Difference between revisions of "Interview:Tsunetomo Sugawara"

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< [[Interviews]]
 
< [[Interviews]]
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[[Image:Hertzlogo.jpg|right|Hertz logo]]
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''Tsunetomo Sugawara is a former employee of [[Hertz]].''
  
''[[Person:Tsunetomo Sugawara|Tsunetomo Sugawara]] is a former employee of [[Company:Hertz|Hertz]].''
+
''Interview conducted via private message by [[User:CRV|CRV]] December 2008-February 2009. Answers originally in Japanese. English translation by [[User:Dimitri|Dimitri]] and Derboo. Edited by CRV.''
 
+
''The following answers were translated from Japanese.''
+
  
 
'''GDRI: What was Hertz?'''
 
'''GDRI: What was Hertz?'''
  
TS: Hertz was the game division of Hertz Engineering, which was involved with acoustic engineering. Psycho World for the MSX2 was our debut work, followed by Hydefos and Lenam as our three original works. I worked on character and graphic design. After this, we worked on porting games to consumer hardware and a few years later, the company was dissolved.
+
TS: Hertz was a game production subsidiary of Hertz Engineering, a company involved with acoustical engineering. ''Psycho World'' for the MSX2 was our debut work, followed by ''Hydefos'' and ''Lenam''. I was responsible for character design and graphics there.
 +
 
 +
After these titles, the company's focus shifted to development of ports for home systems. A few years later, the company closed, and the staff went their separate ways.
  
 
'''GDRI: Is there a reason Hertz stopped making original games?'''
 
'''GDRI: Is there a reason Hertz stopped making original games?'''
  
TS: After releasing three original titles, the company wasn't doing so well. Management decided it was in our best interest to take contract work on ports.
+
TS: The three original titles we produced weren't particularly popular, and the company was in the red. To help cover our production costs, it was decided that we would take work porting other companies' games.
 
+
'''GDRI: Do you know why Hertz closed?'''
+
 
+
TS: We didn't make enough money to recoup our development costs. I can't speak more about this, but that was one of the reasons.
+
 
+
'''GDRI: Do you know what years Hertz was started and closed?'''
+
 
+
TS: Hertz was established in 1987 and closed in 1993.
+
  
 
'''GDRI: Did only Hertz close, or did all of Hertz Engineering close?'''
 
'''GDRI: Did only Hertz close, or did all of Hertz Engineering close?'''
  
TS: COMING SOON!
+
TS: Hertz was unable to continue operation because we ran out of money for development. I can't elaborate on the details, but this was one of the reasons.
  
'''GDRI: Did Hertz have a relationship with [[Company:Sanritsu/SIMS|Sanritsu/SIMS]]?'''
+
Hertz Engineering seemed to stay in operation after that. I don't know if they actually did continue, though.
  
TS: SIMS was a third-party to Sega during the Mega Drive era. One of the programmers at SIMS was a big fan of Psycho World and wanted to see the game ported to the Master System and Game Gear. There was meaning lost from the title when it was released elsewhere as "Psychic World."
+
'''GDRI: Do you know what years Hertz was started and closed?'''
  
'''GDRI: SIMS used to have Dynamite Duke and Out Run pictured on its website. [http://web.archive.org/web/19980206012040/www.sims.co.jp/kigyou.html] Even if Hertz's contract was with Sega, was SIMS in charge of production of those titles?'''
+
TS: It was established in 1987 and closed in 1993 as far as I'm aware.
  
TS: COMING SOON!
+
'''GDRI: Did Hertz have a relationship with [[Sanritsu]]/[[SIMS]]?'''
  
'''GDRI: MSX Psycho World credits "Tsuneyoshi Sugawara" and "Tsunetomo Sugawara." Are these the same person?'''
+
TS: Hertz was a third-party developer for the Mega Drive through SIMS. One of the programmers at SIMS was a fan of ''Psycho World''; he wanted permission to port the game to the Master System and Game Gear, which is how that came to be.
  
TS: We were brothers working on the same projects. My brother mostly worked on stories, storyboards, and graphics while I worked on character and monster designs as well as level design. I am Tsunetomo Sugawara.
+
'''GDRI: SIMS used to have ''Dynamite Duke'' and ''Out Run'' pictured on its website. [http://web.archive.org/web/19980206012040/www.sims.co.jp/kigyou.html] Even if Hertz's contract was with Sega, was SIMS in charge of production of those titles?'''
  
'''GDRI: What is your opinion of the SMS/GG versions of Psycho World (Psychic World)?'''
+
TS: SIMS was an affiliate company of Sega. They were an intermediary, taking the job information from Sega, and passing it on to Hertz. So Hertz was contracted by the OEM (original equipment manufacturer) by way of a third party.
  
