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Difference between revisions of "Sonic the Hedgehog (16-bit)/Development"

From Sonic Retro

(French Sonic Commercial)
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==Development Process==
 
==Development Process==
Development for ''Sonic the Hedgehog'' began in April 1990, after [[Sega]] ordered its AM-8 team to develop a game featuring a mascot for the company. After choosing a hedgehog as the main character, the 5-person group changed its name to [[Sonic Team]] and started working on ''Sonic the Hedgehog''. The main minds behind the game were character designer [[Naoto Ohshima]], game programmer [[Yuji Naka]] and designer [[Hirokazu Yasuhara]].[http://www.1up.com/do/feature?cId=3134008] According to a [[Preview - Sonic the Hedgehog (Computer & Video Games, 1991)|1991 issue of ''Computer & Video Games'']], US Gold bought the rights to create computer ports, meaning that Spectrum, C64, Amstrad, ST, and Amiga could have all received a port. No port was ever released, although media for the [[Sonic the Hedgehog (Amiga)|Amiga port]] has been found. US Gold did work on another Sonic game for the Master System which was ultimately cancelled, called [[Sonic's Edusoft]].
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Development for ''Sonic the Hedgehog'' began in April 1990, after [[Sega]] ordered its AM-8 team to develop a game featuring a mascot for the company. After choosing a hedgehog as the main character, the 5-person group changed its name to [[Sonic Team]] and started working on ''Sonic the Hedgehog''. The main minds behind the game were character designer [[Naoto Ohshima]], game programmer [[Yuji Naka]] and designer [[Hirokazu Yasuhara]].[http://www.1up.com/do/feature?cId=3134008] According to a [[Preview - Sonic the Hedgehog (Computer & Video Games, 1991)|1991 issue of ''Computer & Video Games'']], US Gold bought the rights to create computer ports, meaning that Spectrum, C64, Amstrad, ST, and Amiga could have all received a port. No port was ever released, although media for the [[Sonic the Hedgehog (Amiga)|Amiga port]] has been found. US Gold did work on another Sonic game for the Master System which was ultimately canceled, called [[Sonic's Edusoft]].
  
 
==Rejected Characters==
 
==Rejected Characters==
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In January 2009, Dean Sitton joined the forums and was asked a variety of questions by the members. When he was asked if the Eggman name had to be changed due to legal reasons, Sitton replies with this:
 
In January 2009, Dean Sitton joined the forums and was asked a variety of questions by the members. When he was asked if the Eggman name had to be changed due to legal reasons, Sitton replies with this:
{{quote|as far as the change, its as if someone held up an object and said "what do you call this"? ... meaning I didnt create the object... I just named it. I found the list someone else asked about - other names that I suggested that were rejected. other robotnik names were, '''doctor X''', '''Doctor Gloom''', '''Dr. What'''.}}
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{{quote|as far as the change, its as if someone held up an object and said "what do you call this"? ... meaning I didn't create the object... I just named it. I found the list someone else asked about - other names that I suggested that were rejected. other robotnik names were, '''doctor X''', '''Doctor Gloom''', '''Dr. What'''.}}
 
In a later post, Dean also revealed a few other names, '''Mister Badwrench''', '''Mr. Bad Year''' and '''Fatty Lobotnik'''.
 
In a later post, Dean also revealed a few other names, '''Mister Badwrench''', '''Mr. Bad Year''' and '''Fatty Lobotnik'''.
  
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<gallery widths="148px" heights="140px" perrow="4">
 
<gallery widths="148px" heights="140px" perrow="4">
File:S1concept1.JPG|Text Translation: Metallic kind of stage... The background is styled like south-east asia, golden country, (...) (are) gold colored plating.
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File:S1concept1.JPG|Text Translation: Metallic kind of stage... The background is styled like south-east Asia, golden country, (...) (are) gold colored plating.
 
Image:S1concept-Loops.jpg|Alternate scan. Loop art in a level not used in final.
 
Image:S1concept-Loops.jpg|Alternate scan. Loop art in a level not used in final.
 
