Sega Technical Institute (STI) was an American
video game developer
A video game developer is a software developer specializing in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with em ...
owned by
Sega
is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
. Founded by the
Atari
Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
veteran
Mark Cerny in 1990, STI sought to combine elite Japanese developers, including the
Sonic Team
, doing business as , is a Japanese video game developer owned by Sega. Sonic Team is best known for its ''Sonic the Hedgehog'' series and games such as '' Nights into Dreams'' and '' Phantasy Star Online''.
The initial team, formed in 1990, c ...
programmer
Yuji Naka
, credited in some games as YU2, is a Japanese video game designer and programmer. He is the co-creator of the ''Sonic the Hedgehog'' series and was the president of Sonic Team at Sega until his departure in 2006.
Naka joined Sega in 1984 and w ...
and his team, with new American talent. STI developed games for
Sega Genesis
The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Sys ...
, including several ''
Sonic the Hedgehog
is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic the Hedgehog (character), Sonic, an anthropomorphic blue hedgehog who battle ...
'' games, before it was closed at the end of 1996.
After working in Japan for Sega on games for the
Master System
The is an 8-bit Third generation of video game consoles, third-generation home video game console manufactured and developed by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series ...
, Cerny proposed the creation of a development studio in America, which was approved. When Naka quit Sega after the release of ''
Sonic the Hedgehog
is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic the Hedgehog (character), Sonic, an anthropomorphic blue hedgehog who battle ...
'', Cerny convinced him to join STI. After completing ''
Sonic the Hedgehog 2'' in 1992, STI was divided in two due to friction between the Japanese and American developers: the Japanese developed ''
Sonic the Hedgehog 3
is a 1994 platform game developed by Sega Technical Institute and published by Sega for the Sega Genesis. Like previous ''Sonic the Hedgehog, Sonic'' games, players traverse side-scrolling levels while collecting Rings (Sonic the Hedgehog), ri ...
'' and ''
Sonic & Knuckles
is a 1994 platform game developed by Sega Technical Institute and published by Sega for the Sega Genesis. Players control Sonic the Hedgehog or Knuckles the Echidna in their quests to save Angel Island; Sonic tries to stop Doctor Robotnik fro ...
'' before leaving in 1994, while the Americans developed games including ''
Sonic Spinball
''Sonic the Hedgehog Spinball'', also known as ''Sonic Spinball'', is a 1993 pinball video game developed by Sega Technical Institute and published by Sega for the Sega Genesis. It is a spin-off of the ''Sonic the Hedgehog'' series. Players ...
''. The failed development of ''
Sonic X-treme'' for the
Sega Saturn
The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the succes ...
became representative of a culture shift at Sega, and STI closed at the end of 1996.
The mainline Sonic the Hedgehog games developed by STI are considered significant in the history of the Genesis. Developers have described STI as a unique workplace that did not fit into Sega's corporate structure.
History
Formation, ''Dick Tracy'', and ''Kid Chameleon''
Mark Cerny, a fan of
computer programming
Computer programming or coding is the composition of sequences of instructions, called computer program, programs, that computers can follow to perform tasks. It involves designing and implementing algorithms, step-by-step specifications of proc ...
and
arcade game
An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily game of skill, games of skill and in ...
s, joined
Atari
Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
in 1982 aged 17.
At 18, he designed and co-programmed ''
Marble Madness
''Marble Madness'' is a 1984 platform game designed by Mark Cerny and published by Atari Games for Arcade video game, arcades. Set in an Isometric video game graphics, isometric perspective, the game tasks the player with guiding a marble throug ...
'', his first major success.
After his time with Atari, Cerny became an independent programmer and signed a contract with
Sega
is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
in 1985 to work on an arcade game out of an office at the company's arcade division in
San Jose, California
San Jose, officially the City of San José ( ; ), is a cultural, commercial, and political center within Silicon Valley and the San Francisco Bay Area. With a city population of 997,368 and a metropolitan area population of 1.95 million, it is ...
. Cerny was approached by Sega's president,
Hayao Nakayama
is a Japanese businessman and was the former President and CEO of Sega Enterprises, Ltd from 1983 to 1999.
Early life and career
Nakayama was born into a family of doctors, and was expected to pursue medicine as a career. However, Nakayama ...