TS: I think that the changes to the stage designs made the game too much of a maze.
+
SIMS then took the completed titles and, if there were no issues, presented them to Sega; once Sega approved them, they went to market. Apart from our own company's releases, all the ports Hertz did were produced for an OEM.
  
In the original version, you could move forward as quickly as you liked, but the limited view meant that there were parts where you had to stop. Unfortunately, due to the capacity constraints, stages had to be removed from the game, which affected the story.
+
'''GDRI: MSX ''Psycho World'' credits "Tsuneyoshi Sugawara" and "Tsunetomo Sugawara." Are these the same person?'''
  
The climactic scene, the final showdown with Knavik, was changed from a 2-on-1 to a 1-on-1 fight for some reason, which made the whole scene feel lonely.
+
TS: They are my younger brother and myself; we worked on the same projects. He mostly did story and storyboard work as well as graphics, while I worked on character and monster design as well as stage design.
  
'''GDRI: Do you have any opinions on the cover art for the SMS and GG versions of Psycho World?'''
+
[Considering there are other games where the same person is credited under different names, that's not a weird question to ask. -CRV]
  
TS: COMING SOON!
+
'''GDRI: What is your opinion of the SMS/GG versions of ''Psycho World'' (''Psychic World'')?'''
  
'''GDRI: Did Hertz staff ever meet with SIMS staff regarding the SMS and GG ports of Psychic World?'''
+
TS: Due to capacity limits, the number of stages had to be reduced, which unfortunately made the story feel very forced. I felt the redesigned stages were unpleasant and made the game into too much of a maze.
  
TS: COMING SOON!
+
I found it unfortunate that the game would pause when you switched ESP powers. In the original game, time kept moving while you were choosing, which helped elevate the tension.
  
'''GDRI: Was there anything that inspired your character designs on Psycho World or your art style in general?'''
+
Even though you could adjust your speed like in the original, the lack of places where you could reach full speed removed one of the refreshing elements of the game.
  
TS: COMING SOON!
+
Finally, the climactic scene, a two-on-one showdown with Knavik, was changed to a one-on-one fight, giving the whole scene a very lonely feeling.
  
'''GDRI: I believe you posted elsewhere about the order in which the different versions of Lenam were done. Could you talk about that?'''
+
'''GDRI: Did Hertz staff ever meet with SIMS staff regarding ''Psychic World''?'''
  
TS: COMING SOON!
+
TS: There was an occasion when SIMS staff visited our company in person to discuss the game's content. When they had a ROM ready, we did playtesting and checked for bugs.
  
'''GDRI: What is "C.P.U?" [http://gdri.smspower.org/wiki/index.php/Company:Hertz_(credits)#Sword_of_Legend:_Lenam_.28MSX2.29]'''
+
'''GDRI: Was there anything that inspired your character designs on ''Psycho World'' or your art style in general?'''
  
TS: COMING SOON!
+
TS: I didn't want Lucia's (the player character) design to be symmetrical; it's subtle, but the part in her hair stays on the same side either way she faces.
  
'''GDRI: How did Hertz end up doing both the X68000 and Mega Drive versions of Dynamite Duke?'''
+
[This is only in the MSX version, not the SMS/GG versions. -Dimitri]
  
TS: When management decided we were going to start doing port work, they were already in talks with Sega about working on the Mega Drive. Dynamite Duke ended up being the first project we took. After we completed the Mega Drive version of the game, we quickly put together an X68000 version as well because it was the main platform for arcade ports at the time. Dynamite Duke wasn't a particularly significant title, so we on the development side weren't expecting much in the way of sales, and that's what ended up happening.
+
'''GDRI: I believe you posted elsewhere about the order in which the different versions of ''Lenam'' were done. Could you talk about that?'''
[[Image:Hzlogo_outrun.jpg|thumb|right|Hertz logo as seen in MD ''Out Run'']]
+
'''GDRI: Were you responsible for the Hertz sign in MD Out Run?'''
+
  
TS: COMING SOON!
+
TS: As you know, ''Lenam'' was produced on three different platforms. The X68000 version was the first one to be produced. The game's planner directed the entire production, but due to disagreements within the staff, he ended up leaving for another company after the game was completed.
  
'''GDRI: Was T's Music (MD Out Run) contracted to Hertz?'''
+
After that, the PC-9801 and MSX2 ports were produced concurrently. That doesn't mean the planner gave up authorship rights to the game, though, which I'm guessing is why we weren't able to get the rights to it.
  
