NIGHTS Into Dreams... Interview with Yuji Naka from 1996

Hobby Consolas is a Spanish magazine by Hobby Press that has begun in 1991. Lenghty and diverse, it was known for its passionate game review methods and extensive game guides, while never reaching the same quality of contents as the ones presented by its major contender in Spain, Zeta’s Super Juegos. The following interview belongs to a rather special issue from 1996 where Mario, Sonic and Crash appear on the cover, linking to an article featuring the new games for each of the mascots: Mario 64, Crash Bandicoot and the unreleased Sonic Xtreme. However in this precise moment there was also another new mascot being brought to life by Yuji Naka and Sonic Team: none other than Nights.
While there is no dispute that Mario 64 was the superior platform title of its day, Nights is best left out of that particular category. Its system still elludes genres even today; its gameplay gave new meaning to the word unique and its visual style reminded many that aesthetics outclass polygon count. The quality of the game was acknowledged by the public and critics, but also by other game designers who couldn’t contain their enthusiasm due to the relentless innovation of this Sega Saturn classic.
The interview, also featuring a tongue-tied Naoto Oshima, focuses on some important issues regarding the creation of Nights - from character design to game philosophy - which I hope to be of any interest not only to the admirers of the game but also to SEGA history buffs. Most will surely spot a critical gaffe in the text box below, as the writers credited Outrun and Space Harrier to the wrong Yu. Yes, these were the days before the great online videogame databases of today where facts can be easily verified; moreover, Hobby Consolas was particularly skilful in publishing this sort of bloopers.
Another interesting aspect lies in the listing of these Sonic Team members’ favorite games: they’re not afraid of showing their reverence for Mario. In fact, this links to another story where Toshihiro Nagoshi said he went to look for a job in Nintendo before heading to SEGA as a second choice. While being interviewed for the position, he said he felt comfortable mentioning Mario as one of the most influential games of his life. At a certain point, it seems like enjoying Nintendo games was a prerequisite for becoming a member of the SEGA company - which only makes perfect sense.
This idea to publish this particular piece came from my negative reaction to Prope’s new Ivy the Kiwi? for Windows Mobile and (possibly) Nintendo DS: a game so ordinary that it becomes hard to accept as a 21st century creation by the same author who had once brought us Sonic and Nights. I thought that a mere sight of Naka’s pompous sneer could bring to mind the glory days of the Japanese game design hegemony. As this delightful tradition seems to vanish, now that most Japanese studios are being affected by all sorts of afflictions, an interview such as this one may remind the oldschool reader of better times - especially for Yuji Naka himselfm whose creativity is now reduced to the degradation of cardboard box tapping.

SONIC TEAM - THE CREATORS OF SONIC AND NIGHTS
The members of the software house Sonic Team – with Mr Yuji Naka in charge of it – are the true “fathers” of Sonic. Now they have put their favorite son aside for a while dedicating themselves in full to a new challenge under the name “Nights”. Hobby Consolas wished to know more details about this promising title, which is why we sent our Japanese correspondent to the Sega headquarters, where we kept this interesting chat about the creative process of one of this new generation’s most spectacular games.
> How many people composed the programming team?
YUJI NAKA. When we started to work in Sonic we were about 7 people. Then more and more programmers arrived and we’re 20 people at the moment.
> When did you begin to work in Nights?
YN. We started right after finishing Sonic & Knuckles. In that moment we were returning to Japan from the USA and started to create the first projects. That took us about six months. The programming job actually took place in April 95.
> What is the importance of character design to the game?
YN. In order to have this game be a success we had the impression that we should not just create a protagonist that would please most of the people. Our intention was to create something revolutionary within our own Japanese culture, something that would distance itself from the usual concept of the games we know.
> Where from did the idea for the protagonist originate?
NAOTO OSHIMA. To create this character I investigated deeply into the European and North-American cultures and travelled through many countries. In the end I got to the conclusion that I’d like to make a character that would resemble an angel, mostly in its gestures.

