Sonic and Sega Retro Message Board: drx - Viewing Profile - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help

Group:
Tech Member: Tech Members
Active Posts:
2119 (0.51 per day)
Most Active In:
General Sonic Discussion (458 posts)
Joined:
02-March 04
Profile Views:
9566
Last Active:
User is offline Today, 12:44 AM
Currently:
Offline

My Information

Member Title:
<Shade> fuck MJ
Age:
77 years old
Birthday:
September 28, 1937
Gender:
Male Male

Contact Information

E-mail:
Click here to e-mail me
Website:
Website  http://www.hacking-cult.org/

Previous Fields

Project:
:rolleyes:
National Flag:
pl
Wiki edits:
8

Latest Visitors

Topics I've Started

  1. My interview with Tom Kalinske (July 2011)

    02 May 2014 - 11:52 AM

    This is a phone interview I conducted with Mr. Kalinske in July 2011. I would like to thank Mr. Kalinske for taking the time to speak with me. I edited it for clarity.




    drx: First of all I would like to ask you about the animosities between Sega of American and Sega of Japan. I talked to some other people, and I noticed that there was some sort of conflict between Sega of American and Sega of Japan. For example, Sega of Japan had an entirely different console – the Saturn – and Sega of American which had its own project, the 32X. And maybe you can shed some light on that.

    Tom: Okay, I see it a little bit differently. There were certainly cultural differences, and I think the biggest cultural difference was when I first came on board the Genesis. And you know I went to Japan after having worked for a few months on this and said to the Japanese board “We have to be successful in the United States, we can't include Altered Beast because…”

    drx: I heard the story, yes.

    Tom: Yeah you heard about that story. “…we had to lower the price, we gotta include Sonic the Hedgehog, and we gotta do more sports titles and we gotta do them in the U.S and do American licenses and we're gonna take Nintendo on with our advertizing” and they said “Oh, we don't agree with anything you said and (Hayao) Nakayama got up and leaved and at the end he said “Well, but I hired you to make the company successful so do what you want”. In many respects, they may have been conflict they also basically let us do what we wanted for a long time, and I think the 32X is another example of that. At the end of the Genesis’ lifecycle, we knew that other competitors were working with 32bit technology. And we were really simply trying to expend the life of the Genesis. We knew that the 32x wasn't a significant new platform, everyone knew that, the idea was that we could at least make a claim of 32 bit technology to extend the life of the Genesis. I actually thought that it worked pretty well, because the Saturn wasn't ready to enter, in fact it wasn't ready next year when we had to introduce it. I would say that that was bigger time of conflict with Japan we were basically gonna be forced to introduce Saturn, there wasn't enough software available for it, the price of the chipset (…) was too expensive, there was limited production capacity, we couldn't get enough units to do a introduction that would satisfy all retailers in the United States. So we had to say “Okay, we'll do a limited introduction and we'll only introduce it with the top three retailers and we'll lead everyone else out.” They won't get any profit. Well, that made everyone very upset.

    drx: Right, I can understand that.

    Tom: You know, it was a ridiculous thing to do frankly. But, I would say that was the bigger conflict, not the conflict over whether to do a 32X or not.

    drx: That's quite interesting. Speaking of the Saturn console, I know that there was a 2D Sonic project, Sonic the Hedgehog, that ended up being Knuckles Chaotix, it originally started as a Saturn game. It wasn't released on the Saturn, but on the 32X. I know it was supposed to have the Sonic & Tails characters and they were cut from it as well. What was that about, do you remember?

    Tom: Yeah I remember it. It was another one of these things where we needed titles because we didn't have enough. The original game was long and it was taking too long to get done, so the decision was made to cut it into parts and introduce it quickly on 32x and that was – you know, it was basically a simple decision because there were too many needs to have more products on the 32X it wasn't going to be ready on Saturn, it was too big, it was taking too long, it was over budgeted, it was behind schedule - all those reasons.

    drx: You managed to have a partnership with Michael Jackson. I know that was part of the strategy to include famous people into games and such. Did you reach out to Michael Jackson? Or did he like Sega very much and just came into the office, or…?

    Tom: No, we really reached out to him. We made visits to him to get him interested in doing basically Thriller on the Genesis. And then he ended up liking it so much, and was quite involved in the development process, and he used to often come up to the office quite frequently not just uh (this was after Thriller was done and released) and he would just come up and play different games, he loved Sonic the Hedgehog. He would just come up to the office and sit in the R&D area and play different games as they were being developed. So, he actually had a kind of a view of what was coming out in the future well before when most other people did.

    drx: So I understand it was quite a shame when the whole scandal broke out and you had to remove him. Because I know he was somewhat involved with the development of Sonic the Hedgehog 3 and I guess it must've been a terrible disappointment that his work had to be taken out. But I'd like to ask if that was a decision made lightly like, was it straight forward? Like, “Okay so there's this scandal, so let's avoid it" – so his stuff was cut from the game? Or was there a different reason?

