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Difference between revisions of "Sonic the Hedgehog Spinball/Development"

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{{back}}[[Category:Development]]
 
{{back}}[[Category:Development]]
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[[File:PeterMorawiec.jpg|thumb|right|280px|[[Peter Morawiec]], ''Spinball'''s lead designer.]]
''[[Sonic the Hedgehog Spinball]]'' underwent several changes over the course of its development.
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__TOC__
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While the release of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' would be a tremendous success, allowing the ''Sonic the Hedgehog'' franchise, and [[Sega]] as a whole, to soar to new heights during 1993, development was challenging. Developed by the [[Sega Technical Institute]] (STI), ''Sonic 2'' was a joint project between development staff brought over from Japan, and the American team behind the likes of ''[[Dick Tracy]]'' and ''[[Kid Chameleon]]'', an idea instrumented by [[Mark Cerny]] to have Japanese "mentors" improve the output of Sega's American produce.
  
==Development==
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Language and cultural differences meant [[Yuji Naka]] and others wanted to abandon the "experiment" for the next logical step, ''[[Sonic the Hedgehog 3]]'', so the Japanese staff would work on ''Sonic 3'' while the Americans would be placed on other projects. However, when it became clear ''Sonic 3'' was unlikely to make a Christmas 1993 release date, a number of smaller ''Sonic the Hedgehog'' games were commissioned to capitalize on the most profitable trading season of the year. One of these would become ''[[Sonic the Hedgehog Spinball (16-bit)|Sonic Spinball]]''{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}.
[[File:PeterMorawiec.jpg|thumb|right|280px|[[Peter Morawiec]], ''Spinball'''s lead designer.]]
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The successful release of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' allowed the ''Sonic the Hedgehog'' franchise, and [[Sega]] as a whole, to soar to new heights during 1993. The next logical step was to start work on ''[[Sonic the Hedgehog 3]]''. However, delays in production meant it was unlikely to make a Christmas 1993 release date.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}} Wishing to capitalize on the most profitable trading season of the year, a number of smaller ''Sonic the Hedgehog'' games were commissioned, among which became ''[[Sonic the Hedgehog Spinball (16-bit)|Sonic Spinball]]''.
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A "Sonic Pinball" pitch was put together by [[Peter Morawiec]] and others at STI, featuring a short animation demo created with an Amiga computer, inspired by the pinball elements of the [[Casino Night Zone]] stage of ''Sonic 2''. The project was greenlit, and the retitled ''Sonic Spinball'' would commence development, being created by an entirely American team with virtually no input from the Japanese ''Sonic'' developers. it stands as the first entirely Western-produced ''Sonic'' game, and the first specifically designed with a Western audience in mind.
  
[[Sonic Team]] had moved to the United States to develop ''Sonic 2'', with the project becoming a joint effort between the Japanese staff of the original game and [[Sega Technical Institute]]. However, a decision was made to keep STI away from ''Sonic 3'''s development, leading the group to pursue other projects. ''Spinball'' was one such concept - devised entirely by STI with virtually no input from Sonic Team, it stands as the first entirely Western-produced Sonic game, and the first specifically designed with a Western audience in mind.
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The third-party development studio [[Polygames]] handled around 90% of the programming, while STI members handled the graphics, design, and music. The game was produced in the span of nine months, with Polygames founders [[sega:Lee Actor|Lee Actor]] and [[sega:Dennis Koble|Dennis Koble]] being hired as programmers to get the project out the door. ''Spinball'' was programmed in the C programming language, when the norm for Mega Drive games of the era was 68K assembly.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}
  
The third-party development studio [[Polygames]] handled around 90% of the programming, while [[Sega Technical Institute]] members handled the graphics, design, and music. The game was produced in the span of nine months, with Polygames founders [[sega:Lee Actor|Lee Actor]] and [[sega:Dennis Koble|Dennis Koble]] being hired as programmers to get the project out the door. ''Spinball'' was programmed in the C programming language, when the norm for Mega Drive games of the era was 68K assembly.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}
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==Rounds==
 +
[[File:Sonic Spinball game rounds concept art.jpg|right|thumb|The early map.]]
 +
Early concept art depicts the [[Veg-O-Fortress]] being used as a map screen:{{fileref|Sonic Spinball game rounds concept art.jpg}}
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#Underground Caves
 +
#Toxic Pools
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#[[Lava Powerhouse]]
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#[[The Machine]]
 +
#Eruption
  
