¿Sabias que Sonic aparecio en un juego, antes de ser el protagonista de Sonic the Hedgehog?Secreto:
(Pincha para leerlo)
Sony oriento la Playstation a las 3D al ver la recreativa de Virtua Fighter, y Sega "upgradeo" la Saturn para que fuera mas competitiva con entornos 3D al ver la Playstation.
Unas cosillas mas que he visto en MDShock:
- Yuji Naka creo una especie de demo con un Sonic poligonal para el chip SVP:
At first, I wanted to make a Sonic game using an isometric layout, so development began with the plan to use the SVP (the high-speed processor chip used in the Mega Drive version of Virtua Racing).
It was still in the experimental stages, but I made a zooming screen and a polygon Sonic using development tools. In the end, we were unable to use the SVP due to cost issues, so all of the programming I had done for the SVP since the beginning of development became useless. mdshock.com/2018/07/19/yuji-naka-sonic-interview-february-1995/
- Sega perdia 100 dolares por cada Saturn vendida y limitaron las ventas para no palmar demasiada pasta:
For each Saturn sold, we lost about 10,000 yen ($100).
“Every month, or even every week in Sega’s case, we had meetings to examine the current situation. Each department would report on where it stood in relation to its goals. So, imagine if the sales goal for the end-of-year sales war is, say, 3 billion yen, and the profit goal is 300 million yen—but wait, the profit is in the red. That profit is a very important factor, so what does the business side do? They decide that it’s not necessary to have sales of 3 billion yen. Instead, 2 billion yen will do. In other words, they stop selling 1 billion yen’s worth of hardware. That way, if each unit sold is losing 5,000 yen, and we extend that to 20,000 units, that’s 100 million yen lost. By stopping the sales of 20,000 units, in a way that becomes 100 million yen in profit. So they slammed on the brakes in terms of unit distribution. Even though there were people that wanted to buy the console, Sega didn’t want to sell it, because the more they sold the more they went into the red. mdshock.com/2020/06/16/hideki-sato-discussing-the-sega-saturn/
- El slogan "Visual shock! Speed shock! Sound shock!" que tan famoso hizo Treasure en la pantalla de presentacion de Alien Soldier, proviene de una publicidad que Sega hizo en los inicios de Megadrive:
(a partir del minuto 0.19)mdshock.com/2018/07/12/visual-shock-speed-shock-sound-shock/
- Mesa redonda con varios genios de la programacion (Yu Suzuki, Yoichi Miyaji, Hiroyuki Takahashi, Masato Maegawa
, and Koichi Nagata), donde discuten de temas varios y podemos ver la forma de pensar que habia por aquella epoca:
Maegawa: However—and this can be said for the whole industry—in terms of balance, I’d like to see more importance placed on doing foundational research. If you think about profits first, you end up with something that resembles a trade commodity rather than a game, and it loses its fun.
Suzuki: By not focusing on the commercial aspect, you can make a more distinctive game that is fun to play.
Maegawa: Right. As a creator, you have to make games that you yourself want to play. During the bug check process, if you feel “I’m so sick of this game,” then it’s all over (laughs). mdshock.com/2021/01/25/seven-blazing-weeks-of-sega/