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'''''Sonic R''''' (ソニックR) is a ''Sonic the Hedgehog''-themed 3D racing game. It was developed by [[Traveller's Tales]] under guidance from [[Sonic Team]], and published by [[Sega]] for the [[Sega Saturn]] and later Windows PCs.
 
'''''Sonic R''''' (ソニックR) is a ''Sonic the Hedgehog''-themed 3D racing game. It was developed by [[Traveller's Tales]] under guidance from [[Sonic Team]], and published by [[Sega]] for the [[Sega Saturn]] and later Windows PCs.
  
 
==Gameplay==
 
==Gameplay==
''Sonic R'' is a racing game played from a third-person perspective, where players take control of one of ten ''Sonic'' characters racing around one of courses against up to four other players. While never released in arcades, it is structured similarly to Sega arcade racers such as ''[[Daytona USA]]'' and ''[[Sega Rally Championship]]'', however also includes (limited) platforming segments, power-ups and hazards.
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''Sonic R'' is a racing game played from a third-person perspective, where players take control of one of ten ''Sonic'' characters racing around one of five courses against up to four other players. While never released in arcades, it is structured similarly to Sega arcade racers such as ''[[Daytona USA]]'' and ''[[Sega Rally Championship]]'', however also includes (limited) platforming segments, power-ups and hazards.
  
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Keeping in the tradition of earlier ''Sonic'' games, [[ring]]s are scattered across each of the five courses, which in this game regenerate over a period of time. However, while in previous games rings act as hit-points to protect Sonic from damage, in ''Sonic R'' they are used as currency; either to use on "accelerators" (which will consume all of a the characters' rings (up to a maximum of 50) in exchange for a short, computer-controlled period where the player moves roughly three times as fast), or to open doors (which typically require 20 or 50 rings) to access new areas of the map.
  
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While some characters can attack other players, all obstacles in the game serve only to slow characters down, rather than eliminate them from the race. This includes water, which in this game causes certain characters to continue the race off-camera, rather than drowning them after an alotted time. Racers will also merely "bump" off each other if a collision occurs, and rings cannot be lost in the same manner as earlier Sonic titles (i.e. they do not scatter everywhere when hit).
  
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Secondary to racing computer (or human) opponents in ''Sonic R'', the player can find and collect chaos emeralds (usually hidden behind doors), in-turn unlocking [[Super Sonic]] when all seven are collected. Each track also houses five Sonic tokens, which if collected allows the player to challenge the computer (as one of the unlockable characters) in a head-to-head race, where winning unlocks the opponent character. The player needs to finish in first place for any of these conditions to count, and has only three laps to collect the required enough rings/tokens/emeralds.
  
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Also featured throughout the levels are floating "Item Panels", which if touched awward the player with one of multiple possible rewards, including multiples of rings and [[Water shield|water]] and [[lightning shield]]s (which first appeared in ''[[Sonic the Hedgehog 3]]''). The water shield allows the racer to walk on water (until he/se reaches dry land once more), while the lightning attracts rings, disappearing of the player touches water. Item Panels do not disappear, but there is a pause between rewards.
  
 
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Aside from the main game, there are three special gameplay modes: reverse, in which racing occurs facing the opposite direction, breaking five balloons scattered around the stage, or tagging the other four players in the quickest possible time.
There are five racers in each race. The opponents selected depend on what character the player chooses. If the player chooses a secret character, the other secret characters that have been unlocked will be used. If the player chooses a starting character, he races against the other starting characters. For the purposes of selecting the racers, Dr. Robotnik is treated as a starting character.
 
 
 
There are several collectible rings across each of the five racetracks.  Each ring regenerates after a short period of time. These rings can serve two purposes.
 
 
 
* Stepping on a speed boost will consume all of a player's rings, to a maximum of 50, and boost the player ahead along a preset path. The boost is at a speed approximately three times the normal maximum speed of a character and lasts for a duration proportional to the number of rings deducted.
 
* Each level contains special doors which open when the player uses twenty of fifty rings on it. Twenty-ring doors frequently hide tokens, shortcuts, or both. Fifty-ring doors frequently hide Chaos Emeralds, shortcuts, or both. After being opened, the doors remain open for all players for the duration of the game. The number of rings required to open the door is displayed in the frame above it.
 
 
 
There are also inexhaustible emblem bonuses.  Touching an emblem gives the racer one of multiple possible rewards, including a random number of rings and the [[Water shield|water]] and [[lightning shield]]s that first appeared in ''[[Sonic the Hedgehog 3]]''.  The bubble shield allows the racer to walk on water once, after which it disappears.  The lightning shield attracts rings to itself, but is eliminated over time or immediately upon touching water.
 
 
 
Aside from the main game, there are three special gameplay modes: reverse, in which racing occurs facing the opposite direction, break five balloons, and tag four players.
 
 
 
==Characters==
 
There are five racers in each race.  The four "best" racers that have been activated are automatically selected as computer opponents if a secret character is chosen. If one of the default characters is chosen, then the opponents with be the other default racers.
 
 
 
Some racers can run on water for a while, and all characters can "swim" in it indefinitely, but the speed of movement will be greatly reduced. In addition, each of the ten playable characters has a different speed and a unique set of abilities. These abilities can give certain characters, even those which are initially playable, a clear edge over others. The four characters that are initially playable are [[Amy Rose]], [[Miles "Tails" Prower|Tails]], [[Knuckles the Echidna|Knuckles]], and [[Sonic the Hedgehog|Sonic]]. Below are the characters and their abilities, listed roughly from worst to best.
 
 
 
* [[Amy Rose]] drives her car, which is similar to her cart in ''[[Sonic Drift]]'', and can hover over water. She is slow but at the cost of 10 rings, she has the ability to boost, giving her a high top speed.
 
* [[Eggman]], who races in an [[Eggmobile]], can do a short-range heat-seeking attack at a cost of 10 rings. The attack will eliminate the target's shield if it has one and slow it down if it does not. He is also particularly slow but can hover over water.
 
* [[Tails]] can fly at a fixed level for a limited period of time thus he can take shortcuts that others can not. He has good acceleration, but is difficult to turn with at high speeds.
 
