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Yuji Naka isn’t really bad: How a Sega legend gradually became one of gaming’s greatest villains
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hello and welcome to the CCP where the
turbo graphic 16 lives on and it's
always turbo time boy I tell you what
things sure have changed for programmer
and video game producer Yuji Naka when I
was growing up back in the 80s and 90s
Yugi Nako was universally acclaimed as
the creator of Sonic the Hedgehog back
then Nako was just a young brilliant
strikingly handsome Visionary who had
taught himself how to program computers
while he was still in Japanese High
School the guy skipped college for
Pete's sake just like Mark Zuckerberg
Bill Gates Steve Jobs Jack dorsy and
Walt Disney you know all the best people
Yugi Naka knew what he wanted from The
Starting Gate and thus he went straight
into the video game industry
transforming childhood ideas and
Ambitions into a career that would
eventually put him on equal footing with
shago mamoto at least for a time because
overtime noa's Legacy has begun to Decay
and crumble stories have emerged
characterizing Naka as a temperamental
Primadonna willing to steal credit and
use others for the sake of securing his
own future turning the Sega hero into
one of contemporary Gaming's most
notable bad guys perhaps no Yugi nakaka
story is as Infamous as that told by
former Sega producer mark subbotnik on
the Retro Hour podcast in 2021 sobotnik
claims that while veloping a never
released Dreamcast game called gist
Force this is gist force it was a Star
Fox clone developed by Sega of America
as a Dreamcast launch title it was
during the development of this game that
sobotnik and his team were visited by
Yugi Naka who at this point in his
career had become one of sega's most
important and influential producers
according to subbotnik Naka was
allegedly Covetous of the game engine
developed for Guist Force thus he
proceeded to openly discuss in Japanese
with his associates plans to fire most
of the Guist Force team and to take the
game's technology as well as one of its
Engineers for use in developing a future
Sonic the Hedgehog game absolutely
nefarious right however subotnik
explains it just so happens that noa's
nefarious plans were overheard by The
Game's development team and wouldn't you
know it several of them including the
head engineer himself happened to speak
fluent Japanese as a consequence the
engineers quit the project and sought
work elsewhere ruining Guist Force's
chance to be released initially I found
this story hard to believe for two big
reasons first subbotnik version of this
event clashes with the one told by Guist
Force's lead programmer back in the year
2000 when the Dreamcast was still on the
store shelves in issue number 137 of
electronic gaming monthly the December
2000 issue Guist Force's lead programmer
neemi Molly was interviewed for an
article about cancel games in the
article Nei Molly who no longer worked
at Sega explained that gist force was
canceled for a myriad of reasons
including delays caused by several
missed deadlines and political
infighting between members of the team
indeed even by the time the game was
canceled by Sega who thought the game
beneath their expectations the
programming itself was still only 65 to
70% completed neimi mly makes no mention
of Yuji Naka or an exodus from Sega
caused by noa's attempt to steal their
work the second reason I doubt sobotnik
story is that I know how exceedingly
difficult it is to really learn Japanese
it takes roughly 2,500 hours of study to
become proficient in Japanese which is
roughly four times as much time as it
takes to learn Spanish Japanese is just
an extremely difficult language for
English speakers to learn which is why
less than 1% of all Americans can speak
the language with any meaningful fluency
sword and of this less than 1% the vast
majority are ethnically Japanese people
living in Hawaii thus the odds that the
Guist Force Team would have any fluent
Japanese speakers much less several of
them is just incredibly improbable nor
do I think it would be likely for a
group of game developers to all walk out
on a project so late into its
development cycle because in their
industry completed game projects are the
standard by which you're measured thus
mark the botnik story on the Retro Hour
podcast was very hard for me to believe
however I did a little research on Nei
Molly gist Force's lead programmer from
both subotnik story and the electronic
gaming monthly article and it turns out
that he started his career in 1990
working at Hudson soft in seoro Japan
for him to have worked in seoro Japan
for any amount of time strongly implies
that Nei mly most likely really does
speak enough Japanese to interpret the
nefarious plans of eugi G Naka had Naka
actually made such a public statement
about his intentions to dissolve the
Guist Force team and steal their code
it's possible that Yugi Naka really did
visit Sega of America to oversee Mark
subotnik team working on Guist Force but
it's likely that such a visit wasn't
casual friendly curiosity but rather an
investigation by Sega of Japan into a
game that had missed multiple deadlines
and wasn't nearing completion Naka may
have mentioned the need to dissolve the
team but not as a plot for personal gain
but as a managerial necessity and if he
suggested salvaging or reusing the game
engine and retaining some staff who
could use it then that would have been a
reasonable plan of action considering
the fact that Sega had invested their
own time and money into the project
without any marketable results thus it's
possible to interpret Yugi noa's actions
here as sound management of company
resources in the face of a fruitless
project stuck in development hell that's
a positive interpretation anyway but
these days positive stories about Yugi
Naka are few and far between today the
prevalent tendency is to bury the man
and this seems to be symptomatic of a
larger less questionable reality the
fact that not many people are left in
the world that actually like Yuji Naka I
mean look at him look at that handsome
smug better than you smile who could
dislike such a face apparently everyone
but if you think Yugi Naka is a jerk at
least there's little doubt about his
credibility as one of the great game
makers of all time right right no longer
now doubts have Arisen about Yuji noa's
abilities as a game developer too
something that was previously
unimaginable from the mid 80s and
straight through the 1990s noa's record
as a programmer for Sega was impeccable
he ported the super scaling arcade game
Space Harrier to the 8-Bit Master System
a feat that seemed utterly impossible
when you consider the downgrade and
Hardware that he was working with he
programmed the original Fantasy Star
where once again he squeezed every ounce
of potential out of the Master System
generating the brilliant 3D scrolling
dungeons the game is most famous for but
he also worked on the excellent Fantasy
Star sequel for the Sega Genesis and he
is also credited with programming the
Genesis Port of ghouls and ghost which
is renowned for its quality but of
course Yugi Naka was most famous for
being the head programmer on Sonic the
Hedgehog Sonic 2 as well as Sonic 3 and
Sonic and Knuckles the man was a legend
and like guo mamoto one of the few true
big names of video games that everyone
recognized maybe not by your mom she was
more interested in Tom celic but maybe
your math teacher and your weird Cousin
Carl actually knew who Yugi Naka was and
they probably thought he was pretty cool
too however once the gaming industry
shifted towards more advanced Hardware
in the mid and late '90s with the Sega
Saturn and the Dreamcast noa's Legacy as
a game maker was never quite as
impeccable nights into dreams in 199 96
was noa's first 3D game and not
incidentally his very last as an actual
programmer it's widely regarded as an
essential title for the Saturn but there
are those who believe that well this
game just wasn't as much fun to play as
it was provocatively original as
original as a 3D clone of the arcade
classic loopin from 1982 can actually be
that is come on look at them side by
side and tell me that Knights isn't just
loopin mixed with the ring from Sonic
the Hedgehog I've been told that this
game is a lot of fun now I've also been
told that Citizen Kane is one of the
best movies ever made Rose butd after
this critical hit game Yuji Naka was a
full-fledged producer and his first
original game was Sonic R developed by
traveler tale which has the dubious
honor of being the very first bad 3D
Sonic game that was ever officially
released it's essentially a cart racer
but with 3D Sprites that awkwardly
stumble around as the camera struggles
to keep up with every twist and turn the
critics were not kind to this wacky game
back in the day but the Absurd
soundtrack has become kind of a classic
[Music]
everywhere don't you feel sometimes you
just need to
run in 1998 Yugi Naka saw two more major
releases as a producer burning Rangers
for the Sega Saturn and Sonic Adventure
for the Dreamcast burning Rangers is a
lot like nights into dreams in so far as
it was widely praised by game critics
but perhaps with a bit too much fervor
my view is that it's a fairly sloppy 3D
platformer with drab graphics and a ton
of popup and jittery polygons Sonic
Adventure directed by tekashi isuka was
much better this was a true event game
which properly showcased what the Sega
dream cast was all about Sonic Adventure
was both a critical and Commercial
Success for both Yugi Naka and Sega then
in 1999 Yuji NOA would get into the
director's role once more with cho cho
rocket for the Dreamcast a fun but
relatively simple puzzle game about
guiding a herd of mice safely to a
Launchpad critics were all about this
game and it added Credence to the idea
that Yuji Naka was a genius level game
master the year 2000 was also strong
with Yugi Naka producing both Samba de
Amigo a fun rhythm game for the
Dreamcast and fantasy Star online a
multiplayer action RPG that made use of
the dreamcast's online functionality
this is a cult classic and popular with
a small niche of Hardcore enthusiasts to
this very day 2001 saw the release of
Sonic Adventure 2 which was fun but not
as well regarded as Sonic Adventure 1
and there were a couple of Game Boy
advanced games in there too and then the
Dreamcast failed Sega announced their
exit from the console industry and the
next 20 years of Yuji noa's career was
pretty disappointing in 2003 Billy
Hatcher and The Giant Egg was a pretty
good game for the Nintendo GameCube but
it was neither a critical or Commercial
Success Sonic Heroes was also released
for all the big Platforms in 2003 and it
established a trend of General
mediocrity and critical indifference
that has plagued 3D Sonic games all the
way to the pr
with this game I think the Sonic series
established itself as a niche
exclusively for Sonic the Hedgehog Mega
fans an interesting group of people to
say the least then Shadow the Hedgehog
would be released in 2005 to similar
effect and then Sonic Riders In 2006
which was mostly panned also released in
2006 was the infamous Sonic 06 for the
PS3 and Xbox 360 a disaster of a game
that was widely regarded as the worst
Sonic game ever
made um why are you helping
me no special
reason Yugi Naka started off as this
game's producer but he left Sega in the
middle of development to start his own
game studio called prop why did Yugi
Naka do this did he realize Sonic 06 was
doomed to failure in 2004 Sega was
bought in a hostile takeover by Sammy
did he not like working under the new
Sega ownership after all lots of top
Sega Talent was either fired or quit
during the same time period well
according to an article with Brandon
Sheffield at gamed developer.com in
December of 2008 Naka revealed that he
simply disliked his position as a
producer at Sega and he wanted to step
back into a more Hands-On creative role
closer to the way he worked as a young
programmer in the 80s and '90s thus
starting prop was supposed to be Yuji
noa's big opportunity to once again
display his full creative potential
however things didn't didn't really turn
out that well from what I can tell probe
seems to have been set up to aim
squarely at the lucrative casual gaming
Market that had only just emerged thanks
to the success of smartphones and
Nintendo's Wii a console for babies and
old people between 2009 and 2017 Pro
produced around 26 games for Play on iOS
or Android based devices one of noa's
first games under the prop label got
some notoriety steming from the sheer
novelty of Naka becoming essentially an
indie game developer the game was let's
tap a rhythm game that was originally
released for the Nintendo Wii making
unique use of the gimmicky Wii remotes
but other than the strange method of
play you literally tap your hands to
trigger an action the game was
underwhelming there was also let's catch
which is yet more wi shovelware as was
Ivy the Kiwi a Flappy Bird clone with a
Twist and a game called Fishing Resort
which is a fishing game in case you
didn't know so yeah probe made a ton of
iPhone games and we shovelware but then
there was rodea the sky Soldier an
original character-driven action game
that was finished for the Wii in 2011
this was Pro's chance to make a big
splash and prove yugin nakaka still had
the magical touch it was for the time a
massively ambitious game with unique
zipline flying mechanics big colorful
levels and a cast of cool anime
characters on an Epic Fantasy Adventure
rodea the sky Soldier had style and
genuinely appealing personality but more
importantly the game play was good
indeed possibly very good it's no
exaggeration to say that rodea the sky
Soldier was Yuji noa's best game since
the Dreamcast and it was according to
some fans of the game one of the best
games ever made for the Wii but there
was a problem despite being completed in
2011 the game's publisher Cawa
Corporation refused to release the game
insisting on a simultaneous launch for
both the Wii U and the Nintendo 3DS
kakawa games took up the development of
the Wii U Port of rodea the sky Soldier
themselves and unfortunately for pro
this took over 3 years and rodea the sky
Soldier wasn't released until November
2015 and exclusively for the Wii U and
the 3DS because by this time the Wii was
history and thus propes version of the
game game was never officially released
and that's a bummer because despite
having slightly better graphics rodea
the sky Soldier for the Wii U was
essentially a different game and this
new version like totally sucked however
not all was lost in order to give people
a chance to experience the original