TS: COMING SOON!
+
[More about rights is discussed later. -CRV]
  
'''GDRI: As far as program code is concerned, do you know if Out Run 2019 was based on MD Outrun?'''
+
'''GDRI: What is "C.P.U?" [http://gdri.smspower.org/wiki/index.php/Company:Hertz_(credits)#Sword_of_Legend:_Lenam_.28MSX2.29]'''
  
TS: COMING SOON!
+
TS: "C.P.U" was a nickname for someone on the staff, but I don't know the meaning. It's probably similar to my own handle "B.T.S."
  
'''GDRI: Can you confirm that Out Run 2019 for the Mega Drive was originally going to be Cyber Road for the Mega CD?'''
+
'''GDRI: How did Hertz end up doing both the X68000 and Mega Drive versions of ''Dynamite Duke''?'''
  
TS: It was. Another working title for the game was Junker's High, but there were unfortunate connotations to this name elsewhere, so we were leaning more towards Cyber Road. It was SIMS that decided to change the name to Out Run 2019.
+
TS: Management signed a deal with Sega to produce Mega Drive ports, and ''Dynamite Duke'' was the first project in that deal. After we completed the Mega Drive version, someone suggested doing an X68000 version as well since it was the main platform for arcade ports at the time. We weren't really expecting it, and it was produced in a very short time.
  
'''GDRI: Even though it was not originally going to be called Out Run 2019, obviously Out Run was the inspiration, was it not?'''
+
''Dynamite Duke'' wasn't really a big game in Japan, so the production staff weren't expecting a lot of sales. We were right, and that's exactly what ended up happening.
 +
[[Image:Hzlogo_outrun.jpg|thumb|right|Hertz logo as seen in MD ''Out Run'']]
 +
'''GDRI: Were you responsible for the Hertz sign in MD ''Out Run''?'''
  
TS: COMING SOON!
+
TS: I was in charge of the player and rival cars as well as the data for all the stages. I drew most of the graphics for the start area. I put in the Hertz sign for the team that made the game, not really thinking about it much. I didn't think many people would notice it, so I'm surprised at how many people did. The lead programmer, a friend of mine since I was a student, was a huge fan of the game, so we had a lot of fun making it.
  
'''GDRI: You are credited as "Visual Director" and "Director of Photography" on Out Run 2019. Does that just mean you were in charge of graphics?'''
+
'''GDRI: Was T's Music (MD ''Out Run'') contracted to Hertz?'''
  
TS: COMING SOON!
+
TS: T's Music was contracted by Sega, not by Hertz, though we did do some adjustment of the BGM when it arrived.
  
'''GDRI: "Hertz Corp." is mentioned in the credits of the beta version of Junker's High, but not in the final version of Out Run 2019 (though it is still in the ROM). Did someone ask that be taken out?'''
+
'''GDRI: As far as program code is concerned, do you know if ''Out Run 2019'' was based on MD ''Out Run''?'''
  
TS: COMING SOON!
+
TS: Yes, it was based on ''Out Run''<nowiki>'</nowiki>s code. We added stuff like the crossroads, gaps, and jumps. We used the same effect as the jump for getting onto the iceberg in the ice stage, too.
  
'''GDRI: Have you ever seen this? [http://www.amazon.com/Radica-I5043-PlayTV-Legends-Outrun/dp/B0009T02FU]'''
+
'''GDRI: Can you confirm that it was originally going to be ''Cyber Road'' for the Mega CD?'''
  
TS: COMING SOON!
+
TS: It was. Another working title for the game was ''Junker's High'', but there were unfortunate connotations to this name elsewhere, so we were leaning more towards ''Cyber Road''. It was SIMS that decided to change the name to ''Out Run 2019''.
  
'''GDRI: Did only Hertz work on Vay? I see people I have not seen on other games (but that might just be me).'''
+
'''GDRI: You are credited as "Visual Director" and "Director of Photography." Does that just mean you were in charge of graphics?'''
  
TS: COMING SOON!
+
TS: I was in charge of the car graphics apart from the player's car. I also supervised the obstacles and roadmap backgrounds as well as the title logo and font design.
  
'''GDRI: So did you have anything to do with the US localization of Vay, or was the company closed by then?'''
+
The backgrounds and some of the obstacles were handled by the people under me, and I managed that as well.
  
TS: COMING SOON!
+
'''GDRI: Did only Hertz work on ''Vay''? I see people I have not seen on other games (but that might just be me).'''
  
'''GDRI: Have you seen Vay for the iPhone? [http://www.somoga.com/games/vay/]'''
+
TS: The game was produced entirely by Hertz, though it was SIMS that published it. The animations were produced by a professional animation studio, but the pixel work was done at Hertz. The character voices for the animated sequences were provided by professional voice actors. Apart from that, SIMS solicited enemy character designs from readers of a game magazine, so the readers who sent ideas and fan letters were also included in the staff roll.
  
