Difference between revisions of "Sonic the Hedgehog 3/Production credits"
From Sega Retro
(→Breakdown: added Hirokazu Yasuhara) |
|||
Line 39: | Line 39: | ||
====[[Yuji Naka]]==== | ====[[Yuji Naka]]==== | ||
*Came up with the concept for [[sonic:Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stages]] that would have the player running across a tiny planet.{{magref|ssmjp|1997-23|043}}{{ref|https://shmuplations.com/sonic/}} | *Came up with the concept for [[sonic:Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stages]] that would have the player running across a tiny planet.{{magref|ssmjp|1997-23|043}}{{ref|https://shmuplations.com/sonic/}} | ||
+ | *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.{{ref|https://web.archive.org/web/20180201060705/https://patents.google.com/patent/US5411272A/en}}{{ref|https://web.archive.org/web/20210517203029/https://patents.google.com/patent/US5513307A/en}} | ||
+ | *Programmed the competition mode's controls, determining that player 1 responds to controller 1 input and player 2 responds to controller 2 inputs.{{ref|https://web.archive.org/web/20210506122139/https://patents.google.com/patent/US5405151A/en}} | ||
+ | *Programmed the competition mode's split-screen display.{{ref|https://web.archive.org/web/20230520093213/https://patents.google.com/patent/US5470080A/en}} | ||
+ | *Programmed the competition mode's feature to have different players play on their own version of the zone.{{ref|https://web.archive.org/web/20191220023153/https://patents.google.com/patent/US5411270A/en}} | ||
====[[Hirokazu Yasuhara]]==== | ====[[Hirokazu Yasuhara]]==== | ||
Line 56: | Line 60: | ||
*Created scene art used for [[sonic:Launch Base Zone|Launch Base Zone]].{{ref|https://web.archive.org/web/20231012153547/http://wasurete.com/games.html}}{{ref|https://web.archive.org/web/20220513064221/https://twitter.com/VGDensetsu/status/1305196052509843462}} | *Created scene art used for [[sonic:Launch Base Zone|Launch Base Zone]].{{ref|https://web.archive.org/web/20231012153547/http://wasurete.com/games.html}}{{ref|https://web.archive.org/web/20220513064221/https://twitter.com/VGDensetsu/status/1305196052509843462}} | ||
*Created scene art used for the [[sonic:Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stage]].{{ref|https://web.archive.org/web/20231012153547/http://wasurete.com/games.html}}{{ref|https://web.archive.org/web/20220513064221/https://twitter.com/VGDensetsu/status/1305196052509843462}} | *Created scene art used for the [[sonic:Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stage]].{{ref|https://web.archive.org/web/20231012153547/http://wasurete.com/games.html}}{{ref|https://web.archive.org/web/20220513064221/https://twitter.com/VGDensetsu/status/1305196052509843462}} | ||
+ | |||
+ | ====[[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.{{ref|https://web.archive.org/web/20180201060705/https://patents.google.com/patent/US5411272A/en}}{{ref|https://web.archive.org/web/20210517203029/https://patents.google.com/patent/US5513307A/en}} | ||
+ | *Programmed the competition mode's controls, determining that player 1 responds to controller 1 input and player 2 responds to controller 2 inputs.{{ref|https://web.archive.org/web/20210506122139/https://patents.google.com/patent/US5405151A/en}} | ||
+ | *Programmed the competition mode's split-screen display.{{ref|https://web.archive.org/web/20230520093213/https://patents.google.com/patent/US5470080A/en}} | ||
+ | *Programmed the competition mode's feature to have different players play on their own version of the zone.{{ref|https://web.archive.org/web/20191220023153/https://patents.google.com/patent/US5411270A/en}} | ||
====[[Masaru Setsumaru]]==== | ====[[Masaru Setsumaru]]==== |
Latest revision as of 11:47, 25 February 2024
- Back to: Sonic the Hedgehog 3.
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
Uncredited
- 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)
Sonic the Hedgehog 3 | |
---|---|
Main page | Comparisons | Maps | Achievements | Credits | Hidden content | Bugs | Development | Magazine articles | Video coverage | Reception | Promotional material | Merchandise | Technical information | Bootlegs
Music: Wonderman (1994)
Prototypes: 1993-11-03
|