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{{back}}[[Category:Development]]
 
''[[Sonic R]]'' had gone through several changes over its development process. There are several rejected ideas, level designs, and other things that were changed before the games final release. The following details several of these things.
 
''[[Sonic R]]'' had gone through several changes over its development process. There are several rejected ideas, level designs, and other things that were changed before the games final release. The following details several of these things.
  
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''Sonic R'' was the second ''Sonic the Hedgehog''-related project to be entrusted to [[Traveller's Tales]], a British studio previously responsible for ''[[Sonic 3D: Flickies' Island]]'' in 1996, and host of other projects prior. Many of the core members of the Traveller's Tales staff worked on both projects, including studio head [[Jon Burton]] (design and programming) and lead artist James Cunliffe. Similarly to ''Sonic 3D'', the project was overseen by members of [[Sonic Team]] - Sonic Team would outline the requirements and provide feedback, and Traveller's Tales would implement their demands.
 
''Sonic R'' was the second ''Sonic the Hedgehog''-related project to be entrusted to [[Traveller's Tales]], a British studio previously responsible for ''[[Sonic 3D: Flickies' Island]]'' in 1996, and host of other projects prior. Many of the core members of the Traveller's Tales staff worked on both projects, including studio head [[Jon Burton]] (design and programming) and lead artist James Cunliffe. Similarly to ''Sonic 3D'', the project was overseen by members of [[Sonic Team]] - Sonic Team would outline the requirements and provide feedback, and Traveller's Tales would implement their demands.
  
''Sonic R'' began its life as a Formula One game, still developed for Sega, but without the ''Sonic'' license. Traveller's Tales' "arch rivals" [[sega:Bizarre Creations|Bizarre Creations]] had released the extremely popular [[sega:PlayStation|PlayStation]] game ''Formula 1'' in 1996 (and would coincidentally be picked up to create the [[Sega Dreamcast]] game ''[[sega:Metropolis Street Racer|Metropolis Street Racer]]'' on the grounds of its success)), and Sega wanted a response from the studio, who got to work on this project shortly after.
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''Sonic R'' began its life as a Formula One game, still developed for Sega, but without the ''Sonic'' license. Traveller's Tales' "arch rivals" [[sega:Bizarre Creations|Bizarre Creations]] had released the extremely popular [[sega:PlayStation|PlayStation]] game ''Formula 1'' in 1996 (and would coincidentally be picked up to create the [[Sega Dreamcast]] game ''[[sega:Metropolis Street Racer|Metropolis Street Racer]]'' on the grounds of its success), and Sega wanted a response from the studio, who got to work on this project shortly after.
  
 
The team spent a few months working on the Formula One project (writing an engine and even producing 3D assets) before the troubled ''[[Sonic X-treme]]'' was cancelled. This led to Sega cancelling the Formula One project in its original form, and tasking Traveller's Tales with adapting the engine into a ''Sonic'' racing game in time for Christmas 1997.
 
The team spent a few months working on the Formula One project (writing an engine and even producing 3D assets) before the troubled ''[[Sonic X-treme]]'' was cancelled. This led to Sega cancelling the Formula One project in its original form, and tasking Traveller's Tales with adapting the engine into a ''Sonic'' racing game in time for Christmas 1997.
  
For a while, ''Sonic R'' was referred to as "''Sonic TT''", with the source code still making reference to that original title. This was not a nod to Traveller's Tales, but was to fit in with other racing terms such as "Time Trial" or "Tourist Trophy" (and ''[[Manx TT SuperBike]]'' released by Sega two years prior).
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For a while, ''Sonic R'' was referred to as "''Sonic TT''", with the source code still making reference to that original title. This was not a nod to Traveller's Tales, but was to fit in with other racing terms such as "Time Trial" or "Tourist Trophy" (and ''[[sega:Manx TT SuperBike|Manx TT SuperBike]]'' released by Sega two years prior).{{ref|1=https://www.youtube.com/watch?v=y4Wgqqi5uj8}}
  
The game appeared at [[E3 1997]] in a playable form, however Jon Burton noticed that people were giving up when Sonic ran into the water, on account of his underwater speed being so slow. This was sped up in response.
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[[Sonic Team]] designed all the tracks on paper, which Traveller's Tales would convert into 3D models. Some of the original texture work resembled the look of ''Sonic 3D'', particularly with its distinctive bushes, but the artwork had been completely redone by the final game.
  
A planned flame shield was removed from the game after it was considered to be too similar to the thunder shield in design.
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The game appeared at [[sega:E3 1997|E3 1997]] in a playable form, however [[Jon Burton]] noticed that people were giving up when [[Sonic the Hedgehog|Sonic]] ran into the water, on account of his underwater speed being so slow. This was sped up in response.
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 +
A "relay" mode was once planned, wherein each lap of the course would be completed by a different character. A mirror mode, where the tracks would be flipped, was also considered, but according to Jon Burton, was scrapped due to the draw code having to be re-written to compensate for the changes.
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 +
The in-game player models originally had a higher polygon count, but were adjusted for performance reasons. The result of these changes is that [[Miles "Tails" Prower|Tails]] lost his whiskers and hair, [[Knuckles the Echidna|Knuckles]] curiously gained a different pair of shoes, and [[Dr. Eggman|Robotnik]]'s missile system was simplified, being turned into a cannon rather than a claw/missile contraption. [[Amy Rose|Amy]] perhaps had the most radical redesign, however, having originally been given a giant circular saw at the front of her car to attack her opponents. In addition to this, the vehicle had a rear spoiler - it is missing in-game but continues to appear in promotional renders.
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A planned [[Flame Shield]] was also removed from the game after it was considered to be too similar to the [[Lightning Shield]] in design.
  
