Sonic the Hedgehog 3/Production credits
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Contents
- Executive Producer: Hayao Nakayama
- Project Manager: Hisashi Suzuki, Shinobu Toyoda, Masaharu Yoshii
- Producer: Yuji Naka
- Director: Hirokazu Yasuhara
- Lead Game Designer: Hirokazu Yasuhara
- Senior Game Designers: Hisayoshi Yoshida, Takashi Iizuka
- Lead Programmer: Yuji Naka
- Senior Programmers: Hiroshi Nikaidoh, Masanobu Yamamoto
- Character Designer: Takashi Thomas Yuda
- CG Artist: Kunitake Aoki
- Animator: Takashi Thomas Yuda
- Enemy Artist: Satoshi Yokokawa
- Scene Artists: Kunitake Aoki, Chie Yoshida, Tsuneko Aoki, Shigeru Okada, Takashi Thomas Yuda, Satoshi Yokokawa
- Art Assistant: Osamu Ohashi
- Music Composers: Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, Scirocco
- SEGA Sound Team: Bo, Sachio Ogawa, Milpo, Masaru Setsumaru, Tatsuyuki Maeda, Tomonori Sawada, Masayuki Nagao, Jun Senoue
- Sound Project Coordinator: Hisaki Nimiya
- Marketing: Pamela Kelly
- Executive Management: Shouichirou Irimajiri, Tom Kalinske
- Executive Coordinator: Mamoru Shigeta, Tomio Takami, Diane A Fornasier, Roger Hector, Takaharu Utsunomiya
- Sound Special Thanks: Mayumi Nina Sakazaki (MRM), Cube Corp. (Masanori Hikichi, Miyoko Takaoka), Opus Corp., Masanori Nakayama (Studio Who), Howard Drossin
- Special Thanks: Deborah McCracken, Emi Kawamura, Jina Ishiwatari
- Presented by: Sega
- Executives in Charge: Hisashi Suzuki, Roger Hector, Shinobu Toyoda
- Project Manager: Masaharu Yoshii
- Executive Producer: Yuji Naka
- Co-Executive Producer: Hirokazu Yasuhara
- Lead Game Designer: Hirokazu Yasuhara
- Lead Programmer: Yuji Naka
- Senior Programmers: Hisayoshi Yoshida, Takashi Iizuka
- Senior Game Designers: Takahiro Hamano, Masanobu Yamamoto
- Character Designer: Takashi Thomas Yuda
- CG Artist: Kunitake Aoki
- Animator: Takashi Thomas Yuda
- Enemy Artist: Satoshi Yokokawa
- Scene Artists: Kunitake Aoki, Chie Yoshida, Tsuneko Aoki, Shigeru Okada, Takashi Thomas Yuda, Satoshi Yokokawa
- Art Assistant: Osamu Ohashi
- Music Composers: Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsky III, Scirocco
- Sega Sound Team: Bo, Sachio Ogawa, Milpo, Masaru Setsumaru, Jun Senoue, Tatsuyuki Maeda, Tomonori Sawada, Masayuki Nagao
- Sound Project Coordinator: Hisaki Nimiya
- Special Thanks To Executive Management: Shoichiro Irimajiri, Tom Kalinske, Hayao Nakayama, Paul Rioux
- Promotions Director: Thomas J. Abramson
- Product Manager: Pamela Kelly
- Executive Coordinators: Mamoru Shigeta, Tomio Takami, Diane A. Fornasier, Roger Hector, Takaharu Utsunomiya
- Sound Special Thanks: Mayumi Nina Sakazaki (MRM), Cube Corp., Opus Corp., Howard Drossin, Masanori Nakayama - Studio Who
- Screen Shots: Clint Dyer, Nemer Velasquez
- Test Manager: Steve Patterson
- Lead Testers: Jason Kuo, Blair Bullock, Michael Baldwin, Dermot Lyons
- Testers: Greg Becksted, Julio Martinez, Andrew Podesta, Vy Nong, Keith Higashihara, Chris Pepper, Mark Lindstrom, Tony Lynch, Steve Bourdet, Joanna Pataki, Maria Tuzzo, Crisi Albertson, Janine Cook, Bill Person, Christine Watson, Mike Williams, Heather Meigs, Vasily Lewis, David Wood, Mark Subotnick, Dan Jung, Loran Pudinski, Siegie Stangenberg, Simon Lu, Mark Pangiagua, Mike Bench, Ivan Foong, Conan Tigard, Tim Spengler, Rick Geer, Ari Warner, Tony Hursh, Lance Nelson, Richard Wong, Daniel Dunn, Matthew Rosaaen, Matt Underwood
- Developer: S.T.I.