, about canceling his project and coming to Japan to work on software for Sega's upcoming
Master System
The is an 8-bit Third generation of video game consoles, third-generation home video game console manufactured and developed by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series ...
console. Cerny relocated to Tokyo in late 1986.
There, he developed Master System products,
including launch games and the SegaScope 3D glasses accessory.
Despite initially planning on a six-month stay, he worked with Sega in Japan for over three years.
In 1990, Cerny desired to return to the United States.
At the same time, the Sega of America CEO, Michael Katz, and the executive vice president, Shinobu Toyoda, prioritized increasing game development in the US due to a lack of games catering to American tastes.
This resulted in Sega's head of research and development, Hisashi Suzuki, announcing his intention to send a group of younger, but experienced, arcade developers to the US to develop games for the region, and would be supplemented with American development staff as well. Suzuki wanted to call this new studio the "Sega Institute of Technology" (SIT), but was convinced by Cerny to change the name to "Sega Technical Institute" over concerns that the "s" sound in the group's initials would be pronounced instead with a "sh" by Japanese speakers. Sega initially planned to send 11 developers.
Sega applied for
O-1 expert visas, for "nationally or internationally recognized" people with "a record of extraordinary achievement", unaware that the developers did not qualify.
As a result of the applications for this quantity of unqualified visas, the
US Embassy in Tokyo denied them all and temporarily barred Sega from applying for more. Sega instead sent Cerny to the US and had him hire Americans without assistance from Japan.
Believing it would bolster creativity, Cerny located STI near the arcade division offices in San Jose, away from Sega of America's headquarters in
San Francisco
San Francisco, officially the City and County of San Francisco, is a commercial, Financial District, San Francisco, financial, and Culture of San Francisco, cultural center of Northern California. With a population of 827,526 residents as of ...
. Within a year, STI had outgrown its space and relocated to
Palo Alto
Palo Alto ( ; Spanish language, Spanish for ) is a charter city in northwestern Santa Clara County, California, United States, in the San Francisco Bay Area, named after a Sequoia sempervirens, coastal redwood tree known as El Palo Alto.
Th ...
. Ken Balthaser, Sega of America's product development manager, did not support STI's independence and wanted it to be part of Sega of America's corporate structure. He was overruled by Nakayama, who was convinced by Cerny that he could make this level of independence work, something which had never been tried at a major game developer before. This allowed Cerny to report directly to Sega's offices in Japan and avoid the game concept approval management of Sega of America. He aimed to establish an elite development studio that would combine the design philosophies of American and Japanese developers, much like Suzuki's original plan.
Cerny's first employee at STI was Yutaka Sugano, who had previously created the arcade game
''Shinobi'' and had already been assigned to work in the US. The first STI project was ''
Dick Tracy'',
based on
the 1990 film for which Sega obtained a license to develop a game. Sega gave STI five months to complete development, while STI still had only Cerny and Sugano on staff. American staff were hired to program the game, and Japanese graphic artist Takeshi Doi worked on the animation. According to the game's lead programmer, Mike Schwartz, the Japanese and American staff collaborated well despite the language barrier; Sugano and Doi had some understanding of English, and Cerny, a fluent speaker of Japanese, helped to ensure good communication. Sega also sent American staff members, including Schwartz, to Japan to visit Sega's headquarters, with Sugano and Doi leading their tour. Despite STI's efforts, which included having each character's likeness approved by their actor in the movie–including
Warren Beatty
Henry Warren Beatty (né Beaty; born March 30, 1937) is an American actor and filmmaker. His career has spanned over six decades, and he has received an Academy Award and three Golden Globe Awards. He also received the Irving G. Thalberg Memor ...
,
Madonna
Madonna Louise Ciccone ( ; born August 16, 1958) is an American singer, songwriter, record producer, and actress. Referred to as the "Queen of Pop", she has been recognized for her continual reinvention and versatility in music production, ...
, and
Al Pacino
Alfredo James Pacino ( ; ; born April 25, 1940) is an American actor. Known for his intense performances on stage and screen, Pacino is widely regarded as one of the greatest actors of all time. His career spans more than five decades, duri ...
–''Dick Tracy'' was poorly received and did not sell well. The game's late release in February 1991, eight months after the film debuted in theaters and two months after its home video release, prompted Sega to insist on being a part of film-based projects at least a year before the film's release date.