File:S1concept2.JPG|Text Translation: CG styled stage... Blue skies and green(ery) are the basis, nothing till now, CG styled background
 
File:S1concept2.JPG|Text Translation: CG styled stage... Blue skies and green(ery) are the basis, nothing till now, CG styled background
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File:Sega Players Enjoy Club Sonic Concept art.jpg|Published in "SPEC", it appears to be based on the early Green Hill zone found in this [[:File:GHZ-DarkBG.jpg|image]] as there are trees in the foreground and the blocky area underneath the mountains seems to be similar also. Sonic also has a similar pose.
 
File:Sega Players Enjoy Club Sonic Concept art.jpg|Published in "SPEC", it appears to be based on the early Green Hill zone found in this [[:File:GHZ-DarkBG.jpg|image]] as there are trees in the foreground and the blocky area underneath the mountains seems to be similar also. Sonic also has a similar pose.
 
Image:S1concept-Needlemouse.jpg|Sonic art, the text translates to "Mr. Hedgehog".
 
Image:S1concept-Needlemouse.jpg|Sonic art, the text translates to "Mr. Hedgehog".
Image:S1concept-HEDGEHOG.jpg|More Sonic art, this time in colour.
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Image:S1concept-HEDGEHOG.jpg|More Sonic art, this time in color.
 
</gallery>
 
</gallery>
  
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Image:GHZ-WelcomeSign.png|A Welcome Sign with Kanji underneath it. Again the city is visible. These two screenshots are probably mockup images.  
 
Image:GHZ-WelcomeSign.png|A Welcome Sign with Kanji underneath it. Again the city is visible. These two screenshots are probably mockup images.  
 
Image:GHZ-loop.jpg|This screenshot is from one of the earliest builds of Sonic 1, [http://www.youtube.com/watch?v=L9H3edAcnZ4 seen at CES 1991]. There are debug values in the bottom right of the screen and no life counter. The Heads-Up-Display says "RING" instead of "RINGS" and the flowers are purple instead of green (though in the final game they're purple in the cutscene after Final Zone).  
 
Image:GHZ-loop.jpg|This screenshot is from one of the earliest builds of Sonic 1, [http://www.youtube.com/watch?v=L9H3edAcnZ4 seen at CES 1991]. There are debug values in the bottom right of the screen and no life counter. The Heads-Up-Display says "RING" instead of "RINGS" and the flowers are purple instead of green (though in the final game they're purple in the cutscene after Final Zone).  
Image:GHZ-Debug.jpg|More of the old debug mode. The water in the background is the same colour as the sky, similar to the final game's title screen. Sonic's position is represented differently by the debug mode in the final game.
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Image:GHZ-Debug.jpg|More of the old debug mode. The water in the background is the same color as the sky, similar to the final game's title screen. Sonic's position is represented differently by the debug mode in the final game.
 
Image:GHZ-PinkFlowers.jpg|This screenshot is from a later version, as [[Moto Bug]] badniks are present. The HUD still reads "RING" and the flowers are still purple.
 
Image:GHZ-PinkFlowers.jpg|This screenshot is from a later version, as [[Moto Bug]] badniks are present. The HUD still reads "RING" and the flowers are still purple.
 
Image:GHZ-Ball.jpg|A rolling ball. This can still be found in debug mode but is not placeable. The sprite was used for the level's boss instead.
 
Image:GHZ-Ball.jpg|A rolling ball. This can still be found in debug mode but is not placeable. The sprite was used for the level's boss instead.
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Image:SYZ-Sparkling6.jpg|Same again. The sign on the right says "GOGO".
 
Image:SYZ-Sparkling6.jpg|Same again. The sign on the right says "GOGO".
 
Image:SYZ-Sparkling9.JPG|At one point there was a giant set of rotating spikes in this area, most likely removed due to the difficulty of avoiding them.
 
Image:SYZ-Sparkling9.JPG|At one point there was a giant set of rotating spikes in this area, most likely removed due to the difficulty of avoiding them.
Image:SYZ-Sparkling2a.jpg|Sparkles are present. You can see the buildings are merely made up of colourful horizontal lines.
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Image:SYZ-Sparkling2a.jpg|Sparkles are present. You can see the buildings are merely made up of colorful horizontal lines.
 
Image:SYZ-Sparkling7.jpg|Sparkles are present. There appears to be a "Good Bye" sign too.
 
Image:SYZ-Sparkling7.jpg|Sparkles are present. There appears to be a "Good Bye" sign too.
 