===Rounds===
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The final game contains only four rounds, with "[[Underground Caves]]" and "Toxic Pools" combined to produce [[Toxic Caves]]{{intref|Interview: Craig Stitt (2001-01-23) by ICEknight}}. In the [[Sonic Spinball (8-bit)|8-bit version]], the name [[Toxic Pools]] is retained. Meanwhile, ''Eruption'' was renamed [[Showdown]] in the 16-bit version and [[Final Showdown]] in the 8-bit version.
[[:File:Sonic Spinball game rounds concept art.jpg|Early concept art]] depicts the [[Veg-O-Fortress]] being used as a map screen.{{fileref|Sonic Spinball game rounds concept art.jpg}}
 
  
[[File:Sonic Spinball game rounds concept art.jpg|left|thumb|240px]]
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==Audio==
1. Underground Caves<br>
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Three groups contributed music and sound effects to the game: [[Sega Multimedia Studio]], [[sega:OUI Multimedia|OUI Multimedia]] and [[Sega Technical Institute]] itself.{{intref|sega:Sonic the Hedgehog Spinball/Production credits}} In June 1993,{{ref|https://archive.ph/vuZgK|https://www.linkedin.com/in/howarddrossin/}} STI hired its first in-house composer [[Howard Drossin]]. By the afternoon of his first day of work he had composed the music for [[Toxic Caves]], thinking he would simply test out the Mega Drive hardware, but was pleasantly surprised when the music was approved for the final release.{{ref|https://www.thesegalounge.com/117-howarddrossin1/}}{{intref|sega:ComixZone Vinyl US booklet.pdf|page=2}}
2. Toxic Pools<br>
 
3. [[Lava Powerhouse]]<br>
 
4. [[The Machine]]<br>
 
5. Eruption
 
  
The final game contains only four rounds, with ''Underground Caves'' and ''Toxic Pools'' being replaced by [[Toxic Caves]], perhaps combining the two concepts. In the [[Sonic Spinball (8-bit)|8-bit version]], the name [[Toxic Pools]] is retained. Meanwhile, ''Eruption'' was renamed [[Showdown]] in the 16-bit version and [[Final Showdown]] in the 8-bit version.
+
During the soundtrack's production, Drossin reached out to Sega Multimedia Studio audio director [[David Javelosa]] for assistance. Javelosa's close friend and later staff hire [[Barry Blum]] contributed "some killer tracks on ''Spinball''", and while Javelosa recalls that he himself may have provided some instrument patches and sound effects for the project, he "mostly functioned as cheerleader."{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}
  
===Music and sound===
 
 
{{quoteRight|1="Well, no one had told us about this, and we had used the original music. [[Howard Drossin|Howard]], our music guy, quickly ran to his little room and started writing a new piece of music. At about midnight that night we released a NEW gold master version of the game, this time with our own original theme song."|2=Artist [[Craig Stitt]]|ref={{ref|1=https://web.archive.org/web/20110430221050/https://www.sega-16.com/feature_page.php?id=234&title=Developer%27s%20Den:%20Sega%20Technical%20Institute}}}}
 
{{quoteRight|1="Well, no one had told us about this, and we had used the original music. [[Howard Drossin|Howard]], our music guy, quickly ran to his little room and started writing a new piece of music. At about midnight that night we released a NEW gold master version of the game, this time with our own original theme song."|2=Artist [[Craig Stitt]]|ref={{ref|1=https://web.archive.org/web/20110430221050/https://www.sega-16.com/feature_page.php?id=234&title=Developer%27s%20Den:%20Sega%20Technical%20Institute}}}}
 
