-- Table structure for table `hpforums_smilies`
--

CREATE TABLE `hpforums_smilies` (
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  `smile_url` varchar(100) DEFAULT NULL,
  `emoticon` varchar(75) DEFAULT NULL,
  PRIMARY KEY (`smilies_id`)
) ENGINE=MyISAM DEFAULT CHARSET=latin1;

--
-- Dumping data for table `hpforums_smilies`
--


--
-- Table structure for table `hpforums_themes`
--

CREATE TABLE `hpforums_themes` (
  `themes_id` mediumint(8) unsigned NOT NULL AUTO_INCREMENT,
  `template_name` varchar(30) NOT NULL DEFAULT '',
  `style_name` varchar(30) NOT NULL DEFAULT '',
  `head_stylesheet` varchar(100) DEFAULT NULL,
  `body_background` varchar(100) DEFAULT NULL,
  `body_bgcolor` varchar(6) DEFAULT NULL,
  `body_text` varchar(6) DEFAULT NULL,
  `body_link` varchar(6) DEFAULT NULL,
  `body_vlink` varchar(6) DEFAULT NULL,
  `body_alink` varchar(6) DEFAULT NULL,
  `body_hlink` varchar(6) DEFAULT NULL,
  `tr_color1` varchar(6) DEFAULT NULL,
  `tr_color2` varchar(6) DEFAULT NULL,
  `tr_color3` varchar(6) DEFAULT NULL,
  `tr_class1` varchar(25) DEFAULT NULL,
  `tr_class2` varchar(25) DEFAULT NULL,
  `tr_class3` varchar(25) DEFAULT NULL,
  `th_color1` varchar(6) DEFAULT NULL,
  `th_color2` varchar(6) DEFAULT NULL,
  `th_color3` varchar(6) DEFAULT NULL,
  `th_class1` varchar(25) DEFAULT NULL,
  `th_class2` varchar(25) DEFAULT NULL,
  `th_class3` varchar(25) DEFAULT NULL,
  `td_color1` varchar(6) DEFAULT NULL,
  `td_color2` varchar(6) DEFAULT NULL,
  `td_color3` varchar(6) DEFAULT NULL,
  `td_class1` varchar(25) DEFAULT NULL,
  `td_class2` varchar(25) DEFAULT NULL,
  `td_class3` varchar(25) DEFAULT NULL,
  `fontface1` varchar(50) DEFAULT NULL,
  `fontface2` varchar(50) DEFAULT NULL,
  `fontface3` varchar(50) DEFAULT NULL,
  `fontsize1` tinyint(4) DEFAULT NULL,
  `fontsize2` tinyint(4) DEFAULT NULL,
  `fontsize3` tinyint(4) DEFAULT NULL,
  `fontcolor1` varchar(6) DEFAULT NULL,
  `fontcolor2` varchar(6) DEFAULT NULL,
  `fontcolor3` varchar(6) DEFAULT NULL,
  `span_class1` varchar(25) DEFAULT NULL,
  `span_class2` varchar(25) DEFAULT NULL,
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  `img_size_poll` smallint(5) unsigned DEFAULT NULL,
  `img_size_privmsg` smallint(5) unsigned DEFAULT NULL,
  PRIMARY KEY (`themes_id`)
) ENGINE=MyISAM AUTO_INCREMENT=2 DEFAULT CHARSET=latin1;

--
-- Dumping data for table `hpforums_themes`
--

INSERT INTO `hpforums_themes` VALUES (1,'subSilver','subSilver','subSilver.css','','111111','cccccc','444444','ffffff','ffffff','666666','222222','111111','000000','','','','FFFFFF','FFFFFF','FFFFFF','','','','000000','222222','','row1','row2','','Verdana, Arial, Helvetica, sans-serif','Trebuchet MS','Courier, \'Courier New\', sans-serif',10,11,12,'cccccc','cccccc','cccccc','','','',NULL,NULL);

--
-- Table structure for table `hpforums_themes_name`
--

CREATE TABLE `hpforums_themes_name` (
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  `td_color1_name` char(50) DEFAULT NULL,
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  `span_class1_name` char(50) DEFAULT NULL,
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--
-- Dumping data for table `hpforums_themes_name`
--

INSERT INTO `hpforums_themes_name` VALUES (1,'The lightest row colour','The medium row color','The darkest row colour','','','','Border round the whole page','Outer table border','Inner table border','Silver gradient picture','Blue gradient picture','Fade-out gradient on index','Background for quote boxes','All white areas','','Background for topic posts','2nd background for topic posts','','Main fonts','Additional topic title font','Form fonts','Smallest font size','Medium font size','Normal font size (post body etc)','Quote & copyright text','Code text colour','Main table header text colour','','','');

--
-- Table structure for table `hpforums_topics`
--

CREATE TABLE `hpforums_topics` (
  `topic_id` mediumint(8) unsigned NOT NULL AUTO_INCREMENT,
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  `topic_title` varchar(60) NOT NULL DEFAULT '',
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  `topic_poster` mediumint(8) NOT NULL DEFAULT '0',
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  `password` varchar(50) DEFAULT NULL,
  PRIMARY KEY (`topic_id`),
  KEY `forum_id` (`forum_id`),
  KEY `topic_moved_id` (`topic_moved_id`),
  KEY `topic_status` (`topic_status`),
  KEY `topic_type` (`topic_type`)
) ENGINE=MyISAM AUTO_INCREMENT=3072 DEFAULT CHARSET=latin1;

