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Hirokazu Yasuhara talks about Sonic creation

by rawmeatcowboy
25 August 2008
GN 1.0 / 2.0

A portion of a Gamasutra interview with Namco Bandai Games America senior design director Hirokazu Yasuhara…

GS: Ahh, that’s great. So…this may be a question you answered long ago, but when Sonic was created, Sega, as I understand, wanted a mascot. So how were the three of you chosen, or were you just coming up with this yourselves? Like, Ohshima, Naka and yourself.

HY: Like, how we wound up choosing between an armadillo and a hedgehog?

GS: Did they tell you three to do it, or did they say “OK, everybody at Sega, come up with an idea”?

HY: No, it was just us three, and the mission statement was just “You guys have to make a mascot for Sega.”

GS: How many design iterations and ideas did you go through before you came up with this?

HY: Well, in the very beginning, the project staff consisted entirely of Naka and Ohshima, back before I joined them. The main thing Naka had thought up at that time was a game engine that scrolled really, really fast — the problem after that was to figure out what kind of game we could make with that.

We didn’t have any game at that time, so we had to think about that first. I thought it’d be enough to have a game where you ran really fast, but we couldn’t get anything to work. Naka was really adamant about the idea that the game should be playable with one button, since Mario needed two — jump, and run or attack.

My response to that was that if you have only one button, then all you can do is jump, so we need to find some way the player can attack at the same time. So our character needed some way to deal damage just by jumping, and from there, we came up with the idea that he should roll himself up into a ball while in the air. I think that was how we first started off.

Full interview here