 
===Music===
 
===Music===
Similar to ''Sonic 3D'''s Saturn outing, the music of ''Sonic R'' was composed by [[Richard Jacques]], however this time vocals were added by [[T.J. Davis]]. Wary of vocals in a ''Sonic'' game being deemed strange, Jon Burton added a switch to use non-vocal tracks, before warming to the idea later in development.
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As one of the first big-budget titles with a dedicated vocal soundtrack, programmer [[Jon Burton]] persuaded management at [[Sega]] to also include instrumental versions of the game's songs, as he wasn't sure how receptive players might be to a Sonic game with lyrics in it. Once added, Burton initially defaulted the "Vocals" option to OFF; however, he recalls that "as I heard the tracks more and more I realized what the rest of the world already knows: the ''Sonic R'' soundtrack with lyrics is amazing."{{ref|1=https://www.youtube.com/watch?v=y4Wgqqi5uj8}} In the final game, the "Vocals" option is instead defaulted to ON.
  
Notably [[Resort Island]]'s theme, [[Can You Feel the Sunshine?]] caused the level to be changed to take place in a different time of day. In earlier builds the game takes place at sunset, as opposed to a time of day where you would be more likely to actually "feel the sunshine".
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Prerelease footage of ''Sonic R'' shows the [[Resort Island]] track taking place during sunset. Combined with the later [[Windows PC]] port having a time of day feature, this led to community speculation regarding the original [[Saturn]] version originally having a similar feature. However, Burton recalls that during development, the background was changed to instead take place during a sunny daytime hour, as the track's music ("[[Can You Feel the Sunshine?]]") would be thematically  out of place during a calm sunset - additionally confirming the Saturn version never had a time of day feature.{{ref|1=https://www.youtube.com/watch?v=y4Wgqqi5uj8}}
  
 
==Prototype cover artwork==
 
==Prototype cover artwork==
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<gallery heights="160px" >
 
<gallery heights="160px" >
 
Image:Sr Protobox.jpg
 
Image:Sr Protobox.jpg
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SonicR Saturn EU Box Prototype.jpg|EU version
 
</gallery>
 
</gallery>
  
==Early Game Design==
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==Prototypes==
 
===Version 0.1===
 
===Version 0.1===
 
A YouTube channel by the name of GameHut, which was created by [[Jon Burton]] of [[Traveller's Tales]], had shown off the [https://www.youtube.com/watch?v=GEl508T02qY earliest version of ''Sonic R'', dubbed Version 0.1]. This tech demo has a first person perspective and shows off an unused level.
 
A YouTube channel by the name of GameHut, which was created by [[Jon Burton]] of [[Traveller's Tales]], had shown off the [https://www.youtube.com/watch?v=GEl508T02qY earliest version of ''Sonic R'', dubbed Version 0.1]. This tech demo has a first person perspective and shows off an unused level.
 +
 +
===Version 0.2===
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[https://www.youtube.com/watch?v=Fk8IKHxVDug A second version of the game, named Version 0.2], was also showed off by Jon Burton. This build shows the earliest known iteration of [[Resort Island]], with many missing textures and a test background ripped directly from the "Moose Hunters" level in ''[[sega:Mickey Mania: The Timeless Adventures of Mickey Mouse|Mickey Mania: The Timeless Adventures of Mickey Mouse]]'', another Traveller's Tales game. There are multiple non-animated Sonics moving around the track, and the player can control one of them, but can only move him forwards or backwards on a fixed path. [[Ring]]s are present at the start of the course, but cannot be collected.
 +
 
===Version 0.3===
 
===Version 0.3===
Jon Burton also showed off [https://www.youtube.com/watch?v=XCvYTOxWcj4 a later version of the game which he called Version 0.3]. This version has you play as Sonic without any running animations go around an early version of Resort Island.
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Jon Burton also showed off [https://www.youtube.com/watch?v=XCvYTOxWcj4 a later version of the game which he called Version 0.3]. This version allows the player to control Sonic without any running animations around an early version of Resort Island. In this build, Rings become collectable.
===Resort Island===
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As the first stage in the game, [[Resort Island]] saw the most coverage in the gaming press. Most notably for a large chunk of development time the stage took place at a different time of day - sunset, as opposed to what appears to be the middle of the day. In the PC version of the game the weather varies, sunset being an option for the stage, however in the Sega Saturn version all stages remain at a fixed time of day.
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===Early public prototype===
<gallery widths="240px" heights="160px" >
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''Sonic R'' was meant to be kept under wraps until [[sega:E3 1997|E3 1997]], however an earlier prototype made it into some portions of the press. At this point, Sonic had been given animations and the game was starting to take shape, but this build is far from polished. As well as having an incredibly simple HUD, it is not known if any other levels and racers aside from Sonic and Resort Island were implemented at this point.
Sr ResortIsland4.jpg|The very first screenshots of ''Sonic R'' have an extremely basic HUD, consisting only of numbers.
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<gallery widths="320px" heights="240px" >
Sr ResortIsland5.jpg|
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Sr ResortIsland4.jpg|Judging from the numbers, it appears Sonic can pick up rings now.{{magref|megaforce|58|46}}
Sr ResortIsland6.jpg|
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Sr ResortIsland5.jpg|He can also walk on water.{{magref|megaforce|58|46}}
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Sr ResortIsland6.jpg|100 rings to get through this door? The final only wants 50.{{magref|megaforce|58|46}}
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</gallery>
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 +
===Pre-E3 1997 build===
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''Sonic R'' was announced to the world at E3 1997{{fileref|SSM UK 22.pdf|page=19}}. Two builds were visible, the earlier of which was used to create pre-recorded footage which was sent to the press. It can be identified by the soles of Sonic's shoes being red. While this version has a more appropriate HUD, it is using non-final icons and some elements have yet to be implemented.
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<gallery widths="320px" heights="240px" >
 +
Sr ResortIsland7.jpg|The background consists of mountains in this prototypes, while in the final there were replaced by smaller mounds.
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Sr ResortIsland8.jpg|...except in this screenshot, where there doesn't appear to be a background at all.
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</gallery>
  
 +
===E3 1997 build===
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On the show floor, a "20% complete"{{fileref|SSM UK 22.pdf|page=21}} build was playable, in which players could race Sonic around Resort Island. No other characters were selectable{{fileref|SSM UK 22.pdf|page=19}} but were still in the race, being controlled by the computer.
  