version of the game the initial release
of rodea the sky soldier on the Wii U
came bundled with a free copy of propes
version of the game in the form of a
bonus disc Nintendo Force's review of
rodea summarizes this situation nicely
my advice buy rodea the sky Soldier for
the Wii U toss the Wii U disc into a
nearby sewage canal and pop the Wii disc
into your machine and let her spin
woohoo now I couldn't have said it
better myself the rodea the sky Soldier
episode is very unfortunate for both
Yugi Naka and his company prop it was a
very good game doomed to obscurity by
odd decisions of the publisher and
unfortunately this also led to propes
implosion as a game development company
by 2017 Yugi Naka openly admitted that
the only remaining employee at prop was
well Yugi Naka himself I can't help but
think that had rodea been released in
2011 for the Wii Yugi Naka would have
been able to retain much more of his
credibility as a big-time Visionary game
maker and perhaps prop would have been
able to continue on in a positive
direction instead Yuji Naka was hired by
Square Enix the makers of Final Fantasy
and Dragon Quest and in 2018 he was
given his own Division and a bunch of
money in order to make a big time game
worthy of his status as an industry
Legend unfortunately what Naka made was
ball in Wonderland released in 2021 a
game allegedly so terrible it was
regarded by many to be the worst game of
the year and that's the same year that
cyberpunk 2077 was released just [Music]
[Music] wow
wow [Music]
hey guys enjoying the video we certainly
hope so but I just need to interrupt for
a second here to tell you about rage
Shadow Legends no just kidding actually
you may have noticed a few seconds ago
that I called ball and Wonder World ball
and Wonderland oops here's the thing
guys I'm actually from an alternative
Universe a parallel world if you will
but my world is exactly the same as
yours in every way except ball and
Wonder World is called ball and
Wonderland Twinkies are filled with
chocolate Spider-Man is a Chinese guy
and the video game developer that made
the new Sonic Superstars is called azr
instead of R zest yeah in my world we
never called our zest our zest we say
ASR and we say ball and Wonderland
instead of ball and Wonder World also we
only have four fingers on each hand
interesting right well I apologize about
the discrepancy in this video hopefully
I can get back to my own world soon I
enjoy being able to speak the same
language as your version of Spider-Man
Spanish but your white Twinkies are just
disgusting also none of your gloves fit
me very well so thanks for understanding
the discrepancy and I hope you enjoy the
rest of the video bye-bye now I'm not
going to belabor how incredibly awkward
and misguided ball in Wonderland is
because at this point the internet is
overloaded with detailed reviews and
funny mems about this odd and probably
misunderstood game I'm sure that you all
have seen and heard plenty about it
already like this really strange musical
number with a corn farmer from level one
it's Unique sweet and yet somehow Bland
to the point of tastelessness sort of
like corn itself that's what this game
is it's high fructose corn syrup a
staple of our childhood diets that we as
adults now aggressively try and avoid as
much as possible lest we go blind and
have our feet amputated from type 2
diabetes so I'm sure you've already had
your fill of ball and Wonderland and yet
I'm just as sure that the vast majority
of you guys have never actually played
the game that's because ball in
Wonderland despite being in development
for 3 years and utilizing the AAA
resources of Square Enix managed to sell
less than 2,100 physical copies its
first week on the store shelves in Japan
indeed the game failed to sell anywhere
and was quickly dumped in the bargain
bins prior to the game's release though
the prospects for ball in Wonderland
seemed great the internet was buzzing
with trailers articles and tons of
promotional material in July of 2020
Square Enix published a YouTube video
showcasing behind the scenes insights
into how ball and Wonderland was being
made it featured dramatic music tons of
conceptual art some nervous looking
artists and Engineers but most
importantly this video showed that Yugi
Naka had gotten back to together with
his longtime collaborator and friend
from Sega nuto osima who can be seen
here gruffly posing with an exuberant
Yugi Naka who even wore a white top hat
for the occasion how zany is that how
can you not love this guy so who is this
Nao osima guy like Yugi Naka nauto osima
was part of a special cohort of young
talent that was recruited by Sega in the
mid 8s only Oshima was not hired for his
technical Acumen but rather his skill as
a graphical artist Naka and Oshima would
first come together working on the
original Fantasy Star games but their
big break as a team came in 1990 when
Oshima drew a brand new original game
character for Sega that was meant to
rival Nintendo's Mario no not him no one
likes him anymore no of course we're
talking about Sonic the Hedgehog
combined with Yugi noa's programming and
Innovative fast scrolling game mechanics
that literally put a new spin on the Sid
scrolling action platformer Sonic the
Hedgehog would go on to sell 15 million
copies worldwide and as sega's official
packing game for the rebranded Genesis
it would help Propel Sega into the
number one Sales spot briefly dethroning
Nintendo in the first half of the 1990s
thus it should come as no surprise to
hear that the team of Yuji Naka and NATO
oima would be brought together again and
again over the years first more or less
incidentally but then officially as the
spiritual heart and soul of Sonic team
which chapter am2 was easily sega's most
prestigious game division going all the
way into the 2000s yet surprisingly this
dream team wasn't assembled right away
and for a few years between 1991 and
1994 Yuji Naka would leave Sega of Japan
to work with the Sega Technical
Institute at Sega of America in the San
Francisco Bay Area there Yugi Naka would
work as the head programmer on Sonic 2
Sonic 3 and Sonic and Knuckles but never
officially as a Project Director nauto
oima during the same time period
actually was promoted to be a
full-fledged game director and his first
game was Sonic CD for the Sega CD a game
some people still regard as the very
best of that first generation of Sonic
games I'm not sure if that's true but
Sonic CD is definitely my favorite Sonic
game from the time period yet despite
the fact that it was Nao Shima who
created Sonic the Hedgehog as a
character and despite Yuji Naka not
being the director of any of the
original Sonic games it is an
astonishing twist of fate that Yugi Naka
would become renowned in America as the
creator of Sonic the Hedgehog giving
credence to the popular belief that Yuji
Naka has managed to somehow self-promote
himself over the rest of the original
Sonic Team especially Nao isima who
literally is the creator of Sonic as a
recognizable piece of popular
culture but I think this is a mistake I
think noa's Fame as the so-called
creator of of Sonic the Hedgehog is an
unintended consequence of the fact that
Yugi Naka for a few years during the
development of Sonic 2 and Sonic 3 lived
and worked in the United States where he
was more accessible for interviews with
the American Press and it's the American
Press and Western Sega fans who
generated the myth that Yugi Naka
single-handedly created Sonic the
Hedgehog not Naka himself for instance
there was an interview with Sega Visions
magazine in the August issue of 199 2 in
which Sega Visions asked what were some
of the things you thought about when you
first created the Sonic character a
question that clearly presupposes that
credit for Sonic belongs to Yuji Naka
Naka who admits to not being able to
speak much English responded as follows
by way of a translation at first we used
a character that looked like a rabbit
with ears that could extend and pick up
objects as the game got faster and
faster we needed to come up with special
characteristics to give our character
some power over his enemies I remembered
a character IID thought about years ago
who could roll himself into a ball and
slam into enemies hedgehogs can roll
themselves into a ball so we decided to
go from a rabbit to a hedgehog so Yuji
Naka as quoted by Sega Visions doesn't
exactly clarify that he didn't
single-handedly create Sonic the
Hedgehog but he does repeatedly use the
plural pronoun we in order to describe
the thought process that went into
picking a hedgehog as the game's
protagonist but like I said by by his
own admission Naka does not speak
English and therefore whatever Sega
Visions has put down here as his words
cannot literally be his words because
they would have been first translated
from Japanese and likely edited for
brevity a lot can be lost or mutated in
Translation and this may have included a
reference to nuto Shima the artist who
actually gave form to the Sonic the
Hedgehog concept there's obviously a
much more complex story here but Sega
Visions opted to tell the simple story
and to essentially a simple story about
a single causal agent making things
happen is both easier to tell and to
remember and so it's the simple story
that sticks around this is the reason
why so many people believe Steve Jobs
created the iPhone like all by himself
it's a simple story that's easy to pitch
and easy to catch at the same time to
his credit I found an instance when Yuji
Naka clearly indicates that the creation
of the original Sonic the Hedgehog was a
group effort and not his own private
Creation in the January 1997 issue of
Sega magazine in an interview with both
Yuji Naka and Nima about the formation
of Sonic Team Naka says the following
about the origins of Sonic one unique
thing about Sonic though was that we
started the project with five people
eventually expanding to seven and it
really was a combined effort of those
people that was my first time planning a
game like that as a team before that
typically a single person drafted the
plans for a game Sonic was made in joint
consultation with osima all the way and
we got into a really good Groove wow
these aren't the words of a man hogging
credit these are the words of a man who
understands the value of collaboration
and the necessity of relying upon the
best strengths of others in order to
realize a lofty goal clearly Yuji Naka
both respects and values nauto ashima's
contributions as a graphic designer at
least that was the case back in 1997
just months after the launch of nights
into dreams for the Sega Saturn which
was the first collaboration between Naka
and osima since they had worked together
on the original Sonic the Hedgehog game
back in 1990 but what's the situation
today in the future world of the 2020s
where UFOs and space aliens are real and
yet no one gives a [ __ ] boy howdy have
things really changed on July 5th 2022
Yugi Naka celebrated the 26th
anniversary of nights into dreams on
Twitter sharing a photo of himself and
the rest of of Sonic team that was taken
at a Japanese trade show back in the 9s
the oddest thing about this photo
however wasn't the appearance of Hudson
soft's bomber man talk about photob
bombing right no the really strange
thing was the fact that Naka had blocked
out one of the people featured in the
original photo who's missing it's nauto
osima what happened between Naka and
Oshima that would warrant this level of
Japanese High School contempt Yugi Naka
explains on Twitter how would you feel
if you were suddenly removed from a game
that you had worked hard on for 2 years
and when you went to court you found out
that they'd been talking about me behind
my back in court documents and that is
why I was removed from the game what in
the name of Google Translate is Yuji
Naka talking about it turns out this is
a reference to ball in Wonderland ball
in Wonderland as we've said was supposed
to be a big deal and mainly that's
because the game was marketed as the
momentous reun ation of nauto oima and
Yuji Naka the co-creators of Sonic the
Hedgehog and kns into dreams a game that
many people still regard as being the
functional equivalent of a true Mascot
game for the Sega Saturn since you know
the Saturn never really got a proper 3D
Sonic game together Naka Oshima also
produced burning Rangers and their final
game as a team was Sonic Adventure the
first true 3D Sonic game and one of the
most beloved games of Sega 's final
video game console the Dreamcast thus in
the eyes of Hardcore Sega fans in the
know the combination of Yugi Naka NATO
asima could only mean one thing absolute
magic and so after more than 20 years
people were eagerly looking forward to
the next game from the co-creators of
sega's greatest franchise but instead we
got ball and Wonderland universally
mocked reviled and thanks to a poorly
received free demo that was released by
square Phenix the games publisher just
weeks before its official launch in
March of 2021 ball in Wonderland was
also a major commercial flop it seems
that after playing the first level for
free relatively few people were
interested in paying full price for more
not long after its release ball in
Wonderland was on sale for 70% off to
this day the game is still available at
an extremely low price pretty much
anywhere you can find it because sadly
no one wants it plainly the development
of ball in Wonderland did not go well
and you can tell despite noa's playful
enthusiasm here in the promo video that
Nima is none too pleased with the
situation he's in I mean the dude looks
totally pissed here so what happened
indeed the production of ball in
Wonderland really was a mess and it all
comes down to that classic tale that's
as old as time too many heads too many
decision makers and no unified Vision
while the game was published by Square
Enix it was actually developed not by
one but two separate Studios
simultaneously Yugi NOA started his own
so-called Ballin company as a subsidiary
of Square Enix and it's clear that he
had big plans for the future envisioning
an entire franchise with multiple games
spin-offs lots of merchandising and
perhaps even a movie big Big Dreams of
Pokemon proportions working in
conjunction with Ballin company was azr
a video game developer founded in 2010
by now toos Shima who had left Sega back
in the days of the Dreamcast AZ rest up
until this point was mainly known for
its contributions to the Nintendo 3DS
their most famous game probably being
Yoshi's New Island a game that to be
honest wasn't really very well liked so
Ballin Wonderland was the product of
Ballin company and azr working together
but it's not all that clear how this
sort of arrangement was supposed to work
