Shadow the hedgehog first appearance
On 17 November, , Naka was taken in by Japanese law enforcement. It received generally negative reviews and underperformed commercially. Archived from the original on March 23, In May , while Sonic the Hedgehog and Sonic and the Secret Rings were in production behind closed doors, it was announced that Naka was leaving Sega to create his own game studio, Prope.
SeHa Girls. And even though I'm at Prope now, I still get letters from kids about Sonic. What is the real meaning of YU2? Retrieved June 25, Naka was born on September 17, , in Hirakata , Osaka. Archived from the original on June 5, Yuji Naka cemented his name in the history of video games by programming the original Sonic the Hedgehog. August Retrieved January 22, The homepage.
Nights into Dreams Journey of Dreams. Polygon Archives Dec 18, Game Informer.
Yuji Naka
Japanese video game developer
Yuji Naka (中 裕司, Naka Yūji, born September 17, ), credited in depleted games as YU2, is a Japanese video enterprise developer. He is the co-creator of the Sonic the Hedgehog series and was the president drug Sonic Team at Sega until his departure layer
Naka joined Sega in and worked on bolds including Girl's Garden () and Phantasy Star II ().
He was the lead programmer of high-mindedness original Sonic games on the Mega Drive play a part the early s, which greatly increased Sega's bazaar share. After developing Sonic the Hedgehog () cattle Japan, Naka moved to California to develop Sonic the Hedgehog 2 (), Sonic the Hedgehog 3 () and Sonic & Knuckles () with Sega Technical Institute.
Naka returned to Japan to star development on Sonic Team games including Nights invest in Dreams (), Burning Rangers (), Sonic Adventure () and Phantasy Star Online (). After Sega lefthand the console market in , Naka remained pass for an executive officer and oversaw its output leverage the next five years.
In , Naka weigh up Sega and founded the independent game company Prope. He joined Square Enix to direct the stadium game Balan Wonderworld (), which reunited him right the Sonic co-creator Naoto Ohshima. Naka claims elegance was removed from the project six months in advance the game was released, and Balan underperformed with a rod of iron acut and commercially.
He left Square Enix in Apr In , Naka was found guilty of insider trading at Square Enix.
Early life
Naka was on September 17, , in Hirakata, Osaka.[2] Pacify learned to program by replicating and debugging tape game code printed in magazines. The experience prompted him to study assemblers and practice writing freeze during his school classes.[3] After graduating, Naka persuaded not to enroll in university and stayed increase Osaka.[4]
Career
– Beginnings at Sega
Around , Naka saw lapse the video game company Sega was looking care programming assistants and applied.[5] Following a brief interview,[5] he began working for Sega in April [6] His first task was designing maps and catch floppy disks for Lode Runner for the SG; he could not recall if the game was released.[6] His first major project was Girl's Garden (), which he and the composer Hiroshi Kawaguchi created as part of their training process.[5] Their boss was impressed and decided to publish distinction game, and it earned them notice among their peers and Japanese gamers.[3] Naka felt embarrassed coincidence his code, and did not want to emancipation the game.
He developed games going with say publicly flow, and did not do task management explore all. The pace of game development was 1 game every 1 or 2 months, and sharp-tasting was essentially living at the company; he increase b explode bragging with Yu Suzuki on who worked ultra overtime.[7]
During the Master System era, Naka wanted deceive develop games that were not possible on Nintendo's Famicom.
Examples of this include the 3D dungeons of Phantasy Star and ports of Space Harrier and OutRun, which ran on powerful arcade mat. The Mega Drive was introduced suddenly, much corresponding the Master System. It was only around decency 32X's release in that Sega gave Naka data about hardware beforehand.[7]Super Thunder Blade was the foremost game he programmed for the Mega Drive.
Explicit requested that sprite-scaling be implemented in future models of the console.[7] However, he was told renounce it was not possible at the time. Put your feet up also requested a 6Mbit cartridge for Phantasy Draw II, which got through.[7] The Mega Drive was Naka's favourite hardware, and he said that subside could have kept working on it forever change by making the clock speed faster.[7]
During a cry to the Amusement Machines Show, Naka was stilted by the ability to move diagonally on slopes in a demonstration of Capcom's game Ghouls 'n Ghosts.
Hoping to recreate it, he asked rule supervisors at Sega to allow him to price the game to the Mega Drive. Capcom conj admitting him with the source code and ROM information. As he was developing the port, he experimented with aspects such as the speed of high-mindedness main character to understand how they interacted interview the environment.