    Tom: Well, I don't know quite who you're talking to; you got a bunch of things wrong in there. There were decisions made that were created by Michael and his lawyers and basically it was neutral. It wasn't Sega's wishing idea that we would dissociate from him at all. There were many factors involved and several different aims involved and the decision was neutral that until he resolved his legal issues, which he was quite confident he was gonna be able to do, that we should stop collaborating together for a short period of time. And that's basically what happened.

    drx: Okay. So that clarified things up a bit.

    Tom: A little bit.

    drx: That brings me to another question. Have you have you tried to bring someone like Michael Jackson and failed for some reason? I understand that you have to reach out to many people and not everyone will come aboard. But, was there any story that, for example, almost happened but didn't, or something like that?

    Tom: I can't really remember, you know. We had so many celebrities involved with us. We had MC Hammer involved with us, we had of course Joe Montanna, we had (…), we had many many different affiliates we had (…), Muhammad Ali. We had many different celebrities involved with us on different games.

    drx: I understand. Going back to Sonic the Hedgehog. I know this was 20 years ago almost.

    Tom: Yeah… Actually it was exactly 20 years ago…

    drx: Do you remember the first time you saw Sonic? Actually, I should ask you first - was it your initiative or was it a developer who came up with the idea of Sonic and just happened or was it part of strategic to find a mascot?

    Tom: First of all when I came on board, Sonic's development was already under way. But when I came on board in late 89, it was one of the things that I said the company needed to do. I felt that the company really needed to have an equivalent to Mario to represent Sega. I was told that they agreed in Japan and they agreed in the U.S and that those efforts were underway and that research was underway on many many different characters. And I saw a lot of that very shortly after I joined the company. It was your usual cast of characters – dog characters, and rabbit characters, and bear characters - all kinds of different characters. And the hedgehog was one of them. And that turned out to be the one that I think everybody was most interested in for a variety of reasons. One was that it was a very unusual character, and second was this whole idea that Naka had of making him move faster than any other character. So you know, the team of Naka and a team of really…did a good job of initial position of the character to make Sonic so fast and to make him sort of a smart-aleck. So that part of it we all liked. There were other parts we didn't like – the initial Sonic that I saw was “too edgy” I would say for the United States market at the time. He had fangs, very sharp fangs, and looked menacing. He had sharp spikes down his back. So we didn't like that. So we asked Japan, actually based on research, to tone that down and to get rid of the fangs and the sharp sharp spikes. He had a girlfriend that was really busty named Madonna and we said “no, that's not a good idea someone would sue us”, and it's also not a good idea to have a sexy girlfriend. If you're trying to develop a character that's like Mario, appealing to all age groups – boys and girls. So there was a lot of stuff like that that has to be changed, and they did it. But, they kept the strength of the character, he was a little bit edgy, a little bit of a smart-aleck and he was certainly faster and more controllable than any character there have ever been. It was also simple to draw Sonic. I don't know if you realized that, but most of the great licensed characters, even true to this day, are really simple draw.

    drx: You mentioned Madonna. Was it just a concept art or was Madonna in the game?

    Tom: She was going to be in the games, she was going to be his girlfriend and be in almost all the games. And she was the wrong girlfriend for him to have and actually changed it to another girl character who was much less “sexy” if you will. I can't remember her name though; she's in a lot of the games.

    drx: You might be referring to Amy.

    Tom: Amy.

    drx: Okay, I guess that would be it for today. Thanks very much for talking to me.

    Tom: Sure, good luck on your article!

    drx: Thanks!

    Tom: Well thank you!



    The 2D Saturn Sonic project I mentioned -- I guess this is as good a time as any to mention this. What ended up as Knuckles Chaotix was at first a true Sonic 2D game (think Sonic 4) for the Sega Saturn. It was instead ported to the 32x and Sonic & Tails were cut and the rest is history. I know this from talking to people involved in Sonic Saturn / Chaotix developers. The sad part, I almost snagged a Saturn proto of this, but it was sadly lost.
  2. Sonic Rush Adventures proto cart on ebay

    29 October 2011 - 11:10 PM

    http://www.ebay.com/itm/220883556260

    My advice is that if anyone wants to bid on these they should say so, so that there aren't any accidental bidwars between Retro members.
  3. Sonic Advance 2 proto, anyone interested?