how can you coordinate two separate
teams in two separate locations well to
be fair it appears that Ballin company
never really consisted of anyone more
than just Yuji Naka himself the game's
official director and maybe a few
concept artists naosima seems to have
been officially a partner in the Venture
but this may have been little more than
marketing capitalizing on the nostalgic
Union of Naka and [Music]
Oshima in reality oshima's days as an
actual game designer are long long
behind him and though he's CR credited
as the character designer for ball and
Wonderland a dubious honor to be sure I
seriously doubt Oshima actually lifted
his pen to create any of the Bland
generic and wholly uninspired characters
or creatures found within ball and
Wonderland Oshima may not have been the
greatest game director of all time but
his art was always fun and Lively fall
in Wonderland by comparison looks like
mid90s Microsoft clip art come to life
no today NATO osima is a businessman
running an entire company azr rest and
it's azr rest that did the bulk of the
technical work on Ball and Wonderland
while Yuji Naka attempted to creatively
steer the project from a distance like
maybe from another planet but of course
this was going to be a problem because
noa's Vision was not only wildly
ambitious proposing something like 80
unique special abilities that could be
acquired throughout gameplay but he
allegedly also had a proclivity for
changing his mind and proposing costly
revisions after work had already been
completed and for his part Yuji Naka was
publicly very unhappy with aest he
believed that the Studio's work was
shoddy and buggy ultimately the game
took nearly 3 years to complete and
Square Enix was not happy with how
things turned out with Yuji Naka ball in
Wonderland took too long to make and
cost too much money and anybody with
eyeballs would have known that
fundamentally the game was turning out
to be a disappointment but Naka blamed
azr Rest For The Game's shortcoming and
allegedly demanded that they fix the
game free of charge at the same time
both Square Enix and aest must have had
major problems with Yuji Naka as well
because 6 months prior to the game's
release sometime around September or
October of 2020 Square Enix fired Yuji
Naka as the Director of ball in
Wonderland just weeks after he appeared
in this behindthescenes promotional
video with Nao oima the one where he's
goofing around in a white top hat look
at him who would want to fire this kind
of disarming enthusiasm it's not really
clear why this happened other than the
disastrous production of ball and
Wonderland at large noa's Vision being
unrestrained development slow and the
final product inadequate but was this
really all Yuji noa's fault he had no
direct control over how aest executed
his vision an enormous logistical
oversight and complicating everything in
the middle of production Japan was hit
by the virus you know the one and during
the same time period Naka reports that
he became very ill and that he was
unable to work as much as he wanted it's
possible that Naka suffered
complications from covid or
complications from treatment and may
have Bartered for more time to fix the
game once he was better but they said no
and so Yuji Naka went ahead and sued
Square Enix for firing him and releasing
his game in an unfinished State oddly
enough noa's complaint wasn't regarding
the overs simplistic gameplay or wacky
Gra Graphics or bizarre tone but rather
he was upset about the music Naka
alleged that Square Enix and azr failed
to make use of important original
compositions meant for the game but even
more specifically Naka thought that the
free demo released in January of 2020
misrepresented his intended final Vision
because it didn't have the right music
it's not clear to me what Naka actually
accomplished from this lawsuit nor is it
all that clear who won or whether or not
they settled out of court which most
likely did but Square Enix did in fact
confirm to Bloomberg that both the
lawsuit was real and that ball in
Wonderland was a game that Square Enix
actually recommended with confidence oh
so then noa's bosses at Square Enix did
like the game then they wouldn't lie
would they anyway it was from suing
Square Enix that Yuji Naka discovered
that nauto Oshima had been part of a
group of individuals who had complained
about Naka to ball in Wonderland's head
producer at Square Enix a guy named
norio Yoshi Fujimoto as Naka himself
admitted on Twitter there was a whole
group of people unhappy with his conduct
as the game's director the producer was
mad because he needed the game to be
completed according to strict deadlines
the head of marketing was mad probably
because it was his job to publish a
working demo to promote the game and
Nako was refusing to go along because
the special music wasn't ready yet the
head of the sound team was also mad at
Naka for refusing to release a demo with
generic music and thus the managing
director Square had to get involved as
well but most alarming to me is that
according to Naka even human resources
had to be called into the situation in
my experience Human Resources only gets
involved in these sorts of conflicts
when someone crosses a line of personal
conduct so now I have this image of Yugi
Naka going ballistic and throwing ball
in Wonderland conceptual art all over
the place Al rage how to rage but nuto
oima the president of the company
developing ball and Wonderland land
under noa's creative guidance and one
half a Ballin company was also super mad
at Yuji Naka because Naka had blame the
game shortcomings on oshima's game
Studio azr rest and he insisted that azr
rest fixed the game for free did azr
rest mess up ball in Wonderland did they
fail to realize noa's Grand division
it's hard to say Naka didn't actually
work with these people in person on a
day-to-day basis and since he wasn't
actually their boss or part of R himself
they really had no meaningful
accountability to him whoever was really
at fault ultimately didn't matter
because the game came out too late cost
too much money and underperform Big Time
In the End someone had to pay and I
think Yuji Naka was a fairly convenient
scapegoat despite his charm and
disarming good looks the fact is people
tend not to like Yuji Naka and so well
[ __ ] him fire Naka and just blame the
shitty game on the fact that he wanted
special music but in the eyes of Eugene
Naka his old friend and Sonic co-creator
nauto Oshima had betrayed him with
profound impact not only had azr
delivered a game short of what he hoped
but Oshima had gone behind noa's back to
Ally himself with a contingency that
sought his termination from Square Enix
effectively ending noa's career as a
game developer in disgrace given that
it's kind of understandable why Naka
would want a black oima out of a photo
depicting the glory of his past I'm not
saying I agree with this action but I'm
just saying I understand it after ball
and Wonderland came out Yugi Naka was
not only down but he was mostly out as
well oh my God popular opinion about the
Sega Legend began to sour as Naka was
dogpiled with negative anecdotes and
public doubts about whether or not he
really ever was the great game maker we
all supposed he was in the '90s and
early 2000s now out of a job Naka
suddenly became highly active on Twitter
often ruminating about his Glory Days at
Sega or exploring Hobbies like car
racing flying drones or just hanging out
with his kids then on July 7th 20202
Naka became gaming news once again when
an old Sega story which first circulated
in the early 2000s reemerged on Twitter
the Tweet referenced an old interview
with Chris Shawn a former game designer
at the Sega Technical Institute in the
mid1 1990s who had previously worked on
the infamous Sonic extreme a Never
released 3D Sonic game that was intended
to be both the first 3D Sonic game ever
made as well as the flagship Mascot game
for the 32-bit Saturn had the game
actually come out the Christmas of 1996
as intended Chris Shawn is quoted in the
Tweet referencing a story about how at
their desperate hour of need the Sonic
extreme development team at STI reached
out to Bernie Stoler and Sega of Japan
for help finishing their languishing
game in order to finish Sonic extreme
STI needed a working 3D game engine and
level editor for the Sega Saturn Sonic
team had been working on Knights into
dreams around the same time period
knights was in reality a 2d action game
on Rails that made use of 3D polygons
for an updated effect gameplay itself
mostly consisted of attempting to steer
a Sonic like clown as it flies Loop to
Loops through a bunch of rings as I've
said before the loopin mechanic was as
old as video arcades themselves but the
goal of moving 3D objects through Rings
was an unfortunate byproduct of The
Limited 3D architecture of the late '90s
to me knights was every bit as
disappointing as games like Superman 64
or Pilot wings but at the time the Sonic
Team branding and the novelty were
sufficient to elevate Knights to a
must-play status even today Saturn fans
like to look back on Knights as an
essential Sega title a myth probably
conserved due to the sheer lack of
people alive today who've actually even
played it I mean who is actually willing
to buy the special controller that you
had to get in order to play it correctly
not a ton of people who weren't already
deeply and emotionally invested in
everything Sega like a cult anyway the
point is like it or not knights was a
working 3D action game made for the
Saturn internally by Sega employees and
by Sonic team no less therefore the
Knights game engine seemed to be the
perfect solution for the desperate time
crunched team at STI all they had to do
is take somebody else's game design
manipulate the graphics and levels to
look like a Sonic game and Bam Sonic
extreme could be in stores by Christmas
of 1996 a Generation X solution copying
someone else's work for a Generation X
problem procrastination and so Legend
has it Sega of Japan sent game code and
a Level Editor to Sega of America and
Sonic extreme was finally on the fast
track to actually being finished until
they were almost immediately told to
stop everything abandon the code and
start all over again effectively dooming
the project why according to Mike
Wallace a former producer at Sega of
America when Eugene Naka found out that
STI was using his game code from nights
into dreams in order to make a 3D Sonic
game for the Saturn he got angry and
issued Sega an ultimatum either STI stop
using his game code from knights or else
he quits so rather than lose Yuji Naka
Sega opted to take away sti's only real
chance of being able to finish Sonic
extreme by Christmas 1996 so essentially
it was all Yugi noa's fault for being a
selfish Primadonna or was it being
highly active on Twitter in 2022 Eugene
Naka saw the tweets going around about
how he had jealously guarded the night's
game engine therefore dooming the
release of Sonic extreme and he was none
too pleased referring to the famous
story as a complete lie according to
Naka this event never happened no one
from Sega of America ever asked for code
or a game engine from knights further
Naka said says that the code for Knights
was written entirely in assembly and
that it was so specialized lacking even
much in the way of documentation that no
other programmer would have been able to
use it especially not the Sonic Extreme
Team back at STI since Sonic extreme was
being coded in C+ a different higher
level computer language then someone
asked Nako what did actually happen to
Sonic extreme if he wasn't the guy who
killed it Naka says they made a Sonic
game without my knowledge and without my
permission and when they couldn't make
it themselves the project was terminated
I guess I feel like they're lying to
make it my fault as I have never seen it
and had nothing to do with it it's a
terrible story the plot thickens but
what are we to make of noa's claim here
a couple of programmers chimed in on the
Twitter thread and dismissed noa's
assertion that it would have been
impossible to translate Sonic team's
assembly code from knights into C plus
even without documentation perhaps this
would have been impractical challenging
but not literally impossible however
that's not to say that coding a complex
3D game on the Saturn and C+ would have
made much sense indeed during the 16 bit
and 8-bit era most all video games be
they Sega or Nintendo were typically
coded in Hardware specific Assembly
Language in order to maximize gameplay
performance and cut back on the use of
internal memory this would have also
pertained to the Saturn because asembly
is a so-called low-level programming
language it's more inconvenient to work
with for the programmer but it allows
for direct simple communication with the
console's hardware C on the other hand
is a so-called highlevel language that
makes for a more convenient coding
environment for a programmer but does so
at the expense of both speed and memory
so let's imagine that STI really did get
noa's code for nights into dreams it's
true that they might have eventually
been able to convert it into C+ but it's
also true that doing so would have
almost certainly ensured that the
resulting Sonic game would run like [ __ ]
indeed all existing incomplete versions
of Sonic extreme and STI went through a
few of them already ran like [ __ ]
compiling Assembly Language into C and
then building a game in C on top of that
wouldn't necessarily have been all that
helpful indeed from what is actually
known about Sonic extreme it really was
written entirely in C which was probably
a fundamental error I mean just look at
this disaster but Naka also claims that
the knights program was so special that
it's impossible to use for anything else
strongly imp implying that the code was
just unusable for a single game by
necessity oh really then how does Yuji
Naka explain burning Rangers for the
Sega Saturn in 1998 in an interview with
Sega Saturn Magazine from July of 1998
Yugi Naka states that burning Rangers
had been built upon the kns into dreams
game engine despite the fact that
burning Rangers is an extremely
different game either Naka is misquoted
and burning Rangers really isn't based
on Knights into dreams or Yugi Naka is
wrong to say that STI could have never
built a 3D game out of the code made for
Knights because Sonic team did that
exact same thing and here it is
personally I'm open to either
possibility there are a couple of other
odd things about noa's version of events
on Twitter Naka complains that STI both
made a Sonic game without his knowledge
and without his permission and I think
by revealing that this would frustrate
or anger him that Naka may have