I had heard Vay appeared on the iPhone. I'm pretty sure it was the last game by Hertz that was published. After that, a lot of the people working there left and went to another company, and the company was dissolved as upper management had oppositions to our involvement in game development. A lot of people there, including myself, were pretty angry about the decision.
+
''Vay'' was the last game produced at Hertz that saw release. After that, the main staff left and went to other companies, and finally the company ran out of money and closed. If I had to give another reason, it was that management didn't really do their research regarding games. The production staff, myself included, were quite angry about that.
  
'''GDRI: Do you know the name of that company those former Hertz employees started or what they did?'''
+
'''GDRI: So did you have anything to do with the US localization, or was the company closed by then?'''
  
TS: COMING SOON!
+
TS: After ''Vay'' was completed, SIMS acquired the rights to the game. Since our company was closed by then, the overseas version was most likely their work.
  
 
'''GDRI: Was there any difference between developing for computers and developing for consoles?'''
 
'''GDRI: Was there any difference between developing for computers and developing for consoles?'''
  
For Psycho World in particular, because of the hardware limitations of the Master System, the number of stages and story visuals in the game had to be reduced. Five of the eight stages from the original version of the game were used.
+
TS: When ''Psycho World'' was ported from the MSX2 to home systems, the Master System's hardware limitations meant that stages and story scenes had to be removed. Stages 1, 2, 3, 5, and 8 were chosen as the core stages for the story.
  
Between computers and consoles, there is a significant difference in capacity. At the time, when you were working with a computer, it was possible to compress the main code, or to increase the number of disks. But when you were working on a console, you might be limited to just one megabit, and you had to make all your program would fit in such a small space. You had to work with the CG team to make sure the amount of data was kept down where it needed to be.
+
For both computers and home systems, the problem was storage capacity. For a computer game, you could compress the main code to make it smaller, otherwise you might end up with a game that uses too many disks.
  
I guess today, with the huge capacity of CDs, it's not really a problem on either side.
+
As for consoles, the games came on cartridges. If you were limited to, say, one megabit, you had to plan carefully so the entire game would fit within capacity. The programmer had to work with the art team to make sure the size and number of pictures stayed within the limits.
 +
 
 +
I suppose that now, since they both commonly use CDs, there's so much space that it's not really a problem anymore.
  
 
'''GDRI: Was there an actual preference at Hertz towards the MSX over the other home computers around at that time?'''
 
'''GDRI: Was there an actual preference at Hertz towards the MSX over the other home computers around at that time?'''
  
TS: COMING SOON!
+
TS: Starting with the MSX2, there were a lot of things you could do with the hardware like scrolling, but by that point fewer and fewer companies were making MSX games.
 +
 
 +
When we started doing ports for Sega, we'd given up on the MSX. We did our best in hopes of being able to produce sequels, but we were never able to because of the company's closure.
  
 
'''GDRI: Can I assume Hertz had no internal sound staff?'''
 
'''GDRI: Can I assume Hertz had no internal sound staff?'''
  
TS: COMING SOON!
+
TS: On the MSX, PC, and ''Out Run'', sound was produced by outside creators. For ''Out Run 2019'' and ''Vay'', the sound was created by sound staff within the company.
  
 
'''GDRI: Do you remember any specific tools or software you used in development?'''
 
'''GDRI: Do you remember any specific tools or software you used in development?'''
  
TS: COMING SOON!
+
TS: With the MSX, we used a graphics tool written by one of our programmers, but with the X68000 and PC-9801 we used a program called ''Z's Staff'' by a company called Zeit. We used the PC-9801 version of ''Z's Staff'' for Megadrive development as well.
  
'''GDRI: Did you have access to the original source code for Out Run, Dynamite Duke, or Tecmo World Cup?'''
+
'''GDRI: Did you have access to the original source code for ''Out Run'', ''Dynamite Duke'', or ''Tecmo World Cup''?'''
  
TS: COMING SOON!
+
TS: Tecmo actually lent us the arcade machine to place in our office. We used the game's own character test patterns as reference while we were drawing the character graphics for the Mega Drive version.
 +
 
 +
[One might assume Sugawara-san was referring to ''Tecmo World Cup'', but ''Dynamite Duke'' was also sold in Japan by [http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=6354 Tecmo]. He later clarified that both games were sent. -CRV]
  
 
'''GDRI: Do you know who owns the rights to the Hertz games?'''
 
'''GDRI: Do you know who owns the rights to the Hertz games?'''
  
TS: COMING SOON!
+
TS: Out of Hertz's games, the rights to ''Psycho World'' and ''Hydefos'' specifically are owned between myself, my brother, the director D.F, and the main programmer Y. Koba.
 