{{MainArticle|Sonic the Hedgehog Spinball (alternate music prototype)}}
 
{{MainArticle|Sonic the Hedgehog Spinball (alternate music prototype)}}
Two versions of ''Sonic the Hedgehog Spinball'' are commonly available: an "earlier" ROM which features two short jingles previously used in ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', and a "later" ROM which replaces the jingles with new songs. As the former jingles were not composed in-house at [[Sega]], instead being created by [[Masato Nakamura]] of the Japanese pop band [[Dreams Come True]], Sega did not hold the license to use the music in other games - something the developers [[Sega Technical Institute]] were unaware of. When [[Hirokazu Yasuhara]] revealed this fact during the game's official wrap party, STI's composer [[Howard Drossin]] was forced to compose last-minute replacements for the offending tracks.{{ref|1=https://web.archive.org/web/20110430221050/https://www.sega-16.com/feature_page.php?id=234&title=Developer%27s%20Den:%20Sega%20Technical%20Institute}} This earlier ROM leaked onto the internet in late 1993, with the common belief that it was released in limited quanitites before being quickly pulled and replaced with a later revision. However, modern investigation has also revealed information which identifies the ROM as being a late prototype stolen from [[Sega of America]]'s BBS servers and released by the scene group SNEAKERS.{{ref|https://web.archive.org/web/20230911014044/https://hiddenpalace.org/SNEAKERS}}
+
Two versions of ''Sonic the Hedgehog Spinball'' are commonly available: an "earlier" ROM which features two short jingles previously used in ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', and a "later" ROM which replaces the jingles with new songs. As the former jingles were not composed in-house at [[Sega]], instead being created by [[Masato Nakamura]] of the Japanese pop band [[Dreams Come True]], Sega did not hold the license to use the music in other games - something the developers at Sega Technical Institute were unaware of. When [[Hirokazu Yasuhara]] revealed this fact during the game's official wrap party, Howard Drossin was forced to compose last-minute replacements for the offending tracks.{{intref|Interview: Craig Stitt (2001-01-23) by ICEknight}}
  
Outside of the United States, ''Spinball'' received minor changes. The Japanese version is identical to the final American version, but with the abrasive "hee-haw" death jingle replaced with a new composition. The European version is also identical to the final American music, with some additional music changes. The Options theme was sped up, the Introduction tune was extended, and the music of [[Lava Powerhouse]] was sped up and bugfixed to prevent the PSG from dying off after the music looped once. The Boss music was also bugfixed to prevent the instruments from the stage's music playing before it looped, and the previously-mentioned "hee-haw" sound is slower.
+
This earlier ROM leaked onto the internet as early as November 6, 1993{{ref|https://web.archive.org/web/20231229024907/http://www.isc.meiji.ac.jp/~sumwel_h/doc/cases/Sega_1995_SD_N-California.htm}}, with the common belief that it was released in limited quantities before being quickly pulled and replaced with a later revision. However, modern investigation has also revealed information which identifies the ROM as being a late prototype stolen from [[Sega of America]]'s BBS servers and released by the scene group SNEAKERS.{{ref|https://web.archive.org/web/20230911014044/https://hiddenpalace.org/SNEAKERS}}
  
 
==Prerelease==
 
==Prerelease==
Line 34: Line 36:
 
The game's creation came about as a result of [[Sega of America]]'s marketing department showing interest in utilizing ''Sonic 2'''s [[Casino Night Zone]] for a potential new ''Sonic'' project.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}} A short animated pitch, titled '''''Sonic Pinball''''', was soon created by [[Sega Technical Institute]]'s [[sega:Peter Morawiec|Peter Morawiec]], [[sega:Kurt Peterson|Kurt Peterson]], and [[sega:Justin Chin|Justin Chin]]. Recycling graphics from ''Sonic 2'' (a common theme across the game), the demo features elements from what would become [[Toxic Caves]], albeit with an entirely different set of graphics and music.
 