accidentally implied that the story is
at least partially true and maybe Naka
did in some way oppos the creation of
Sonic extreme by way of his Knights code
because if the story was made up just to
use Naka as a scapegoat wouldn't his
outrage be limited to that parameter why
would Naka care if they made a Sonic
game without his knowledge or permission
surely Yuji Naka is aware of the fact
that he is not the sole Creator or owner
of Sonic the Hedgehog and surely it
ought to be nauto Oshima who's miffed at
the complete lack of creative control
over something he designed not Naka so
then why would STI need you Yuji noa's
permission second I find it really hard
to believe that Yugi Naka had no idea
that STI was trying to make a 3D Sonic
game he had to have known how let's go
back to the '90s to find out the 1990s
in America Bill Clinton was the
president everyone wore flannel Marvel
Comics were more popular than ever
baseball cards were money Moulder scolly
The Fresh Prince of Bel Air was actually
less popular than this guy gney cheese
and Sonic the Hedgehog had become the
official mascot of Sega Sonic's super
cool persona and blazing fast video
games drove the success of the company
Sonic meant console sales merchandising
and gave Sega an opportunity to stand
toe-to-toe with Nintendo Sonic was so
much a part of sega's apparent success
story in the '90s that it's perfectly
reasonable to infer that Sega needed
Sonic the Hedgehog going forward it
would have been Unthinkable for instance
to imagine Sega releasing a brand new
video game com console without Sonic the
Hedgehog and yet the unthinkable did
happen twice the shortlived 32x add-on
for the Sega Genesis released in
November of 1994 never got a proper
Sonic game and neither did the Sega
Saturn released in the US in May of 1995
despite being around until 1998 it also
never got a proper entry in the main
Sonic series sure there were spin-offs
and repackaged Sega Genesis games but
nothing Sonic fans really wanted or
expected did this is crazy because even
the Master System in Sega Game Gear had
proper Sonic games the Dreamcast
released in 1999 was careful to make
sure it launched with a true Sonic game
so what in the heck happened to the 32x
and the Saturn bad planning and
diminishing returns by 1993 the
long-term plans for both the Mars 32x
and the Sega Saturn had been established
along with plans for a cheaper cartridge
only version of the Sega Saturn called
the Sega Jupiter sega's Next Generation
ation of consoles would all be based
entirely upon an agreement with Hatachi
where in Sega agreed to use hitachi's
new sh2 microprocessor for all of their
new 32-bit game consoles however by the
summer of 1993 Sega panicked realizing
that the future of console gaming was
going to be 3D thus late in 1993 Sega
changed the proposed hardware specs for
both the 32x and the Saturn by adding a
second Hitachi sh2 processor this new
configuration allowed the Saturn and the
32x to simulate the 3D polygonal
architecture of the PlayStation and N64
but at a heavy price the Saturn and 32x
had to be programmed in assembly and the
additional hardware and programming
required to make 3D graphics with twin
processors meant that both consoles were
hard to make games for this slowed
potential third-party support for either
platform and even if Sega themselves had
dedicated teams of game designers they
were now split working on several
consoles simultaneously keeping in mind
that in 1993 Sega was still heavily tied
up with the Sega Genesis which would
continue to be relevant for the next
couple of years the Confluence of all
these things the last minute revision of
new hardware that was difficult to
program for the introduction of two new
consoles that were incompatible with
each other and the need to keep making
games for the Genesis all meant that
there was going to be a shortage of
games all around Sega and its third
parties were guaranteed to be spread too
thin so in the face of this incredibly
challenging scenario who is going to
make the next Sonic the Hedgehog from
what little we know it seems clear that
this was sega's intention a new Sonic
game for not only the Genesis as usual
but also the 32x and the Sega Saturn the
Sega Jupiter was cancelled fairly early
on and of course it was going to be our
boy our hero Yugi Naka and hero Kazu
yasuhara and tekashi UDA and like
literally a hundred other people who
throughout 1993 and 1994 were all
working hard hard on Sonic 3 and Sonic
and Knuckles for the Sega Genesis Sonic
and Knuckles was developed at STI in
California by an all Japanese
development team and was officially
released in October of 1994 to Wi a
claim indeed Sonic 2 had also been
developed at STI by a Japanese team in
much the same way and that included Yuji
Naka himself who had come to STI in 1991
after being persuaded to move to
California by sti's founder Mark sney
yes that Mark sney after Yugi Naka had
quit Sega of Japan because of a dispute
with management regarding his pay thus
from 1991 to 1994 Yuji Naka worked at
STI as part of Sega of America and for
the sole purpose of being the lead
programmer for Sonic 2 Sonic 3 and of
course Sonic and Knuckles when Sonic and
Knuckles launched in the fall of 1994
Naka was most likely still at STI in
California ensuring the game was
completed in time for Christmas this
would have been just before the 32x
launched in North America and the Sega
Saturn launched in Japan both of which
occurred in November of 1994 looking at
a timeline we can see that Yugi Naka and
what we might call Sonic team had been
working on Sonic 3 and Sonic and
Knuckles throughout the entirety of 1993
and up to October of 1994 a much longer
development cycle than was required for
either Sonic the Hedgehog or Sonic 2 but
then who is working on the next Sonic
game for the 32x and the Sega Saturn
well what about Nao Shima after the
success of Sonic the Hedgehog in 1991
and Yuji Naka left Sega of Japan to work
at STI in California NAA osima stayed in
Japan to lead the development of the
acclaimed Sonic CD for the Sega CD
attachment arguably the greatest 2D
Sonic game of the time period wouldn't
nauto osima have been absolutely perfect
to lead the production of a sequel to
Sonic CD for either the 32x or the Sega
Saturn let's look at the Timeline Sonic
CD was released in Japan in September of
1993 around the the same time that the
32x and Sega Saturn hardware specs had
been more or less determined if osima
started a new project that winter in
1993 then it's conceivable that he could
have led the completion of a sequel to
Sonic CD in time for the release date of
either the 32x and North America or the
Saturn in Japan again both of which
occurred in November of 1994 indeed I
think it's likely that this was sega's
original plan if you examine na oshima's
career at Sega there is a mysteriously
wide gap between his completed game
projects between the release of Sonic CD
in September 1993 and the release of
oshima's next game nights into dreams
for the Sega Saturn in July of
1996 it appears as if nuto Oshima
produced nothing new at Sega this is
over a year and a half without a game
credit obviously this is just a
hypothesis and I can't really prove it
right now but it's hard to imagine
natuto oima was doing anything other
than Sonic the Hedgehog during this same
time period just as hard as it is to
believe that Yugi Naka didn't know that
STI had begun work on a 3D Sonic game in
1994 seeing as Yugi Naka actually worked
at STI that very same year indeed one of
noa's goals while working at STI was in
fact to make the first 3D Sonic game in
an interview with Sega Magazine from
February of 1995 which was translated by
gron at the Mega Drive shock Yugi Naka
and his Sonic 3 teammate tekashi isuka
and tekashi UDA talk about their
original intentions to make Sonic 3 the
very first 3D Sonic game as early as
1993 in 1993 Sega revealed the Sega
virtual processor also known as the SVP
chip the SVP was a cheater chip that is
a microprocessor meant to be inserted
into Game cartridges that could greatly
enhance the performance of the Sega
Genesis if you've ever seen Star Fox on
the Super Nintendo then you know exactly
what I'm talking about but the one and
only Sega game that ever utilized the
SVP chip was the 1994 HomePort of
virtual racing which is ridiculous
looking by today's standards but
absolutely blew people away at the time
by rendering 3D polygons on the freaking
Sega Genesis what also blew people away
however was the price tag the SVP chip
pushed the retail price for virtual
racing on the Sega Genesis all the way
up to $100 which was about twice the
cost of your typical game in that same
time time period but at least one other
game was originally supposed to utilize
the SVP chip that I know of Sonic 3 for
the Sega Genesis in 1994 was originally
supposed to use the SVP chip and the
game itself was going to be the first
true 3D Sonic game according to tekashi
UDA the rendered 3D characters from the
title screen of both Sonic 3 and Sonic
and Knuckles represent something like
what they originally intended the game
to look like Naka planned on giving the
game a 3D isometric perspective similar
to the Sonic the Hedgehog arcade game
from 1993 an extremely interesting game
that was exclusive to Japan and which
was played with a track ball controller
similar to Marble Madness or centipede
unfortunately due to the very high cost
of the SVP chip Yuji noa's dreams of
making a 3D Sonic game died early but
surely noa's plan to successfully
Pioneer a 3D Sonic game was not
forgotten indeed there is yet another
famous rumor that sometime in 1994 Yuji
Naka visited STI and witnessed a
presentation for a 3D Sonic game that
would be produced for the 32x indeed it
is this 3D Sonic game that would
eventually become Sonic extreme for the
Sega Saturn in 1995 and 1996 allegedly
Naka was so unimpressed with what he
witnessed at this presentation that all
he could muster in response was a
sardonic good luck or perhaps he said
this in Japanese goodu because Yuji Naka
does not speak English here he is
explaining to people on Twitter that he
has depended upon Google translate like
so many of
us actually sometimes this exact
anecdote goes that it was tekashi isuka
who is present for the revelation of
Sonic extreme and perhaps he was just
confused for Naka or is it the other way
around I guess the Japanese staff at STI
in 1994 all looked the same to everyone
else at Sega of America the point is
that allegedly some key figure from the
Japanese staff at STI in 1994 was
unimpressed with Sonic extreme and thus
it is highly probable that Yugi Naka
would have actually known about and
perhaps even followed the development of
Sonic Extreme as a project he worked on
a 3D Sonic game himself he wanted to do
a 3D Sonic game and he was working at
STI in California when Sonic extreme was
already being made did Yuji Naka know
about Sonic extreme of course Yugi Naka
knew about the game in light of this I
can't help but suspect that Yugi Naka is
not being totally honest when he says
that he didn't know about the
development of Sonic extreme and that he
had nothing to do with the kns engine
being taken away from STI leading to the
cancellation of the game he must have
known about it because he was there but
what would have been his motive people
typically infer that he must have just
hated STI or just wanted to be a jerk
but I suspect there might be another
reason Yuji Naka didn't want people
seeing his code for nights into dreams
that is in his code perhaps there may
have been clues that nights into dreams
had also started off its existence as a
failed 3D Sonic game for the Sega Saturn
but first we have to talk about 1994
sega's long-term plans for Sonic the
Hedgehog and how bad planning through
everything into total chaos as of 1993
it's clear that Sega had the following
lineup aiming for more or less
simultaneous Sonic releases across three
major platforms yujin Naka isuka and
Yuma would tackle Sonic 3 for the the
Sega Genesis and of course Sonic and
Knuckles NATO osima and the crew fresh
off of Sonic CD would tackle a Sonic
game for the cd-based Sega Saturn let's
call it Sonic crackers and finally it's
clear that the American wing of STI was
given the task of developing a Sonic
game for the American 32x Sonic Mars in
fact was the original working title but
then Sega cancelled Sonic crackers
sometime in 1994 moved the game over to
the 32x and recyc Assets in order to
release knuckles chaotics in April of
1995 also in 1994 probably at more or
less the same time Sega moved STI in
America off of the 32x and over to the
Sega Saturn what happened well as Tom
kinsky said it's possible that the
development of Sonic crackers simply
went poorly however I think it's also
likely that Sega of Japan thought a 2d
Sonic game wouldn't make much of an
impact now that the Sega Saturn was
being reconceived as a 3D game console
on par with Sony's Playstation and the
Nintendo 64 they may have realized too late that the Sega Saturn needed to have
late that the Sega Saturn needed to have a properly 3D Next Generation Sonic game
a properly 3D Next Generation Sonic game for their next Generation Hardware STI
for their next Generation Hardware STI had already started a 3D Sonic game for
had already started a 3D Sonic game for the 32x so it must have seemed
the 32x so it must have seemed reasonable to believe STI had a good
reasonable to believe STI had a good Head Start toward completing a 3D
Head Start toward completing a 3D project for the Saturn relatively
quickly are you serious me meanwhile around the same time Sonic 3 was
around the same time Sonic 3 was released on Groundhog Day February 2nd
released on Groundhog Day February 2nd 1994 and though it was a drastically
1994 and though it was a drastically large Endeavor for the time period
large Endeavor for the time period involving over a hundred people and it
involving over a hundred people and it was critically acclaimed it proceeded to
was critically acclaimed it proceeded to be the worst selling Sonic game ever
be the worst selling Sonic game ever made up to that point eventually selling
made up to that point eventually selling around 3 million copies worldwide which
around 3 million copies worldwide which sounds great until you compare it to
sounds great until you compare it to Sonic 2 from 1992 which was made by a
Sonic 2 from 1992 which was made by a team of about 50 people in half the time
team of about 50 people in half the time and sold more than 5 million copies in
and sold more than 5 million copies in just North America alone Sonic 1 is an
just North America alone Sonic 1 is an even more stark contrast since it was