* [[Eggrobo]] is robot whose head and body are shaped like an egg, first seen in ''[[Sonic & Knuckles]]''. Its abilities are similar to those of Robotnik, but it is slow compared to the other secret characters.
 
* [[Knuckles]] can [[Power Glide‎|glide]] for an unlimited period of time, gradually losing height. He cannot latch onto or climb walls as in ''[[Sonic the Hedgehog 3]]''. He is an all-round character, not having any major features and Speed and Control is even.
 
* [[Sonic]] is the fastest of the characters that are initially playable. He can double jump. He has quick acceleration and high top speed, but has poor handling.
 
* [[Tails Doll]] can hover on water. Additionally, he can hover indefinitely a certain distance above the ground or water.
 
* [[Metal Knuckles]] is a robot version of Knuckles that is faster on the ground and while gliding.
 
* [[Metal Sonic]] has a very high single jump and does not immediately fall into water, instead floating above it while losing speed, and then falling in after he has stopped completely.
 
* [[Super Sonic]] is the fastest racer, and also the hardest to unlock. He can double-jump and can run on water indefinitely, although at a reduced speed. By repeatedly jumping, it is possible to move across water at full speed. His only flaw is that he can be hard to control at times.
 
 
 
  
 
The soundtrack by ''Sonic R'' was presented by [[Richard Jacques]], with songs performed by British singer [[TJ Davis]]. The vocals can be switched off in the options menu.  
 
The soundtrack by ''Sonic R'' was presented by [[Richard Jacques]], with songs performed by British singer [[TJ Davis]]. The vocals can be switched off in the options menu.  
  
==Differences between versions==
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===Playable characters===
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''Sonic R'' features ten racers, six of which are unlockable:
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{{SectionsHeader}}
 +
{{Section
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|image=SonicR_Sonic.png
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|title=Sonic the Hedgehog
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|desc=[[Sonic the Hedgehog]] is the fastest of the four initially available characters, but is the most difficult to control. He can [[spin dash]] and double jump.
 +
}}
 +
{{Section
 +
|image=SonicR_Tails.png
 +
|title=Miles "Tails" Prower
 +
|desc=[[Miles "Tails" Prower]] is a slower version of Sonic with his trademark flying ability, allowing him to fly at a fixed level for a short period of time. The technique is not very useful in ''Sonic R'', as the tracks generally lack any sort of "verticality" to them, and paths are usually enclosed by invisible walls.
 +
}}
 +
{{Section
 +
|image=SonicR_Knuckles.png
 +
|title=Knuckles the Echidna
 +
|desc=[[Knuckles the Echidna]] fills the role as the all-round character, with average speed and handling. Knuckles can [[spin dash]], and while he can still [[Power Glide‎|glide]], is robbed of the ability to latch onto walls and climb up them (though there is never any need to do so).
 +
}}
 +
{{Section
 +
|image=SonicR_Amy.png
 +
|title=Amy Rose
 +
|desc=[[Amy Rose]] is the slowest of the playable characters and drives a car which can hover over water. 10 rings allows her to boost for a short period.
 +
}}
 +
{{Section
 +
|image=SonicR_Eggman.png
 +
|title=Dr. Eggman/Dr. Robotnik
 +
|desc=[[Dr. Eggman]] (Dr. Robotnik in the West) appears as an opponent from the start, however is only made playable after finishing first in [[Radiant Emerald]]. Driving an [[Eggmobile]], Eggman can hover over water and fire a short-range head-seeking missile at other racers at the cost of 10 rings. The missile temporarily slows down its target or removes the person's shield, but is otherwise harmless.
 +
}}
 +
{{Section
 +
|image=SonicR_MetalSonic.png
 +
|title=Metal Sonic
 +
|desc=[[Metal Sonic]] has a higher single jump than the rest of the characters, and can temporarily hover over water while travelling at faster speeds. The character is unlocked by collecting the five Sonic tokens in Resort Island.
 +
}}
 +
{{Section
 +
|image=SonicR_TailsDoll.png
 +
|title=Tails Doll
 +
|desc=[[Tails Doll]], unique to ''Sonic R'' is the only character that can travel over water without decreasing speed. It can also float slightly higher for a short period of time without losing momentum. The character is unlocked by collecting the five Sonic tokens in Radical City.
 +
}}
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{{Section
 +
|image=SonicR_MetalKnuckles.png
 +
|title=Metal Knuckles
 +
|desc=[[Metal Knuckles]] is a faster variant of Metal Sonic with the ability to glide. The character is unlocked by collecting the five Sonic tokens in Regal Ruin.
 +
}}
 +
{{Section
 +
|image=SonicR_Eggrobo.png
 +
|title=Eggrobo
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|desc=[[Eggrobo]], first seen in ''[[Sonic & Knuckles]]'', behaves similarly to Eggman, though is easier to control and slightly faster. The character is unlocked by collecting the five Sonic tokens in Reactive Factory.
 +
}}
 +
{{Section
 +
|image=SonicR_SuperSonic.png
 +
|title=Super Sonic
 +
|desc=[[Super Sonic]] is unlocked by collecting all the chaos emeralds and pressing {{up}} while hovering over Sonic on the character selection screen. As is usually the case in Sonic games, Super Sonic is the fastest character in ''Sonic R'', though the increase in speed (and jump height) makes him more difficult to control. Super Sonic shares all of Sonic's abilities, but can now hover over water.
 +
}}
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{{SectionsEnd}}
 +
While arguably many of the characters have pros and cons, differences in handling and special moves are often negligable, and the majority of the action involves travelling forward on the ground. This means the initial five characters, from fastest to slowest, are Sonic, Knuckles, Tails, Eggman, Amy, while the unlockables rank as Super Sonic, Metal Knuckles, Metal Sonic, Eggrobo, Tails Doll. The computer does not always follow the numbers - Knuckles is usually faster than Sonic when it is in charge.
  