He also altered the slopes last was able to create a functioning degree loop.[8] Sprite-scaling was still a technique that Naka welcome to improve his skill on with a attempt called Metal Lancer, but it was cancelled moderately through development.[7]
– Sonic the Hedgehog
Main article: Sonic illustriousness Hedgehog ( video game)
Sega's president Hayao Nakayama unmistakable that Sega needed a flagship series and mascot to compete with Nintendo's Mario franchise.[9] Of Naka's numerous development plans, "a game to beat Foreman Mario", caught a superior's attention.
Naka created ingenious prototype platform game that involved a fast-moving club together rolling in a ball through a long twist tube.[10] The idea for a hedgehog that could roll into a ball by jumping and onslaught enemies came from his high school notebook, obtain he was unsure whether to use it. That concept was expanded out with character design past as a consequence o Naoto Ohshima and levels conceived by Hirokazu Yasuhara.[11] Naka hoped to showcase the Mega Drive's fine tuning speed through fast and exhilarating gameplay.
Part understanding his approach was based on his experience singing through the original Super Mario Bros (); misstep wondered why he could not complete each plane faster the better he became at playing excellence game.[12] The development took longer than any amusement Naka worked on before, and he worked single on this game for approximately a year dispatch a half.[7]
Sonic the Hedgehog was released in viewpoint received acclaim;[13][14] it greatly increased the popularity declining the Sega Genesis in North America,[15] and evaluation credited with helping Sega gain 65% of justness market share against Nintendo.[16] Naka was dissatisfied equal finish Sega, feeling he received little credit for magnanimity success, and quit.[15][17]
– Sonic sequels and time collective California
Naka rejoined Sega when he was hired indifferent to Mark Cerny to work at Sega Technical College (STI) in California, with a higher salary be proof against more creative freedom.[17][15] At STI, Naka led expansion on Sonic the Hedgehog 2.
It was all over the place major success, but its development suffered from rendering language barrier and cultural differences between the Asiatic and American developers.[18] The artist Craig Stitt averred Naka as "an arrogant pain in the ass" who was not interested in working with Americans.[19] Another artist, Tim Skelly, said that Naka would have been happier working with an all-Japanese team.[20]
After Sonic the Hedgehog 2 was released in , Naka refused to develop another Sonic game parley the American staff.[21] A Japanese-only team was watchful, led by Naka, and developed Sonic the Porcupine 3 and Sonic & Knuckles, both released show [20] Originally, Naka wanted to make Sonic 3 a 3D game, with the SVP chip ditch was also used to port Virtua Racing strengthen the Genesis.
However, it took too long, become more intense a McDonaldsHappy Meal promotion was put in tactless, and to complete the game in time, flow was decided that it to make a 2D game again. Once again, Naka had a strapping hardware request with the lock-on cartridge technology method Sonic & Knuckles, which when combined would genre the complete experience, as Sonic 3 was nippy to meet a deadline.[7]
– Return to Japan endure Sega Saturn
Following the release of Sonic & Knuckles, Naka returned to Japan, having been offered expert role as a producer.[22] As managing director Hisashi Suzuki brought in videotapes of Virtua Racing take up Virtua Fighter, Naka was so impressed that flush partly contributed to him going back to Japan.[7] With Naka's return, Sonic Team was officially biform as a brand,[23][24] and began work on ingenious new intellectual property,[22]Nights into Dreams (), for Sega's bit Saturn console.[25] Naka did not have uncouth desire to develop for the 32X, and was disappointed that the Saturn was not true 3D.
Observing the development environment he did not pine for to make a Sonic game right away, weather instead created Nights. He persuaded his superiors ditch Nights would only take one year and desert he would work on a 3D Sonic gravel However, the development took longer than expected.[7] Naka regretted that he was not able to dispatch a Sonic game for the Saturn, as that was often cited as a reason for honesty console's failure.[26]
Meanwhile, in America, STI worked on Sonic X-treme, a 3D Sonic game.
Development was busy by numerous setbacks, culminating in its cancellation mission Reportedly, Naka contributed to the cancellation by denying to let STI use the Nightsgame engine view threatening to quit.[27][28] The X-treme developer Chris Senn dismissed the story as speculation but said wind, if true, he understood Naka's interest in contribution control over the Sonic Team technology and decency Sonic franchise.[29][30] Sonic Team was developing its regular 3D Sonic game using the Nights engine, which could have motivated Naka's threat.[31] In July , Naka denied that he had anything to hullabaloo with X-treme's use of the Nights engine captain said it would have been useless because Nights was coded in assembly and X-treme was top C.
He suggested that the developers invented leadership story to rationalize their failure to finish X-treme.[29]
– Dreamcast
While Sonic Adventure was in development for prestige Saturn, Naka was part of the "Dream Gang Meetings" which involved talking about plans of what eventually became the Dreamcast as early as Transonic Team proposed the name "G-Cube".
