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:''For the Tiger LCD version, see [[Sonic R (LCD game)]].''
 
{{Bob
 
{{Bob
 
| bobscreen=Sonic r title.png
 
| bobscreen=Sonic r title.png
| screenwidth=
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| bobscreen2=SonicR PC TitleScreen.png
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| tab1=Saturn
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| tab2=Windows PC
 
| icon=SonicR_Win_icon.png
 
| icon=SonicR_Win_icon.png
 
| publisher=[[Sega]]
 
| publisher=[[Sega]]
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{{company|[[Sega PC]]|system=PC}}
 
| developer=[[Sonic Team]], [[Traveller's Tales]]
 
| developer=[[Sonic Team]], [[Traveller's Tales]]
| system=[[Sega Saturn]], Windows PC
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| distributor={{company|{{SegaLink|Wizard Soft}}|system=PC|region=KR}}
| savesize=2.16 KB (PC)
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| system=[[Sega Saturn]], [[Windows PC]]
| releases=
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| sounddriver=SCSP/CD-DA (20 tracks)
{{release|Sat|US|1997-11-18||81800}}
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| peripherals=[[3D Control Pad]]
{{release|Sat|EU|1997-12-11||MK81800-50}}
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| players={{SAT}} 1-2, {{PC}} 1-4
{{release|Sat|JP|1997-12-04|¥5,800|GS-9170}}
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| genre=Action Racing{{fileref|Sonicr sat jp back cover.jpg}}, Racing{{ref|https://web.archive.org/web/20200330225358/https://sega.jp/history/hard/segasaturn/software.html}}
{{release|Sat|BR|1997||191306}}
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| releases={{releasesSat
{{release|PC|US|1998-11-11||85076}}
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| sat_date_jp=1997-12-04{{ref|https://web.archive.org/web/20200330225358/https://sega.jp/history/hard/segasaturn/software.html}}
{{release|PC|US (Expert)}}
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| sat_code_jp=GS-9170
{{release|PC|EU|1998-11}}
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| sat_rrp_jp=5,800
{{release|PC|EU (Xplosiv)}}
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| sat_rating_jp=all
{{release|PC|EU (Xplosiv)|||XP-1263}}
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| sat_date_us=1997-11-18{{intref|sega:Press release: 1997-11-17: The World's Fastest Hedgehog Races To The 3D Winner's Circle With "Sonic R"}}
{{release|PC|JP|1998-12-11|¥7,800 (''¥8,190'')|HCJ-0144}}
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| sat_code_us=81800
{{release|PC|AU (Valusoft)|2005||THQ70475}}
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| sat_rating_us=ka
| genre=Racing
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| sat_rrp_us=49.99{{intref|sega:Press release: 1997-06-19: SONIC’S BACK!}}
| esrb=e|pegi=3|elspa=3|grb=a|cero=free|oflc=gold|djctq=l
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| sat_date_eu=1997-11-21
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| sat_code_eu=MK81800-50
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| sat_rating_eu=3
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| sat_date_uk=1997-11-21
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| sat_code_uk=MK81800-50
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| sat_rating_uk=3
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| sat_rrp_uk=44.99{{magref|cvg|193|72}}
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| sat_date_de=1997-11-21
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| sat_code_de=MK81800-50
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| sat_rating_de=0
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| sat_date_br=1997
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| sat_code_br=191306
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| sat_rating_br=ti
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| sat_date_au=199x
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| sat_code_au=FSON35SSC
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| sat_rating_au=g
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| sat_date_pt=199x
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| sat_code_pt=STJSE0741
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| sat_date_pl=1998
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| sat_rrp_pl=209
 
}}
 
}}
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{{releasesPC
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| pc_date_jp=1998-12-11{{ref|1=https://web.archive.org/web/20170304043935/http://sega.jp/search/result.php?page=9&pf=11}}
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| pc_rrp_jp=7,800 (''8,190''){{ref|https://web.archive.org/web/20131030110035/http://sega.jp/pc/sonicr/}}
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| pc_code_jp=HCJ-0144
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| pc_rating_jp=all
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| pc_date_jp_Ultra 2000=2000
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| pc_date_us=1998-11-11
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| pc_code_us=85076
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| pc_rating_us=e
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| pc_date_us_ex=1999
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| pc_rating_us_ex=e
  
'''''Sonic R''''' (ソニックR) is a racing game, featuring characters from the Sonic the Hedgehog series. It was developed by [[Traveller's Tales]] and [[Sonic Team]] for the [[Sega Saturn]] and PC. The PC version was ported to the [[GameCube]] and the [[PlayStation 2]] in ''[[Sonic Gems Collection]]''. The game is characterized by the same sense of environmental openness in the Sonic platformers. It contains colorful 3D graphics combined with a Powerpop soundtrack by [[Richard Jacques]] (including songs performed by British singer [[TJ Davis]]).
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| pc_date_eu=1998-11
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| pc_code_eu=MK-85076-50
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| pc_rating_eu=3
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| pc_code_de=MK-85076-50
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| pc_rating_de=0
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| pc_date_uk_xp=200x
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| pc_code_uk_xp=XP-1263
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| pc_code2_uk_xp=3553260
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| pc_rating_uk_xp=3
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| pc_date_uk_Xplosiv=200x
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| pc_code_uk_Xplosiv=EI-1263
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| pc_rating_uk_Xplosiv=3
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| pc_date_uk_gi=200x
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| pc_code_uk_gi=GDL 094
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| pc_rrp_de_gp=6.99{{fileref|SonicR PC DE Box GreenPepper.jpg}}
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| pc_rating_de_gp=6
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| pc_date_es=199x
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| pc_date_pt_pg=200x
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| pc_date_eu_ES/IT Xplosiv=200x
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| pc_code_eu_ES/IT Xplosiv=
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| pc_date_au_v=2005
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| pc_code_au_v=THQ70475
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| pc_rating_au_v=g
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| pc_date_se_pcbb=200x
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| pc_code_se_pcbb=
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| pc_rating_se_pcbb=3
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}}
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}}
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'''''Sonic R''''' (ソニックR) is a [[Sega Saturn]] racing game developed by [[Traveller's Tales]] and published by [[Sega]]. Produced with the guidance of [[Sonic Team]], and featuring ''Sonic the Hedgehog'' characters racing against each other through a variety of five tracks, it was first released in the United States in November 1997{{intref|sega:Press release: 1997-11-17: The World's Fastest Hedgehog Races To The 3D Winner's Circle With "Sonic R"}} to mostly positive reception. While praised for its colorful visuals and well-received soundtrack, the game's emphasis on momentum results in slippery physics and poor control, and has seen it gain an unfortunate modern reputation as one of the worst games in the ''Sonic the Hedgehog'' franchise. Unlike other entries with a similar reputation, however, ''Sonic R'' has since seen a critical re-evaluation from the larger gaming community, and is generally considered a flawed but charming take on a ''Sonic''-themed racing game.
  
==Gameplay==
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Featuring a cast of varied characters with different abilities, courses which can be altered by acquiring [[Rings]], and a secondary goal of collecting all the hidden [[Chaos Emeralds]] to see the true ending, ''Sonic R'' stands as one of the more considered attempts to merge the design of classic ''Sonic the Hedgehog'' games with the kart racing genre.
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.
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Originally developed for the Sega Saturn, ''Sonic R'' was later ported to [[Windows PC]]s one year later; this version has largely served as the basis for subsequent re-releases. It also appeared in a number Sega's modern game compilations - such as a fairly accurate port in 2005's ''[[Sonic Gems Collection]]'' - but has not been available on more current platforms in over a decade.
  
* 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.
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==Story==
* 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.
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Sonic and Tails are enjoying a little time off from their adventure. The trip they have planned will be a nice, relaxing vacation. Or so they think… Tails spots a huge sign alongside the road they are currently traveling on. It is a recruiting advertisement for the World Grand Prix. “Sonic! Sonic! Look, there’s going to be a huge race with all the best racers in the world. What a great opportunity for you to show your speed and compete with the other great runners!” Sonic thinks for a moment. He’s the world’s fastest runner, but participating in races is not really his interest. Something on the sign, however, catches Sonic’s eye. Dr. Robotnik, Sonic’s arch-enemy, is participating in the race. Sonic races off into the distance. “Wait, Sonic! Wait for me!” Tails shouts to his friend. Miles above the sign, a spy satellite focuses on Sonic and Tails. Dr. Robotnik snickers in delight. “Now that you have fallen into my trap Sonic, I will finally have the Chaos Emeralds, and beat you at the same time. With my new machine, and these…”. Dr. Robotnik looks to his left, and a row of gleaming eyes gaze back at him. “Nothing can go wrong! Hahahahahahaha…..” Little does Sonic know that Dr. Robotnik has learned of the location of the Chaos Emeralds.
  
