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Difference between revisions of "Sonic R"

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'''''Sonic R''''' (the R stands for racing) is a racing game made by [[Sega]] for the [[Sega Saturn]] and PC.  It features characters from the [[Sonic the Hedgehog]] series.  The game is characterized by the same sense of environmental openness in the Sonic platformers.  The [[spindash]] move from ''[[Sonic the Hedgehog 2]]'' DOES appear in ''Sonic R''.
 
'''''Sonic R''''' (the R stands for racing) is a racing game made by [[Sega]] for the [[Sega Saturn]] and PC.  It features characters from the [[Sonic the Hedgehog]] series.  The game is characterized by the same sense of environmental openness in the Sonic platformers.  The [[spindash]] move from ''[[Sonic the Hedgehog 2]]'' DOES appear in ''Sonic R''.
  
There are several collectable rings across each of the five racetracks.  Each ring regenerates after a short period of time.  These rings can serve one of three purposes.
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There are several collectable 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.
 
* 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.
 
* Using twenty or fifty rings will open one of many special doors.  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.
 
* Using twenty or fifty rings will open one of many special doors.  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.
* Some characters can perform an attack for 10 rings (see below).
 
  
 
There are also inexhaustable 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 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 upon touching water.
 
There are also inexhaustable 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 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 upon touching water.
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* [[Amy Rose]] drives a car and can hover over water.  However, she is extremely slow.
 
* [[Amy Rose]] drives a car and can hover over water.  However, she is extremely slow.
 
* [[Eggman]], who races in a [[eggpod]], 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.
 
* [[Eggman]], who races in a [[eggpod]], 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.
* [[Tails]] can fly at a fixed level for an unlimited period of time.
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* [[Tails]] can fly at a fixed level for an limited period of time.
 
* [[Eggrobo]] is an improved version of its counterpart, but slow compared to other secret characters.
 
* [[Eggrobo]] is an improved version of its counterpart, but slow compared to other secret characters.
 
* [[Knuckles]] can glide for an unlimited period of time, gradually losing height.  He cannot latch onto or climb walls as in Sonic the Hedgehog 3.
 
* [[Knuckles]] can glide for an unlimited period of time, gradually losing height.  He cannot latch onto or climb walls as in Sonic the Hedgehog 3.
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* [[Metal Knuckles]] is an improved version of its counterpart.
 
* [[Metal Knuckles]] is an improved version of its counterpart.
 
* [[Metal Sonic]] is an improved version of its counterpart.
 
* [[Metal Sonic]] is an improved version of its counterpart.
* [[Super Sonic]] is the best racer, and also the hardest to unlock.  He can double-jump and can run on water indefinitely although at a reduced speed. He is also the fastest racer.
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* [[Super Sonic]] is the best 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. He is also the fastest racer.
  
There are five racers in each race.  The four "best" racers that have been activated are automatically selected as computer opponents. Thus, there is some disadvantage to activating secret characters.
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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.
  
 
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.
 
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.
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== Activating secret characters ==
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Placing first on each of the first four racetracks activates the fifth.  Placin
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g first on the last racetrack activates Eggman.  If a player collects all five coins on a racetrack and places first, second, or third, the player activates a race against a secret character unique to the racetrack.  Defeating this secret character unlocks it.  If a player collects a [[Chaos Emerald]] and places first in the race, the player keeps it.  Collecting all seven Chaos Emeralds activates Super Sonic.
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== Levels ==
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* [[Resort Island]]
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* [[Radical City]]
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* [[Regal Ruin]]
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* [[Reactive Factory]]
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* [[Radiant Emerald]]
  
 
== Differences between versions ==
 
== Differences between versions ==
The Saturn version of Sonic R does the game's signature fade-in is works differently. If the game is undergoing slowdown the fade-in will di
+
The Saturn version of Sonic R does the game's signature fade-in is works 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. On the Saturn, polygons that are transparent do not have lighting applied. 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. The Gems version has no fade-in.
sappear, shortening the draw distance, in an attempt to keep the frame rate up. On the Saturn, polygons that are transparent do not have lighting applied. 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. The Gems version has no fade-in.
 
  
 
There are two versions of track lighting in the different versions of Sonic R. 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.
 
There are two versions of track lighting in the different versions of Sonic R. 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.
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Textures have changes between versions. The Saturn version uses 4-bit textures whereas the PC and Gems versions have 16-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.)
 
Textures have changes between versions. The Saturn version uses 4-bit textures whereas the PC and Gems versions have 16-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.)
  
