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Christmas Nights was also ahead of its time -- the idea that you
could unlock extra stuff depending on what the date is. Those sorts of games
are still rare to see.
NO: Indeed. That game is mostly the same
as Nights, but it was very literally
a Christmas present for our audience, a sort of thank-you from Sega to its
fans. That was the concept.
I was an
enormous fan of Sega, around the Saturn and Mega Drive/Genesis eras, and that
certainly calls to mind the Sega of old. What struck me about Christmas Nights was that there was a lot of stuff in there,
altered graphics and such, that would only be playable for two days' time.
NO: We had the idea to have Spring
Nights, Summer Nights, and so forth, reflecting all of the seasons. It really
wasn't a technological challenge, as the textures don't really change much. It
didn't take a lot of time, and I think its mission of drumming up interest and
excitement among our fans was pretty well met.
What did
you think of the new Nights?
NO: The Wii
one? That project was led by [Takashi] Iizuka, who was the lead designer on the
original Nights. He really loves that
character, and I'm sure that he was able to create the Nights that he wanted to create.
It didn't
feel the same to me.
NO: It was,
perhaps, more Americanized than before. The original Nights was chiefly made with the Japanese
and European audiences in mind -- Sonic,
meanwhile, was squarely aimed at the U.S. market.
In what
way did you position Sonic for the
U.S. market?
NO: Well, he's
a character that I think is suited to America -- or, at least, the image I had
of America at the time. Nights is a more delicate... well, his gender is deliberately
ambiguous, for one.
It's a
cliched question, but was that why Sonic's main colors are red, white and blue?
NO: (laughs)
Well, he's blue because that's Sega's more-or-less official company color. His
shoes were inspired by the cover to Michael Jackson's Bad, which
contrasted heavily between white and red -- that Santa Claus-type color. I also
thought that red went well for a character who can run really fast, when his
legs are spinning.

Sonic CD
You were
also the director of Sonic CD -- another game that had time travel as a play
mechanic. Have you liked that mechanic for a while?
NO: Well, I
wanted a Sonic where the levels changed
on you -- where Sonic would go really fast, like in Back to the Future,
and bang, wind up in a different place.
Why do
you think you've been involved with a lot of games with time elements to them?
NO: I hadn't realized that, actually.
(laughs) There must be a part of me that likes that sort of thing, the time.
Sonic CD really felt great in action. It
doesn't have the full-on speed of Sonic 2, but the world feels really
alive in the game, much in the same that it did for me in Nights -- that
feeling that the game world would still be alive even if I weren't exploring
it. Was that your intention?
NO: Sonic CD was made in Japan, while Sonic 2 was made by (Yuji) Naka's team over in
the U.S. We exchanged
information, of course, talking about the sort of game design each of us was
aiming for. But Sonic CD wasn't Sonic 2; it was really meant to be more of a
CD version of the original Sonic. I
can't help but wonder, therefore, if we had more fun making CD than they did
making Sonic 2 [because we didn't have
the pressure of making a "numbered sequel"].
What
I really wanted to do was just have this sonic boom, with a flash, and have the
level change on you instantly. We just couldn't manage it on the hardware,
though, so instead there's that sequence that plays while it's loading.
(laughs) I kept fighting and fighting with the programmers, but they said it
just wasn't possible.
I bet
they probably could have done it.
NO: I know!
(laughs) If Naka was doing the programming, I think it could've been done.
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Shout out to the "old" SEGA.......the one with soul.