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.
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But Sonic is not the only one who will be racing with Dr. Robotnik. Sonic’s rival, Knuckles, has learned that Sonic will be participating in a very important race. Knuckles never turns down a chance to be around Sonic when the action starts. And Amy will be there too. After secretly overhearing Dr. Robotnik’s plans, she also will be racing to find the Chaos Emeralds.
  
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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==Gameplay==
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{{ScreenThumb|SonicR SAT ResortIsland.png|[[Sonic the Hedgehog|Sonic]] racing in [[Resort Island]] in the Saturn version.|width=200}}
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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, the game also includes (limited) platforming segments, power-ups and hazards.
  
==Characters==
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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.
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.
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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).
  
* [[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.
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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 Token]]s, 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.
* [[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 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.
 
  
==Differences between versions==
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{{ScreenThumb|SonicR SAT RegalRuin.png|[[Knuckles the Echidna|Knuckles]] approaching an [[Item Panel]] and an Accelerator in [[Regal Ruin]] in the Saturn version.|width=200}}
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Also featured throughout the levels are floating "[[Item Panel]]s", which if touched award 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/she reaches dry land once more), while the Lightning Shield attracts Rings, disappearing if the player touches water or after a period of time. Item Panels do not disappear, but there is a cooldown between rewards.
  
===Fade-In===
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Aside from the main game, there are three special gameplay modes available for Time Attack: reverse, in which racing occurs facing the opposite direction, popping five balloons scattered around the stage, or tagging the other four racers in the quickest possible time.
-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.  
 
  
-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 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. 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.
  
-The ''Gems'' version has no fade-in.
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===Playable characters===
 
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[[File:SonicR_PC_HiddenCharacters.png|thumb|right|200px|The character select screen in the PC version, with all characters unlocked.]]
===Track Lighting===
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''Sonic R'' features ten racers, six of which are unlockable:
 
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{{InfoTable|imagewidths=150|
-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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{{InfoRow
 
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| image=SonicR_Sonic.png
-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.  
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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.
-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.  
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}}
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{{InfoRow
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| image=SonicR_Tails.png
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| title=[[Miles "Tails" Prower]]
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| desc=Miles "Tails" Prower is a slower version of Sonic with better acceleration and handling as well as his trademark [[Propeller Flight|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.
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}}
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{{InfoRow
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| image=SonicR_Knuckles.png
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| title=[[Knuckles the Echidna]]
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| 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).
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}}
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{{InfoRow
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| image=SonicR_Amy.png
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| title=[[Amy Rose]]
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| 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.
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}}
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{{InfoRow
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| image=SonicR_Eggman.png
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| title=[[Dr. Eggman]]/Dr. Robotnik
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| 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 [[Egg Mobile]], Eggman can hover over water and fire a short-range heat-seeking [[Homing Missile]] at other racers at the cost of 10 Rings. The missile temporarily slows down its target or removes their Shield, but is otherwise harmless.
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}}
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{{InfoRow
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| image=SonicR_MetalSonic.png
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| title=[[Metal Sonic]]
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| 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, then beating him in a race.
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}}
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{{InfoRow
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| image=SonicR_TailsDoll.png
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| title=[[Tails Doll]]
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| 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, then beating it in a race.
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}}
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{{InfoRow
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| image=SonicR_MetalKnuckles.png
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| title=[[Metal Knuckles]]
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| 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 Reactive Factory, then beating him in a race.
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}}
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{{InfoRow
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| image=SonicR_Eggrobo.png
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| title=[[Eggrobo|Eggman Robo]]
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| desc=Eggman Robo, 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 Regal Ruin, then beating him in a race.
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}}
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{{InfoRow
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| image=SonicR_SuperSonic.png
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| title=[[Super Sonic]]
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| 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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}}
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}}
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While arguably many of the characters have pros and cons, differences in handling and special moves are often negligible, 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, Eggman Robo, Tails Doll. The computer does not always follow the numbers - Knuckles is usually faster than Sonic when it is in charge.
  
-On the hardware rendered PC version and Gems versions, the track is dark and unlit in places, but coloring does change.
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===AI===
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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-Eggman) 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.
  
===Backgrounds and Textures===
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The computer follows all the same rules as human players, and so will collect Rings, run through Item Panels and make use of doors and accelerators (if doing so offers a shortcut). Computer-controlled Eggman or Eggman Robo 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 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.  
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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.
  
-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.  
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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 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.  
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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.
  
-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.  
+
When playing as Super Sonic in Radiant Emerald with all characters unlocked, Metal Sonic, Tails Doll, Metal Knuckles and Eggman Robo will travel faster through the stage and become more competitive as a result.
  
- 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.)
+
==History==
 +
===Development===
 +
{{mainArticle|{{PAGENAME}}/Development}}
  
===Other Differences===
+
===Release===
-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.  
+
===Legacy===
 +
[[File:SonicR SegaForever 2020-11-18.jpg|thumb|right|200px|The 2020 anniversary illustration, drawn by Richard Elson.]]
 +
For ''{{PAGENAME}}''<nowiki>'</nowiki>s 23rd anniversary in 2020, ''[[Sonic the Comic]]'' artist [[Richard Elson]] was commissioned by Sega to draw a special illustration featuring the game's cast, which was posted on the [[sega:Sega Forever|Sega Forever]] Twitter account on the day of the anniversary, November 18th.{{ref|https://web.archive.org/web/20201118170254/https://twitter.com/SEGAForever/status/1329092005809500160}} According to Elson himself, he was requested by Sega of Japan to keep the characters on model for the illustration, resulting in a different style than his past work with the characters.{{ref|https://web.archive.org/web/20201119011339/https://twitter.com/SonictheComicUK/status/1329117703274188806}}
  
-The Saturn version's controls were unresponsive at times, (but using a 3D Analog Pad slightly fixes this).
+
==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.
  
-In the Saturn version, there is a slight delay between when a button is pushed and when a character responds.  
+
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 PC/''Gems'' version has time records for each character, mode, and track combination, and the Saturns' has records for each track, mode, and combination.  
+
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 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.  
+
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 {{Key|F1}} and {{Key|F2}} keys. In ''Sonic Gems Collection'', draw distance is not an issue, with the entire stage being rendered at once.
  
-Credits are different in the Saturn version in that there are no 3D characters.  
+
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 balloons in the balloon mode are blue in the Saturn version, while other versions have randomly colored balloons.  
+
''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.
  
-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 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.  
  
-In the PC and ''Gems'' versions, races occur in random weather conditions, either normal, rainy, or snowy, unless the default settings are altered.  
+
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 Saturn version supports two players in split screen, while other versions support four players.
+
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, the instrumental tunes are longer, they're mysteriously truncated in the PC version.
+
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 improvements), 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).
  
==Saving Data==
+
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 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.
 
  
{|class="prettytable"
+
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.
      |+ {{PAGENAME}} Save Data
 
      |-
 
      ! Name
 
      ! Comment
 
      ! File Size
 
      |-
 
      | SONICR___##
 
      | SAVE_DATA
 
      | 6
 
      |}
 
  
==Miscellaneous trivia==
+
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(?).
*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==
+
Credits are different in the Saturn version in that there are no 3D characters.
* [[Sonic R EU Manual]]
 
* [[Sonic R JP Manual]]
 
* [[Sonic R (PC) US Manual]]
 
* [[Sonic R (PC) EU Manual]]
 
* [[Sonic R (PC) JP Manual]]
 
<gallery>
 
Sonic R Sega Saturn US Manual.pdf|Saturn version, US manual
 
</gallery>
 
  
==Also Released On==
+
===Also released on===
*''[[Sonic R (LCD game)|Sonic R]]'' for [[Tiger Electronics|Tiger]] LCD (1998)
 
 
*''[[Arcade Collection]]'' for PC (2000)
 
*''[[Arcade Collection]]'' for PC (2000)
 
*''[[Sonic Action Pack]]'' for PC (2000)
 
*''[[Sonic Action Pack]]'' for PC (2000)
 
*''[[Sonic Action 4 Pack]]'' for PC (2001)
 
*''[[Sonic Action 4 Pack]]'' for PC (2001)
*''[[Twin Pack: Sonic 3D Blast & Sonic R]]'' (2002)
+
*''[[Twin Pack: Sonic 3D Blast & Sonic R]]'' for PC (2002)
 +
*''[[Xplosiv Top 10]]'' for PC (2002)
 
*''[[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)
 +
*''[[Sonic Gold Edition]]'' for PC (200x)
  
== Production Credits ==
+
==Production credits==
===Saturn Version===
+
===Saturn version===
 
