Actions

Difference between revisions of "Sonic Mars"

From Sonic Retro

(Just adding a couple things because...)
m (remember that time I couldn't spell (I do))
Line 4: Line 4:
 
==History==
 
==History==
  
The proposal for the game was put together on May 17, 1994 by then-lead designer [[Michael Kosaka]] with assistence from [[Chris Senn]] and [[Don Goddard]]. Choosing to ground the game within the framework of the [[Sonic the Hedgehog (TV series)|Saturday morning show]] that was still on the air at the time, the hope was to make the first fully 3D game of Sonic and his world. Presented to the management of Sega of America, they gave the green light to have the [[Sega Technical Institute]] go through with the project. When shown what the American side of STI was concoting for the next installment in the ''Sonic the Hedgehog'' series, Yuji Naka, one of the originators of the character, could only shake his head and say "good luck," not being all that impressed with what he was shown, and knowing first hand the difficulties involved in making a Sonic game.
+
The proposal for the game was put together on May 17, 1994 by then-lead designer [[Michael Kosaka]] with assistance from [[Chris Senn]] and [[Don Goddard]]. Choosing to ground the game within the framework of the [[Sonic the Hedgehog (TV series)|Saturday morning show]] that was still on the air at the time, the hope was to make the first fully 3D game of Sonic and his world. Presented to the management of Sega of America, they gave the green light to have the [[Sega Technical Institute]] go through with the project. When shown what the American side of STI was concocting for the next installment in the ''Sonic the Hedgehog'' series, Yuji Naka, one of the originators of the character, could only shake his head and say "good luck," not being all that impressed with what he was shown, and knowing first hand the difficulties involved in making a Sonic game.
  
Shortly after the proposal was accepted, Michael Kosaka left Sega due to issues between himself and Dean Lester, the producer of ''[[Comix Zone]]''. Without a lead designer, [[Chris Senn]] was placed into the role, with Don Goddard reworking the script to ''Sonic Mars.''[http://www.senntient.com/forums/viewtopic.php?id=216] Eventually, the Saturday morning premiss was dropped due to disinterest, and the game was completely reworked once it switched systems, becoming the more familar ''Sonic X-treme.''
+
Shortly after the proposal was accepted, Michael Kosaka left Sega due to issues between himself and Dean Lester, the producer of ''[[Comix Zone]]''. Without a lead designer, [[Chris Senn]] was placed into the role, with Don Goddard reworking the script to ''Sonic Mars.''[http://www.senntient.com/forums/viewtopic.php?id=216] Eventually, the Saturday morning premise was dropped due to disinterest, and the game was completely reworked once it switched systems, becoming the more familiar ''Sonic X-treme.''
  
 
==Concept Art==
 
==Concept Art==

Revision as of 17:05, 4 March 2011

Sonic Mars HUD in a level not mentioned in either script.

Sonic Mars is a conceptual Sonic the Hedgehog originally designed for the Sega 32X. Likely due to the system's limitations and commercial failure, the project was moved to the Sega Saturn where it evolved into Sonic X-treme.

History

The proposal for the game was put together on May 17, 1994 by then-lead designer Michael Kosaka with assistance from Chris Senn and Don Goddard. Choosing to ground the game within the framework of the Saturday morning show that was still on the air at the time, the hope was to make the first fully 3D game of Sonic and his world. Presented to the management of Sega of America, they gave the green light to have the Sega Technical Institute go through with the project. When shown what the American side of STI was concocting for the next installment in the Sonic the Hedgehog series, Yuji Naka, one of the originators of the character, could only shake his head and say "good luck," not being all that impressed with what he was shown, and knowing first hand the difficulties involved in making a Sonic game.

Shortly after the proposal was accepted, Michael Kosaka left Sega due to issues between himself and Dean Lester, the producer of Comix Zone. Without a lead designer, Chris Senn was placed into the role, with Don Goddard reworking the script to Sonic Mars.[1] Eventually, the Saturday morning premise was dropped due to disinterest, and the game was completely reworked once it switched systems, becoming the more familiar Sonic X-treme.

Concept Art

External Links


S3delete.png
This page or image should be deleted.
  • Information incorporated into main article or will be handled shortly.
Unreleased Sonic the Hedgehog games
Sega Master System
Sonic's Edusoft | Sonic the Hedgehog (home computers) |
Sega Mega-CD
Sonic the Hedgehog |
Sega Mega-CD
Sonic the Hedgehog 2 CD |
Arcade
SegaSonic Bros. |
Sega Mega-CD
Sister Sonic |
Sega Mega Drive
Treasure Tails |
Arcade
Pre-May 1993 Sonic arcade games |
Sega Mega Drive
Sonic the Hedgehog 3 Limited Edition |
Sega 32X
Sonic Sports |
Arcade
Sonic Ride |
Sega Saturn
Sonic Saturn |
Game Boy Advance
Sonic X: Chaos Emerald Chaos |
Nintendo DS
Sonic DS |
Xbox
Sonic the Hedgehog Extreme |
Game Boy Advance
Sonic Riders | Sonic the Hedgehog: Awakening |
Google Android OS
iOS
Sonic Central |
Google Android OS
iOS
Sonic Demo
Sonic X-treme incarnations
Sega 32X
Sonic Mars |
Sega Saturn
Sonic X-treme (Point Of View | Project Condor | SonicPC)