===Fade-In===
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===AI===
The Saturn version of ''Sonic R'' handles the game's signature fade-in differently. If the game is undergoing slowdown the fade-in will disappear, shortening the draw distance, in an attempt to keep the frame rate up. Polygons that are transparent do not have lighting applied.  
+
During normal play, the computer controls four AI characters for the player to race against. Due to the passive nature of the game, most act as glorified pacemakers, rarely interacting with the player and following a predictable path along the course. In most cases, the computer selects the four "best" unlocked characters and never varies its choices - that is to say, as soon as one (non-Robotnik) character is unlocked, Amy Rose will never be chosen by the computer to race again, as when controlled by the computer, she is the slowest character in the game.
  
On the software rendered PC version, fade-in is fixed and can be changed in the options menu or in-game with the '''F1''' and '''F2''' keys. On the hardware rendered version, fade-in is displayed differently, calculated per pixel instead of per polygon. Also on the hardware rendered PC version, the lowest flat floor fades-in with the polygons.  
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The computer follows all the same rules as human players, so will collect rings, run through emblems and make use of doors and accelerators (if doing so offers a shortcut). Computer-controlled Robotnik or Eggrobo will fire at opponents which are close by, but will not actively hunt down other players. The computer also has no interest in collecting emeralds or tokens.
  
The ''Gems'' version has no fade-in.
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The AI opponents only ever run (or drive/float) around a track - they do not jump, use Amy's speed boost or capitalise on certain characters' ability to hover over water. With the exception of Radiant Emerald, large sections of the track are ignored by the computer, either due to the routes being longer, or presumed difficulties in overcoming certain obstacles. The stage designs coupled with smart-enough pathfinding means that the computer is unlikely to get stuck unless forced into a corner by a human player, but as its strategy never changes, the player has a huge advantage over the computer in most cases.
  
===Track Lighting===
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Computer characters move at an almost constant speed, hard-coded for each character which does not vary significantly between races. As the computer does not appear to be affected by character handling differences, this usually means it is easy to predict which order the computer characters will finish a race in. Sonic, for example, will always beat Amy in a race regardless of the chosen track, unless the player interferes in some way. While slight variations in the computer's racing lines could give Amy an advantage (i.e. she collects more rings to use), the length of the track and the time taken to collect these rings usually means that by lap three, each character has an unassailable lead over the next.
The Saturn and software rendered versions use addition to calculate lighting. This allows for much more dramatic lighting and changing to color of a texture. (Blue light on red shows blue.)The hardware rendered PC version and ''Gems'' version uses multiplication for calculating lighting. (Blue light on red shows black.) Since the game's lighting was designed for additive lighting, the track appears subdued on the hardware rendered and Gems versions.
 
  
In the Saturn version, the Radiant Emerald track is transparent and has a transparent overlay to simulate multi-texturing. The fade-in found throughout the game is disabled, so the end of the track pops into view.  
+
While the specifics are not understood, computer players do appear to "learn" better routes as the game progresses. One of the more obvious examples is the loop in Resort Island - when first playing the game, the computer will use the loop, but later will discover that it is quicker to avoid it on the right-hand side. Many (sometimes obvious) shortcuts are never taken by the computer, however.
  
In the PC and ''Gems'' versions, fade-in works normally, but the track is no longer transparent and there is no overlay. Instead, the coloring of the track pulsates with bright colors.  
+
When playing as Super Sonic in Radiant Emerald with all characters unlocked, Metal Sonic, Tails Doll, Metal Knuckles and Eggrobo will travel faster through the stage and become more competitive as a result.
  
On the hardware rendered PC version and Gems versions, the track is dark and unlit in places, but coloring does change.
+
==Versions==
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''Sonic R'' was designed with the Sega Saturn in mind, but was subsequently brought to Windows PCs a year later. The PC version exists in two forms; one which uses software rendering (i.e. graphics are handled by the CPU), and another which uses hardware rendering, taking advantage of 3D accelerator cards which were becoming more commonplace at the time. The version of ''Sonic R'' which appears in ''[[Sonic Gems Collection]]'' is derived from this hardware-accelerated PC conversion.
  
===Backgrounds and Textures===
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On the Saturn, ''Sonic R'' uses the console's [[sega:VDP2|VDP2]] graphics processor to render an infinite, textured plane which acts as the "floor" of each stage (save for Radiant Emerald). 3D polygons are then positioned on-top by [[sega:VDP1|VDP1]], though to maintain a steady frame rate, the draw distance for these polygons is very short. To partially overcome this, ''Sonic R'' uses "fogging" techniques, rendering polygons which are further away with more transparency. 2D backgrounds then help to give the illusion that more of the scene is being drawn than what actually is.
The Saturn version has a smaller background (mostly made from a tilemap) and is mirrored four times to wrap the screen (causing suns/moons to appear twice).  
 
  
The PC and Gems versions use a 1664*128 bitmap for the entire background.  
+
While the software-rendered PC version attempts to emulate these Saturn quirks, 3D accelerators were designed differently, meaning that here, everything is a polygon, and fogging therefore applies to the entire scene. The hardware-rendered PC applies this effect to each individual pixel, leading to a less "choppy" effect than on Sega's console, where it is applied per polygon.
  
The water for the Saturn version appears different, with light shading on the wave reflection of the background (a palette effect) and a faintly visible water surface.  
+
Draw distance is also configurable on the PC, and defaults to further away than on the Saturn (meaning more of the scene is rendered at any one time). It can be adjusted in the software-rendered PC version in real time by pressing the F1 and F2 keys. In ''Sonic Gems Collection'', draw distance is not an issue, with the entire stage being rendered at once.
  
The software rendered PC version has ripples done that same way as the Saturn version, but is missing the visible water surface and wave shading. The ''Gems Collection'' version animates water in a similar way.  
+
While the core content remains the same across all versions, the PC version introduces random weather conditions (either normal, rainy, or snowy) which can affect play. It is also able to operate at higher resolutions and frame rates than is possible on the Saturn.
  
The hardware rendered PC version is missing the features that the software version misses, as well as the background reflecting by a slightly darkened, wobbling texture.  
+
''Sonic R'' was also designed with "additive" lighting (blue light on red shows blue), meaning light sources dramatically change the colour of textures during play. In the hardware-rendered PC version, multiplication is used for the lighting calculations (blue light on red shows black) instead, creating more subdued tracks.
  