{{multicol|
 
{{multicol|
Program Design & Implementation: Jon Burton (Travellers Tales)<br/>
+
{{creditstable|
Head Artist: James Cunliffe (Travellers Tales)<br/>
+
*'''Program Design & Implementation:''' [[Jon Burton]] (Travellers Tales)
Lead Artist: Dave Burton (Travellers Tales)<br/>
+
*'''Head Artist:''' James Cunliffe (Travellers Tales)
Game Design Director: [[Takashi Iizuka]] (Sega Enterprises Ltd.)<br/>
+
*'''Lead Artist:''' Dave Burton (Travellers Tales)
Map Design Director: [[Hirokazu Yasuhara]] (Sega of America Inc.)<br/>
+
*'''Game Design Director:''' [[Takashi Iizuka]] (Sega Enterprises Ltd.)
Additional Artwork: [[Kazuyuki Hoshino]] (Sega Enterprises Ltd.)<br/>
+
*'''Map Design Director:''' [[Hirokazu Yasuhara]] (Sega of America Inc.)
Additional Artwork & Visual Advisor: [[Shigeru Okada]] (Sega Europe Limited)<br/>
+
*'''Additional Artwork:''' [[Kazuyuki Hoshino]] (Sega Enterprises Ltd.)
Character Designer: [[Yuji Uekawa]] (Sega Enterprises Ltd.)<br/>
+
*'''Additional Artwork & Visual Advisor:''' [[Shigeru Okada]] (Sega Europe Limited)
Music & Sound Producer: [[Richard Jacques]] (Sega Europe Limited)<br/>
+
*'''Character Designer:''' [[Yuji Uekawa]] (Sega Enterprises Ltd.)
General Producer: [[Yuji Naka]] (Sega Enterprises Ltd.)
+
*'''Music & Sound Producer:''' [[Richard Jacques]] (Sega Europe Limited)
 +
*'''General Producer:''' [[Yuji Naka]] (Sega Enterprises Ltd.)
 +
 
 +
{{creditsheader|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
  
: '''Travellers Tales'''
+
{{creditsheader|Sega Enterprises Ltd.}}
Programmed by: Jon Burton<br/>
+
*'''General Producer:''' [[Yuji Naka]]
Polygon Model Design and Implementation: Neil Allen, Dave Burton, James Cunliffe<br/>
+
*'''Project Manager:''' [[Youji Ishii]]
Texture Map Design and Application: Neil Allen, James Cunliffe<br/>
+
*'''Producer:''' [[Yuji Naka]]
Character Animations: Dave Burton<br/>
+
*'''Game Design Director:''' [[Takashi Iizuka]]
Model and Animation Data Conversion: Andy Holdroyd<br/>
+
*'''Game Designers:''' [[sega:Shiro Mukaide|Shiro Mukaide]], [[Shun Nakamura|Syun Nakamura]]
Terrain System Programming: John Hodskinson<br/>
+
*'''Game Advisors:''' [[Takao Miyoshi]], [[sega:Katsuhiro Hasegawa|Katsuhiro Hasegawa]]
Special Effects Programming: Jon Burton<br/>
+
*'''Additional Artwork:''' [[Kazuyuki Hoshino]]
Artificial Intelligence: Stephen Harding, Gary Vine<br/>
+
*'''Character Designer:''' [[Yuji Uekawa]]
Texture Application Software: Andy Holdroyd<br/>
+
*'''Graphic Advisors:''' [[Naoto Ohshima|Naoto Oshima]], [[Hiroshi Nishiyama]]
Additional Programming: Stephen Harding, Gary Vine, John Hodskinson, Andy Holdroyd<br/>
+
*'''Sound Advisor:''' [[Naofumi Hataya]]
Development Director: Jon Burton<br/>
+
*'''Executive Manager:''' [[Shoichiro Irimajiri]]
Special Thanks: Helen Burton and Helen Gavin<br/>
+
*'''Executive Coordinators:''' [[Makoto Oshitani]], [[Jin Shimazaki]]
 +
*'''Overseas Coordinator:''' [[Ryoichi Hasegawa]]
 +
*'''Public Relations:''' [[sega:Hiroto Kikuchi|Hiroto Kikuchi]], [[Takumi Miyake]]
 +
*'''Manual:''' [[sega:Hiroyuki Mitsui|Hiroyuki Mitsui]], [[sega:Osamu Nakazato|Osamu Nakazato]], [[sega:Takashi Nishimura|Takashi Nishimura]]
 +
*'''Special Thanks:''' [[Takahiro Hamano]], [[Yukifumi Makino]], [[Takuya Matsumoto]], [[Yoshitaka Miura|Yoshitake Miura]], [[Yuichiro Suzuki]]
  
: '''Sega Enterprises Ltd.'''
+
{{creditsheader|Sega Europe Limited}}
General Producer: [[Yuji Naka]]<br>
+
*'''Sound Producer:''' [[Richard Jacques]]
Project Manager: [[Youji Ishii]]<br>
+
*'''Additional Artwork & Visual Advisor:''' [[Shigeru Okada]]
Producer: [[Yuji Naka]]<br>
+
*'''Music & Sound FX:''' [[Richard Jacques]]
Game Design Director: [[Takashi Iizuka]]<br>
+
*'''Sound Programming:''' Thomas Szirtes
Game Designers: [[sega:Shiro Mukaide|Shiro Mukaide]], [[Shun Nakamura|Syun Nakamura]]<br>
+
*'''Vocals:''' [[T.J. Davis]] (courtesy of Freedom Management)
Game Advisors: [[Takao Miyoshi]], [[sega:Katsuhiro Hasegawa|Katsuhiro Hasegawa]]<br>
+
*'''Engineered & Mixed by:''' Matt Howe
Additional Artwork: [[Kazuyuki Hoshino]]<br>
+
*'''Digital Editing by:''' Neil Tucker
Character Designer: [[Yuji Uekawa]]<br>
+
*'''Recorded and Mixed:''' Metropolis Studios & [[sega:Sega Digital Studio|Sega Digital Studio]]
Graphic Advisors: [[Naoto Ohshima|Naoto Oshima]], [[Hiroshi Nishiyama]]<br>
+
*'''Technical Support:''' Colin Carter, Ed Hollingshead, Tamer Tahsin, Thomas Szirtes, Elton Bird
Sound Advisor: [[Naofumi Hataya]]<br>
+
*'''Senior Product Manager:''' [[sega:Kazutoshi Miyake|Kazutoshi Miyake]]
Executive Manager: [[Shoichiro Irimajiri]]<br>
+
*'''Operations Manager:''' [[sega:Naoya Tsurumi|Naoya Tsurumi]]
Executive Coordinators: [[Makoto Oshitani]], [[Jin Shimazaki]]<br>
+
*'''Product Manager & Public Relations:''' [[sega:Mark Maslowicz|Mark Maslowicz]]
Overseas Coordinator: [[Ryoichi Hasegawa]]<br>
+
*'''Lead Tester:''' [[sega:Jason Cumberbatch|Jason Cumberbatch]]
Public Relations: [[sega:Hiroto Kikuchi|Hiroto Kikuchi]], [[Takumi Miyake]]<br>
+
*'''Assistant Lead Testers:''' [[sega:Dave Thompson|Dave Thompson]], [[sega:Roberto Parraga|Roberto Parraga]]
Manual: [[sega:Hiroyuki Mitsui|Hiroyuki Mitsui]], [[sega:Osamu Nakazato|Osamu Nakazato]], [[sega:Takashi Nishimura|Takashi Nishimura]]<br>
+
*'''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
Special Thanks: Takahiro Hamano, [[Yukifumi Makino]], Takuya Matsumoto, [[Yoshitaka Miura|Yoshitake Miura]], Yuichiro Suzuki<br>
 
  
: '''Sega Europe Limited'''
+
{{creditsheader|Sega of America Inc.}}
Sound Producer: [[Richard Jacques]]<br>
+
*'''Map Design Director:''' [[Hirokazu Yasuhara]]
Additional Artwork & Visual Advisor: [[Shigeru Okada]]<br>
+
*'''Project Coordinators:''' [[Jason Kuo]], Dave Locke
Music & Sound FX: [[Richard Jacques]]<br>
+
*'''Product Managers:''' Kristin McCloskey, Terese Russell
Sound Programming: Thomas Szirtes<br>
+
*'''Lead Tester:''' Fernando Valderrama
Vocals: [[T.J. Davis]] (courtesy of Freedom Management)<br>
+
*'''Assistant Lead Tester:''' Jeff Junio
Engineered & Mixed by: Matt Howe<br>
+
*'''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]]<br><br>
Digital Editing by: Neil Tucker<br>
 
Recorded and Mixed: Metropolis Studios & Sega Digital Studio<br>
 
Technical Support: Colin Carter, Ed Hollingshead, Tamer Tahsin, Thomas Szirtes, Elton Bird<br>
 
