While looking
for people to interview, I preferably pick people who worked
on multiple projects, or (even better) multiple SEGA formats.
I often come across names in ancient articles and interviews.
Recently, I came across a special on Perfect Entertainment
and an interview on Red Dog that both mentioned Sefton
Hill. I was familiar with the name as I interviewed his
former colleague at Argonaut Matt Godbolt some
years ago. A quick Google search later, I ended up at
Rocksteady
Studios. Sefton wasn't able to remember much (hey, it's
been over ten years) but my efforts weren't fruitless..
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S.F: What Saturn projects have you worked on at Perfect
Entertainment? I know of Adidas Power Soccer and
Assault Rigs.
S.H:
Wow.
You remember more than me already. I worked on Manx TT
as well and I'm sure there was lots of other stuff.
S.F: About Adidas Power
Soccer, my sources tell this game was completed, what
can you tell about it? How many players did it support and
why wasn't it released?
S.H:
I remember it being fully playable. In fact I remember working
with the coder (Adrian) to add some improvements which needed
to be removed as it wasn't supposed to be better than the
original and they had a sequel lined up. I honestly can't
remember why it wasn't released.
S.F:
About Assault Rigs, the game wasn't released in Europe
but Gamebank did release it in Japan. Do you have
an idea why the European release fell through?
S.H:
I remember it was actually
a very good conversion at a time when people were saying the
Saturn was nowhere near as powerful as the PS. No idea why
the release fell through though!
S.F: Assault Rigs was one
of the games that featured link-cable support in its PSX incarnation,
was this option considered or even tested on the Saturn?
S.H:
I don't think we did
ever do this.
S.F: Perfect
had loads of Saturn games planned that didn't make it out
in the end, can you tell anything about the likes of; Novastorm,
Moto X, Hard Corps, The Big Kahuna,
Space Babes, Tenka, Destruction Derby
2 .. considering you know anything. Any other projects
perhaps?
S.H:
Wow! You remember loads
of stuff that didn't even make it much beyond a few ideas
on a piece of paper!
S.F:
About Red Dog; The jungle mission with the Red Dog
tank on the float, how complete was it and why was it dropped?
Also, I recall a screenshot with the tank above a lava pool
near loads of small platforms connected by
cables..
S.H:
It was about 75% complete
and good fun. It was our little riff on Starfox.
It also had one of my favourite sections in the game where
you went down through a small tunnel but could drive up and
around ceiling if you timed it right. Unfortunately, in the
end it came down to a mad rush to get the game out the door
when time was running short. We had to focus on a small number
of levels to get it done and it was one that didn't make the
cut. In fact I remember this was the only other level that
nearly made it into the final game.
 |
One
of the Cheekyimages found on the Red Dog
disc |
S.F: I know you were heavily
involved in the design of the single players levels, but what
about the multiplayer ones? Which one is your favorite?
S.H:
I loved the multiplayer!
I really just designed something that I wanted to play because
I was playing lots of multiplayer games at the time and wanted
something else to take home and enjoy with my mates! There's
actually stuff we did with the multiplayer (such as custom
transferable tournaments) that no one has done since. Most
of all though we just wanted to create something that was
fun. I think we got a really good balance between the fun
of driving and combat and I'm still proud of it now. Shame
we made the single player game the hardest thing in the world
otherwise I think it would have been received much better.
S.F: Dreamcast Croc 2,
did it ever became more than just speculation? An early prototype
perhaps?
S.H:
I honestly can't remember.
S.F:
Are you still in contact with some of the Argonaut
or Perfect people?
S.H:
Of course! Lots of Argonaut people still work at Rocksteady
although things have changed a lot since then!
S.F:
Please tell us about Rocksteady Studios, it's been
a while since Urban Chaos.
S.H:
We're working on something that I'm
not allowed to tell you about! :-) I can tell you that its
amazing! What I can also tell you that's pretty weird is that
our publishing producer at Eidos is Matt O'Driscoll
and he was the same publishing producer that was on Red
Dog all those years ago!
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Check out Rocksteady
Studios at Http://www.rocksteadyltd.com
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