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''[[Sonic the Hedgehog Spinball (16-bit)|Sonic Spinball]]'' has gone through several changes over its development process. There are several rejected ideas, levels, and other things that were left on the cutting room floor. The following details several of these things.
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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 logical next step was to start work on ''[[Sonic the Hedgehog 3]]'', however delays in production meant that it was unlikely to be released for Christmas 1993{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}. Wishing to capitalise 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]]''.
  
==Development Process==
+
[[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 persue other projects. ''Spinball'' was one such concept - divised entirely by STI with virtually no input from Sonic Team, it stands as the first entirely Western-produced Sonic game designed with a Western audience in mind.
Development of the game came about partially due to delays in the production of ''[[Sonic the Hedgehog 3]]'' and Sega's desire to have a Sonic game in stores by Christmas of 1993. To finish the game in the span of nine months [[Lee Actor]] and Dennis Koble were hired as programmers. Polygames handled around 90% of the programming, while [[Sega Technical Institute]] members handled the graphics, design, and music. [[Sonic Team]] was not involved, but did show up just before the game was ready for manufacturing. The familiar Sonic theme song on the title screen then had to be changed at the last minute as [[Hirokazu Yasuhara]] had pointed out Sega did not own the rights to the music. Thus multiple versions of ''Spinball'' wound up being released in the US.[http://www.sega-16.com/feature_page.php?id=234&title=Developer's%20Den:%20Sega%20Technical%20Institute]
 
  
==Music and Versions==
+
[[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 [[Lee Actor]] and [[Dennis Koble]] being hired as programmers to get the game out the door. ''Spinball'' was also 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}}.
There are two versions that were released in the US. The first version was accidentally released in limited quantities. This version has the classic Sonic title screen music and a different game over and chaos emerald collect song. The more common version has original music. The reason the music was changed was due to [[Dreams Come True]] owning the rights to the Title music and Sega was required to pay royalties to use it. Thus, the music composer [[Howard Drossin]] quickly composed new music as the game manufacturing process had just started. However, a small amount of carts containing the Dreams Come True music had already been manufactured.
+
 
 +
==Concept art==
 +
<gallery>
 +
Sonic Spinball box logo layout.jpg|Logo layout for the box cover art. Uses the early title of ''Sonic Pinball''. Appears to show Sonic spinning from the front cover to the back cover.
 +
Sonic Spinball Greg Martin covers.jpg|Early sketches for the box art cover, with logos. Uses the early title of ''Sonic Pinball''. Features an alternate design of [[Scorpius]].
 +
SonicSpinball US Sketch 1992.png|An early sketch for the box art cover, circa 1992.
 +
SonicSpinball US Sketch 1993.png|An early sketch for the box art cover, circa 1993.
 +
Sonic Spinball Concept 01.jpg|An early sketch of Sonic for the Japanese box art cover.
 +
</gallery>
 +
 
 +
==Game Rounds==
 +
<gallery>
 +
Sonic Spinball game rounds concept art.jpg
 +
</gallery>
 +
 
 +
Early concept art depicts the [[Veg-O-Fortress]] as a "map" screen. Unlike the final game, it shows five rounds:
 +
 
 +
1. Underground Caves<br>
 +
2. Toxic Pools<br>
 +
3. [[Lava Powerhouse]]<br>
 +
4. [[The Machine]]<br>
 +
5. Eruption<br>
 +
 
 +
The final game contains only four rounds, with ''Underground Caves'' and ''Toxic Pools'' being replaced by [[Toxic Caves]], perhaps combining the two round concepts. In the [[Sonic Spinball (8-bit)|8-bit version]] the [[Toxic Pools]] name is retained.  
 +
 
 +
''Eruption'' is renamed [[Showdown]] in the 16-bit version and [[Final Showdown]] in the [[Sonic Spinball (8-bit)|8-bit version]].
 +
 
 +
==Sonic Pinball demonstration==
  
The Japanese version was the same as the final US version but replaced the hee-haw sound when dying with a proper jingle.  
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''Spinball'''s invention came as a result of Sega of America's marketing department drawing attention to [[Casino Night Zone]] of ''Sonic 2''{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}. A short animated sequence was then pitched by [[Peter Morawiec]], [[Kurt Peterson]] and [[Justin Chin]] called "Sonic Pinball". Recycling graphics from ''Sonic 2'' (a common theme across the game), the demo features elements from what would become [[Toxic Caves]], albeit with a set of entirely different graphics and music.
  