Senior Product Manager: [[sega:Kazutoshi Miyake|Kazutoshi Miyake]]<br>
 
Operations Manager: [[sega:Naoya Tsurumi|Naoya Tsurumi]]<br>
 
Product Manager & Public Relations: [[sega:Mark Maslowicz|Mark Maslowicz]]<br>
 
Lead Tester: [[sega:Jason Cumberbatch|Jason Cumberbatch]]<br>
 
Assistant Lead Testers: [[sega:Dave Thompson|Dave Thompson]], [[sega:Roberto Parraga|Roberto Parraga]]<br>
 
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<br>
 
  
: '''Sega of America Inc.'''
+
*'''Game Developed by:''' [[Travellers Tales]]<br>
Map Design Director: [[Hirokazu Yasuhara]]<br>
 
Project Coordinators: [[Jason Kuo]], Dave Locke<br>
 
Product Managers: Kristin McCloskey, Terese Russell<br>
 
Lead Tester: Fernando Valderrama<br>
 
Assistant Lead Tester: Jeff Junio<br>
 
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<br><br>
 
Game Developed by: [[Travellers Tales]]<br>
 
 
[[Sega|Sega Enterprises, Ltd.]]<br>
 
[[Sega|Sega Enterprises, Ltd.]]<br>
 +
| source=In-game credits
 +
| pdf=Sonic R Saturn credits.pdf
 +
| console=SAT
 
}}
 
}}
 +
| cols=3}}
  
===PC Version===
+
===PC version===
 
{{multicol|
 
{{multicol|
: '''Traveller's Tales'''
+
{{creditstable|
Program design and implementation: Jon Burton<br/>
+
 
Head artist: James Cunliffe<br/>
+
{{creditsheader|Traveller's Tales}}
Lead artist: Dave Burton<br/>
+
*'''Program design and implementation:''' [[Jon Burton]]
 +
*'''Head artist:''' James Cunliffe
 +
*'''Lead artist:''' Dave Burton
  
: '''Sega'''
+
{{creditsheader|Sega}}
Game design director: [[Takashi Iizuka]] (Sega Enterprises Ltd.)<br/>
+
*'''Game design director:''' [[Takashi Iizuka]] (Sega Enterprises Ltd.)
Map design director: [[Hirokazu Yasuhara]] (Sega of America Inc.)<br/>
+
*'''Map design director:''' [[Hirokazu Yasuhara]] (Sega of America Inc.)
Additional artwork: [[Kazuyuki Hoshino]] (Sega Enterprises Ltd.)<br/>
+
*'''Additional artwork:''' [[Kazuyuki Hoshino]] (Sega Enterprises Ltd.)
Additional artwork and visual advisor: [[Shigeru Okada]] (Sega Europe Ltd.)<br/>
+
*'''Additional artwork and visual advisor:''' [[Shigeru Okada]] (Sega Europe Ltd.)
Character designer: [[Yuji Uekawa]] (Sega Enterprises Ltd.)<br/>
+
*'''Character designer:''' [[Yuji Uekawa]] (Sega Enterprises Ltd.)
Music and sound producer: [[Richard Jacques]] (Sega Europe Ltd.)<br/>
+
*'''Music and sound producer:''' [[Richard Jacques]] (Sega Europe Ltd.)
Project director: Kats Sato (Sega Europe Ltd.)<br>
+
*'''Project director:''' [[sega:Katsuhisa Sato|Kats Sato]] (Sega Europe Ltd.)
General producer: [[Yuji Naka]] (Sega Enterprises Ltd.)
+
*'''General producer:''' [[Yuji Naka]] (Sega Enterprises Ltd.)
  
: '''Traveller's Tales'''
+
{{creditsheader|Traveller's Tales}}
Polygon model design and implementation: Neil Allen, Dave Burton, James Cunliffe<br/>
+
*'''Polygon model design and implementation:''' Neil Allen, Dave Burton, James Cunliffe
Texture map design and application: Neil Allen, James Cunliffe<br/>
+
*'''Texture map design and application:''' Neil Allen, James Cunliffe
Character animations: Dave Burton<br/>
+
*'''Character animations:''' Dave Burton
Artwork: Bev Bush, Carleen Smith<br>
+
*'''Artwork:''' Bev Bush, Carleen Smith
Additional artwork: Leon Warren, Sean Maden, Jon Rashid, Will Thompson<br>
+
*'''Additional artwork:''' Leon Warren, Sean Maden, Jon Rashid, Will Thompson
Model and animation data conversion: Andy Holdroyd<br/>
+
*'''Model and animation data conversion:''' Andy Holdroyd
Terrain system programming: John Hodskinson<br/>
+
*'''Terrain system programming:''' John Hodskinson
Artificial intelligence: Stephen Harding, Gary Vine<br/>
+
*'''Artificial intelligence:''' Stephen Harding, Gary Vine
Texture application software: Andy Holdroyd<br/>
+
*'''Texture application software:''' Andy Holdroyd
3D Engine and Porting: Steve Monks<br>
+
*'''3D Engine and Porting:''' Steve Monks
Additional programming: Andy Holdroyd, John Hodskinson, Stephen Harding, Gary Vine, Neil Harding<br/>
+
*'''Additional programming:''' Andy Holdroyd, John Hodskinson, Stephen Harding, Gary Vine, Neil Harding
  
:: '''Sega'''
+
{{creditsheader|Sega}}
: '''Sega Enterprises Ltd.'''
+
{{creditsheader|Sega Enterprises Ltd.}}
Producer: [[Yuji Naka]]<br>
+
*'''Producer:''' [[Yuji Naka]]
Game design director: [[Takashi Iizuka]]<br>
+
*'''Game design director:''' [[Takashi Iizuka]]
Map design director: [[Hirokazu Yasuhara]]<br>
+
*'''Map design director:''' [[Hirokazu Yasuhara]]
Game designer: [[Shun Nakamura|Syun Nakamura]]<br>
+
*'''Game designer:''' [[Shun Nakamura|Syun Nakamura]]
Game advisors: [[Takao Miyoshi]], [[sega:Katsuhiro Hasegawa|Katsuhiro Hasegawa]]<br>
+
*'''Game advisors:''' [[Takao Miyoshi]], [[sega:Katsuhiro Hasegawa|Katsuhiro Hasegawa]]
Additional artwork: [[Kazuyuki Hoshino]]<br>
+
*'''Additional artwork:''' [[Kazuyuki Hoshino]]
Additional artwork and visual advisor: [[Shigeru Okada]]<br>
+
*'''Additional artwork and visual advisor:''' [[Shigeru Okada]]
Character designers: [[Yuji Uekawa]], [[Yoshitaka Miura|Yoshitaki Miura]]<br>
+
*'''Character designers:''' [[Yuji Uekawa]], [[Yoshitaka Miura|Yoshitaki Miura]]
Graphic advisors: [[Naoto Ohshima|Naoto Oshima]], [[Hiroshi Nishiyama]]<br>
+
*'''Graphic advisors:''' [[Naoto Ohshima|Naoto Oshima]], [[Hiroshi Nishiyama]]
Sound advisor: [[Naofumi Hataya]]<br>
+
*'''Sound advisor:''' [[Naofumi Hataya]]
Music and sound effects: [[Richard Jacques]]<br>
+
*'''Music and sound effects:''' [[Richard Jacques]]
  