Sr ResortIsland.jpg|A later prototype gives the game a more respectable, albeit not final, HUD. The character icons are different and the stage still takes place at sunset.
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Footage suggests this build had no voice over for the initial countdown, and that a non-final version of "Super Sonic Racing" was used as the in-game music. It was observed by Jon Burton that players would frequently fall into the water and then stop playing, as traversing in this state was slow and cumbersome. It was sped up for the final game as a result of this.
Sr ResortIsland2.jpg|
 
Sr ResortIsland7.jpg|The background consists of mountains in these prototypes, while in the final there were replaced by smaller mounds.
 
  
Sr ResortIsland8.jpg|...except in this screenshot, where there doesn't appear to be a background at all.
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<gallery widths="320px" heights="240px" >
 +
SonicR Saturn Development ResortIsland 57.jpg|{{fileref|SegaMagazin DE 46.pdf|page=18}}
 +
SonicR Saturn Development ResortIsland 42.jpg|{{fileref|ConsolesNews FR 14.pdf|page=40}}
 +
SonicR Saturn Development ResortIsland 53.jpg|{{fileref|SegaMagazin DE 46.pdf|page=17}}
 +
SonicR Saturn Development ResortIsland 01.jpg|Start the demo and within fractions of a second, all of the other racers have ploughed ahead. As these screenshots show, players had a hard time keeping up with Knuckles.{{fileref|SSM UK 24.pdf|page=19}}
 +
SonicR Saturn Development ResortIsland 43.jpg|{{fileref|ConsolesNews FR 14.pdf|page=40}}
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Sr ResortIsland.jpg|This means this screenshot was likely staged. But it seems to be the same build all the same.
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SonicR Saturn Development ResortIsland 52.jpg|{{fileref|SegaMagazin DE 46.pdf|page=15}}
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SonicR Saturn Development ResortIsland 08.jpg|Sonic has white shoe soles in this prototype, which were changed back to red before the final game. Robotnik also has a different style of missile.{{fileref|SSM UK 22.pdf|page=20}}
 +
Sr ResortIsland2.jpg|In the final game, the bigger HUD icons are used to represent the player. Here, it is reserved for whoever is in first place.
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SonicR Saturn Development ResortIsland 49.jpg|{{fileref|ConsolesNews FR 14.pdf|page=41}}
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SonicR Saturn Development ResortIsland 12.jpg|The bubble shield works.{{fileref|SSM UK 22.pdf|page=20}}
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SonicR Saturn Development ResortIsland 02.jpg|The upper path is accessible.{{fileref|SSM UK 22.pdf|page=19}}
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SonicR Saturn Development ResortIsland 60.jpg|{{fileref|SegaMagazin DE 46.pdf|page=18}}
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SonicR Saturn Development ResortIsland 55.jpg|{{fileref|SegaMagazin DE 46.pdf|page=17}}
 +
SonicR Saturn Development ResortIsland 05.jpg|{{fileref|SSM UK 22.pdf|page=19}}
 +
SonicR Saturn Development ResortIsland 47.jpg|{{fileref|ConsolesNews FR 14.pdf|page=41}}
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SonicR Saturn Development ResortIsland 09.jpg|{{fileref|SSM UK 22.pdf|page=20}}
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SonicR Saturn Development ResortIsland 14.jpg|At this point, Resort Island is virtually complete, though extra signs were added in later builds.{{fileref|SSM UK 22.pdf|page=21}}
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SonicR Saturn Development ResortIsland 21.jpg|{{fileref|SSM UK 22.pdf|page=21}}
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SonicR Saturn Development ResortIsland 48.jpg|{{fileref|ConsolesNews FR 14.pdf|page=41}}
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SonicR Saturn Development ResortIsland 58.jpg|{{fileref|SegaMagazin DE 46.pdf|page=18}}
 +
SonicR Saturn Development ResortIsland 11.jpg|The right path.{{fileref|SSM UK 22.pdf|page=20}}
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SonicR Saturn Development ResortIsland 56.jpg|{{fileref|SegaMagazin DE 46.pdf|page=17}}
 +
SonicR Saturn Development ResortIsland 06.jpg|{{fileref|SSM UK 22.pdf|page=19}}
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SonicR Saturn Development ResortIsland 13.jpg|{{fileref|SSM UK 22.pdf|page=20}}
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SonicR Saturn Development ResortIsland 20.jpg|{{fileref|SSM UK 22.pdf|page=21}}
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SonicR Saturn Development ResortIsland 25.jpg|The left path.{{fileref|SSM UK 22.pdf|page=22}}
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SonicR Saturn Development ResortIsland 04.jpg|{{fileref|SSM UK 22.pdf|page=19}}
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SonicR Saturn Development ResortIsland 16.jpg|{{fileref|SSM UK 22.pdf|page=21}}
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SonicR Saturn Development ResortIsland 50.jpg|A 40 ring door. The final wants 20.{{fileref|ConsolesNews FR 14.pdf|page=41}}
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SonicR Saturn Development ResortIsland 22.jpg|{{fileref|SSM UK 22.pdf|page=21}}
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SonicR Saturn Development ResortIsland 23.jpg|The door works...{{fileref|SSM UK 22.pdf|page=21}}
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SonicR Saturn Development ResortIsland 24.jpg|...but there's nothing to see in the tunnel.{{fileref|SSM UK 22.pdf|page=21}}
 