The European version was also the same as the final US version, with some music changes. The Options screen music was sped up, the intro tune was extended, and the music of [[Lava Powerhouse]] was sped up and bug fixed to prevent the PSG from dying off after the music looped once. The Boss music was bug fixed to prevent the instruments from the stage's music playing before it looped. The hee-haw sound is slower.
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The demo was produced in 2-3 days before [[Winter CES 1993]], with Peterson offering the art and Morawiec doing the programming{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}. Inspired by the Amiga game ''Pinball Dreams'', the layout was designed to look like a real pinball table, and a MOD file from the Amiga demoscene was put in as music{{intref|Interview: Peter Morawiec (2007-04-20) by Sega-16}}.
  
==Sonic Pinball Demo==
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It is not known if the video was actually shown at the Winter CES show, however it can now be viewed in full [http://www.youtube.com/watch?v=zlmmDh5gMB0 here].
A concept video was put together by [[Peter Morawiec]], Kurt Peterson, and J. Chin in the span of 2-3 days for the CES show which was coming up soon. It featured [[Toxic Caves]], but with a lighter palette which had a yellowish hue. The layout was very different but [[Rexxon]] could be seen at the bottom of the level. The video was released on [http://www.sega-16.com/feature_page.php?id=83&title=Interview:%20Peter%20Morawiec Sega-16.com] but it has been uploaded on YouTube as well, you can find the video [http://www.youtube.com/watch?v=zlmmDh5gMB0 here].
 
  
<gallery widths="240px" heights="160px" >
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<gallery widths="320px" heights="240px" >
Image:SonicSpinballDemoTitle.jpg
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SonicSpinballDemoTitle.jpg
Image:SonicSpinballDemo01.jpg
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SonicSpinballDemo01.jpg
 
</gallery>
 
</gallery>
  
==Early Game Design==
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==Summer CES 1993==
===Various===
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''Sonic Spinball'' was announced to the public at [[Summer CES 1993]] in Chicago, with a video playing on the show floor{{fileref|SegaPro UK 22.pdf|page=16}}. It was one of three games destined for release on "Sonic Mania Day" at some point in November, alongside ''[[Sonic the Hedgehog CD]]'' ([[Sega Mega-CD]]) and ''[[Sonic Chaos]]'' ([[Sega Game Gear]]). Prior to the event Sega had listed a ''Sonic 3'' on its release schedules, but were quick to point out that ''Spinball'' wasn't this third ''Sonic'' game, shipping only on an 8-megabit cartridge{{fileref|SegaPro UK 22.pdf|page=16}}.
<gallery widths="240px" heights="160px" >
+
 
Image:SSB Title.jpg|Title screen without options or Game start.
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While in a more recognisable state than above, the video on display at SCES was not of real gameplay footage. Low frame rate animations had Sonic bounce around [[Toxic Caves]] and [[Lava Powerhouse]], with many differences in level design when compared to the final game.
Image:SSB-02.jpg|Some map screen similar to the ones found in ''[[SegaSonic the Hedgehog]]''.
+
 