STI began development on its next game, ''
Kid Chameleon'', in 1991,
as they were finishing ''Dick Tracy''. Cerny and others conceived ''Kid Chameleon'' in 1990 as an
action game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and ...
, with knowledge that such games were popular due to the success of
Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles.
The history of Nintendo began when craftsman Fusajiro Yamauchi ...
's ''
Super Mario Bros.
is a 1985 Platformer, platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). It is the successor to the 1983 arcade game ''Mario Bros.'' and the first game in the ''Super Mario'' series. It was origi ...
'' and that the Genesis lacked many of these games, and among the few it did have, none were originally developed in the West. A number of new staff were hired as ''Kid Chameleon''
's development began. The team consisted of 15 people, all American, with sound being outsourced to a third party. Cerny facilitated open communication during the game's development and created opportunities for the developers to bond and spend their off time together; this led to increased communication between artists, designers, and programmers, which was crucial because the game's development did not use
version control
Version control (also known as revision control, source control, and source code management) is the software engineering practice of controlling, organizing, and tracking different versions in history of computer files; primarily source code t ...
to prevent overwriting the work of each other. The game includes over 100 levels despite the small 1
MB cartridge used, but does not include any
save feature. ''Kid Chameleon'' was released in late 1992 and sold well for Sega.
Yuji Naka, ''Sonic the Hedgehog 2'', and Cerny's departure
Shortly after the release of ''
Sonic the Hedgehog
is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic the Hedgehog (character), Sonic, an anthropomorphic blue hedgehog who battle ...
'' in 1991, the
Sonic Team
, doing business as , is a Japanese video game developer owned by Sega. Sonic Team is best known for its ''Sonic the Hedgehog'' series and games such as '' Nights into Dreams'' and '' Phantasy Star Online''.
The initial team, formed in 1990, c ...
programmer
Yuji Naka
, credited in some games as YU2, is a Japanese video game designer and programmer. He is the co-creator of the ''Sonic the Hedgehog'' series and was the president of Sonic Team at Sega until his departure in 2006.
Naka joined Sega in 1984 and w ...
quit Sega following disagreements over salary and backlash from the company over the time and effort it had taken to finish developing the game. Cerny, who had been making frequent trips to Japan while he was setting up STI, and who had previously consulted with ''Sonic'' character artist
Naoto Ohshima
(born February 26, 1964) is a Japanese video game designer and artist, best known for designing Sonic the Hedgehog and Dr. Eggman from Sega's ''Sonic the Hedgehog'' franchise. Although Yuji Naka made a tech demo around which ''Sonic'' gameplay ...
, visited Naka's apartment and listened to the reasons why he left.
Cerny took this information to Sega of America executive Shinobu Toyoda, who had previously negotiated Naka's salary while in Japan. As a result, Naka relocated to join STI four months later, at double his original salary and additional bonuses.
Hirokazu Yasuhara, who had designed most of the ''Sonic'' stages and gameplay, had been assigned shortly before the completion of ''Sonic'' to work in the US, and he also joined STI.
In September 1991, Cerny pitched ''
Sonic the Hedgehog 2'' as STI's project for the 1992 Christmas season, giving the team 11 months of development time, but Sega management considered it too soon for a sequel. STI explored other concepts,
but in November, Sega reversed course and told Cerny that it needed ''Sonic 2'' for the 1992 holiday season.
Cerny said that this did not create "much of a creative loss", as STI had yet to come up with a game idea on par with ''Sonic'', but lost two months of development.
STI began development on ''Sonic 2'' with a team composed of both American and Japanese developers.
Over 100 people worked on the game and the main team comprised 20 developers.
Sega of America marketing director Al Nilsen said that STI wanted "to go all out" to ensure ''Sonic 2'' would be as successful as the original ''Sonic'', since sequels were generally not well regarded.
Its development suffered some setbacks; the language barrier and cultural differences created a rift between the Japanese and American developers.
The Japanese were used to
crunch conditions,
with Cerny noting they often worked through the night and slept in their cubicles.
In contrast, the Americans left at the end of their working day and locked the STI offices.
Cerny had envisioned the Japanese acting as mentors to the Americans, but cooperation was difficult due to language barriers and cultural differences.
