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Difference between revisions of "Sonic-16"

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| bobscreen=Sonic-16 Title.png
| bobscreen=Sonic STI title.jpg
 
 
| screenwidth=320px
 
| screenwidth=320px
 
| title=Sonic the Hedgehog
 
| title=Sonic the Hedgehog
| publisher=
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| developer=[[Sega Technical Institute]]{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}
| developer=[[STI]]
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| development=1993-11{{fileref|Sonic16 MD pitch.mp4}}{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}
| system=[[Sega Mega Drive]]
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| system=[[Sega Mega Drive]]{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}
| genre=Platform
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| genre=Action
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| players=1
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| cancelledstate=Early
 
}}
 
}}
'''''Sonic 16''''' was an early design idea created by [[STI]] for the [[Sega Mega Drive]] console. It was based off the then-popular [[Sonic the Hedgehog (TV series)|TV series]]. [[Peter Morawiec]] and [[John Duggan]] put it together shortly after the completion of ''[[Sonic Spinball (16-bit)|Sonic Spinball]]''[http://www.sega-16.com/feature_page.php?id=83&title=Interview:%20Peter%20Morawiec].
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'''''{{PAGENAME}}''''', also known as '''''Sonic the Hedgehog'''''{{fileref|Sonic-16 Title.png}}, was a pitch for a planned [[Mega Drive]] entry in the ''[[Sonic the Hedgehog]]'' franchise, conceptualized by [[Sega Technical Institute]]'s [[Peter Morawiec]]{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}} and demonstrated to [[Sega of America]] management around November 1993.{{fileref|Sonic16 MD pitch.mp4}} Based on the then-upcoming [[Sonic the Hedgehog (TV series)|''Sonic the Hedgehog'' television series]], the pitch was created shortly after the completion of ''[[Sonic the Hedgehog Spinball (16-bit)|Sonic Spinball]]'', but was reportedly vetoed by [[Yuji Naka]] himself and ultimately passed on.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}
Probably due to the slow pace of the demo, [[Yuji Naka]] gave the demo a thumbs down and the game was never developed further. A video demonstrating this game concept was leaked showing [[Sonic]] in a level resembling [[Robotropolis]], and enemy security cameras and [[SWATbot|SWATbots]]. At the end, he meets up with [[Sally Acorn]] and enters a building.
 
  
The game was meant to be 16-megs and the artwork would be designed to reflect the style used in the cartoon series, rather than that used in the games. The sprites and level art would generally be larger in size than that used by the Sonic games at that point. Even though it appeared to be slower paced than preceeding games it was meant to contain faster moving segments. It was also to be more story driven than previous games so the game could be tied into the tv series more.
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==Gameplay==
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[[File:Genesis PM Concept.png|thumb|right|320px|An early screenshot from the ''Sonic-16'' pitch.]]
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''{{PAGENAME}}'''s pitch video shows a playable [[Sonic the Hedgehog]] in an area resembling [[Robotropolis]], dealing with enemy security cameras and [[SWATbot]]s. he eventually he meets up with [[Sally Acorn]] and enters a building, ending the demo. Sonic moves at a slower pace than previous [[Mega Drive]] games (despite Morawiec's intentions to eventually contrast these with traditional faster-moving sections{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}), but boasts a new selection of moves to compensate. While still a side-scroller, it also depicts Sonic moving in and out of the camera like a beat-'em-up. He is also able to hold his back to the wall to evade detection and peek around corners, can grab and pull himself up onto ledges, and perform a "Ring Attack" move - where his own rings are thrown to destroy enemies. A mid-air "Buzzsaw!!" move is used to clear obstacles, and a "Spike Blast" (also performed in mid-air) shoots quills in eight directions.{{fileref|Sonic16 MD pitch.mp4}}
  