The Saturn version uses 4-bit textures whereas the PC and ''Gems'' versions have 24-bit textures. Despite some tweaks, texture resolution is roughly the same. Some polygon models have changed, too. The changes on Knuckles are particularly noticeable between the Saturn and PC/Gems versions. Also, the software rendered PC version is the only version with texture alpha blending. (Per texel transparency, all other versions only do per polygon transparency.)
+
In the Saturn version, the Radiant Emerald track is rendered with semi-transparent polygons, and uses a transparent overlay to simulate multi-texturing. This technique comes at the expense of the fogging effect (meaning the track suffers from more abrupt polygon "pop-in". The PC and ''Gems'' versions opt instead for solid polygons and textures which pulsate with bright colors.  
  
===Other Differences===
+
Backgrounds in the Saturn version use smaller textures, mirrored four times to wrap the screen (and in so doing, causing suns/moons to appear twice). The PC and Gems versions eliminate this problem by using a 1664*128 bitmap for the entire background.  
In some places collision detection has changed. For example, in the PC/''Gems'' version, you can stand on the ropes in Reactive Factory; in the Saturn version you cannot.  
 
  
The Saturn version's controls were unresponsive at times, (but using a 3D Analog Pad slightly fixes this).
+
The water for the Saturn version appears different, with light shading on the wave reflection of the background (a palette effect) and a faintly visible water surface. The software rendered PC version has ripples done that same way as the Saturn version, but is missing the visible water surface and wave shading. The ''Gems Collection'' version animates water in a similar way. The hardware rendered PC version is missing the features that the software version misses, as well as the background reflecting by a slightly darkened, wobbling texture.  
  
In the Saturn version, there is a slight delay between when a button is pushed and when a character responds.  
+
The Saturn version uses 4-bit textures whereas the PC and ''Gems'' versions have 24-bit textures, though despite these tweaks, texture resolution is roughly the same. Polygon counts for player models were increased for the PC port (Knuckles being one of the most noticeable imprvements), though tracks were left unchanged. The software rendered PC version is also the only version with texture alpha blending (per texel transparency, with all other versions using per polygon transparency).
  
The PC/''Gems'' version has time records for each character, mode, and track combination, and the Saturns' has records for each track, mode, and combination.  
+
Collision differs slightly between the Saturn and later versions, such as ropes in Reactive Factory which are solid in the original game. Items also have different probabilities of being received in the Saturn version; shields and speed shoes are far more common for racers in top positions. All non-Saturn versions support up to four player races, versus just two.
  
The Saturn and ''Gems'' versions have ambient sound effects for torches, waterfalls, and seasides; the ''Gems'' version has volume issues (too loud) and is missing some of the sounds that the Saturn version has.  
+
In addition to all of this, the PC version makes a number of graphical changes, often as a result of supporting higher screen resolutions. The balloons in the balloon mode are blue in the Saturn version, while other versions have randomly colored balloons. Audio is generally worse on the PC, however - sound effects are often played in lower quality, and instrumental tunes are mysteriously truncated in the PC version. The Saturn and ''Gems'' versions have ambient sound effects for torches, waterfalls, and seasides; these are missing in the PC version, and are played too loudly in the ''Gems Collection'' port.
  
Credits are different in the Saturn version in that there are no 3D characters.
+
Credits are different in the Saturn version in that there are no 3D characters.
 
 
The balloons in the balloon mode are blue in the Saturn version, while other versions have randomly colored balloons.
 
 
 
Items have different probabilities of being received in the Saturn version; shields and speed shoes are far more common for racers in top positions.
 
 
 
In the PC and ''Gems'' versions, races occur in random weather conditions, either normal, rainy, or snowy, unless the default settings are altered.
 
 
 
The Saturn version supports two players in split screen, while other versions support four players.
 
 
 
In the Saturn version, the instrumental tunes are longer, they're mysteriously truncated in the PC version.
 
  
 
==Saving Data==
 
==Saving Data==
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SonicR PC US SonicGems manual.pdf|PC, US (''[[Sonic Gems Collection]]'' digital manual)
 
SonicR PC US SonicGems manual.pdf|PC, US (''[[Sonic Gems Collection]]'' digital manual)
 
SonicR PC JP SonicGems manual.pdf|PC, JP (''[[Sonic Gems Collection]]'' digital manual)
 
SonicR PC JP SonicGems manual.pdf|PC, JP (''[[Sonic Gems Collection]]'' digital manual)
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</gallery>
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==Artwork==
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<gallery>
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Sonic R logo.png
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File:R_Sonic.png
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Sonic R key art alt.png
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File:SonicR_Group_Artwork1.png
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File:SonicR_Group_Artwork2.png
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File:SonicR_Group_Artwork3.png
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File:SonicR_Sonic_Artwork.jpg
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File:SonicR_Tails_Artwork1.png
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File:SonicR_Knuckles_Artwork1.png
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File:SonicR_Amy_Artwork1.png
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File:SonicR_Eggman_Artwork1.png
 +
</gallery>
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===Promotional Material===
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<gallery>
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Sonic_R_B2_Poster.jpeg
 
</gallery>
 
</gallery>
  
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*''[[Sega PC Mega Pack]]'' for the PC (2003)
 
*''[[Sega PC Mega Pack]]'' for the PC (2003)
 
*''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)
 
*''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)
 +
*''[[Sonic Double Pack]]'' for PC (2008)
  
 
==History==
 
==History==
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}}
 
}}
  
==Physical Scans==
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==Physical scans==
 