Sr ResortIsland9.jpg|
 
Sr ResortIsland9.jpg|
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SonicR Saturn Development ResortIsland 54.jpg|{{fileref|SegaMagazin DE 46.pdf|page=17}}
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SonicR Saturn Development ResortIsland 41.jpg|{{fileref|ConsolesNews FR 14.pdf|page=40}}
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SonicR Saturn Development ResortIsland 03.jpg|{{fileref|SSM UK 22.pdf|page=19}}
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SonicR Saturn Development ResortIsland 07.jpg|The electric shield is a darker shade of red, looking more like the scrapped fire shield.{{fileref|SSM UK 22.pdf|page=19}}
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SonicR Saturn Development ResortIsland 17.jpg|{{fileref|SSM UK 22.pdf|page=21}}
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SonicR Saturn Development ResortIsland 15.jpg|{{fileref|SSM UK 22.pdf|page=21}}
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SonicR Saturn Development ResortIsland 44.jpg|80 ring door. Final wants 40.{{fileref|ConsolesNews FR 14.pdf|page=40}}
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SonicR Saturn Development ResortIsland 19.jpg|{{fileref|SSM UK 22.pdf|page=21}}
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SonicR Saturn Development ResortIsland 45.jpg|{{fileref|ConsolesNews FR 14.pdf|page=40}}
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SonicR Saturn Development ResortIsland 26.jpg|{{fileref|SSM UK 22.pdf|page=22}}
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SonicR Saturn Development ResortIsland 18.jpg|{{fileref|SSM UK 22.pdf|page=21}}
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SonicR Saturn Development ResortIsland 10.jpg|{{fileref|SSM UK 22.pdf|page=20}}
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SonicR Saturn Development ResortIsland 46.jpg|There is only one line of rings around this loop. The final game is covered in them.{{fileref|ConsolesNews FR 14.pdf|page=41}}
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SonicR Saturn Development ResortIsland 51.jpg|{{fileref|ConsolesNews FR 14.pdf|page=41}}
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SonicR Saturn Development ResortIsland 59.jpg|{{fileref|SegaMagazin DE 46.pdf|page=18}}
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SonicR Saturn Development ResortIsland Fade.jpg|The UK's ''Sega Saturn Magazine'' demonstrating the fading in of polygons.{{fileref|SSM UK 22.pdf|page=20}}
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</gallery>
  