STI artist Craig Stitt recalled Yasuhara and lead artist
Yasushi Yamaguchi as easy to work with, but Naka as "an arrogant pain in the ass" not interested in working with Americans.
Another STI artist, Tim Skelly, said that Naka would have been happier working with an all-Japanese team.
Cerny said of the situation, "''Sonic 2'' did ship but after that we said 'no more!'"
Upon release, ''Sonic the Hedgehog 2'' broke video game sales records; in November 1993, it was reported to be the best-selling 16-bit video game ever at the time.
During 1992, Cerny left STI; he claimed to have done so as development on ''Sonic 2'' was being completed.
Masaharu Yoshii temporarily filled in as the head of the studio and was credited as ''Sonic 2''
's director. Cerny's reasons for leaving included Nakayama's disapproval of Cerny's spending before ''Dick Tracy'' and ''Kid Chameleon'' were released, Cerny's refusal to create games with small development teams in short time frames as was commonly done with Master System games, and the rising tension between the American and Japanese staff of STI. In particular, Cerny felt that the Americans were not treated respectfully by the Japanese. Further complicating this was STI's involvement with the ''Sonic'' franchise and Naka's desire to oversee the process personally, as well as Sega of America's initial hesitation to assist given their lack of confidence in the character. After ''Sonic 2'' was completed, Naka refused to develop another ''Sonic'' game if he had to work with an American team again.
Internal tension and more ''Sonic'' games
Cerny's replacement at STI was
Atari
Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
and
Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
veteran Roger Hector. Having been recruited by Toyoda to join STI while working with
Disney Interactive
Disney Interactive is an American video game and internet company that oversees various websites and interactive media owned by The Walt Disney Company.
History 1995–1996: Formation and beginnings
In December 1994, Disney announced that it w ...
, Hector knew Cerny and met with him as he was departing. According to Hector, he knew what Cerny had done at STI and wanted to maintain that status quo as long as he could. Believing the tension between the Japanese and Americans at STI was normal, Hector adapted his management style in order to keep the two teams together while integrating them when it was needed by the game being developed.
STI maintained its unusual place in Sega's organizational structure during Hector's tenure. According to Hector, STI reported both to Sega's Japanese headquarters and Sega of America, but was independent and did not fit into corporate structure.
After ''Sonic 2'' was released, Sega relocated STI to
Redwood City
Redwood City is a city on the San Francisco Peninsula in the Bay Area of Northern California, approximately south of San Francisco and northwest of San Jose. The city's population was 84,292 according to the 2020 census. The Port of Redwo ...
, closer to Sega of America's headquarters. The idea behind such a move was to more closely connect STI with Sega of America's product development department, but the move worried Hector that STI's special status would be in danger. Hector ensured this status would be retained, reporting directly to Toyoda at Sega of America while still being allowed to avoid Sega of America's pitch and review processes. Employees at the new STI building were also given key access exclusive to them. Hector credited this unusual arrangement for fostering creativity and making STI "very special". Developers Peter Morawiec and Adrian Stephens, who worked for STI, expressed fond memories of working there for its uniqueness.
In 1993, STI began work on ''
Sonic the Hedgehog 3
is a 1994 platform game developed by Sega Technical Institute and published by Sega for the Sega Genesis. Like previous ''Sonic the Hedgehog, Sonic'' games, players traverse side-scrolling levels while collecting Rings (Sonic the Hedgehog), ri ...
''. Naka selected the majority of the team, while Hector oversaw development.''
'' Due to the game's scope and Sega's commitment to the start date of a corresponding American
McDonald's
McDonald's Corporation, doing business as McDonald's, is an American Multinational corporation, multinational fast food chain store, chain. As of 2024, it is the second largest by number of locations in the world, behind only the Chinese ch ...
Happy Meal
A Happy Meal is a kids' meal usually sold at the American fast food Chain store#Restaurant chain, restaurant chain McDonald's since June 1979. A small toy or book is included with the food, both of which are usually contained in a red cardboard b ...
promotion and TV ad campaign, the team split the game in half,
with ''Sonic 3'' released in February 1994 and ''
Sonic & Knuckles
is a 1994 platform game developed by Sega Technical Institute and published by Sega for the Sega Genesis. Players control Sonic the Hedgehog or Knuckles the Echidna in their quests to save Angel Island; Sonic tries to stop Doctor Robotnik fro ...
'' in October.