===Saturn version===
 
===Saturn version===
 
{{ratings
 
{{ratings
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| region=US (Expert Software)
 
| region=US (Expert Software)
 
| front=SonicR PC US Box Front Expert.jpg
 
| front=SonicR PC US Box Front Expert.jpg
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| back=SonicR PC US Box Back Expert.jpg
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| spinemissing=yes
 
| jewelcase=yes
 
| jewelcase=yes
 
| jewelcasefront=Sonic R Expert Cover.jpg
 
| jewelcasefront=Sonic R Expert Cover.jpg
| back=
 
 
| disc=Sonic R Expert Disc.jpg
 
| disc=Sonic R Expert Disc.jpg
 
| manual=
 
| manual=
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| console=PC
 
| console=PC
 
| region=EU
 
| region=EU
| front=SonicRPC_EU_Boxart.jpg
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| front=SonicR PC EU Box Front.jpg
| back=
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| back=SonicR PC EU Box Back.jpg
| disc=
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| spinemissing=yes
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| disc=SonicR PC EU Disc.jpg
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| jewelcasefront=SonicR PC EU Box Front JewelCase.jpg
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| jewelcaseback=SonicR PC EU Box Back JewelCase.jpg
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
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| console=PC
 
| console=PC
 
| region=JP (Ultra 2000)
 
| region=JP (Ultra 2000)
| front
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| front=SonicR PC JP Box Front Ultra2000.jpg
 
| back=
 
| back=
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| square=yes
 
| disc=
 
| disc=
 
| manual=
 
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| console=PC
 
| console=PC
 
| region=UK ([[sega:Xplosiv|Xplosiv]])
 
| region=UK ([[sega:Xplosiv|Xplosiv]])
| front=Sonicrpc-box-eu2.jpg
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| cover=Sonicrpc-box-eu2.jpg
 
| disc=Sonic R Xplosiv EU disc.jpg
 
| disc=Sonic R Xplosiv EU disc.jpg
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=UK ([[sega:Xplosiv|Xplosiv]]) (newer)
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| region=UK ([[sega:Xplosiv|Xplosiv]]; alt)
| front=SonicR PC EU Box Xplosiv2.jpg
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| cover=SonicR PC UK Box Xplosiv Alt.jpg
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| disc=
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}}{{Scanbox
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| console=PC
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| region=UK ([[sega:Xplosiv|Xplosiv]]; alt 2)
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| cover=SonicR PC UK Box Xplosiv Alt2.jpg
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| disc=SonicR PC UK Disc Xplosiv Alt2.jpg
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| manual=
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}}{{Scanbox
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| console=PC
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| region=UK ([[sega:Xplosiv|Xplosiv]]; alt 3)
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| cover=SonicR PC EU Box Xplosiv2.jpg
 
| disc=SonicR PC EU Disc Xplosiv2.jpg
 
| disc=SonicR PC EU Disc Xplosiv2.jpg
 
| manual=
 
| manual=
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| console=PC
 
| console=PC
 
| region=UK (GrabIt)
 
| region=UK (GrabIt)
| front=SonicR PC UK Box GrabIt.jpg
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| cover=SonicR PC UK Box GrabIt.jpg
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| disc=SonicR PC UK Disc GrabIt.jpg
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}}{{Scanbox
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}}{{scanbox
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| region=DE (Hammer Preis)
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}}{{Scanbox
 
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| region=DE (Green Pepper)
 
| region=DE (Green Pepper)
 
| front=SonicR PC DE Box GreenPepper.jpg
 
| front=SonicR PC DE Box GreenPepper.jpg
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}}{{Scanbox
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}}{{Scanbox
 
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| cover=SonicR PC ES Box Xplosiv.jpg
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}}{{Scanbox
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| region=PT (Power Games)
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| cover=SonicR PC PT Box PowerGames.jpg
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}}{{Scanbox
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| region=PT (Top Games)
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| cover=Sonic R PC PT Box TopGames.jpg
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}}{{Scanbox
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| console=PC
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| region=DK/SE/NO/FI (PC Best Buy)
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| cover=SonicR PC DK-SE-NO-FI Box PCBestBuy.jpg
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| disc=SonicR PC DK-SE-NO-FI Disc PCBestBuy.jpg
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}}{{Scanbox
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}}
 
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==Promotional Material==
 
<gallery>
 
Sonic_R_B2_Poster.jpeg
 
</gallery>
 
  
 
==External links==
 
==External links==

Revision as of 06:59, 17 September 2018

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Sonic r title.png
Sonic R
SonicR Win icon.png
System(s): Sega Saturn, Windows PC
Publisher: Sega
Developer:
Save file size: 2.16 KB (PC)
Genre: Racing
Release Date RRP Code Rating
Template:Sat US 1997-11-18  ? 81800
Template:Sat EU 1997-12-11 £44.99 [1] MK81800-50
Template:Sat JP 1997-12-04 ¥5,800 GS-9170
Template:Sat BR 1997  ? 191306
Template:Windows US 1998-11-11  ? 85076
Template:Windows US (Expert) ?  ? ?
Template:Windows EU 1998-11  ? ?
Template:Windows EU (Xplosiv) ?  ? ?
Template:Windows EU (Xplosiv) ?  ? XP-1263
Template:Windows JP 1998-12-11 ¥7,800 (¥8,190) HCJ-0144
Template:Windows AU (Valusoft) 2005  ? THQ70475

Sonic R (ソニックR) is a Sonic the Hedgehog-themed 3D racing game. It was developed by Traveller's Tales under guidance from Sonic Team, and published by Sega for the Sega Saturn and later Windows PCs.

Gameplay

Sonic R is a racing game played from a third-person perspective, where players take control of one of ten Sonic characters racing around one of five courses against up to four other players. While never released in arcades, it is structured similarly to Sega arcade racers such as Daytona USA and Sega Rally Championship, however also includes (limited) platforming segments, power-ups and hazards.

Keeping in the tradition of earlier Sonic games, rings are scattered across each of the five courses, which in this game regenerate over a period of time. However, while in previous games rings act as hit-points to protect Sonic from damage, in Sonic R they are used as currency; either to use on "accelerators" (which will consume all of a the characters' rings (up to a maximum of 50) in exchange for a short, computer-controlled period where the player moves roughly three times as fast), or to open doors (which typically require 20 or 50 rings) to access new areas of the map.

While some characters can attack other players, all obstacles in the game serve only to slow characters down, rather than eliminate them from the race. This includes water, which in this game causes certain characters to continue the race off-camera, rather than drowning them after an alotted time. Racers will also merely "bump" off each other if a collision occurs, and rings cannot be lost in the same manner as earlier Sonic titles (i.e. they do not scatter everywhere when hit).

