.

I mean. Who was the person who drew Green Hill? :p

He got a lot more attention to his and his zone this way. It'll always be the Hidden-for-good Palace haha.

Hell, I'm using his emerald as an avatar.
This post has been edited by Master Emerald: 15 May 2014 - 10:38 PM

#30 User is offline OKei 

Posted 15 May 2014 - 10:56 PM

  • OKeijiDragon
  • Posts: 1423
  • Joined: 04-September 05
  • Gender:Male
  • Location:Blah
  • Project:My MOTHER-fucking-3 Documentary, 60FPS videos (YAY!)
  • Wiki edits:11
Wonderful responses; great interview Laura. This interview was a near-complete contrast to the "Get a Life"-like responses IceKnight got on his original interview. He seems like a swell man, and I'm happy his work on Hidden Palace Zoon finally surfaced after 21 years sitting in the cutting room floor. The MJ / S3 meeting comments were an unexpected surprised too; his recollection also supports Roger Hector's of how the two parties got together in 1993. It also connects to Mike Latham's recollection of MJ in crutches in one Sega meeting.

Spoiler


Also, Spyro The Dragon was a great game.

  • 4 Pages +
  • 1
  • 2
  • 3
  • 4
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users