--
-- Dumping data for table `hpforums_topics`
--

INSERT INTO `hpforums_topics` VALUES (4,1,'Welcome!','',2,1155007915,8374,16,0,0,0,7,7982,0,''),(7,1,'Rick Mann','Toughman 32x developer',2,1155091134,1402,0,0,0,0,18,18,0,''),(8,1,'Ben Fischer','Giest Force DC',2,1155092327,4453,7,0,0,0,19,8290,0,''),(9,2,'Down with this onClick stuff in forum/topic listings','',10,1155258457,4129,3,0,0,0,23,28,0,''),(10,2,'So are profiles dead?','',7,1155324056,3868,5,0,0,0,27,8729,0,''),(11,1,'Prince of Persia 2 - The Shadow and The Flame (Beta)','',10,1155355003,3807,6,0,0,0,32,59,0,''),(12,1,'Prince of Persia 2 Passwords','',2,1155437465,1808,1,0,0,0,37,53,0,''),(13,1,'SegaNet Dump','',15,1155568912,2315,1,0,0,0,39,40,0,''),(14,2,'Affiliates page and PMs','',10,1155730663,3473,3,0,0,0,44,7724,0,''),(15,1,'Sword of Sudan','',12,1156384463,1521,1,0,0,0,47,55,0,''),(16,1,'Sonic Adventure DC Beta','...does a leaked copy exist?',11,1156626353,4206,3,0,0,0,48,8043,0,''),(17,1,'Golden 10-in-1, Bad Dump','',16,1156696642,4052,8,0,0,0,49,63,0,''),(18,1,'Radica: Street Fighter Pack','',20,1157647105,2136,1,0,0,0,64,65,0,''),(19,1,'HazeMD Roms Not Available','',21,1158165156,5413,8,0,0,0,66,74,0,''),(20,1,'Pulling GD-ROM data from an HKT-05 Dreamcast GD-X unit','',11,1158723754,1921,1,0,0,0,75,88,0,''),(21,1,'Sonic 2 Early Proto differences','',2,1162927063,25273,17,0,0,0,76,7876,0,''),(22,2,'Sonic The Hedgehog 2','',95,1166899423,3544,2,0,0,0,89,7707,0,''),(23,2,'Suggestions for drx','Suggestions for Hacks',96,1166932234,4808,8,0,0,0,91,8418,0,''),(24,1,'Dumping the HKT-0120 BIOS','',11,1167025990,2016,2,0,0,0,93,99,0,''),(25,1,'Christmas Release: HKT-0120 DC Dev Box BIOS &amp; FLASH','',11,1167078221,1552,0,0,0,0,94,94,0,''),(2755,1,'Unreleased Phantasy Star IV prototype w/first-person dungeon','',151,1205985164,2541,2,0,0,0,7692,7697,0,''),(2754,1,'sonic xtreme','',150,1205982933,5978,12,0,0,0,7691,8041,0,''),(2753,2,'Forums re-opened','',2,1205803750,3249,4,0,0,0,7689,7710,0,''),(458,2,'This Forum Needs 2 Be Properly Moterated','',96,1169740115,2097,0,0,0,0,1678,1678,0,''),(2756,1,'what happened to comix zone 2, streets of rage 4','',150,1206049698,1934,0,0,0,0,7696,7696,0,''),(2757,2,'OMFG','HI PEOPLE',155,1206244399,3251,4,0,0,0,7699,7705,0,''),(2758,1,'Screenshots for releases page','',156,1206248260,1702,1,0,0,0,7702,7703,0,''),(2759,2,'Screwy stuff on forums','',11,1207367607,3432,3,0,0,0,7712,7736,0,''),(2760,1,'turrican protos???','',150,1209096299,1419,0,0,0,0,7718,7718,0,''),(2761,1,'Sat Odyssey/Blue Almanac','',177,1209316203,1966,4,0,0,0,7719,8331,0,''),(2762,1,'Biohazard 2 Sega Saturn Prototype','',179,1209857678,19878,40,0,0,0,7720,9313,0,''),(2763,1,'OutRun 2 - Genki Version?','Interesting thing said by Marubaku OutRun 2 Super Players',181,1210632664,2667,2,0,0,0,7726,7729,0,''),(2764,1,'Nights into dreams beta','',188,1211094885,3735,5,0,0,0,7730,7742,0,''),(2765,1,'MAME : Something bout the saturn test rom dump','',180,1212773251,1575,0,0,0,0,7735,7735,0,''),(2766,1,'Has drx got a copy of sonic 1 beta?','',198,1215479926,4147,8,0,0,0,7737,7757,0,''),(2767,1,'Iron Hammer prototype','',199,1216285632,1478,0,0,0,0,7739,7739,0,''),(2768,1,'why is sonic rush prototype cannot b downloaded?','',200,1216470798,2103,1,0,0,0,7740,7743,0,''),(2769,1,'An undumped sonic 2 proto?','',205,1218165312,3320,5,0,0,0,7745,7993,0,''),(2770,1,'4 SNES &quot;prototypes&quot; ...','... and their on Ebay',210,1219328952,1815,1,0,0,0,7751,7767,0,''),(2771,1,'Sonic Rivals 2 Beta','What happened with that?',156,1219372902,1362,0,0,0,0,7752,7752,0,''),(2772,3,'Community release: Fighting Force - Saturn (unreleased game)','',2,1220304890,46301,97,0,0,0,7758,8026,0,''),(2773,1,'GDI to NRG convertion pack: Sonic Adventure 2 BETA 03/18/01','',214,1220344469,6266,4,0,0,0,7761,7855,0,''),(2774,1,'Starting a Nintendo 64 collection','A little assistance?',224,1221064761,1377,0,0,0,0,7784,7784,0,''),(2775,1,'Slam the Shaq game','Magazine scan',228,1221442065,1497,3,0,0,0,7788,7792,0,''),(2776,2,'drx asked for activity on the forums','',146,1221511847,6785,14,0,1,0,7793,8776,0,''),(2777,2,'Fixed PMs!','',2,1221512909,1674,1,0,0,0,7797,7798,0,''),(2778,1,'Street Fighter 2 concept art','',228,1221525887,2152,2,0,0,0,7799,7928,0,''),(2779,1,'Bounty Hunter - Genesis','',228,1221526884,1199,0,0,0,0,7801,7801,0,''),(2780,1,'SSViewer Saturn binary','',180,1221997716,1780,3,0,0,0,7819,7850,0,''),(2781,1,'Protos found in Magazines (mostly 1993)','',228,1222028724,11788,24,0,0,0,7821,8897,0,''),(2782,1,'A silly question to which I can\'t find any answer...','',235,1222361914,1340,2,0,0,0,7835,7840,0,''),(2783,1,'Possible prototype waiting to be found','',241,1223109409,1493,0,0,0,0,7861,7861,0,''),(2784,1,'Pit-Fighter II 75% complete?? Please someone dump it!!!','',242,1223141025,2931,6,0,0,0,7862,8210,0,''),(2785,1,'Rushing Beat 1 SNES prototype','',242,1223312681,1851,3,0,0,0,7867,9332,0,''),(2786,1,'Satellaview cart on Yahoo Japan auctions.','',247,1223601902,2831,10,0,0,0,7877,7955,0,''),(2787,1,'Thea Realm Fighters - Jaguar CD Prototype','',242,1224635135,979,0,0,0,0,7895,7895,0,''),(2788,1,'Thea Realm Fighters - Jaguar CD Prototype','',242,1224635281,3184,0,0,0,0,7896,7896,0,''),(2789,2,'wtf happened to irc','',146,1226250458,1575,0,0,0,0,7942,7942,0,''),(2790,1,'Waterworld - Sega Saturn prototype','',266,1226766273,1945,2,0,0,0,7944,9312,0,''),(2791,1,'Nintendo 64 prototype and unreleased ?','',270,1228527951,1807,2,0,0,0,7949,7957,0,''),(2792,1,'Ecco (II) - Dreamcast prototypes','New possible hidden-palace release/fund raiser',161,1228585112,2715,6,0,0,0,7950,8027,0,''),(2793,1,'Unreleased games on Ebay?','',272,1229334765,4933,1,0,0,0,7958,7959,0,''),(2794,1,'Have the JJ3 prototype','',273,1229497200,1589,2,0,0,0,7960,7962,0,''),(2795,1,'SADX beta','is there a rip of it anywhere?',274,1230320706,1395,1,0,0,0,7963,7972,0,''),(2796,1,'Shenmue Saturn version','',234,1230818046,7086,23,0,0,0,7964,8289,0,''),(2797,1,'Ecco 2 Deamcast beta upload','',277,1231620235,1699,1,0,0,0,7975,8044,0,''),(2798,1,'Attention SONIC FANS','',280,1231858341,4559,10,0,0,0,7978,8644,0,''),(2799,1,'Supposed Sonic 1 Proto Cart on Ebay','',283,1232123664,1704,1,0,0,0,7991,7992,0,''),(2800,2,'Happy new year 2009','',180,1232294030,2165,3,0,0,0,7994,8658,0,''),(2801,1,'Saturn Virtua Fighter 3','',287,1233859039,3713,7,0,0,0,8007,8738,0,''),(2802,1,'[Code Source] Mr Nutz 2 MD','',288,1234021427,4993,7,0,0,0,8015,8507,0,''),(2803,1,'tiffany jewellery uk','',-1,1234260516,0,0,0,0,0,8017,8017,0,'3ZSDWZv132'),(2804,1,'distributor jewelry silver sterling wholesale','',-1,1234282826,0,0,0,0,0,8018,8018,0,'3ZSDWZv132'),(2805,1,'engraved jewelry tag','',-1,1234285841,0,0,0,0,0,8019,8019,0,'3ZSDWZv132'),(2806,1,'Socks the Cat Rocks the Hill for SNES','Community Dump',237,1235445599,3596,8,0,0,0,8021,8421,0,''),(2807,1,'Batman Returns - Sega CD &amp; Sega Genesis/Mega Drive proto','',-1,1237054581,0,0,0,0,0,8030,8030,0,''),(2808,1,'Batman Returns - SCD/GEN/SMD Prototypes?','',-1,1237054667,0,0,0,0,0,8031,8031,0,''),(2809,1,'Batman Returns SCD/SMD','',292,1237054727,915,0,0,0,0,8032,8032,0,''),(2810,1,'DC Hellgate released ?','',180,1237069438,1924,5,0,0,0,8033,8040,0,''),(2811,1,'Japanesse text found in the sonic the hedge hog','',298,1245181682,1518,1,0,0,0,8047,8048,0,''),(2812,1,'Super Mario Kart beta','',300,1246418439,2279,5,0,0,0,8049,8266,0,''),(2813,1,'new sonic 2 beta?! S2B version C','i discover this info of a suppossed new beta for download',302,1247142190,2614,6,0,0,0,8052,8117,0,''),(2814,3,'Frequently asked questions about community releases','Please read!',2,1247151982,2197,0,0,0,1,8053,8053,0,''),(2815,3,'DreamTR\'s prototypes (a big list)','',2,1247152504,44373,123,1,0,0,8054,9339,0,''),(2816,3,'Plans','',2,1247154463,4713,18,0,0,0,8057,8756,0,''),(2817,2,'Fixed user profile editing.','',2,1247240599,1460,3,0,0,0,8072,8242,0,''),(2818,1,'streets of rage 1 beta - rare beta enemys','',302,1247594449,7052,22,0,0,0,8109,9342,0,''),(2819,3,'Mystical Ninja 64','',2,1247816336,13250,37,0,0,0,8120,9316,0,''),(2820,2,'IRC chat','',2,1247862887,1310,2,0,0,1,8128,9256,0,''),(2821,3,'Toejam &amp; Earl 2','',2,1248038688,15026,58,0,0,0,8146,8912,0,''),(2822,1,'Dream Passport 3 (megadrive roms inside)','Might need some looking into',161,1248161928,2383,4,0,0,0,8166,8203,0,''),(2823,3,'Earthworm Jim 2','Megadrive',2,1248164106,5645,17,0,0,0,8167,8717,0,''),(2824,2,'Some guidelines for posting','Please read before you start posting.',2,1248175442,1163,0,0,0,1,8168,8168,0,''),(2825,1,'Fuzz &amp; Rocket (unreleased game)','',2,1248629714,1611,7,0,0,0,8197,8260,0,''),(2826,1,'Pokemon R/B/G/Y development','random discussion thread',161,1248642061,4568,9,0,0,0,8202,8379,0,''),(2827,1,'Virtua Hamster (unreleased game)','32x',299,1248818437,2107,5,0,0,0,8213,8642,0,''),(2838,4,'Community release: LOBO (unreleased game)','',299,1250780947,14768,30,0,0,0,8337,8423,0,''),(2828,1,'Proto Packs','All Of The Prototypes In The 3 Main Good Rom Sets SEGA, SNES',335,1249293741,1501,4,0,0,0,8245,8256,0,''),(2829,1,'Bonker\'s differences','from the big release',237,1249447820,850,1,0,0,0,8261,8267,0,''),(2830,1,'Carts Are Called Prototypes But CDs Are Called Acetates','Batman CD Called Wrong Thing',335,1249478929,1954,3,0,0,0,8268,8273,0,''),(2831,4,'Board purpose','What is this new forum??',231,1249611956,2058,4,0,0,1,8274,8287,0,''),(2832,4,'X-MEN (unreleased game)','32x',299,1249791070,3329,13,0,0,0,8299,8320,0,''),(2833,2,'Sega Nomad (rom dumper in disguise)','Is it possible?',161,1249820479,1935,2,0,0,0,8307,8318,0,''),(2834,4,'Shenmue 3?','',179,1249835489,2200,3,0,0,0,8311,8314,0,''),(2835,3,'A preliminary list of my releasable prototypes','',2,1249998502,27410,73,1,0,0,8322,9359,0,''),(2836,1,'Vectorman Beta','',340,1250104636,2197,6,0,0,0,8327,8736,0,''),(2837,2,'Register not working?','',161,1250665838,49364,2,0,0,0,8332,8338,0,''),(2839,3,'Going on vacation','',2,1251565671,2177,5,0,0,0,8382,8657,0,''),(2840,1,'Video footage of Sonic 1 prototype from CES 1991','',2,1252820873,2402,7,0,0,0,8402,8487,0,''),(2841,4,'LOBO (unreleased game)','Mega Drive/Genesis',299,1253034734,3019,7,0,0,0,8407,8503,0,''),(2842,1,'Megaman Anniversary Collection for the GBA','',360,1253841761,1998,6,0,0,0,8444,8475,0,''),(2843,1,'Timecop MCD','',361,1253957079,1641,4,0,0,0,8453,8467,0,''),(2844,3,'Why so slow?','',2,1254927405,1964,2,0,0,0,8469,8473,0,''),(2845,1,'Sonic Adventure 2 (Unreleased Trial Disc) [NTSC-J] (DC)','',161,1255364985,1287,2,0,0,0,8479,8481,0,''),(2846,1,'[32X] Shadow of Atlantis pictures and video.','',366,1255444430,986,1,0,0,0,8482,8512,0,''),(2847,1,'Sega Channel','turns out only one cart was dumped.',367,1255501911,8995,42,0,0,0,8483,8604,0,''),(2848,1,'Revenge of Shinobi/The Super Shinobi prototype found','',353,1256638180,3543,10,0,0,0,8495,8786,0,''),(2849,4,'Community release: Sega Saturn, surprise game','',231,1257681814,20428,53,0,0,0,8508,8681,0,''),(2850,1,'SNES protos','',360,1258003326,2092,7,0,0,0,8540,8582,0,''),(2851,1,'Mickey\'s Castle of Illusion/I Love Mickey Mouse help','Are there preview articles for this game somewhere?',161,1258521998,1764,5,0,0,0,8558,8608,0,''),(2852,1,'How to read data on a PS2 DVD-R for Authoring disc?','Disc for Trial, Demo, Proto, Prototype for PS2 game',369,1258861884,1235,3,0,0,0,8577,8596,0,''),(2853,2,'Uh... Hi??','',376,1259099699,1246,2,0,0,0,8586,8599,0,''),(2854,1,'WTB Ps1 Protos','',375,1259204199,1130,2,0,0,0,8595,8605,0,''),(2855,1,'The magical quest was on genesis after all.','Now where to find it....',367,1259608330,840,0,0,0,0,8609,8609,0,''),(2856,1,'.srl format problem','I need help looking for a .gba format version of the FE prot',378,1259715738,1158,5,0,0,0,8610,8616,0,''),(2857,1,'FE translator','Ya I know its me again a hole ton of probs i have.',378,1259791805,1600,3,0,0,0,8617,9118,0,''),(2858,1,'The Lost World Jurassic Park Trespasser Prototype located','Its a PC game prototype not a console game',311,1259884432,1127,2,0,0,0,8620,8627,0,''),(2859,1,'Jurassic Park Rampage Edition 0620 and 0622 prototypes','They don\'t work',311,1259885544,1122,3,0,0,0,8621,8624,0,''),(2860,1,'Monthly Free NES Proto ROM Dumps','',374,1260329462,3623,12,0,0,0,8650,8760,0,''),(2863,1,'REQ: Icons/Game Makers Yuji Naka episode','',161,1261723637,626,0,0,0,0,8699,8699,0,''),(2862,1,'Kingdom Hearts Re:CoM PS2 Prototype Fundraiser','Debug enabled version of the final game',161,1260336235,8642,21,0,0,0,8655,9348,0,''),(2864,1,'Dinosaur Planet Media Archive','',309,1261994067,1518,4,0,0,0,8702,8743,0,''),(2868,1,'SNES - Ganbare Goemon 3 (Sample / Debug)','',389,1262567506,856,1,0,0,0,8719,8727,0,''),(2869,1,'Jurassic Park Trespasser beta #96 leak released','description says all.',311,1262659771,1106,0,0,0,0,8728,8728,0,''),(2867,1,'IC/FO: Arcadia VI Unreleased NES Game','',374,1262393653,1398,4,0,0,0,8709,8739,0,''),(2870,1,'Starfox 2 PAL Version','Beta Find',334,1265475058,1297,1,0,0,0,8746,8747,0,''),(2871,3,'Beethoven\'s 2nd','Sega Megadrive',2,1266530935,2679,6,0,0,0,8748,8765,0,''),(2872,4,'SoulStar X (unreleased game)','32X',161,1266684525,1592,0,0,0,0,8757,8757,0,''),(2873,1,'Puggsy Early beta unplayable?','',372,1266941032,735,1,0,0,0,8758,9073,0,''),(2874,1,'A new Castlevania discovery on road that need an analysis','',396,1267589272,2598,5,0,0,0,8761,9354,0,''),(2875,1,'Writing a cart? Is anyone here can do this?','I really want a cart that I don\'t find on any place...',396,1267745468,853,1,0,0,0,8768,8769,0,''),(2876,1,'World of Illusion beta','starring Mickey Mouse & Donald Duck',398,1267934661,2604,7,0,0,0,8772,8783,0,''),(2877,1,'A long ago leaked Super Mario Sunshine Beta demo?','Mario Special Disc July 2002 (J)',397,1267985011,4130,3,0,0,0,8773,9217,0,''),(2878,1,'Mega Man prototypes','',404,1270960206,2383,2,0,0,0,8792,8794,0,''),(2879,4,'Community release: SEGA SATURN PACK: Chill + Werewolf + VC2','',231,1271979619,19336,39,0,0,0,8795,9218,0,''),(2880,1,'Sega CD prototypes and Sega Saturn Prototype dumped','by me of course.',311,1272172797,14555,39,0,0,0,8796,8873,0,''),(2881,1,'Possible Oddworld Abe\'s Exoddus prototype located','',407,1272472710,2293,4,0,0,0,8811,9331,0,''),(2882,1,'Satellaview ROM releases','I forgot why I didn\'t have this up earlier.',247,1273377849,1478,1,0,0,0,8828,8883,0,''),(2883,1,'Small feature request for the website','',360,1273581571,1355,5,0,0,0,8830,8840,0,''),(2884,1,'Resident Evil 2 Prototype (1.5) ????','',410,1274630186,4093,10,0,0,0,8849,9240,0,''),(2885,1,'tramadol dog veterinary use tramadol injection','',-1,1274769895,0,0,0,0,0,8861,8861,0,'1gpu7mS328'),(2886,1,'Pokemon g/s/c Beta','',398,1275543375,5965,4,0,0,0,8866,9236,0,''),(2887,1,'Mortal Kombat III (SNES Hack)','',413,1276010147,2470,5,0,0,0,8868,8898,0,''),(2888,1,'Viagra super active orders','',-1,1276625740,0,0,0,0,0,8875,8875,0,'rZe8g5797'),(2889,1,'Drug Rehab Center San Antonio','',-1,1276626172,0,0,0,0,0,8876,8876,0,'klpeQzc715'),(2890,1,'adolescenti troie','',-1,1276626254,0,0,0,0,0,8877,8877,0,'YixIPxb827'),(2891,1,'Drug Unrinalysis For Marijuana','',-1,1276627329,0,0,0,0,0,8878,8878,0,'klpeQzc715'),(2892,1,'pornodive giapponesi gratis','',-1,1276628837,0,0,0,0,0,8879,8879,0,'YixIPxb827'),(2893,1,'request','just a sonic related request',415,1277077759,1367,3,0,0,0,8887,8890,0,''),(2894,1,'Vampire Hunter (Sega Saturn) Proto','',418,1277807499,2239,7,0,0,0,8891,8923,0,''),(2895,1,'Pokemon Ruby Debug','',2,1277950070,18092,40,0,0,0,8895,9351,0,''),(2896,1,'Sonic Pool and other sonic protos we don\'t have','Digging for the gold (well, at least shiney cd)',301,1278701175,1541,2,0,0,0,8907,8915,0,''),(2897,1,'For Trade:  3 NES protos, one unreleased','',374,1278796345,1273,0,0,0,0,8909,8909,0,''),(2898,1,'angela punch mcgregor  nude','',-1,1278967698,0,0,0,0,0,8913,8913,0,'tSyZQG1583'),(2899,1,'dating disasters','',-1,1279075623,0,0,0,0,0,8916,8916,0,'UhIcsj5398'),(2900,1,'dating grannies los angeles','',-1,1279075696,0,0,0,0,0,8917,8917,0,'UhIcsj5398'),(2901,1,'alien resurrection &amp; metal slug (terryfing 911) ?','',302,1279123264,1328,1,0,0,0,8918,8919,0,''),(2902,1,'Mortal Kombat Trilogy (beta)','',413,1279525979,1789,3,0,0,0,8924,8927,0,''),(2903,1,'Protos on Yahoo! Japan auctions','',2,1279656113,3045,9,0,0,0,8928,9097,0,''),(2904,1,'City Heroes (unreleased Bare Knuckle &quot;clone&quot;)','',398,1279788213,2239,1,0,0,0,8931,8932,0,''),(2905,1,'DS Demos','',425,1279912560,1582,1,0,0,0,8933,8988,0,''),(2906,1,'Star Odyssey for Genesis/Megadrive','',427,1281217924,1612,2,0,0,0,8938,8946,0,''),(2907,1,'Metroid: Zero Mission early beta video info','',309,1282364456,1175,0,0,0,0,8948,8948,0,''),(2908,1,'Megaman X6 prototype (9-28-01) released!','release\'d',161,1282435566,1649,0,0,0,0,8949,8949,0,''),(2909,1,'Metroid IV E3 2001 Information','',309,1282495928,1460,1,0,0,0,8950,8991,0,''),(2910,2,'Hi there!','',434,1282617229,1012,2,0,0,0,8953,8957,0,''),(2911,1,'Sonic SNES','Pirates',437,1283368963,1566,1,0,0,0,8973,8974,0,''),(2912,1,'Shenmue Beta found on Ebay','',372,1286046185,1720,0,0,0,0,8992,8992,0,''),(2913,2,'Hi there','',445,1286316424,670,0,0,0,0,8995,8995,0,''),(2914,2,'Hi there','',445,1286316442,729,0,0,0,0,8996,8996,0,''),(2915,1,'ClayFighter Beta Projetic: The extreme sculptover','My Projetic',445,1286319465,1883,4,0,0,0,8997,9070,0,''),(2916,1,'Acclaim file dump 42gb','',449,1287208740,1615,1,0,0,0,9006,9007,0,''),(2917,1,'Sonic Xtreme : Reseeded','',449,1287438151,1513,1,0,0,0,9009,9014,0,''),(2920,3,'Partner N64 - debugger and environment','',2,1289617193,1642,1,0,0,0,9028,9030,0,''),(2919,1,'PSX, DC, N64 dev tools, Quagmire engine, unreleased games','',449,1288379081,1755,1,0,0,0,9017,9018,0,''),(2921,1,'Unreleased Genesis Swamp Thing proto dump has been released!','',374,1289683146,1524,1,0,0,0,9029,9041,0,''),(2922,1,'anziane signore sesso gratis\r\n  uuurggmblrelq','',-1,1289776635,0,0,0,0,0,9031,9031,0,'polskapolicja'),(2923,1,'gay hendricks five wishes\r\n  eedyejeodszjy','',-1,1289918031,0,0,0,0,0,9032,9032,0,'polskapolicja'),(2924,1,'teen girl dildo\r\n  bgyepwbmejhir','',-1,1289934089,0,0,0,0,0,9033,9033,0,'polskapolicja'),(2925,2,'who has the best fabrics for men\r\n  odlqmupxfipub','',-1,1289934131,0,0,0,0,0,9034,9034,0,'polskapolicja'),(2926,1,'lynda carter nude photo\r\n  czreajfzkaxez','',-1,1289974949,0,0,0,0,0,9035,9035,0,'polskapolicja'),(2927,1,'siti di porcone\r\n  vsbecxyneqsjv','',-1,1290011911,0,0,0,0,0,9036,9036,0,'polskapolicja'),(2928,2,'large natural amateur boobs\r\n  zxwwlmtbrpajo','',-1,1290011951,0,0,0,0,0,9037,9037,0,'polskapolicja'),(2929,1,'is emmylou harris gay\r\n  tfhngcqmlnjbn','',-1,1290127422,0,0,0,0,0,9038,9038,0,'polskapolicja'),(2930,1,'male celebrity gay porn\r\n  jusgaubkpydzv','',-1,1290167371,0,0,0,0,0,9039,9039,0,'polskapolicja'),(2931,1,'compro\r\n  wkghtilpqtfuk','',-1,1290179581,0,0,0,0,0,9040,9040,0,'polskapolicja'),(2932,1,'cinema oscars granollers\r\n  rezzltxuibinr','',-1,1290339102,0,0,0,0,0,9042,9042,0,'polskapolicja'),(2933,1,'femdom teen castration\r\n  jegkeuiwrjxfu','',-1,1290384331,0,0,0,0,0,9043,9043,0,'polskapolicja'),(2934,1,'Star Oddyssey is being released early 2011','by Super Fighter Team',2,1290400828,1221,0,0,0,0,9044,9044,0,''),(2935,1,'lady barbara free feet videos\r\n  mpiieqfjsyyvy','',-1,1290472584,0,0,0,0,0,9045,9045,0,'polskapolicja'),(2936,1,'gay porn clint fox interview\r\n  oigkgpyhuxuwj','',-1,1290494745,0,0,0,0,0,9046,9046,0,'polskapolicja'),(2937,2,'kinky gay pics\r\n  ipgtmixhfablm','',-1,1290494788,0,0,0,0,0,9047,9047,0,'polskapolicja'),(2940,1,'dark age forced anal sex tube\r\n  tfunifhqpekzb','',-1,1290522251,0,0,0,0,0,9050,9050,0,'polskapolicja'),(2939,1,'is brett chukerman gay\r\n  aypqlsudgpszr','',-1,1290517380,0,0,0,0,0,9049,9049,0,'polskapolicja'),(2941,1,'redtube latina teens threesome\r\n  lcryssbetsjbv','',-1,1290666602,0,0,0,0,0,9052,9052,0,'polskapolicja'),(2942,1,'free hot teen boys undies\r\n  hpnwajyoroldn','',-1,1290676569,0,0,0,0,0,9053,9053,0,'polskapolicja'),(2943,1,'WTB Any and All Silent Hill Prototypes','',375,1290701111,1222,1,0,0,0,9054,9222,0,''),(2944,1,'Possible Mass Effect Beta?','I think I might have one',458,1290835656,1981,2,0,0,0,9055,9198,0,''),(2945,1,'Mighty Morphin\' Power Rangers prototypes','',460,1290983624,2421,6,0,0,0,9057,9219,0,''),(2946,1,'Did some research on &quot;Project Atlantis&quot;','',309,1291490352,1417,1,0,0,0,9064,9065,0,''),(2947,1,'Super mario bros NES unknown beta ROM','got this from downloading a PSP emulator',462,1291869983,3683,8,0,0,0,9069,9194,0,''),(2948,1,'nude celeb porn\r\n  dqjtutjjrwdrs','',-1,1292615984,0,0,0,0,0,9081,9081,0,'polskapolicja'),(2949,1,'#3 brunette anal\r\n  cfdvvzhbeqgxu','',-1,1292621086,0,0,0,0,0,9082,9082,0,'polskapolicja'),(2950,1,'shemale porn mp4\r\n  zgutoezqtwmsx','',-1,1292623821,0,0,0,0,0,9083,9083,0,'polskapolicja'),(2951,2,'big tranny xvideo\r\n  dhxfojfskcyxr','',-1,1292623865,0,0,0,0,0,9084,9084,0,'polskapolicja'),(2952,1,'asian futanari nylon picture gallery\r\n  ofddpmqwpribx','',-1,1292631034,0,0,0,0,0,9085,9085,0,'polskapolicja'),(2953,1,'#2 anime lesbians strap-on\r\n  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core\r\n  fgcmrnyvsysvy','',-1,1292683272,0,0,0,0,0,9096,9096,0,'polskapolicja'),(2963,1,'adult night life nashville\r\n  kxdelurpoulaw','',-1,1292724553,0,0,0,0,0,9098,9098,0,'polskapolicja'),(2964,1,'mature adult sites tgp\r\n  omkovdescaoba','',-1,1292735327,0,0,0,0,0,9099,9099,0,'polskapolicja'),(2965,1,'#3 mature archive women video xnapster\r\n  cwwzogmqzltrd','',-1,1292746251,0,0,0,0,0,9100,9100,0,'polskapolicja'),(2966,1,'hentai pregnant sex videos\r\n  dewgmemrthjia','',-1,1292824813,0,0,0,0,0,9101,9101,0,'polskapolicja'),(2967,1,'#2 bbw anal fuck free mpegs\r\n  iasprmxgmmsfk','',-1,1292826126,0,0,0,0,0,9102,9102,0,'polskapolicja'),(2968,2,'#2 bbw video on demand\r\n  vpqbxucuuglci','',-1,1292826156,0,0,0,0,0,9103,9103,0,'polskapolicja'),(2969,2,'#2 hairy bbw interacial\r\n  tmvgmtwdwpgzf','',-1,1292826189,0,0,0,0,0,9104,9104,0,'polskapolicja'),(2970,1,'#2 foto di pompini maschili\r\n  zallyldgqcnwk','',-1,1292843424,0,0,0,0,0,9105,9105,0,'polskapolicja'),(2971,1,'#2 stacked ebony addiction\r\n  ckjnmddfckkeb','',-1,1292853514,0,0,0,0,0,9106,9106,0,'polskapolicja'),(2972,1,'#2 ebony babe pussy\r\n  gvdctbnxofdfv','',-1,1292859290,0,0,0,0,0,9107,9107,0,'polskapolicja'),(2973,1,'#3 mature fondling\r\n  zwysekwpnazdk','',-1,1292864264,0,0,0,0,0,9108,9108,0,'polskapolicja'),(2974,1,'#4 nce tits\r\n  tglrdkizfwsnz','',-1,1292879623,0,0,0,0,0,9109,9109,0,'polskapolicja'),(2975,1,'shemale and mature movies\r\n  fpkioelcihorx','',-1,1292900829,0,0,0,0,0,9110,9110,0,'polskapolicja'),(2976,1,'#3 gay boy cum video free tgp\r\n  mrgibtcefblwn','',-1,1292907778,0,0,0,0,0,9111,9111,0,'polskapolicja'),(2977,2,'#3 bacchus gay video\r\n  mcepdutqkkioq','',-1,1292907835,0,0,0,0,0,9112,9112,0,'polskapolicja'),(2978,1,'#2 large lesbians\r\n  pudlfqjesjvga','',-1,1292931124,0,0,0,0,0,9113,9113,0,'polskapolicja'),(2979,1,'I can translate Japanese to English','Beta\'s and Prototype Games',465,1292938936,2673,7,0,0,0,9114,9144,0,''),(2980,1,'Beta or Proto Ocarina of Time screens for Translation?','Willing to translate',465,1292939597,1328,2,0,0,0,9115,9125,0,''),(2981,1,'#3 young anal teen slag\r\n  afupeqgmnlwxq','',-1,1292939670,0,0,0,0,0,9116,9116,0,'polskapolicja'),(2982,1,'#3 erica ellyson gives a blowjob\r\n  bfmcxjbddoiqx','',-1,1292941469,0,0,0,0,0,9119,9119,0,'polskapolicja'),(2983,1,'#3 wife abusing blowjob\r\n  byfwhjxbhurgy','',-1,1292941795,0,0,0,0,0,9120,9120,0,'polskapolicja'),(2984,1,'#3 tara ried blowjob\r\n  zzhbzaztyybav','',-1,1292949032,0,0,0,0,0,9121,9121,0,'polskapolicja'),(2985,1,'#4 hot chubby babes\r\n  hftarkqkztpbl','',-1,1292969049,0,0,0,0,0,9122,9122,0,'polskapolicja'),(2986,1,'How do you find these beta\'s and proto\'s?','Curios about it',465,1292992569,1652,3,0,0,0,9126,9140,0,''),(2987,1,'Excellent site ! Great work ! Cheers ! 33','',-1,1293016062,0,0,0,0,0,9127,9127,0,'Bo87SjD323'),(2988,1,'#2 ebony d\r\n  duyvvxsuinegy','',-1,1293019445,0,0,0,0,0,9128,9128,0,'polskapolicja'),(2989,1,'#4 calafornian babes\r\n  wfhlvimfhryeb','',-1,1293030593,0,0,0,0,0,9130,9130,0,'polskapolicja'),(2990,1,'#3 porn tube anal abuse\r\n  vmmzbsqsknrjm','',-1,1293045067,0,0,0,0,0,9133,9133,0,'polskapolicja'),(2991,1,'#5 reviews on muckleshoot casino\r\n  jdewhyrwridlt','',-1,1293084095,0,0,0,0,0,9134,9134,0,'polskapolicja'),(2992,1,'nj government casino\r\n  udbmsxlfixstr','',-1,1293111845,0,0,0,0,0,9135,9135,0,'polskapolicja'),(2993,1,'phoenix poker\r\n  jqwjtvvxsexbg','',-1,1293116902,0,0,0,0,0,9136,9136,0,'polskapolicja'),(2994,1,'mt hood casinos\r\n  clkpidmzjkpvs','',-1,1293124564,0,0,0,0,0,9137,9137,0,'polskapolicja'),(2995,1,'#4 bank butt\r\n  eekuxejydigjk','',-1,1293132948,0,0,0,0,0,9139,9139,0,'polskapolicja'),(2996,1,'video with teen sex\r\n  xnmmqexyupjhu','',-1,1293879211,0,0,0,0,0,9150,9150,0,'polskapolicja'),(2997,2,'gainesville ga teen girls sex pics\r\n  xipdmfvfwjidn','',-1,1293879252,0,0,0,0,0,9151,9151,0,'polskapolicja'),(2998,1,'#3 boyd first time gay\r\n  pekjtgedoduoc','',-1,1293880966,0,0,0,0,0,9152,9152,0,'polskapolicja'),(2999,1,'#4 solo female orgasm\r\n  fxlhhzxcwdnay','',-1,1293881764,0,0,0,0,0,9153,9153,0,'polskapolicja'),(3000,1,'#2 foxy ebony babe\r\n  vrfxpjkcillmi','',-1,1293900585,0,0,0,0,0,9154,9154,0,'polskapolicja'),(3001,2,'#2 new ebony 2007\r\n  adxxrvjsdnwvm','',-1,1293900622,0,0,0,0,0,9155,9155,0,'polskapolicja'),(3002,1,'#2 stupro\r\n  wzhdvegfbccum','',-1,1293918062,0,0,0,0,0,9156,9156,0,'polskapolicja'),(3003,2,'#2 clipart\r\n  rhtqutltgqehx','',-1,1293918209,0,0,0,0,0,9157,9157,0,'polskapolicja'),(3004,2,'#2 gnocca travel\r\n  wwuiiyomwgrbz','',-1,1293918243,0,0,0,0,0,9158,9158,0,'polskapolicja'),(3005,1,'#2 1999 hitchhiker ii 30 bbw\r\n  ttkyhtteqxttk','',-1,1293918303,0,0,0,0,0,9159,9159,0,'polskapolicja'),(3006,1,'#5 teens giving head pics\r\n  nslwibrclcuof','',-1,1293919516,0,0,0,0,0,9160,9160,0,'polskapolicja'),(3007,1,'gay young hunks naked\r\n xokthaapgaowv','',-1,1293924091,0,0,0,0,0,9161,9161,0,'polskapolicja'),(3008,2,'john dye gay\r\n egdkljfkihyxz','',-1,1293924116,0,0,0,0,0,9162,9162,0,'polskapolicja'),(3009,1,'#4 bbw with big tits\r\n  vufskyiolxsrn','',-1,1293980647,0,0,0,0,0,9163,9163,0,'polskapolicja'),(3010,1,'porn quality thumbnail\r\n  rbddpdageouis','',-1,1293981002,0,0,0,0,0,9164,9164,0,'polskapolicja'),(3011,1,'dialogue gay gratuit\r\n ybaxhehelzmmo','',-1,1293989691,0,0,0,0,0,9165,9165,0,'polskapolicja'),(3012,1,'#2 porn ebony girls\r\n  itrsqvpnvquxc','',-1,1293994166,0,0,0,0,0,9166,9166,0,'polskapolicja'),(3013,1,'#3 first anal quest galleries\r\n  oudegqklwabrq','',-1,1294049083,0,0,0,0,0,9168,9168,0,'polskapolicja'),(3014,1,'#4 kelly brook boobs\r\n  fwkltqcdeyjmk','',-1,1294088541,0,0,0,0,0,9169,9169,0,'polskapolicja'),(3015,1,'sean cody gay free porn\r\n soaaucofbfmbo','',-1,1294100473,0,0,0,0,0,9170,9170,0,'polskapolicja'),(3016,1,'porn shops in il\r\n  ezazbnsznkqtt','',-1,1294107223,0,0,0,0,0,9171,9171,0,'polskapolicja'),(3017,1,'huge free toon porn archive\r\n  esesqbzlxalhc','',-1,1294109011,0,0,0,0,0,9172,9172,0,'polskapolicja'),(3018,1,'tranny kimberly\r\n  mguelbgwzqsbx','',-1,1294122313,0,0,0,0,0,9173,9173,0,'polskapolicja'),(3019,1,'#2 white men ebony women pics\r\n  faeosgcjkjqel','',-1,1294123205,0,0,0,0,0,9174,9174,0,'polskapolicja'),(3020,1,'#3 anal cunnilingus 2010 jelsoft enterprises ltd\r\n  iprdtctz','',-1,1294130325,0,0,0,0,0,9175,9175,0,'polskapolicja'),(3021,1,'teletubby gay\r\n iutsjuakxdjfs','',-1,1294144722,0,0,0,0,0,9176,9176,0,'polskapolicja'),(3022,2,'velky horse gay\r\n eaqzykyawatgp','',-1,1294144762,0,0,0,0,0,9177,9177,0,'polskapolicja'),(3023,1,'#3 young and mature lesbian sex clips\r\n  pquywthaddzqc','',-1,1294144779,0,0,0,0,0,9178,9178,0,'polskapolicja'),(3024,1,'gay cruising spots in lexington ky\r\n yxrgkuiyzhxom','',-1,1294166015,0,0,0,0,0,9179,9179,0,'polskapolicja'),(3025,1,'nyc gay and lesbian center\r\n qotbjmmpilijt','',-1,1294190107,0,0,0,0,0,9180,9180,0,'polskapolicja'),(3026,1,'video actrice xxx\r\n  ecvmkxbgdcjgw','',-1,1294194909,0,0,0,0,0,9181,9181,0,'polskapolicja'),(3027,1,'#2 oceane porn star\r\n  atlavgwiqsbko','',-1,1294197860,0,0,0,0,0,9182,9182,0,'polskapolicja'),(3028,1,'gay romanians\r\n sqvnhqtkxhvqr','',-1,1294213320,0,0,0,0,0,9183,9183,0,'polskapolicja'),(3029,1,'#4 hot babes saskatoon\r\n  nntjzgrnsugyt','',-1,1294243890,0,0,0,0,0,9184,9184,0,'polskapolicja'),(3030,1,'#4 fox news babes pictures\r\n  emunpnusuaybw','',-1,1294243919,0,0,0,0,0,9185,9185,0,'polskapolicja'),(3031,1,'dallas gay sex club\r\n cgucgfwpqmwmd','',-1,1294245184,0,0,0,0,0,9186,9186,0,'polskapolicja'),(3032,1,'#4 massive cock big tits\r\n  twllzkvmdxpby','',-1,1294255537,0,0,0,0,0,9187,9187,0,'polskapolicja'),(3033,2,'#4 hige firm boobs\r\n  jgzydysdbdaxj','',-1,1294255572,0,0,0,0,0,9188,9188,0,'polskapolicja'),(3034,1,'Vectorman/2 Prototypes','',470,1294490176,1085,0,0,0,0,9191,9191,0,''),(3035,1,'Super Mario Sunshine Beta?','Mario Special Disc July 2002 (J) ?',471,1294630867,1731,1,0,0,0,9193,9195,0,''),(3036,1,'Regarding the UMK3 beta (Sega Saturn)','',472,1294862136,1263,1,0,0,0,9196,9197,0,''),(3037,1,'TOSEC Release (2011-01-19)','',476,1295478699,1106,0,0,0,0,9209,9209,0,''),(3038,1,'Tomb Raider Betas','',482,1300017691,1471,2,0,0,0,9220,9358,0,''),(3039,4,'Chill (unreleased) + Werewolf (new version) + VC 2 (alpha)','Sega Saturn',299,1300022112,1024,0,0,0,0,9221,9221,0,''),(3040,1,'Resident Evil 3.5','I\'m looking for Resident Evil 4 Betas - Build n.2 and n.3',486,1301138783,1825,2,0,0,0,9223,9357,0,''),(3041,2,'Hello to everyone...','',486,1301139295,2185,8,0,0,0,9224,9314,0,''),(3042,1,'Doom 3 Beta 2003 (PC,Xbox)','',488,1301402227,1046,0,0,0,0,9227,9227,0,''),(3043,1,'Should I release the Pokemon Gold In-Store Version?','',467,1301406286,4025,20,0,0,0,9228,9325,0,''),(3044,1,'Resident Evil 3 Beta','',489,1301429453,1240,0,0,0,0,9230,9230,0,''),(3045,1,'dosage cialis 36','',-1,1301486504,0,0,0,0,0,9231,9231,0,'CoveLitteta'),(3046,1,'cialis gel caps','',-1,1301932795,0,0,0,0,0,9239,9239,0,'Kivybeitte'),(3047,2,'Hacking forum was hacked','Ironically',149,1303198075,806,1,0,0,0,9250,9257,0,''),(3048,1,'HP Release pack collection','',496,1305657654,633,0,0,0,0,9261,9261,0,''),(3049,1,'Is this DynoBlaze MD prototype legit?','',337,1305755340,733,0,0,0,0,9262,9262,0,''),(3050,1,'Sonic 2 Concept Levels','How to access the extra levels in sonic to prototype ',499,1306602599,1252,2,0,0,0,9265,9276,0,''),(3051,1,'Re-Loaded (Saturn)','1997 Gremlin',481,1307704006,551,0,0,0,0,9278,9278,0,''),(3052,1,'Nintendo DS Nitro Debug rom dumped/released!','',434,1309021062,1211,3,0,0,0,9279,9321,0,''),(3053,1,'Dragon\'s Lair: The Adventure Continues (MD/GEN) released','',299,1309740937,714,0,0,0,0,9282,9282,0,''),(3054,1,'Star Fox 2 unleaked betas','',501,1311630940,1156,3,0,1,0,9284,9307,0,''),(3058,4,'Hidden Palace - May 7th, 2010 - Saturn prototypes','torrent file, incomplete isos',479,1317792720,594,0,0,0,0,9323,9323,0,''),(3057,1,'Half Life 1.0.0.9 is it rare?','',508,1315962070,602,0,0,0,0,9315,9315,0,''),(3056,2,'SpamBots everywhere!!!','Turn them in here!',501,1311794509,587,3,0,0,0,9299,9304,0,''),(3059,1,'Hidden Palace - May 7th, 2010 - Saturn prototypes','torrent file, incomplete isos',479,1317792832,528,0,0,0,0,9324,9324,0,''),(3060,1,'Diddy Kong Pilot ROM to be released soon.','',330,1319950971,482,0,0,0,0,9328,9328,0,''),(3061,1,'Resident Evil 1 (Bio Hazard) Betas (Thanks and releases)','',519,1321379486,507,0,0,0,0,9333,9333,0,''),(3062,1,'Frogger 2 (N64) on eBay','',520,1321494223,575,2,0,0,0,9334,9336,0,''),(3063,1,'LEAK Pokemon Gold In-Store Demo Cart','',467,1322702417,780,6,0,0,0,9337,9350,0,''),(3064,1,'Resident Evil GBC','Fundraiser at Assembler',481,1323384061,781,4,0,0,0,9346,9375,0,''),(3065,1,'Sonic 2 Final - Hidden Palace unknown sprite ?','',530,1327487927,427,5,0,0,0,9360,9373,0,''),(3066,1,'Founded all new prototype','Help me to get this prototype !',530,1327670656,300,0,0,0,0,9365,9365,0,''),(3067,1,'Sonic CD BIN/CUE download doesn\'t work','Requesting an additional download please',311,1327913314,325,5,0,0,0,9368,9374,0,''),(3068,1,'Duke Nukem Total Meltdown (PSX)','Episode 4',532,1329603494,138,0,0,0,0,9376,9376,0,''),(3069,1,'Happy Fourth Anniversary','The Fourth Anniversary of the Massive ROM dump here on this ',311,1329979314,127,2,0,0,0,9377,9380,0,''),(3070,1,'VIRTUAL BOY Wario Land Demo auction on Ebay (ends tomorrow)','A proto of a game on one of the least popular consoles ever?',534,1330054832,49,0,0,0,0,9379,9379,0,''),(3071,1,'Seiken Densetsu 3 proto','',534,1330142386,76,1,0,0,0,9381,9382,0,'');

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--
-- Table structure for table `hpforums_users`
--