Yuji Naka and Naoto Oshima in a moment of the interview with our Japanese correspondent, Nicola di Costanzo.
> Your initial idea of the game is the same you have now?
YN. First we wanted to create a game with a slow pace, one which the player could enjoy leisurely… but during programming we went increasing the speed, progressively, until we arrived at the rhythm the game has now. In reality, the speed is very close to that of the Sonic games, although its gameplay sensation seems much better to us.
> The character seems to be flying during most of the game. Why did you chose to bestow this ability to it?
YN. The desire to fly like a bird is a feeling that is common to the whole world. We wanted to make this dream into a reality for the users. It’s a fundamental aspect of the game. We want the players to enjoy, flying through the air and feel like playing again. Moreover, the factor of time as the life of the protagonist constitutes a new concept for the gameplay.
> What are the basic characteristics of the game?
YN. One of our premises was to create a world where the players were able to improve their abilities after playing a few times. We didn’t want to make a game where after finishing the first level you’d get right to the next one. We wanted players to have different options and have fun creating their own levels. We have also made it so the game is different every time you play. For instance, we have created the “feeling parameter” that allows the characters of the game to sometimes be allies to Nights and sometimes be against it. These characters live their lives during the game. We have made Nights with from the perspective of the player.

The Sonic Team group counts with 20 people at the time. Yuji Naka – center – is the maximum responsible for all of them.
> Why did you create a whole new character and did not reuse Sonic?
YN. Yes, it would have been a good idea to use Sonic, but we believe that we’re looking for something more, so that’s why we created a new character and a new world. We didn’t want to saturate people like other companies do. Moreover, it is hard to continue the series with the same type o game.
> Do you think you have created a master-piece?
YN. We’re no geniuses! There are better games than ours in Europe and the USA. We’ve simply did what we had in our own dreams. Anyone can make a game… but to make a good game you need to have a good team. If you have a good idea and a good team you can make a game like Nights. We don’t think it’s the best game of all time (laughs)… but yes, we believe we have worked as best we can, trying to bring together our own ideas to those of users as much as possible.
> Is NIGHTS played in a truly tridimensional world?
YN. The world of our NIGHTS is absolutely a “truly tridimensional world”. However, if all the levels were to be played in a 3D space the gameplay would suffer. That being, we have made the game so that all players could be able to fly without any difficulties.
> Is NIGHTS using 100% of Saturn’s capacities?
YN. We’re entirely satisfied with Saturn. In my opinion we still haven’t used 100% of the console’s hardware. We believe it is possible to make something much better. Nights is our first Saturn game and, thus, we couldn’t take full advantage of the system. We have studied a lot of possibilities that we could have used and we haven’t even tried them. Just the basic manual has three volumes (laughs). This time we have limited our own abilities.

> What was the most annoying part of the programming process?
YN. We can’t talk about the word “annoying”. There were parts that were more difficult than others, but we really had a great time creating this game.
NO. Although there were some parts we had to repeat several times over…
YN. Right. It was hard for us to get to this definitive version. There are many final versions we did that have little in common with the one being released for sale.
> What type of hardware have you used?
YN. We’ve used SGI for the design. We’ve also used a PC for the CD-Emulator and a Hewlett Packard for programming.
> What is Night’s biggest adversary?
YN. The game’s strongest contender is Sonic.
> What would you tell me about a hypothetical comparison between Nights and Mario 64?
YN. There is a great difference in the 3D concept of each game, so a comparison is hard to make. Nights is a unique game, very different from Sonic and Mario.
> Do you believe Nights will have the same impact on the Saturn as Sonic had in its day on the Mega Drive?
YN. We have not set that goal for ourselves this time but we believe that Nights will have a great impact on the Saturn. We have full confidence in it.
[ Published by HOBBY CONSOLAS nº 59, year V. Original pages in Castellano: 1 and 2 ]
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