''Sonic & Knuckles'' was released with "lock-on technology" to connect the two games and allow them to be played together as originally intended.
Both games were developed in Palo Alto before STI relocated. Hector said ''Sonic 3'' had a troubled development. He recalled having to prevent the rest of Sega from bothering the team while simultaneously making sure the game would be finished in time. Additionally, Hector struggled to balance resources between ''Sonic 3'' and other projects, Naka was sometimes seen as a harsh leader, and American staff not on the ''Sonic 3'' team became jealous of the priority given to the game. To facilitate better communication, Hector brought in a
Berlitz language teacher to instruct a class in Japanese.
Some Americans did contribute to the development; artist Chris Senn contributed
concept art
Concept art is a form of visual art used to convey an idea for use in film, video games, animation, comic books, television shows, or other media before it is put into the final product. The term was used by the Walt Disney Animation Studios ...
for ''Sonic & Knuckles'', and
Howard Drossin contributed the soundtrack for the game.
Because ''Sonic 3'' was not scheduled to be released for the 1993 holiday season, Sega was interested in a spinoff ''Sonic'' game. Sega's marketing team suggested a game based on the casino levels of the first two games. A
pinball
Pinball games are a family of games in which a ball is propelled into a specially designed table where it bounces off various obstacles, scoring points either en route or when it comes to rest. Historically the board was studded with nails call ...
game pitch came from Morawiec, who had previously worked on the special stages in ''Sonic 2''. Morawiec drew inspiration from the 1992
Amiga
Amiga is a family of personal computers produced by Commodore International, Commodore from 1985 until the company's bankruptcy in 1994, with production by others afterward. The original model is one of a number of mid-1980s computers with 16-b ...
game ''
Pinball Dreams'' to combine pinball
mechanics
Mechanics () is the area of physics concerned with the relationships between force, matter, and motion among Physical object, physical objects. Forces applied to objects may result in Displacement (vector), displacements, which are changes of ...
with the gameplay of ''Sonic the Hedgehog''. His team, consisting of American STI staff not working on ''Sonic 3'', was given nine months to develop the game, which Morawiec considered a "tight" schedule. To speed up production, Sega sent veteran staff from Japan to assist, including ''Sonic the Hedgehog'' artist Katsuhiko Sato.
Additionally, Hector hired more programmers and assured his team that the game would be done on time. The team also changed the
programming language
A programming language is a system of notation for writing computer programs.
Programming languages are described in terms of their Syntax (programming languages), syntax (form) and semantics (computer science), semantics (meaning), usually def ...
from
assembly to
C, an unusual choice for Genesis games at the time, which greatly accelerated development at the cost of
frame rate
Frame rate, most commonly expressed in frame/s, or FPS, is typically the frequency (rate) at which consecutive images (Film frame, frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and moti ...
and performance and optimization issues. A last-minute difficulty occurred when the team learned that Sega did not own the theme to ''Sonic the Hedgehog'', which had been used in ''Spinball.'' Morawiec tasked lead composer Drossin to write a new theme within two hours.
Though it received poor reviews, ''Sonic Spinball'' sold well.
Naka's departure, ''Comix Zone'', ''The Ooze'', and ''Die Hard Arcade''
Following the release of ''Sonic & Knuckles'', Yasuhara quit, citing differences with Naka, and went on to develop games for Sega of America. Naka returned to Japan in late 1994
to continue work with Sonic Team, reuniting with Ohshima.
STI was left with mostly American staff.
Further complications came from internal corporate tension: Sega of America operated as an independent entity, and relations with the Japanese were not always smooth.
Former Sega of America CEO
Tom Kalinske
Thomas Kalinske (born July 17, 1944) is an American businessman who has worked for Mattel (1972–1987), Matchbox (1987-1990), Sega of America (1990–1996) and LeapFrog (1997–2006).
At Mattel, Kalinske was credited with reviving the Barbie ...
claimed some executives disliked that Nakayama appeared to favor US executives, and "a lot of the Japanese executives were maybe a little jealous, and I think some of that played into the decisions that were made".
By contrast, author
Steven L. Kent wrote that Nakayama bullied American executives and believed the Japanese executives made the best decisions.
According to Hector, after the release of the
Sony PlayStation in 1994, the atmosphere at Sega became political, with "lots of finger-pointing".