+
'''GDRI: Any games we're missing? [http://gdri.smspower.org/wiki/index.php/Company:Hertz]'''
+
 
+
TS: There was a version of Out Run for the X68000 in development that was never announced.
+
  
'''GDRI: Would the X68000 version of Out Run have been self-published had it been released?'''
+
The planner for ''Lenam'' was someone else in the company, so we weren't able to get the rights to that title.
  
TS: COMING SOON!
+
The rights to the ported titles are owned by the original makers, and the rights to ''Out Run 2019'' and ''Vay'' are owned by SIMS.
  
 
'''GDRI: Is Hertz the only game company for which you worked?'''
 
'''GDRI: Is Hertz the only game company for which you worked?'''
  
TS: Yes. After I left Hertz, I became a lecturer on game design at an art school.
+
TS: Yes, that's correct. After I left Hertz, I became a lecturer on game design at an art school.
  
 
'''GDRI: What does "B.T.S" mean?'''
 
'''GDRI: What does "B.T.S" mean?'''
  
TS: "B.T.S" was a pen name I used in my student days. The "B" stands for "Black," and the rest is my initials. I used the name in the staff roll of every game I worked on from Hydefos onward.
+
TS: "B.T.S" was a pen name from my student days. The "B" stands for "black," which is my favorite color, followed by my initials. I used this name on every game I worked on from ''Hydefos'' onward.
  
 
'''GDRI: Did you work on any unpublished games?'''
 
'''GDRI: Did you work on any unpublished games?'''
  
TS: I worked on the development of a golf game, but it never ended up seeing release.
+
TS: I worked on a golf game that never saw release.
  
'''GDRI: Was that golf game "Polygon Golf?" [http://blogs.yahoo.co.jp/rig_veda/GALLERY/show_image_v2.html?id=http://img.blogs.yahoo.co.jp/ybi/1/b4/bb/rig_veda/folder/1479964/img_1479964_56668376_12?1228578877]'''
+
'''GDRI: Was it ''Polygon Golf''? [http://blogs.yahoo.co.jp/rig_veda/56668376.html]'''
  
TS: Yes, I believe that is the game. The company closed while it was in development.
+
TS: Yes, I believe that's the game. The company closed while it was in development.
  
'''GDRI: How far along in development was that golf game?'''
+
'''GDRI: How far along was it?'''
  
TS: Sorry, I was only involved at the start of that project, so I don't know the particulars.
+
TS: Sorry, I left that project during development, so I don't know the details.
  
'''GDRI: That golf game wasn't Dynamic Country Club, was it? [http://vgrebirth.org/games/game.asp?id=9706]'''
+
'''GDRI: It wasn't ''Dynamic Country Club'', was it? [http://vgrebirth.org/games/game.asp?id=9706]'''
  
TS: Like I said, I left the project partway through, but I don't believe it's the same game.
+
TS: I don't believe it was the same game.
  
'''GDRI: Would you say Psycho World was the favorite game you did?'''
+
'''GDRI: Any games we're missing? [http://gdri.smspower.org/wiki/index.php/Hertz]'''
  
TS: COMING SOON!
+
TS: There was a version of ''Out Run'' for the X68000 that was never announced. Management cancelled the project while it was still in development.
  
 
'''GDRI: Do you have any favorite games (non-Hertz)?'''
 
'''GDRI: Do you have any favorite games (non-Hertz)?'''
  
TS: COMING SOON!
+
TS: I'm quite fond of Taito's games. ''Fairyland Story'' is my favorite. I also like ''Rastan Saga'', ''Cadash'', and ''Dungeon Magic''.
 +
 
 +
'''GDRI: Would you say ''Psycho World'' was the favorite game you did?'''
 +
 
 +
TS: It is. ''Psycho World'' was my first game.
 +
 
 +
It was a particularly memorable project for me, as it was my first opportunity to work professionally on a game.
  
 
'''GDRI: Do you play modern games? What ones?'''
 
'''GDRI: Do you play modern games? What ones?'''
  
TS: COMING SOON!
+
TS: Of course I play modern games. Mostly action games, but I find 2D games more "active," so I prefer them over 3D games. I also play quiz and brain training games on Nintendo DS.
  
 
'''GDRI: Was development work grueling? Were you working on multiple games at once?'''
 
'''GDRI: Was development work grueling? Were you working on multiple games at once?'''
  
TS: COMING SOON!
+
TS: When I was working on the MSX2, I didn't get much sleep; there were fun times, but it was also quite intense.
 +
 
 +
I never worked on multiple projects at once. As each job was completed, we moved on to the next one.
  
 
'''GDRI: Did you prefer doing original games or ports?'''
 