CREATE TABLE `hpforums_users` (
  `user_id` mediumint(8) NOT NULL DEFAULT '0',
  `user_active` tinyint(1) DEFAULT '1',
  `username` varchar(25) NOT NULL DEFAULT '',
  `user_password` varchar(32) NOT NULL DEFAULT '',
  `user_session_time` int(11) NOT NULL DEFAULT '0',
  `user_session_page` smallint(5) NOT NULL DEFAULT '0',
  `user_lastvisit` int(11) NOT NULL DEFAULT '0',
  `user_regdate` int(11) NOT NULL DEFAULT '0',
  `user_level` tinyint(4) DEFAULT '0',
  `user_posts` mediumint(8) NOT NULL DEFAULT '0',
  `user_timezone` decimal(5,2) NOT NULL DEFAULT '0.00',
  `user_style` tinyint(4) DEFAULT NULL,
  `user_lang` varchar(255) DEFAULT NULL,
  `user_dateformat` varchar(14) NOT NULL DEFAULT 'd M Y H:i',
  `user_new_privmsg` smallint(5) unsigned NOT NULL DEFAULT '0',
  `user_unread_privmsg` smallint(5) unsigned NOT NULL DEFAULT '0',
  `user_last_privmsg` int(11) NOT NULL DEFAULT '0',
  `user_emailtime` int(11) DEFAULT NULL,
  `user_viewemail` tinyint(1) DEFAULT NULL,
  `user_attachsig` tinyint(1) DEFAULT NULL,
  `user_allowhtml` tinyint(1) DEFAULT '1',
  `user_allowbbcode` tinyint(1) DEFAULT '1',
  `user_allowsmile` tinyint(1) DEFAULT '1',
  `user_allowavatar` tinyint(1) NOT NULL DEFAULT '1',
  `user_allow_pm` tinyint(1) NOT NULL DEFAULT '1',
  `user_allow_viewonline` tinyint(1) NOT NULL DEFAULT '1',
  `user_notify` tinyint(1) NOT NULL DEFAULT '1',
  `user_notify_pm` tinyint(1) NOT NULL DEFAULT '0',
  `user_popup_pm` tinyint(1) NOT NULL DEFAULT '0',
  `user_rank` int(11) DEFAULT '0',
  `user_avatar` varchar(100) DEFAULT NULL,
  `user_avatar_type` tinyint(4) NOT NULL DEFAULT '0',
  `user_email` varchar(255) DEFAULT NULL,
  `user_icq` varchar(15) DEFAULT NULL,
  `user_website` varchar(100) DEFAULT NULL,
  `user_from` varchar(100) DEFAULT NULL,
  `user_sig` text,
  `user_sig_bbcode_uid` varchar(10) DEFAULT NULL,
  `user_aim` varchar(255) DEFAULT NULL,
  `user_yim` varchar(255) DEFAULT NULL,
  `user_msnm` varchar(255) DEFAULT NULL,
  `user_occ` varchar(100) DEFAULT NULL,
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-- Dumping data for table `hpforums_users`
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-- Table structure for table `hpforums_vote_results`
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-- Dumping data for table `hpforums_vote_results`
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-- Dumping data for table `hpz_auth_access`
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-- Table structure for table `hpz_banlist`
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-- Dumping data for table `hpz_banlist`
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-- Table structure for table `hpz_categories`
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CREATE TABLE `hpz_categories` (
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-- Dumping data for table `hpz_categories`
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-- Table structure for table `hpz_config`
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--
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-- Dumping data for table `hpz_posts_text`
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INSERT INTO `hpz_posts_text` VALUES (5,'438a7ee473','Invites','You can invite someone too! \r\n\r\nhttp://hpz.hacking-cult.org/invite.php\r\n\r\nBut make sure it\'s someone worth it! Remember that all invites are logged.\r\n\r\n\r\n\r\nEdit: try not to invite people that cause mess. Also, try not to invite people that are arrogant cunts. Also, try not to invite people like Tweaker, Stealth, Lost. Thanks. \r\n\r\nI want people like, Borisz, HXC, Rika, Pach, etc. Of course, you\'re free to give invites out, but I don\'t want people like LOst here :P\r\n\r\nAlso, here\'s how a sample invite should look:\r\n\r\n[quote:438a7ee473]Hey!\r\n\r\nWould you be interested in taking part in a small group of people devoted to researching rare Sonic stuff and prototypes? A completely unbullshitted community of people that really care about Sonic.\r\n\r\nCheers,\r\ndrx[/quote:438a7ee473]\r\n\r\nThen, if the person agrees,\r\n\r\n[quote:438a7ee473]\r\nCool, here\'s the link: [link]\r\nAnd the invite: [invite].\r\nYou have to enter the invite in order to register. Have fun and I hope you get validated!\r\n\r\nCheers,\r\n123[/quote:438a7ee473]'),(6,'d654763bf4','Getting access to the main forum','In order to finally get validated, you need to either:\r\n\r\n[list:d654763bf4]\r\n* be a respected member of the Sonic community or such\r\n* be known as a good researcher and have researched some really good stuff (prototypes / interviews / infos / unseen stuff / etc. etc.)\r\n* prove that you have something valueable to us (prototypes / connections / names / rare stuff / etc.)\r\n[/list:u:d654763bf4]\r\n\r\nThen, you need to convince members to validate you. You need 50% + 1 votes of members, who were active in the past 2 months. Then you get a full membership.\r\n\r\nThere will be some exceptions, as people decide, not machines (considering a human isn\'t a machine... =P)\r\n\r\nWhy all this? We need ultra-protection. We have some really underground stuff that should NEVER see the light of the day. Well, at least most of it. We don\'t need any board drama, because some random visitors will come and take over our actions.\r\n\r\nPS. Try to make separate topics for each validation.'),(7,'91e407e8ef','validation test','tset'),(8,'39299b3a43','read.me','Welcome to HPZ, the home of rare Sonic shit (hopefully).\r\n\r\nFew things:\r\n\r\n1. Never, ever give the link to here or the name (HPZ) to ANYBODY except invitees. You shouldn\'t even mention about this place to anybody. I trust you about this, don\'t let me down.\r\n\r\n2. Be absolutely honest here. We only accept respected members, so you don\'t have to **** names of people you contact etc. Try to reveal all the information you possess.\r\n\r\n3. Try to keep the drama to minimum :P We aren\'t a pack of kids, are we?\r\n\r\n4. Don\'t be scared to argue with me, or to say what you want. It\'s a free forum, you shouldn\'t fear telling what\'s on your mind.\r\n\r\n[b:39299b3a43]5. The person who is first to contact somebody, is the only person to contact this somebody[/b:39299b3a43]. Unless the contact is not needed anymore, or the contact gives permission, or to somebody from HPZ. I\'m sick of situations when people who we contact first get contacted by people like LOst. This can\'t happen.\r\n\r\nThat\'d be it. Enjoy your stay here and try to visit at least once a week. And remember - quality, not quantity :)\r\n\r\nYou may ask why? Why should I bother coming here when I got SWS2B or CulT? Well, this forum is designed to be a database of some things, like people we contact. We can\'t risk a private forum on some other boards, in case of being hacked and all revealed. If we don\'t reveal the link to here, we won\'t get hacked - simple as that.\r\n\r\nAlso, another reason is bullshit - other message boards are very bullshitted. With drama, with emo kids, with kids in general. People that don\'t think, but act. \r\n\r\nHave fun! :)'),(9,'68b88abcc1','phpbb','why phpbb? because it\'s small and easy to edit. i\'m tweaking it to be as good as IBF and as compact as possible.'),(10,'ba30f1eff4','','http://en.wikipedia.org/wiki/Schlong'),(11,'335a4e04c9','','Try putting \'failure\' in Google and pressing \'I\'m feeling lucky\'. I know it\'s old btw'),(13,'2fb09db57d','','Hallo'),(14,'867a4c8e8b','Don Goddard Interview Logs','[size=24:867a4c8e8b][b:867a4c8e8b]Right, this in this form must NOT leave this site, there is stuff don does not want in the public.[/b:867a4c8e8b][/size:867a4c8e8b]\r\n\r\n Note *don* is not his screename. Lots of stuff is quite pointless :P\r\n\r\n\r\n\r\n[quote:867a4c8e8b][16:44] *** *Don* has added you to their contact list.  You may choose to accept or deny this action.  You may also add this user to your contact list or ignore this user.\r\n[16:45] *** You have been successfully added to *Don*\'s contact list.\r\n[16:45] jordangrodecki: Hello?\r\n[16:46] *Don*: hello?\r\n[16:46] *Don*: hey jordan\r\n[16:46] jordangrodecki: Hey\r\n[16:46] *Don*: ah there u r\r\n[16:46] jordangrodecki: hehe\r\n[16:48] *Don*: hey, im a bit busy at the moment, if you want you can just post questions here or I\'ll be available around 5 or 6pm EST tonight and you can IM me then\r\n[16:48] jordangrodecki: Alrighty\r\n[16:48] *Don*: oh i just got ur email\r\n[16:48] jordangrodecki: I just need to convert that time to GMT to see when that is \r\n[16:49] *Don*: heh, yea, where are you based? west coast? another country or what?\r\n[16:49] jordangrodecki: I\'m over in the UK actully, heh\r\n[16:50] *Don*: ah I think you\'re five hours ahead of me, not sure though\r\n[16:51] jordangrodecki: Looks like it, lemme think... that means you will be on at 10/11PM my time...the second which is a little too late for me, heh\r\n[16:52] *Don*: yea it might be easier if you catch me in the morning, IF I\'m up! sometimes I\'ll get in to work early around 7 or 8am, but usually not till 10am and then things are very busy\r\n[16:53] jordangrodecki: Yeah... that would probably have to be at the weekend then, seeing as I am still going into a school of sorts\r\n[16:53] *Don*: Yea, I have lots of stories from Sega, the disturbing part is I have a lot of stories from MicroProse days (the UK office rocked by the way, the kicked out some great stuff), Midway days (kings of hell development), and a few other companies\r\n[16:54] *Don*: yea the weekend is good\r\n[16:54] *Don*: this would be something interesting to do while watching the olympics this weekend hahaha\r\n[16:55] jordangrodecki: hahaha. plus I have the whole of next week off, so I can basically be on any time. totally unrelated, but maan...its strange talking face to face to someone who worked at Sega... IM is different to emails :P\r\n[16:57] *Don*: yea IM is much cooler, the funny part is that I and these other guys don\'t feel like real big Sega names because we really picked up what was left on the cutting room floor and tried to slap something together, much like any fan would do if a company came up to them one day and said \'hey we\'ll pay you to make a new Sonic game but not let you work with any of the original Sonic developers\'\r\n[16:57] *Don*: whats a good time for you this weekend? I\'ll be around from noon till 8pm on saturday, i may be busy on sunday\r\n[16:58] jordangrodecki: I should be around all the time :)\r\n[16:58] *Don*: ok cool, yea it\'ll be interesting to see what these guys haven\'t told you yet, I\'ll bet Chris has forgotten some of the designs he did for the 32x and I don\'t think Mike was producer on it till well into the Saturn dev\r\n[16:59] jordangrodecki: Indeed :)\r\n[16:59] *Don*: Ok, well hit me up this weekend and if you have any questions in the meantime just email me. \r\n[17:00] jordangrodecki: Alright then, I guess I\'ll see you then\r\n[17:01] *Don*: ok, \'Cheers\' as you guys in the UK would say.... oh and I\'m finally getting to see the band Queen after 25 fucking years... can you believe they haven\'t come to back to America since 1980!?\r\n[17:01] *Don*: (actually i should say half the band and Paul Rodgers hahaha)\r\n[17:01] jordangrodecki: Hahahaha, Queen are such a strange band, but cool\r\n[17:01] *Don*: ok see ya this weekend man\r\n[17:01] jordangrodecki: alright, seeya!\r\n[21:36] jordangrodecki: Hey don... are you busy right now? I just have a quick question I would like to ask? =P\r\n[21:37] *Don*: sure go ahead\r\n[21:38] jordangrodecki: Cheers. What was X-Treme like on the 32x, as we know nothing about it on there...The only screenshots we see are of Ofer\'s fisheye lense....\r\n[21:39] *** You have been disconnected. Wed Feb 08 21:39:20 2006.\r\n[21:39] *** You are currently disconnected.  Messages will not be received.\r\n[21:39] *** You are currently disconnected.  Messages will not be received.\r\n[21:40] *** &quot;*Don*&quot; signed on at Wed Feb 08 21:40:09 2006.\r\n[21:40] *Don*: hold...\r\n[21:40] jordangrodecki: Arg, sorry, internet connection dipped :/\r\n[21:40] *Don*: ah let me repeat my response in case you didnt get it\r\n[21:40] *Don*: jordangrodecki: Cheers. What was X-Treme like on the 32x, as we know nothing about it on there...The only screenshots we see are of Ofer\'s fisheye lense.... Don Goddard: yea, yikes that fisheye was freaky, in my opinion it was to cover up the fact that nothing was curved! There were steps everywhere and you couldn\'t run ten feet before hitting a step or wall hahaha. The 32x was a bastard add on to the genesis that tried to provide 3d support, only it couldnt texture for \'shite\' as you UK guys would say.\r\n[21:41] jordangrodecki: hehe\r\n[21:41] *Don*: So virtua racing was phenomenal as was virtua fighter 1, but anything else had major issues with texturing. We hoped to get decent performance with large checkerboards because you could do them as polys\r\n[21:42] *Don*: then we realized that the 32x could only draw a few hundred polys and an entire world would be difficult\r\n[21:42] jordangrodecki: VF1 was amazing to see when it came out, and VR...that thing cost L80 for the MegaDrive (gen) over here!\r\n[21:43] *Don*: hehe yea! I loved Virtua Racing it was just like the arcade, even had polygon sparks come off the bottom of the cars when the dipped\r\n[21:43] jordangrodecki: Indeed\r\n[21:44] *Don*: So I thought, hey these doom clones did a damn good job with texture mapping by raycasting and dark forces was a doom like engine that used pretty nice curved walls\r\n[21:44] *Don*: so I tried to do a doom engine rotated 90 degrees so you could have loops\r\n[21:44] jordangrodecki: Wow\r\n[21:45] *Don*: so I actually got a 32x version working very fast (the sad port of doom on to the 32x was a real dog! got like 10fps and you had to use a joypad to control it...altogether horrible)\r\n[21:46] jordangrodecki: Aha\r\n[21:46] *Don*: unfortunately, we couldn\'t figure out a way to do more than a single \'rail\' style game and we really wanted a roaming 3d thing\r\n[21:46] *Don*: I also came up with a blazingly fast scaled/rotated sprite routine that let us put up thousands of sprites\r\n[21:47] jordangrodecki: This is truely groundbreaking stuff.  Nobody else has been able to say a word about 32x\r\n[21:48] *Don*: I had a demo of about a thousand rings and sonic running around on an invisible plane (black background) and it was 60fps and felt very nice, shinobu actually showed up after I had it going (it was a \'Daddys and Daughters day\' where dads could bring in their daughters to see how they work)\r\n[21:48] *Don*: he was floored by it, it\'s really cool to see a japanese biz guy smile they almost never do! He was loving it and letting his daughter play it. Needless to say it was just a demo and pretty basic.\r\n[21:49] jordangrodecki: My god thats amazing.... there is a demo on the internet showing what the 32x could really do if pushed to the limit, its quite amazing\r\n[21:49] *Don*: Yea, I guess, but it never got past the demo stage, so you know it just ended up another bastard child that didnt survive\r\n[21:50] jordangrodecki: I see...\r\n[21:51] *Don*: oh yea? I\'d love to see that, it was a cool little machine but you had to texture every surface yourself and there was NO zbuffer! So there were concepts like doom used where it tracked every horizontal lines z values...damn i cant think of the name of the technique but it was a bitch to draw everything because you had to sort it, split polys, clip polys and do all that crap which ate up most of the processing time\r\n[21:51] jordangrodecki: Its a video, that was at E3 or something, its just a camera panning though a load of 3d environment\r\n[21:52] *Don*: After that demo we realized we could abuse sprites really well and I\'ll be Chris Senn has forgotten some of the creatures he designed JUST made out of rings. I think we were going to do a level or set of \'zones\' that would have all of these various \'ring creatures\'\r\n[21:52] *Don*: hmm i\'ll have to search for that, i think i still have my 32x dev tools and software somewhere\r\n[21:53] jordangrodecki: I\'ll have a look, I had it somewhere\r\n[21:54] *Don*: these ring creatures were a unique gameplay concept in that they would look like say a \'stack of rings\' or one giant ring and would move like a slinky or roll or whatever, then the cool part was when you hit them, THEY would explode into a bunch of little rings you could collect (so kind of the opposite mechanic of Sonic who explodes all his rings when he gets hit)\r\n[21:54] jordangrodecki: Ooh wow\r\n[21:55] *Don*: we hoped to get all that working and then we started getting into another \'phase\' where Sonic was being proposed for the Saturn and we still had no solution for the world Sonic would run around on\r\n[21:55] *Don*: hold...\r\n[21:56] *Don*: we also finally hired the other programmer I needed (Ofer Alon), I was working solo for about 3 months\r\n[21:56] jordangrodecki: Wow, heh\r\n[21:57] *Don*: oh and get this Mark Kupper was a tools guy trying to build a 3D modeller animation program for the artists and he had a friend he worked with from where he graduated in Florida\r\n[21:58] *Don*: He told me this guy was awesome, crazy hard worker and built a Doom level loader and 3D engine that was THREE times faster than doom, used the same wad files and textures, and would let you pitch up and down which doom couldn\'t do.\r\n[21:58] *Don*: This was Gary McTaggart, are you familiar with his work?\r\n[21:59] jordangrodecki: Glide wrapper?\r\n[21:59] *Don*: We interviewed with him at Sega for doing Sonic and he was incredible the demo was amazing, pure assembly, blazing fast.\r\n[21:59] jordangrodecki: I think\r\n[22:00] jordangrodecki: I see\r\n[22:00] *Don*: Yea he ended up going to 3dfx and was the major creator of Glide, which was the ONLY known 3D engine at the time, DirectX was version 1 or 2, OpenGL didnt even have a 1.0 yet I think, and Glide was a breeze to program and was super fast\r\n[22:00] *Don*: Later he went to radical with Charlie Brown, did some crazy 3d NURB curved surfaces stuff for an FPS game and got shafted by management\r\n[22:01] jordangrodecki: Cool\r\n[22:01] jordangrodecki: Well, not so\r\n[22:01] *Don*: Then he finally ended up at Valve and did some of the more impressive stuff you see in HL2 today.\r\n[22:01] *Don*: not so?\r\n[22:02] jordangrodecki: Getting dumped etc\r\n[22:02] jordangrodecki: *shafted\r\n[22:02] *Don*: Well, we all were clamoring to hire Gary as he would\'ve been ideal, but we kept getting the brush off from management. He was very cheap to hire as well since he had no job before this. \r\n[22:02] jordangrodecki: Unrelated, but I found that tech demo: http://www.scene.org/file.php?file=%2Fdemos%2Fgroups%2Fhirmu%2Fzyrinx_sega32x_demotape_1995-hirmu.wmv&amp;fileinfo I think you just click one of the FTP urls for a download\r\n[22:03] *Don*: yea i guess they quit, but i think the deal they made with radical was some sort of breach of contract. Either way I think both the company and Gary/Charlie felt screwed\r\n[22:03] *Don*: oh cool thanks, ill def check it out\r\n[22:04] *Don*: So then I had a good contact I worked with at Midway, John Morgan of Super Off-Road fame. I tried to get him to be the lead programmer.\r\n[22:04] jordangrodecki: Cool\r\n[22:04] *Don*: They interviewed him, he LOVED the project and Sonic and they ended up never calling him back. He thought he may have been asking for too much.\r\n[22:04] jordangrodecki: I see\r\n[22:05] *Don*: So we\'re waiting and waiting...in fact Mark and I and some others would have gentlemen bets about how long it would take ANYTHING to appear after you requested it\r\n[22:05] *Don*: you could request a pencil and it wouldnt show up on your desk till a month or two later\r\n[22:05] jordangrodecki: haha\r\n[22:06] *Don*: So we\'re clamoring for getting some programming help, I\'m the only programmer on this thing... oh yea ill have to tell you about chris ebert at some point (1st lead on this thing)...\r\n[22:06] jordangrodecki: Hehe, alright\r\n[22:07] *Don*: Well then Dean Lester says he has this guy from someplace who did a mac game and had an impressive demo and he\'s from the middle east originally and a Mensa member (we ALWAYS laugh when people claim they\'re a MENSA genius because it\'s a joke to get in)\r\n[22:07] jordangrodecki: Dean Lester...is he the one that got fired?\r\n[22:08] jordangrodecki: Oh no\r\n[22:08] jordangrodecki: that was Dean R\r\n[22:08] *Don*: Oh he either fired or quit, but lets just say he managed to piss off almost anyone he had contact with, but it was usually his fault\r\n[22:08] jordangrodecki: haha\r\n[22:08] *Don*: yea not Dean Ruggles, that was Mikes pet peeve he hated him and a couple other guys at the company\r\n[22:09] *Don*: Dean Lester was a little english guy who I thought was fine, just some guy who had to come down hard on people\r\n[22:09] jordangrodecki: According to mike Ruggles just left every day at 4, no matter what was happening\r\n[22:10] *Don*: Later we would find out Roger Hector was such a nice guy (and though there are many jokes about him, I thought he was a real positive influence, just no strong backbone) that he would always find someone to play \'bad cop\' so he could always be \'good cop\'\r\n[22:10] jordangrodecki: Roger is indeed very nice, he answered alot of questions from our community through me :)\r\n[22:11] *Don*: Yea Ruggles was what you guys would call an uptight prick, very trim, to the point, anal retentive and all that. Not a horrible conversationist, but did give off a \'I\'m superior\' atitude if he didn\'t have time for you.\r\n[22:11] jordangrodecki: Ah\r\n[22:12] *Don*: Yea, Roger has some FANTASTIC stories about the Atari days! Ask him about Steve Jobs and you\'ll be SHOCKED to learn he was the stankiest hippy who was very rude and egocentric at Atari\r\n[22:12] jordangrodecki: Hehe cool. The main thing we learnt from Roger was the Micheal Jackson scandle on Sonic 3\r\n[22:13] *Don*: So anyways! Dean Lester has us interview this guy and I think they flew him in from very far away, like somewhere in the Middle East, can\'t recall, and he was okay, kind of a square guy and an odd sense of humor. But also kind of a Dean Ruggles attitude, like \'I know what\'s great and I don\'t need to explain all of my details to you guys\'\r\n[22:14] jordangrodecki: Yea\r\n[22:14] *Don*: yea? haha i remember something but not all the details\r\n[22:14] jordangrodecki: Sorry, I just feel I should say something :P\r\n[22:15] *Don*: Go ahead :).... I\'ll just ramble on hahaha....So we say \'yea he\'s not bad, he could do okay and probably get us something decent\'\r\n[22:15] jordangrodecki: Whoops, I meant I said yea, and I thought you took it wrongly. Nevermind, continue, I\'m stupid :P\r\n[22:15] *Don*: oh ok hahaha\r\n[22:16] *Don*: So all of a sudden the guys is hired and on our doorsteps in like 3 weeks and we\'re like \'what the fuck happened to Gary, what about John Morgan?\'\r\n[22:17] *Don*: They didn\'t care they said Ofer was very expensive but as far as we could all tell he was literally hired because he came through Dean Lester\r\n[22:17] *Don*: Well Ofer was a VERY rough case, at first he would listen and nod his head to what you were saying then he would just go off and do his own thing\r\n[22:18] *Don*: It was truly laughable, we would literally tell him anything and he would go \'yea ok\' and then do the complete opposite\r\n[22:18] *Don*: Luckily (or not) he got along with Chris because Chris had tons of ideas and no way to express them in an interactive way. Chris was REALLY learning the ropes of design.\r\n[22:18] jordangrodecki: Ofer was an awesome programmer, Zbrush is a great program...but he ignores the community now....since some people spammed his forums for the fisheye PC beta, which he is &quot;known&quot; to have, probably one of the only ones that exsists\r\n[22:19] *Don*: Yea I can\'t deny he has made some really good stuff there, but he really is his own entity that you do not want to be around. Chris got screwed by him more than anyone.