That´s a bit off-topic, but did you at SOLID Corp. only do the SNES version of Bubsy, or also the Genesis port?
I ama mod for TheLegacy, a a gaming-database similr to Moby, and while we do have a "Solid Software" listed as developer of the SNES version, the Genesis one is listed as being done by "Al Baker & Associates". In the game and on the box, only Accolade is mentioned.
Our database is based on user contributions, so while we do usually check information there may always be errors.
Also, I presume your copany was called Solid Corp. back then, not Solid Software?
It´s a rare occasion that I can ask the dev himself.
EDIT: Found your name as well as the Solid Software logo. I had to press A instead of Start in the title creen to get to a menue where I could select the credits.
Atari Age is probably not the best venue for topic but I will answer your questions. SOLID Corp. is the name of my first corporation, which I still own and operate. SOLID Software, SOLID Technologies... were all divisions of SOLID Corp. Now I just use SOLID Corp.
SOLID Corp. originally contracted with Accolade to work with the Genesis team to develop the SNES Bubsy. Accolade had reverse engineered the Genesis and was making the game unlicensed. Sega sued them and the courts injuncted the development of Bubsy on the Genesis, at that point the SNES became the lead SKU at SOLID Corp. After many months, an agreement was reached between Accolade and Sega and development could resume on the Genesis product but for whatever reason the team was unavailable. Accolade contracted SOLID Corp. (me) who in turn contracted Al Baker & Associates (Al Baker is a friend of mine) to assist in the port of the finished SNES Bubsy back to the Genesis. It was just the two of us and there was a tremendous amount of pressure to make up for the months the Genesis product was dormant. It only took 13 weeks start to finish for Al and me to complete Genesis Bubsy.
On topic of the Lynx, and since you were so important in Lynx development... was there a reason that Lynx games often only had very little music? Was it just memory reasons or were there other problems with Lynx sound.? I play games like Switchblade II, and it is really akward that an action game like that lacks any background music.
Even today in homebrews music is the aspect most lacking on the Lynx, probably due to a lack of tools. It is being worked on though.
I don't know. The Lynx has fantastic sound hardware - multichannel, multi-bit feedback registers, white noise, with a sound system that allowed you to make ADSR envelopes and instrument banks. There were tools to convert MIDI music to game music. All of that was used in Toki for example. I also wrote compressed digitized sound drivers and tools for the Lynx that were available to developers and a fully digitized sample music system. Digitized sound was used in RoadBlasters and the compressed digitized sound effects were used in S.T.U.N. Runner and Toki. The compression was a 4 bit delta compression. Where the 16 deltas were from a table that could contain any data. Usually powers of 2 were used, but we experimented with manual tables, the golden ratio, and the Fibonacci sequence. If I had stayed longer, the plan was to create the table to best match each sample itself. It ended up being similar in that regard to the Sony BRR sound format used by the SNES sound processor later.
IDK, Maybe homebrews don't have access to the tools, or maybe they don't know musicians. Homebrew devs are typically programmers, and programmers are well known for not necessarily being the best artists and musicians (although I did all the art for S.T.U.N. Runner on the Lynx).