Sr ResortIsland3.jpg|A later prototype in two-player mode. The time is right but the icons are wrong, and the draw distance (and geometry fogging) seems to be worse.
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===August(?) 1997 build===
 +
Two months later a second demo was released to the press{{fileref|SSM UK 24.pdf|page=21}}. Sonic was still the only selectable character in single player{{fileref|SSM UK 24.pdf|page=22}} but two more tracks were playable - [[Radical City]] and [[Reactive Factory]]{{fileref|SSM UK 24.pdf|page=22}}. A 2-player versus mode was also included{{fileref|SSM UK 24.pdf|page=23}}, with the second player controlling Tails{{fileref|SSM UK 24.pdf|page=24}}.
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 +
<gallery widths="320px" heights="240px" >
 +
SonicR Saturn Development TitleScreen 01.jpg|The title screen is using the older artwork and lacks a rotating R.
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SonicR Saturn Development ResortIsland 31.jpg|Resort Island is now taking place in the middle of the day, rather than sunset.{{fileref|SSM UK 24.pdf|page=23}}
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SonicR Saturn Development ResortIsland 27.jpg|Sonic's opponents still launch off the starting line at full speed.{{fileref|SSM UK 24.pdf|page=21}}
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SonicR Saturn Development ResortIsland 62.jpg|{{fileref|SegaMagazin DE 48.pdf|page=19}}
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SonicR Saturn Development ResortIsland 63.jpg|{{fileref|SegaMagazin DE 48.pdf|page=19}}
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SonicR Saturn Development ResortIsland 64.jpg|{{fileref|SegaMagazin DE 48.pdf|page=19}}
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SonicR Saturn Development ResortIsland 30.jpg|While the backgrounds have changed, the shading on geometry is still optimised for the old sunset look. This means all the characters have a dark orange tint to them.{{fileref|SSM UK 24.pdf|page=21}}
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SonicR Saturn Development ResortIsland 66.jpg|{{fileref|SegaMagazin DE 48.pdf|page=19}}
 +
SonicR Saturn Development ResortIsland 65.jpg|{{fileref|SegaMagazin DE 48.pdf|page=19}}
 +
SonicR Saturn Development ResortIsland 29.jpg|{{fileref|SSM UK 24.pdf|page=21}}
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SonicR Saturn Development ResortIsland 32.jpg|{{fileref|SSM UK 24.pdf|page=24}}
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SonicR Saturn Development ResortIsland 68.jpg|Tokens exist, but they're not thought to do anything.{{fileref|SegaMagazin DE 48.pdf|page=19}}
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SonicR Saturn Development ResortIsland 34.jpg|Singposts are still missing.{{fileref|SSM UK 24.pdf|page=22}}
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SonicR Saturn Development ResortIsland 28.jpg|{{fileref|SSM UK 24.pdf|page=21}}
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SonicR Saturn Development ResortIsland 72.jpg|No tokens appear here in the final game.
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SonicR Saturn Development ResortIsland 69.jpg|{{fileref|SegaMagazin DE 48.pdf|page=20}}
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SonicR Saturn Development ResortIsland 67.jpg|{{fileref|SegaMagazin DE 48.pdf|page=19}}
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SonicR Saturn Development ResortIsland 33.jpg|{{fileref|SSM UK 24.pdf|page=24}}
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SonicR Saturn Development ResortIsland 71.jpg|Another strangely placed token.{{fileref|SegaMagazin DE 48.pdf|page=20}}
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SonicR Saturn Development ResortIsland 70.jpg|Electric shield is still red.{{fileref|SegaMagazin DE 48.pdf|page=20}}
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SonicR Saturn Development ResortIsland 61.jpg|{{fileref|SegaMagazin DE 48.pdf|page=18}}
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SonicR Saturn Development RadicalCity 27.jpg|Radical City starts here for some reason - despite the HUD, there are no other players to be seen.
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SonicR Saturn Development RadicalCity 07.jpg|The starting line would later move to this initial archway, which leads to AI characters getting briefly stuck. The final game positions the players further back, and adjusts the geometry so players can easily filter into the tunnel.{{fileref|SSM UK 24.pdf|page=23}}
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SonicR Saturn Development RadicalCity 04.jpg|The old Resort Island lighting affects characters in these stages too, although being set at night, it almost works on this track.{{fileref|SSM UK 24.pdf|page=22}}
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SonicR Saturn Development RadicalCity 23.jpg|{{fileref|SegaMagazin DE 48.pdf|page=19}}
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SonicR Saturn Development RadicalCity 06.jpg|Sonic hasn't picked up any rings in any of these Radical City or Reactive Factory screenshots, suggesting there aren't that many on these tracks yet.{{fileref|SSM UK 24.pdf|page=23}}
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SonicR Saturn Development RadicalCity 03.jpg|Traveller's Tales would change a lot of the lighting by the final product. This yellow lit section is purple in the final game.{{fileref|SSM UK 24.pdf|page=21}}
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SonicR Saturn Development RadicalCity 25.jpg|Rings do exist, but they're hidden away.{{fileref|SegaMagazin DE 48.pdf|page=21}}
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SonicR Saturn Development RadicalCity 05.jpg|The different starting line explains some of the strange readings on the timer.{{fileref|SSM UK 24.pdf|page=23}}
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SonicR Saturn Development RadicalCity 02.jpg|Other lights seem to be a bit brighter in this prototype, although it's not always easy to tell.{{fileref|SSM UK 24.pdf|page=21}}
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SonicR Saturn Development RadicalCity 01.jpg|Road markings are missing.{{fileref|SSM UK 24.pdf|page=21}}
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SonicR Saturn Development RadicalCity 24.jpg|The slot machine has yet to be implemented, and this wall to the left is excessively yellow.{{fileref|SegaMagazin DE 48.pdf|page=20}}
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Sr RadicalCity.jpg|{{fileref|SSM UK 24.pdf|page=21}}
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SonicR Saturn Development RadicalCity 26.jpg|{{fileref|SegaMagazin DE 48.pdf|page=21}}
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SonicR Saturn Development ReactiveFactory 21.jpg|Sonic starts in Reactive Factory in a strange place with no AI opponents.
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SonicR Saturn Development ReactiveFactory 18.jpg|{{fileref|SegaMagazin DE 48.pdf|page=20}}
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SonicR Saturn Development ReactiveFactory 05.jpg|{{fileref|SSM UK 24.pdf|page=23}}
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SonicR Saturn Development ReactiveFactory 09.jpg|{{fileref|SSM UK 24.pdf|page=23}}
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SonicR Saturn Development ReactiveFactory 06.jpg|{{fileref|SSM UK 24.pdf|page=23}}
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SonicR Saturn Development ReactiveFactory 10.jpg|{{fileref|SSM UK 24.pdf|page=23}}
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SonicR Saturn Development ReactiveFactory 03.jpg|If Robotnik is in first place and Sonic is in fifth, where are Amy, Knuckles and Tails hiding?{{fileref|SSM UK 24.pdf|page=22}}
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SonicR Saturn Development ReactiveFactory 01.jpg|{{fileref|SSM UK 24.pdf|page=22}}
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SonicR Saturn Development ReactiveFactory 02.jpg|Robotnik clipping through the floor.{{fileref|SSM UK 24.pdf|page=22}}
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SonicR Saturn Development ReactiveFactory 04.jpg|{{fileref|SSM UK 24.pdf|page=23}}
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SonicR Saturn Development ReactiveFactory 07.jpg|{{fileref|SSM UK 24.pdf|page=23}}
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SonicR Saturn Development ReactiveFactory 08.jpg|{{fileref|SSM UK 24.pdf|page=23}}
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SonicR Saturn Development ReactiveFactory 20.jpg|The ring dispenser hasn't been implemented yet.
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SonicR Saturn Development ReactiveFactory 19.jpg|Found Tails - he's standing on thin-air under some geometry as Sonic hovers overhead. It's not the most flattering of screenshots.{{fileref|SegaMagazin DE 48.pdf|page=21}}
 +
SonicR Saturn Development ResortIsland 2Player 03.jpg|2-player mode, featuring purple Sonic and red Tails. The HUD layout is different to the final.{{fileref|SegaMagazin DE 48.pdf|page=20}}
 +
SonicR Saturn Development ResortIsland 2Player 02.jpg|{{fileref|SSM UK 24.pdf|page=24}}
 +
SonicR Saturn Development ResortIsland 2Player 01.jpg|{{fileref|SSM UK 24.pdf|page=24}}
 +
Sr ResortIsland3.jpg|{{fileref|SSM UK 24.pdf|page=24}}
 