'''GDRI: Did you prefer doing original games or ports?'''
  
TS: COMING SOON!
+
TS: I think there are good things in both types of work. As an author, it's great when a work gets ported, as then more people get to see it.
  
 
'''GDRI: Would you ever return to the game industry?'''
 
'''GDRI: Would you ever return to the game industry?'''
  
TS: COMING SOON!
+
TS: I would like to return, I think, but my time is spent with my siblings, caring for my parents. I was able to take a character CG request from a friend, though, working from home. Returning at this point would be difficult, though I have discussed doing an indie remake with a programmer from back then, doing things we weren't able to do on the MSX. I don't know when that might happen, though.
 +
 
 +
Since leaving the game industry, I've found an interest in the cute characters you see toys of. Someday, I wonder if i might be able to get a plush or something made with a cute character of my own.
  
 
''Thanks to Sugawara-san for his time.''
 
''Thanks to Sugawara-san for his time.''
  
''Interview conducted via private message by [[User:CRV|CRV]] in December 2008-February 2009. English translation by [[User:Dimitri|Dimitri]] and CRV.''
+
''Japanese customers can purchase ''Hydefos'' and ''Psycho World'' through [http://www.amusement-center.com/project/egg/index.shtml Project EGG].''
 +
 
 +
 
 +
----
 +
 
 +
 
 +
'''BONUS: Psycho World character design sketches, posted with Sugawara-san's permission for non-commercial use only!'''
 +
 
 +
<center><gallery>
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Image:Psychoworld 01.jpg
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Image:Psychoworld 02.jpg
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Image:Psychoworld 03.jpg
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Image:Psychoworld 04.jpg
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Image:Psychoworld 05.jpg
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Image:Psychoworld 06.jpg
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Image:Psychoworld 07.jpg
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Image:Psychoworld 08.jpg
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</gallery></center>

Latest revision as of 03:46, 29 April 2018

< Interviews

Hertz logo

Tsunetomo Sugawara is a former employee of Hertz.

Interview conducted via private message by CRV December 2008-February 2009. Answers originally in Japanese. English translation by Dimitri and Derboo. Edited by CRV.

GDRI: What was Hertz?

TS: Hertz was a game production subsidiary of Hertz Engineering, a company involved with acoustical engineering. Psycho World for the MSX2 was our debut work, followed by Hydefos and Lenam. I was responsible for character design and graphics there.

After these titles, the company's focus shifted to development of ports for home systems. A few years later, the company closed, and the staff went their separate ways.

GDRI: Is there a reason Hertz stopped making original games?

TS: The three original titles we produced weren't particularly popular, and the company was in the red. To help cover our production costs, it was decided that we would take work porting other companies' games.

GDRI: Did only Hertz close, or did all of Hertz Engineering close?

TS: Hertz was unable to continue operation because we ran out of money for development. I can't elaborate on the details, but this was one of the reasons.

Hertz Engineering seemed to stay in operation after that. I don't know if they actually did continue, though.

GDRI: Do you know what years Hertz was started and closed?

TS: It was established in 1987 and closed in 1993 as far as I'm aware.

GDRI: Did Hertz have a relationship with Sanritsu/SIMS?

TS: Hertz was a third-party developer for the Mega Drive through SIMS. One of the programmers at SIMS was a fan of Psycho World; he wanted permission to port the game to the Master System and Game Gear, which is how that came to be.

GDRI: SIMS used to have Dynamite Duke and Out Run pictured on its website. [1] Even if Hertz's contract was with Sega, was SIMS in charge of production of those titles?

TS: SIMS was an affiliate company of Sega. They were an intermediary, taking the job information from Sega, and passing it on to Hertz. So Hertz was contracted by the OEM (original equipment manufacturer) by way of a third party.

SIMS then took the completed titles and, if there were no issues, presented them to Sega; once Sega approved them, they went to market. Apart from our own company's releases, all the ports Hertz did were produced for an OEM.

GDRI: MSX Psycho World credits "Tsuneyoshi Sugawara" and "Tsunetomo Sugawara." Are these the same person?

TS: They are my younger brother and myself; we worked on the same projects. He mostly did story and storyboard work as well as graphics, while I worked on character and monster design as well as stage design.

[Considering there are other games where the same person is credited under different names, that's not a weird question to ask. -CRV]

GDRI: What is your opinion of the SMS/GG versions of Psycho World (Psychic World)?

TS: Due to capacity limits, the number of stages had to be reduced, which unfortunately made the story feel very forced. I felt the redesigned stages were unpleasant and made the game into too much of a maze.

I found it unfortunate that the game would pause when you switched ESP powers. In the original game, time kept moving while you were choosing, which helped elevate the tension.