Vocals: [[T.J. Davis]] courtesy of Freedom Management<br>
+
*'''Vocals:''' [[T.J. Davis]] courtesy of Freedom Management
Engineered and mixed by: Matt Howe<br>
+
*'''Engineered and mixed by:''' Matt Howe
Digital editing by: Neil Tucker<br>
+
*'''Digital editing by:''' Neil Tucker
Recorded and mixed at: Metropolis Studios and Sega Digital Studio<br>
+
*'''Recorded and mixed at:''' Metropolis Studios and [[sega:Sega Digital Studio|Sega Digital Studio]]
Product manager: [[sega:Toshinori Asai|Toshinori Asai]]<br>
+
*'''Product manager:''' [[sega:Toshinori Asai|Toshinori Asai]]
Producer: [[Tetsuo Shinyu]]<br>
+
*'''Producer:''' [[Tetsuo Shinyu]]
Director: Masamitsu Shiino<br>
+
*'''Director:''' Masamitsu Shiino
Sega Europe Ltd. director: Richard Lloyd<br>
+
*'''Sega Europe Ltd. director:''' Richard Lloyd
European marketing manager: Hitendra Naik<br>
+
*'''European marketing manager:''' Hitendra Naik
Assistant European product manager: Steve Wombwell<br>
+
*'''Assistant European product manager:''' Steve Wombwell
Localization: [[sega:Roberto Parraga|Roberto Parraga]], [[sega:Dave Thompson|Dave Thompson]], Michael Wiessmuller<br>
+
*'''Localization:''' [[sega:Roberto Parraga|Roberto Parraga]], [[sega:Dave Thompson|Dave Thompson]], Michael Wiessmuller
Packaging and software manual:
+
*'''Packaging and software manual:'''
* Japan: [[sega:Kaoru Ichigozaki|Kaoru Ichigozaki]], [[sega:Osamu Nakazato|Osamu Nakazato]], Hayato Takebayashi<br>
+
** Japan: [[sega:Kaoru Ichigozaki|Kaoru Ichigozaki]], [[sega:Osamu Nakazato|Osamu Nakazato]], Hayato Takebayashi
* Europe: [[sega:Paul Jerem|Paul Jerem]]<br>
+
** Europe: [[sega:Paul Jerem|Paul Jerem]]
* America: [[France Tantiado]]<br>
+
** America: [[France Tantiado]]
Supervisor: [[Yuji Naka]]<br>
+
*'''Supervisor:''' [[Yuji Naka]]
Special Thanks to: [[Takashi Iizuka]], [[Jin Shimazaki]], [[sega:Kazutoshi Miyake|Kazutoshi Miyake]], Katsuhisa Sato, Scott Hawkins, and [[Sonic Team]]<br>
+
*'''Special Thanks to:''' [[Takashi Iizuka]], [[Jin Shimazaki]], [[sega:Kazutoshi Miyake|Kazutoshi Miyake]], [[sega:Katsuhisa Sato|Katsuhisa Sato]], Scott Hawkins, and [[Sonic Team]]
developed by: [[Traveller's Tales]]<br>
+
*'''developed by:''' [[Traveller's Tales]]
 +
| source=In-game credits
 +
| console=PC
 
}}
 
}}
 +
|cols=3}}
  
==Resources==
+
==Manuals==
===On Sonic Channel===
+
{{mainArticle|{{PAGENAME}}/Manuals}}
'''''[[Sonic Channel]]''''', the official Japanese-language website of Sonic the Hedgehog, hosted profiles for each of the ''Sonic R'' playable characters. A partial translation was compiled by [[Thrippa]]:
 
  
''<u>'''About Appearing Characters'''</u>''<br>
+
==Magazine articles==
Each character possesses their own unique ability, and by means of this ability may be able to take differing routes where the road forks.
+
{{mainArticle|sega:{{PAGENAME}}/Magazine articles}}
  
<u>'''Basic Characters'''</u><br>
+
==Promotional material==
Characters appearing at the start. These five contend in Grand Prix mode:
+
{{mainArticle|{{PAGENAME}}/Promotional material}}
  
<u>Sonic the Hedgehog</u><br>
+
==Artwork==
Well-known protagonist. His maximum speed is the highest among all characters. However, because his acceleration and grip performance is inferior to theirs, skill is required. When he rolls into a ball and does a spin dash, even faster speeds become possible. Additionally, with his double jump he may be able to leap over large obstacles such as rivers.
+
<gallery>
 
+
Sonic R logo.png
Key advice:
+
SonicR Art LogoAlt.png
* For success at the starting point, do a spin dash.
+
SonicR OriginalBoxArt.png
* Regarding deceleration, use the {{L}}{{R}} buttons to the best of your ability for smooth cornering.
+
SonicR ArtMain.png
* Use the double jump to try to find new shortcuts.
+
Sonic R key art alt.png
 
+
SonicR ArtCard.png
<u>Miles 'Tails' Prower</u><br>
+
File:R_Sonic.png
Yearning to be like Sonic, always along wherever Sonic goes. His maximum speed may be inferior, but his other abilities are relatively good. As with Sonic, when Tails curls into a ball, a spin dash is possible. Also, by spinning his two tails, he is able to fly, making bold short cuts possible.
+
Sonic R Knuckles.jpg
 
+
Sonic R Tails.png
Key advice:
+
File:SonicR_Group_Artwork1.png
* For invariable success at the start, use the spin dash.
+
File:SonicR_Group_Artwork2.png
* Flight time is unexpectedly short. Remember to take care when choosing a landing spot, to be able to make a good landing.
+
File:SonicR_Group_Artwork3.png
* Search for routes that allow Tails to make the best use of his propeller flight.
+
SonicR-Group.jpg
 
+
File:SonicR_Sonic_Artwork.jpg
<u>Knuckles the Echidna</u><br>
+
SonicR-Sonic.jpg
Sonic's rival-like being. Regarding this character, all abilities are in balance. As with Sonic and Tails, the spin dash is possible when curled up. Also, gliding through the sky is possible; from a high place, he can fly further than Tails.
+
SonicR-SuperSonic.jpg
 
+
File:SonicR_Tails_Artwork1.png
Key advice:
+
SonicR-Tails.jpg
* For success at the starting point, do a spin dash.
+
SonicR-Tails2.png
* Glide from high places for shortcuts. Intense up-down along the course is particularly effective.
+
File:SonicR_Knuckles_Artwork1.png
* With skillful turning, higher cornering stability is possible than with Sonic.
+
SonicR-Knuckles.jpg
 
+
File:SonicR_Amy_Artwork1.png
<u>Amy Rose</u><br>
+
SonicR-Amy.jpg
Only female character. Tails remodeled her all-purpose car so she could drive it and participate in the race. This character is aimed at the beginner; maximum speed is low, but it accelerates nicely. Also she has a truly all-purpose car; she can even drive it on the water. And she is able to do a Turbo Dash, traveling at great speed for a set length of time.
+
SonicR-Amy2.png
 
+
File:SonicR_Eggman_Artwork1.png
Key advice:
+
SonicR-Eggman2.png
* At the start, the Turbo Dash is indispensable.
+
SonicR-Eggman.jpg
* Her ground speed cannot outrun other vehicles, so to win, look for bold shortcuts across the water.
+
SonicR-MetalSonic.jpg
* Turbo Dash management is often the deciding factor. Using it recklessly will result in time loss.
+
Tails Doll.png
 
+
Tailsdoll.jpg
<u>Doctor Eggman</u><br>
+
Metalknux.jpg
A wicked, genius scientist. He rides his familiar Eggmobile to participate. Since it floats in the air, its turning ability is very high and it can float over water too. Eggman is also able to throw bombs to attack other players.
+
SonicR-EggRobo.jpg
 
+
Eggrobo-.png
[Appearance requirements] Become overall champion in Grand Prix mode to have Eggman appear on the Character Select screen.
+
SonicR Art MapResortIsland.png
 
+
SonicR Art MapRadicalCity.png
Key advice:
+
SonicR Art MapRegalRuin.png
* Turning ability is extremely high, so be careful on curves.
+
SonicR Art MapReactiveFactory.png
* Make full use of the hydroplane ability.
+
</gallery>
* At any rate, Eggman has a large build. Press the {{Z}} button to view the course from a different angle.
 
 
 
<u>'''Hidden Characters'''</u><br>
 
These characters will appear when their requirements are met. One must become a good player to handle them.
 
 
 
<u>Metal Sonic</u><br>
 
Eggman developed his secret weapon with the aim of exceeding Sonic in power and speed. His maximum speed is precisely equal to Sonic's, and his acceleration exceeds Sonic's. However, because of that overwhelming power, his turning ability is inferior. Considerable skill is necessary to operate him.
 
 
 
[Appearance requirements] Collect 5 tokens on Resort Island in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Metal Sonic. Win this race and Metal Sonic will become a possible choice on the character select screen.
 
 
 
Key Advice:
 
* Low turning ability. You must decelerate to turn sharply without losing control.
 
* Due to inertia, traveling on water is possible. Falling in the water may cause Metal Sonic to become confused.
 
* Metal Sonic is not able to do a double jump, but his single jump is better than Sonic's.
 
 
 
<u>Metal Knuckles</u><br>
 
As with Sonic, Eggman prepared this secret weapon for the sake of overthrowing Knuckles, considering his existence to be a hindrance. Having the same power plant as Metal Sonic, speed and acceleration power are high, but like Knuckles, this robot can glide from high places.
 
 
 
[Appearance requirements] Collect 5 tokens in Reactive Factory in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Metal Knuckles. Win this race and Metal Knuckles will become a possible choice on the character select screen.
 
 
 
Key Advice:
 
* Low turning ability. To turn without losing control, you must decelerate.
 
* Due to inertia, traveling on water is possible. Falling in the water may cause Metal Knuckles to become confused.
 
* From a high place, aim at a shortcut without pausing.
 
  
<u>Eggmanrobo</u><br>
+
==Physical scans==
Eggman created this robot intending to surpass his strongest robots, including the other Metals. However, it demonstrated its true strength on its first mission: thanks to its comical body, it ignores air resistance . . . Eggman boasts of the offensive abilities he gave it, and it still matches Metal Sonic's speed.
 