\r\n[22:20] jordangrodecki: Really? I thought they were still quite good friends\r\n[22:20] *Don*: In all honesty he was the most difficult person I have ever worked with \'hands down!\' I\'ve even had people backstabbing me and sabotaging a project who were better and more reasonable that he. It\'s sad but jaw droppingly true. At least he did find his own niche\r\n[22:21] *Don*: I think their good acquaintances but not friends\r\n[22:21] jordangrodecki: ah\r\n[22:22] jordangrodecki: Unrelated again, but I wish the one level demo of xtreme that some former sega employie sold, came into communtiy hands. Some collecter payed 2500$ for it...but has only shown us pics\r\n[22:22] *Don*: We saw stuff that floored us, he stopped working one day till he got an increase in his salary to six figures, he literally held the project hostage for a week or two. Roger and the management fell for this and gave him a lot\r\n[22:22] jordangrodecki: wow\r\n[22:22] *Don*: Yea, only it\'s not the Sonic you know and love, it was really incomplete and just a demo\r\n[22:23] *Don*: Its very cool to see the art, but the mechanics aren\'t there\r\n[22:23] jordangrodecki: I guessed that... unfortunatly\r\n[22:24] *Don*: He even ended up working at home at first one day a week, then two then after I was off he was working for weeks at a time at home! and no one knew how to check on his progress...it was amazing he had the company bent over and no one had a clue what he was doing\r\n[22:24] jordangrodecki: hahaha\r\n[22:24] *Don*: I think what bothered me most though had nothing to do with him and working with Chris Senn was fantastic, chaotic and crazy but truly passionate!\r\n[22:25] *Don*: What killed it for me was the perception and expectations of Sonic\r\n[22:25] jordangrodecki: Chris seems brilliant, he is releasing absolutly everything he has\r\n[22:26] *Don*: Shinobu would tell us and Roger would repeat it that Sonic did not have to be at ALL like the original ones where you had rings, loops and 60fps yet ANYPLACE outside of STI we showed something too would immediately start asking \'where are the rings and what do you collect\'? \'Aren\'t there any loops\'? \'How fast can you go?&quot;\r\n[22:27] jordangrodecki: I see\r\n[22:27] *Don*: and we were taking 2d side scroller game into full 3d and they wanted perspective correct textures in a 3d world running at 60fps! This was pure insanity\r\n[22:28] jordangrodecki: I am now beginning to see the politics behind this more than ever, mainly because you seem to have very little bais, and are very honest :P\r\n[22:28] *Don*: And Sega is the only place I\'ve been at where you had to program the most optimized version of your code before they would let you move on to a new programming concept. So yea, I made some really fast code and really optimized stuff, but cmon the 32x was ridiculous\r\n[22:29] *Don*: yea, it\'s more like watching a movie nowadays, you just laugh at everything, Mark Kupper, Manny and several others are this way too\r\n[22:29] *Don*: So we tried checking out the Saturn and this frickin thing was worse than the stories you hear about PS2 programming these days\r\n[22:30] jordangrodecki: Oh yes, who on earth thought of putting 2 procs in sequence? Stupid idea\r\n[22:31] *Don*: It sounded like a blast but the Saturn is in no way a 3D machine, it was literally a sprite machine where you could distort the sprite polys (no perspective textures) and it couldn\'t do many at that. So all of your polys are quads, no 3D tools supported that, so many people just duplicated the last vertice and used them as triangles.\r\n[22:31] jordangrodecki: haha\r\n[22:31] *Don*: Heh, yea the 2 procs was in the 32x as well I think, but better in the Saturn, but horrible to get two diff things working on the separate CPU\'s\r\n[22:32] *Don*: most people used the entire second CPU just to play a background music track or something lame like that\r\n[22:32] *Don*: So the Saturns learning curve was ridiculous\r\n[22:32] jordangrodecki: wow, thats idiotic\r\n[22:33] *Don*: yea. well we got to learning the \'background chip\' and then got Chris Coffin hired, I liked him because he had hard core gaming passion and had just previously worked with John Morgan in a startup venture John was doing\r\n[22:34] *Don*: Chris was pretty fun to work with, but he got very paranoid and started making some enemies, he quickly made enemies with Ofer and tried to deny it. Within a few months there was no one who despised Ofer more. Great team spirit eh? hahaha\r\n[22:34] jordangrodecki: Yep\r\n[22:35] *Don*: Oh, and here\'s another little gem, theres a classic game by Treasure called Gunstar Heroes and it\'s all about fighting bosses. (They just came out with updated remakes for the GBA I think...and I think most people said they were poor). The original game was amazing, brilliant code, fast clean impressive and all that\r\n[22:36] jordangrodecki: Yes, it was a brill game, recently brought it on ebay infact :P\r\n[22:36] jordangrodecki: The orignal, that is\r\n[22:36] *Don*: Well one level in there has you beating the crap out of a giant screen sized boss with arms and legs you had to bash off. Chris really liked this and saw how they did this trick to make it look like he was running around a big giant room.\r\n[22:36] *Don*: It was a illusion that had no real 3d to the room and the rest was rotated sprites\r\n[22:37] jordangrodecki: So THATS where the circular bosses and the giant fang/metal sonic came from!\r\n[22:37] *Don*: So THAT was the beginning of Chris\' boss levels was to mimic that\r\n[22:37] *Don*: Yes exactly, and it was truly Chris Coffins idea and we thought, great, perfect, do it. Pop it in and ship it!\r\n[22:37] jordangrodecki: haha!\r\n[22:38] *Don*: It took a LONG time to get it up and running though. Chris and many of us were really learning a lot about 3D and the Saturn was the worst platform to learn it on hahaha\r\n[22:38] jordangrodecki: hehe\r\n[22:39] *Don*: We left him alone and just let him do his thing which was good. I was trying to get Ofer to cooperate and do anything even in the slightest with what we requested and I\'m a nice guy, but not that fucking nice hahaha. Ofer would go in his office and not come out, he literally locked his door and would ignore anyone he didnt want to talk to, it was freakin creepy and he was right next to mine.\r\n[22:40] jordangrodecki: Wow\r\n[22:41] *Don*: Well we took a demo over for Tom Kalinski (the really successful Sega president) and a crew of guys to see and they just kept asking for rings and loops and all this old Sonic stuff. I saw Chris Senns\' eyes bead up and his jaw go slack and I thought this is just ridiculous. I was killing myself getting all sort of crazy concepts up and going and none of this could do even 10% of what he or others outside STI expected.\r\n[22:42] *Don*: They all wanted what you saw in the Sonic games for the Dreamcast, high speed 3d roaming platformer\r\n[22:42] jordangrodecki: With a dreadful camera? =P\r\n[22:43] *Don*: The best platformer that was competing with us was I think called Bug and another that impressed us was Jazz Jackrabbit (Chris Belinske\'s first game in the industry who is now famous for ALL of the Unreal game designs)\r\n[22:44] jordangrodecki: Bug! was widely beleived to be the engine for xtreme, I even wrote that in an article I did long ago\r\n[22:44] *Don*: Bug was a horrible platformer that stuck you on a rail and was just very weak compared to the 2d side scrollers of the past\r\n[22:45] *Don*: Heh, we talked about it and thought we should do what they do, but it was just so limiting. We didn\'t see the real success of a rail game until Crash Bandicoot and that was a groundbreaker....we also thought that was too limiting\r\n[22:45] *Don*: so you see our conception of what we wanted was not even close to reality\r\n[22:45] jordangrodecki: Indeed.... its kind of amazing to learn\r\n[22:47] *Don*: I overheard a conversation with Roger and others in Ofers office one day about some new platform and Saturn killer they were working on. I was bothered that I wasn\'t part of that conversation and at that point really wanted off of Sonic. I pleaded with Robert Morgan to let me do something original that has no license ties and that Ofer will easily want to take the lead on Sonic and Robert very nicely did just that.\r\n[22:47] jordangrodecki: Ooh cool, and what was that?\r\n[22:49] *Don*: At that point it spins off into Chris Senn and Ofer working on this bizarre cube engine that had severe limitations and Chris Coffin doing his bonus game all on his own. The new platform was the NV1, nVidia\'s (in fact nVidia was ORIGINALLY spelled nVidea but they changed it after a year because people couldn\'t spell it right consistently)\r\n[22:49] jordangrodecki: wow\r\n[22:49] jordangrodecki: The NV1 is something we know next to nothing about\r\n[22:49] *Don*: The NV1 was frikin brilliant but only a third as powerful as the 3DFX card. At the time we saw these 3D cards like you see Renderware and Gamebryo or Unreal Editor today...unproven middleware only for hardware.\r\n[22:50] jordangrodecki: I see\r\n[22:50] *Don*: Yea the NV1 could do what I call URBS with is the same thing as NURBS except they have to be uniformally distributed points along the polygon and they are 9 point polygons\r\n[22:51] jordangrodecki: I think I understand...\r\n[22:51] *Don*: The NV1 could do tri\'s, quad\'s and 9 point polys that were very clever and drawing near perfect curves. You could do a sphere in 6 polys!!! \r\n[22:51] jordangrodecki: ah\r\n[22:51] jordangrodecki: Wow\r\n[22:51] *Don*: take a box and pull the middles out of each of the sides and you\'d have a sphere, though they would cusp at the edges so you really needed 32, but with 32 polys you could do ANY size sphere and it looked perfect\r\n[22:52] jordangrodecki: aaahh, I understand\r\n[22:52] *Don*: It could also do amazing color lighting, another thing the Saturn couldnt, the Saturn couldn\'t light for shit and most games have no light in them\r\n[22:52] jordangrodecki: I see\r\n[22:53] *Don*: You could like the 8 ouside points of the 9point poly and light the inside a diff color and get a perfect circle of light, no banding whatsoever\r\n[22:53] jordangrodecki: wow\r\n[22:53] jordangrodecki: Why was this thing never released then?\r\n[22:53] *Don*: Pretty neat stuff...Sega didn\'t care!... our biggest competitors SegaSoft (very jealous of STI and it\'s unlimited funding) really didn\'t care either...everyone just wanted triangles\r\n[22:54] *Don*: oh thats a story in itself, which could\'ve been a MAJOR turning point in rendering and you probably would see very few apps using triangles today if it were not for a couple of fuckups at NVidia\r\n[22:55] jordangrodecki: Oh wow, I must just say now, that you are awesome for doing all this\r\n[22:56] *Don*: So what was happening was that we were informed that Sega was having a Saturn killer machine being built because they knew the Playstation would dominate soon (the Saturn came out and was selling bigger and better for six months and did one of the biggest most amazing selling stunts in the history of games - they came out with the Saturn FOUR MONTHS EARLY and they were on store shelves on the first day of E3 and weren\'t supposed to be out till that Sept)\r\n[22:57] *Don*: heh, yea I should put up a web page sometime, these are the fun these we like to talk about to others in the industry or when we run into each other\r\n[22:57] *Don*: And theres a sad part to not seeing a game finish so you like to relate what happened even more\r\n[22:58] jordangrodecki: Indeed\r\n[22:59] *Don*: So the NV1 was a prototype to show Sega they could do a great card and a truly revolutionary one for the NV2, Sega literally said many times that all they wanted was a card that could do Virtua Fighter III and that fricking game wasn\'t even going to be out for six months to a year! The console would have come out within months of the arcade release\r\n[23:00] *Don*: The NVidia guys were truly brilliant, mathematical geniuses and 3DFX courted us heavily but really were just heavy triangle pushers that showed 3D could be done well in hardware\r\n[23:00] jordangrodecki: VF3 was running on the saturn at some point though? Theres a video out there somewhere\r\n[23:00] *Don*: Yea? I know VF2 was phenomenal that was the killer app when saturn came out and it was brilliant. Maybe VFIII came out, but more likely for DreamCst\r\n[23:00] *Don*: Oh here\'s a couple of other interesting tidbits\r\n[23:01] *Don*: Most people have no clue about this and I was informed by someone at Sega but Sega apparently owned a large stake in NVidia something like 1/3 of there company\r\n[23:01] jordangrodecki: It came for the DC, as VF3tb, there is just a video somewhere\r\n[23:01] *Don*: Ah that makes sense\r\n[23:03] *Don*: The other was seeing Tomb Raider as a prototype that Core or Eidos sent to STI to get our \'opinion\' on what we thought of the gameplay and if we were interested in it. Tomb Raider as a demo FLOORED us, truly amazing animation and character movement for the time, not to mention \'locational sound\' where the music would play differently depending on your location\r\n[23:03] jordangrodecki: Tomb Raider was ahead of its time\r\n[23:04] *Don*: Most people also have no clue that Sega locked in an exclusive SIX MONTH deal with the Saturn meaning that NO other platform could have a Tomb Raider for six months. It did help sell a lot of Saturns.\r\n[23:04] jordangrodecki: hah, thats why it took 6 months\r\n[23:04] *Don*: Yep\r\n[23:04] jordangrodecki: I also remember seeing some amazing Tomb Raider 2 proto footage on the saturn, I\'ll try and digg that up\r\n[23:05] *Don*: So the NV2 was to be the killer chip that drove the next gen and Sega didn\'t give a shit about curved surface polygons. The NV1 DID go out as a PC Card with four Sega games ported to it and a whole bunch of demos. Only the demos showed the curved poly technology that it could do. I wish I still had an NV1 card as I have the code and possible a dev kit for it somewhere\r\n[23:06] *Don*: Here\'s the story of why nvidia never made it though\r\n[23:06] jordangrodecki: Okie\r\n[23:07] *Don*: We were attempting Sonic very briefly on this NV1 (Ofer was) and I was doing some experimental game prototypes on it. This thing was a BITCH to hookup the graphics pipeline. It was like someone cutting a cable line with thousands of wires and trying to figure out which wire goes with which other one. It was supposed to be flexible but was truly baffling...much like programming the Saturn haha\r\n[23:07] jordangrodecki: haha\r\n[23:08] *Don*: well over the next few months (Sonic went back to the Saturn after a month or so) NVidia was trying to sew up all of these loose ends and make this beast do things that are only NOW this YEAR getting in to games. They are four months behind schedule\r\n[23:08] jordangrodecki: wow\r\n[23:09] *Don*: Sega say, \'look you have to take your design and put this on a chip to see if it will work, if we are going to have a new machine we need to know it will work now so we can have it for christmas\'\r\n[23:10] *Don*: well 3DFX bragged about ONE thing that stunned us when we toured their location. They said they paid a million dollars for \'chip verification software\' that would nearly guarantee their chip design would work in hardware exactly as it was simulated in software. NVidia, to my knowledge, did not do this!\r\n[23:11] *Don*: NVidia rushed and rushed, then finally printed a chip (and this by the way was directly told to me from a huge NVidia employee Michael Hara who I believe is still there in a very high position today!)\r\n[23:11] *Don*: They turned on the chip\r\n[23:11] *Don*: Black\r\n[23:11] *Don*: Just Black\r\n[23:12] *Don*: tapped it, checked controls, flipped switches...\r\n[23:12] *Don*: nope...just a black screen\r\n[23:12] *Don*: Sega dropped them on the spot and the whole NVidia platform\r\n[23:12] *Don*: Actually I think it took two weeks till it went around or got to me\r\n[23:14] *Don*: The sad part for me was I had developed a really cool UFO game prototype that Michael Hara says he still remembers to this day (I had inteviewed there about 3 years later and said that was the only demo done with their curved surfaces that was a real game)\r\n[23:14] jordangrodecki: Ooh, cool\r\n[23:14] jordangrodecki: Just to note: I probably have about 15 mins left online, and I don\'t want to cutout midstory\r\n[23:15] *Don*: I had even floored a group of Japanese execs from SOJ (first time they came out to SOA) who were supposed to be stone faced and never crack a smile. When I presented the UFO game to them they were stoned faced until I turned on a TV with my demo and they could play it, they were smiling motherfuckers and couldn\'t believe they could play with it. They were like little kids.\r\n[23:16] jordangrodecki: Awesome\r\n[23:16] *Don*: After they dropped the NVidia I think I gave up on Sega. They had \'green-lighted\' the whole UFO project, but two weeks later they werent going with NVidia and only had the Saturn\r\n[23:17] *Don*: I thought \'oh well, there goes that game\', but they said they \'loved the UFO game, do it for the Saturn\'. I just shook my head. They had no idea how hard it would be to even do a crappy version of it on the Saturn.\r\n[23:17] jordangrodecki: Hehehe\r\n[23:17] *Don*: The UFO demo had not only curved surfaces but deformable mesh terrain, real-time scorch marks and up to 32 dynamic lights. \r\n[23:18] jordangrodecki: wow, it was powerfull then\r\n[23:18] *Don*: It was a sad loss, and only Destroy all Humans would come within the same concept (though that game is a primitive silly version of it)\r\n[23:19] jordangrodecki: The UFO parts of DaH were fun\r\n[23:19] *Don*: yea it was, I have videotape of it, because I couldn\'t keep the video card, so I still have good footage of it\r\n[23:19] jordangrodecki: The UFO game, or DaH?\r\n[23:19] *Don*: yea i really like the physics in the game, but the gameplay was really tired and shallow\r\n[23:20] *Don*: The UFO game, I have footage of, I need to transfer it to digital or something, ah well...some day!\r\n[23:20] *Don*: hahaha\r\n[23:20] jordangrodecki: That would be cool indeed\r\n[23:20] *Don*: So there was some interesting Sonic stuff that happened while I branched off and then quit Sega around June, but I\'ll save that for next time. \r\n[23:21] jordangrodecki: Alright then, just one last thing. Its a question I hate to ask, but EVERYONE in the community forces me to say it: Do you have much left from sega?\r\n[23:22] *Don*: I have some stuff, but its all code or demos that run on a particular card or piece of hardware that may not be available these days. I never grabbed much from Sonic X-treme because I had little involvement once we started on the Saturn\r\n[23:23] *Don*: I probably have code or a demo or two from Sonic 32x\r\n[23:23] *Don*: The funniest one had to be Chris Eberts, it was just a line of about ten polygons that the camera could fly over on the 32x. It took him TEN months to do that! Sad...very sad\r\n[23:24] jordangrodecki: Hehe\r\n[23:24] *Don*: I doubt I have any drawings, though I do have a classic Sonic marketing billboard thing. Manny is a good guy to talk to as well, he snaked a framed version of Sonic 3 that I had in my office for a long time.\r\n[23:25] *Don*: I also had a couple of collector Sonic pins that were only given to team members and my damn wife lost them because they were pinned to her jacket\r\n[23:25] jordangrodecki: Damn :/\r\n[23:25] *Don*: I also have a Sega Sports jacket I won for being the best at a Virtua Fighter 2 contest (really funny story there!)\r\n[23:26] *Don*: And Dave Sanner (did the Ooze and may have been involved with later stages of Sonic) won the Daytona contest and got a cool black jean Sega jacket\r\n[23:26] *Don*: My wife has a Sonic doll you could buy at the time for $10\r\n[23:26] *Don*: Little things here and there\r\n[23:26] *Don*: I have an official SEGA mug\r\n[23:26] jordangrodecki: cool\r\n[23:27] *Don*: and ad official STI gold on black mug\r\n[23:27] *Don*: Oh and an STI jacket I still wear today, because they made the sleeves extra long just for me, Robert Morgan got those for everyone at STI\r\n[23:28] *Don*: Yea, I\'ll have to dig up my old Sega stuff, it would be fun to get a dev kit up and running again...ah but who has the time!\r\n[23:28] jordangrodecki: Just one other thing: I have a very technical friend who is into rom hacking and the like (he even backported tails into Sonic 2 as an playable character) He said he would like to ask you some more technical questions about the 32x etc, he can ask them though me or seperatly. Would that be alright with you?\r\n[23:29] jordangrodecki: maybe it was sonic 1 now I htink about it\r\n[23:29] jordangrodecki: Yeah, he ported Tails from Sonic 2 to sonic 1\r\n[23:30] *Don*: Yea thats, I don\'t know how much I\'ll remember but I loved the fuck out of that SH2 chip Hitachi developed, I was the technical guru for that chip and presented at one of the Sega DevCons...I have some original coder docs for the Genesis, the Saturn and the Japan 3D library for the Saturn. Those are fun to look at\r\n[23:30] *Don*: Thats amazing though (the tails thing). I was thoroughly amazed when Sonic and Knuckles came out and you could plug Sonic 2 or 3 into it and play through the game as Knuckles\r\n[23:31] *Don*: Unbelievable engineering!\r\n[23:31] jordangrodecki: Indeed. I think he also worked out the method by how that was done\r\n[23:31] *Don*: I also have a video of Rock the Rock from MTv when we did a huge Sega Sonic and Knuckles contest on Alcatraz island...boy thats a story hahaha ... and yes Daisy Fuentes was really hot ;) hahaha\r\n[23:32] jordangrodecki: Basically a small ROM chip called skupmem or something that recognizes if a correct checksum cart is in, and then patches it with that rom\r\n[23:32] jordangrodecki: And I have that video too, it was released to the community a couple months back\r\n[23:32] *Don*: Yea I think I had some disassembler for the 32X so if you were hardcore you could actually disasseble the code to some degree\r\n[23:32] jordangrodecki: Well...he has done that\r\n[23:33] jordangrodecki: He is seriously crazy\r\n[23:33] jordangrodecki: He created a Knuckles Chaotix art compresser that BEATS segas own\r\n[23:33] *Don*: Oh, then you won\'t see me in the video I don\'t believe, but the do a couple of closeups on Mark Kupper when they had us cheer like maniacs and boy does he look like a dork hahaha we teased the hell out of him on that! haha\r\n[23:34] *Don*: Yea? cool, tell the bastard to get a job in games already we need real programmers like him, not these cheap college grads that don\'t know dick about games or even what assembler is! haha\r\n[23:35] jordangrodecki: I will do. Thing is, he is 15 (a year older than me, I had to admit it sometime, I hope it doesn\'t put you off), and lives in poland, where there isn\'t much of a games industyr\r\n[23:37] *Don*: Yea a lot of infamous games programmers started at that age or earlier! Some around 12. It doesn\'t put me off at all in fact it gives me hope that there are just as dedicated programmers today as there were in the early days. Believe it or not he could get a job with those skills. He could probably BS that he\'s 18 or just join in an appretice fashion. \r\n[23:37] jordangrodecki: haha, sorry to cut you off but I reaaally must go now, I have school in what, 7 and a half hours :P\r\n[23:37] *Don*: He could try some of the contract opportunities on gamasutra or form his own group and just make games\r\n[23:37] *Don*: yep ok, good luck with that! School....yuck...hahaha\r\n[23:37] jordangrodecki: Haha, seeya\r\n[23:38] *Don*: k later[/quote:867a4c8e8b]'),(15,'1335143496','Roger Hector Interview Logs','[b:1335143496]What games did you work on while at Sega Technical Institute?