Image:SYZ-Sparkling2.png|Sparkles are present.
 
Image:SYZ-Sparkling2.png|Sparkles are present.
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Image:LZ-BlackBG.png|Labyrinth Zone once had a completely black background and was littered with different, smaller crystals.
 
Image:LZ-BlackBG.png|Labyrinth Zone once had a completely black background and was littered with different, smaller crystals.
 
Image:LZ-BlueBG.jpg|This may be the underwater version of the black background. Sonic's palette is the same as above water.
 
Image:LZ-BlueBG.jpg|This may be the underwater version of the black background. Sonic's palette is the same as above water.
Image:LZ-NewBG3.jpg|The intro to act 1, sporting a later "rocky" background. There is no water to be seen and the cystals are different. This may have been altered to make the level more interesting.
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Image:LZ-NewBG3.jpg|The intro to act 1, sporting a later "rocky" background. There is no water to be seen and the crystals are different. This may have been altered to make the level more interesting.
 
Image:LZ-NewBG.png|There is no water on the slide, which is unusual.
 
Image:LZ-NewBG.png|There is no water on the slide, which is unusual.
 
Image:LZ-NewBG2.jpg|More of the rocky background. In the final game this area has water and a spike on a chain, but it's largely empty here.
 
Image:LZ-NewBG2.jpg|More of the rocky background. In the final game this area has water and a spike on a chain, but it's largely empty here.
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Image:SLZ-Pic3.png|The top row of springs here are missing in final.
 
Image:SLZ-Pic3.png|The top row of springs here are missing in final.
 
File:SLZ Pic 4.png|Debug mode appears to be active.
 
File:SLZ Pic 4.png|Debug mode appears to be active.
File:SLZ Pic 6.png|All is fairly normal here, appart from the "RING" in the HUD.
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File:SLZ Pic 6.png|All is fairly normal here, apart from the "RING" in the HUD.
 
File:SLZ Pic 7.png|A small map, showing one of the loops.
 
File:SLZ Pic 7.png|A small map, showing one of the loops.
 
</gallery>
 
</gallery>
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Image:SBZ-Pic2.jpg|A zig-zag tunnel with debug mode enabled. This may have been replaced in the final game with those tube sections with horizontal crushers.
 
Image:SBZ-Pic2.jpg|A zig-zag tunnel with debug mode enabled. This may have been replaced in the final game with those tube sections with horizontal crushers.
 
Image:SBZ-Pic6.JPG|Different layout again. Sonic emerges from a speed tunnel.
 
Image:SBZ-Pic6.JPG|Different layout again. Sonic emerges from a speed tunnel.
File:SBZ Pic 8.png|2 minutes and 6 seconds down the line and Sonic has yet to recieve any points or rings. Also the background does not appear to be scrolling that much (if at all).
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File:SBZ Pic 8.png|2 minutes and 6 seconds down the line and Sonic has yet to receive any points or rings. Also the background does not appear to be scrolling that much (if at all).
 
</gallery>
 
</gallery>
  

Revision as of 00:46, 23 June 2010

Sonic the Hedgehog has gone through several changes over its development process. There are several rejected ideas, levels, and other things that were left on the cutting room floor. The following details several of these things.

Development Process

Development for Sonic the Hedgehog began in April 1990, after Sega ordered its AM-8 team to develop a game featuring a mascot for the company. After choosing a hedgehog as the main character, the 5-person group changed its name to Sonic Team and started working on Sonic the Hedgehog. The main minds behind the game were character designer Naoto Ohshima, game programmer Yuji Naka and designer Hirokazu Yasuhara.[2] According to a 1991 issue of Computer & Video Games, US Gold bought the rights to create computer ports, meaning that Spectrum, C64, Amstrad, ST, and Amiga could have all received a port. No port was ever released, although media for the Amiga port has been found. US Gold did work on another Sonic game for the Master System which was ultimately canceled, called Sonic's Edusoft.

Rejected Characters

Sonic1-rabbit.png

Interestingly, one of the first designs of Sonic that was selected for use was that of a rabbit which could pick up objects with his ears and throw them at enemies. It was used in early versions of the game but as the game got faster and the item throwing gameplay was removed the character design was dropped and Sonic took on his final form, a hedgehog. However, the Rabbit design was later used for "Feel," who eventually became Ristar and as an actual Sonic character in the form of Cream the Rabbit, who "throws" her pet Chao. Below are several other scrapped character designs.