    01 October 2011 - 03:57 AM

    Never played the retail game, but maybe someone did and cares.

    Shouldn't be expensive, I'll give you more details as I get them.
  4. Any interest in early Gamecube Sonic protos?

    24 April 2011 - 10:51 AM

    I found three early Gamecube Sonic prototypes. The price tag is around 500 eur for all, I'm posting this because I don't have this kind of money right now and was wondering if anyone was interested. You'd need to make up your mind pretty soon (within 1-2 days).

    They are on a one-of-a-kind NPDP cart (not an NR disc). NPDP carts are used during development, they are not press copies (unlike NR discs).

    Sorry to pop in without any better news, but such is life.
  5. Some new tidbits of information

    12 December 2010 - 05:46 PM

    I was talking to Ben Szymkowiak, the Lead Tester for Sonic 2 (uncredited). Some interesting facts:

    • Knuckles was likely originally called Dreds
    • The spikes thing was likely a Class B bug.


    QUOTE
    Ben: Actually, it was Jason Kuo, myself, and Vy Nong, along with a marketing person who brainstormed and came up with the idea for the dreadlock look of the Dreds character in Sonic.
    drx: So Dreds was the original name for Knuckles?
    Ben: I *think* Dreds was original name for Knuckles – but this was 15+ years ago. I do remember brainstorming on the look of Knuckles with Jason Kuo, Vy Nong, and a Marketing person.


    QUOTE
    Ben:
    I remember that testing Sonic 2 was quite intense. We literally tested around the clock and logged many hours of overtime. As you probably know most software releases get delayed and so software testing is often pressured to make up for lost time. We generally ran 2 shifts, (7am-3pm, and 3pm to 11pm) but during that time period we worked 24/7 with almost everyone getting lots of overtime.

    drx:
    I can imagine it being very intense. I actually tracked down the last
    5 betas, I noticed how very late into the game major changes were
    still being applied (I.e. the title screen was changed something like
    2 days before the final build). Sounds stressful.

    There was a thing where if you stepped on spikes and landed on another
    set of spikes, you'd instantly die even if you had rings previously.
    Do you remember why it was changed? Was it fixed on purpose -- was it
    a bug?

    Also in earlier builds you could run into a wall and you would recoil
    from it. Do you remember why it was removed (other than being very
    annoying?)

    Ben:
    The testing was very intense – I remember falling asleep for a few minutes inadvertently while burning EPROMs. I think I was living in San Jose at the time and SEGA was in San Carlos (which was 30mins away). I was working about 17-20 hours a day and I am lucky I didn't die on the highway from sleep exhaustion. Generally things can change right up to the end. We would want to get 40 man hours of testing on anything that might be a final build (less on earlier versions) and the Test Department was about 30 people. But sometimes that meant that we would be getting new revisions every day or two. Bugs were classified as A Class (system crash, unable to continue, significant bugs), B Class (affects game play somewhat significantly but doesn't hang game or prevent you from continuing), and C Class (minor cosmetic graphic glitches that didn't really affect game play). If a game had any A Class bugs or even enough significant B Class bugs we wouldn't release it. So once an A or significant B class bug was found we may stop testing that revision and tell the programmers to fix it. The only problem is that there becomes increased pressure on the test department to start ignoring bugs because they have promised a specific release date (and are usually already late).



    I don't remember the specific cases you mention but the one with the spikes/rings sounds like a major B Class bug and that is probably why it was fixed. The one about recoiling from a wall sounds like a less significant B Class bug so that is probably why they were both fixed.



    As an idea of how intense testing was …when I was the lead tester on “Eternal Champions” (and the producer was quite intense)…I literally had 210.25 clocked/paid hours in a two week period. (I remember because this is the most I have ever worked in a 2 week period – EVER!) My paychecks had 70-80 hours normally and we worked 7 days a week. Saturdays and Sundays were mostly voluntary and generally lighter with only one shift from 9am-5pm (unless it was a high-pressure release like Sonic 2 or Eternal Champions) --- (the producer was trying to make the next Street Fighter 2 but didn't quite pull it off.) The one good thing was that with all that overtime you could make decent money as a 20-something doing something you loved (of course you had very little life outside of work). There was virtually limitless overtime (there was always Saturday and Sunday shifts).


    Note that he doesn't know about the recoil thing likely because he never saw it. Which puts Sonic 2 testing somewhere between after NA and before alpha (I know this from another source, but maybe another time)

    So yeah, I'm still alive and tracking down protos.

Friends