Even though you could adjust your speed like in the original, the lack of places where you could reach full speed removed one of the refreshing elements of the game.

Finally, the climactic scene, a two-on-one showdown with Knavik, was changed to a one-on-one fight, giving the whole scene a very lonely feeling.

GDRI: Did Hertz staff ever meet with SIMS staff regarding Psychic World?

TS: There was an occasion when SIMS staff visited our company in person to discuss the game's content. When they had a ROM ready, we did playtesting and checked for bugs.

GDRI: Was there anything that inspired your character designs on Psycho World or your art style in general?

TS: I didn't want Lucia's (the player character) design to be symmetrical; it's subtle, but the part in her hair stays on the same side either way she faces.

[This is only in the MSX version, not the SMS/GG versions. -Dimitri]

GDRI: I believe you posted elsewhere about the order in which the different versions of Lenam were done. Could you talk about that?

TS: As you know, Lenam was produced on three different platforms. The X68000 version was the first one to be produced. The game's planner directed the entire production, but due to disagreements within the staff, he ended up leaving for another company after the game was completed.

After that, the PC-9801 and MSX2 ports were produced concurrently. That doesn't mean the planner gave up authorship rights to the game, though, which I'm guessing is why we weren't able to get the rights to it.

[More about rights is discussed later. -CRV]

GDRI: What is "C.P.U?" [2]

TS: "C.P.U" was a nickname for someone on the staff, but I don't know the meaning. It's probably similar to my own handle "B.T.S."

GDRI: How did Hertz end up doing both the X68000 and Mega Drive versions of Dynamite Duke?

TS: Management signed a deal with Sega to produce Mega Drive ports, and Dynamite Duke was the first project in that deal. After we completed the Mega Drive version, someone suggested doing an X68000 version as well since it was the main platform for arcade ports at the time. We weren't really expecting it, and it was produced in a very short time.

Dynamite Duke wasn't really a big game in Japan, so the production staff weren't expecting a lot of sales. We were right, and that's exactly what ended up happening.

Hertz logo as seen in MD Out Run

GDRI: Were you responsible for the Hertz sign in MD Out Run?

TS: I was in charge of the player and rival cars as well as the data for all the stages. I drew most of the graphics for the start area. I put in the Hertz sign for the team that made the game, not really thinking about it much. I didn't think many people would notice it, so I'm surprised at how many people did. The lead programmer, a friend of mine since I was a student, was a huge fan of the game, so we had a lot of fun making it.

GDRI: Was T's Music (MD Out Run) contracted to Hertz?

TS: T's Music was contracted by Sega, not by Hertz, though we did do some adjustment of the BGM when it arrived.

GDRI: As far as program code is concerned, do you know if Out Run 2019 was based on MD Out Run?

TS: Yes, it was based on Out Run's code. We added stuff like the crossroads, gaps, and jumps. We used the same effect as the jump for getting onto the iceberg in the ice stage, too.

GDRI: Can you confirm that it was originally going to be Cyber Road for the Mega CD?

TS: It was. Another working title for the game was Junker's High, but there were unfortunate connotations to this name elsewhere, so we were leaning more towards Cyber Road. It was SIMS that decided to change the name to Out Run 2019.

GDRI: You are credited as "Visual Director" and "Director of Photography." Does that just mean you were in charge of graphics?

TS: I was in charge of the car graphics apart from the player's car. I also supervised the obstacles and roadmap backgrounds as well as the title logo and font design.

The backgrounds and some of the obstacles were handled by the people under me, and I managed that as well.

GDRI: Did only Hertz work on Vay? I see people I have not seen on other games (but that might just be me).

TS: The game was produced entirely by Hertz, though it was SIMS that published it. The animations were produced by a professional animation studio, but the pixel work was done at Hertz. The character voices for the animated sequences were provided by professional voice actors. Apart from that, SIMS solicited enemy character designs from readers of a game magazine, so the readers who sent ideas and fan letters were also included in the staff roll.

Vay was the last game produced at Hertz that saw release. After that, the main staff left and went to other companies, and finally the company ran out of money and closed. If I had to give another reason, it was that management didn't really do their research regarding games. The production staff, myself included, were quite angry about that.

GDRI: So did you have anything to do with the US localization, or was the company closed by then?

TS: After Vay was completed, SIMS acquired the rights to the game. Since our company was closed by then, the overseas version was most likely their work.

GDRI: Was there any difference between developing for computers and developing for consoles?

TS: When Psycho World was ported from the MSX2 to home systems, the Master System's hardware limitations meant that stages and story scenes had to be removed. Stages 1, 2, 3, 5, and 8 were chosen as the core stages for the story.