</gallery>
 
</gallery>
  
===Radical City===
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===Preview===
<gallery widths="240px" heights="160px" >
+
{{mainArticle|Sonic R (Saturn prototype; 1997-09-10)}}
Image:Sr RadicalCity.jpg|The blank gold wall in the background should have a slot machine.
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Image:Sr YellowTrail.jpg|The trail after hitting a speed boost is yellow instead of a large array of colors.
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===September(?) 1997 build===
 +
Traveller's Tales put out a third public demo four weeks after its second, this time with five playable characters and the addition of [[Regal Ruin]]{{fileref|SSM UK 25.pdf|page=67}}. This version added the mini-map at the bottom right hand side of the screen and the collectable coins{{fileref|SSM UK 25.pdf|page=67}}, as well as the ability for Sonic to double jump{{fileref|SSM UK 25.pdf|page=68}}. 2-player mode was still restricted to Resort Island, some powerups were non-functional and the replay mode was not always stable{{fileref|SSM UK 25.pdf|page=70}}.
 +
 
 +
All players are represented on the mini-map as grey dots, rather than with their own colours as seen in the final game.
 +
<gallery widths="320px" heights="240px" >
 +
SonicR Saturn Development ResortIsland 35.jpg|Final fonts, and other racers aren't shooting off the starting line.{{fileref|SSM UK 25.pdf|page=67}}
 +
SonicR Saturn Development ResortIsland 36.jpg|The larger icons are representing the player now.{{fileref|SSM UK 25.pdf|page=68}}
 +
SonicR Saturn Development ResortIsland 37.jpg|A mysterious red ball. Robotnik's weapon?{{fileref|SSM UK 25.pdf|page=68}}
 +
SonicR Saturn Development ResortIsland 40.jpg|{{fileref|CVG UK 193.pdf|page=72}}
 +
SonicR Saturn Development ResortIsland 38.jpg|{{fileref|SSM UK 25.pdf|page=68}}
 +
SonicR Saturn Development ResortIsland 39.jpg|{{fileref|SSM UK 25.pdf|page=69}}
 +
SonicR Saturn Development RadicalCity 11.jpg|{{fileref|SSM UK 25.pdf|page=68}}
 +
SonicR Saturn Development RadicalCity 20.jpg|{{fileref|SSM UK 25.pdf|page=70}}
 +
SonicR Saturn Development RadicalCity 13.jpg|{{fileref|SSM UK 25.pdf|page=69}}
 +
SonicR Saturn Development RadicalCity 16.jpg|{{fileref|SSM UK 25.pdf|page=69}}
 +
SonicR Saturn Development RadicalCity 09.jpg|{{fileref|SSM UK 25.pdf|page=67}}
 +
SonicR Saturn Development RadicalCity 14.jpg|{{fileref|SSM UK 25.pdf|page=69}}
 +
SonicR Saturn Development RadicalCity 21.jpg|{{fileref|SSM UK 25.pdf|page=70}}
 +
SonicR Saturn Development RadicalCity 10.jpg|{{fileref|SSM UK 25.pdf|page=68}}
 +
SonicR Saturn Development RadicalCity 17.jpg|{{fileref|SSM UK 25.pdf|page=70}}
 +
SonicR Saturn Development RadicalCity 15.jpg|{{fileref|SSM UK 25.pdf|page=69}}
 +
SonicR Saturn Development RadicalCity 12.jpg|{{fileref|SSM UK 25.pdf|page=68}}
 +
SonicR Saturn Development RadicalCity 22.jpg|{{fileref|SSM UK 25.pdf|page=70}}
 +
SonicR Saturn Development RadicalCity 18.jpg|{{fileref|SSM UK 25.pdf|page=70}}
 +
SonicR Saturn Development RadicalCity 08.jpg|{{fileref|SSM UK 25.pdf|page=67}}
 +
SonicR Saturn Development RadicalCity 19.jpg|{{fileref|SSM UK 25.pdf|page=70}}
 +
SonicR Saturn Development RegalRuin 10.jpg|Regal Ruin. In the final game, some of the pillars on the left have torches on top.{{fileref|SSM UK 25.pdf|page=69}}
 +
SonicR Saturn Development RegalRuin 06.jpg|{{fileref|SSM UK 25.pdf|page=68}}
 +
SonicR Saturn Development RegalRuin 04.jpg|More missing torches.{{fileref|SSM UK 25.pdf|page=67}}
 +
SonicR Saturn Development RegalRuin 01.jpg|{{fileref|SSM UK 25.pdf|page=67}}
 +
SonicR Saturn Development RegalRuin 07.jpg|{{fileref|SSM UK 25.pdf|page=68}}
 +
SonicR Saturn Development RegalRuin 08.jpg|{{fileref|SSM UK 25.pdf|page=68}}
 +
SonicR Saturn Development RegalRuin 11.jpg|{{fileref|SSM UK 25.pdf|page=70}}
 +
SonicR Saturn Development RegalRuin 09.jpg|{{fileref|SSM UK 25.pdf|page=69}}
 +
SonicR Saturn Development RegalRuin 02.jpg|{{fileref|SSM UK 25.pdf|page=67}}
 +
SonicR Saturn Development RegalRuin 03.jpg|{{fileref|SSM UK 25.pdf|page=67}}
 +
SonicR Saturn Development RegalRuin 12.jpg|{{fileref|SSM UK 25.pdf|page=70}}
 +
SonicR Saturn Development RegalRuin 13.jpg|{{fileref|SSM UK 25.pdf|page=70}}
 +
SonicR Saturn Development RegalRuin 05.jpg|{{fileref|SSM UK 25.pdf|page=68}}
 +
SonicR Saturn Development ReactiveFactory 17.jpg|{{fileref|SSM UK 25.pdf|page=69}}
 +
SonicR Saturn Development ReactiveFactory 15.jpg|{{fileref|SSM UK 25.pdf|page=69}}
 +
SonicR Saturn Development ReactiveFactory 12.jpg|{{fileref|SSM UK 25.pdf|page=68}}
 +
Sr ReactiveFactory.jpg|{{fileref|SSM UK 25.pdf|page=67}}
 +
SonicR Saturn Development ReactiveFactory 14.jpg|{{fileref|SSM UK 25.pdf|page=69}}
 +
SonicR Saturn Development ReactiveFactory 11.jpg|{{fileref|SSM UK 25.pdf|page=67}}
 +
SonicR Saturn Development ReactiveFactory 13.jpg|{{fileref|SSM UK 25.pdf|page=68}}
 +
SonicR Saturn Development ReactiveFactory 16.jpg|{{fileref|SSM UK 25.pdf|page=69}}
 