 
 
[Appearance requirements] Collect 5 tokens in Regal Ruin in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Eggmanrobo. Win this race and Eggmanrobo will become a possible choice on the character select screen.
 
 
 
Key Advice:
 
* Low turning ability. Use {{L}}{{R}} Buttons effectively to struggle through corners.
 
* On the water, deceleration occurs immediately. Hurry to land to recover.
 
* Eggmanrobo has a huge body. When a course is difficult to see, press the {{Z}} button to change your viewpoint.
 
 
 
<u>Tails Doll</u><br>
 
As a last resort, Eggman manufactured this to catch Sonic unprepared. This, except for the power plant embedded in its head, is a mere stuffed animal, whose meager form nevertheless exhibits considerable ability in races due to its lightweight design. Still, it is also able to float in the air for a long time.
 
 
 
[Appearance requirements] Collect 5 tokens in Radical City in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Tails doll. Win this race and Tails doll will become a possible choice on the character select screen.
 
 
 
Key Advice:
 
* Get accustomed to the feel of the light steering.
 
* Travel over the water completely without accident or deceleration? This is the only character able to do so.
 
* Keep pushing the jump button to keep floating.
 
 
 
<u>Super Sonic</u><br>
 
By using the power of the Chaos Emeralds, Sonic's strongest potential abilities can be brought out. Surely the strongest and faster character, Super Sonic boasts overwhelming acceleration and maximum speed.
 
 
 
[Appearance requirements] After finishing at least 3rd in Grand Prix mode in Radiant Emerald, and collecting 7 Chaos Emeralds, Super Sonic will become a possible choice on the character select screen. However you are not able to keep Chaos Emeralds you pick up unless you come in first in that race.
 
 
 
Key Advice:
 
*Generally high speed. First of all, get accustomed to this speed.
 
* Overall, Super Sonic will outstrip everyone, but cornering can be difficult.
 
* This character is the fastest, consequently small control errors become lethal errors. Slow down in moments of uncertainty.
 
 
 
===Original Sound Version Recordings===
 
See [[Sonic R OST (Windows/Saturn)|Sonic R OST]] for a download page.
 
 
 
==Physical Scans==
 
 
===Saturn version===
 
===Saturn version===
 
{{ratings
 
{{ratings
 
| icon=SAT
 
| icon=SAT
| cvg=80
 
| cvg_source={{num|193|page=72/73/74/75/76}}
 
| edge=80
 
| edge_source={{num|53|page=100}}
 
 
| gamesmaster=90  
 
| gamesmaster=90  
| gamesmaster_source=№64, p32/33/34
+
| gamesmaster_source={{num|64|page=p32/33/34}}
| saturnpower=96
+
}}
| saturnpower_source={{num|9|page=68/69/70/71/72/73}}
+
{{Scanbox
 +
| console=Saturn
 +
| region=JP
 +
| front=Sonicr-box-jp.jpg
 +
| back=Sonicr sat jp back cover.jpg
 +
| disc=sonicr jp cd.jpg
 +
| manual=SonicR Sat JP manual.pdf
 +
| square=yes
 
}}
 
}}
 
{{Scanbox
 
{{Scanbox
Line 413: Line 480:
 
| disc=Sonicr sat us cd.jpg
 
| disc=Sonicr sat us cd.jpg
 
| manual=Sonic_R_Sega_Saturn_US_Manual.pdf
 
| manual=Sonic_R_Sega_Saturn_US_Manual.pdf
 +
}}
 +
{{Scanbox
 +
| console=Saturn
 +
| region=US ("Not for resale")
 +
| cover=
 +
| disc=Sonicr sat us nfs disc.jpg
 +
}}
 +
{{Scanbox
 +
| console=Saturn
 +
| region=EU
 +
| cover=Sonicr-box-eu.jpg
 +
| disc=SRSAT-disc.jpg‎
 +
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Saturn
 
| console=Saturn
| region=EU
+
| region=PT
| front=Sonicr-box-eu.jpg
+
| cover=SonicR Sat PT cover.jpg
 
| disc=SRSAT-disc.jpg‎
 
| disc=SRSAT-disc.jpg‎
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Saturn
 
| console=Saturn
| region=JP
+
| region=AU
| front=Sonicr-box-jp.jpg
+
| cover=Sonicr-box-au.jpg
| back=Sonicr sat jp back cover.jpg
+
| disc=SRSAT-disc.jpg‎
| disc=sonicr jp cd.jpg
 
 
| manual=
 
| manual=
| item1=Sonicr sat jp nfs disc.jpg
 
| item1name="Not for sale" disc
 
| square=yes
 
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Saturn
 
| console=Saturn
Line 436: Line 512:
 
| spinemissing=yes
 
| spinemissing=yes
 
| disc=Sonicr sat us cd.jpg
 
| disc=Sonicr sat us cd.jpg
 +
| manual=SonicR Sat BR manual.pdf
 +
}}
 +
{{Scanbox
 +
| console=Saturn
 +
| region=EU(Promo)
 +
| cover=Sonicr-box-eu-promo.jpg
 
| manual=
 
| manual=
 
}}
 
}}
  
===PC Version===
+
===PC version===
 +
{{Scanbox
 +
| console=PC
 +
| region=JP
 +
| front=Sonic R JP Cover.jpg
 +
| back=
 +
| disc=SonicR PC JP Disc.jpg
 +
| manual=
 +
}}{{Scanbox
 +
| console=PC
 +
| region=JP (Ultra 2000)
 +
| front=SonicR PC JP Box Front Ultra2000.jpg
 +
| back=
 +
| square=yes
 +
| disc=
 +
| manual=
 +
}}
 
{{Scanbox
 
{{Scanbox
 
| console=PC
 
| console=PC
 
| region=US
 
| region=US
 +
| front=SonicR PC US Box Front.jpg
 +
| back=SonicR PC US Box Back.jpg
 +
| top=SonicR PC US Box Top.jpg
 +
| bottom=SonicR PC US Box Bottom.jpg
 +
| spine=SonicR PC US Box SpineL.jpg
 +
| spine2=SonicR PC US Box SpineR.jpg
 
| jewelcase=yes
 
| jewelcase=yes
| jewelcasefront=Sonicrpc.jpg
+
| jewelcasefront=SonicR PC US SonicGems manual.pdf
 
| jewelcaseback=Sonicr pc us spinecard.jpg
 
| jewelcaseback=Sonicr pc us spinecard.jpg
| disc=
+
| disc=SonicR PC US Disc.jpg
| manual=
+
| manual=SonicR PC US SonicGems manual.pdf
| square=yes
 
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=US (Expert Software)
+
| region=US ([[Expert Software]])
 
| front=SonicR PC US Box Front Expert.jpg
 
| front=SonicR PC US Box Front Expert.jpg
 +
| back=SonicR PC US Box Back Expert.jpg
 +
| spinemissing=yes
 
| jewelcase=yes
 
| jewelcase=yes
 
| jewelcasefront=Sonic R Expert Cover.jpg
 
| jewelcasefront=Sonic R Expert Cover.jpg
| back=
+
| jewelcaseback=SonicR PC Box Back JewelCase Expert.jpg
 
| disc=Sonic R Expert Disc.jpg
 
| disc=Sonic R Expert Disc.jpg
 
| manual=
 
| manual=
Line 461: Line 566:
 
| console=PC
 
| console=PC
 
| region=EU
 
| region=EU
| front=SonicRPC_EU_Boxart.jpg
+
| front=SonicR PC EU Box Front.jpg
| back=
+
| back=SonicR PC EU Box Back.jpg
| disc=
+
| spinemissing=yes
 +
| disc=SonicR PC EU Disc.jpg
 +
| jewelcasefront=SonicR PC EU Box Front JewelCase.jpg
 +
| jewelcaseback=SonicR PC EU Box Back JewelCase.jpg
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=JP
+
| region=UK ([[sega:Xplosiv|Xplosiv]])
| front=Sonic R JP Cover.jpg
+
| cover=Sonicrpc-box-eu2.jpg
| back=
+
| disc=Sonic R Xplosiv EU disc.jpg
| disc=
 
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=JP (Ultra 2000)
+
| region=UK ([[sega:Xplosiv|Xplosiv]]; alt)
| front
+
| cover=SonicR PC UK Box Xplosiv Alt.jpg
| back=
 
 
| disc=
 
| disc=
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=AU (Valusoft)
+
| region=UK ([[sega:Xplosiv|Xplosiv]]; alt 2)
| front=SonicR PC AU Box Valusoft.jpg
+
| cover=SonicR PC UK Box Xplosiv Alt2.jpg
| back=
+
| disc=SonicR PC UK Disc Xplosiv Alt2.jpg
| disc=SonicR PC AU Disc.jpg
 
