NEON
studios.
It may not ring a bell, but the name of one of their biggest
past titles Tunnel B1 probably will. After contacting
Peter Thierolf, the techinical
director and Saturn programmer of Tunnel B1, I got
a very quick response to my questions (if only things were
always that easy..) I bring you this interview. Thanks to
Peter & NEON.
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S.F: Please
tell the readers about NEON's past projects for SEGA platforms.
P.T:
Neon
has created a Sega Genesis Version of Mr. Nutz Hoppin'
Mad - this one unfortunately was never released.
In the beginning of 1997, we released Tunnel B1 for
Sega Saturn. That's it. We have not had opportunity to work
for Dreamcast - so that faboulus platform had to live
without our support. Of course we have dreamcasts at
home...
S.F: How
well did Tunnel B1 do?
P.T:
We
have never get sales statements on Tunnel B1 for
Saturn. It did receive very good reviews indeed, but Ocean
went broke before they reported sales figures.
S.F:
NEON
had several other projects in development such as Viper
and Tunnel B2 can you tell what happened to these
games and how far into development they were?
P.T:
Viper
has been finished by a split-off company from Neon.
In 1997, 2 of the original founders left Neon together with
some employees. They finished the Viper product for
Playstation, but a Saturn version was never done as far as
I know. The product codenamed 'M1' that was to be a followup
of Tunnel B1 was canned after Ocean went broke. We
had to close down most of our operations and ran the company
with just 5 guys until we were able to expand business again.
S.F: You
personally programmed the Saturn back in the day, can you
tell how much the difference was compared to Playstation programming?
Which development equipment was used?
P.T:
We
had the SN Systems development system for Sega Saturn.
That consisted of a modified Saturn (a SCSI connector was
added), a custom SCSI adaptor board and gcc compiler moulded for
the SH2 processor of the Saturn. The Saturns hardware is very
much different from Playstations - Saturn is a high end 2d
system whilst Playstation was the first sophisticated 3d system
around. The main difference however was, that Sony restricted
the direct hardware access at those times whilst the
Saturn was completely open.
Playstation consist more or less of a main processor (with
3d calculation enabled coprocessor on the same chip) and a
polygon drawing device. Saturn on the other hand holds a dual
main processor, an independent DSP, a sprite drawing device
(that was used as polygon renderer although it produced bad
rendering artefacts and wasted a lot of texture space) plus
a high end 2d playfield hardware. The difference could not
be bigger.
S.F: Tunnel
B1 was released in Japan as 'Finalist' do you
know anything about this release? Why the name change and
were there any notable differences from the PAL/US releases?
P.T:
The
japanese publisher, GAGA inc., made a 'name the game'
contest in a japanese magazine in order to ramp up public
support for the game. The winning name christened the japanese
version. There are indeed more differences, the Japanese version
is a lot brighter than the PAL/US one and it is also
easier to play.
S.F: The
games business these days is an incredibly tough market. A
lot of smaller game developing studios died because of this.
NEON seems to have mainly shifted it's development
to the portable market, was this the only option? Wouldn't
you rather develop most games for high-end systems such as
XBOX or PC?
P.T:
We
have done a lot of portable products because we had to get
a contract quick after Ocean went out of business
- that didn't leave the option to sign a playstation deal
whatsoever. Still, you have missed some of Neon's history
- we have been sold to the austrian publisher JoWooD
back in 2000 and have worked on a Playstation 2 product since
2001. That product, named 'Legend of Kay' is going
public on the 4th of February this year and already received
good reviews from the German press.
S.F: What
do you think is the best game NEON done so far?
P.T:
Well,
off course our latest product, Legend of Kay. Still,
I personally like all of the products we did quite much. The
one I probably like most is Mr. Nutz for Sega Genesis,
or the Amiga version as the Genesis one was never released.
S.F: What
can we expect from NEON in the future?
P.T:
We
are continuing to create games for high end platforms. We
are currently working to prepare the next Playstation 2 title
- sorry, no names yet ;)
S.F:
Thanks
for taking time for this interview, all the best to NEON
in the future.
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For
more information on NEON Studios and their games visit
Http://www.neonstudios.de
Segafreak
update 2007: Neon Studios partly morphed into KEEN
games
who've been succesful lately with their DS title Anno
1701. It's good to
see they're still around.
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