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  1. FYI: This is incredibly rude and demotivating to...

    FYI: This is incredibly rude and demotivating to people who do not speak English as a first language. Be thankful the guy went to the effort to explain it in your own language instead of putting him...
  2. The 32X games were all rushed, with many of them...

    The 32X games were all rushed, with many of them just being Genesis games that got switched over (and barely use the 32X hardware) due to the incredibly short development window. So it's not the case...
  3. Here's a quote...

    Here's a quote from Ryo Kudo, who worked on Chaotix for the 32X:

    "If I could go back in time, I would have stopped development of the 32X. Half of Sega's consumer software development staff were...
  4. And I suspect the fact that Snatcher is on...

    And I suspect the fact that Snatcher is on Konami's own PCE Mini meant Konami was less willing to license it. They don't want to undermine one of the main selling points of their own product (despite...
  5. Kega Fusion has problems with some CD games -...

    Kega Fusion has problems with some CD games - especially Japanese ones. Genesis Plus GX via Retroarch is great and I've never noticed a problem.
  6. It's just the usual: time and money. Emulation is...

    It's just the usual: time and money. Emulation is built on years and years of collaborative effort. Game developers aren't necessarily good at coding an emulator. That's one reason you get companies...
  7. I think the official line was something like: "If...

    I think the official line was something like: "If we could create a 32X emulator and find affordable hardware to run it, we might as well do a Saturn Mini."

    M2 struggled to get a Mega CD emulator...
  8. It would be too time consuming. Space Harrier is...

    It would be too time consuming. Space Harrier is a more iconic game in Japan, too.
  9. Yeah, that is insane. I can only imagine they...

    Yeah, that is insane. I can only imagine they were some of the first to go in the 1995 restructuring. I wonder if the huge numbers were just to make up for the fact that a lot of them didn't have any...
  10. I don't think they would include outside...

    I don't think they would include outside developers - those were independent companies, definitely not on payroll. It's not clear if the studios they acquired were included, like Sega Interactive,...
  11. He literally owns 15 minutes of voice audio and...

    He literally owns 15 minutes of voice audio and that's it. How much do you expect Sega to pay him when they're releasing 60 games with this, many of which require full licensing?

    Vic's apparent...
  12. It shows why there can be so many problems...

    It shows why there can be so many problems getting old games (and other media) re-issued. It just takes one minor rights holder to be uncooperative and essentially hold the game hostage hoping for a...
  13. Victor Ireland wanted more money than Sega could...

    Victor Ireland wanted more money than Sega could offer, despite him now only owning the rights to the games' English voice audio.

    https://twitter.com/MegaDriveShock/status/1560761107140460544
  14. Yeah. I'm curious what the actual breakdown was....

    Yeah. I'm curious what the actual breakdown was. I know SOA employed many play testers (like, dozens and dozens).

    I wonder if the 600 included all of the development divisions: STI, Sega...
  15. Don't try to draw conclusions about hardware...

    Don't try to draw conclusions about hardware capabilities from cross platform ports. It's too confounded by the time / ability of the developers.
  16. I wouldn't overthink it. "cut it into parts" is...

    I wouldn't overthink it. "cut it into parts" is most likely a reference to Sonic 3. The memories are jumbled together.

    I don't know why people ask Kalinske specific questions about games. He...
  17. That's not accurate. Remember, Kalinske wasn't...

    That's not accurate. Remember, Kalinske wasn't really involved much with software. I all but guarantee you he's confusing Sonic X-Treme with Knuckles Chaotix. It doesn't help that the question was a...
  18. This was standard practice. If you had the...

    This was standard practice. If you had the capabilities to do development in-house, it always made sense to do your big titles that way to avoid having to pay second-party developer royalties. It...
  19. No link - it's only available in Nikkei's online...

    No link - it's only available in Nikkei's online database via library.
  20. The worst thing about the whole situation is that...

    The worst thing about the whole situation is that Bug! isn't even a Sega-developed game.

    That article I translated said by the start of 1995, SOA employed 600 people involved in game development,...
  21. "just reskin" is probably a bit of an...

    "just reskin" is probably a bit of an understatement, since Bug! uses all of those pre-rendered sprites that would have to be completely re-designed and re-rendered.

    But yeah, probably the only...
  22. Isn't this already well documented? Sonic...

    Isn't this already well documented?

    Sonic X-Treme at one point was called Sonic Mars for the 32X. Chris Senn has talked about it a lot.
    ...
  23. A Cloud Appears Over Sega of America's Rapid Progress (new article translation)

    This article is from March 1995 and looks at Sega of America through the eyes of Nakayama and Japan.

    A Cloud Appears Over Sega of America's Rapid Progress

    Cliffs:

    The 16-bit market decline...
  24. People are easily persuaded by smooth talkers who...

    People are easily persuaded by smooth talkers who offer all the answers with certainty.

    At this point, I'm mostly convinced that Kalinske just didn't know what was going on with the software...
  25. Sega produced it - they didn't develop it. That...

    Sega produced it - they didn't develop it. That means Sega paid EA and told them specifically what to add to the game. Production refers to managing the project. SOA didn't do much in-house...
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