The game's creation came about as a result of [[Sega of America]]'s marketing department showing interest in utilizing ''Sonic 2'''s [[Casino Night Zone]] for a potential new ''Sonic'' project.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}} A short animated pitch, titled '''''Sonic Pinball''''', was soon created by [[Sega Technical Institute]]'s [[sega:Peter Morawiec|Peter Morawiec]], [[sega:Kurt Peterson|Kurt Peterson]], and [[sega:Justin Chin|Justin Chin]]. Recycling graphics from ''Sonic 2'' (a common theme across the game), the demo features elements from what would become [[Toxic Caves]], albeit with an entirely different set of graphics and music.
  
The demo was produced only 2-3 days before [[Winter CES 1993]], with Peterson creating the game's art and Morawiec producing its programming.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}} Drawing inspiration from the popular [[sega:Amiga|Amiga]] game ''[[wikipedia:Pinball Dreams|Pinball Dreams]]'', the layout was designed to look like a real pinball table, and a MOD file from the Amiga demoscene was used as background music.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}} It is unknown if the video was actually shown at Winter CES 1993. However, a copy of the VHS tape was retained and eventually digitized, where it can now be easily found online.{{ref|1=http://www.youtube.com/watch?v=zlmmDh5gMB0}}
+
The demo was produced only 2-3 days before [[Winter CES 1993]], with Peterson creating the game's art and Morawiec producing its programming.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}} Drawing inspiration from the popular [[sega:Amiga|Amiga]] game ''[[wikipedia:Pinball Dreams|Pinball Dreams]]'', the layout was designed to look like a real pinball table, and a MOD file from the Amiga demoscene was used as background music.{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}} It is unknown if the video was actually shown at Winter CES 1993. However, a copy of the VHS tape was retained and eventually digitized, where it can now be easily found online.{{ref|http://ghostarchive.org/varchive/zlmmDh5gMB0|2=http://www.youtube.com/watch?v=zlmmDh5gMB0}}
  
 
<gallery widths="320px" heights="240px" >
 
<gallery widths="320px" heights="240px" >

Latest revision as of 03:45, 24 April 2024

Back to: Sonic the Hedgehog Spinball.
Peter Morawiec, Spinball's lead designer.

While the release of Sonic the Hedgehog 2 would be a tremendous success, allowing the Sonic the Hedgehog franchise, and Sega as a whole, to soar to new heights during 1993, development was challenging. Developed by the Sega Technical Institute (STI), Sonic 2 was a joint project between development staff brought over from Japan, and the American team behind the likes of Dick Tracy and Kid Chameleon, an idea instrumented by Mark Cerny to have Japanese "mentors" improve the output of Sega's American produce.

Language and cultural differences meant Yuji Naka and others wanted to abandon the "experiment" for the next logical step, Sonic the Hedgehog 3, so the Japanese staff would work on Sonic 3 while the Americans would be placed on other projects. However, when it became clear Sonic 3 was unlikely to make a Christmas 1993 release date, a number of smaller Sonic the Hedgehog games were commissioned to capitalize on the most profitable trading season of the year. One of these would become Sonic Spinball[1].

A "Sonic Pinball" pitch was put together by Peter Morawiec and others at STI, featuring a short animation demo created with an Amiga computer, inspired by the pinball elements of the Casino Night Zone stage of Sonic 2. The project was greenlit, and the retitled Sonic Spinball would commence development, being created by an entirely American team with virtually no input from the Japanese Sonic developers. it stands as the first entirely Western-produced Sonic game, and the first specifically designed with a Western audience in mind.

The third-party development studio Polygames handled around 90% of the programming, while STI members handled the graphics, design, and music. The game was produced in the span of nine months, with Polygames founders Lee Actor and Dennis Koble being hired as programmers to get the project out the door. Spinball was programmed in the C programming language, when the norm for Mega Drive games of the era was 68K assembly.[1]

Rounds

The early map.

Early concept art depicts the Veg-O-Fortress being used as a map screen:Media:Sonic Spinball game rounds concept art.jpg[2]

  1. Underground Caves
  2. Toxic Pools
  3. Lava Powerhouse
  4. The Machine
  5. Eruption

The final game contains only four rounds, with "Underground Caves" and "Toxic Pools" combined to produce Toxic Caves[3]. In the 8-bit version, the name Toxic Pools is retained. Meanwhile, Eruption was renamed Showdown in the 16-bit version and Final Showdown in the 8-bit version.