[/b:1335143496]\r\n\r\nSonic 2, Sonic 3, Sonic Spinball, Comix Zone, The Ooze, DieHard (coin op), and several corporate joint venture projects with various Hollywood and Silicon Valley companies.\r\n\r\n\r\n[b:1335143496]Which of those was your favourite project?[/b:1335143496]\r\nSonic 3 (also called Sonic &amp; Knuckles) was a lot of fun, but it was also very difficult. Michael Jackson was originally brought in to compose all the music for the game, but at the very end, his work was dropped after his scandals became public. This caused a lot of problems and required a lot of reworking. But the game turned out great in the end.\r\n\r\n\r\n[b:1335143496]As director, what was your job and day normally like?[/b:1335143496]\r\nI was responsible for all the teams and all the projects. I oversaw every detail of production and kept the teams organized, creative, and productive. Sometimes I?d spend all day solving problems, and sometimes I?d play the games and work with the teams.\r\n\r\n\r\n[b:1335143496]Did Sega of Japan keep a close eye on STI, and the sonic games in\r\nparticular, or were you working alone?[/b:1335143496]\r\nWe were separate from the rest of the company (which was great!). We had a lot of autonomy. Sega of Japan was always very interested in what was going on because Sega counted so much on Sonic. It was the most important game produced by the company at that time. But we were given the opportunity to do what we wanted, and were generally left alone.\r\n[b:1335143496]\r\nCan you tell us anything about Sonic Xtreme, as in, if it was originally planned for the Mega Drive, the 32x ect.?[/b:1335143496]\r\nSonic Xtreme was started during a time when a lot of changes were going on at Sega. But I left Sega during its production, and it went through a lot of changes afterward?along with the rest of the company.\r\n\r\n\r\n(note, the next few questions will be on the subject of Sonic Xtreme,\r\nso if you don?t know the answers, it is perfectly fine, we don?t have\r\na clue either!)\r\n\r\n[b:1335143496]From the few screenshots and movies we have of the game, we know there\r\nwas a ?fisheye? camera, what was the reason for this?[/b:1335143496]\r\nDon?t know. This must have been after I left.\r\n\r\n\r\n[b:1335143496]How did it feel when it was finally cancelled, also, was it SoJ who\r\npulled the plug in the end?[/b:1335143496]\r\nIt was cancelled after I left. SOJ was going through a lot of executive changes there too, and the new people at SOJ pulled the plug on many projects and people in America. The situation was bad at SOJ, and they turned STI and SOA upside down. It was kind of a mess, and I had had enough. The old chemistry was gone, and it became very hard to be creative and do good work.\r\n\r\nNow for a few user submitted questions.\r\n\r\n[b:1335143496]?Also, what is the process of SEGA creating a Sonic game? Like, from\r\nthe initial ideas to the launch and everything in between?[/b:1335143496]\r\n\r\n\r\nThe core Sonic team consisted of Yuji Naka, and Yasuhara. They were responsible for keeping Sonic at the cutting edge. I helped build a team around them that included many other level designers, artists, and programmers. Once Naka &amp; Yasuhara agreed on a general design approach, they drew up a schedule and started working. It took a full year to create many of the Sonic games, and it took many people working together (a dozen or more). Once we were happy with the game, it went to SOA for bug testing. After it was debugged, I signed it off for production. Then everyone took a little vacation and waited to see it launched into the marketplace. This was a lot of fun as there was always a lot of promotion and publicity events that we attended, and it was fun to watch people react to the game. After this, we all started to think about the next Sonic game?.\r\n\r\n[b:1335143496]?What are you recollections of working at STI??[/b:1335143496]\r\n\r\nIt was a lot of fun working there, as we had a very top notch creative and technical group. We also were left alone by the rest of the company, so we could be creative and not bothered too much by company politics etc. I enjoyed it a lot, except at the very end. At that time, the company became very political and practically everyone in the SOA management was fired or quit. I was outside of SOA, but I was asked to take over some development aspects of SOA..and this was a mess. Overall, Sega was a great place to work before this, and I am very fond of my memories there.\r\n\r\n[b:1335143496]?Did you know anything of Knuckles Chaotix?, or more importantly, the\r\nprototype called Sonic Crackers??[/b:1335143496]\r\n\r\nI didn?t have anything to do with these. I recall they were done somewhere else in Sega.\r\n\r\n[b:1335143496]?How many zones were there in Sonic Xtreme? We only know of 4&#8243;[/b:1335143496]\r\nSorry, I don?t know as I left before it was done.\r\n\r\nA bit of a strange one here?\r\n\r\n[b:1335143496]?Have you got contacts for Howard Drossin??[/b:1335143496]\r\nI haven?t spoken with Howard for a while, but we are still good friends. He was last living in Los Angeles when we last talked (but I don?t have his current contact information). He is an excellent composer and did some wonderful music while at STI.\r\n\r\n[b:1335143496]?How much work were you involved in, for say Sonic 3? ?[/b:1335143496]\r\n\r\nI contributed in the initial creative brainstorm meetings, but Naka was in charge of selecting the ideas to develop. I was primarily involved with helping and supporting the team by getting them whatever they needed to get it done. I also worked with everyone outside of STI to get them the information they needed to market the game. Whenever a big problem came up (like the whole Michael Jackson thing), I had to help find a solution and keep things on track. I also helped with creating the marketing and promotion programs to launch the game, and oversee getting it through QA and into production.\r\n\r\nHeres a little dedication someone told me to put in ;D\r\n\r\nTell him Sonic Spinball has been one of my favourite games since I was\r\na child, and the anticipation of Sonic X-Treme has shaped me not only\r\nas a gamer, but literally as a person as well. The work that STI did\r\non the Sonic series in the mid-90?s was, in my eyes, the utmost\r\npinnacle of quality gaming that I?ve experienced in my 21 years.?\r\n\r\nThank you so much! I really appreciate hearing this. It was a lot of work, but as I?ve said before, it was also a lot of fun. I?m so glad you also enjoyed it.\r\n\r\nSonic Spinball was inspired by the ?Las Vegas? level of Sonic 2, but was done by a different team at STI. It was pushed into the big ?Christmas release? slot when Sonic &amp; Knuckles got delayed, but we all had a good time with it. I?m glad you also did.\r\n\r\n[b:1335143496]And finally? What do you have left over from the time at STI? As in materials or even prototypes. And are you willing to donate or copy any of them to the Sega Community? We are always itching for new things![/b:1335143496]\r\n\r\nI have stashed away a small box of Sega memorabilia, but I?m not sure what?s in it now. I?m also not sure where it is (I?ve recently moved and these things are still boxed up somewhere). When I get to find it, I?ll be happy to send you something?but no promises on exactly when this will be. Feel free to check back with me sometime.\r\n\r\n[b:1335143496]No matter what guy we have turned to, including music team Milpo, Jun Senoue, and Bobby Brooks, they won?t answer anything from Sonic 3 yet today over 10 years after the release, so what?s the secret? And why are you willing to answer questions about Sonic 3 when no other guy is able to?[/b:1335143496]\r\n\r\nI?m not sure who these people are that you refer to, but they were not on the core Sonic team. So I am sure they don?t know as much about Sonic 3 development. I have simply answered your questions because you asked them.\r\n\r\n[b:1335143496]Please ask him about everything he remembers about the making of Sonic 3, I believe it would make for a quite interesting article. Also, ask him if he knows of anybody who might keep any kind of development stuff from the original Sonic 3 (concept art, music, prototype builds, whatever).[/b:1335143496]\r\n\r\nIt has been a while since Sonic 3 was developed, but I remember it was a very satisfying project because we worked so hard and it paid off. It was pressure packed because the success of Sonic 2 had to be topped with a better game in Sonic 3. That put a lot of pressure on leads Yuji Naka and Yasuhara. To come up with better more interesting challenges, characters, puzzles, animations, worlds, etc. etc., but everyone pitched in.\r\n\r\nThere was also a lot of pressure from the company to make sure it was completed on time for a Christmas release. But most of the pressure came from the team itself as they truly wanted the game to be great, and they all worked very hard to make it so. Ultimately it all came together, we made our ship dates, and the game was a hit. So in that regard our collective hard work paid off. That?s why it was satisfying.\r\n\r\nSonic the Hedgehog 3 was originally one game that was later split into two parts (Sonic 3 and Sonic &amp; Knuckles). Sonic &amp; Knuckles introduced a number of elements that were not found in Sonic 3, such as the Super Emeralds, and the Lava Reef and Death Egg stages. Were these elements always intended to be included in the full Sonic 3 game??\r\n\r\nThe original Sonic 3 game was very aggressive in its scope. Massive really. So after getting started working on it, it was decided to split it in half, and spread the design across two games. This was good as there was no way all of it would fit in one game. The second game was developed later and the things you mention were introduced to add new, previously unseen game elements. I don?t remember if they were originally in the larger game plan from the beginning as new things were added all the time.\r\n\r\n\r\n[b:1335143496]?The design of the character Knuckles is a great source of fascination for Sonic fans. According to SoJ, the final Knuckles design was chosen from 10 possible designs. Could you tell us more about the rejected designs? Were the rejected designs re-used for any other Sonic games?? Also, there was a supposed Nike sponcership? Is this true??[/b:1335143496]\r\n\r\nThere were dozens and dozens of character designs created. All kinds of creatures. Some based on animals, or collections of animal parts. Some were completely made up and didn?t resemble anything you?ve ever seen. The artists had a great time with this and it was very creative. I don?t remember specifically if rejected designs became other creatures in the game, but it is very possible.\r\n\r\nI also don?t remember anything about a Nike deal.\r\n\r\n?Both Sonic 3 and Sonic &amp; Knuckles contain a hidden yellow 8th Chaos/Super Emerald. Was there, if you can remember any significance\r\nbehind this?\r\n\r\n?Only that the designers wanted to hide a lot of things to discover. Thats the fun part of the game anyway.\r\n\r\n[b:1335143496]?Was Yuji Naka responisble for all the programming of Sonic 3? A lot of techniques were improved and added that were never even possible in Sonic 2, which kinda makes the question: Did Naka get help just to finish Sonic 3 in time, or did he get help because his programming experience wasn?t high enough for yet another Sonic game??[/b:1335143496]\r\n\r\nNaka was the lead programmer, and the Project Lead. He did not do all the programming as there were several other talented programmers that worked on the game. But Naka was as good as they get, and nobody was brought in to help him because he wasn?t up to it. Naka was excellent.\r\n\r\n[b:1335143496]When Sonic 2 was released in America, a new logo was used for the SONIC text on the box art. This text saying ?SONIC? had yellow-orange outlined border with blue shiny letters. The O and C had a diagonal circle in the middle. This logo was later used to say ?SONIC SPINBALL?, ?SONIC CHAOS?, ?SONIC CD?, ?SONIC 3&#8243;, and then the last one used for ?SONIC &amp; KNUCKLES?.\r\nWe are all very interested how this logo was made, and by whom?/\r\nWe are also very interested in knowing what the font family name was, do you remember maybe?[b]\r\n.\r\n\r\nThere were many different artists that developed packaging art who worked outside of STI . In the beginning this was not tightly controlled. I remember that at one point there were several different versions of the same art (like ?title art?) and it became a problem. So SOA Marketing decided to produce a Sonic Style Guide (a book containing the official approved versions of all types and pieces of Sonic art) to be used by every Sega division and subcontractor. It took a long time to produce, and STI was only involved at the end to give final approval. The reason it took so long to produce was it required several tries to get STI?s approval. Unfortunately, I don?t know the names of the artists that did this development.\r\n\r\nThe second question involves stays in the same area:\r\nThe Sonic drawings on mostly all the American Genesis boxarts involving Sonic The Hedgehog were drawn in a special way. Who was this artist making this nicely shaded Sonic looking ?cool? all the time?\r\n[/b:1335143496]\r\nAgain, this was done outside of STI and I don?t know the name of the artist.\r\n\r\n[b:1335143496]The third question has to do with the Sonic &amp; Knuckles development. We just got videos of a MTV show recorded back in 1994, which were a very big Sonic &amp; Knuckles contest, probably sponsored by STI. In this show we can see you among other developers of a unknown Sonic game.\r\nWe can clearly see Kunitake Aoki working with a 3D wireframed program making the Sonic &amp; Knuckles title screen. He also draws the graphics for the 3D title screen in a Digitizer, I think. He is doing an amazing job we can tell. The rest of the gang, except Hirokazu Yasuhara and Howard Drossin, are no even credited in the Sonic &amp; Knuckles staff roll at the end.\r\nOne of these guys is Adrian Stephens.\r\n\r\nIn the MTV show, Adrian Stephens is credited as ?The Technical Director?. He is showing off in front of the camera by drawing math on a whiteboard while talking about how the Knuckles player?s physics work in the game. The math he is using is very confusing.\r\nFirst of all, I know Naka was behind the programming of the Sonic character?s physics. It?s part of the Sonic engine he made back in 1991. And the math used by Adrian Stephens can?t even be simulated on the Genesis hardware. This makes me wonder what Adrian Stephens really worked on at that time. He can?t take credits from Yuji Naka?s work.\r\nAdrian Stephens probably did a great job at what he was working on at that time. I just want to know what he was working on, and why he was credited in this show for being the Knuckles physics mind behing the game?\r\n[/b:1335143496]\r\nAdrian enjoyed playing jokes, and the physics math on the white board could have been something fake he threw up there just for fun (I dont remember for sure). But Adrian was also an excellent technical programmer, and he did indeed contribute to the physics code in the game. As Adrian was working in the capacity of Technical Director, he provided assistance to Naka, and helped him solve technical problems. In certain areas, he was a stronger technical designer than Naka. He even wrote some underlying code that was used in the game. Naka respected Adrian (who is a Brit) quite a bit, and he was happy to be able to use Adrian?s help.\r\n\r\n[b:1335143496]The fourth and last question:\r\nChris Senn was also credited in the Sonic &amp; Knuckles contest on MTV back in 1994, as Artist. He was never credited in the real Sonic &amp; Knuckles game. Also he was working on drawing a female Sonic character.\r\nAs the result of this, I believe that some of these people were not working on Sonic &amp; Knuckles at all since the game was already released. I think these people were working on a new Sonic title, possible Sonic Xtreme. That?s probably why Chris Senn?s character is not a Sonic &amp; Knuckles drawing, and Adrian Stephens math physics was ment to be.\r\nHave we got this right, or is there more to the story?[/b:1335143496]\r\n\r\nChris Senn was working developing character art in the Sonic team at the time the MTV show was made. It may have been that his art made it into the show, but his art did not make it into the final Sonic &amp; Knuckles game. It was not uncommon to have several STI artists take a crack at creating characters, but the ones that made it into a game were only a small percentage of what was created. But it was not all wasted ?When a new game would get started, we would bring out unused character art from previous games to use as inspiration for the new game.\r\n\r\nThank you Roger Hector for answering these questions. And for our research, most questions here have been brought to life by us from looking at this page:\r\nhttp://www.livejournal.com/community/sonicstuff/405178.html\r\n\r\nThanks for sending this. It was fun to see it again. [/b]'),(16,'0b9edc3bd5','Peter Morawiec Interview Logs','What games did you work on while at Sega Technical Institute?\r\n\r\nP: Sonic 2 (Bonus Stage design assistance), Sonic Spinball (Lead Design), Comix Zone (Lead Design), Sonic Saturn &amp; Sonic Pool (Saturn concepts/prototypes)\r\n\r\nWhich was your favourite project to work on?\r\n\r\nP: Spinball was my first full project, so it was super exciting, but it was also a title we had to get out in something like 9 months, so it showed.  ComixZone was a game I was extremely passionate about ? definitely my favourite project while at STI.\r\n\r\nWhat was your usual day like?\r\n\r\nP:  Long.  I was single and had no kids back then, so I was in no hurry to get home.  I loved the job and would stick around doing and learning stuff.  The Sonic Team guys were notorious for working ridiculously long hours (some of them slept on the floor in their cubes) and I enjoyed venturing over to their area to see what they had going on ? some of those guys were just amazing artists, just drawing these great designs non-stop.  As for diversions, a few times a week I?d go play b?ball with Chris Senn and every Friday night a number of us would carpool to North Beach in San Francisco (Little Italy) for food, beers and to hang out; it became part of our routine for solid 2-3 years.\r\n\r\nWhat are your general recollections of the time at STI? Any interesting events, etc\r\n\r\nP:  I joined in early 1992, when Mark Cerny was in charge.  I was very green but I was thrilled to be a part of the industry and working with some of Sega guys from Japan.  STI was very experimental back then with many cool and wacky game concepts in the works.  This was a time when the Genesis was starting to seriously take off and SEGA was beginning to grow, so there was a lot of excitement around the company ? I would always look forward to the SoA employee meetings to see what cool new titles or hardware were in the works.  Initially, there was a lot of camaraderie and co-mingling with the Japanese team, but it didn?t last and soon they were moved off to a separate room.  By 1995 most of the Sonic Team were back in Japan (working on Nights) and STI became pretty corporate and political.  But it was definitely good times!\r\n\r\nWere either of you involved in the cancelled Sonic X-treme? It?s of big importance to us to find out as much as we can about this, so if you were, would you mind us asking some more questions about it in a further email?\r\n\r\nP:  Sonic X-treme was Chris Senn?s and Ofer Alon?s baby, started while Adrian and I were still working on Comix Zone.  After that, we struck a deal with Sega to let us set up a satellite office in LA (STI Burbank) to work on next-gen Saturn tech/concepts, but those were unrelated to X-treme.\r\n\r\nAgain on X-treme, recently, there was an auction for a demo of the game, what we suspect to be the very last version of the game, after the NiGHTS engine and the fisheye camera, can you shed any light on this? Pictures can be seen here: http://www.lostlevels.org/stuff/xtremepics/\r\n\r\nP:  Gee, I don?t really recognize these screenshots.  Chris Senn is your best bet here.  I do remember a very cool level editor Ofer was developing for the game on a Mac, but that?s about it.  I do know that there was some serious anxiety about X-treme toward the end and some other programmer within STI hacked together some quick demos to appease the execs; perhaps this is one of those builds?    \r\n\r\nDo you have anything left you would be willing to share with us?\r\n\r\nP:  I dug up some concept artwork from the Sonic Saturn projects Adrian and I worked on at STI Burbank (see attached).\r\n\r\nWhat?s the deal with the text entries in the April ?95 beta ROM header which read ?JOE PENCIL IN THE COMIX ZONE? and ?JEAN CLAUDE CRAYON DANS LE COMIX ZONE?? Were either of these ever seriously put down as the name for the lead character (Sketch Turn) or just put in as a joke?\r\n\r\nP:  The original concept had the main hero as a scrawny artist dude by the name of Joe Pencil, but we ultimately changed him to be a tough Gen-Xer; the marketing people came up with the name Sketch Turner much later in development.  So, the first header must be some legacy text.  The second string, I think it was Adrian?s own localization, you know, placeholder text.  Obviously, he replaced them for the final release.\r\n\r\nWhy was the music in the beta logo + title sequences completely changed round in the final?\r\nP:  It must?ve been Howard Drossin (our in-house sound/music composer) swapping in the final theme at the last minute.  I recall that we were going for a really grungy sound for the game and it took a good effort on Howard?s part to achieve it on the Genesis sound chip.\r\n\r\n How come the ?SLAM!? popup graphic (appears when you knock an enemy back against a wall) and the wall + ceiling-climbing Crawlers never made the final version?\r\nP:  Don?t remember.  We probably needed to get some memory back for stability reasons.\r\n\r\nIn the last panel of Episode 3, when you fight Mortus, he sounds like a posh upper-class guy with comments like ?Tally Ho!?, ?Queensbury Rules??, ?I say, steady on!? etc. - whose idea were they, and how come they got cut?\r\nP:  I bet these were Howard?s placeholder sounds.  Adrian and Dean Lester (our producer) are both Brits, and Howard loved poking fun at them, really at everybody.  These sounds definitely had nothing to do with the Mortus character.\r\n\r\nWere there ever going to be any other characters helping Sketch out, apart from Alissa? I ask this because in the first episode of the beta, she tells Sketch that ?We have been expecting you?, implying that she has accomplices.\r\nP:  I think she was speaking on behalf of the ?empire? or something like that.  She was the only (human) sidekick planned, but of course, Sketch also had his interactive pet rat.\r\n\r\nThe final ending sequence, in a way, seems to hint at a sequel (quote: ?And they all lived happily together, until??) - was one ever planned?\r\n\r\nP:  There were no concrete plans at that time, but we left it open for that possibility.  I even made some quick prelim storyboards for how the Comix Zone concept could work in 3D on the Saturn (see attached), but ultimately Sega wanted us to work on a Sonic property next.\r\n\r\n \r\n\r\nSonic X-treme was for the 32X Genesis add-on (at least initially).  That project was started at STI in early 1994 (I think).\r\n\r\n \r\n\r\nSonic Saturn (or Sonic3D) was a different project, which Adrian and I started at STI Burbank in early 1996.  It was supposed to be a 3D Sonic game for the Saturn ? those concept images I sent you previously are from that game.  