Difference between revisions of "Sonic Saturn"
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{{Bob | {{Bob | ||
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− | |developer=[[STI]] | + | |developer=[[STI]]{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}} |
− | |system=[[Sega Saturn]] | + | |system=[[Sega Saturn]]{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}} |
|genre=Platform}} | |genre=Platform}} | ||
Alongside the production of ''[[Sonic X-treme]]'', [[STI]] was working on another game only known as '''"''Sonic Saturn''"'''. Rather than use sprites for sonic, though, it was going to use a 3D model for Sonic. This game was meant to have a more realistic rendition of Sonic's world than ''X-treme''. It was never actually announced publicly that it was in production, but didn't get very far before being canceled. | Alongside the production of ''[[Sonic X-treme]]'', [[STI]] was working on another game only known as '''"''Sonic Saturn''"'''. Rather than use sprites for sonic, though, it was going to use a 3D model for Sonic. This game was meant to have a more realistic rendition of Sonic's world than ''X-treme''. It was never actually announced publicly that it was in production, but didn't get very far before being canceled. | ||
− | ==Concept | + | ==History== |
+ | {{quote|1="[[sega:Comix Zone|Comix Zone]] hadn’t performed as well as we all hoped (the PS1 stole our thunder) and Sega was focused on launching the Saturn. [[Adrian Stephens|Adrian]], [[Howard Drossin|Howard]] (the composer), and I decided to move to LA and develop games for Sega as an independent studio; however, [[Roger Hector|Roger]] and [[Shinobu Toyoda|Shinobu]] (SoA VP) convinced us to stay with Sega and helped us establish a satellite [[STI]] office in Burbank, where we were tasked with producing a Sonic game for the Saturn (not to be confused with [[Sonic X-treme|Sonic Xtreme]]). We created some interesting technology and designs, but ultimately [[Yuji Naka|Naka]] didn’t approve, so that was it."|2=Developer [[Peter Morawiec]]|ref={{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}}} | ||
+ | |||
+ | ==Concept art== | ||
<gallery> | <gallery> | ||
Image:SonicSaturn Concept Wetlands Level.png|"''Sonic Saturn''" wetlands concept level. | Image:SonicSaturn Concept Wetlands Level.png|"''Sonic Saturn''" wetlands concept level. | ||
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==External links== | ==External links== | ||
*[http://www.sonic-cult.org/dispgame.php?catid=6&gameid=12 Section from Sonic CuLT] | *[http://www.sonic-cult.org/dispgame.php?catid=6&gameid=12 Section from Sonic CuLT] | ||
+ | |||
+ | ==References== | ||
+ | <references/> | ||
{{SonicSaturnGames}} | {{SonicSaturnGames}} | ||
{{ScrappedGames}} | {{ScrappedGames}} |
Revision as of 18:13, 18 September 2023
Sonic Saturn |
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System(s): Sega Saturn[1] |
Developer: STI[1] |
Genre: Platform |
Alongside the production of Sonic X-treme, STI was working on another game only known as "Sonic Saturn". Rather than use sprites for sonic, though, it was going to use a 3D model for Sonic. This game was meant to have a more realistic rendition of Sonic's world than X-treme. It was never actually announced publicly that it was in production, but didn't get very far before being canceled.
History
“ | "Comix Zone hadn’t performed as well as we all hoped (the PS1 stole our thunder) and Sega was focused on launching the Saturn. Adrian, Howard (the composer), and I decided to move to LA and develop games for Sega as an independent studio; however, Roger and Shinobu (SoA VP) convinced us to stay with Sega and helped us establish a satellite STI office in Burbank, where we were tasked with producing a Sonic game for the Saturn (not to be confused with Sonic Xtreme). We created some interesting technology and designs, but ultimately Naka didn’t approve, so that was it." | „ |
— Developer Peter Morawiec[1] |
Concept art
Sonic Pool
The bonus rounds of Sonic Saturn were going to be a game of pool. After the cancellation of Sonic Saturn the pool game was being considered to be included as a bonus round in the Saturn version of Sonic 3D. Due to time constraints, this too was abandoned in favor of a 3D version of Sonic 2's special stage.
The concept for the game was Sonic would stand behind a ball, use his Spin Dash and aim his direction then smash into it. The camera would then switch to an overhead view and show the resulting action as he smashes into the other balls. The goal was to knock all the balls into some portals within a certain time limit. It was possible to push the balls but it is slower than spinning into them. Later stages would have enemies walking around, damaging Sonic if he touched them. Other arenas were also being developed, such as a South-Western courtyard, among others.
Images
Note on the images most levels have 7 balls, except for the Snow Arena, which has 5.
External links
References
Sonic the Hedgehog games for the following systems | |
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1996 Sonic 3D: Flickies' Island 1997 Sonic Jam | Sonic R Demos Sonic R: Trial Version
|
Unreleased Sonic the Hedgehog games |
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Sonic's Edusoft | Sonic the Hedgehog (home computers) | Sonic the Hedgehog | Sonic the Hedgehog 2 CD | SegaSonic Bros. | Sister Sonic | Treasure Tails | Pre-May 1993 Sonic arcade games | Sonic the Hedgehog 3 Limited Edition | Sonic Sports | Sonic Ride | Sonic Saturn | Sonic X: Chaos Emerald Chaos | Sonic DS | Sonic the Hedgehog Extreme | Sonic Riders | Sonic the Hedgehog: Awakening | Sonic Central | Sonic Demo |
Sonic X-treme incarnations |
Sonic Mars | Sonic X-treme (Point Of View | Project Condor | SonicPC) |