Secondary to racing computer (or human) opponents in Sonic R, the player can find and collect chaos emeralds (usually hidden behind doors), in-turn unlocking Super Sonic when all seven are collected. Each track also houses five Sonic tokens, which if collected allows the player to challenge the computer (as one of the unlockable characters) in a head-to-head race, where winning unlocks the opponent character. The player needs to finish in first place for any of these conditions to count, and has only three laps to collect the required enough rings/tokens/emeralds.

Also featured throughout the levels are floating "Item Panels", which if touched awward the player with one of multiple possible rewards, including multiples of rings and water and lightning shields (which first appeared in Sonic the Hedgehog 3). The water shield allows the racer to walk on water (until he/se reaches dry land once more), while the lightning attracts rings, disappearing of the player touches water. Item Panels do not disappear, but there is a pause between rewards.

Aside from the main game, there are three special gameplay modes: reverse, in which racing occurs facing the opposite direction, breaking five balloons scattered around the stage, or tagging the other four players in the quickest possible time.

The soundtrack by Sonic R was presented by Richard Jacques, with songs performed by British singer TJ Davis. The vocals can be switched off in the options menu.

Playable characters

Sonic R features ten racers, six of which are unlockable: Template:SectionsHeader Template:Section Template:Section Template:Section Template:Section Template:Section Template:Section Template:Section Template:Section Template:Section Template:Section Template:SectionsEnd While arguably many of the characters have pros and cons, differences in handling and special moves are often negligable, and the majority of the action involves travelling forward on the ground. This means the initial five characters, from fastest to slowest, are Sonic, Knuckles, Tails, Eggman, Amy, while the unlockables rank as Super Sonic, Metal Knuckles, Metal Sonic, Eggrobo, Tails Doll. The computer does not always follow the numbers - Knuckles is usually faster than Sonic when it is in charge.

AI

During normal play, the computer controls four AI characters for the player to race against. Due to the passive nature of the game, most act as glorified pacemakers, rarely interacting with the player and following a predictable path along the course. In most cases, the computer selects the four "best" unlocked characters and never varies its choices - that is to say, as soon as one (non-Robotnik) character is unlocked, Amy Rose will never be chosen by the computer to race again, as when controlled by the computer, she is the slowest character in the game.

The computer follows all the same rules as human players, so will collect rings, run through emblems and make use of doors and accelerators (if doing so offers a shortcut). Computer-controlled Robotnik or Eggrobo will fire at opponents which are close by, but will not actively hunt down other players. The computer also has no interest in collecting emeralds or tokens.

The AI opponents only ever run (or drive/float) around a track - they do not jump, use Amy's speed boost or capitalise on certain characters' ability to hover over water. With the exception of Radiant Emerald, large sections of the track are ignored by the computer, either due to the routes being longer, or presumed difficulties in overcoming certain obstacles. The stage designs coupled with smart-enough pathfinding means that the computer is unlikely to get stuck unless forced into a corner by a human player, but as its strategy never changes, the player has a huge advantage over the computer in most cases.

Computer characters move at an almost constant speed, hard-coded for each character which does not vary significantly between races. As the computer does not appear to be affected by character handling differences, this usually means it is easy to predict which order the computer characters will finish a race in. Sonic, for example, will always beat Amy in a race regardless of the chosen track, unless the player interferes in some way. While slight variations in the computer's racing lines could give Amy an advantage (i.e. she collects more rings to use), the length of the track and the time taken to collect these rings usually means that by lap three, each character has an unassailable lead over the next.

While the specifics are not understood, computer players do appear to "learn" better routes as the game progresses. One of the more obvious examples is the loop in Resort Island - when first playing the game, the computer will use the loop, but later will discover that it is quicker to avoid it on the right-hand side. Many (sometimes obvious) shortcuts are never taken by the computer, however.

When playing as Super Sonic in Radiant Emerald with all characters unlocked, Metal Sonic, Tails Doll, Metal Knuckles and Eggrobo will travel faster through the stage and become more competitive as a result.

Versions

Sonic R was designed with the Sega Saturn in mind, but was subsequently brought to Windows PCs a year later. The PC version exists in two forms; one which uses software rendering (i.e. graphics are handled by the CPU), and another which uses hardware rendering, taking advantage of 3D accelerator cards which were becoming more commonplace at the time. The version of Sonic R which appears in Sonic Gems Collection is derived from this hardware-accelerated PC conversion.

On the Saturn, Sonic R uses the console's VDP2 graphics processor to render an infinite, textured plane which acts as the "floor" of each stage (save for Radiant Emerald). 3D polygons are then positioned on-top by VDP1, though to maintain a steady frame rate, the draw distance for these polygons is very short. To partially overcome this, Sonic R uses "fogging" techniques, rendering polygons which are further away with more transparency. 2D backgrounds then help to give the illusion that more of the scene is being drawn than what actually is.

While the software-rendered PC version attempts to emulate these Saturn quirks, 3D accelerators were designed differently, meaning that here, everything is a polygon, and fogging therefore applies to the entire scene. The hardware-rendered PC applies this effect to each individual pixel, leading to a less "choppy" effect than on Sega's console, where it is applied per polygon.

Draw distance is also configurable on the PC, and defaults to further away than on the Saturn (meaning more of the scene is rendered at any one time). It can be adjusted in the software-rendered PC version in real time by pressing the F1 and F2 keys. In Sonic Gems Collection, draw distance is not an issue, with the entire stage being rendered at once.

While the core content remains the same across all versions, the PC version introduces random weather conditions (either normal, rainy, or snowy) which can affect play. It is also able to operate at higher resolutions and frame rates than is possible on the Saturn.

Sonic R was also designed with "additive" lighting (blue light on red shows blue), meaning light sources dramatically change the colour of textures during play. In the hardware-rendered PC version, multiplication is used for the lighting calculations (blue light on red shows black) instead, creating more subdued tracks.

In the Saturn version, the Radiant Emerald track is rendered with semi-transparent polygons, and uses a transparent overlay to simulate multi-texturing. This technique comes at the expense of the fogging effect (meaning the track suffers from more abrupt polygon "pop-in". The PC and Gems versions opt instead for solid polygons and textures which pulsate with bright colors.