STI's next game, ''
Comix Zone'', entered development before ''Sonic Spinball'' but was placed on hold so Morawiec could work on ''Spinball''. After presenting his concept to Hector, Morawiec was encouraged to pitch it directly to Kalinske, who approved and gave his approval again after ''Spinball'' was released. Development began with a three-man team of Morawiec designing, Adrian Stephens programming, and executive producer Dean Lester, but grew to a team of nearly a dozen. Development was relatively smooth and became STI's top project, with the full support of Sega's marketing department, but pressure was mounting as the American team had not released a game since ''Spinball''. Timing became a factor with the forthcoming release of new video game consoles, the
32X
The 32X is an video game accessory, add-on for the Sega Genesis video game console. Codenamed "Project Mars", it was designed to expand the power of the Genesis and serve as a transitional console into the History of video game consoles (fifth ...
and
Sega Saturn
The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the succes ...
. As a result, ''Comix Zone'' was delayed to the beginning of 1995 and two levels were cut. Morawiec also increased the game's difficulty on recommendation of Sega's test department, a decision he later regretted. ''Comix Zone'' was released to mixed reviews and saw limited sales, and according to Stephens did not break even,
but later attracted a
cult following
A cult following is a group of fans who are highly dedicated to a person, idea, object, movement, or work, often an artist, in particular a performing artist, or an artwork in some medium. The latter is often called a cult classic. A film, boo ...
. Stephens also said that the game's late release delayed STI's movement to developing Saturn software, and that "neither STI nor the Saturn ever recovered from that."
''
The Ooze
''The Ooze'' is a video game developed by Sega Technical Institute and released in 1995 for the Sega Genesis. In the game, players take the role of a slimy puddle of liquid and face off against various enemies and obstacles.
Gameplay and plot
...
'' entered development in 1994, stemming from an algorithm by programmer David Sanner. The game's approval was questionable due to its being unconventional and its main character being made of toxic sludge, and was not guaranteed to ship. The game's main artist and designer was
Stieg Hedlund, who took over after the original designer left. Hedlund considered ''The Ooze'' a great opportunity and worked to move the game along and made the game's first stage to teach players how to play. Though marketing wanted to change the look of ''The Ooze'' to a more cartoon-based design, the game's art director refused, fearing it would change the tone of the game. Progress was later hampered with the departure of programmer Scott Chandler and artist Marte Thompson. Sega's marketing considered bundling ''The Ooze'' as a pack-in with the forthcoming
Genesis Nomad, but the coordination never happened. Released late in the Genesis' active years, ''The Ooze'' sold below Sega's expectations and was a critical and commercial failure. Those who developed the game, however, consider it the last truly independent game STI developed without outside interference.
STI completed one game in partnership with
Sega AM1, ''
Die Hard Arcade''.
The game originated as a means for Sega to use existing resources: Sega had produced an excess inventory of
ST-V arcade boards, and had acquired the ''Die Hard'' license but as yet had no ''Die Hard'' games in development.
To develop the game, Sega sent over a group of artists, programmers, and designers to STI, who supplied additional artists, music, and animation. ''Die Hard Arcade'' became Sega's most successful arcade game produced in the US, and helped the arcade division to sell off the excess inventory.
''Sonic X-treme''
As Sonic Team was working on ''
Nights into Dreams'',
Sega tasked STI with developing what would have been the first fully 3D ''Sonic'' game, ''
Sonic X-treme.'' Development of ''Sonic X-treme'' began in late 1994 at STI.
Hector conceived a Genesis game based on the
Saturday morning ''Sonic the Hedgehog'' cartoon, and took developers from Sonic Team and STI to the
DiC Animation studios to demonstrate his idea, with Morawiec later designing gameplay. However, Sega management and senior members of Sonic Team disapproved of the idea, so Morawiec moved on to work on ''
Comix Zone''. As new consoles and the
32-bit era were on the way, the game was moved to the 32X and Michael Kosaka was placed in charge of the team.
He created
design documents for the game,
but resigned in the middle of 1995 due to corporate politics.
Executive producer Dean Lester resigned later in 1995, with Manny Granillo taking over as executive producer and STI producer Mike Wallis being placed in charge of development. Wallis stated that he had little to no control over his team despite supervising it because of the organizational structure. During this phase in development, STI was asked by Sega of America management to evaluate developing the game for a forthcoming new console based on
Nvidia
Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curti ...