- Special Thanks: Dominique Adevereaux, Jina Ishiwatari, Emi Kawamura, Deborah McCracken
- Manual: Jason R. Rich
- Music: Michael Jackson
Breakdown
Yuji Naka
- Came up with the concept for Special Stages that would have the player running across a tiny planet.[2][3]
- Programmed the character display in regards to spiral loop graphics, defining how characters react to surfaces that corkscrew, slope or turn the player upside-down.[4][5]
- Programmed the competition mode's controls, determining that player 1 responds to controller 1 input and player 2 responds to controller 2 inputs.[6]
- Programmed the competition mode's split-screen display.[7]
- Programmed the competition mode's feature to have different players play on their own version of the zone.[8]
Hirokazu Yasuhara
- "Managed whole project schedule, including the schedules of artists and programmers.[9]
- Designed 2 thirds of all zones (includes Sonic & Knuckles.[9]
- Designed enemy patterns.[9]
- Designed gameplay mechanics.[9]
- "Developed game story and play structure."[9]
Takashi Iizuka
- Came up with the concept of each playable character having slightly different abilities and slightly different level paths.[10]
- Was one of the designers who came up with Lock-On Technology,[10][11] including the concept that it would have different operations depending on the game it was used on.[10][12]
Kunitake Aoki
- Created the CG art used on the title screen and data select screen.[13][14]
- Created scene art used for Carnival Night Zone.[13][14]
- Created scene art used for Launch Base Zone.[13][14]
- Created scene art used for the Special Stage.[13][14]
Masanobu Yamamoto
- Programmed the character display in regards to spiral loop graphics, defining how characters react to surfaces that corkscrew, slope or turn the player upside-down.[4][5]
- Programmed the competition mode's controls, determining that player 1 responds to controller 1 input and player 2 responds to controller 2 inputs.[6]
- Programmed the competition mode's split-screen display.[7]
- Programmed the competition mode's feature to have different players play on their own version of the zone.[8]
Masaru Setsumaru
Tatsuyuki Maeda
Jun Senoue
- Created music.[17]
Music credits
ID | Description | Credits | Used | Comments |
---|---|---|---|---|
01 | Angel Island Zone Act 1 | Yes | ||
02 | Angel Island Zone Act 2 | Yes | ||
03 | Hydrocity Zone Act 1 | Yes | ||
04 | Hydrocity Zone Act 2 | Yes | ||
05 | Marble Garden Zone Act 1 |
|
Yes | |
06 | Marble Garden Zone Act 2 |
|
Yes | |
07 | Carnival Night Zone Act 1 | Yes | ||
08 | Carnival Night Zone Act 2 | Yes | ||
09 | Flying Battery Zone Act 1 | No | ||
0A | Flying Battery Zone Act 2 | No | ||
0B | IceCap Zone Act 1 | Yes | ||
0C | IceCap Zone Act 2 | Yes | ||
0D | Launch Base Zone Act 1 | Yes | ||
0E | Launch Base Zone Act 2 | Yes | ||
0F | Mushroom Hill Zone Act 1 | No | ||
10 | Mushroom Hill Zone Act 2 | No | ||
11 | Sandopolis Zone Act 1 | No | ||
12 | Sandopolis Zone Act 2 | No | ||
13 | Lava Reef Zone Act 1 | No | ||
14 | Lava Reef Zone Act 2 | No | ||
15 | Sky Sanctuary Zone | No | ||
16 | Death Egg Zone Act 1 | No | ||
17 | Death Egg Zone Act 2 | No | ||
18 | Sub-boss theme | Yes | ||
19 | Boss theme | Yes | ||
1A | The Doomsday Zone | No | ||
1B | Bonus Stage (Glowing Spheres) | No | ||
1C | Special Stage | Yes | ||
1D | Bonus Stage (Slot Machine) | No | ||
1E | Bonus Stage (Gumball Machine) |
|
Yes | |
1F | Azure Lake | Yes | ||
20 | Balloon Park | Yes | ||
21 | Desert Palace | Yes | ||
22 | Chrome Gadget | Yes | ||
23 | Endless Mine | Yes | ||
24 | Knuckles' theme | Yes | ||
25 | Title screen |
|
Yes | |
26 | Staff roll | Yes | ||
27 | Game over | Yes | ||
28 | Competition results | Yes | ||
29 | Act clear | Yes | ||
2A | 1-UP | Yes | ||
2B | Chaos Emerald | Yes | ||
2C | Invincibility theme | Yes | ||
2D | Competition screen | Yes | ||
2E | Sub-boss theme | Yes | ||
2F | Data select | Yes | ||
30 | Final boss theme | Yes | ||
31 | Drowning countdown | Yes | ||
32 | All clear | Yes |
References
- ↑ File:Sonic the Hedgehog 3 MD credits.pdf
- ↑ Sega Saturn Magazine, "1997-23 (1997-07-11)" (JP; 1997-06-27), page 043
- ↑ https://shmuplations.com/sonic/
- ↑ 4.0 4.1 https://patents.google.com/patent/US5411272A/en (Wayback Machine: 2018-02-01 06:07)
- ↑ 5.0 5.1 https://patents.google.com/patent/US5513307A/en (Wayback Machine: 2021-05-17 20:30)
- ↑ 6.0 6.1 https://patents.google.com/patent/US5405151A/en (Wayback Machine: 2021-05-06 12:21)
- ↑ 7.0 7.1 https://patents.google.com/patent/US5470080A/en (Wayback Machine: 2023-05-20 09:32)
- ↑ 8.0 8.1 https://patents.google.com/patent/US5411270A/en (Wayback Machine: 2019-12-20 02:31)
- ↑ 9.0 9.1 9.2 9.3 9.4 https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/
- ↑ 10.0 10.1 10.2 Sega Saturn Magazine, "1997-17 (1997-05-30)" (JP; 1997-05-16), page 25
- ↑ https://www.gameinformer.com/b/features/archive/2016/10/10/how-sonic-the-hedgehog-3-became-two-games-sonic-and-knuckles-lock-on-technology.aspx
- ↑ https://www.scribd.com/article/663156072/Locked-And-Loaded
- ↑ 13.0 13.1 13.2 13.3 http://wasurete.com/games.html (Wayback Machine: 2023-10-12 15:35)
- ↑ 14.0 14.1 14.2 14.3 @VGDensetsu on Twitter (Wayback Machine: 2022-05-13 06:42)
- ↑ 15.0 15.1 htt (Wayback Machine: 2004-05-29 09:21)
- ↑ 16.0 16.1 htt (Wayback Machine: 2003-11-28 09:58)
- ↑ htt (Wayback Machine: 2004-06-28 06:48)
- ↑ 18.0 18.1 @soundforest1 on Twitter (Wayback Machine: 2019-11-18 14:01)
- ↑ Jun Senoue interview by LOst (June 2002)
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