Dr. Robotnik Naming Game

There were many names for Dr. Robotnik that were suggested. An early name for Robotnik was Dr. Badvibes as discovered by hxc in a short interview with a game tester for Sonic the Hedgehog named Dean Sitton. You can find the discussion thread on Sonic Retro forums
Sonic Retro
here
.
The game Sonic game in in an early state (just a few levels and some of the characters appeared as garbage chars that flickered. The producer of the US version would be in Japan and call in for updates. Like how many rings for a free man...how many rings for a continue etc.. I got to play the game for a week or so and I submitted a document that showed the characters in the game that I could see and a few names for each of them. Dr. Badvibes and many other names were not chosen.

I named Ivo Robotnik, Ballhog, and 3-4 more from that game. I helped to flesh out the fiction for Greenhill and Sally/Sandy/Amy? whatever the girls name is now... with a guy named Jamie Wojik... usually producers of games have only to fill in the blanks..it doesn't always matter how the blanks get filled in.

In January 2009, Dean Sitton joined the forums and was asked a variety of questions by the members. When he was asked if the Eggman name had to be changed due to legal reasons, Sitton replies with this:

as far as the change, its as if someone held up an object and said "what do you call this"? ... meaning I didn't create the object... I just named it. I found the list someone else asked about - other names that I suggested that were rejected. other robotnik names were, doctor X, Doctor Gloom, Dr. What.

In a later post, Dean also revealed a few other names, Mister Badwrench, Mr. Bad Year and Fatty Lobotnik.

Madonna

This magazine clip describes a blonde female character, whom was supposed Sonic's girlfriend, named Madonna (No relation to the singer of the same name, although it's possible that this is where the name originated.). She was scrapped before development of the game even started. However, concept art of her was included in the Sonic Gems Collection photo gallery. The idea of Sonic having a human love interest was eventually realized in the 2006 game when he interacts with Princess Elise. Although, with the time travel being used near the end of the game to reset most of the events of the game Sonic technically didn't meet her.

Sound Test Band

The Sonic Band sans Sonic breakdancing

The game was originally intended to feature a sound test menu, with animated graphics based around Sonic break-dancing to the music of a "Sonic Band" consisting of Sharps Chicken (guitar), Max Monkey, (guitar), Mach Rabbit (drums), and Vector the Crocodile (keyboard/synth).[3] Vector was later re-designed and re-used for the games Knuckles' Chaotix and Sonic Heroes. The development schedule meant that the feature had to be scrapped, and Yuji Naka decided to replace the test with the "SEGA!" chant used in TV advertisements, which took up 1/8 of the 4-megabit cartridge. A text-only sound test option remained in the final game's level select cheat menu.

Other Concept Art

The following is concept art for the game which doesn't fit in any of the preceding sections.

Early Videos

European Mega Drive Commercial

noframe

A European Mega Drive commercial which can be found on Sega.16.com shows a wrecking ball for the Green Hill Zone boss that has a sparkle which circles around it. Footage from this add is recycled into the add below.

Translation of commercial

Mega Drive by Sega.

Infernal Machine.
Stereo sound.
Incredible colors!
16-bit micro-processor.
Mega Drive by Sega.
Now also with two controllers and 4 spectacular games, including Sonic!
Sega, it's stronger than you.
Mega Drive, the 16-bit console with most worldwide sales.


French Sonic Commercial

noframe

This French commercial has a few interesting bits about it. The spring in Marble Zone seems to be extra long and when bumped into the two blocks behind it disappear. The red wrecking ball on the Green Hill Zone boss is shown again.

Translation of commercial

Well... are you angry?

It's me, master Sega. So you're choosing Sonic. Let's go.
Humbabbabbaba humbabababa.
Arrrrrrrhhh.
Boing.
And you're gonna laugh, because you're not even at the half of the game.

Early Game Design

Various

Green Hill Zone

Marble Zone

Spring Yard Zone

Labyrinth Zone

Star Light Zone

Scrap Brain Zone


Sonic the Hedgehog (16-bit)
Sonic1 title.png

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