Riva TNT technology.
After Sega announced that it would focus solely on the Sega Saturn, development shifted to the Saturn.
This cost the STI development team several weeks. The new game design featured a
fisheye lens
A fisheye lens is an ultra wide angle lens, ultra wide-angle lens that produces strong Distortion (optics), visual distortion intended to create a wide panorama, panoramic or Sphere#Hemisphere, hemispherical image. Fisheye lenses achieve extremel ...
camera system that rotated levels with
Sonic
Sonic or Sonics may refer to:
Companies
*Sonic Drive-In, an American drive-in, fast-food restaurant chain
* Sonic (ISP), an Internet provider CLEC, serving more than 100 California communities
* Sonic Foundry, a computer software company whic ...
's movement.
In March 1996, Sega representatives from Japan including CEO Nakayama visited STI to evaluate progress. At this point, ''X-treme'' was already well behind schedule, with the main game running poorly. After seeing the boss battles performing better during the demonstration, Nakayama ordered the game be reworked using that
engine
An engine or motor is a machine designed to convert one or more forms of energy into mechanical energy.
Available energy sources include potential energy (e.g. energy of the Earth's gravitational field as exploited in hydroelectric power ge ...
instead.
This effectively removed the main game development and removed their developers, designer Chris Senn and programmer Ofer Alon, from the project. They would later try to develop a version of ''X-treme'' for PC, but it was rejected on the same grounds of quality and performance issues.
On the Saturn project, the developers worked between 16 and 20 hours a day to meet their December 1996 deadline. This proved fruitless after Sega of America executive vice president
Bernie Stolar rescinded STI's access to Sonic Team's ''
Nights into Dreams'' engine following an ultimatum by Naka, who was now producing ''Nights'' and reportedly threatened to quit Sega if STI used it. In July 2022, Naka denied ever threatening to quit, but
clarified that STI would never have been able to use the engine due to them working in C, and there being no documentation they could use to understand how to develop with the NiGHTS engine.
The loss of the ''Nights'' engine cost the team a further two weeks of development time.
After programmer Chris Coffin became severely ill with
pneumonia
Pneumonia is an Inflammation, inflammatory condition of the lung primarily affecting the small air sacs known as Pulmonary alveolus, alveoli. Symptoms typically include some combination of Cough#Classification, productive or dry cough, ches ...
, Wallis made the decision to cancel the game. ''X-treme'' was announced as delayed, but was officially canceled in early 1997.
Closure and canceled games
STI was disbanded in 1996 as a result of changes in management at Sega of America.
New focuses were given to STI, including product
localization and management of external development teams. According to Hector, corporate politics and fighting amongst the executives could not be rectified. Hector had been given additional responsibilities over all of Sega's product development, leading to his decision to leave the company. New management had taken over shortly before the studio closed.
Decisions were made to streamline game development, and Sega of America's product development department branched to form
SegaSoft. With STI's recent new responsibilities, it was restructured to report directly to Sega of America and became the new product development department.
After STI's closure, Morawiec and Stephens left Sega and formed
Luxoflux
Luxoflux Corp. was an American video game developer founded by Peter Morawiec and Adrian Stephens in January 1997, and based in Santa Monica, California.
History
Luxoflux was founded in January 1997 by former Sega Technical Institute developers ...
.
Cerny and Yasuhara remained friends after their time at STI and reunited to work with
Naughty Dog
Naughty Dog, LLC (formerly JAM Software, Inc.) is an American first-party video game developer based in Santa Monica, California. Founded by Andy Gavin and Jason Rubin in 1984, the studio was acquired by Sony Computer Entertainment in 2001. G ...
on the ''
Jak & Daxter'' series.
In addition to ''Sonic X-treme'', several games were considered but ultimately never developed. A sequel to ''Kid Chameleon'' and ''Jester'', which featured a nearly-invulnerable clay character,
were canceled due to STI shifting resources to ''Sonic the Hedgehog 2''.