even more stark contrast since it was made by a team of about 13 people in
made by a team of about 13 people in less than a year and went on to sell
less than a year and went on to sell more than 15 million copies in North
more than 15 million copies in North America thus you can see clearly what
America thus you can see clearly what Sega probably saw in 1994 Sonic the
Sega probably saw in 1994 Sonic the Hedgehog was costing more and more to
Hedgehog was costing more and more to produce with longer development cycles
produce with longer development cycles and drastically diminishing returns then
and drastically diminishing returns then in November of 1994 the 32x was released
in November of 1994 the 32x was released in North America and it was a spect
in North America and it was a spect spacular failure the console had very
spacular failure the console had very few games at launch and even its very
few games at launch and even its very best games were only average in terms of
best games were only average in terms of quality and it's literally true that by
quality and it's literally true that by Spring of 1995 the 32x had a much more
Spring of 1995 the 32x had a much more impressive library of cancelled games
impressive library of cancelled games than it did actual games on the store
than it did actual games on the store shelves the 32x situation was a
shelves the 32x situation was a veritable dumpster fire and Sega took
veritable dumpster fire and Sega took extreme evasive action by swiftly
extreme evasive action by swiftly abandoning the console this more or less
abandoning the console this more or less explains why Knuckles chaotics was such
explains why Knuckles chaotics was such a rush rushed afterthought of a game
a rush rushed afterthought of a game Sega desperately needed to Pat out the
Sega desperately needed to Pat out the 32x library as soon as possible and at
32x library as soon as possible and at the same time they were probably hoping
the same time they were probably hoping a 3D Sonic game for the Saturn would
a 3D Sonic game for the Saturn would have more impact than recent 2D Sonic
have more impact than recent 2D Sonic games looking at the sales figures of
games looking at the sales figures of Sonic 3 probably spooked Sega Executives
Sonic 3 probably spooked Sega Executives in 1994 and I reckon they thought 2D
in 1994 and I reckon they thought 2D Sonic had little to no future in the
Sonic had little to no future in the company indeed this may be the very
company indeed this may be the very reason Knuckles chaotics was released
reason Knuckles chaotics was released without the inclusion of Sonic the
without the inclusion of Sonic the Hedgehog as a character that and the
Hedgehog as a character that and the fact that the game is really not very
fact that the game is really not very good and was obviously rushed to the
good and was obviously rushed to the market so by the fall of 1994 sega's
market so by the fall of 1994 sega's three conso plan for Sonic the Hedgehog
three conso plan for Sonic the Hedgehog now look like this the 32x would never
now look like this the 32x would never get a real Sonic game and indeed it had
get a real Sonic game and indeed it had no future so it's done the Saturn would
no future so it's done the Saturn would launch in Japan without a Sonic game but
launch in Japan without a Sonic game but perhaps this wasn't such a big deal
perhaps this wasn't such a big deal since Sonic games did little to drive
since Sonic games did little to drive sales in Japan anyway instead STI would
sales in Japan anyway instead STI would work on Sonic extreme probably with the
work on Sonic extreme probably with the Saturn's September mber 1995 American
Saturn's September mber 1995 American release date in mind and in the meantime
release date in mind and in the meantime Sonic was officially finished on the
Sonic was officially finished on the Sega Genesis with the release of Sonic
Sega Genesis with the release of Sonic and Knuckles in October of 1994 Sonic
and Knuckles in October of 1994 Sonic and Knuckles was actually the second
and Knuckles was actually the second half of Sonic 3's intended game content
half of Sonic 3's intended game content but the Sonic 3 project grew so large
but the Sonic 3 project grew so large and was so ambitious that the ROM cart
and was so ambitious that the ROM cart could not facilitate sufficient memory
could not facilitate sufficient memory without also driving up the price of the
without also driving up the price of the game drastically the solution was the
game drastically the solution was the so-called lock on cartridge which
so-called lock on cartridge which allowed players to combine two separate
allowed players to combine two separate games Sonic 3 and then Sonic and
games Sonic 3 and then Sonic and Knuckles into a single massive game
Knuckles into a single massive game fully loaded with all the intended
fully loaded with all the intended levels playable characters and so forth
levels playable characters and so forth thus the only way to really get the full
thus the only way to really get the full experience was to buy two games at full
experience was to buy two games at full price and possibly as a direct
price and possibly as a direct Consequence the sales for Sonic and
Consequence the sales for Sonic and Knuckles the second half of the Sonic 3
Knuckles the second half of the Sonic 3 couplet only reached 1.24 million copies
couplet only reached 1.24 million copies in North America less than half of Sonic
in North America less than half of Sonic 3 sales figures which were already the
3 sales figures which were already the most disappointing ever recorded for a
most disappointing ever recorded for a Mainline Sonic entry Ever After the
Mainline Sonic entry Ever After the release of Sonic and Knuckles in the
release of Sonic and Knuckles in the fall of 1994 Yuji NOA left STI in
fall of 1994 Yuji NOA left STI in California and returned to Sega of Japan
California and returned to Sega of Japan where he immediately began learning to
where he immediately began learning to program for the newly launched Sega
program for the newly launched Sega Saturn now in multiple interviews from
Saturn now in multiple interviews from the time period Yuji Naka has said that
the time period Yuji Naka has said that after Sonic 3 he wanted to move away
after Sonic 3 he wanted to move away from doing Sonic the Hedgehog however
from doing Sonic the Hedgehog however given the drastically diminishing
given the drastically diminishing returns from the Sonic franchise I think
returns from the Sonic franchise I think it's actually more likely that Sega
it's actually more likely that Sega simply didn't want Naka working on any
simply didn't want Naka working on any more Sonic games for the Sega Saturn and
more Sonic games for the Sega Saturn and anyway as we've already shown by the end
anyway as we've already shown by the end of 1994 Sega of America had already
of 1994 Sega of America had already begun working on Sonic extreme which was
begun working on Sonic extreme which was Now sega's official Plan B for
Now sega's official Plan B for showcasing Sonic on the Saturn nuto
showcasing Sonic on the Saturn nuto Shima on the other hand reemerges at
Shima on the other hand reemerges at Sega of Japan early in 1995 after his
Sega of Japan early in 1995 after his mysterious year and a half Gap where in
mysterious year and a half Gap where in Oshima produced no new games for Sega of
Oshima produced no new games for Sega of course I've already said that I believe
course I've already said that I believe this is because Oshima was working on
this is because Oshima was working on Sonic crackers for the Saturn and
Sonic crackers for the Saturn and perhaps indirectly on Knuckles chaotics
perhaps indirectly on Knuckles chaotics after Sonic crackers was cancelled
after Sonic crackers was cancelled though osima is not credited for either
though osima is not credited for either game except for his character designs
game except for his character designs but in April 1995 NAA osima would be
but in April 1995 NAA osima would be reunited with Yuji Naka in Japan under
reunited with Yuji Naka in Japan under the banner of Sonic team which actually
the banner of Sonic team which actually took real formal shape at this point
took real formal shape at this point with its own logo and with Yuji Naka
with its own logo and with Yuji Naka serving as its deao leader I'd also like
serving as its deao leader I'd also like to point out that Sonic team's new logo
to point out that Sonic team's new logo was this very cool graphic of Sonic the
was this very cool graphic of Sonic the Hedgehog's blue head which really makes
Hedgehog's blue head which really makes me second guess the idea that Yugi Naka
me second guess the idea that Yugi Naka was simply tired of doing Sonic games in
was simply tired of doing Sonic games in 1995 I mean Sonic is right there in the
1995 I mean Sonic is right there in the freaking name and logo plainly Naka
freaking name and logo plainly Naka osima and notably tekashi isuka had all
osima and notably tekashi isuka had all come back together in Japan to do a
come back together in Japan to do a proper Sonic the Hedgehog game at least
proper Sonic the Hedgehog game at least eventually or else they wouldn't have
eventually or else they wouldn't have bothered to take this name officially
bothered to take this name officially but instead of making that next gen
but instead of making that next gen Sonic game implied by this cool logo
Sonic game implied by this cool logo Sonic team's first game was nights into
Sonic team's first game was nights into dreams which would officially begin
dreams which would officially begin development in April of 1995 and knights
development in April of 1995 and knights as you know is not a Sonic game but if
as you know is not a Sonic game but if you recall Naka left California in the
you recall Naka left California in the fall of 1994 and for a period of about 6
fall of 1994 and for a period of about 6 months he worked alone getting used to
months he worked alone getting used to programming for the Saturn and its
programming for the Saturn and its tricky twin Hitachi microprocessors what
tricky twin Hitachi microprocessors what exactly did Yugi Naka do during that
exactly did Yugi Naka do during that time period unless he tells us
time period unless he tells us specifically we have no way of knowing
specifically we have no way of knowing for sure however you can consider the
for sure however you can consider the fact that Yugi Naka had historically
fact that Yugi Naka had historically intended Sonic 3 to be 3D and the fact
intended Sonic 3 to be 3D and the fact that he came back to Japan reuniting
that he came back to Japan reuniting with Na osima and isuka who worked with
with Na osima and isuka who worked with them on Sonic 3 and the fact that their
them on Sonic 3 and the fact that their new Venture was called Sonic team and
new Venture was called Sonic team and Sonic the Hedgehog was their official
Sonic the Hedgehog was their official logo to me it seems very likely that
logo to me it seems very likely that during those 6 months of experimentation
during those 6 months of experimentation with the Sega Saturn that Yuji Naka
with the Sega Saturn that Yuji Naka would have tried at least tried to make
would have tried at least tried to make some kind of functional 3D Sonic game
some kind of functional 3D Sonic game for the Saturn one that at the very
for the Saturn one that at the very least performed better than the version
least performed better than the version he likely witnessed at STI in California
he likely witnessed at STI in California the actual results of noa's 6-month
the actual results of noa's 6-month crash course for programming on the
crash course for programming on the Saturn would become the foundation for
Saturn would become the foundation for nights into dreams a game where the
nights into dreams a game where the player controls a Sprite that flies all
player controls a Sprite that flies all over the screen and loop to Loops along
over the screen and loop to Loops along a horizontal xais that occasionally
a horizontal xais that occasionally twists or rotates sort of like riding a
twists or rotates sort of like riding a roller coaster with an invisible track
roller coaster with an invisible track according to Naka his earliest builds of
according to Naka his earliest builds of Knights into dreams allowed for total 3d
Knights into dreams allowed for total 3d Freedom of movement without being tied
Freedom of movement without being tied to a rail but the Sprite moved so fast
to a rail but the Sprite moved so fast in every direction that gameplay was
in every direction that gameplay was disorienting I can't help but think that
disorienting I can't help but think that Knights looks and plays suspiciously
Knights looks and plays suspiciously Like An Unfinished semi-broken build of
Like An Unfinished semi-broken build of what might have been intended to be a 3D
what might have been intended to be a 3D Sonic game if you've ever seen 3D games
Sonic game if you've ever seen 3D games being made by amateurs you may have
being made by amateurs you may have witnessed how surprisingly easy it is
witnessed how surprisingly easy it is for inexperienced programmers to get a
for inexperienced programmers to get a 3D Sprite to move in every direction
3D Sprite to move in every direction like a crazed alien mosquito buzzing
like a crazed alien mosquito buzzing around in outer space the hard part is
around in outer space the hard part is getting that same Sprite to behave
getting that same Sprite to behave normally according to semi-realistic
normally according to semi-realistic physics if we were to take Knights into
physics if we were to take Knights into dreams off of its forced rails and if it
dreams off of its forced rails and if it were to be endowed with some kind of
were to be endowed with some kind of gravity then it looks exactly like it
gravity then it looks exactly like it could have been a prototype for a 3D
could have been a prototype for a 3D Sonic game a really shitty one is it
Sonic game a really shitty one is it possible that this could have been the
possible that this could have been the real reason why Yugi Naka refused to
real reason why Yugi Naka refused to allow his Knights into dreams game
allow his Knights into dreams game engine and Level Editor to be used for
engine and Level Editor to be used for Sonic extreme is it possible that access
Sonic extreme is it possible that access to the game's raw code might have