There are serveral other small tweaks. In some places collision detection has changed. (In the PC/Gems version, you can stand on the ropes in Reactive Factory; in the Saturn you cannot.) The controls are less responsive on the Saturn version. (There is a slight delay between when a button is push and when a character responds.) There are fewer catagories in the time records. (PC/Gems records for each character, mode, and track combination, Saturn records for each track and mode. combination) 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. Credits are different in the Saturn version. (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 recieved in the Saturn version; shields and speed shoes are far more common for r
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There are serveral other small tweaks. In some places collision detection has changed. (In the PC/Gems version, you can stand on the ropes in Reactive Factory; in the Saturn you cannot.) The controls are less responsive on the Saturn version. (There is a slight delay between when a button is push and wh
acers 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. Snowy weather freezes the water so that racers can run across it without sinking. The Saturn version supports two players in split screen, while other versions support four players. The PC version has a networked mode, but has synchronization problems.
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en a character responds.) There are fewer catagories in the time records. (PC/Gems records for each character, mode, and track combination, Saturn records for each track and mode. combination) 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. Credits are different in the Saturn version. (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 recieved 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. Snowy weather freezes the water so that racers can run across it without sinking. The Saturn version supports two players in split screen, while other versions support four players. The PC version has a networked mode, but has synchronization problems.
  
 
Overall, the best version of Sonic R is the PC version in software rendering mode, with best feature selection and graphics.
 
Overall, the best version of Sonic R is the PC version in software rendering mode, with best feature selection and graphics.
 
== Activating secret characters ==
 
 
Placing first on each of the first four racetracks activates the fifth.  Placing first on the last racetrack activates Eggman.  If a player collects all five coins on a racetrack and places first, second, or third, the player activates a race against a secret character unique to the racetrack.  Defeating this secret character unlocks it.  If a player collects a [[Chaos Emerald]] and places first in the race, the player keeps it.  Collecting all seven Chaos Emeralds activates Super Sonic.
 
 
== Levels ==
 
* [[Resort Island]]
 
* [[Radical City]]
 
* [[Regal Ruin]]
 
* [[Reactive Factory]]
 
* [[Radiant Emerald]]
 
  
 
== Production Credits ==
 
== Production Credits ==
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Technical Support: Colin Carter, Ed Hollingshead, Tamer Tahsin, Thomas Szirtes, Elton Bird
 
Technical Support: Colin Carter, Ed Hollingshead, Tamer Tahsin, Thomas Szirtes, Elton Bird
 
Senior Product Manager: Kazutoshi Miyake
 
Senior Product Manager: Kazutoshi Miyake
Operations Manager: Naoya Tsurumi
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Operati
Product Manager & Public Re
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ons Manager: Naoya Tsurumi
lations: Mark Maslowicz
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Product Manager & Public Relations: Mark Maslowicz
 
Lead Tester: Jason Cumberbatch
 
Lead Tester: Jason Cumberbatch
 
Assistant Lead Testers: Dave Thompson, Roberto Parraga
 
Assistant Lead Testers: Dave Thompson, Roberto Parraga

Revision as of 15:57, 12 April 2006

{{Bob320|bobscreen=Sonic r title.png|publisher=Sega|developer=Traveller's Tales|system=Sega Saturn]] / [[PC|europe=Nov. 21, 1997|usa=Nov. 18, 1997|japan=Dec. 4, 1997|genre=3D Platform|seealso=Sonic Riders}}

Sonic R (the R stands for racing) is a racing game made by Sega for the Sega Saturn and PC. It features characters from the Sonic the Hedgehog series. The game is characterized by the same sense of environmental openness in the Sonic platformers. The spindash move from Sonic the Hedgehog 2 DOES appear in Sonic R.

There are several collectable 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.
  • Using twenty or fifty rings will open one of many special doors. 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 inexhaustable emblem bonuses. Touching an emblem gives the racer one of multiple possible rewards, including a random number of rings and the water and lightning shields that 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 upon touching water.

Some racers can run on water for a limited period of time, and can "swim" in it indefinetely, at greatly reduced speed. In addition, each of the ten playable characters has a different speed and a unique set of abilities. Unlike most racing games, these abilities are designed such that certain characters, even among characters that are initially playable, have a clear edge over others. The four characters that are initially playable are Amy Rose, Tails, Knuckes, and Sonic. Below are the characters and their abilities, listed roughly from worst to best.

  • Amy Rose drives a car and can hover over water. However, she is extremely slow.
  • Eggman, who races in a eggpod, 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.
  • Tails can fly at a fixed level for an limited period of time.
  • Eggrobo is an improved version of its counterpart, but slow compared to other secret characters.
  • Knuckles can glide for an unlimited period of time, gradually losing height. He cannot latch onto or climb walls as in Sonic the Hedgehog 3.
  • Sonic is the fastest of the characters that are initially playable.
  • Tails Doll can hover on water. Additionally, he can hover indefinetely a certain distance above the ground or water.
  • Metal Knuckles is an improved version of its counterpart.
  • Metal Sonic is an improved version of its counterpart.
  • Super Sonic is the best 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. He is also the fastest racer.

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.

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.