Another, ''Spinny & Spike'', was developed by ''Kid Chameleon'' programmer Steve Woita and
greenlit by Kalinske, but never made it out of development after resources shifted to ''Sonic Spinball''. Sega hired a new producer and art programmer to continue ''Spinny & Spike''. Woita assumed he would return to the game after finishing ''Spinball'', but opted to leave Sega shortly afterward, and Sega determined that development could not continue without the original team. A sequel to ''Comix Zone'' was proposed but dropped, while Morawiec and Stephens set up an office to begin work on an original ''Sonic'' game, but the project was canceled by Naka.
Game reception
Games developed by STI include four ''Sonic the Hedgehog'' games.
''Sonic the Hedgehog 2'' received critical acclaim and was a bestseller in the UK charts for 2 months. As of 2006, the game had sold over 6 million copies.
''Sonic Spinball'' received mixed reviews, with an average score of 61% at
GameRankings
GameRankings was a video gaming review aggregator that was founded in 1999 and owned by CBS Interactive. It indexed over 315,000 articles relating to more than 14,500 video games. GameRankings was discontinued in December 2019, with its staff bei ...
, based on an aggregate score of six reviews, but sold well.
''Sonic the Hedgehog 3'' holds an average score of 89% at GameRankings, indicating positive reviews based on its aggregate score of five reviews,
while ''Sonic & Knuckles'' also received positive reviews.
All four games have been rereleased multiple times in various ''Sonic'' compilations.
''Kid Chameleon'' is recognized for its original character designs and abilities that made it play like "several different platform games rolled into one.
''
Mega'' placed the game at #35 in their Top Mega Drive Games of All Time. ''Comix Zone'', a
beat 'em up
A beat 'em up (also known as brawler and, in some markets, beat 'em all) is a video game genre featuring hand-to-hand combat against a large number of opponents. Traditional beat 'em ups take place in Side-scrolling video game, scrolling, 2D c ...
, faced mixed reviews from ''
GamePro
''GamePro'' was an American multiplatform video game magazine media company that published online and print content covering the video game industry, video game hardware and video game software. The magazine featured content on various video ...
'' and ''
Electronic Gaming Monthly
''Electronic Gaming Monthly'' (''EGM'') is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content and product reviews.
History
The magazine was fou ...
'' at the time of its release,
but has been retrospectively praised for its originality, including the concept of moving through the pages of a
comic book
A comic book, comic-magazine, or simply comic is a publication that consists of comics art in the form of sequential juxtaposed panel (comics), panels that represent individual scenes. Panels are often accompanied by descriptive prose and wri ...
and defeating enemies drawn in front of the player.
''The Ooze'', originally planned as a
Genesis Nomad launch title,
received negative reviews at its launch,
but was recognized for its originality,
and has been retrospectively called "one of those little-known 16-bit gems that are well worth taking the effort to play through."
''Die Hard Arcade'' has also been recognized for its depth as one of the last beat 'em ups.
While it was never released, journalists have considered what impact ''Sonic X-treme'', as a Sonic game for the Sega Saturn, may have had on the market.
Retrospectively, STI is given more credit for its game development than it had while it was active. More Sonic compilations have featured games developed by STI, and Sega has since opened more external studios outside of Japan. Ashley Day of ''Retro Gamer'' stated, "only time will tell if such companies can harness the same kind of magic the Sega Technical Institute did so long ago."
Ken Horowitz of ''Sega-16'' stressed the importance of STI's games on the Genesis, and also framed STI's history as a cautionary tale of corporate politics. Of this, Horowitz said, "Be it the continued growth and success of the core ''Sonic'' games, the innovative original titles, or the unique development atmosphere that was unrivaled anywhere else at Sega, the Institute gave us some great games and produced some amazing talent. Today’s industry would do well to take a page from Sega’s book about how to make a development team feel at home, and the story of the Sega Technical Institute is living proof of how too much corporate interference can kill a good thing."
See also
*
Sega development studios
This is a list of development studios owned by Sega, a Japanese video game developer and Video game publisher, publisher based in Tokyo, Japan. Sega itself is a development studio of Sega Sammy Holdings, a company formed in 2004 after it merged w ...
*
Sega AM2
previously known as is a video game development team within the Japanese multinational video game developer Sega. Yu Suzuki, who had previously developed arcade games for Sega including ''Hang-On'' and ''Out Run'', was the first manager of th ...
*
Sega AM3
References
{{Authority control
Sega divisions and subsidiaries
Video game development companies
Video game companies disestablished in 1996
Defunct video game companies of the United States