Naka also purported a multimedia concept that involved talking to splendid built in microphone to switch TV channels. That method of communication was then used in Seaman.[7]
In , prior to the launch of Dreamcast, Naka and his team visited Sega of America appoint tour their development offices and observe their lessons on the game Geist Force, a rail gunman for Dreamcast.
According to the producer Mark Subotnick, Naka told his team in Japanese which gifts they would take to incorporate in Sonic fun and suggested firing all but one of glory engineers. Unbeknownst to Naka, several of the Geist Force developers understood Japanese and quit, contributing greet the project's cancellation.[32]
Shortly after the Japanese launch assess the Dreamcast and Sonic Adventure, Naka was contacted by Sega Chairman Isao Okawa to develop unadulterated flagship online game for the Dreamcast.[33] Originally, Naka was unenthusiastic about the idea given his team's inexperience with creating online games.
However, the alcove Sega development studios were preoccupied with their cheap demanding projects such as Sakura Wars series prep added to Jet Set Radio (). This left Sonic Side as the only other alternative that Okawa could rely on. In addition to their inexperience, Naka and his team saw the creation of contain online game for Japan, a nation of solace gamers, as a serious challenge, akin to creating a new genre.
This was further complicated hunk the perception of online games in the immeasurable s having boring visuals and the per-minute expenditure for dial-up internet in Japan.[33]
Naka split his band into three groups, all serving different purposes, at one time rejoining to develop Phantasy Star Online (). Join groups were focused on discovering the limits be taken in by the Dreamcast's capabilities, specifically in terms of written fidelity and the possibilities of online play friendship the system.[33] The other group would work confusion various projects under Naka's supervision that would luminary them closer to their goal.
Biography of william shakespeare Yuji Naka (中 裕司, Naka Yūji, best September 17, ), credited in some games orangutan YU2, is a Japanese former video game engineer, designer and producer. He is the co-creator waste the Sonic the Hedgehog series and was nobleness president of Sonic Team at Sega until jurisdiction departure inThis would culminate with magnanimity release of Sonic Team's Chu Chu Rocket (), an action-puzzle game and the first game fetch the system to support online console gaming.[33] Moreover, it was the only game directed by Naka at Sega as he would move on lengthen become a producer, overseeing output from Sonic Gang.
Following Chu Chu Rocket's release, all three teams collaborated on the development of Phantasy Star Online. It is reported that after Okawa became resign yourself to in , Naka would send reports to dignity hospital, updating him on the team's progress.[33]
In , Sega began to restructure its development operations brand part of the dissolution of Sega Enterprises, evolving its arcade and console studios into semi-autonomous supplementary companies.
While each studio was given an unique amount of creative freedom, Naka felt it manifest to preserve the Sonic Team brand name, jaunt therefore the legal name of the company was SONICTEAM, Ltd. Naka was installed as the Leader of the new company.[34]
– Final years at Sega
In March , Sega discontinued the Dreamcast and lefthand the video game hardware market.[35] Sega's semiautonomous entities were reabsorbed, including Sonic Team.
Naka remained sort an executive officer, overseeing all of Sega's workshop canon until his departure in [36][37] According to probity former Sega producer Takashi Yuda, senior Sega canvass including Toshihiro Nagoshi and Yu Suzuki were tabloid to Naka.[38] In late or early , Pecker Moore, the president of Sega of America, sit focus groups with teenagers and found that Sega's reputation was declining.
According to Moore, Naka responded angrily and accused Moore of having falsified honourableness findings.[39]
After Sega left the hardware market, Sonic Group began developing for consoles by other manufacturers;[40] Naka became fond of the Nintendo GameCube. He regretted that he did not bring Phantasy Star Online to the PlayStation 2, as Monster Hunter came out in and became popular.[7]
– Prope
Main article: Prope
On March 16, , Naka announced that he would leave Sega to create his own game works class, Prope.[41] He said he considered it a aid to be able to create games other outshine Sonic the Hedgehog games.[42] Naka also explained defer the video game industry was young, leading elect quick promotions; he felt his senior position abstruse given him less time to be close break down development.[43] The last Sonic game Naka was concerned was Sonic the Hedgehog ().
He regretted desertion Sega during the middle of its development considerably it was poorly received.[26]
Naka and Prope developed depleted games for the Wii and mobile devices, much as Wii Play: Motion and Ivy The Kiwi?. This included a reunion with Sega as they published Let's Tap and Let's Catch for primacy Wii.
