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  1. Yuji Naka
    Japanese video game designer and programmer

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  1. Feb 4, 2009 · There are few figures that encapsulate the golden 16-bit era better than Yuji Naka – a key figure in the success of SEGA's Mega Drive with his iconic Sonic games, his work post-hedgehog was no...

    • —Did You Have Any Interest in Video Games themselves?
    • —Did You Request That Work?
    • —When You First Met, What Were Your First Impressions of Each other?
    • —How Was The Sonic Character born?
    • —Finally, Please Tell Us About Your Future Plans.
    • Design Secrets and Memories: Sonic The Hedgehog
    • Sonic 2
    • Sonic 3 / Sonic and Knuckles

    Oshima: Almost none. (laughs) But I had always wanted to do some kind of work where I was creating something for children—I deeply admired the character of Santa Claus. And when I joined Sega, I told people “I joined this company because I want to be Santa Claus” (laughs).

    Naka: For Outrun and Space Harrier in particular, yes, I did. They were games I loved, but I also had the feeling, from the experience I’d gained up to that point, that I could do them justice in a port. It was a kind of challenge I issued to myself. It was similar with Spy vs. Spy and F16 Fighting Falcon… I had played them on the Commodore and tho...

    Naka: I remember it really well. I looked up one day and noticed Oshima was sitting next to me. (laughs) Even though he had joined late into the hiring season, there he was using the digitizer sprite tool like an expert, drawing a sprite of Superman. Back then the sprites were limited to only 16 colors, but his Superman was so well drawn, you didn’...

    Naka: Sonic, for us at least, took shape from functional and programming considerations, and in that sense he was a revolutionary character for his time. His character design came after. What we had first, was smooth, rolling terrain and a character who could do 360 loops in that terrain. Oshima: In the beginning, it was actually a rabbit skipping ...

    Oshima: We’re continuing to work on games that we think will delight you, so please look forward to hearing from us in Sega Magazine in the near future. Naka: There’s a lot of different things we’ve been wanting to challenge ourselves with recently, and the NiGHTS picture book that will be released soon is a good example of that. Be sure to check i...

    Naka: The “Sonic Band” was supposed to actually be used in a sound test screen we had planned. The sprites had been created and everything. You’d chose a song, and the band would perform it while Sonic breakdanced. Oshima had drawn up a lot of different poses, and the graphics were all done, but… at the verylast minute we ran out of time to include...

    Naka: After the Sonic development ended, I started catching wind of rumors (from Sega of America staff) that Sonic had become a big hit in America. On this occasion, I was invited to come to America. They said the development offices were a sight to behold, plus they’d pay for the airfare. (laughs) Silicon Valley was something of a mecca for we pro...

    Naka: Sonic 2 was a much bigger hit than the first game. When 2 shipped, there was a ton of media coverage, from newspapers and TV stations. When I saw the newspapers the next day, Sonic 2 had bigger coverage than the presidential election! In color, no less! I was running around elated, “Haha! We beat the President! Sonic beat the President!” (lau...

  2. Jan 10, 2022 · This collection of interviews chronicles the conception and development of the original and wildly successful Sonic the Hedgehog game, with comments from core team members Yuji Naka (programmer & team leader), Naoto Ōshima (designer & art director) and Hirokazu Yasuhara (planner) as well as the art director for the game’s sequel, Yasushi ...

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  3. Oct 13, 2016 · 262. 9.9K views 7 years ago. When tasked with creating a mascot to rival the likes of Nintendo's Mario, SEGA research & develop team AM8 proposed a blue hedgehog. Under the programming direction of...

    • 6 min
    • 10.3K
    • ACMI
  4. Jun 10, 2015 · Shigeru Miyamoto and Sonic creator Yuji Naka may have been friendly rivals at one point, but they are now on much more comfortable terms, with Naka's studio Prope producing content for the...

    • Damien Mcferran
    • Editorial Director
  5. Jun 21, 2010 · We spoke to Naka about the design of the game, side-scrollers, and the unique circumstances behind seeing your own game on display in someone else's booth.

  6. Oct 11, 2021 · Yuji gives great insights into the development and creation of 'Sonic the Hedgehog 1 and 2', 'Nights into Dreams' and 'Chu Chu Rocket'. NB: This interview was conducted in Yuji Nakas...

    • 17 min
    • 1310
    • ACMI Collection
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