For both computers and home systems, the problem was storage capacity. For a computer game, you could compress the main code to make it smaller, otherwise you might end up with a game that uses too many disks.

As for consoles, the games came on cartridges. If you were limited to, say, one megabit, you had to plan carefully so the entire game would fit within capacity. The programmer had to work with the art team to make sure the size and number of pictures stayed within the limits.

I suppose that now, since they both commonly use CDs, there's so much space that it's not really a problem anymore.

GDRI: Was there an actual preference at Hertz towards the MSX over the other home computers around at that time?

TS: Starting with the MSX2, there were a lot of things you could do with the hardware like scrolling, but by that point fewer and fewer companies were making MSX games.

When we started doing ports for Sega, we'd given up on the MSX. We did our best in hopes of being able to produce sequels, but we were never able to because of the company's closure.

GDRI: Can I assume Hertz had no internal sound staff?

TS: On the MSX, PC, and Out Run, sound was produced by outside creators. For Out Run 2019 and Vay, the sound was created by sound staff within the company.

GDRI: Do you remember any specific tools or software you used in development?

TS: With the MSX, we used a graphics tool written by one of our programmers, but with the X68000 and PC-9801 we used a program called Z's Staff by a company called Zeit. We used the PC-9801 version of Z's Staff for Megadrive development as well.

GDRI: Did you have access to the original source code for Out Run, Dynamite Duke, or Tecmo World Cup?

TS: Tecmo actually lent us the arcade machine to place in our office. We used the game's own character test patterns as reference while we were drawing the character graphics for the Mega Drive version.

[One might assume Sugawara-san was referring to Tecmo World Cup, but Dynamite Duke was also sold in Japan by Tecmo. He later clarified that both games were sent. -CRV]

GDRI: Do you know who owns the rights to the Hertz games?

TS: Out of Hertz's games, the rights to Psycho World and Hydefos specifically are owned between myself, my brother, the director D.F, and the main programmer Y. Koba.

The planner for Lenam was someone else in the company, so we weren't able to get the rights to that title.

The rights to the ported titles are owned by the original makers, and the rights to Out Run 2019 and Vay are owned by SIMS.

GDRI: Is Hertz the only game company for which you worked?

TS: Yes, that's correct. After I left Hertz, I became a lecturer on game design at an art school.

GDRI: What does "B.T.S" mean?

TS: "B.T.S" was a pen name from my student days. The "B" stands for "black," which is my favorite color, followed by my initials. I used this name on every game I worked on from Hydefos onward.

GDRI: Did you work on any unpublished games?

TS: I worked on a golf game that never saw release.

GDRI: Was it Polygon Golf? [3]

TS: Yes, I believe that's the game. The company closed while it was in development.

GDRI: How far along was it?

TS: Sorry, I left that project during development, so I don't know the details.

GDRI: It wasn't Dynamic Country Club, was it? [4]

TS: I don't believe it was the same game.

GDRI: Any games we're missing? [5]

TS: There was a version of Out Run for the X68000 that was never announced. Management cancelled the project while it was still in development.

GDRI: Do you have any favorite games (non-Hertz)?

TS: I'm quite fond of Taito's games. Fairyland Story is my favorite. I also like Rastan Saga, Cadash, and Dungeon Magic.

GDRI: Would you say Psycho World was the favorite game you did?

TS: It is. Psycho World was my first game.

It was a particularly memorable project for me, as it was my first opportunity to work professionally on a game.

GDRI: Do you play modern games? What ones?

TS: Of course I play modern games. Mostly action games, but I find 2D games more "active," so I prefer them over 3D games. I also play quiz and brain training games on Nintendo DS.

GDRI: Was development work grueling? Were you working on multiple games at once?

TS: When I was working on the MSX2, I didn't get much sleep; there were fun times, but it was also quite intense.

I never worked on multiple projects at once. As each job was completed, we moved on to the next one.

GDRI: Did you prefer doing original games or ports?

TS: I think there are good things in both types of work. As an author, it's great when a work gets ported, as then more people get to see it.

GDRI: Would you ever return to the game industry?

TS: I would like to return, I think, but my time is spent with my siblings, caring for my parents. I was able to take a character CG request from a friend, though, working from home. Returning at this point would be difficult, though I have discussed doing an indie remake with a programmer from back then, doing things we weren't able to do on the MSX. I don't know when that might happen, though.

Since leaving the game industry, I've found an interest in the cute characters you see toys of. Someday, I wonder if i might be able to get a plush or something made with a cute character of my own.

Thanks to Sugawara-san for his time.

Japanese customers can purchase Hydefos and Psycho World through Project EGG.




BONUS: Psycho World character design sketches, posted with Sugawara-san's permission for non-commercial use only!