Audio

Three groups contributed music and sound effects to the game: Sega Multimedia Studio, OUI Multimedia and Sega Technical Institute itself.[4] In June 1993,[5] STI hired its first in-house composer Howard Drossin. By the afternoon of his first day of work he had composed the music for Toxic Caves, thinking he would simply test out the Mega Drive hardware, but was pleasantly surprised when the music was approved for the final release.[6][7]

During the soundtrack's production, Drossin reached out to Sega Multimedia Studio audio director David Javelosa for assistance. Javelosa's close friend and later staff hire Barry Blum contributed "some killer tracks on Spinball", and while Javelosa recalls that he himself may have provided some instrument patches and sound effects for the project, he "mostly functioned as cheerleader."[8]

"Well, no one had told us about this, and we had used the original music. Howard, our music guy, quickly ran to his little room and started writing a new piece of music. At about midnight that night we released a NEW gold master version of the game, this time with our own original theme song."

— Artist Craig Stitt[9]

Sonic Retro emblem.svg Main article: Sonic the Hedgehog Spinball (alternate music prototype)

Two versions of Sonic the Hedgehog Spinball are commonly available: an "earlier" ROM which features two short jingles previously used in Sonic the Hedgehog, and a "later" ROM which replaces the jingles with new songs. As the former jingles were not composed in-house at Sega, instead being created by Masato Nakamura of the Japanese pop band Dreams Come True, Sega did not hold the license to use the music in other games - something the developers at Sega Technical Institute were unaware of. When Hirokazu Yasuhara revealed this fact during the game's official wrap party, Howard Drossin was forced to compose last-minute replacements for the offending tracks.[3]

This earlier ROM leaked onto the internet as early as November 6, 1993[10], with the common belief that it was released in limited quantities before being quickly pulled and replaced with a later revision. However, modern investigation has also revealed information which identifies the ROM as being a late prototype stolen from Sega of America's BBS servers and released by the scene group SNEAKERS.[11]

Prerelease

Sonic Pinball demonstration

The game's creation came about as a result of Sega of America's marketing department showing interest in utilizing Sonic 2's Casino Night Zone for a potential new Sonic project.[1] A short animated pitch, titled Sonic Pinball, was soon created by Sega Technical Institute's Peter Morawiec, Kurt Peterson, and Justin Chin. Recycling graphics from Sonic 2 (a common theme across the game), the demo features elements from what would become Toxic Caves, albeit with an entirely different set of graphics and music.

The demo was produced only 2-3 days before Winter CES 1993, with Peterson creating the game's art and Morawiec producing its programming.[1] Drawing inspiration from the popular Amiga game Pinball Dreams, the layout was designed to look like a real pinball table, and a MOD file from the Amiga demoscene was used as background music.[1] It is unknown if the video was actually shown at Winter CES 1993. However, a copy of the VHS tape was retained and eventually digitized, where it can now be easily found online.[12]

Summer CES 1993

Sonic Spinball was announced to the public under its new name at Summer CES 1993 in Chicago, with a teaser video playing on the show floor.[13] It was one of three games scheduled for release on "Sonic Mania Day" at some point in November, alongside Sonic the Hedgehog CD and the Game Gear version of Sonic Chaos. Prior to the event, Sega had listed a Sonic 3 on its release schedules, but were quick to point out that Spinball was not the game being referenced, and would ship with only an 8-megabit cartridge.[13]

While in a more recognizable state than Spinball's previous appearances, the video on display was not real gameplay footage. Sonic's animations boasted a notably-low framerate, and appearances from both Toxic Caves and Lava Powerhouse demonstrated a number of design and layout differences when compared to the final game.

¡Atencion! Mezcla Explosiva: Especial Eternal Champions

Sonic Spinball footage was included in the Spanish promotional VHS ¡Atencion! Mezcla Explosiva: Especial Eternal Champions.

Concept art

References


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

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