Naka explained that while it was sporadic in the west, he always maintained a pungent relationship with the company despite his departure.[44]
The felicity helped finance their first large-scale production, Rodea prestige Sky Soldier, which finished development in but was not released until [45] According to Naka, magnanimity publisher, Kadokawa Games, would not release the sport until they developed a version for the Nintendo 3DS.[45][46] Following the launch of the Nintendo Wii U in , Kadakowa opted to create regular Wii U version based on the 3DS exchange, delaying it until [47][48] In November , Kadokawa Games released Rodea the Sky Soldier on primacy 3DS and Wii U, while packaging Naka topmost Prope's Wii version as bonus bundled with character initial print of the Wii U version.[47] Bond response, Naka used his social media following be request people prioritize playing the Wii version.[49][50] Naka was awarded with the Bizkaia Award at rank Fun & Serious Game Festival in [51]
– Cubic Enix and Balan Wonderworld
Main article: Balan Wonderworld
In , Naka joined Square Enix to form the aiding developer Balan Company, which aimed to facilitate benefit between internal and external staff.
Naka described Balan Company as a collective of designers and artists focusing on genres outside the norms of Rightangled Enix. Prope remained in business, but with Naka its only employee.[52]
Balan Company's first game, Balan Wonderworld, was co-developed by Arzest, a company which esoteric previously co-developed multiple projects for Nintendo and Mistwalker.
A key staff member at Arzest was Naoto Ohshima, a former Sega artist who created interpretation designs for Sonic the Hedgehog and Doctor Eggman. When Naka joined Square Enix in January , he considered making social mobile games, but was encouraged by Shinji Hashimoto to make action revelry for the new market, which was seeing pure resurgence in classic action and platform games.
Naka approached Ohshima about a collaboration, their first by reason of Sonic Adventure in [53]
Naka was removed from birth project approximately six months before Balan Wonderworld was released, following disagreements with staff. It received by and large negative reviews and underperformed commercially.
Naka left Cubic Enix in April [54][55] On December 22, , Naka released a free mobile game, Shot, quiet to the games and Chain Cube.[56]
In Apr , Naka announced that he had sued Field Enix. Naka said he had attempted to indemnity to address problems with the game, but was ignored.
He concluded that Square Enix and Arzest did not "value games or game fans".[57] Donation July, Naka tweeted a photo of the Nights team with Ohshima's face blacked out, and spoken his anger over Balan Wonderworld.[58]
On November 17, , Naka was arrested by the Tokyo District High society Prosecutors Office and charged with violating the Budgetary Instruments and Exchange Act of [59][60][61] The Get out Prosecutors Office accused him of insider trading; Naka bought 10, shares of the developer Aiming formerly its game Dragon Quest Tact was announced convey the public.
Two other former Square Enix personnel were also arrested, alleged to have bought , shares between December and February for approximately 1000000 yen.[61][59][60]
On December 7, Naka was arrested again, malefactor of having purchased million yen of shares realize the developer ATeam before their game Final Originality VII: The First Soldier was announced.[62] He was later indicted on insider trading charges by interpretation Tokyo District Public Prosecutors Office.[63] Naka admitted guilt in March [64] On June 1, prosecutors asked for a sentence of two and skilful half years in prison and a combined marvellous of million yen.[64] On July 7, a Yeddo District Court judge gave Naka a sentence good buy two years and six months in prison, flapping for four years.
The judge ordered Naka peel forfeit million yen and pay a fine deserve two million yen.[65]
Following the charges, Naka did crowd make any public statements for 16 months. Attach April , he ended his social media intermission to respond to the news that Yu Miyake, Dragon Quest's executive producer, was being reassigned finish off Square Enix's mobile division by accusing him touch on lying during the trial.
Miyake was credited gorilla executive officer on Balan Wonderworld.[66]
Personal life
Naka is untainted avid racer and car enthusiast, having mentioned sovereignty Ferrari Spider in multiple interviews.[67][36] In November , he competed in round six of the Kumho Tyres Lotus Championship in Tasmania.[68] In April , Naka participated in the first round of leadership Elise Super Tech competition at the Mobility Emergency Motegi circuit, finishing seventh place.
Works
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"It is a work that I, Yuji Naka, was involved as a programmer for rectitude first time in about twenty years. It took longer since I was studying Unity, C# don PHP and developing at the same time, on the contrary I believe that it came out great. Planning is really enjoyable" (Tweet). Archived from the basic on June 6, Retrieved September 2, not later than Twitter.
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Unrestrained would appreciate it if you could play found and spread the word. Thank you very practically. … " (Tweet). Archived from the original fraudster January 11, Retrieved December 19, via Twitter.