Adrian had a very nifty and fast spherical renderer going on for it, for things like bodies and heads.  This game was going for a more realistic rendition of Sonic?s world, but Naka didn?t like it so the project was axed.  (Ironically, the subsequent Sonic game for the Dreamcast was much more realistic).  Following that, there was a slight chance of salvaging our tech and assets to create a bonus game for the Travelers Tales developed Sonic 3D Blast, although we will never know just how seriously this was ever considered.  Nonetheless, we quickly whipped out a prototype, which we called Sonic Pool, but it never went past that.\r\n\r\n \r\n\r\n-P.\r\n\r\nThese attached Pics are now available here: http://xtreme.projectsonic.com/Index.php?dir=PeterStuff%2F\r\n\r\nnote the tiffs and PNGs are the same, tiff was the original format.'),(17,'4a6baa654e','Adrian Stephens Interview Logs','How was it to work with Yuji Naka personally? How did both of you handle new challenges? Something specially you remember and can tell us?\r\n\r\nWhen I was originally offered a job at STI, I asked to speak with Naka - I wanted to get a sense of how the Sonic games were made. This made the manager a little nervous, but he introduced us anyway. It was clear that he spoke very little English, and that the Sonic Team were a very isolated, seperate entity from the rest of STI. I *was* told that he liked the Genesis 3D demo I had put together before joining, but otherwise I rarely interacted with him.\r\n\r\n\r\n2. Do you know Motorola 68000 assembler? Did you help programming stuff for Sonic &amp; Knuckles, and if so, what did you do? We like to hear specific details on your work.\r\n\r\nI know (or knew) 68000 assembler very well. I had previously worked on Atari ST and Amigas, which used the same chip. I did not work on Sonic and Knuckles.\r\n\r\n\r\n3. You were not credited in Sonic 3, or Sonic &amp; Knuckles. The staff roll at the end of the games did not include your name. How does that feel?\r\n\r\nSince I didn?t work on them, I think that not including my name was justified!\r\n\r\nRoger Hector told us that you were sometimes ?a stronger technical designer than Naka?. I (the interviewer) have followed how Sonic has developed from Sonic 1 (year 1991) up to Sonic &amp; Knuckles (year 1994), and I can find stuff in Sonic &amp; Knuckles that was groundbreaking and at a higher math level than the previous games, such as the scorpion robot?s attacking tail when aiming at Sonic, and a floating boss device that uses a shield to prevent attacks from Sonic, that will always be in the way no matter what angle Sonic comes from. I believe you must have been involved in those math routines since they are new stuff never used by Naka before. If you remember anything specific, please tell us!\r\n\r\nIt?s lucky for Roger that Naka doesn?t read English then! Sadly though, despite my brilliance, I cannot claim any credit for any math routines in any Sonic games. He certainly wasn?t the only programmer on the games - maybe a new guy (from Japan) came up with those?\r\n\r\nHm?thats really strange?..I swear that it mentioned you in the Sonic and Knuckles Rock the Rock MTV special..lemme look again?\r\n\r\nYes! You were in there, explaining some Knuckles running mechanics?\r\n\r\nMTV needed someone who was technical and could speak English, and they found me!\r\n\r\nI wasn?t completely bull-shitting - I really had been talking about that stuff to a programmer when the MTV people came in. They just asked me to do it for the camera. Did I actually mention Knuckles by name?\r\n\r\nYea you did, hehe, thanks for all the help!'),(18,'186a1ad188','List of developers','People we need to contact.\r\n\r\n\r\n[b:186a1ad188]Sonic 1[/b:186a1ad188]\r\n\r\n[u:186a1ad188]Game Plan[/u:186a1ad188] - Hirokazu Yasuhara (Carol Yas)\r\n[u:186a1ad188]Program[/u:186a1ad188] - Yuji Naka (YU2)\r\n[u:186a1ad188]Character Design[/u:186a1ad188] - Naoto Ohshima (Bigisland)\r\n[u:186a1ad188]Design[/u:186a1ad188] - Jinya Itoh, Rieko Kodama\r\n[u:186a1ad188]Sound Produce[/u:186a1ad188] - Masato Nakamura\r\n[u:186a1ad188]Sound Program[/u:186a1ad188] - Jimita, Macky \r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Papa, Fujio Minegishi\r\n\r\n\r\n[b:186a1ad188]Sonic 2[/b:186a1ad188]\r\n\r\n[u:186a1ad188]Executive Producer[/u:186a1ad188] - Hayao Nakayama\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Shinobu Toyoda\r\n[u:186a1ad188]Director[/u:186a1ad188] - Masaharu Yoshii\r\n[u:186a1ad188]Chief Programmer[/u:186a1ad188] - Yuji Naka (YU2)\r\n[u:186a1ad188]Game Planner[/u:186a1ad188] - Hirokazu Yasuhara (Carol Yas)\r\n[u:186a1ad188]Character Design[/u:186a1ad188] - Judy Totoya (Judy Totoya)\r\n[u:186a1ad188]Chief Artist[/u:186a1ad188] - Judy Totoya (Judy Totoya)\r\n[u:186a1ad188]Assistant Programmers[/u:186a1ad188] - Bill Willis, Masanobu Yamamoto\r\n[u:186a1ad188]Object Placement[/u:186a1ad188] - Takahiro Anto, Yutaka Sugano, Hirokazu Yasuhara\r\n[u:186a1ad188]Special Stage Object Placement[/u:186a1ad188] - Yutaka Sugano\r\n[u:186a1ad188]Zone Artists[/u:186a1ad188] - Jina Ishiwatari, Tom Payne, Rieko Kodama, Brenda Ross, Craig Stitt, Judy Totoya\r\n[u:186a1ad188]Special Stage Art and CG[/u:186a1ad188] - Peter Morawiec, Timothy Skelly\r\n[u:186a1ad188]Music Composer[/u:186a1ad188] - Masato Nakamura (Dreams Come True)\r\n[u:186a1ad188]Sound Programmer[/u:186a1ad188] - Tomoyuki Shimada\r\n[u:186a1ad188]Sound Assistants[/u:186a1ad188] - Jimita, Macky, Milpo, Ozy, N. Gee, S. O, Izuho Takeuchi\r\n[u:186a1ad188]Project Assistants[/u:186a1ad188] - Takahiro Hamano, Syuichi Katagi, Yoshiki Ooka, Steve Woita\r\n[u:186a1ad188]Game Manual[/u:186a1ad188] - Carol Ann Hanshaw, Youichi Takahashi\r\n[u:186a1ad188]Executive Supporters[/u:186a1ad188] - Thomas Kalinski, Fujio Minegishi, Daizaburou Sakurai, Hisashi Suzuki, Takaharu Utsunomiya\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Kunitake Aoki, Tsuneko Aoki, Cindy Claveran, Masaaki Kawamura, Broderick Macaraeg, Deborah McCracken, Locky P, Daisuke Saito, France Tantiado, Tatsuo Yamada\r\n\r\n\r\n[b:186a1ad188]Sonic 3[/b:186a1ad188]\r\n\r\n[u:186a1ad188]Executive Producer[/u:186a1ad188] - Hayao Nakayama\r\n[u:186a1ad188]Project Manager - Hisashi Suzuki, Shinobu Toyoda, Masaharu Yoshii, Roger Hector\r\n[u]Producer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Director[/u:186a1ad188] - Hirokazu Yasuhara\r\n[u:186a1ad188]Lead Game Designer[/u:186a1ad188] - Hirokazu Yasuhara\r\n[u:186a1ad188]Senior Game Designers[/u:186a1ad188] - Hisayoshi Yoshida, Takashi Iizuka, Takahiro Hamano\r\n[u:186a1ad188]Lead Programmer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Senior Programmers[/u:186a1ad188] - Hiroshi Nikaidoh, Masanobu Yamamoto\r\n[u:186a1ad188]Character Designer[/u:186a1ad188] - Takashi Thomas Yuda\r\n[u:186a1ad188]CG Artist[/u:186a1ad188] - Kunitake Aoki\r\n[u:186a1ad188]Animator[/u:186a1ad188] - Takashi Thomas Yuda\r\n[u:186a1ad188]Enemy Artist[/u:186a1ad188] - Satoshi Yokokawa\r\n[u:186a1ad188]Scene Artists[/u:186a1ad188] - Kunitake Aoki, Chie Yoshida, Tsuneko Aoki, Shigeru Okada, Takashi Thomas Yuda, Satoshi Yokokawa\r\n[u:186a1ad188]Art Assistant[/u:186a1ad188] - Osamu Ohashi\r\n[u:186a1ad188]Music Composers[/u:186a1ad188] - Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, Scirocco \r\n[u:186a1ad188]Sega Sound Team[/u:186a1ad188] - Tokuhiko Uwabo, Sachio Ogawa, Milpo, Masaru Setsumaru, Tatsuyuki Maeda, Tomonori Sawada, Masayuki Nagao, Jun Senoue\r\n[u:186a1ad188]Sound Project Coordinator[/u:186a1ad188] - Hisaki Nimiya\r\n[u:186a1ad188]Marketing[/u:186a1ad188] - Pamela Kelly\r\n[u:186a1ad188]Executive Management[/u:186a1ad188] - Shoichiro Irimajiri, Thomas Kalinski, Mamoru Shigeta, Tomio Takami, Diane A. Fornasier, Roger Hector, Takaharu Utsunomiya, Hayao Nakayama, Paul Rioux\r\n[u:186a1ad188]Sound Special Thanks[/u:186a1ad188] - Mayumi Nina Sakazaki (MRM), Cube Corp., Opus Corp., Masanori Nakayama (Studio Who), Howard Drossin\r\n[u:186a1ad188]Promotions Director[/u:186a1ad188] - Thomas J. Abramson\r\n[u:186a1ad188]Product Manager[/u:186a1ad188] - Pamela Kelly\r\n[u:186a1ad188]Screen Shots[/u:186a1ad188] - Clint Dyer, Nemer Velasquez\r\n[u:186a1ad188]Test Manager[/u:186a1ad188] - Stephen Patterson\r\n[u:186a1ad188]Lead Testers[/u:186a1ad188] - Jason Kuo, Blair Bullock, Michael Baldwin, Dermot Lyons\r\n[u:186a1ad188]Testers[/u:186a1ad188] - Greg Becksted, Julio Martinez, Andrew Podesta, Vy Nong, Keith Higashihara, Chris Pepper, Mark Lindstrom, Tony Lynch, Stephen Bourdet, Joanna Pataki, Maria Tuzzo, Crisi Albertson, Janine Cook, Bill Person, Christine M. Watson, Michael A. Williams, Heather Meigs, Vasily Lewis, David Wood, Mark Subotnick, Dan Jung, Loran Pudinski, Siegie Stangenberg, Simon Lu, Mark Paniagua, Michael Bench, Ivan Foong, Conan Tigard, Timothy Spengler, Rick Greer, Ari Warner, Tony Hursh, Lancelot Nelson, Richard Wong, Daniel Dunn, Matthew Rosaaen, Matt Underwood\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Deborah McCracken, Emi Kawamura, Jina Ishiwatari, Dominique Adevereaux\r\n[u:186a1ad188]Manual[/u:186a1ad188] - Jason R. Rich\r\n[u:186a1ad188]Executive In Charge[/u:186a1ad188] - Hisashi Suzuki, Shinobu Toyoda, Roger Hector\r\n\r\n\r\n[b:186a1ad188]Sonic &amp; Knuckles[/b:186a1ad188]\r\n\r\n[u:186a1ad188]Executive Producer[/u:186a1ad188] - Hayao Nakayama\r\n[u:186a1ad188]Project Managers[/u:186a1ad188] - Hisashi Suzuki, Shinobu Toyoda, Masaharu Yoshii, Roger Hector\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Director[/u:186a1ad188] - Hirokazu Yasuhara\r\n[u:186a1ad188]Lead Game Designer[/u:186a1ad188] - Hirokazu Yasuhara\r\n[u:186a1ad188]Senior Game Designers[/u:186a1ad188] - Hisayoshi Yoshida, Takashi Iizuka\r\n[u:186a1ad188]Lead Programmer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Senior Programmers[/u:186a1ad188] - Takahiro Hamano, Masanobu Yamamoto\r\n[u:186a1ad188]Character Designer[/u:186a1ad188] - Takashi Thomas Yuda\r\n[u:186a1ad188]C. G. Artist[/u:186a1ad188] - Kunitake Aoki\r\n[u:186a1ad188]Animator[/u:186a1ad188] - Takashi Thomas Yuda\r\n[u:186a1ad188]Enemy Artist[/u:186a1ad188] - Satoshi Yokokawa\r\n[u:186a1ad188][u]Scene Artists[/u:186a1ad188] - Kunitake Aoki, Chie Yoshida, Tsuneko Aoki, Shigeru Okada, Takashi Thomas Yuda, Satoshi Yokokawa\r\n[u:186a1ad188]Art Assistant[/u:186a1ad188] - Osamu Ohashi\r\n[u:186a1ad188]Music Composers[/u:186a1ad188] - Howard Drossin\r\n[u:186a1ad188]Sega Sound Team[/u:186a1ad188] - Tokuhiko Uwabo, Sachio Ogawa, Milpo , Masaru Setsumaru, Tatsuyuki Maeda, Tomonori Sawada, Masayuki Nagao, Jun Senoue\r\n[u:186a1ad188]Sound Project Coordinator[/u:186a1ad188] - Hisaki Nimiya\r\n[u:186a1ad188]Executive Management[/u:186a1ad188] - Shoichiro Irimajiri, Thomas Kalinski, Paul Rioux\r\n[u:186a1ad188]Product Manager[/u:186a1ad188] - Pamela Kelly\r\n[u:186a1ad188]Executive Coordinator[/u:186a1ad188] - Mamoru Shigeta, Tomio Takami, Diane A. Fornasier, Roger Hector, Takaharu Utsunomiya\r\n[u:186a1ad188]Lead Game Tester[/u:186a1ad188] - Jason Kuo\r\n[u:186a1ad188]Assistant Lead Testers[/u:186a1ad188] - Rick Greer, Michael A. Williams\r\n[u:186a1ad188]Testers[/u:186a1ad188] - Greg Becksted, Joe Cain, Aaron Hommes, Robert Lee, Christopher Lucich, Timothy Spengler, Mark Subotnick, Conan Tigard, Maria Tuzzo, Fernando Valderrama, Alex Villagran, Greg Watkins, David Wood, Jon Apour, Michael Baldwin, Janine Cook, Ben Cureton, Lancelot Nelson, Bill Person, Daniel Wong, Kirby Fong\r\n[u:186a1ad188]Sound Special Thanks[/u:186a1ad188] - Cube Corp., Opus Corp., Masanori Nakayama (Studio Who)\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Jina Ishiwatari, Emi Kawamura, Deborah McCracken, Taku Makino, Hayao Nakayama, Shoichiro Irimajiri, Thomas Kalinski, Paul Rioux, Mamoru Shigeta, Tomio Takami, Takaharu Utsunomiya (\'Utsy\'), Christine Bertoglio, Clint Dyer, Masaaki Kawamura, Sue Ortlip, Elaine Starling, Jennifer Titchener, Michael A. Williams\r\n[u:186a1ad188]Marketing Director[/u:186a1ad188] - Diane A. Fornasier\r\n[u:186a1ad188]Promotions Director[/u:186a1ad188] - Thomas J. Abramson\r\n[u:186a1ad188]Marketing Assistant[/u:186a1ad188] - Lisa Best Wilson\r\n[u:186a1ad188]Marketing Screen Shots[/u:186a1ad188] - Clint Dyer, Michael A. Williams\r\n[u:186a1ad188]Manual[/u:186a1ad188] - Neil Hanshaw, Carol Ann Hanshaw\r\n[u:186a1ad188]Manual Screen Shots[/u:186a1ad188] - Neil Hanshaw\r\n\r\n\r\n[b:186a1ad188]Sonic Spinball[/b:186a1ad188]\r\n\r\n[u:186a1ad188]Programming[/u:186a1ad188] - Polygames, Scott Chandler (STI), Jason Plumb (STI), Ken Rose (STI), Dave Sanner (STI), Earl Stratton (STI), Steve Woita (STI)\r\n[u:186a1ad188]Game Design[/u:186a1ad188] - Peter Morawiec, Hoyt Ng\r\n[u:186a1ad188]Art[/u:186a1ad188] - Tom Payne, Kurt Peterson, Brenda Ross, Katsuhiko Sato, Craig Stitt\r\n[u:186a1ad188]Sound and Music Effects[/u:186a1ad188] - Barry Blum (Sega Multi-Media Stuio), Brian Coburn (Sega Multi-Media Stuio), Howard Drossin (STI), OUI Multimedia\r\n[u:186a1ad188]Director of STI[/u:186a1ad188] - Roger Hector\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Yutaka Sugano\r\n[u:186a1ad188]Art Director[/u:186a1ad188] - John Duggan\r\n[u:186a1ad188]Marketing Product Manager[/u:186a1ad188] - France Tantiado\r\n[u:186a1ad188]Lead Testers[/u:186a1ad188] - Joe Cain, Wesley Gittens\r\n[u:186a1ad188]Testers[/u:186a1ad188] - Michael Bench, Stephen Bourdet, Daniel Dunn, David Forster, Rick Greer, Casey Grimm, Jason Kuo, Simon Lu, Dermot Lyons, Bill Person, Kimberly Rogers, Kirk Rogers\r\n[u:186a1ad188]Manual[/u:186a1ad188] - Neil Hanshaw, Carol Ann Hanshaw\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Thomas J. Abramson, Alan Ackerman, Dominique Adevereaux, Justin R. Chin, Diane A. Fornasier, David Javelosa, Deborah McCracken, Patrick Meehan, Bert Mauricio, Stephen Patterson, Noel Pulido\r\n\r\n\r\n[b:186a1ad188]Sonic CD[/b:186a1ad188]\r\n[u:186a1ad188]Executive Producer[/u:186a1ad188] - Hayao Nakayama\r\n[u:186a1ad188]Produced by[/u:186a1ad188] - Minoru Kanari, Makoto Oshitani\r\n[u:186a1ad188]Director[/u:186a1ad188] - Naoto Ohshima (Bigisland)\r\n[u:186a1ad188]Program Director[/u:186a1ad188] - Keiichi Yamamoto\r\n[u:186a1ad188]Art Director[/u:186a1ad188] - Hiroyuki Kawaguchi\r\n[u:186a1ad188]Sound Director[/u:186a1ad188] - Yukifumi Makino\r\n[u:186a1ad188]Game Designers[/u:186a1ad188] - Hiroaki Chino (TINON), Kenichi Ono (AX), Yuichiro Yokoyama, Takao Miyoshi, Akira Noshino\r\n[u:186a1ad188]Character Designer[/u:186a1ad188] - Kazuyuki Hoshino\r\n[u:186a1ad188]Landscape Designers[/u:186a1ad188] - Hiroyuki Kawaguchi (HIRO.K), Takumi Miyake, Masahiro Sanpei, Masato Nishimura, Hideaki Kurata\r\n[u:186a1ad188]Special Stage Designers[/u:186a1ad188] - Kazuyuki Hoshino, Judy Totoya\r\n[u:186a1ad188]Special Stage Programmer[/u:186a1ad188] - Keiichi Yamamoto\r\n[u:186a1ad188]Animation Programmers[/u:186a1ad188] - Yuichiro Mine (PROTO.2), Eiji Horita\r\n[u:186a1ad188]Animation Visual Directors[/u:186a1ad188] - Hiroyuki Kawaguchi (HIRO.K), Masahiro Sanpei\r\n[u:186a1ad188]Visual Design[/u:186a1ad188] - Kazuyuki Hoshino, Takumi Miyake\r\n[u:186a1ad188]Chief Programmer[/u:186a1ad188] - Matsuhide Mizoguchi\r\n[u:186a1ad188]Programmers[/u:186a1ad188] - Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh (HIC), Noritaka Yakita (HIC)\r\n\r\n[u:186a1ad188]Animation Staff[/u:186a1ad188]\r\n[u:186a1ad188]Producers[/u:186a1ad188] - Yasuo Yamaguchi, Mutsumi Kido\r\n[u:186a1ad188]Chief Key Animator[/u:186a1ad188] - Hisashi Eguchi (Studio Junio)\r\n[u:186a1ad188]Key Animators[/u:186a1ad188] - Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara\r\n[u:186a1ad188]Art Director[/u:186a1ad188] - Shinzou Yuki\r\n[u:186a1ad188]Camera Director[/u:186a1ad188] - Masaru Banzai\r\n[u:186a1ad188]Assistant Production Manager[/u:186a1ad188] - Kouichi Hirose\r\n[u:186a1ad188]Director[/u:186a1ad188] - Yukio Kaizawa, Ryo Watabe (Being Co. Ltd.)\r\n[u:186a1ad188]In Cooperation With[/u:186a1ad188] - Studio Junio\r\n\r\n\r\n[b:186a1ad188]Knuckles Chaotix[/b:186a1ad188]\r\n[u:186a1ad188]Executive Producer[/u:186a1ad188] - Mamoru Shigeta\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Hiroshi Aso, Makoto Oshitani, Mike Larsen\r\n[u:186a1ad188][u]Director[/u:186a1ad188] - Masahide Kobayashi, Atsuhiko Nakamura, Naohisa Nakazawa\r\n[u:186a1ad188]Team Leader[/u:186a1ad188] - Hiroshi Fukutsu (Guest)\r\n[u:186a1ad188]Assistant Producer[/u:186a1ad188] - Bill Person\r\n[u:186a1ad188]Game Designer[/u:186a1ad188] - Hiroshi Fukutsu (Guest), Keisuke Miura, Kenichi Ono\r\n[u:186a1ad188]Map Design[/u:186a1ad188] - Hiroshi Fukutsu (Guest), Keisuke Miura, Kenichi Ono, Hideki Anbo, Masato Nishimura, Katsunori Murakami\r\n[u:186a1ad188]Text Coordinator[/u:186a1ad188] - Ryoichi Hasegawa\r\n[u:186a1ad188]Product Manager[/u:186a1ad188] - Ami Matsumura-Blaire\r\n[u:186a1ad188]Chief Graphic Designer[/u:186a1ad188] - Takumi Miyake\r\n[u:186a1ad188]Attraction Designer[/u:186a1ad188] - Takumi Miyake, Jina Ishiwatari, Sei Akaiwa, Masumi Uchida, Masamichi Harada, Tohru Watanuki, Akira Yamaguchi, Saori Wada, Tsutomu Nakatsugawa\r\n[u:186a1ad188]Original Character Concept[/u:186a1ad188] - Naoto Ohshima, Takashi Thomas Yuda, Manabu Kusunoki, Kazuyoshi Hoshino, Takumi Miyake, Yasufumi Soejima\r\n[u:186a1ad188]Character Designer[/u:186a1ad188] - Ryo Kudou, Takumi Miyake, Jina Ishiwatari, Kazuyoshi Hoshino, Yasufumi Soejima\r\n[u:186a1ad188]Enemy Designer[/u:186a1ad188] - Takumi Miyake, Ryo Kudou, Kazuyoshi Hoshino\r\n[u:186a1ad188]Boss Designer[/u:186a1ad188] - Ryo Kudou, Takumi Miyake\r\n[u:186a1ad188]Chief Programmer[/u:186a1ad188] - Hiroshi Okamoto, Toshiaki Yajima\r\n[u:186a1ad188]68K Programmer[/u:186a1ad188] - Toshiaki Yajima\r\n[u:186a1ad188]SH2 Programmer[/u:186a1ad188] - Tatsuo Yamajiri\r\n[u:186a1ad188]Scroll Programmer[/u:186a1ad188] - Kenji Kawai\r\n[u:186a1ad188]Object Programmer[/u:186a1ad188] - Chikahiro Yoshida, Syuji Takahashi\r\n[u:186a1ad188]Boss Programmer[/u:186a1ad188] - Hiroshi Okamoto\r\n[u:186a1ad188]Map Tool Programmer[/u:186a1ad188] - Arata Hanashima\r\n[u:186a1ad188]Sound Direction[/u:186a1ad188] - Tatsuya Kouzaki\r\n[u:186a1ad188]Sound Programmer[/u:186a1ad188] - Atsumu Miyazawa, Yoshiaki Kashima\r\n[u:186a1ad188]Composer[/u:186a1ad188] - Junko Shiratsu, Mariko Nanba\r\n[u:186a1ad188]Sound Effects[/u:186a1ad188] - Junko Shiratsu\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - James Spahn, Yukifumi Makino, Naofumi Hataya, Jun Senoue, Yuichiro Yokoyama, Yuichiro Konno, Jill Alexander\r\n\r\n\r\n[b:186a1ad188]Ristar[/b:186a1ad188]\r\n[u:186a1ad188]Game Planners[/u:186a1ad188] - Akira Nishino, Takeshi Niimura\r\n[u:186a1ad188]Chief Designer[/u:186a1ad188] - Takumi Miyake\r\n[u:186a1ad188]Characters designer[/u:186a1ad188] - Yuji Uekawa\r\n[u:186a1ad188]Planet Designers[/u:186a1ad188] - Koki Mogi, Kazuyuki Iwasawa, Mikiharu Ooiwa\r\n[u:186a1ad188]Character Voice[/u:186a1ad188] - Eriko Hanada\r\n[u:186a1ad188]Music Composer[/u:186a1ad188] - Tomoko Sasaki\r\n[u:186a1ad188]Sound Programmers[/u:186a1ad188] - Hiroshi Kubota, Junya Kozakai\r\n[u:186a1ad188]Boss Programmer[/u:186a1ad188] - Hiromasa Kaneko\r\n[u:186a1ad188]Player Programmer[/u:186a1ad188] - Shigeru Yoshida\r\n[u:186a1ad188]Effect Programmer[/u:186a1ad188] - Takuya Matsumoto\r\n[u:186a1ad188]Enemy Programmer[/u:186a1ad188] - Atsuhiko Nakamura\r\n[u:186a1ad188]Art Director[/u:186a1ad188] - Yukio Sato\r\n[u:186a1ad188]Manual Director[/u:186a1ad188] - Hiroyuki Mitsui\r\n[u:186a1ad188]Manual designer[/u:186a1ad188] - Yukiko Yahagi\r\n[u:186a1ad188]Manual Writer[/u:186a1ad188] - Chieko Nakamura\r\n[u:186a1ad188]Test Players[/u:186a1ad188] - Norihiro Sekine, Haruyuki Hashimoto, Hideki Yokaichiya\r\n[u:186a1ad188]Special Thanks To[/u:186a1ad188] - Osamu Hori, Kenji Morita, Naofumi Hataya, Masashi Ogata, Naoko Hamada, Toshiko Arisaka, Rica Terajima, Ryoichi Hasegawa\r\n[u:186a1ad188]Producers[/u:186a1ad188] - Hiroshi Aso, Makoto Oshitani, Yoji Ishii, Minoru Kanari\r\n\r\n[u:186a1ad188]SOA[/u:186a1ad188]\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Rhonda Van\r\n[u:186a1ad188]Assistant Producer[/u:186a1ad188] - Erik Wahlberg\r\n[u:186a1ad188]Marketing Product Manager[/u:186a1ad188] - Pamela Kelly\r\n[u:186a1ad188]Lead Tester[/u:186a1ad188] - Marc Dawson\r\n[u:186a1ad188]Assistant Lead Tester[/u:186a1ad188] - Lancelot Nelson\r\n\r\n\r\n[b:186a1ad188]Sonic 3D[/b:186a1ad188]\r\n\r\n[u:186a1ad188]Program Design and Implementation[/u:186a1ad188] - Jon Burton (Traveller\'s Tales)\r\n[u:186a1ad188]Head Artist[/u:186a1ad188] - James Cunliffe (Traveller\'s Tales)\r\n[u:186a1ad188]Head Designer[/u:186a1ad188] - Takao Miyoshi (SEGA)\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Kats Sato (SEGA)\r\n[u:186a1ad188]Senior Producer[/u:186a1ad188] - Yutaka Sugano (SEGA)\r\n\r\n[u:186a1ad188]Traveller\'s Tales[/u:186a1ad188]\r\n[u:186a1ad188]Programmer[/u:186a1ad188] - Jon Burton\r\n[u:186a1ad188]Background Artist[/u:186a1ad188] - James Cunliffe\r\n[u:186a1ad188]3D Models and Animation[/u:186a1ad188] - James Cunliffe, Neil Allen, David Burton, William Thompson, Jon Rashid\r\n[u:186a1ad188]Sonic Animation[/u:186a1ad188] - David Burton\r\n[u:186a1ad188]Bonus Game Implementation[/u:186a1ad188] - David Dootson\r\n[u:186a1ad188]Additional Programs[/u:186a1ad188] - David Dootson, Gary Vine, Neil Harding\r\n[u:186a1ad188]Project Management[/u:186a1ad188] - Jon Burton\r\n[u:186a1ad188]Production Support[/u:186a1ad188] - Karen Roberts\r\n[u:186a1ad188]Moral Support[/u:186a1ad188] - Helen Musk\r\n\r\n[u:186a1ad188]SEGA (SOJ, SOA, SOE)[/u:186a1ad188]\r\n[u:186a1ad188]Game Concept Design (SOJ)[/u:186a1ad188] - Kats Sato, Takao Miyoshi, Kenichi Ono, Takashi Iizuka\r\n[u:186a1ad188]Playfield Design (SOJ)[/u:186a1ad188] - Takao Miyoshi, Hirokazu Yasuhara\r\n[u:186a1ad188]3D Modeling (SOJ)[/u:186a1ad188] - Toshiyuki Mukaiyama\r\n[u:186a1ad188]Music and Sound Effects (SOJ)[/u:186a1ad188] - Tatsuyuki Maeda, Jun Senoue, Masaru Setsumaru, Seiroh Okamoto\r\n[u:186a1ad188]Document Translations (SOA)[/u:186a1ad188] - Osamu Shibamiya\r\n[u:186a1ad188]Lead Tester (SOE)[/u:186a1ad188] - Jason Cumberbatch\r\n[u:186a1ad188]Assistant Lead Testers (SOE)[/u:186a1ad188] - John Murphy, Dave Thompson\r\n[u:186a1ad188]Lead Tester (SOA)[/u:186a1ad188] - Nicole Tatem\r\n[u:186a1ad188]Assistant Lead Testers (SOA)[/u:186a1ad188] - Ian McGuiness, Fernando Valderrama, Michael McCollum, Jason Bartholomew\r\n[u:186a1ad188]Technical Support (SOE)[/u:186a1ad188] - Colin Carter\r\n[u:186a1ad188]Marketing (SOE)[/u:186a1ad188] - Andy Lee, Jo Bladen, Mark Maslowicz\r\n[u:186a1ad188]Marketing (SOA)[/u:186a1ad188] - Chrissie Huneke-Kremer, Eric Dunstan, Kristin McCloskey, Mark Subotnick\r\n[u:186a1ad188]Advisors (SOJ)[/u:186a1ad188] - Yuji Naka, Naoto Oshima\r\n[u:186a1ad188]Producers (SOJ)[/u:186a1ad188] - Yoji Ishii, Yutaka Sugano\r\n[u:186a1ad188]Producers (SOE)[/u:186a1ad188] - Kazutoshi Miyake, Kats Sato\r\n[u:186a1ad188]Producers (SOA)[/u:186a1ad188] - Manny Granillo, Mike Wallis\r\n[u:186a1ad188]Executive Producer[/u:186a1ad188] - Shoichiro Irimajiri\r\n\r\n\r\n[b:186a1ad188]Sonic R[/b:186a1ad188]\r\n\r\n[u:186a1ad188]Program Design &amp; Implementation[/u:186a1ad188] - Jon Burton (Traveller\'s Tales)\r\n[u:186a1ad188]Head Artist[/u:186a1ad188] - James Cunliffe (Traveller\'s Tales)\r\n[u:186a1ad188]Lead Artist[/u:186a1ad188] - David Burton (Traveller\'s Tales)\r\n[u:186a1ad188]Game Design Director[/u:186a1ad188] - Takashi Iizuka (SOJ)\r\n[u:186a1ad188]Map Design Director[/u:186a1ad188] - Hirokazu Yasuhara (SOA)\r\n[u:186a1ad188]Additional Artwork[/u:186a1ad188] - Kazuyuki Hoshino (SOJ)\r\n[u:186a1ad188]Additional Artwork &amp; Visual Advisor[/u:186a1ad188] - Shigeru Okada (SOE)\r\n[u:186a1ad188]Character Designer[/u:186a1ad188] - Yuji Uekawa (SOJ)\r\n[u:186a1ad188]Music &amp; Sound Producer[/u:186a1ad188] - Richard Jacques (SOE)\r\n[u:186a1ad188]General Producer[/u:186a1ad188] - Yuji Naka (SOJ)\r\n\r\n[u:186a1ad188]Traveller\'s Tales[/u:186a1ad188]\r\n[u:186a1ad188]Programmed By[/u:186a1ad188] - Jon Burton\r\n[u:186a1ad188]Polygon Model Design and Implementation[/u:186a1ad188] - Neil Allen, David Burton, James Cunliffe\r\n[u:186a1ad188]Texture Map Design