Backgrounds in the Saturn version use smaller textures, mirrored four times to wrap the screen (and in so doing, causing suns/moons to appear twice). The PC and Gems versions eliminate this problem by using a 1664*128 bitmap for the entire background.

The water for the Saturn version appears different, with light shading on the wave reflection of the background (a palette effect) and a faintly visible water surface. The software rendered PC version has ripples done that same way as the Saturn version, but is missing the visible water surface and wave shading. The Gems Collection version animates water in a similar way. The hardware rendered PC version is missing the features that the software version misses, as well as the background reflecting by a slightly darkened, wobbling texture.

The Saturn version uses 4-bit textures whereas the PC and Gems versions have 24-bit textures, though despite these tweaks, texture resolution is roughly the same. Polygon counts for player models were increased for the PC port (Knuckles being one of the most noticeable imprvements), though tracks were left unchanged. The software rendered PC version is also the only version with texture alpha blending (per texel transparency, with all other versions using per polygon transparency).

Collision differs slightly between the Saturn and later versions, such as ropes in Reactive Factory which are solid in the original game. Items also have different probabilities of being received in the Saturn version; shields and speed shoes are far more common for racers in top positions. All non-Saturn versions support up to four player races, versus just two.

In addition to all of this, the PC version makes a number of graphical changes, often as a result of supporting higher screen resolutions. The balloons in the balloon mode are blue in the Saturn version, while other versions have randomly colored balloons. Audio is generally worse on the PC, however - sound effects are often played in lower quality, and instrumental tunes are mysteriously truncated in the PC version. The Saturn and Gems versions have ambient sound effects for torches, waterfalls, and seasides; these are missing in the PC version, and are played too loudly in the Gems Collection port.

Credits are different in the Saturn version in that there are no 3D characters.

Saving Data

The Sega Saturn version of the game makes use of the Saturn's internal battery back-up as well as the Sega Saturn Back-Up Ram Cart to save progress and unlockable content.

Sonic R Save Data
Name Comment File Size
SONICR___## SAVE_DATA 6

Miscellaneous trivia

  • By loading the Saturn or PC CD of Sonic R in a standalone audio CD player or a media player on a computer, one may listen to the soundtrack of the game, which is also fully tagged if the players supports CD-Text.
  • (However…) Some copies of the PC version released by Expert Software (ActiVision Value) are missing the CD audio tracks, most likely due to a (very) sloppy mastering job. Hence, the game will not play music.
  • As there were many versions of Sonic R produced for the PC, there have been many accounts of bugs which can spoil the experience for the player. One such bug brings up an error message when the user makes an attempt to play the game. The game is still playable by forcing the computer to execute the program over and over again. Moreover, the bug can be fixed permanently with a single text edit(?).

Manuals

Sonic Retro emblem.svg Main article: Sonic R manuals

Artwork

Promotional Material

Also Released On

History

Development

Sonic Retro emblem.svg Main article: Game Development:Sonic R

Release

Legacy

Production credits

Saturn version

  • Program Design & Implementation: Jon Burton (Travellers Tales)
  • Head Artist: James Cunliffe (Travellers Tales)
  • Lead Artist: Dave Burton (Travellers Tales)
  • Game Design Director: Takashi Iizuka (Sega Enterprises Ltd.)
  • Map Design Director: Hirokazu Yasuhara (Sega of America Inc.)
  • Additional Artwork: Kazuyuki Hoshino (Sega Enterprises Ltd.)
  • Additional Artwork & Visual Advisor: Shigeru Okada (Sega Europe Limited)
  • Character Designer: Yuji Uekawa (Sega Enterprises Ltd.)
  • Music & Sound Producer: Richard Jacques (Sega Europe Limited)
  • General Producer: Yuji Naka (Sega Enterprises Ltd.)
Travellers Tales
  • Programmed by: Jon Burton
  • Polygon Model Design and Implementation: Neil Allen, Dave Burton, James Cunliffe
  • Texture Map Design and Application: Neil Allen, James Cunliffe
  • Character Animations: Dave Burton
  • Model and Animation Data Conversion: Andy Holdroyd
  • Terrain System Programming: John Hodskinson
  • Special Effects Programming: Jon Burton
  • Artificial Intelligence: Stephen Harding, Gary Vine
  • Texture Application Software: Andy Holdroyd
  • Additional Programming: Stephen Harding, Gary Vine, John Hodskinson, Andy Holdroyd
  • Development Director: Jon Burton
  • Special Thanks: Helen Burton and Helen Gavin
Sega Enterprises Ltd.
Sega Europe Limited
  • Sound Producer: Richard Jacques
  • Additional Artwork & Visual Advisor: Shigeru Okada
  • Music & Sound FX: Richard Jacques
  • Sound Programming: Thomas Szirtes
  • Vocals: T.J. Davis (courtesy of Freedom Management)
  • Engineered & Mixed by: Matt Howe
  • Digital Editing by: Neil Tucker
  • Recorded and Mixed: Metropolis Studios & Sega Digital Studio
  • Technical Support: Colin Carter, Ed Hollingshead, Tamer Tahsin, Thomas Szirtes, Elton Bird
  • Senior Product Manager: Kazutoshi Miyake
  • Operations Manager: Naoya Tsurumi
  • Product Manager & Public Relations: Mark Maslowicz
  • Lead Tester: Jason Cumberbatch
  • Assistant Lead Testers: Dave Thompson, Roberto Parraga
  • Special Thanks: Jo Bladen, Mark Hartley, Phiippe Deleplace, Frederique Ayer, Stephanie Petit, Jose Angel Sanchez, Begona Sanz, David Garcia, Hitoshi Okuno, Andreas von Gliszczynski, Thorsten Moe, Tina Sakowsky, Richard Leadbetter, Paul Davies, Tom Guise, Ed Lomas, Daniel Jevons, Jose Aller
Sega of America Inc.
  • Map Design Director: Hirokazu Yasuhara
  • Project Coordinators: Jason Kuo, Dave Locke
  • Product Managers: Kristin McCloskey, Terese Russell
  • Lead Tester: Fernando Valderrama
  • Assistant Lead Tester: Jeff Junio
  • Special Thanks: Scott Allen, Sandy Castagnola, Curtis Clarkson, Geraldine Dessimoz, Marci Ditter, Sheri Hockaday, Michael Jablonn, Judy Nybo, Paul Sears, Seedy Lounge, Eric Smith, Dan Stevens, Bernie Stolar, Mark Subotnick, Shuji Utsumi, Mike Wallis

Sega Enterprises, Ltd.