to the game's raw code might have revealed clues that Naka had made yet
revealed clues that Naka had made yet another pass it producing a 3D Sonic
another pass it producing a 3D Sonic game which for whatever reason had to be
game which for whatever reason had to be abandoned and then repurposed it looks
abandoned and then repurposed it looks to me like knights was supposed to
to me like knights was supposed to recreate that exact same sense of speed
recreate that exact same sense of speed and excitement that the original Sonic
and excitement that the original Sonic the Hedgehog brought to the Genesis but
the Hedgehog brought to the Genesis but perhaps getting that sense of motion was
perhaps getting that sense of motion was difficult to realize in true 3D kns into
difficult to realize in true 3D kns into dreams for instance does contain these
dreams for instance does contain these awkward intervals where you control
awkward intervals where you control these kids that can walk around on a 3D
these kids that can walk around on a 3D plane in all directions these intervals
plane in all directions these intervals are very short but they play out a lot
are very short but they play out a lot more like a conventional 3D platformer
more like a conventional 3D platformer and as you can see they are extremely
and as you can see they are extremely awkward a really bad part of the game if
awkward a really bad part of the game if I'm being honest nobody likes this
I'm being honest nobody likes this portion of the game and thus it begs the
portion of the game and thus it begs the question as to why these moments were
question as to why these moments were even included I suspect the reason is
even included I suspect the reason is simple this true 3D platforming gameplay
simple this true 3D platforming gameplay which you'd expect to find in an XG
which you'd expect to find in an XG sequel to Sonic 3 was what this game was
sequel to Sonic 3 was what this game was originally supposed to be because Naka
originally supposed to be because Naka wanted to build a prototype for a true
wanted to build a prototype for a true 3D Sonic game was this maddening Topsy
3D Sonic game was this maddening Topsy Turvy gameplay of nights into dreams
Turvy gameplay of nights into dreams actually intended to be this loopy or is
actually intended to be this loopy or is this character and this ring grabbing
this character and this ring grabbing gameplay merely a clever reskin even the
gameplay merely a clever reskin even the main character really just looks like a
main character really just looks like a distorted silhouette of Sonic the
distorted silhouette of Sonic the Hedgehog but if nights into dreams
Hedgehog but if nights into dreams really did start off as a Sonic game and
really did start off as a Sonic game and I really think that it probably did then
I really think that it probably did then why on Earth was it isn't it finished
why on Earth was it isn't it finished and published as the next Sonic the
and published as the next Sonic the Hedgehog game well as I've said before
Hedgehog game well as I've said before given the lagging sales of Sonic 3 and
given the lagging sales of Sonic 3 and Sonic and Knuckles and the fact that
Sonic and Knuckles and the fact that Sonic never managed to gain much
Sonic never managed to gain much attention in Japan in the first place
attention in Japan in the first place it's possible that Sega executive simply
it's possible that Sega executive simply didn't want yet another Sonic game on
didn't want yet another Sonic game on their Flagship Japanese console on the
their Flagship Japanese console on the other hand it's plain to anyone with
other hand it's plain to anyone with eyeballs that Yugi Naka himself loves
eyeballs that Yugi Naka himself loves Sonic the Hedgehog and it's practically
Sonic the Hedgehog and it's practically unimaginable that Sonic Team wouldn't
unimaginable that Sonic Team wouldn't have at least made a pass at a 3D Sonic
have at least made a pass at a 3D Sonic game on the their first outing as an
game on the their first outing as an official game studio with that name and
official game studio with that name and that logo thus I think it may have been
that logo thus I think it may have been the case that what Naka initially
the case that what Naka initially started coding by himself just wasn't
started coding by himself just wasn't quite usable as a Sonic game and so
quite usable as a Sonic game and so making the best out of a bad situation
making the best out of a bad situation Sonic Team transformed his work into
Sonic Team transformed his work into something else nights into dreams in
something else nights into dreams in support of this I'd like to point out
support of this I'd like to point out that kns into dreams had a pretty
that kns into dreams had a pretty tumultuous and difficult development
tumultuous and difficult development cycle the game was started in April of
cycle the game was started in April of 1995 after noa's 6-month crash crash
1995 after noa's 6-month crash crash course and it wouldn't be released until
course and it wouldn't be released until July of 1996 that's a year and 9 months
July of 1996 that's a year and 9 months from the release of Sonic and Knuckles
from the release of Sonic and Knuckles until the debut of nights into dreams
until the debut of nights into dreams which is a relatively short game even
which is a relatively short game even for the time period in interviews with
for the time period in interviews with both Sega Saturn magazine and famitsu in
both Sega Saturn magazine and famitsu in 1996 as translated by schmu laian Yugi
1996 as translated by schmu laian Yugi Naka reveals that working with the Sega
Naka reveals that working with the Sega Saturn was a major challenge though the
Saturn was a major challenge though the new hardware also opened up new
new hardware also opened up new possibilities Naka stated that his
possibilities Naka stated that his recently finished nights into dream game
recently finished nights into dream game is completely different from what Sonic
is completely different from what Sonic team had originally envisioned he claims
team had originally envisioned he claims originally they wanted to make an
originally they wanted to make an appealing 2D action game similar to
appealing 2D action game similar to Sonic the Hedgehog but decided to
Sonic the Hedgehog but decided to utilize 3D Graphics maximizing the
utilize 3D Graphics maximizing the potential of the Saturn's twin
potential of the Saturn's twin processors I think he might be referring
processors I think he might be referring to Sonic crackers here yet at other
to Sonic crackers here yet at other times in other interviews Naka claims
times in other interviews Naka claims that he set out to create a 3D flying
that he set out to create a 3D flying game from the very beginning in another
game from the very beginning in another 1996 interview the September issue of
1996 interview the September issue of official Sega Saturn magazine naka
official Sega Saturn magazine naka reiterates his story about wanting to
reiterates his story about wanting to create a 3D loop-to-loop flying game
create a 3D loop-to-loop flying game from day one but he also admits that
from day one but he also admits that development was very challenging Sonic
development was very challenging Sonic Team began with only seven staff members
Team began with only seven staff members working on the project but as production
working on the project but as production lingered they kept adding staff until
lingered they kept adding staff until nearly 30 people were working on the
nearly 30 people were working on the game at one time in this I think there
game at one time in this I think there is an oblique admission that Sonic team
is an oblique admission that Sonic team was struggling with the technical
was struggling with the technical challenges of making Knights into dreams
challenges of making Knights into dreams of 3D reality when work on the game
of 3D reality when work on the game began in early 1995 Nako was the the
began in early 1995 Nako was the the only programmer on the job Indeed Yugi
only programmer on the job Indeed Yugi Naka is famous for being something of a
Naka is famous for being something of a lone wolf Maverick when it came to
lone wolf Maverick when it came to programming throughout his early career
programming throughout his early career unilaterally working wonders on the
unilaterally working wonders on the sg1000 The Master System and the Sega
sg1000 The Master System and the Sega Genesis but the Sega Saturn was an
Genesis but the Sega Saturn was an entirely new kind of beast from a new
entirely new kind of beast from a new universe of potential and complexity and
universe of potential and complexity and eventually kns into dreams was a washing
eventually kns into dreams was a washing programmers working with Yugi Naka to
programmers working with Yugi Naka to finish the game on Twitter Naka claims
finish the game on Twitter Naka claims just two other programmers worked on the
just two other programmers worked on the the game but the official game credits
the game but the official game credits indicate that at least five additional
indicate that at least five additional programmers also worked on the game
programmers also worked on the game probably added peac meal over Time as
probably added peac meal over Time as Sonic Team pushed toward the Finish Line
Sonic Team pushed toward the Finish Line indeed I wonder if Yugi Naka himself was
indeed I wonder if Yugi Naka himself was actually physically coding the game he
actually physically coding the game he started by the end of its development
started by the end of its development since it would have been his job to
since it would have been his job to supervise all of these programmers and
supervise all of these programmers and from this point in his career supervises
from this point in his career supervises strictly what Yugi Naka did kns into
strictly what Yugi Naka did kns into dreams was Yugi noa's very last
dreams was Yugi noa's very last mainstream commercial title that he
mainstream commercial title that he actually did any real programming for
actually did any real programming for but then I found this very odd comment
but then I found this very odd comment made by NOA in an interview with
made by NOA in an interview with official Sega Saturn magazine in
official Sega Saturn magazine in September of 1996 the interviewer asked
September of 1996 the interviewer asked Naka a very simple innocuous technical
Naka a very simple innocuous technical question they asked does Knights into
question they asked does Knights into dreams use the Saturn's 2D power as well
dreams use the Saturn's 2D power as well as its 3D capabilities can you give us
as its 3D capabilities can you give us some examples of where this is used in
some examples of where this is used in the game Naka buls at this I don't know
the game Naka buls at this I don't know I don't particularly want to talk about
I don't particularly want to talk about knights from a technical aspect if you
knights from a technical aspect if you really want to write that kind of
really want to write that kind of article that's fine with me but writing
article that's fine with me but writing about the feelings of knights would be
about the feelings of knights would be much better the average person doesn't
much better the average person doesn't understand all of these technical points
understand all of these technical points this is a very odd response from a lead
this is a very odd response from a lead programmer fresh off of completing his
programmer fresh off of completing his very first Sega Saturn game I'd think
very first Sega Saturn game I'd think that anyone working intimately with
that anyone working intimately with programming on the Saturn would have
programming on the Saturn would have been thrilled to share these exact kinds
been thrilled to share these exact kinds of details or at least just answer the
of details or at least just answer the question with a single example if any
question with a single example if any such example exists
such example exists maybe Naka really believes that Sega
maybe Naka really believes that Sega fans reading official Sega Saturn
fans reading official Sega Saturn magazine are so glib as to prefer a
magazine are so glib as to prefer a vague description of how Knights makes
vague description of how Knights makes players feel it's nauseous by the way
players feel it's nauseous by the way the game makes me feel nauseous but I
the game makes me feel nauseous but I think a better explanation is that Yugi
think a better explanation is that Yugi Naka simply doesn't know the answer to
Naka simply doesn't know the answer to the question and is obfuscating in order
the question and is obfuscating in order to save face after nearly 2 years of
to save face after nearly 2 years of development including 6 months of Naka
development including 6 months of Naka farting around with 3D programming I
farting around with 3D programming I think it's likely that Naka was
think it's likely that Naka was effectively replaced as an actual ual
effectively replaced as an actual ual programmer on nights in the middle of
programmer on nights in the middle of the game's development and thus a bunch
the game's development and thus a bunch of Sega Personnel were either hired or
of Sega Personnel were either hired or shuffled around joining the team in
shuffled around joining the team in order to finally complete the project
order to finally complete the project but my real question remains did nights
but my real question remains did nights into dreams start off as a Sonic the
into dreams start off as a Sonic the Hedgehog game I think so I have no
Hedgehog game I think so I have no explanation for why anyone would
explanation for why anyone would deliberately make this just look at this
deliberately make this just look at this mess is this really the sort of thing
mess is this really the sort of thing people make on purpose I think nights
people make on purpose I think nights into dreams is a Jackson Pollock of
into dreams is a Jackson Pollock of video games a happy accident that Sega
video games a happy accident that Sega fan have endowed with meaning and
fan have endowed with meaning and Artistry that may actually turn out to
Artistry that may actually turn out to be little more than a big sloppy mess
be little more than a big sloppy mess with an elite fan base but of course
with an elite fan base but of course this is mere speculation speculation