Sonic moves slower than the previous games but he was given new moves. He is able to hold his back to the wall to evade detection and peek around corners (similiar to Solid Snake in ''Metal Gear Solid'' games). He can grab and pull himself up onto ledges similiar to Lara Croft in ''Tomb Raider''. A ring attack move was shown where Sonic uses rings from his life bar and throws them like projectiles, killing enemies. A Buzzsaw move could also be used to clear obstacles, this would be performed in mid-air. Spike Blast is another move shown in which quills are shot in 8 directions outward from the player damaging surrounding enemies. This too is performed mid-air.
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==Production credits==
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{{creditstable|
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* '''Concept & Demo:''' [[Peter Morawiec]]
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* '''Graphics & Animation:''' [[Peter Morawiec]], [[John Duggan]]
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|source=In-pitch credits{{fileref|Sonic16 MD pitch.mp4}}
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|console=MD
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}}
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==History==
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===Development===
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By the middle of 1992, [[Sonic the Hedgehog]] had become a big business for [[Sega of America]], which was experiencing unprecedented growth as a result. To capitalize on this momentum, the company hired {{SegaLink|Disney}}'s [[Roger Hector]], with the intent of using his experience to transform [[Sega Technical Institute]] into a ''Sonic''-focused studio.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}} Shortly after development on ''[[Sonic the Hedgehog Spinball]]'' had concluded, Hector took [[Yuji Naka]]'s Japanese side of STI (along with a few American members, including [[Peter Morawiec]]) to [[sega:DIC Entertainment|DIC Animation]] in Burbank, California, where they were shown an early version of what would become the [[Sonic the Hedgehog (TV series)|''Sonic the Hedgehog'' TV series]]. The team wasn't too interested in the concept, but Hector wanted them to make a spin-off regardless.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}
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To this end, Peter Morawiec designed a gameplay format which allowed for more story and adventure than previous entries in the franchise. His familiarity with creating demos for [[Amiga]] personal computers helped him create a pitch video, titled ''Sonic-16'', alongside [[John Duggan]] (STI’s Art Director), who created the title screen and helped with the character sprites). The demo was developed in the Amiga graphics editor [[wikipedia:Brilliance (graphics editor)|Brilliance]], and completed in about a week's time.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}
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Morawiec recalls that animating fast-scrolling backgrounds in Brilliance was particularly difficult, and as a result, the pitch came off as slow-paced (despite Morawiec's intention for fast-moving segments{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}). Shown to management sometime around November 1993{{fileref|Sonic16 MD pitch.mp4}}, the demo was also reportedly made its way to [[Yuji Naka]] himself, who gave it the thumbs-down. As Morawiec puts it, "The cartoon wasn’t even out, so banking on its success would’ve been premature, and too many spin-offs for a fresh new franchise are likely to do more harm than good."{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}  Ultimately, the decision was made not to develop the game, with [[STI]] moving on to concentrate on ''[[Comix Zone]]'' instead.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}
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===Legacy===
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Despite ''Sonic-16'' sometimes being attributed as an early development phase to the equally-unreleased ''[[Sonic X-treme]]''{{intref|Interview: Mike Wallis (2007-06-19) by Sega-16}}, the two projects are unrelated.{{intref|Interview: Stieg Hedlund (2006-12-15) by Sega-16}}{{intref|Interview: Chris Senn (2007-04-03) by Sega-16}} In fact, [[Stieg Hedlund]] and other developers have confirmed ''X-treme'' was initially conceived as a title for the [[32X]] and not the [[Mega Drive]].{{intref|Interview: Stieg Hedlund (2006-12-15) by Sega-16}} [[Chris Senn]] himself further clarified the issue in an April 2007 interview, recalling "''Sonic Xtreme'' went through so many title and platform changes, that it’s impossible to consider the initial ''Sonic-16'' pitch by [[Peter Morawiec]] the same game as what became ''Xtreme'' later on."{{intref|Interview: Chris Senn (2007-04-03) by Sega-16}}
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==Development material==
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{{gitem|Sonic16 MD pitch.mp4|Pitch video}}
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{{gitem|Genesis PM Concept.png|Screenshot}}
  
<gallery>
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==References==
Image:SatAMbeta.png
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<references/>
</gallery>
 
  
==External Links==
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{{SonicGenesisGames}}
* [http://www.youtube.com/watch?v=Pnsn0_w6K9Q Concept video]
 
* [http://www.sega-16.com/feature_page.php?id=83&title=Interview:%20Peter%20Morawiec Clearer version] Click on Sonic 16 developer demo.
 
 
 
{{ScrappedGames}}
 
{{ScrappedGames}}
  
[[Category:Mega Drive Games]]
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[[Category:Mega Drive games]]
[[Category:Prereleases]]
 

Latest revision as of 07:01, 19 April 2024

Sonic-16 Title.png
Sonic the Hedgehog
System(s): Sega Mega Drive[1]
Developer: Sega Technical Institute[1]
Development timeframe: 1993-11[2][1]
Genre: Action
Number of players: 1
State before cancellation: Early in development

Sonic-16, also known as Sonic the Hedgehog[3], was a pitch for a planned Mega Drive entry in the Sonic the Hedgehog franchise, conceptualized by Sega Technical Institute's Peter Morawiec[1] and demonstrated to Sega of America management around November 1993.[2] Based on the then-upcoming Sonic the Hedgehog television series, the pitch was created shortly after the completion of Sonic Spinball, but was reportedly vetoed by Yuji Naka himself and ultimately passed on.[1]

Gameplay

An early screenshot from the Sonic-16 pitch.

