Actions

Difference between revisions of "Sonic Riders/Development"

From Sonic Retro

(Promotional screenshots)
m (Development process)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
{{back}}[[Category:Development]]
 
{{back}}[[Category:Development]]
===Concept art===
+
==Development process==
 +
The inspiration for ''[[Sonic Riders]]'' came from [[Takashi Yuda]]'s idea of [[Sonic the Hedgehog|Sonic]] using a board or some other vehicle. When considering what vehicle would look good on Sonic, his personality and characteristics naturally came about, and him being on sort of extreme-sports type of equipment{{intref|Interview: Takashi Yuda (2005-09-21) by GameSpy}}. Another reason for boards being chosen was because they were considered the coolest, as they conveyed a sense of speed from the sensation of gliding and cutting through the wind{{intref|Interview: Yuji Naka (2005-09-30) by GameSpy}}. Making a game about boards had been an idea for a very long time prior to ''Riders''<nowiki>'</nowiki> conception, and the game allowed them to realise such an idea{{intref|Interview: Yuji Naka (2005-09-30) by GameSpy}}.
 +
 
 +
When the project was started, the original concept simply wasn't about being an extreme-sports game - rather, it was about the "turbulence" mechanic, which got its name from the wake that is created when the race leader heads off, taking the form of a half-pipe that other characters can ride in like a slipstream, and after seeing that concept the team decided to move forward with extreme or snowboard/skateboard type of gameplay{{intref|Interview: Takashi Yuda (2005-09-21) by GameSpy}}. The reason behind this mechanic is to give every player an equal chance so that not one particular player has an advantage over the others. By riding on the turbulence, a player can move faster and can jump and reach places they wouldn't normally be able to reach, therefore have access to hidden shortcuts{{intref|Interview: Takashi Yuda (2005-09-21) by GameSpy}}.
 +
 
 +
Fans had been requesting a new ''Sonic'' racing game prior to ''Riders'', which had given the team a good opportunity to revisit the genre{{intref|Interview: Takashi Yuda (2006-01-20) by GameSpy}}. While other attempts at a ''Sonic'' racing game such as ''[[Sonic Drift]]'' and ''[[Sonic R]]'' were made in the past, Yuda wanted to create a racing game that exposes the character elements of Sonic and his friends and show the unique "''Sonic''" action element that no other racing game has, thus the game was designed with no connection to any previous racing game{{intref|Interview: Takashi Yuda (2005-09-21) by GameSpy}}. While the concept of boards is reminiscent of the boarding section of [[City Escape]] in ''[[Sonic Adventure 2]]'', the developers did not use it as reference{{intref|Interview: Takashi Yuda (2006-01-20) by GameSpy}}.
 +
 
 +
The decision to design the [[Extreme Gear]] around air gave the team freedom to design courses that were simply not confined to oceans (surfing) or mountains (snowboarding), allowing players to fly across routes that ordinary race cars cannot reach{{intref|Interview: Takashi Yuda (2006-01-20) by GameSpy}}.
 +
 
 +
==Concept art==
 
<gallery>
 
<gallery>
 
Joypolis2016_ConceptArt_Jet_SonicRiders.png|Early concept art for [[Jet the Hawk]] shown at [https://www.youtube.com/watch?v=7_0Smuksrqo|Joypolis 25th Anniversary party]. Some of his earliest potential forms include a fox and a weasel.
 
Joypolis2016_ConceptArt_Jet_SonicRiders.png|Early concept art for [[Jet the Hawk]] shown at [https://www.youtube.com/watch?v=7_0Smuksrqo|Joypolis 25th Anniversary party]. Some of his earliest potential forms include a fox and a weasel.
Line 82: Line 91:
 