this is mere speculation speculation based upon some compelling evidence but
based upon some compelling evidence but speculation nonetheless more recently
speculation nonetheless more recently data miners have begun to analyze the
data miners have begun to analyze the actual game code for nights into dreams
actual game code for nights into dreams on the Saturn perhaps this work will
on the Saturn perhaps this work will reveal clues about why Yugi NOCO was so
reveal clues about why Yugi NOCO was so apprehensive about letting STI use his
apprehensive about letting STI use his code to make Sonic extreme maybe it was
code to make Sonic extreme maybe it was a Sonic game game to begin with or maybe
a Sonic game game to begin with or maybe it was just a spectacular embarrassing
it was just a spectacular embarrassing mess or maybe Yuji Naka just hates Sega
mess or maybe Yuji Naka just hates Sega of America so much that he was allowed
of America so much that he was allowed to indirectly sabotage his own company
to indirectly sabotage his own company or maybe in some way it was all three or
or maybe in some way it was all three or if we take Yugi Naka at his word then it
if we take Yugi Naka at his word then it was none of the above but can we take
was none of the above but can we take Yuji Naka at his word on this particular
Yuji Naka at his word on this particular issue referring back to noa's
issue referring back to noa's controversial Twitter Ty raade we're
controversial Twitter Ty raade we're left wondering who is really telling the
left wondering who is really telling the truth here did Yuji Naka really
truth here did Yuji Naka really indirectly sabot the release of Sonic
indirectly sabot the release of Sonic extreme by denying STI his game code or
extreme by denying STI his game code or is this just a rumor to deflect blame
is this just a rumor to deflect blame from what was no doubt a complete and
from what was no doubt a complete and total [ __ ] show on the part of Sega of
total [ __ ] show on the part of Sega of America's leadership on the one hand
America's leadership on the one hand it's hard to believe Yugi Naka would
it's hard to believe Yugi Naka would have actually been allowed to sabotage
have actually been allowed to sabotage Sonic extreme just because he was the
Sonic extreme just because he was the guy that coded Sonic the Hedgehog at the
guy that coded Sonic the Hedgehog at the same time nakas claimed that he didn't
same time nakas claimed that he didn't know about Sonic Extreme has to be false
know about Sonic Extreme has to be false right Naka worked at STI from 1991 to
right Naka worked at STI from 1991 to late 19 94 and he would have still been
late 19 94 and he would have still been working on Sonic and Knuckles when Sonic
working on Sonic and Knuckles when Sonic Mars was initially pitched at STI
Mars was initially pitched at STI further Naka had established Ambitions
further Naka had established Ambitions to develop a 3D Sonic game as early as
to develop a 3D Sonic game as early as 1993 himself and it's clear that he took
1993 himself and it's clear that he took direct inspiration from Sega Sonic the
direct inspiration from Sega Sonic the Sonic the Hedgehog arcade game Naka is a
Sonic the Hedgehog arcade game Naka is a man who stayed in the loop and paid
man who stayed in the loop and paid careful attention to what his cohorts
careful attention to what his cohorts were up to especially regarding the
were up to especially regarding the Sonic the Hedgehog franchise the idea
Sonic the Hedgehog franchise the idea that he wouldn't have known about Sonic
that he wouldn't have known about Sonic extreme in 1996 is crazy to me and the
extreme in 1996 is crazy to me and the fact that he'd be irritated that STI
fact that he'd be irritated that STI didn't ask his permission kind of gives
didn't ask his permission kind of gives away what he probably thought of STI
away what he probably thought of STI making a Sonic game in the first place
making a Sonic game in the first place there's a good reason Naka and Oshima
there's a good reason Naka and Oshima and isuka got back together in Japan and
and isuka got back together in Japan and they officially named their new Venture
they officially named their new Venture Sonic team they wanted the world to know
Sonic team they wanted the world to know who Sonic really belonged to Old
who Sonic really belonged to Old Japanese men yes even today Sonic
Japanese men yes even today Sonic belongs to Old Japanese men they legally
belongs to Old Japanese men they legally own the rights to the care character but
own the rights to the care character but still with the formation of Sonic team
still with the formation of Sonic team one gets the sense that these guys
one gets the sense that these guys especially Naka and Oshima wanted to
especially Naka and Oshima wanted to carve out a future for themselves as
carve out a future for themselves as Sonic the Hedgehog's official studio and
Sonic the Hedgehog's official studio and guess what that means they would have
guess what that means they would have been in direct competition with STI in
been in direct competition with STI in 1996 so the story about Naka blocking
1996 so the story about Naka blocking sti's access to his code isn't crazy
sti's access to his code isn't crazy though Sonic extreme was always going to
though Sonic extreme was always going to suck anyway Naka was right even if STI
suck anyway Naka was right even if STI got the code they were writing the game
got the code they were writing the game in C instead of assembly attempting to
in C instead of assembly attempting to compile noa's work into c means the game
compile noa's work into c means the game was going to just play like crap anyway
was going to just play like crap anyway nothing was going to help Sonic extreme
nothing was going to help Sonic extreme reach a Christmas 96 deadline so that
reach a Christmas 96 deadline so that part is not really noa's fault there's a
part is not really noa's fault there's a lot of stories like this about Yuji Naka
lot of stories like this about Yuji Naka on the internet though these are the
on the internet though these are the most popular as you can see Naka is
most popular as you can see Naka is frequently portrayed as a two-faced
frequently portrayed as a two-faced villain willing to do whatever it takes
villain willing to do whatever it takes to get ahead but how true are these
to get ahead but how true are these stories could it just be that a lone
stories could it just be that a lone wolf Maverick like Yugi Naka just lacks
wolf Maverick like Yugi Naka just lacks good interpersonal skills is it possible
good interpersonal skills is it possible that Naka struggles to make friends as
that Naka struggles to make friends as readily as he makes enemies and thus in
readily as he makes enemies and thus in the end there are just more people
the end there are just more people willing to bury his legacy I mean it
willing to bury his legacy I mean it could be a little a column A and column
could be a little a column A and column B at the same time maybe Naka is a
B at the same time maybe Naka is a two-faced villain willing to damage
two-faced villain willing to damage other people's careers at the same time
other people's careers at the same time that he was a highly talented Lone Wolf
that he was a highly talented Lone Wolf Maverick programmer who struggled to
Maverick programmer who struggled to make friends whatever the case may be
make friends whatever the case may be lots of people have beef with Yuji Naka
lots of people have beef with Yuji Naka and sometimes people get even in 2022
and sometimes people get even in 2022 Yuji Naka made the news when it was
Yuji Naka made the news when it was reported that he had been arrested in
reported that he had been arrested in Japan twice both times he was charged
Japan twice both times he was charged with insider trading which occurred
with insider trading which occurred during his ball and Wonderland days at
during his ball and Wonderland days at Square Enix now this story has been
Square Enix now this story has been grossly sensationalized because the
grossly sensationalized because the image of Yuji Naka being arrested or
image of Yuji Naka being arrested or going to jail seems to be a fitting J
going to jail seems to be a fitting J toos to the catastrophic failure of ball
toos to the catastrophic failure of ball and Wonderland and the apparent end of
and Wonderland and the apparent end of Naka career in the game industry
Naka career in the game industry essentially it's a dramatic finish to
essentially it's a dramatic finish to the Yuji Naka story a story about hubris
the Yuji Naka story a story about hubris and a Fall From Grace but what's missing
and a Fall From Grace but what's missing from the popular narrative is the fact
from the popular narrative is the fact that insider trading is extremely common
that insider trading is extremely common in Japan and not really regarded as a
in Japan and not really regarded as a noteworthy criminal offense indeed until
noteworthy criminal offense indeed until fairly recently insider trading was
fairly recently insider trading was essentially a misdemeanor with extremely
essentially a misdemeanor with extremely light finds as a penalty and the
light finds as a penalty and the Japanese people on the whole don't
Japanese people on the whole don't really view insider trading as a grave
really view insider trading as a grave moral failing but this makes Yuji noa's
moral failing but this makes Yuji noa's arrest and subsequent media exposure a
arrest and subsequent media exposure a bit suspicious to me suspicious in the
bit suspicious to me suspicious in the sense that it appears as if someone at
sense that it appears as if someone at Square Enix or the World At Large has it
Square Enix or the World At Large has it out for Yugi Naka and it's not crazy to
out for Yugi Naka and it's not crazy to think that this all might have come as a
think that this all might have come as a direct result of noa's lawsuit against
direct result of noa's lawsuit against Square Enix in retaliation for firing
Square Enix in retaliation for firing him when Naka was arrested for insider
him when Naka was arrested for insider trading it was alongside another Square
trading it was alongside another Square Enix employee named Tae Sasaki Sasaki
Enix employee named Tae Sasaki Sasaki who also appears to have been released
who also appears to have been released by Square Enix was a technical
by Square Enix was a technical production associate who worked on games
production associate who worked on games such as Dragon Quest 11 and Kingdom
such as Dragon Quest 11 and Kingdom Hearts 3 and most recently he received a
Hearts 3 and most recently he received a special thanks credit on Ball and
special thanks credit on Ball and Wonderland implying that he was an
Wonderland implying that he was an associate of eugi Naka the accusation
associate of eugi Naka the accusation was that both men being employees of
was that both men being employees of Square Enix got word that a couple of
Square Enix got word that a couple of small game companies in Japan had landed
small game companies in Japan had landed lucrative contracts to make high-profile
lucrative contracts to make high-profile games for Square Enix that were
games for Square Enix that were guaranteed to appreciate their
guaranteed to appreciate their respective company stock value in the
respective company stock value in the near future after the news was made
near future after the news was made public that is first was a company
public that is first was a company called aiming which was developing a
called aiming which was developing a game called Dragon Quest tact a spin-off
game called Dragon Quest tact a spin-off of a series that might be the most
of a series that might be the most popular in Japanese video game history
popular in Japanese video game history Yugi Naka and tauke Sasaki alongside a
Yugi Naka and tauke Sasaki alongside a third acquaintance bought tens of
third acquaintance bought tens of thousands of shares in aiming prior to
thousands of shares in aiming prior to the official announcement of Dragon
the official announcement of Dragon Quest tax development they did this with
Quest tax development they did this with the aim of selling their shares after
the aim of selling their shares after the value started to appreciate thus
the value started to appreciate thus making a sizable profit in the process
making a sizable profit in the process soon Naka and Sasaki would try the same
soon Naka and Sasaki would try the same trick on a second company called a team
trick on a second company called a team buying a ton of stock in a team prior to
buying a ton of stock in a team prior to the announcement that the company would
the announcement that the company would be making Final Fantasy 7 the first
be making Final Fantasy 7 the first Soldier this is what led to a second
Soldier this is what led to a second arrest and a second charge of insider
arrest and a second charge of insider trading for both men according to the
trading for both men according to the Press Naka traded roughly $1 million in
Press Naka traded roughly $1 million in stock of 18 after he found out about
stock of 18 after he found out about Final Fantasy 7 the first Soldier and
Final Fantasy 7 the first Soldier and it's estimated that he profited about
it's estimated that he profited about $150,000 from his sale of stock and Amy
$150,000 from his sale of stock and Amy though I'm not sure how much he really
though I'm not sure how much he really made in total from this affair however
made in total from this affair however as of making this video both Yuji Naka
as of making this video both Yuji Naka and sasakian have been sentenced for
and sasakian have been sentenced for their Crimes by the Japanese government
their Crimes by the Japanese government many people imagined that this met Naka
many people imagined that this met Naka would be going to jail but in fact he
would be going to jail but in fact he was sentenced to 2 and 1/2 years in
was sentenced to 2 and 1/2 years in prison suspended for 4 years and he was
prison suspended for 4 years and he was fined about
fined about $114,000 that is to say as long as Yugi
$114,000 that is to say as long as Yugi Naka doesn't get arrested again over the
Naka doesn't get arrested again over the the next 4 years he won't actually be
the next 4 years he won't actually be going to jail at all he's a free man the
going to jail at all he's a free man the same goes for Sasaki who is also given a
