Interview: Mike Wallis (1996-06-20) by Sega Saturn Magazine (UK)

From Sega Retro

Interview.svg
This is an unaltered copy of an interview of Mike Wallis, for use as a primary source on Sega Retro. Please do not edit the contents below.
Language: English
Original source: Sega Saturn Magazine (UK) No. 9 pg. 33
It wasn't only games on show at the E3, some of their creators were too, answering the questions of humble journalists and generally smooching about looking important. One of the most important is unquestionably Mike Wallis, the producer heading up the team working on Sonic X-Treme. We got a chance to speak to him and this is what he said:

SSM: Could you sum up what's going to make this Sonic game different from ones in the past.

MW: Obviously with Sonic X-Treme, 3D Sonic is free to move around in a completely open 3D environment. Previously on the 2D games things were restricted to a very linear path, where as now he can run around in the open without any restrictions to his path. The 360° rotation allows for new aspects to the gameplay. It means that Sonic can now do things like run from a wall onto the ceiling and explore lots of new hidden areas.

SSM: Can he do that anywhere?

MW: At this point in time it is going to be set up through the levels. The idea is to make specific areas "hot spots' that will trigger off this kind of rotation, although we're still thinking about that.

SSM: Are the main Sonic characteristics still going to be in there, things like collecting rings, wizzing about really fast and all that?

MW: Yep, very fast, awesome graphics.

SSM: And will it have the same duel level of play, like you can choose between rushing through it really quickly or take your time and search everywhere?

MW: There are three acts and within each act we have it set so that it emphasises a certain part of the game so, one part might be very fast and another might incorporate more exploration or a lot more puzzle solving.

SSM: Will there be bonus levels in the game?

MW: Yes, there will. The gameplay in these sections will be of a similar nature, as it was in previous Sonic games.

SSM: Are people who were previously involved in Sonic involved in Sonic X-treme?

MW: I wasn't but many people on my team, STI (Sega Technical Institute) were. They worked on Sonic 2, Sonic 3 and Sonic and Knuckles.

SSM: How do you think it's going to measure up to something like Mario on the NU64?

MW: Well, it all comes down to gameplay and in Sonic games this has always been very refined. I'm working with a great team and so I'm confident that we are really going to do Sonic justice.

SSM: Do you think there's still a place for 2D games?

MW: Yea I do, although with Sonic X-Treme I think it benefits from having a free environment. It's a bit like Nights in that way I guess.

SSM: Are you using the Sega Graphics Library to create the game?

MW: Yes.

SSM: Does that make it easier to make things possible?

MW: In certain ways yea, but it also involves restrictions with certain programmes so we've actually created our own versions, but the demo here at the E3 is actually running with SGL.

SSM: Do you think that there'll be new things you can do in future Sonic games on the Saturn?

MW: In the future possibly, but right now we're utilising everything we can to put in this game and trying to push the hardware to its limit.

SSM: How many people do you have working on the team.

MW: About 15 or so.

SSM: Do you feel there's a lot of pressure on you as the producer of the game?

MW: Absolutely. The whole team is well aware of Sonic's stature and we're not going to put out anything less than what the fans expect.

SSM: When do you expect to have it complete?

MW: It should be ready by around Autumn time.