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=UK ([[sega:Xplosiv|Xplosiv]])
+
| region=UK ([[sega:Xplosiv|Xplosiv]]; alt 3)
| front=Sonicrpc-box-eu2.jpg
+
| cover=SonicR PC EU Box Xplosiv2.jpg
| disc=Sonic R Xplosiv EU disc.jpg
+
| disc=SonicR PC EU Disc Xplosiv2.jpg
 
| manual=
 
| manual=
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=UK ([[sega:Xplosiv|Xplosiv]]; With Pro Pinball)
 +
| cover=PC_SRPX_UK.jpg
 +
| disc=PC_SRPX_UK discs.jpg
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=UK ([[sega:Grabit|Grabit]])
 +
| cover=SonicR PC UK Box GrabIt.jpg
 +
| disc=SonicR PC UK Disc GrabIt.jpg
 +
}}{{Scanbox
 +
| console=PC
 +
| region=FR ([[sega:Xplosiv|Xplosiv]])
 +
| cover=SonicR PC FR xp cover.jpg
 +
}}{{scanbox
 +
| console=PC
 +
| region=DE (Hammer Preis)
 +
| front=SonicR PC DE Box Front HammerPreis.jpg
 +
| back=SonicR PC DE hp back.jpg
 +
| spinemissing=yes
 +
}}{{Scanbox
 +
| console=PC
 +
| region=DE ([[sega:Xplosiv|Xplosiv]])
 +
| cover=SonicR PC DE xp cover.jpg
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=UK ([[sega:Xplosiv|Xplosiv]]) (newer)
+
| region=DE (Xplosiv; alt)
| front=SonicR PC EU Box Xplosiv2.jpg
+
| cover=
| disc=SonicR PC EU Disc Xplosiv2.jpg
+
}}{{Scanbox
 +
| console=PC
 +
| region=DE ([[sega:Green Pepper|Green Pepper]])
 +
| cover=SonicR PC DE Box GreenPepper.jpg
 +
| disc=SonicR PC DE gp disc.jpg
 +
}}{{Scanbox
 +
| console=PC
 +
| region=ES
 +
| cover=SonicR PC ES cover.jpg
 +
}}{{Scanbox
 +
| console=PC
 +
| region=ES ([[sega:Xplosiv|Xplosiv]])
 +
| cover=SonicR PC ES Box Xplosiv.jpg
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=ES/IT ([[sega:Xplosiv|Xplosiv]])
 +
| cover=SonicR PC ES-IT xp cover.jpg
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=NL (Reload)
 +
| cover=SonicR PC NL Box Reload.jpg
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=PT (Power Games)
 +
| cover=SonicR PC PT Box PowerGames.jpg
 +
| disc=
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=UK (GrabIt)
+
| region=PT (Top Games)
| front=SonicR PC UK Box GrabIt.jpg
+
| cover=Sonic R PC PT Box TopGames.jpg
 +
| disc=
 +
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=DE (Green Pepper)
+
| region=DK/SE/NO/FI (PC Best Buy)
| front=SonicR PC DE Box GreenPepper.jpg
+
| cover=SonicR PC DK-SE-NO-FI Box PCBestBuy.jpg
 +
| disc=SonicR PC DK-SE-NO-FI Disc PCBestBuy.jpg
 +
| manual=
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=PL
 +
| front=SonicR PC PL front.jpg
 +
| back=SonicR PC PL back.jpg
 +
| spinemissing=yes
 +
| disc=SonicR PC PL disc.jpg
 +
| manual=
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=HU
 +
| cover=SonicR PC HU cover.jpg
 +
| disc=
 +
| manual=
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=HR/SI/YU (Game Zone)
 +
| cover=SonicR PC HR-SI-YU Box GameZone.jpg
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=ES (Xplosiv)
+
| region=AU ([[sega:Valusoft|Valusoft]])
 +
| cover=SonicR PC AU Box Valusoft.jpg
 +
| disc=SonicR PC AU Disc.jpg
 +
| manual=
 +
}}
 +
{{scanbox
 +
| console=PC
 +
| region=BR
 +
| front=
 +
| manual=SonicR PC BR manual.pdf
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=SG ([[sega:Replaygem|Replaygem]])
 +
| cover=SonicR PC SG rg cover.jpg
 +
| disc=SonicR PC SG rg disc.jpg
 +
| manual=
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=KR
 
| front=
 
| front=
 +
| disc=
 +
| manual=
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=TW
 +
| front=
 +
| disc=
 +
| manual=
 
}}
 
}}
 +
 +
==Technical information==
 +
{{mainArticle|{{PAGENAME}}/Technical information}}
 +
===ROM dump status===
 +
{{romtable|
 +
{{rom|SAT|sha1=|md5=|crc32=|size=|date=1997-09-10|source=CD-R|comments=|quality=|prototype=yes|protoname=Saturn prototype; 1997-09-10}}
 +
}}
 +
 +
===Save data===
 +
The Sega Saturn version of the game makes use of the Saturn's internal battery back-up as well as the [[sega:Saturn Backup Memory|Back-Up RAM Cartridge]] to save progress and unlockable content.
 +
 +
{|class="prettytable" style="width:auto"
 +
|+ {{PAGENAME}} Save Data
 +
|-
 +
! Name
 +
! Comment
 +
! File Size
 +
|-
 +
| SONICR___##
 +
| SAVE_DATA
 +
| 6
 +
|}
  
 
==External links==
 
==External links==
* [http://sega.jp/pc/sonicr/ Sega of Japan catalogue page (Japanese)]
+
* [http://sonic.sega.jp/sonicr/ Official website (Japanese)]
 +
* Sega of Japan catalogue page (Japanese): [https://web.archive.org/web/20131030110035/http://www.sega.jp/pc/sonicr/ PC] (archive)
 +
 
 +
==References==
 +
<references/>
  
 
{{SonicROmni}}
 
{{SonicROmni}}
 
{{SonicSaturnGames}}
 
{{SonicSaturnGames}}
{{SonicPCGames}}
+
{{SonicWindowsGames}}
  
 
[[Category:Saturn games]]
 
[[Category:Saturn games]]
 
[[Category:PC games]]
 
[[Category:PC games]]

Latest revision as of 10:29, 23 September 2023

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For the Tiger LCD version, see Sonic R (LCD game).

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show;hide
  • Saturn
  • Windows PC
Sonic r title.png
SonicR PC TitleScreen.png
Sonic R
SonicR Win icon.png
System(s): Sega Saturn, Windows PC
Publisher: Sega
Windows PC
Sega PC
Developer:
Distributor:
Windows PC
Wizard Soft (KR)
Sound driver: SCSP/CD-DA (20 tracks)
Peripherals supported: 3D Control Pad
Genre: Action Racing[1], Racing[2]
Number of players:
Sega Saturn
1-2,
Windows PC
1-4
Release Date RRP Code Rating
Sega Saturn
JP
1997-12-04[2] ¥5,800 GS-9170
Sega Rating: All Ages
Sega Saturn
US
1997-11-18[3] $49.99[4] 81800
ESRB: Kids to Adults
Sega Saturn
EU
1997-11-21 €? MK81800-50
ELSPA: 3+ OK
Sega Saturn
UK
1997-11-21 £44.99[5] MK81800-50
ELSPA: 3+ OK
Sega Saturn
DE
1997-11-21 DM ? MK81800-50
USK: 0
Sega Saturn
BR
1997 R$? 191306
Tectoy: Todas as Idades
Sega Saturn
AU
199x $? FSON35SSC
OFLC: General (G)
Sega Saturn
PT
199x  ? STJSE0741
Sega Saturn
PL
1998 209 ?