PC version


Traveller's Tales
  • Program design and implementation: Jon Burton
  • Head artist: James Cunliffe
  • Lead artist: Dave Burton
Sega
Traveller's Tales
  • Polygon model design and implementation: Neil Allen, Dave Burton, James Cunliffe
  • Texture map design and application: Neil Allen, James Cunliffe
  • Character animations: Dave Burton
  • Artwork: Bev Bush, Carleen Smith
  • Additional artwork: Leon Warren, Sean Maden, Jon Rashid, Will Thompson
  • Model and animation data conversion: Andy Holdroyd
  • Terrain system programming: John Hodskinson
  • Artificial intelligence: Stephen Harding, Gary Vine
  • Texture application software: Andy Holdroyd
  • 3D Engine and Porting: Steve Monks
  • Additional programming: Andy Holdroyd, John Hodskinson, Stephen Harding, Gary Vine, Neil Harding
Sega
Sega Enterprises Ltd.

Physical scans

Saturn version




Sega Saturn
87 Sonic Retro Average
Based on 4 reviews
Publication Score Source
Computer & Video Games (UK) 80 №193, p72/73/74/75/76
Edge (UK) 80 №53, p100
GamesMaster (UK) 90 №64, p32/33/34
Saturn Power (UK) 96 №9, p68/69/70/71/72/73
Saturn, US
Sonic R Saturn US Cover Back.jpgSonic R Saturn US Cover Front.jpg
Cover
Saturn, EU
Sonicr-box-eu.jpg
Cover
SRSAT-disc.jpg
Disc
Saturn, AU
Sonicr-box-au.jpg
Cover
SRSAT-disc.jpg
Disc
Saturn, JP
Sonicr sat jp back cover.jpgSonicr-box-jp.jpg
Cover
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Disc
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"Not for sale" disc
Saturn, BR
Sonic R sat tectoy back.jpgNospine.pngSonic R sat tectoy.jpg
Cover
Sonicr sat us cd.jpg
Disc

PC Version

PC, US

Sonicr pc us spinecard.jpg200x50px
Jewel Case
PC, US (Expert Software)
SonicR PC US Box Back Expert.jpgNospine.pngSonicR PC US Box Front Expert.jpg
Cover
Sonic R Expert Disc.jpg
Disc
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Jewel Case
PC, EU
SonicR PC EU Box Back.jpgNospine.pngSonicR PC EU Box Front.jpg
Cover
SonicR PC EU Disc.jpg
Disc
SonicR PC EU Box Back JewelCase.jpgSonicR PC EU Box Front JewelCase.jpg
Jewel Case
PC, JP
Sonic R JP Cover.jpg
Cover
PC, JP (Ultra 2000)
SonicR PC JP Box Front Ultra2000.jpg
Cover
PC, AU (Valusoft)
SonicR PC AU Box Valusoft.jpg
Cover
SonicR PC AU Disc.jpg
Disc
PC, UK (Xplosiv)
Sonicrpc-box-eu2.jpg
Cover
Sonic R Xplosiv EU disc.jpg
Disc
PC, UK (Xplosiv; alt)
SonicR PC UK Box Xplosiv Alt.jpg
Cover
PC, UK (Xplosiv; alt 2)
SonicR PC UK Box Xplosiv Alt2.jpg
Cover
SonicR PC UK Disc Xplosiv Alt2.jpg
Disc
PC, UK (Xplosiv; alt 3)
SonicR PC EU Box Xplosiv2.jpg
Cover
SonicR PC EU Disc Xplosiv2.jpg
Disc
PC, UK (GrabIt)
SonicR PC UK Box GrabIt.jpg
Cover
SonicR PC UK Disc GrabIt.jpg
Disc
PC, FR (Xplosiv)

PC, DE (Hammer Preis)
SonicR PC DE Box Front HammerPreis.jpg
Cover
PC, DE (Xplosiv)

PC, DE (Xplosiv; alt)

PC, DE (Green Pepper)
SonicR PC DE Box GreenPepper.jpg
Cover
PC, ES

PC, ES (Xplosiv)
SonicR PC ES Box Xplosiv.jpg
Cover
PC, PT (Power Games)
SonicR PC PT Box PowerGames.jpg
Cover
PC, PT (Top Games)
Sonic R PC PT Box TopGames.jpg
Cover
PC, DK/SE/NO/FI (PC Best Buy)
SonicR PC DK-SE-NO-FI Box PCBestBuy.jpg
Cover
SonicR PC DK-SE-NO-FI Disc PCBestBuy.jpg
Disc
PC, TW

External links

References


Sonic R
Sonic r title.png

Main page
Comparisons
Credits


Manuals
Promotional material
Magazine articles
Reception
Merchandise


Development
Hidden content
Bugs
Technical information

Sonic the Hedgehog games for the following systems
Sega Saturn
 1996  Sonic 3D: Flickies' Island     1997  Sonic Jam | Sonic R    
 Unreleased  Sonic X-treme | Sonic Saturn
Windows PC
Retail
 1996  Sonic the Hedgehog CD | Sonic the Hedgehog The Screen Saver | Sonic's Schoolhouse     1997  Sonic & Knuckles Collection | Sonic 3D: Flickies' Island     1998  Sonic R     2003  Sonic Adventure DX: Director's Cut     2004  Sonic Heroes     2006  Sonic Mega Collection Plus | Sonic Riders     2010  Sonic & Sega All-Stars Racing     2011  Sonic Generations     2013  Sonic & All-Stars Racing Transformed     2022  Sonic Speed Simulator