and Application[/u:186a1ad188] - Neil Allen, James Cunliffe\r\n[u:186a1ad188]Character Animations[/u:186a1ad188] - David Burton\r\n[u:186a1ad188]Model and Animation Data Conversion[/u:186a1ad188] - Andy Holdroyd\r\n[u:186a1ad188]Terrain System Programming[/u:186a1ad188] - John Hodskinson\r\n[u:186a1ad188]Special Effects Programming[/u:186a1ad188] - Jon Burton\r\n[u:186a1ad188]Artificial Intelligence[/u:186a1ad188] - Stephen Harding, Gary Vine\r\n[u:186a1ad188]Texture Application Software[/u:186a1ad188] - Andy Holdroyd\r\n[u:186a1ad188]Additional Programming[/u:186a1ad188] - Stephen Harding, Gary Vine, John Hodskinson, Andy Holdroyd\r\n[u:186a1ad188]Development Director[/u:186a1ad188] - Jon Burton\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Helen Burton, Helen Gavin\r\n\r\n[u:186a1ad188]SOJ[/u:186a1ad188]\r\n[u:186a1ad188]General Producer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Project Manager[/u:186a1ad188] - Yoji Ishii\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Game Design Director[/u:186a1ad188] - Takashi Iizuka\r\n[u:186a1ad188]Game Designers[/u:186a1ad188] - Shiro Mukaide, Syun Nakamura\r\n[u:186a1ad188]Game Advisors[/u:186a1ad188] - Takao Miyoshi, Katsuhiro Hasegawa\r\n[u:186a1ad188]Additional Artwork[/u:186a1ad188] - Kazuyuki Hoshino\r\n[u:186a1ad188]Character Designer[/u:186a1ad188] - Yuji Uekawa\r\n[u:186a1ad188]Graphic Advisors[/u:186a1ad188] - Naoto Oshima, Hiroshi Nishiyama\r\n[u:186a1ad188]Sound Advisor[/u:186a1ad188] - Naofumi Hataya\r\n[u:186a1ad188]Executive manager[/u:186a1ad188] - Shoichiro Irimajiri\r\n[u:186a1ad188]Executive Coordinators[/u:186a1ad188] - Makoto Oshitani, Jin Shimazaki\r\n[u:186a1ad188]Overseas Coordinator[/u:186a1ad188] - Ryoichi Hasegawa\r\n[u:186a1ad188]Public Relations[/u:186a1ad188] - Hiroto Kikuchi, Takumi Miyake\r\n[u:186a1ad188]Manual[/u:186a1ad188] - Hiroyuki Mitsui, Osamu Nakazato, Takashi Nishimura\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Takahiro Hamano, Yukifumi Makino, Takuya Matsumoto, Yoshitaka Miura, Yuichiro Suzuki\r\n\r\n[u:186a1ad188]SOE[/u:186a1ad188]\r\n[u:186a1ad188]Sound Producer[/u:186a1ad188] - Richard Jacques\r\n[u:186a1ad188]Additional Artwork &amp; Visual Advisor[/u:186a1ad188] - Shigeru Okada\r\n[u:186a1ad188]Music &amp; Sound FX[/u:186a1ad188] - Richard Jacques\r\n[u:186a1ad188]Sound Programming[/u:186a1ad188] - Thomas Szirtes\r\n[u:186a1ad188]Vocals[/u:186a1ad188] - T. J. Davis (Freedom Management)\r\n[u:186a1ad188]Engineered &amp; Mixed By[/u:186a1ad188] - Matt Howe\r\n[u:186a1ad188]Digital Editing By[/u:186a1ad188] - Neil Tucker\r\n[u:186a1ad188]Recorded and Mixed[/u:186a1ad188] - Metropolis Studios, Sega Digital Studio\r\n[u:186a1ad188]Technical Support[/u:186a1ad188] - Colin Carter, Ed Hollingshead, Tamer Tahsin, Thomas Szirtes, Elton Bird\r\n[u:186a1ad188]Senior Product Manager[/u:186a1ad188] - Kazutoshi Miyake\r\n[u:186a1ad188]Operations Manager[/u:186a1ad188] - Naoya Tsurumi\r\n[u:186a1ad188]Product Manager &amp; Public Relations[/u:186a1ad188] - Mark Maslowicz\r\n[u:186a1ad188]Lead Tester[/u:186a1ad188] - Jason Cumberbatch\r\n[u:186a1ad188]Assistant Lead Testers[/u:186a1ad188] - Dave Thompson, Roberto Parraga\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Jo Bladen, Mark Hartley, Philippe Deleplace, Frederique Ayer, St?phane Petit, Jose Angel Sanchez, Begona Sanz, David Garcia, Hitoshi Okuno, Andreas von Gliszcynski, Thorsten Moe, Tina Sakowsky, Richard Leadbetter, Paul Davies, Tom Guise, Ed Lomas, Daniel Jevons, Jose Aller\r\n\r\n[u:186a1ad188]SOA[/u:186a1ad188]\r\n[u:186a1ad188]Map Design Director[/u:186a1ad188] - Hirokazu Yasuhara\r\n[u:186a1ad188]Project Coordinators[/u:186a1ad188] - Jason Kuo, David Locke\r\n[u:186a1ad188]Product Managers[/u:186a1ad188] - Kristin McCloskey, Terese Russell\r\n[u:186a1ad188]Lead Tester[/u:186a1ad188] - Fernando Valderrama\r\n[u:186a1ad188]Assistant Lead Tester[/u:186a1ad188] - Jeff B. Junio\r\n[u:186a1ad188]Testers[/u:186a1ad188] - Don Carmichael, Michael Dobbins, Arnold Feener, Lloyd Kinoshita, Dennis Lee, Christopher Lucich, Tony Lynch, Marcus Montgomery, David Paniagua, Mark Paniagua, Steve Peck, Maurice Smith, Matt Underwood, Paulita Villatuya\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Scott Allen, Sandra Castagnola, Curtis Clarkson, Geraldine Dessimoz, Marcelyn Ditter, Sheri Hockaday, Michael S. Jablonn, Judy Nybo, Paul Sears, Seedy Lounge, Eric Smith, Dan Stevens, Bernard Stolar, Mark Subotnick, Shuji Utsumi, Mike Wallis\r\n\r\n\r\n[b:186a1ad188]Sonic Jam[/b:186a1ad188]\r\n[u:186a1ad188]Executive Producer[/u:186a1ad188] - Hayao Nakayama\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Director[/u:186a1ad188] - Takashi Iizuka\r\n[u:186a1ad188]Project Manager[/u:186a1ad188] - Yoji Ishii\r\n[u:186a1ad188]Supervisor[/u:186a1ad188] - Naoto Ohshima\r\n[u:186a1ad188]Main Programmer[/u:186a1ad188] - Takahiro Hamano\r\n[u:186a1ad188]Programmer[/u:186a1ad188] - Tetsu Katano, Yasuhiro Takahashi, Atsutomo Nakagawa, Kazuhiko Hattori, Haruhisa Udagawa\r\n[u:186a1ad188]Game Designer[/u:186a1ad188] - Daisuke Mori\r\n[u:186a1ad188]Artist[/u:186a1ad188] - Kazuyuki Hoshino, You Nishiyama, Shinichi Higashi, Nobuhiko Honda, Satoshi Okano, Yuji Uekawa, Sachiko Kawamura\r\n[u:186a1ad188]CG Artist[/u:186a1ad188] - Shigemitsu Nobuhara\r\n[u:186a1ad188]Visual Material Editor[/u:186a1ad188] - Yuji Sawairi, Ikuo Ishizaka, Hidehiro Kumagai\r\n[u:186a1ad188]Sound Director[/u:186a1ad188] - Tatsuya Kousaki\r\n[u:186a1ad188]Compose and Arrange[/u:186a1ad188] - Masaru Setsumaru, Kenichi Tokoi\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Mitsuteru Iwaki, Akinori Nishiyama, Tetsuya Mizuguchi\r\n\r\n\r\n[b:186a1ad188]Nights[/b:186a1ad188]\r\n[u:186a1ad188]Executive Producer[/u:186a1ad188] - Hayao Nakayama\r\n[u:186a1ad188]Executive Management[/u:186a1ad188] - Shoichiro Irimajiri\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Director[/u:186a1ad188] - Naoto Ohshima\r\n[u:186a1ad188]Product Manager[/u:186a1ad188] - Yoji Ishii\r\n[u:186a1ad188]Lead Programmer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Senior Programmer[/u:186a1ad188] - Takahiro Hamano, Takuya Matsumoto\r\n[u:186a1ad188]Programmer[/u:186a1ad188] - Akio Setsumasa, Yasuhiro Takahashi, Yasuhiro Watanabe, Atsutomo Nakagawa\r\n[u:186a1ad188]A-Life Programmer[/u:186a1ad188] - Tetsu Katano\r\n[u:186a1ad188]Lead Game Designer[/u:186a1ad188] - Takashi Iizuka\r\n[u:186a1ad188]Senior Game Designer[/u:186a1ad188] - Takeshi Niimura, Yuji Saito\r\n[u:186a1ad188]Character Designer[/u:186a1ad188] - Kazuyuki Hoshino\r\n[u:186a1ad188]NiGHTS Designer[/u:186a1ad188] - Naoto Ohshima\r\n[u:186a1ad188]A-Life Character Designer[/u:186a1ad188] - Toshiko Okano, Hideaki Moriya, Tohru Watanuki\r\n[u:186a1ad188]Artist[/u:186a1ad188] - Tomonori Dobashi, Namie Manabe, Hiroki Okabara\r\n[u:186a1ad188]World Artist[/u:186a1ad188] - Takumi Miyake, Shigeru Okada, You Nishiyama, Shinichi Higashi, Ryo Kudo\r\n[u:186a1ad188]CG Movie Director[/u:186a1ad188] - Norihiro Nishiyama\r\n[u:186a1ad188]CG Movie Artist[/u:186a1ad188] - Norihiro Nishiyama, Masahiro Kumono, Hiroshi Nakatani, Motomu Hayashi, Mika Okada, Yumiko Miyabe, Miho Takayanagi, Saori Wada, Nobuhiko Honda\r\n[u:186a1ad188]Chief Sound Designer[/u:186a1ad188] - Yukifumi Makino\r\n[u:186a1ad188]Compose and Arrange[/u:186a1ad188] - Naofumi Hataya, Tomoko Sasaki, Fumie Kumatani\r\n[u:186a1ad188]Lyrics[/u:186a1ad188] - Tomoko Sasaki, Wornell Jones\r\n[u:186a1ad188]Vocals[/u:186a1ad188] - Jasmine Allen, Cameron Earl Strother, Curtis King Jr., Dana Calitri\r\n[u:186a1ad188]Sound Effects[/u:186a1ad188] - Fumie Kumatani, Tatsuya Kousaki, Saori Kobayashi\r\n[u:186a1ad188]Sound Programmer[/u:186a1ad188] - Atsumu Miyazawa\r\n\r\n\r\n[b:186a1ad188]Sonic Adventure[/b:186a1ad188]\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Director[/u:186a1ad188] - Takashi Iizuka\r\n[u:186a1ad188]Art Director[/u:186a1ad188] - Kazuyuki Hoshino\r\n[u:186a1ad188]Main Programmer[/u:186a1ad188] - Tetsu Katano\r\n[u:186a1ad188]Sound Director[/u:186a1ad188] - Jun Senoue\r\n[u:186a1ad188]Character Designer[/u:186a1ad188] - Yuji Uekawa\r\n[u:186a1ad188]Scenario Writer[/u:186a1ad188] - Akinori Nishiyama\r\n[u:186a1ad188]CG Movie Producer[/u:186a1ad188] - Naoto Ohshima\r\n[u:186a1ad188]CG Movie Director[/u:186a1ad188] - Manabu Kusunoki\r\n\r\n[u:186a1ad188]SOA[/u:186a1ad188]\r\n[u:186a1ad188]Producer [/u:186a1ad188] - Keith Palmer\r\n[u:186a1ad188]Assisting Producer[/u:186a1ad188] - Osamu Shibamiya\r\n[u:186a1ad188]Web Development and Support[/u:186a1ad188] - A.J. Briones\r\n[u:186a1ad188]Executive Producer[/u:186a1ad188] - Kurt Busch\r\n[u:186a1ad188]Network Games Producer[/u:186a1ad188] - Paul Stathacopoulos\r\n[u:186a1ad188]Sr. Product Manager[/u:186a1ad188] - Andrew Stein\r\n[u:186a1ad188]Sr. Marketing Coordinator[/u:186a1ad188] - Undyne Stafford\r\n[u:186a1ad188]English Translation (SOJ)[/u:186a1ad188] - Takahiro Fukada, Monika Hudgins\r\n[u:186a1ad188]In-Game Text Rewrite[/u:186a1ad188] - Scott Peterson\r\n[u:186a1ad188]Lead Tester[/u:186a1ad188] - Fernando Valderrama\r\n[u:186a1ad188]Assistant Lead Testers[/u:186a1ad188] - Amy Albertson, Dennis Lee\r\n[u:186a1ad188]Testers[/u:186a1ad188] - Jeff B. Junio, Arnold Feener, David Wood, Karen Brown, Jeremy Caine, Mark McCunney, Howard Gipson, Michael Dobbins, Paulita Escalona, David Paniagua, Todd Slepian\r\n[u:186a1ad188]Script Editors[/u:186a1ad188] - Jason Kuo, Fernando Valderrama, Amy Albertson, Josh Mandel, Mari N. Schaal\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Alex Villagran, Barbara Phillips, Cindy Jennings, Dereck Schulman, Jane Thompson, Jin Shimazaki, Joanne Eastman, John Amirkhan, June Honma, Michael McCollum, Ralph Thomas, Sandra Castagnola, Sean Doidge, Shadow Roldan, Sheri Hockaday, Shinobu Toyoda, Stacey Kerr, Tom Miley, Teri Higgins, Charles Bellfield, Yuki Kobayashi\r\n\r\n[u:186a1ad188]SOJ[/u:186a1ad188]\r\n[u:186a1ad188]Writer/Editor/Translator[/u:186a1ad188] - Monika Hudgins\r\n[u:186a1ad188]Writer[/u:186a1ad188] - Chieko Nakamura\r\n[u:186a1ad188]DTP Operator[/u:186a1ad188] - Makoto Nishino\r\n[u:186a1ad188]Designer[/u:186a1ad188] - Youichi Takahashi\r\n[u:186a1ad188]Supervisor[/u:186a1ad188] - Kaoru Ichigozaki\r\n[u:186a1ad188]Script Rewrite/ Sound Director[/u:186a1ad188] - Lani Minella\r\n[u:186a1ad188]Engineering/ Post Production[/u:186a1ad188] - Rick Bowman\r\n[u:186a1ad188]Sound Director[/u:186a1ad188] - Robert White\r\n[u:186a1ad188]Script Supervisor[/u:186a1ad188] - Jo Conroy\r\n[u:186a1ad188]Studio Engineer[/u:186a1ad188] - Brady Schwartz\r\n[u:186a1ad188]Post Production[/u:186a1ad188] - Robert White\r\n[u:186a1ad188]Planet Web[/u:186a1ad188] - Ken Soohoo, Jeff Chin\r\n\r\n\r\n[b:186a1ad188]Sonic Adventure 2[/b:186a1ad188]\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Director[/u:186a1ad188] - Takashi Iizuka\r\n[u:186a1ad188]Art Director[/u:186a1ad188] - Kazuyuki Hoshino\r\n[u:186a1ad188]Main Programmer[/u:186a1ad188] - Tetsu Katano\r\n[u:186a1ad188]Sound Director[/u:186a1ad188] - Jun Senoue\r\n[u:186a1ad188]Game Designers[/u:186a1ad188] - Takashi Iizuka, Eitaro Toyoda\r\n[u:186a1ad188]Field Art Director[/u:186a1ad188] - Hiroshi Nishiyama\r\n[u:186a1ad188]Field Artists[/u:186a1ad188] - Nobuhiko Honda, Daizo Kinoshita, Takahiro Kudo, Yoshitaka Miura\r\n[u:186a1ad188]Programmers[/u:186a1ad188] - Tomoyuki Naito, Makiko Nishimura, Kouji Ogino, Takeshi Sakakibara\r\n[u:186a1ad188]Assistant Director[/u:186a1ad188] - Keith Palmer\r\n[u:186a1ad188]Scenario Writer[/u:186a1ad188] - Shiro Maekawa\r\n[u:186a1ad188]Lead Event Artist[/u:186a1ad188] - Michikazu Tamamura\r\n[u:186a1ad188]Event Scene Artists[/u:186a1ad188] - Mika Okada, Atsushi Saito, Nanako Yarimizu, Makoto Yonezu\r\n[u:186a1ad188]Lead Chao Programmer[/u:186a1ad188] - Yoshihisa Hashimoto\r\n[u:186a1ad188]Chao Programmer[/u:186a1ad188] - Takaaki Saito\r\n[u:186a1ad188]Lead Chao Artist[/u:186a1ad188] - Sachiko Kawamura\r\n[u:186a1ad188]Chao Artist[/u:186a1ad188] - Kazuko Ito, Makoto Yonezu\r\n[u:186a1ad188]Music &amp; Lyrics[/u:186a1ad188] - Fumie Kumatani, Tomoya Ohtani, Jun Senoue, Kenichi Tokoi\r\n[u:186a1ad188]Sound Effects[/u:186a1ad188] - Takashi Endoh, Masaru Setsumaru\r\n[u:186a1ad188]Marketing Product Manager[/u:186a1ad188] - Robert Alvarez\r\n[u:186a1ad188]Associate Product Manager[/u:186a1ad188] - Cord Smith\r\n[u:186a1ad188]Director of Marketing[/u:186a1ad188] - John Golden\r\n[u:186a1ad188]Creative Services[/u:186a1ad188] - Arianne Pitts, Angela Santos, Robert Schonfisch\r\n[u:186a1ad188]Public Relations[/u:186a1ad188] - Teri Higgins, Gwen Marker\r\n[u:186a1ad188]SOA Localization Producer[/u:186a1ad188] - Osamu Shibamiya\r\n[u:186a1ad188]SOA Lead Tester[/u:186a1ad188] - Steve Peck\r\n[u:186a1ad188]SOA Assistant Leads[/u:186a1ad188] - Brian Ivanhoe, Shaheed Khan, Ronald Rodriguez\r\n[u:186a1ad188]SOA Translators[/u:186a1ad188] - Kyoko Drumheller, Klayton Vorlick\r\n[u:186a1ad188]SOJ Manual Production Text &amp; DTP[/u:186a1ad188] - Makoto Nishino\r\n[u:186a1ad188]SOJ Text Advisor[/u:186a1ad188] - Hiroki Osawa\r\n[u:186a1ad188]SOJ Designer[/u:186a1ad188] - Takashi Nishimura\r\n[u:186a1ad188]SOJ Supervisor[/u:186a1ad188] - Yoshihiro Sakuta\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Yukio Aoyama, Charles Bellfield, Sandra Castagnola, Joe Culley, Kelley Electa, Chris Gilbert, Takahiro Hamano, Kathleen Joyce, Takafumi Kaya, Scott Lambert, Keiko Lull, Chie Maekawa, Yasuko Maruyama, Shinya Matsunami, Peter Moore, Peter Nguyen, Jin Shimazaki, Sawako Sogabe, Gregory A. Thomas, Jane Thompson\r\n[u:186a1ad188]Player Character Designers[/u:186a1ad188] - Kazuyuki Hoshino, Yuji Uekawa\r\n[u:186a1ad188]Player Character Programmer[/u:186a1ad188] - Tetsu Katano\r\n[u:186a1ad188]Field Designers[/u:186a1ad188] - Takashi Iizuka, Eitaro Toyoda\r\n[u:186a1ad188]Enemy Character Designers[/u:186a1ad188] - Nobuhiko Honda, Kazuyuki Hoshino\r\n[u:186a1ad188]CG Movie Producer[/u:186a1ad188] - Keith Palmer\r\n[u:186a1ad188]CG Movie Director[/u:186a1ad188] - Kazuyuki Hoshino\r\n[u:186a1ad188]CG Movie Coordinator[/u:186a1ad188] - Robert White\r\n[u:186a1ad188]MPEG Sofdec Encode (CRI)[/u:186a1ad188] - Ryo Goubara, Kengo Mikoshiba, Masao Oshimi, Katsumi Yabuno\r\n[u:186a1ad188]Executive Sound Coordinator[/u:186a1ad188] - Yukifumi Makino\r\n[u:186a1ad188]Lyrics[/u:186a1ad188] - Johnny Gioeli, Ted Poley, Paul Shortino\r\n[u:186a1ad188]Sound Effects Programmer[/u:186a1ad188] - Makiko Nishimura\r\n[u:186a1ad188]Music Produced by[/u:186a1ad188] - Atsushi Kosugi, Jun Senoue, Heigo Tani, Takayoshi Umeno\r\n[u:186a1ad188]Recording Engineers[/u:186a1ad188] - Hirokazu Akashi, Masahiro Fukuhara, Roy Hendrickson, Satoru Izaki, Chifumi Karasawa, Yoshitada Miya, Kenji Miyamoto, The Riddle, Kirk Yano\r\n[u:186a1ad188]Recording Coordination[/u:186a1ad188] - Masakazu Hiroishi, Atsushi Kosugi, Moet Nishio, Makoto Suzuki, Kiyoshi Yoshida\r\n[u:186a1ad188]Mastering Engineer[/u:186a1ad188] - Isao Kikuchi\r\n[u:186a1ad188]Singers[/u:186a1ad188] -  100P, Everett Bradley, Todd Cooper, Tabitha Fair, Johnny Gioeli, Tony Harnell, Ted Poley, Marlon Saunders, Paul Shortino, Kaz Silver\r\n[u:186a1ad188]Lyrics Translation[/u:186a1ad188] - Shinobu Shindo\r\n[u:186a1ad188]Motion Capture Supervisor[/u:186a1ad188] - Matt Karnes\r\n[u:186a1ad188]Japanese Character Voices[/u:186a1ad188] - Kinryu Arimoto, Mami Horikoshi, Juni-Ichi Kanemaru, Nobutoshi Kanna, Taeko Kawata, Etsuko Kozakura, Atsuki Murata, Kouji Ochiai, Rumi Ochiai, Tohru Okawa, Chikao Otsuka, Tomoko Sasaki, Yuri Shiratori, Kouji Yusa\r\n[u:186a1ad188]Voice Recording Producer[/u:186a1ad188] - Hiroyuki Inage\r\n[u:186a1ad188]Recording Coordinator[/u:186a1ad188] - Akinori Nishiyama, Keith Palmer\r\n[u:186a1ad188]English Character Voices[/u:186a1ad188] - Moriah Angeline, Marc Biagi, Conner Bringas, Deam Bristow, Steve Brodie, Jenny Douillard, Scott Dreier, Ryan Drummond, Shelly Fox, David Humphry, Lani Minella, Sue Wakefield\r\n[u:186a1ad188]Voice Recording Director[/u:186a1ad188] - Lani Minella\r\n[u:186a1ad188]Postrecording Editors[/u:186a1ad188] - Rick Bowman\r\n[u:186a1ad188]Product Support[/u:186a1ad188] - Akinori Nishiyama, Yuji Uekawa, Masanobu Yamamoto\r\n[u:186a1ad188]Server Program Support[/u:186a1ad188] - Akio Setsumasa\r\n[u:186a1ad188]Executive Management (Sega)[/u:186a1ad188] - Tetsu Kayama, Hideki Sato\r\n[u:186a1ad188]Promotion Management (Sega)[/u:186a1ad188] - Masanao Maeda, Seijiro Sannabe, Yasushi Yamashita\r\n[u:186a1ad188]Marketing (Sega)[/u:186a1ad188] - Takayoshi Ohuchi, Naoko Ooka\r\n[u:186a1ad188]Marketing Research (Sega)[/u:186a1ad188] - Ayako Hino, Tsuyoshi Sawada\r\n[u:186a1ad188]SOA Executive Management[/u:186a1ad188] - Peter Moore\r\n[u:186a1ad188]SOA Executive Coordinator[/u:186a1ad188] - Jin Shimazaki, Shinobu Toyoda\r\n[u:186a1ad188]SOA Product Manager[/u:186a1ad188] - Robert Alvarez\r\n[u:186a1ad188]SOA Public Relations[/u:186a1ad188] - Gwen Marker\r\n[u:186a1ad188]SOA PC Support[/u:186a1ad188] - Greg Drumheller\r\n[u:186a1ad188]SOE Associate Director of PD[/u:186a1ad188] - Kats Sato\r\n[u:186a1ad188]SOE Localization Producer[/u:186a1ad188] - Kuniyo Matsumoto\r\n[u:186a1ad188]SOE Test Manager[/u:186a1ad188] - Jason Cumberbatch\r\n[u:186a1ad188]SOE Lead Tester[/u:186a1ad188] - Mathew Brooks\r\n[u:186a1ad188]SOE Translators[/u:186a1ad188] - Jens Geffert, Enrique Gonzalez Fajardo, Caroline Ruiz\r\n[u:186a1ad188]SOE Product Manager[/u:186a1ad188] - Mathew Quaeck\r\n[u:186a1ad188]SOE PR Manager[/u:186a1ad188] - Stuart Turner\r\n[u:186a1ad188]SOE Marketing Executive[/u:186a1ad188] - Amy Thom\r\n[u:186a1ad188]SOE Marketing[/u:186a1ad188] - Esther Barral, Laurent Boby, Alan Jones, Tina Sakowsky\r\n[u:186a1ad188]Executive Producer[/u:186a1ad188] - Isao Okawa\r\n\r\n\r\n[b:186a1ad188]Sonic Adventure DX[/b:186a1ad188]\r\n\r\n[u:186a1ad188]SADX[/u:186a1ad188]\r\n[u:186a1ad188]Executive Producer[/u:186a1ad188] - Hideki Sato\r\n[u:186a1ad188]Producer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Director[/u:186a1ad188] - Kenjiro Morimoto\r\n[u:186a1ad188]Art Director[/u:186a1ad188] - Yuji Uekawa\r\n[u:186a1ad188]Technical Director[/u:186a1ad188] - Masanobu Yamamoto\r\n[u:186a1ad188]A-Life System Director[/u:186a1ad188] - Yoshihisa Hashimoto\r\n[u:186a1ad188]Sound Director[/u:186a1ad188] - Jun Senoue\r\n[u:186a1ad188]Lead Game Designer[/u:186a1ad188] - Kenjiro Morimoto\r\n[u:186a1ad188]Game Designers[/u:186a1ad188] - Takaaki Kodera, Hiroki Atoji, Kentaro Kiyono\r\n[u:186a1ad188]Mission Mode Game Designers[/u:186a1ad188] - Kenjiro Morimoto, Takashi Iizuka, Yojiro Ogawa, Daisuke Mori, Eitaro Toyoda, Hidenobu Hasebe, Mizuki Hosoyamada, Kazuyuki Miyamoto\r\n[u:186a1ad188]Lead Character Designer[/u:186a1ad188] - Yuji Uekawa\r\n[u:186a1ad188]Character Designers[/u:186a1ad188] - Kazuyuki Hoshino, Tomonori Dobashi, Yasutaka Maeki, Mashiro Hoshino\r\n[u:186a1ad188]Lead Field Artist[/u:186a1ad188] - Hideaki Moriya\r\n[u:186a1ad188]Field Artists[/u:186a1ad188] - Misako Ikoma, Tsuyoshi Enomura, Mutsumi Oda, Kazuhito Tominaga, Takashi Yoshida, Yoichi Takeda\r\n[u:186a1ad188]Lead Visual Artist[/u:186a1ad188] - Yuji Uekawa\r\n[u:186a1ad188]Visual Artist[/u:186a1ad188] - Masatoshi Yasumura\r\n[u:186a1ad188]Lead System Programmer[/u:186a1ad188] - Masanobu Yamamoto\r\n[u:186a1ad188]Programmers[/u:186a1ad188] - Kenichi Koshida, Yoshiharu Kanai, Makoto Shimoda, Masashi Kitamura, Takeshi Maeda, Makoto Ikeda, Hitoshi Motoda, Takashi Taketa, Takanori Yoshioka, Hiroyuki Kikui\r\n[u:186a1ad188]Graphic Engine Programmers[/u:186a1ad188] - Yoshitaka Kawabata, Shinya Matsunami, Takaaki Saito\r\n[u:186a1ad188]Graphic Tool Programmer[/u:186a1ad188] - Koji Ogino\r\n[u:186a1ad188]Technical Support[/u:186a1ad188] - Tetsu Katano\r\n[u:186a1ad188]A-Life System Designers[/u:186a1ad188] - Yoshihisa Hashimoto, Sachiko Kawamura\r\n[u:186a1ad188]A-Life System Artists[/u:186a1ad188] - Sachiko Kawamura, Kazuko Ito, Makoto Yonezu\r\n[u:186a1ad188]A-Life System Programmers[/u:186a1ad188] - Yoshihisa Hashimoto, Takaaki Saito\r\n[u:186a1ad188]GBA Minigame Designer[/u:186a1ad188] - Kenjiro Morimoto\r\n[u:186a1ad188]GBA Minigame Artist[/u:186a1ad188] - Sachiko Kawamura\r\n[u:186a1ad188]GBA Minigame Programmer[/u:186a1ad188] - Takahiro Hamano\r\n[u:186a1ad188]Movie Arrange Designer[/u:186a1ad188] - Michio Abe\r\n[u:186a1ad188]Executive Sound Coordinator[/u:186a1ad188] - Yukifumi Makino\r\n[u:186a1ad188]Sound Coordinator[/u:186a1ad188] - Kouzaki Tatsuya\r\n[u:186a1ad188]Lead Music Composer[/u:186a1ad188] - Jun Senoue\r\n[u:186a1ad188]Surround System Programmer[/u:186a1ad188] - Shigeharu Isoda\r\n[u:186a1ad188]Sound Programmers[/u:186a1ad188] - Yoshiharu Kanai, Makoto Shinoda\r\n[u:186a1ad188]Minigame Collection Director[/u:186a1ad188] - Hisatoku Yamada\r\n[u:186a1ad188]Minigame Collection Programmers[/u:186a1ad188] - Junji Takahashi, In cooperation with VR1 JAPAN INC., Shinya Matsunami\r\n[u:186a1ad188]Minigame Collection Coordinators[/u:186a1ad188] - Yojiro Ogawa, Daisuke Mori\r\n\r\n[u:186a1ad188]Original SA[/u:186a1ad188]\r\n[u:186a1ad188]Sonic Adventure Original Staff\r\n[u]Producer[/u:186a1ad188] - Yuji Naka\r\n[u:186a1ad188]Director[/u:186a1ad188] - Takashi Iizuka\r\n[u:186a1ad188]Art Director[/u:186a1ad188] - Kazuyuki Hoshino\r\n[u:186a1ad188]Main Programmer[/u:186a1ad188] - Tetsu Katano\r\n[u:186a1ad188]Sound Director[/u:186a1ad188] - Jun Senoue\r\n[u:186a1ad188]Character Designer[/u:186a1ad188] - Yuji Uekawa\r\n[u:186a1ad188]Character Game Designers[/u:186a1ad188] - Takashi Iizuka, Takao Miyoshi, Yojiro Ogawa\r\n[u:186a1ad188]Character Programmers[/u:186a1ad188] - Tetsu Katano, Masanobu Yamamoto, Kouichi Toya, Yasuhiro Takahashi, Kazuyuki Mukaida\r\n[u:186a1ad188]Character Motion Designers[/u:186a1ad188] - Yuji Uekawa, Akikazu Mizuno\r\n[u:186a1ad188]Field Designers[/u:186a1ad188] - Takao Miyoshi, Shiro Maekawa, Yojiro Ogawa, Shun Nakamura, Takashi Iizuka\r\n[u:186a1ad188]Lead Field Programmers[/u:186a1ad188] - Masahiro Wakayama, Tetsu Katano, Akio Setsumasa\r\n[u:186a1ad188]Field Programmers[/u:186a1ad188] - Takeshi Sakakibara, Yoshitaka Kawabata, Akihiko Shinya, Shinya Matsunami, Koji Ogino, Masakazu Miura\r\n[u:186a1ad188]Lead Field Artists[/u:186a1ad188] - Kazuyuki Hoshino, Nobuhiko Honda, Hideaki Moriya, Michikazu Tamamura, Satoshi Sakai, Hiroshi Nishiyama\r\n[u:186a1ad188]Field Artists[/u:186a1ad188] - makiko Kubo, Akira Mikame, Satoshi Okano, Yoshinari Amaike, Ai Ikeda, Kosei Kitamura, Yoshitaka Miura, Kazuko Ito, Yuki Takahashi, Takanori Fukazawa\r\n[u:186a1ad188]Visual Effects Designer[/u:186a1ad188] - Sachiko Kawamura\r\n[u:186a1ad188]Field Program Support[/u:186a1ad188] - Hideto Fujishita, Yuhki Hatakeyama\r\n[u:186a1ad188]Field Art Support[/u:186a1ad188] - Misaka Kitamura, Yoshihito Takahashi, Miho Takayanagi, Nanako Yarimizu, Katsumi Yokota, Wataru Watanabe, Chisai Abe, Maki Kaneko\r\n[u:186a1ad188]Visual Effects Support[/u:186a1ad188] - Naoko Hamada\r\n[u:186a1ad188]&quot;Chaos&quot; Game Designers[/u:186a1ad188] - Takashi Iizuka, Norihito Kato\r\n[u:186a1ad188]&quot;Chaos&quot; Programmer[/u:186a1ad188] - Kouichi Toya\r\n[u:186a1ad188]&quot;Chaos&quot; Character Designer[/u:186a1ad188] - Yuji Uekawa\r\n[u:186a1ad188]Enemy Game Designers[/u:186a1ad188] - Takao Miyoshi, Daisuke Mori, Kenjiro Morimoto\r\n[u:186a1ad188]Enemy Programmer[/u:186a1ad188] - Yoshihisa Hashimoto\r\n[u:186a1ad188]Enemy Character Designers[/u:186a1ad188] - Kazuyuki Hoshino, Satoshi Sakai\r\n[u:186a1ad188]Enemy Program Support[/u:186a1ad188] - Mitsuru Takahashi\r\n[u:186a1ad188]Enemy Art Support[/u:186a1ad188] - Yuichi Ide\r\n[u:186a1ad188]A-Life System Designers[/u:186a1ad188] - Shiro Maekawa, Daisuke Mori\r\n[u:186a1ad188]A-Life System Programmer[/u:186a1ad188] - Yoshihisa Hashimoto\r\n[u:186a1ad188]Program Advisor[/u:186a1ad188] - Yasuhiro Takahashi\r\n[u:186a1ad188]Artists[/u:186a1ad188] - Sachiko Kawamura, Hiroyuki Watanabe\r\n[u:186a1ad188]Character Modeling Support[/u:186a1ad188] - Chika Kohjitani, Yuichi Higuchi\r\n[u:186a1ad188]Story Event Director[/u:186a1ad188] - Akinori Nishiyama\r\n[u:186a1ad188]Scenario Writer[/u:186a1ad188] - Akinori Nishiyama\r\n[u:186a1ad188]Event Scene Editors[/u:186a1ad188] - Shintaro Hata, Kenichi Fujiwara, Eitaro Toyoda\r\n[u:186a1ad188]Story Sequence Programmer[/u:186a1ad188] - Yoshitaka Kawabata\r\n[u:186a1ad188]Story Event Programmers[/u:186a1ad188] - Takaaki Saito, Masato Nakazawa\r\n[u:186a1ad188]Story Event Artist[/u:186a1ad188] - Tomonori Dobashi\r\n[u:186a1ad188]Event Scene Edit Support[/u:186a1ad188] - Hiroyuki Abe\r\n[u:186a1ad188]Modeling Support[/u:186a1ad188] - Toshiyuki Mukaiyama, Kazuo Komuro, Toshihiro Ito, Toshiyuki Takamatsu\r\n[u:186a1ad188]CG Movie Artists[/u:186a1ad188] - Masahiro Kumono, Motomu Hayashi, Tamotsu Kushibe, Kouji Kubo\r\n[u:186a1ad188]MA Studio[/u:186a1ad188] - Maruni Studio Tokyo Japan\r\n[u:186a1ad188]MA Engineer[/u:186a1ad188] - Koji Ito (Maruni Studio)\r\n[u:186a1ad188]Program Coordinator[/u:186a1ad188] - Takahiro Hamano\r\n[u:186a1ad188]Camera System Programmer[/u:186a1ad188] - Takeshi Sakakibara\r\n[u:186a1ad188]Technical Staff Coordinators[/u:186a1ad188] - Masanobu Yamamoto, Osamu Hori, Kazuyuki Mukaida\r\n[u:186a1ad188]Art Staff Coordinator[/u:186a1ad188] - Atsushi Seimiya\r\n[u:186a1ad188]Executive Sound Coordinator[/u:186a1ad188] - Yukifumi Makino\r\n[u:186a1ad188]Lead Music Composer[/u:186a1ad188] - Jun Senoue\r\n[u:186a1ad188]Music Composers[/u:186a1ad188] - Kenichi Tokoi, Fumie Kumatani\r\n[u:186a1ad188]Sound Effects[/u:186a1ad188] - Masaru Setsumaru, Tatsuyuki Maeda, Yutaka Minobe, Takashi Endoh\r\n[u:186a1ad188]Music Producer[/u:186a1ad188] - Jun Senoue, Atsushi Kosugi (Beat On Beat, Inc.)