Windows PC
JP
1998-12-11[6] ¥7,800 (8,190)[7] HCJ-0144
Sega Rating: All Ages
Windows PC
JP
(Ultra 2000)
2000 ¥? ?
Windows PC
US
1998-11-11 $? 85076
ESRB: Everyone
Windows PC
US
(Expert Software)
1999 $? ?
ESRB: Everyone
Windows PC
EU
1998-11 €? MK-85076-50
ELSPA: 3+ OK
Windows PC
DE
1998-11 DM ? MK-85076-50
USK: 0
Windows PC
UK
(Xplosiv)
200x £? XP-1263
3553260
PEGI: 3+
Windows PC
UK
(Xplosiv)
200x £? EI-1263
PEGI: 3+
Windows PC
UK
(Grabit)
200x £? GDL 094
PEGI: 3+
Windows PC
FR
(Xplosiv)
200x  ? EI-1530
SELL: Tous Publics
Windows PC
DE
(Hammer Preis)
199x  ? ?
Windows PC
DE
(Xplosiv)
200x  ? ?
USK: 0
Windows PC
DE
(Green Pepper)
200x 6.99[8] ?
USK: 6
Windows PC
ES
199x  ? ?
aDeSe: Todos los Publicos
Windows PC
ES
(Xplosiv)
200x  ? ?
aDeSe: Todos los Publicos
Windows PC
PT
(Top Games)
200x  ? ?
Windows PC
PT
(Power Games)
200x  ? ?
Windows PC
EU
(ES/IT Xplosiv)
200x €? ?
Windows PC
AU
(Valusoft)
2005 $? THQ70475
OFLC: G
Windows PC
SE
(PC Best Buy)
200x  ?kr ?
PEGI: 3+
Windows PC
YU
(Game Zone)
200x  ? ?
Windows PC
PL
199x  ? ?
PEGI: 3+
Windows PC
HU
200x  ? ?
PEGI: 3+
Windows PC
KR
199x ₩? ?
Windows PC
TW
xxxx NT$? ?
Windows PC
BR
199x R$? ?
Windows PC
SG
(Replaygem)
200x  ? ?

Sonic R (ソニックR) is a Sega Saturn racing game developed by Traveller's Tales and published by Sega. Produced with the guidance of Sonic Team, and featuring Sonic the Hedgehog characters racing against each other through a variety of five tracks, it was first released in the United States in November 1997[3] to mostly positive reception. While praised for its colorful visuals and well-received soundtrack, the game's emphasis on momentum results in slippery physics and poor control, and has seen it gain an unfortunate modern reputation as one of the worst games in the Sonic the Hedgehog franchise. Unlike other entries with a similar reputation, however, Sonic R has since seen a critical re-evaluation from the larger gaming community, and is generally considered a flawed but charming take on a Sonic-themed racing game.

Featuring a cast of varied characters with different abilities, courses which can be altered by acquiring Rings, and a secondary goal of collecting all the hidden Chaos Emeralds to see the true ending, Sonic R stands as one of the more considered attempts to merge the design of classic Sonic the Hedgehog games with the kart racing genre.

Originally developed for the Sega Saturn, Sonic R was later ported to Windows PCs one year later; this version has largely served as the basis for subsequent re-releases. It also appeared in a number Sega's modern game compilations - such as a fairly accurate port in 2005's Sonic Gems Collection - but has not been available on more current platforms in over a decade.

Story

Sonic and Tails are enjoying a little time off from their adventure. The trip they have planned will be a nice, relaxing vacation. Or so they think… Tails spots a huge sign alongside the road they are currently traveling on. It is a recruiting advertisement for the World Grand Prix. “Sonic! Sonic! Look, there’s going to be a huge race with all the best racers in the world. What a great opportunity for you to show your speed and compete with the other great runners!” Sonic thinks for a moment. He’s the world’s fastest runner, but participating in races is not really his interest. Something on the sign, however, catches Sonic’s eye. Dr. Robotnik, Sonic’s arch-enemy, is participating in the race. Sonic races off into the distance. “Wait, Sonic! Wait for me!” Tails shouts to his friend. Miles above the sign, a spy satellite focuses on Sonic and Tails. Dr. Robotnik snickers in delight. “Now that you have fallen into my trap Sonic, I will finally have the Chaos Emeralds, and beat you at the same time. With my new machine, and these…”. Dr. Robotnik looks to his left, and a row of gleaming eyes gaze back at him. “Nothing can go wrong! Hahahahahahaha…..” Little does Sonic know that Dr. Robotnik has learned of the location of the Chaos Emeralds.

But Sonic is not the only one who will be racing with Dr. Robotnik. Sonic’s rival, Knuckles, has learned that Sonic will be participating in a very important race. Knuckles never turns down a chance to be around Sonic when the action starts. And Amy will be there too. After secretly overhearing Dr. Robotnik’s plans, she also will be racing to find the Chaos Emeralds.

Gameplay

SonicR SAT ResortIsland.png
Sonic racing in Resort Island in the Saturn version.

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, the game 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.

SonicR SAT RegalRuin.png
Knuckles approaching an Item Panel and an Accelerator in Regal Ruin in the Saturn version.

Also featured throughout the levels are floating "Item Panels", which if touched award 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/she reaches dry land once more), while the Lightning Shield attracts Rings, disappearing if the player touches water or after a period of time. Item Panels do not disappear, but there is a cooldown between rewards.

Aside from the main game, there are three special gameplay modes available for Time Attack: reverse, in which racing occurs facing the opposite direction, popping five balloons scattered around the stage, or tagging the other four racers 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. 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.

Playable characters

The character select screen in the PC version, with all characters unlocked.

Sonic R features ten racers, six of which are unlockable:

SonicR Sonic.png Sonic the Hedgehog
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.
SonicR Tails.png Miles "Tails" Prower
Miles "Tails" Prower is a slower version of Sonic with better acceleration and handling as well as 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.
SonicR Knuckles.png Knuckles the Echidna
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 glide, is robbed of the ability to latch onto walls and climb up them (though there is never any need to do so).
SonicR Amy.png Amy Rose
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.
SonicR Eggman.png Dr. Eggman/Dr. Robotnik
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 Egg Mobile, Eggman can hover over water and fire a short-range heat-seeking Homing Missile at other racers at the cost of 10 Rings. The missile temporarily slows down its target or removes their Shield, but is otherwise harmless.
SonicR MetalSonic.png Metal Sonic
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, then beating him in a race.
SonicR TailsDoll.png Tails Doll
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, then beating it in a race.
SonicR MetalKnuckles.png Metal Knuckles
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 Reactive Factory, then beating him in a race.
SonicR Eggrobo.png Eggman Robo
Eggman Robo, 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 Regal Ruin, then beating him in a race.
SonicR SuperSonic.png Super Sonic
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.

While arguably many of the characters have pros and cons, differences in handling and special moves are often negligible, 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, Eggman Robo, 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-Eggman) 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, and so will collect Rings, run through Item Panels and make use of doors and accelerators (if doing so offers a shortcut). Computer-controlled Eggman or Eggman Robo 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 Eggman Robo will travel faster through the stage and become more competitive as a result.

History

Development

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

Release

Legacy

The 2020 anniversary illustration, drawn by Richard Elson.

For Sonic R's 23rd anniversary in 2020, Sonic the Comic artist Richard Elson was commissioned by Sega to draw a special illustration featuring the game's cast, which was posted on the Sega Forever Twitter account on the day of the anniversary, November 18th.[9] According to Elson himself, he was requested by Sega of Japan to keep the characters on model for the illustration, resulting in a different style than his past work with the characters.[10]

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 improvements), 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.

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(?).

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

Also released on

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.

Source: In-game credits[11]

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.
Source: In-game credits

Manuals

Sonic Retro emblem.svg Main article: Sonic R/Manuals

Magazine articles

Sonic Retro emblem.svg Main article: sega:Sonic R/Magazine articles

Promotional material

Sonic Retro emblem.svg Main article: Sonic R/Promotional material

Artwork

Physical scans

Saturn version




Sega Saturn
90 Sonic Retro Average
Based on 1 review
Publication Score Source
GamesMaster (UK) 90 №64, pp32/33/34
Saturn, JP
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Saturn, US
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Saturn, US ("Not for resale")

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Disc
Saturn, EU
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Saturn, PT
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Saturn, AU
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Saturn, BR
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Saturn, EU(Promo)
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PC version

PC, JP
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PC, JP (Ultra 2000)
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PC, US (Expert Software)
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Jewel Case
PC, EU
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Jewel Case
PC, UK (Xplosiv)
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PC, UK (Xplosiv; alt)
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PC, UK (Xplosiv; alt 2)
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PC, UK (Xplosiv; alt 3)
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PC, UK (Xplosiv; With Pro Pinball)
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PC, UK (Grabit)
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PC, FR (Xplosiv)
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PC, DE (Hammer Preis)
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PC, DE (Xplosiv)
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PC, DE (Xplosiv; alt)

PC, DE (Green Pepper)
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PC, ES
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PC, ES (Xplosiv)
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PC, ES/IT (Xplosiv)
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PC, NL (Reload)
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PC, PT (Power Games)
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PC, PT (Top Games)
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PC, DK/SE/NO/FI (PC Best Buy)
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PC, PL
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PC, HU
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PC, HR/SI/YU (Game Zone)
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PC, AU (Valusoft)
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Cover
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Disc
PC, SG (Replaygem)
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Cover
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Disc
PC, KR

PC, TW

Technical information

Sonic Retro emblem.svg Main article: Sonic R/Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega Saturn
 ?
CRC32
MD5
SHA-1
1997-09-10 CD-R Page

Save data

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

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

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