Sonic-16's pitch video shows a playable Sonic the Hedgehog in an area resembling Robotropolis, dealing with enemy security cameras and SWATbots. he eventually he meets up with Sally Acorn and enters a building, ending the demo. Sonic moves at a slower pace than previous Mega Drive games (despite Morawiec's intentions to eventually contrast these with traditional faster-moving sections[1]), but boasts a new selection of moves to compensate. While still a side-scroller, it also depicts Sonic moving in and out of the camera like a beat-'em-up. He is also able to hold his back to the wall to evade detection and peek around corners, can grab and pull himself up onto ledges, and perform a "Ring Attack" move - where his own rings are thrown to destroy enemies. A mid-air "Buzzsaw!!" move is used to clear obstacles, and a "Spike Blast" (also performed in mid-air) shoots quills in eight directions.[2]

Production credits

Source: In-pitch credits[2]

History

Development

By the middle of 1992, Sonic the Hedgehog had become a big business for Sega of America, which was experiencing unprecedented growth as a result. To capitalize on this momentum, the company hired Disney's Roger Hector, with the intent of using his experience to transform Sega Technical Institute into a Sonic-focused studio.[1] Shortly after development on Sonic the Hedgehog Spinball had concluded, Hector took Yuji Naka's Japanese side of STI (along with a few American members, including Peter Morawiec) to DIC Animation in Burbank, California, where they were shown an early version of what would become the Sonic the Hedgehog TV series. The team wasn't too interested in the concept, but Hector wanted them to make a spin-off regardless.[1]

To this end, Peter Morawiec designed a gameplay format which allowed for more story and adventure than previous entries in the franchise. His familiarity with creating demos for Amiga personal computers helped him create a pitch video, titled Sonic-16, alongside John Duggan (STI’s Art Director), who created the title screen and helped with the character sprites). The demo was developed in the Amiga graphics editor Brilliance, and completed in about a week's time.[1]

Morawiec recalls that animating fast-scrolling backgrounds in Brilliance was particularly difficult, and as a result, the pitch came off as slow-paced (despite Morawiec's intention for fast-moving segments[1]). Shown to management sometime around November 1993[2], the demo was also reportedly made its way to Yuji Naka himself, who gave it the thumbs-down. As Morawiec puts it, "The cartoon wasn’t even out, so banking on its success would’ve been premature, and too many spin-offs for a fresh new franchise are likely to do more harm than good."[1] Ultimately, the decision was made not to develop the game, with STI moving on to concentrate on Comix Zone instead.[1]

Legacy

Despite Sonic-16 sometimes being attributed as an early development phase to the equally-unreleased Sonic X-treme[4], the two projects are unrelated.[5][6] In fact, Stieg Hedlund and other developers have confirmed X-treme was initially conceived as a title for the 32X and not the Mega Drive.[5] Chris Senn himself further clarified the issue in an April 2007 interview, recalling "Sonic Xtreme went through so many title and platform changes, that it’s impossible to consider the initial Sonic-16 pitch by Peter Morawiec the same game as what became Xtreme later on."[6]

Development material

Video Placeholder.svg
Pitch video
Genesis PM Concept.png
Screenshot


References


Sonic the Hedgehog games for the following systems
Sega Mega Drive

Sega Mega-CD
Sega 32X
 1991  Sonic the Hedgehog | Sonic Eraser     1992  Sonic the Hedgehog 2     1993  Sonic the Hedgehog CD | Dr. Robotnik's Mean Bean Machine | Sonic Spinball     1994  Sonic the Hedgehog 3 | Sonic & Knuckles     1995  Chaotix | Sonic Classics     1996  Sonic 3D: Flickies' Island    
Unreleased Sonic the Hedgehog games
Sega Master System
Sonic's Edusoft | Sonic the Hedgehog (home computers) |
Sega Mega-CD
Sonic the Hedgehog |
Sega Mega-CD
Sonic the Hedgehog 2 CD |
Arcade
SegaSonic Bros. |
Sega Mega-CD
Sister Sonic |
Sega Mega Drive
Treasure Tails |
Arcade
Pre-May 1993 Sonic arcade games |
Sega Mega Drive
Sonic the Hedgehog 3 Limited Edition |
Sega 32X
Sonic Sports |
Arcade
Sonic Ride |
Sega Saturn
Sonic Saturn |
Game Boy Advance
Sonic X: Chaos Emerald Chaos |
Nintendo DS
Sonic DS |
Xbox
Sonic the Hedgehog Extreme |
Game Boy Advance
Sonic Riders | Sonic the Hedgehog: Awakening |
Google Android OS
iOS
Sonic Central |
Google Android OS
iOS
Sonic Demo
Sonic X-treme incarnations
Sega 32X
Sonic Mars |
Sega Saturn
Sonic X-treme (Point Of View | Project Condor | SonicPC)