\r\n[u:186a1ad188]Recording Studios[/u:186a1ad188] - A&amp;M Studio Hollywood CA, Cam-Am Recorders Tarzana CA., Avatar Studio N.Y. NY., Beat On Beat Studio N.Y. NY., Sound On Sound Studio N.Y. NY., MIT Studio Tokyo, MAGNET Studio Tokyo, Wavemaster Studio\r\n[u:186a1ad188]Recording Engineers[/u:186a1ad188] - Stan Katayama, Roy Hendrickson, Justin Luchter, Masahiro Fukuhara (MIT Studio), Hirokazu Akashi (Wavemaster Studio), Yoshitada Miya (Wavemaster Studio)\r\n[u:186a1ad188]Recording Coordination[/u:186a1ad188] - Atsushi Kosugi (Beat On Beat Inc.), Emi Akimoto (Global Vision Productions), Makoto Suzuki (Compozila)\r\n[u:186a1ad188]Mastering Studios[/u:186a1ad188] - Master Disk Studio N.Y. NY., WARNER MUSIC JAPAN Tokyo\r\n[u:186a1ad188]Mastering Engineers[/u:186a1ad188] - Scott Hull (Master Disk Studio), Isao Kikuchi (WARNER MUSIC JAPAN)\r\n\r\n[u:186a1ad188]Musicians[/u:186a1ad188]\r\n[u:186a1ad188]Vocals[/u:186a1ad188] - Johnny Gioeli, Tony Harnell, Ted Poley, Marlon Saunders, Dread Fox, Nikki Gregoroff, Karen Brake, Terry Woods, Maxine Waters\r\n[u:186a1ad188]Guitars[/u:186a1ad188] - Jun Senoue, Mike Campbell, Jon Paris, Rohn Lawrence, Kenichi Tokoi\r\n[u:186a1ad188]Bass[/u:186a1ad188] - Naoto Shibata, Will Lee, Takeshi Taneda, Zev Katz, Jun Senoue, Kenichi Tokoi\r\n[u:186a1ad188]Drums[/u:186a1ad188] - Hiro Honma, Ricky Wellman\r\n[u:186a1ad188]Keyboards[/u:186a1ad188] - Philippe Saisse, Yutaka Minobe, Jun Senoue\r\n[u:186a1ad188]Percussion[/u:186a1ad188] - Bashiri Johnson\r\n[u:186a1ad188]Horn Section[/u:186a1ad188] - East 4th Horns\r\n[u:186a1ad188]Voice Files Operation[/u:186a1ad188] - Hideki Abe\r\n[u:186a1ad188]Japanese Character Voices[/u:186a1ad188] - Junichi Kanemaru, Kazuki Hayashi, Nobutoshi Kanna, Taeko Kawada, Jyoji Nakata, Syun Yashiro, Kaori Aso, Kaho Kouda, Toru Okawa, Chikao Otsuka\r\n[u:186a1ad188]Post Recording Producer[/u:186a1ad188] - Hiroyuki Inage (TOHOKUSHINSHA)\r\n[u:186a1ad188]Post Recording Director[/u:186a1ad188] - Eriko Kimura (TOHOKUSHINSHA)\r\n[u:186a1ad188]Recording Studio[/u:186a1ad188] - OMNIBUS JAPAN\r\n[u:186a1ad188]English Character Voices[/u:186a1ad188] - Ryan Drummond, Corey Bringas, Michael McGaharn, Jennifer Douillard, Jon St. John, Elara Distler, Deam Bristow, Steve Brodie\r\n[u:186a1ad188]Post Recording [/u:186a1ad188] - Lani Minella, Robert White\r\n[u:186a1ad188]Recording Studios[/u:186a1ad188] - Lightspan San Diego CA., Audio Banks Santa Monica CA.\r\n\r\n[u:186a1ad188]SOJ[/u:186a1ad188]\r\n[u:186a1ad188]Executive Management[/u:186a1ad188] - Tetsu Kayama, Masanao Maeda, Hisao Oguchi\r\n[u:186a1ad188]Promotion Management[/u:186a1ad188] - Seijiro Sannabe, Yasushi Yamashita, Hideki Yokaichiya, Naoko Ooka, Youko Nagasawa\r\n[u:186a1ad188]Public Relations[/u:186a1ad188] - Yasushi Nagumo, Mariko Takeda\r\n[u:186a1ad188]Technical Support[/u:186a1ad188] - Takashi Ando\r\n[u:186a1ad188]Package &amp; Manual Production[/u:186a1ad188] - Yoshihiro Sakuta, Takashi Nishimura, Masaru Kobayashi\r\n[u:186a1ad188]Product Development[/u:186a1ad188] - Hiroyuki Miyazaki, Tatsuyuki Miyazaki, Yusuke Suai\r\n\r\n[u:186a1ad188]SOA[/u:186a1ad188]\r\n[u:186a1ad188]President &amp; COO[/u:186a1ad188] - Tetsu Kayama\r\n[u:186a1ad188]Executive Vice Presidents[/u:186a1ad188] - Chris Gilbert, Shinobu Toyoda\r\n[u:186a1ad188]Localization Producer[/u:186a1ad188] - Yosuke Moriya\r\n[u:186a1ad188]Localization Manager[/u:186a1ad188] - Osamu Shibamiya\r\n[u:186a1ad188]VP of Product Development[/u:186a1ad188] - Jin Shimazaki\r\n[u:186a1ad188]Project Test Lead[/u:186a1ad188] - Joseph Mora\r\n[u:186a1ad188]Senior Product Manager[/u:186a1ad188] - Robert Alvarez\r\n[u:186a1ad188]Product Manager[/u:186a1ad188] - Cord Smith\r\n[u:186a1ad188]VP of Marketing[/u:186a1ad188] - Mike Fischer\r\n[u:186a1ad188]Creative Services[/u:186a1ad188] - Robert Schonfisch, Erica Forte, Vicki Morawietz\r\n[u:186a1ad188]Public Relations[/u:186a1ad188] - Kirsten Merit, Bryce Baer\r\n\r\n[u:186a1ad188]SOE[/u:186a1ad188]\r\n[u:186a1ad188]COO SEGA Europe[/u:186a1ad188] - Naoya Tsurumi\r\n[u:186a1ad188]Director of Product Development[/u:186a1ad188] - Kats Sato\r\n[u:186a1ad188]Localization Producer[/u:186a1ad188] - Kuniyo Matsumoto\r\n[u:186a1ad188]European Product Manager[/u:186a1ad188] - Mathew Quaeck\r\n[u:186a1ad188]Senior Producer[/u:186a1ad188] - Matt O?driscoll\r\n[u:186a1ad188]Technical Producer[/u:186a1ad188] - Elliot Martin\r\n[u:186a1ad188]Commercial Manager[/u:186a1ad188] - Mark Horneff\r\n[u:186a1ad188]Localization Team[/u:186a1ad188] - Brigitte Nadesan, Giuseppe Rizzo, Marta Lois Gonz?lez, Eva Backmann\r\n[u:186a1ad188]SOE QA[/u:186a1ad188] - Darius Sadeghian, Roy Boateng\r\n[u:186a1ad188]Executive Supervisor[/u:186a1ad188] - Isao Okawa\r\n[u:186a1ad188]Special Thanks[/u:186a1ad188] - Akira Nishikawa, Yutaka Kawasaki, Yuji Nakamura, Shoko Goto, Kaori Asano, Takahiro Yoshida, Yoshiharu Honda, Yutaka Shoji, Junichi Ohno, Masaomi Kawamoto, Tomoya Hirano, Hiroki Hayami, Takanobu Kimura, Yasuko Maruyama\r\n\r\n\r\n\r\n\r\nI\'m in process of making a separate alphabetical list, but first I want to sort some other things out.'),(19,'f676893b55','','<img src=http://www.sonic-cult.org/!trash/internet.gif>'),(20,'6ef87964c1','','If someone was to use my display name for testing, then at least they could spell &quot;test&quot; correctly =O'),(21,'ca9d150ba2','','lol, i deleted the member, but the post stayed :P'),(22,'36eef6334c','','fixed html, disabled smilies, added descriptions'),(23,'ea37c19658','Sonic X-treme','Crystal Frost in the magazine is a fake - the level was whipped out with many others for the show.\r\n\r\nJade Gully in the videos was a test level.\r\n\r\nThe \"last\" builds of Sonic X-treme were done using CartDev\r\nActual builds never even had anything but one level\r\n\r\nThe real Jade Gully:\r\nhttp://jamesseph.phpwebhosting.com/users/sanik/maplefacks.JPG\r\nand\r\nhttp://jamesseph.phpwebhosting.com/users/sanik/maplezacks.JPG\r\n\r\nAs for me, I\'m helping Chris Senn crack the map format to Sonic X-treme\r\nThe pictures above are from what I\'ve already cracked\r\n\r\nIt\'s all confidential so keep your fucking mouths shut'),(57,'832f4ca20f','','Wow, a Bare Knuckle 3 prototype!\r\n\r\nEDIT: So the motorcycle levels don\'t work properly in it, either? Bah.'),(58,'79411f9f3a','','[quote=\"rika_chou\"]\r\n[quote:79411f9f3a]Ken Rose (STI) (Sonic Spinball )\r\nDave Sanner (STI) (Sonic Spinball )\r\nSteve Woita (STI) (Sonic Spinball, S2)\r\nTony Takoushi (Former SOE software manager)\r\nNaoya Tsurumi (Sega CEO)\r\nBret Blount (SEGA Public Relations)\r\n[/quote:79411f9f3a]\r\n\r\n\r\nI can/have contacted these people. So if anyone want me to ask them anything, just tell me.[/quote]\r\nI was planning to contact Steve Woita regarding the STI games that got cancelled, since it looks like he also worked in Spinny & Spike. He might have working demos of some of the STI canned games (B-Bomb, Jester or Astropede perhaps?).\r\n\r\nBy the way, you can contact Yasuhara through Chris senn. That\'s what LOst did, and he got a reply from him.'),(24,'ab635b8dba','','wow... just wow... amazing. truly amazing. what are you going to do with it later?'),(25,'e936c971dd','','The last thing that I\'ll add to the viewer is the reflex lens - nothing more\r\n\r\nI\'m not looking towards making a game - just helping Chris regain the lost data in the maps\r\n\r\nX-treme also had a special XMAS mini-level where one has to collect a bunch of things for these dwarfs (just in case if anyone was interested in hearing that)\r\n\r\nAs for Ofer, this is what Chris told me: \"I\'m very impressed. I told Ofer about you and he was curious to see what you could do... =D\"'),(26,'ff5bc4e931','','By confidential he also means that NO one should know we have this info, even senn thinks that this stuff is still only between him and SANiK, so keep it airtight.\r\n\r\n[quote=\"SANiK\"]\r\nX-treme also had a special XMAS mini-level where one has to collect a bunch of things for these dwarfs (just in case if anyone was interested in hearing that)[/quote]\r\n\r\nit was probably used when the saturn hit a certain date near christmas (Saturn games are notorious for having date-specific unlocables)'),(27,'1ca622462c','','wow, this is awesome stuff. do you have any idea where he might live now? I hope he\'s in CA...'),(28,'57aec52f7e','','lucky bastard. good job. it\'s cool how sonic can influence your life, if you know what i mean ;)'),(29,'0214fb2f8a','Sonic CD 510?','http://www.geocities.com/lordazathoth/main.html\r\n\r\nThis guy mentions some Sonic CD beta with 3 levels completed. It might be SCD 510, as Borisz suggested. Already emailed the guy, waiting for a response. This thing would be nice to get our hands on, since we don\'t have a BIN/CUE. Also, seeing as there are so many SCD builds, it also might be some similar build, but not exact to 510.'),(30,'b138de365c','EFNet: Sutekh','His name is Rob Ocelot (found him on newsgroups, where he claimed to have protos a lot). Then found him on EFnet. He goes there by Sutekh or Suth.\r\n\r\nHe owns:\r\n\r\n* Total Carnage prototype\r\n* Worms (NTSC) prototype\r\n* Nightmare Circus prototype (+ english manual proofs)\r\n* Might and Magic III prototype\r\n* Pengo prototype\r\n* Wind Commander prototype (Microprose)\r\n\r\nSega CD:\r\n* Citizen X prototype (\"but it\\s kinda moot since GDG released it.... but I think this version is more comp0lete than the release\"). That means two builds of one game. Yummy.\r\n* Lunar: Silver Star Story master burn copy\r\nnow probably the most interesting:\r\n* Sonic CD 920\r\n\r\nHe\'s not willing to sell those though. He said trade is better, which sucks. I\'m pushing him about the SCD920 though. He\'s still deciding on it. I think I\'m gonna get some bullshit MCD samples to trade for some of his stuff.\r\n\r\nHe got all of them (apart from Wind Commander) from Clint Dyer, the guy who did manuals and screenshots for Sonic 3 and Sonic & Knuckles, and was involved in some stuff in 32x developement. What\'s really interesting, that Clint Dyer is the source of all Sonic Crackers protos (there\'s a shitload of copies of that, we should get one, I saw one on a newsgroup for $60, another for $80, 10 years ago though :P). \r\n\r\nThere\'s a good chance that this Sonic CD proto is the only one in existance. He said it\'s the exact one that\'s in the picture on Sonic CulT (no link, too lazy). Still waiting for the price :P\r\n\r\nAlso, this Clint Dyer guy had the only Neptune there was. And he confirmed it was just a wooden case with genesis+32x inside it. Still worth getting... The sad thing is, I was searching for Dyer and he seems to have disappeared from internet 5 years ago. Wieeeerd.'),(31,'783508795b','Brian Penzone','A really nice guy. He knows a lot of people from SOA, he might help me out with my trip to CA. Posting it because you may have questions for him...'),(32,'bf4b228755','','This was the Crystal Frost I was talking about:\r\nhttp://jamesseph.phpwebhosting.com/users/sanik/maplehacks.JPG\r\n\r\nThen the other level as seen here:\r\nhttp://jamesseph.phpwebhosting.com/users/kurisu/Screenshots/DeathEgg1.jpg\r\n(It\'s not as noticiable due to the fisheye lens makes the levels look a lot different)\r\nhttp://jamesseph.phpwebhosting.com/users/sanik/mapleracks.JPG\r\n\r\nThen the X-mas level:\r\n(A lot of textures are missing which is why a lot of things are solid blues/reds)\r\nhttp://jamesseph.phpwebhosting.com/users/sanik/maplesacks.JPG'),(33,'5a05a92c85','','good stuff, keep up the good work.\r\n\r\nbtw, what is senn exactly going to do with this?'),(34,'bc0db8ce2f','','y0'),(35,'2dda53628a','','He\'s going to document his maps and release the designs to the community'),(36,'1bb06bbf3c','','Who took that ISO screenshot? You or him....\r\n\r\nI just realized...if it needs cartdev...then I could probably get it to boot through my action replay and ISA card...'),(37,'1788746e7d','','haha, I remember the guys streets of rage 3 stuff. I\'m not sure if he actually does own originals, though. Note the \"NET TRADING SINCE 97\'\" on his site.'),(38,'2733ebffd5','','heeh\r\nso wait a sec, what exactly is this? you guys are redoing the whole game based on the original developers notes? PC or Saturn?'),(39,'1b30b7e9e5','Retro Gamer Issue 22 Sonic Xtreme Scans','The magazine with the article in got published :). I scanned the article for you guys in ultra high quallity. It includes credits to Chris, Mike, Me (Jordan Grodecki), and links to Chris\'s site and Sonic CulT. I only payed the L5 to get these scans, so credit if used on sites would be nice :)\r\n\r\nI have included both lostless 150DPI PNG-24 versions, and JPEG on Adobe Photoshop \"High\" setting. To my eyes, there is no difference, but no doubt some will see some difference. I did my best on the scans, and I feel they have come out reasonably with no text cut off. I will rescan if people REAAALLY want me too, but I would prefer not to. I also did try with 300DPI but there was very little difference.\r\n\r\n[url=http://xtreme.projectsonic.com/Index.php?dir=RetroGamer22%2F]Click here to access the scans![/url]\r\n\r\nEnjoy'),(40,'4a2eca11ad','','even if he hasn\'t got the original, he might have a copy, and we could get a bin/cue of it.'),(41,'f506b0bd59','','mr. famous :P'),(42,'53afe99e0c','','Nahh nahh\r\nChris Senn has found a bunch of maps which can\'t be read by a human\r\nSo I\'m coding a program to view these maps\r\nAs for \"PC or Saturn\". The maps used the same format so this can read both the PC maps and Saturn maps\r\n\r\nAnd, no game\'s planned to come of this\r\n\r\nhxc, I took that iso image and no it won\'t boot\r\nThink of it this way:\r\nThey put just the game files on an iso\r\nThen they would use a cable to send the actual game code as they made it\r\n\r\nSo there was no need to constantly reburn the CDs due to the code\r\n\r\nWith that said, there\'s 0% code on the isos\r\nIt\'s just a file disk so not all the files had to be sent everytime over the link cable'),(43,'7716dcc268','','[quote=\"SANiK\"]Nahh nahh\r\nChris Senn has found a bunch of maps which can\'t be read by a human\r\nSo I\'m coding a program to view these maps\r\nAs for \"PC or Saturn\". The maps used the same format so this can read both the PC maps and Saturn maps\r\n\r\nAnd, no game\'s planned to come of this\r\n\r\nhxc, I took that iso image and no it won\'t boot\r\nThink of it this way:\r\nThey put just the game files on an iso\r\nThen they would use a cable to send the actual game code as they made it\r\n\r\nSo there was no need to constantly reburn the CDs due to the code\r\n\r\nWith that said, there\'s 0% code on the isos\r\nIt\'s just a file disk so not all the files had to be sent everytime over the link cable[/quote]\r\n\r\nBugger. I had all the tools ready as well :/\r\n\r\nI have even tested it and tis quite fun to stream stuff to the saturn :P'),(44,'2234613eea','','[quote:2234613eea]Ken Rose (STI) (Sonic Spinball )\r\nDave Sanner (STI) (Sonic Spinball )\r\nSteve Woita (STI) (Sonic Spinball, S2)\r\nTony Takoushi (Former SOE software manager)\r\nNaoya Tsurumi (Sega CEO)\r\nBret Blount (SEGA Public Relations)\r\n[/quote:2234613eea]\r\n\r\n\r\nI can/have contacted these people. So if anyone want me to ask them anything, just tell me.'),(45,'d7cf46b57b','','[quote:d7cf46b57b]Sonic Spinball \r\n\r\nKen Rose (STI), Dave Sanner (STI), Steve Woita (STI) \r\n\r\nI can/have contacted these people. So if anyone want me to ask them anything, just tell me.[/quote:d7cf46b57b]\r\n\r\nYou managed to contact Steve? His email has been dead for ages....'),(46,'1a083bc1a5','','Do you know anybody from SOA that counts? I\'d like to meet someone who cares about Sonic in person in June...'),(47,'a220ce1526','','So it\'s not game code but instead game files which held data such as maps.\r\nOr in other words those are the actual game maps from the game, or at least as far as they were into developement.\r\n\r\nleet.'),(48,'d99df32dab','','If he has a copy its most likely just the iso/mp3 burned. I would be surprised if it would be otherwise.'),(49,'2811cc7d38','','Borisz, exactly\r\n\r\nWell... around 12 hours ago Senn convinced me to start adding sprite code\r\nIt seems that this project might just turn into a game\r\n\r\nI wonder if Nemesis would be interested in helping since he left to do gamedev...\r\n\r\nAlso:\r\n[img:2811cc7d38]http://jamesseph.phpwebhosting.com/users/kurisu/Screenshots/perfected.jpg[/img:2811cc7d38]\r\n\r\nThe above image was Photoshopped to make it look nicer\r\nIf you look at the map border you\'ll notice some tiles have a \"bluish\" aura to them... that\'s just Chris Senn\'s rushing to put images together'),(50,'b1efee72de','','[quote=\"drx\"]Do you know anybody from SOA that counts? I\'d like to meet someone who cares about Sonic in person in June...[/quote]\r\n\r\nIf your going to CA, most of the xtreme development team is still there.'),(51,'9c3ee063a4','','I\'m too scared to talk to them I guess :P And I haven\'t contacted a single one of them, so it would be a little strange for me to contact them?'),(52,'473f1488cf','','i could help... at least try. what do you need?'),(53,'0a334ed6c5','','post'),(54,'3e6a18558c','Fatal error: 0xDEAD','This forum died sooner than I thought =P\r\n\r\nWell, I\'m still gonna post stuff from time to time.'),(55,'8abe21f7fd','','Ummm....drx......this kind of stuff takes time.'),(56,'258bc37289','','Yeah drx =O'),(59,'ce0a32eb95','','[quote:ce0a32eb95]Manny is a good guy to talk to as well, he snaked a framed version of Sonic 3 that I had in my office for a long time. [/quote:ce0a32eb95]\r\n[size=20:ce0a32eb95][b:ce0a32eb95]!!?[/b:ce0a32eb95][/size:ce0a32eb95]'),(60,'51a5c37e25','','Wow, a Sonic X-Treme map navigator with real maps... Just amazing.'),(61,'6790fddf15','','The parts to remove before you release the logs:\r\n[...] Chris got screwed by him more than anyone.\r\n[22:20] jordangrodecki: Really? I thought they were still quite good friends\r\n[22:21] *Don*: I think their good acquaintances but not friends'),(62,'3525ecb42e','','*imagines hxc running around school pointing people to his name*'),(63,'0e9107d896','','[quote:0e9107d896]I was planning to contact Steve Woita regarding the STI games that got cancelled, since it looks like he also worked in Spinny & Spike. He might have working demos of some of the STI canned games (B-Bomb, Jester or Astropede perhaps?).[/quote:0e9107d896]\r\nI have two working email addresses for him, if you want them. \r\n\r\n\r\nAlso, I would like to get started on things soon. Does anyone know who the artist was for Green Hill Zone was? I would be more interested in contacting artists, rather than programmers so that I actually have something to talk about with them. I just hope the artist for GHZ knows English. (S1 was made in Japan, right?)'),(64,'290628b02b','','[quote:290628b02b][quote=\"rika_chou\"]Also, I would like to get started on things soon. Does anyone know who the artist was for Green Hill Zone was? I would be more interested in contacting artists, rather than programmers so that I actually have something to talk about with them. I just hope the artist for GHZ knows English. (S1 was made in Japan, right?)[/quote:290628b02b]\r\n\r\nDidn\'t that old interview with Yasuhara say that he had the Green Hill zone planned even before Sonic was created? Even if he didn\'t make the final graphics, he might have made an earlier version of it (the leftovers found in the VRAM, perhaps?).\r\n\r\nAnd I believe he speaks English.\r\n\r\nEDIT:\r\n[quote:290628b02b][quote=\"Yasuhara\"]First, I made a tentative map using a green field which I had planned to use on a new game when I reached the U.S., and then place the characters Ooshima had designed in it.[/quote:290628b02b]\r\nWell... So it might or might not be Green Hill, but it wouldn\'t hurt to ask about it.\r\n\r\nEDIT 2: Somebody fix the quoting bugs, please...'),(65,'5743d3849a','','Well, he added me to his contact list on Yahoo, so at least he\'s not dead.'),(66,'9f69c7da62','','[color=red:9f69c7da62]Confidential: What you see here can only be discussed here[/color:9f69c7da62]\r\n\r\nOfer\'s map editor:\r\n[img:9f69c7da62]http://jamesseph.phpwebhosting.com/users/sanik/maplemaps.png[/img:9f69c7da62]\r\n\r\nStory:\r\nOfer is unwilling to release his map editor because he fears legal trouble with SEGA. He doesn\'t even care if contracts have expired, he just doesn\'t want to have to waste time in court in a worst case scenerio.\r\nSo, with that said, the only way to get Ofer to release the PC Beta is to head east! Well not really ... hxc\'s working on contacting SEGA\'s legal department or someone in charge of SEGA America or SEGA Japan to write a pardon for Ofer.\r\n\r\nThe map editor is not all good news though. To get it to run, one needs:\r\nWindows 9X and a Diamond Edge 3D card installed on the system.'),(67,'57f6160989','','Awesome.\r\n\r\nBlount, Bret  Bret.Blount@segaamerica.com\r\n\r\nThat would be the guy at SOA to contact, I think.'),(68,'5447274629','','Its not worth it, seriously, me and SANiK and chris have talked about it, and its a legal nightmare.'),(69,'1b1887d089','','How about good old \"it just got leaked by an unknown guy\"*? That\'s how mostly everything prototype-related has been released, and there will be nobody to sue if SEGA doesn\'t know who leaked it.\r\n\r\n\r\n\r\n\r\n\r\n*See: Sonic Crackers'),(70,'bfcac8f9b2','','Ofer doesn\'t want to take the chance, period'),(71,'524e93ece5','','Well, that\'s understandable.\r\n\r\n...I\'d love to see it fully documented, though, with examples and explanations for each function and stuff. That way somebody could make a similar program that could do exactly what it did (and make it work in today\'s computers).\r\n\r\n\r\nAny chances for that?'),(72,'67ccf65b95','','Chris Senn sent me technial documents on how the engine works and how stuff is managed.\r\n\r\nProject S will consist basicly of re-engineering X-treme back to life\r\n\r\nCurrently I\'m coding a software/hardware 3D hybrid that WILL allow me to implement correct fish eye\r\n\r\nJust have to finish my school research report so I can work on it with all my potential'),(73,'898b25bf34','','Neat, so will that \"Project S\" re-implement Chris\' maps and all? That would be amazing.'),(74,'f617a093dd','','Chris Senn\'s original maps will be used\r\n\r\nThink of it this way - I\'ll only have to write a converter instead of a full map editor (which can come later)');

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