</gallery>
 
</gallery>
  
===Reactive Factory===
+
===Miscellaneous===
<gallery widths="240px" heights="160px" >
+
<gallery widths="320px" heights="240px" >
Image:Sr ReactiveFactory.jpg|Prototype icons on HUD.
+
Sr CharSelect.jpg|''Computer and Video Games'' magazine printed this screenshot during their review of ''Sonic R'', showing the unlockable characters with white silhouettes. While most likely doctored by the magazine, we can't say for sure (or indeed why they would want to).{{fileref|CVG UK 193.pdf|page=74}}
 
</gallery>
 
</gallery>
  
===Various===
+
==Full map renders==
<gallery widths="240px" heights="160px" >
+
The following renders were publicly shared by Jon Burton via {{LinkYoutube|video=UlU5MS3hQWo|title=YouTube video on January 12, 2018}}:
Image:Sr CharSelect.jpg|The icons for the unlockable metal characters are different. It's possible the magazine made this change.
+
<gallery widths="320px" heights="240px" >
 +
SonicR Art MapEarly ResortIsland.png|An early render of [[Resort Island]]'s map.
 +
SonicR Art MapEarly RadicalCity.png|An early render of [[Radical City]]'s map.
 +
SonicR Art MapEarly RegalRuin.png|An early render of [[Regal Ruin]]'s map. It's missing pillars in the water at the start of the track, more sand is present on the top of the model, and the loop is larger.
 +
SonicR Art MapEarly ReactiveFactory.png|An early render of [[Reactive Factory]]'s map.
 +
</gallery>
  
</gallery>
+
==References==
 +
<references/>
  
 
{{SonicROmni}}
 
{{SonicROmni}}
 
[[Category:Game development|Sonic R]]
 

Latest revision as of 12:39, 16 December 2022

Back to: Sonic R.

Sonic R had gone through several changes over its development process. There are several rejected ideas, level designs, and other things that were changed before the games final release. The following details several of these things.

Development process

Sonic R was the second Sonic the Hedgehog-related project to be entrusted to Traveller's Tales, a British studio previously responsible for Sonic 3D: Flickies' Island in 1996, and host of other projects prior. Many of the core members of the Traveller's Tales staff worked on both projects, including studio head Jon Burton (design and programming) and lead artist James Cunliffe. Similarly to Sonic 3D, the project was overseen by members of Sonic Team - Sonic Team would outline the requirements and provide feedback, and Traveller's Tales would implement their demands.

Sonic R began its life as a Formula One game, still developed for Sega, but without the Sonic license. Traveller's Tales' "arch rivals" Bizarre Creations had released the extremely popular PlayStation game Formula 1 in 1996 (and would coincidentally be picked up to create the Sega Dreamcast game Metropolis Street Racer on the grounds of its success), and Sega wanted a response from the studio, who got to work on this project shortly after.

The team spent a few months working on the Formula One project (writing an engine and even producing 3D assets) before the troubled Sonic X-treme was cancelled. This led to Sega cancelling the Formula One project in its original form, and tasking Traveller's Tales with adapting the engine into a Sonic racing game in time for Christmas 1997.

For a while, Sonic R was referred to as "Sonic TT", with the source code still making reference to that original title. This was not a nod to Traveller's Tales, but was to fit in with other racing terms such as "Time Trial" or "Tourist Trophy" (and Manx TT SuperBike released by Sega two years prior).[1]

Sonic Team designed all the tracks on paper, which Traveller's Tales would convert into 3D models. Some of the original texture work resembled the look of Sonic 3D, particularly with its distinctive bushes, but the artwork had been completely redone by the final game.

The game appeared at E3 1997 in a playable form, however Jon Burton noticed that people were giving up when Sonic ran into the water, on account of his underwater speed being so slow. This was sped up in response.

A "relay" mode was once planned, wherein each lap of the course would be completed by a different character. A mirror mode, where the tracks would be flipped, was also considered, but according to Jon Burton, was scrapped due to the draw code having to be re-written to compensate for the changes.

The in-game player models originally had a higher polygon count, but were adjusted for performance reasons. The result of these changes is that Tails lost his whiskers and hair, Knuckles curiously gained a different pair of shoes, and Robotnik's missile system was simplified, being turned into a cannon rather than a claw/missile contraption. Amy perhaps had the most radical redesign, however, having originally been given a giant circular saw at the front of her car to attack her opponents. In addition to this, the vehicle had a rear spoiler - it is missing in-game but continues to appear in promotional renders.

A planned Flame Shield was also removed from the game after it was considered to be too similar to the Lightning Shield in design.

Music

As one of the first big-budget titles with a dedicated vocal soundtrack, programmer Jon Burton persuaded management at Sega to also include instrumental versions of the game's songs, as he wasn't sure how receptive players might be to a Sonic game with lyrics in it. Once added, Burton initially defaulted the "Vocals" option to OFF; however, he recalls that "as I heard the tracks more and more I realized what the rest of the world already knows: the Sonic R soundtrack with lyrics is amazing."[1] In the final game, the "Vocals" option is instead defaulted to ON.