same goes for Sasaki who is also given a suspended sentence and a relatively
suspended sentence and a relatively light fine because again insider trading
light fine because again insider trading isn't really considered a very serious
isn't really considered a very serious crime in Japanese Society so we can
crime in Japanese Society so we can forget about images like this or this or
forget about images like this or this or even this none of that's happening Yuji
even this none of that's happening Yuji Naka isn't going anywhere but also sadly
Naka isn't going anywhere but also sadly it appears as if Yuji Naka isn't going
it appears as if Yuji Naka isn't going anywhere is this the end of the long
anywhere is this the end of the long prolific controversial and tumultuous
prolific controversial and tumultuous career of Yugi Naka a man once hailed
career of Yugi Naka a man once hailed and idolized as the creator of Sonic the
and idolized as the creator of Sonic the Hedgehog back when it was actually still
Hedgehog back when it was actually still really cool to be a Sonic fan and Sega
really cool to be a Sonic fan and Sega was still a household name synonymous
was still a household name synonymous with Nintendo or even the term video
with Nintendo or even the term video game itself he was a big player in the
game itself he was a big player in the BigTime world of gaming over time as
BigTime world of gaming over time as stories are told and then retold
stories are told and then retold narratives tend to shift some sometimes
narratives tend to shift some sometimes under the weight of new factual
under the weight of new factual information or often simply because
information or often simply because preferences and values change over time
preferences and values change over time too consequently old Heroes and old
too consequently old Heroes and old Legends often do acquire a tarnished
Legends often do acquire a tarnished image and sometimes they're Rewritten as
image and sometimes they're Rewritten as villains after leaving Sega in the early
villains after leaving Sega in the early 2000s public opinion about Yuji Naka
2000s public opinion about Yuji Naka began to shift noticeably as old enemies
began to shift noticeably as old enemies from the game industry felt the Liberty
from the game industry felt the Liberty to speak about the Sega Legend in any
to speak about the Sega Legend in any way that they preferred and often the
way that they preferred and often the results were not very good for noa's
results were not very good for noa's reputation meanwhile Naka creatively
reputation meanwhile Naka creatively floundered as a video game maker and
floundered as a video game maker and like a lot of Japanese Legends of the '
like a lot of Japanese Legends of the ' 80s and 90s he was unable to find a
80s and 90s he was unable to find a foothold in the Contemporary video game
foothold in the Contemporary video game Market meanwhile nuto oima Yuji noa's
Market meanwhile nuto oima Yuji noa's new enemy an old friend has gradually
new enemy an old friend has gradually come to completely displace noa's once
come to completely displace noa's once Mythic association with sega's most
Mythic association with sega's most beloved IP and perhaps rightly so after
beloved IP and perhaps rightly so after all it was now to Oshima who actually
all it was now to Oshima who actually designed the Sonic the Hedgehog
designed the Sonic the Hedgehog character as a character and today the
character as a character and today the world looks forward to the next chapter
world looks forward to the next chapter Sonic Superstars is the latest 2D Style
Sonic Superstars is the latest 2D Style Sonic game on the horizon and it has a
Sonic game on the horizon and it has a lot of people feeling optimistic about
lot of people feeling optimistic about Sonic's future and who's behind this new
Sonic's future and who's behind this new game none other than aest Studios the
game none other than aest Studios the same company founded by Sonic co-creator
same company founded by Sonic co-creator Nao oima and the same company that
Nao oima and the same company that worked with Yugi Naka to create ball and
worked with Yugi Naka to create ball and Wonderland it's incredible how we now
Wonderland it's incredible how we now find ourselves here today it's na osima
find ourselves here today it's na osima who creat Sonic the Hedgehog and it's
who creat Sonic the Hedgehog and it's now to osima who gets the credit and his
now to osima who gets the credit and his game looks decent it looks fine but if
game looks decent it looks fine but if I'm being honest with myself I much
I'm being honest with myself I much preferred those legendary days of high
preferred those legendary days of high adventure in my long since misspent
adventure in my long since misspent youth when Sonic the Hedgehog belonged
youth when Sonic the Hedgehog belonged to that Lone Wolf Maverick of coding
to that Lone Wolf Maverick of coding Yugi Naka is Naka really the bad guy
Yugi Naka is Naka really the bad guy that he seems to be not really no I
that he seems to be not really no I don't think so he's certainly not a bad
don't think so he's certainly not a bad game developer despite the miserable
game developer despite the miserable failure that was balling in Wonderland
failure that was balling in Wonderland he also oversaw the creation of rodea
he also oversaw the creation of rodea the sky Soldier the good version that
the sky Soldier the good version that was intended for the Wii and in the
was intended for the Wii and in the Dreamcast days he was consistently one
Dreamcast days he was consistently one of sega's best producers churning out
of sega's best producers churning out not just decent Sonic games but unique
not just decent Sonic games but unique Classics like cho cho rocket Fantasy
Classics like cho cho rocket Fantasy Star online and samb De Amigo and of
Star online and samb De Amigo and of course as an actual programmer at least
course as an actual programmer at least before the Sega Saturn Nako was Second
before the Sega Saturn Nako was Second To None working miracles on games like
To None working miracles on games like black belt space Harrier Fantasy Star
black belt space Harrier Fantasy Star Ghouls and ghosts and of course the
Ghouls and ghosts and of course the Sonic the Hedgehog series for which most
Sonic the Hedgehog series for which most degree he innovated all of the mechanics
degree he innovated all of the mechanics that made the game stand apart from the
that made the game stand apart from the competition even if he isn't the author
competition even if he isn't the author of the actual character and sure there
of the actual character and sure there are a lot of gripes and rumors about
are a lot of gripes and rumors about Yuji Naka especially coming from ex Sega
Yuji Naka especially coming from ex Sega of America employees but a lot of those
of America employees but a lot of those stories are baseless and more than a
stories are baseless and more than a little questionable for instance I
little questionable for instance I seriously doubt Yuji Naka actually tried
seriously doubt Yuji Naka actually tried to steal the game code for an unfinished
to steal the game code for an unfinished version of Guist force a a doomed Sega
version of Guist force a a doomed Sega Dreamcast game that even its lead
Dreamcast game that even its lead developer acknowledges was woefully
developer acknowledges was woefully incomplete and behind schedule at the
incomplete and behind schedule at the time of its cancellation and Yugi Naka
time of its cancellation and Yugi Naka had nothing to do with the fact that
had nothing to do with the fact that Sonic extreme was such a poorly managed
Sonic extreme was such a poorly managed mess at the time of its cancellation in
mess at the time of its cancellation in 1996 however despite his protests I do
1996 however despite his protests I do think there might actually be something
think there might actually be something real to the claim that Naka tried to
real to the claim that Naka tried to stop Sega of America from getting the
stop Sega of America from getting the knights into dreams game code issuing an
knights into dreams game code issuing an ultimatum and threatening to quit in
ultimatum and threatening to quit in order to get his way is consistent with
order to get his way is consistent with noa's history after all it's by doing
noa's history after all it's by doing just that that Yuji Naka came to work at
just that that Yuji Naka came to work at STI in the first place I find it
STI in the first place I find it impossible to believe that Yugi Naka
impossible to believe that Yugi Naka wouldn't have known about the game
wouldn't have known about the game especially since he worked at STI around
especially since he worked at STI around the time that Sonic extreme was started
the time that Sonic extreme was started and he had experience attempting to
and he had experience attempting to create a 3D Sonic game himself further I
create a 3D Sonic game himself further I think Naka betrays his true feelings
think Naka betrays his true feelings when he complains about STI failing to
when he complains about STI failing to get his approval for such a project it's
get his approval for such a project it's hard for me to believe his version of
hard for me to believe his version of events on Twitter and again I think this
events on Twitter and again I think this might be because Yugi Naka may still
might be because Yugi Naka may still have something to hide when it comes to
have something to hide when it comes to the real origins of knights into dreams
the real origins of knights into dreams as a game have you ever noticed that
as a game have you ever noticed that Yugi Naka and Sonic Team never made a
Yugi Naka and Sonic Team never made a proper sequel to nights into dreams that
proper sequel to nights into dreams that is me too and I think there are good
is me too and I think there are good reasons for that mainly because they
reasons for that mainly because they finally did figure out how to make a 3D
finally did figure out how to make a 3D Sonic game for the Dreamcast the thing
Sonic game for the Dreamcast the thing that they were probably trying to
that they were probably trying to achieve all along don't believe me but
achieve all along don't believe me but it's in the name Sonic team and it's the
it's in the name Sonic team and it's the reason Naka and Oshima got back together
reason Naka and Oshima got back together in 1995 not Knights so I have to concede
in 1995 not Knights so I have to concede maybe Yuji Naka isn't always completely
maybe Yuji Naka isn't always completely honest I mean insider trading is
honest I mean insider trading is technically not an honest way to invest
technically not an honest way to invest in a company even if it's barely a crime
in a company even if it's barely a crime and it's pretty clear to me that Yugi
and it's pretty clear to me that Yugi Naka made quite a few enemies over the
Naka made quite a few enemies over the years and based on his record with
years and based on his record with Square Enix it seems like he's fairly
Square Enix it seems like he's fairly temperamental and lots of people are
temperamental and lots of people are ready to throw this dude under the bus
ready to throw this dude under the bus me just look at that smug mug and tell
me just look at that smug mug and tell me what you feel you want to be friends
me what you feel you want to be friends with this guy this Legend This absolute
with this guy this Legend This absolute genius personally I'd at least like to
genius personally I'd at least like to meet him shake his hand and thank him
meet him shake his hand and thank him for the work he did on Fantasy Star
for the work he did on Fantasy Star absolute honesty is a rare trait
absolute honesty is a rare trait especially in the dog eat dog world of
especially in the dog eat dog world of international corporations like Sega or
international corporations like Sega or Square Enix where everyone clamors to
Square Enix where everyone clamors to take credit for what works just as much
take credit for what works just as much as they pretend not to be at fault for
as they pretend not to be at fault for whatever doesn't for a lot of these guys
whatever doesn't for a lot of these guys that's how they survived but Naka was is
that's how they survived but Naka was is a lot more than that he really actually
a lot more than that he really actually did do big things and Sega wouldn't have
did do big things and Sega wouldn't have been the same without him he's the real
been the same without him he's the real deal and you know what he seems like a
deal and you know what he seems like a good father too and while I'm at it I'll
good father too and while I'm at it I'll just add that ball in Wonderland isn't
just add that ball in Wonderland isn't that bad of a game and maybe Naka has a
that bad of a game and maybe Naka has a point about how things went with aest a
point about how things went with aest a company that doesn't exactly have the
company that doesn't exactly have the greatest track record when it comes to
greatest track record when it comes to Quality games so yeah Naka is no longer
Quality games so yeah Naka is no longer the unequivocal creator of Sonic but we
the unequivocal creator of Sonic but we were all a lot better off when he was
were all a lot better off when he was except for Sonic 6 and Shadow the
except for Sonic 6 and Shadow the Hedgehog those were pretty bad anyway
Hedgehog those were pretty bad anyway that's all thanks for watching our
that's all thanks for watching our absolutely massive retrospective about
absolutely massive retrospective about the career of Yuji Naka and his Fall
the career of Yuji Naka and his Fall From Grace what do you guys think about
From Grace what do you guys think about sega's legendary programmer is he as bad
sega's legendary programmer is he as bad as the rumors make him sound or is he
as the rumors make him sound or is he just an easy target for Western
just an easy target for Western developers that failed to ascend to his
developers that failed to ascend to his creative Heights have you played ball in
creative Heights have you played ball in Wonderland please let us know this and
Wonderland please let us know this and more in the comments and as always thank
more in the comments and as always thank you very much for watching bye-bye now
you very much for watching bye-bye now [Music]
[Music] now
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