SegaMediaPortal SonicRiders 1916Stg05_STS.jpg
 
SegaMediaPortal SonicRiders 1916Stg05_STS.jpg
 
SegaMediaPortal SonicRiders 1917Stg09_03.jpg
 
SegaMediaPortal SonicRiders 1917Stg09_03.jpg
 +
SegaMediaPortal SonicRiders 1918Stg09_J02.jpg
 +
SegaMediaPortal SonicRiders 1919Stg09_J03.jpg
 +
SegaMediaPortal SonicRiders 1920Stg09_J04.jpg
 +
SegaMediaPortal SonicRiders 1921Stg09_Knuckles_Ex01.jpg
 +
SegaMediaPortal SonicRiders 1922Stg10_01.jpg
 +
SegaMediaPortal SonicRiders 1923screenshot_003.jpg
 +
SegaMediaPortal SonicRiders 1924screenshot_004.jpg
 +
SegaMediaPortal SonicRiders 1925screenshot_009.jpg
 +
SegaMediaPortal SonicRiders 1926screenshot_013.jpg
 +
SegaMediaPortal SonicRiders 1927screenshot_017.jpg
 +
SegaMediaPortal SonicRiders 1928screenshot_025.jpg
 +
SegaMediaPortal SonicRiders 1929screenshot_030.jpg
 +
SegaMediaPortal SonicRiders 1930screenshot_032.jpg
 +
SegaMediaPortal SonicRiders 1931screenshot_038.jpg
 +
SegaMediaPortal SonicRiders 1932screenshot_039.jpg
 +
SegaMediaPortal SonicRiders 1933screenshot_042.jpg
 +
SegaMediaPortal SonicRiders 1934screenshot_001.jpg
 +
SegaMediaPortal SonicRiders 1935screenshot_002.jpg
 +
SegaMediaPortal SonicRiders 1936screenshot_003.jpg
 +
SegaMediaPortal SonicRiders 1937screenshot_04.jpg
 +
SegaMediaPortal SonicRiders 1938screenshot_05.jpg
 +
SegaMediaPortal SonicRiders 1939Stg01_GameScreen02.jpg
 +
SegaMediaPortal SonicRiders 1940Stg01_Jet.jpg
 +
SegaMediaPortal SonicRiders 1941Stg01_Rival01.jpg
 
SegaMediaPortal SonicRiders 1942Stg01_Rival02.jpg
 
SegaMediaPortal SonicRiders 1942Stg01_Rival02.jpg
 
SegaMediaPortal SonicRiders 1943Stg01_Rival03.jpg
 
SegaMediaPortal SonicRiders 1943Stg01_Rival03.jpg

Latest revision as of 12:48, 9 December 2023

Back to: Sonic Riders.

Development process

The inspiration for Sonic Riders came from Takashi Yuda's idea of Sonic using a board or some other vehicle. When considering what vehicle would look good on Sonic, his personality and characteristics naturally came about, and him being on sort of extreme-sports type of equipment[1]. Another reason for boards being chosen was because they were considered the coolest, as they conveyed a sense of speed from the sensation of gliding and cutting through the wind[2]. Making a game about boards had been an idea for a very long time prior to Riders' conception, and the game allowed them to realise such an idea[2].

When the project was started, the original concept simply wasn't about being an extreme-sports game - rather, it was about the "turbulence" mechanic, which got its name from the wake that is created when the race leader heads off, taking the form of a half-pipe that other characters can ride in like a slipstream, and after seeing that concept the team decided to move forward with extreme or snowboard/skateboard type of gameplay[1]. The reason behind this mechanic is to give every player an equal chance so that not one particular player has an advantage over the others. By riding on the turbulence, a player can move faster and can jump and reach places they wouldn't normally be able to reach, therefore have access to hidden shortcuts[1].

Fans had been requesting a new Sonic racing game prior to Riders, which had given the team a good opportunity to revisit the genre[3]. While other attempts at a Sonic racing game such as Sonic Drift and Sonic R were made in the past, Yuda wanted to create a racing game that exposes the character elements of Sonic and his friends and show the unique "Sonic" action element that no other racing game has, thus the game was designed with no connection to any previous racing game[1]. While the concept of boards is reminiscent of the boarding section of City Escape in Sonic Adventure 2, the developers did not use it as reference[3].

The decision to design the Extreme Gear around air gave the team freedom to design courses that were simply not confined to oceans (surfing) or mountains (snowboarding), allowing players to fly across routes that ordinary race cars cannot reach[3].

Concept art

Promotional screenshots

References


Sonic Riders
SonicRiders title.png

Main page
Comparisons
Cheat codes
Credits


Manuals
Promotional material
Magazine articles
Video coverage
Reception


Development
Hidden content
Hacking guide
Bootlegs