Activating secret characters

Placing first on each of the first four racetracks activates the fifth. Placin g first on the last racetrack activates Eggman. If a player collects all five coins on a racetrack and places first, second, or third, the player activates a race against a secret character unique to the racetrack. Defeating this secret character unlocks it. If a player collects a Chaos Emerald and places first in the race, the player keeps it. Collecting all seven Chaos Emeralds activates Super Sonic.

Levels

Differences between versions

The Saturn version of Sonic R does the game's signature fade-in is works 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. On the Saturn, polygons that are transparent do not have lighting applied. 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. The Gems version has no fade-in.

There are two versions of track lighting in the different versions of Sonic R. 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.

The appearance Radiant Emerald has changed greatly between versions. In the Saturn version, the track is transparent and has a transparent overlay to simulate multitexturing. The fade-in found thoughout the game is disabled, so the end of the track pops into view. On 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. On the hardware rendered PC version and Gems versions, the track is dark and unlit in places, but coloring does change.

Backgrounds are different in the Saturn and PC/Gems versions. The Saturn version has a smaller background (mostly made from a tilemap) and is mirrored four times to wrap the screen. (Likely size of the background is 416*128.) One problems with this, for example, is that suns/moons appear twice. The PC and Gems versions use 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 pallete 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 hardware rendered PC version is missing the features that the software version misses, as well as having a different method of the background reflecting, being reduced to a slightly darkened, wobbling texture. The Gems version has water similar to the software rendered PC version.

Textures have changes between versions. The Saturn version uses 4-bit textures whereas the PC and Gems versions have 16-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.)

There are serveral other small tweaks. In some places collision detection has changed. (In the PC/Gems version, you can stand on the ropes in Reactive Factory; in the Saturn you cannot.) The controls are less responsive on the Saturn version. (There is a slight delay between when a button is push and wh en a character responds.) There are fewer catagories in the time records. (PC/Gems records for each character, mode, and track combination, Saturn records for each track and mode. combination) 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. Credits are different in the Saturn version. (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 recieved 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. Snowy weather freezes the water so that racers can run across it without sinking. The Saturn version supports two players in split screen, while other versions support four players. The PC version has a networked mode, but has synchronization problems.

Overall, the best version of Sonic R is the PC version in software rendering mode, with best feature selection and graphics.

Production Credits

Program Design & Implementation: Jon Burton (Traveller's Tales) Head Artist: James Cunliffe (Traveller's Tales) Lead Artist: David Burton (Traveller's 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.)

Traveller's Tales

Programmed By Jon Burton Polygon Model Design and Implementation: Neil Allen, David Burton, James Cunliffe Texture Map Design and Application: Neil Allen, James Cunliffe Character Animations: David 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, Helen Gavin

Sega Enterprises Ltd.

General Producer: Yuji Naka Project Manager: Yoji Ishii Producer: Yuji Naka Game Design Director: Takashi Iizuka Game Designers: Shiro Mukaide, Syun Nakamura Game Advisors: Takao Miyoshi, Katsuhiro Hasegawa Additional Artwork: Kazuyuki Hoshino Character Designer: Yuji Uekawa Graphic Advisors: Naoto Ohshima, Hiroshi Nishiyama Sound Advisor: Naofumi Hataya Executive Manager: Shoichiro Irimajiri Executive Coordinators: Makoto Oshitani, Jin Shimazaki Overseas Coordinator: Ryoichi Hasegawa Public Relations: Hiroto Kikuchi, Takumi Miyake Manual: Hiroyuki Mitsui, Osamu Nakazato, Takashi Nishimura Special Thanks: Takahiro Hamano, Yukifumi Makino, Takuya Matsumoto, Yoshitaka Miura, Yuichiro Suzuki

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 Operati ons 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, Philippe Deleplace, Frederique Ayer, Stephane 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 B. Junio Testers: Don Carmichael, Michael Dobbins, Arnold Feener, Lloyd Kinoshita, Dennis Lee, Christopher Lucich, Tony Lynch, Marcus Montgomery, David Paniagua, Mark Paniagua, Steve Peck, Maurice Smith, Matt Underwood, Paulita Villatuya Special Thanks: Scott Allen, Sandra Castagnola, Curtis Clarkson, Geraldine Dessimoz, Marcelyn Ditter, Sheri Hockaday, Michael S. Jablonn, Judy Nybo, Paul Sears, Seedy Lounge, Eric Smith, Dan Stevens, Bernard Stolar, Mark Subotnick, Shuji Utsumi, Mike Wallis

Boxart

Saturn Version

Image:Sonicr-box-eu.jpg|EU Boxart Image:Sonicr-box-jp.jpg|JP Boxart Image:Sonicr-box-us.jpg|US Boxart


PC Version

Image:Sonicrpc.jpg|US Boxart Image:SonicRPC_EU_Boxart.jpg|EU Boxart Image:Sonicrpc-box-eu2.jpg|EU Xplosiv Boxart