Prerelease footage of Sonic R shows the Resort Island track taking place during sunset. Combined with the later Windows PC port having a time of day feature, this led to community speculation regarding the original Saturn version originally having a similar feature. However, Burton recalls that during development, the background was changed to instead take place during a sunny daytime hour, as the track's music ("Can You Feel the Sunshine?") would be thematically out of place during a calm sunset - additionally confirming the Saturn version never had a time of day feature.[1]

Prototype cover artwork

This early box art was found on Compuserve internet servers back in 1998. The artwork here is found in the ending scene in the game, and appears in earlier prototype title screens. It was rejected as it gave away that Metal Sonic was a secret character in the game.

Prototypes

Version 0.1

A YouTube channel by the name of GameHut, which was created by Jon Burton of Traveller's Tales, had shown off the earliest version of Sonic R, dubbed Version 0.1. This tech demo has a first person perspective and shows off an unused level.

Version 0.2

A second version of the game, named Version 0.2, was also showed off by Jon Burton. This build shows the earliest known iteration of Resort Island, with many missing textures and a test background ripped directly from the "Moose Hunters" level in Mickey Mania: The Timeless Adventures of Mickey Mouse, another Traveller's Tales game. There are multiple non-animated Sonics moving around the track, and the player can control one of them, but can only move him forwards or backwards on a fixed path. Rings are present at the start of the course, but cannot be collected.

Version 0.3

Jon Burton also showed off a later version of the game which he called Version 0.3. This version allows the player to control Sonic without any running animations around an early version of Resort Island. In this build, Rings become collectable.

Early public prototype

Sonic R was meant to be kept under wraps until E3 1997, however an earlier prototype made it into some portions of the press. At this point, Sonic had been given animations and the game was starting to take shape, but this build is far from polished. As well as having an incredibly simple HUD, it is not known if any other levels and racers aside from Sonic and Resort Island were implemented at this point.

Pre-E3 1997 build

Sonic R was announced to the world at E3 1997[3]. Two builds were visible, the earlier of which was used to create pre-recorded footage which was sent to the press. It can be identified by the soles of Sonic's shoes being red. While this version has a more appropriate HUD, it is using non-final icons and some elements have yet to be implemented.

E3 1997 build

On the show floor, a "20% complete"[4] build was playable, in which players could race Sonic around Resort Island. No other characters were selectable[3] but were still in the race, being controlled by the computer.

Footage suggests this build had no voice over for the initial countdown, and that a non-final version of "Super Sonic Racing" was used as the in-game music. It was observed by Jon Burton that players would frequently fall into the water and then stop playing, as traversing in this state was slow and cumbersome. It was sped up for the final game as a result of this.

August(?) 1997 build

Two months later a second demo was released to the press[13]. Sonic was still the only selectable character in single player[14] but two more tracks were playable - Radical City and Reactive Factory[14]. A 2-player versus mode was also included[15], with the second player controlling Tails[16].

Preview

Sonic Retro emblem.svg Main article: Sonic R (Saturn prototype; 1997-09-10)

September(?) 1997 build

Traveller's Tales put out a third public demo four weeks after its second, this time with five playable characters and the addition of Regal Ruin[21]. This version added the mini-map at the bottom right hand side of the screen and the collectable coins[21], as well as the ability for Sonic to double jump[22]. 2-player mode was still restricted to Resort Island, some powerups were non-functional and the replay mode was not always stable[23].

All players are represented on the mini-map as grey dots, rather than with their own colours as seen in the final game.

Miscellaneous

Full map renders

The following renders were publicly shared by Jon Burton via
YouTube
YouTube video on January 12, 2018
:

References

  1. 1.0 1.1 1.2 https://www.youtube.com/watch?v=y4Wgqqi5uj8
  2. 2.0 2.1 2.2 [megaforce, issue 58, page 46 megaforce, issue 58, page 46]
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 File:SSM UK 22.pdf, page 19
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 File:SSM UK 22.pdf, page 21
  5. 5.0 5.1 5.2 5.3 File:SegaMagazin DE 46.pdf, page 18
  6. 6.0 6.1 6.2 6.3 6.4 File:ConsolesNews FR 14.pdf, page 40
  7. 7.0 7.1 7.2 7.3 File:SegaMagazin DE 46.pdf, page 17
  8. File:SSM UK 24.pdf, page 19
  9. File:SegaMagazin DE 46.pdf, page 15
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 File:SSM UK 22.pdf, page 20
  11. 11.0 11.1 11.2 11.3 11.4 11.5 File:ConsolesNews FR 14.pdf, page 41
  12. 12.0 12.1 File:SSM UK 22.pdf, page 22
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 File:SSM UK 24.pdf, page 21
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 File:SSM UK 24.pdf, page 22
  15. 15.00 15.01 15.02 15.03 15.04 15.05 15.06 15.07 15.08 15.09 15.10 15.11 File:SSM UK 24.pdf, page 23
  16. 16.0 16.1 16.2 16.3 16.4 16.5 File:SSM UK 24.pdf, page 24
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 File:SegaMagazin DE 48.pdf, page 19
  18. 18.0 18.1 18.2 18.3 18.4 18.5 File:SegaMagazin DE 48.pdf, page 20
  19. File:SegaMagazin DE 48.pdf, page 18
  20. 20.0 20.1 20.2 File:SegaMagazin DE 48.pdf, page 21
  21. 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 File:SSM UK 25.pdf, page 67
  22. 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 22.12 File:SSM UK 25.pdf, page 68
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 23.8 23.9 File:SSM UK 25.pdf, page 70
  24. File:CVG UK 193.pdf, page 72
  25. 25.00 25.01 25.02 25.03 25.04 25.05 25.06 25.07 25.08 25.09 25.10 File:SSM UK 25.pdf, page 69
  26. File:CVG UK 193.pdf, page 74


Sonic R
Sonic r title.png

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