Image:SSB 02a.jpg|Another animation.
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===Screenshots===
Image:SSB-CES1993-3.jpg|Map screen again. Probably an artist rendition.
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<gallery widths="320px" heights="240px" >
Image:SSB-CES1993-2.jpg|Intro cutscene with blue sky. The mountain isn't symetrical.
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SSB Title.jpg|A slightly different title screen, with "The Hedgehog" being positioned on the right hand side.{{fileref|MeanMachinesSega10UK.pdf|page=11}}
Image:SSB Mountain1.jpg|More of the mountain.
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SSB Mountain1.jpg|The introduction cutscene takes place in a different time of day. The mountain also isn't symetrical.{{fileref|MeanMachinesSega10UK.pdf|page=11}}
Image:SSB Mountain2.png|Again.
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SSB Mountain2.png|{{fileref|SegaVisions US 14.pdf|page=32}}
Image:SSB Mountain3.png|Again.
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SSB Mountain3.png|{{fileref|SegaVisions US 14.pdf|page=32}}
 +
SSB-CES1993-3.jpg|These map screens were removed from the final game for unknown reasons.
 +
SSB-CES1993-4.jpg|This platform doesn't exist in the final game, and all the lights are missing.{{fileref|MeanMachinesSega10UK.pdf|page=10}}
 +
GD SonicSpinball ToxicCaves 01.jpg|You can't stand on these slingshots in the final game.{{fileref|SegaVisions US 14.pdf|page=32}}
 +
GD SonicSpinball ToxicCaves 02.jpg|You can't trigger this balancing animation either - it was changed in the final.{{fileref|EGM US 049.pdf|page=139}}
 +
GD SonicSpinball ToxicCaves 04.jpg|{{fileref|EGM US Supplement 051 SuperTour93.pdf|page=19}}
 +
GD SonicSpinball ToxicCaves 03.jpg|Aside from getting in the way, the platform doesn't seem to do much.{{fileref|EGM US 049.pdf|page=139}}
 +
SSB-CES1993-5.jpg|{{fileref|MeanMachinesSega10UK.pdf|page=10}}
 +
SSB-CES1993-6.jpg|{{fileref|MeanMachinesSega10UK.pdf|page=11}}
 +
SSB-CES1993-7.jpg|The slingshots in Lava Powerhouse can be stood on too.{{fileref|SegaVisions US 14.pdf|page=32}}
 +
Spinball-proto-tablemagscan.png|A very different bonus round, with added "tracks" and missing details. Animations are used on the back glass instead of text
 +
SSB-CES1993-8.jpg|
 +
SonicSpinball Development BonusStage 01.jpg|{{fileref|Joypad FR 022.pdf|page=45}}
 
</gallery>
 
</gallery>
  
===Bonus Round===
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==''[[sega:¡Atencion! Mezcla Explosiva: Especial Eternal Champions|¡Atencion! Mezcla Explosiva: Especial Eternal Champions]]'' stills==
<gallery widths="240px" heights="160px" >
+
''Sonic Spinball'' footage was included in the Spanish promotional VHS ''[[sega:¡Atencion! Mezcla Explosiva: Especial Eternal Champions|¡Atencion! Mezcla Explosiva: Especial Eternal Champions]]''.
Image:SSB-08.jpg|Early 2nd bonus round. The head is at the top and the targets in the back are missing.
+
<gallery widths="320px" heights="240px" >
Image:SSB-09.jpg|Notice tracks on the pinball surface. Also animations are shown on the back instead of text.
+
SSB-02.jpg|Robotnik panics while looking at a map.
Image:SSB-10.jpg|Again.
+
SSB 02a.jpg|
Image:SSB-11.jpg|Note the lights on the tracks change brightness.
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SSB-04.jpg|
Image:SSB-12.jpg|Again.
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SSB-06.jpg|
Image:SSB-CES1993-8.jpg|Again.
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SSB-05.jpg|
Image:Spinball-proto-tablemagscan.png|Again.
+
SSB-07.jpg|Curiously this scene from the end of [[Showdown]] is missing... Robotnik. Sonic just bounces aimlessly on some glass.
 +
SSB-08.jpg|
 +
SSB-09.jpg|
 +
SSB-10.jpg|
 +
SSB-11.jpg|Note the lights on the tracks change colour.
 +
SSB-12.jpg|A very different explosion.
 
</gallery>
 
</gallery>
  
===Toxic Caves===
+
==Music and versions==
<gallery widths="240px" heights="160px" >
+
The familiar Sonic theme song on the title screen then had to be changed at the last minute as [[Hirokazu Yasuhara]] had pointed out Sega did not own the rights to the music. Thus multiple versions of ''Spinball'' wound up being released in the US.{{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}}
Image:SSB-04.jpg|
+
 
Image:SSB-CES1993-4.jpg|
+
There are two versions that were released in the US. The first version was accidentally released in limited quantities. This version has the classic Sonic title screen music and a different game over and chaos emerald collect song. The more common version has original music. The reason the music was changed was due to [[Dreams Come True]] owning the rights to the Title music and Sega was required to pay royalties to use it. Thus, the music composer [[Howard Drossin]] quickly composed new music as the game manufacturing process had just started. However, a small amount of carts containing the Dreams Come True music had already been manufactured.
Image:SSB-CES1993-5.jpg|
+
 
</gallery>
+
The Japanese version was the same as the final US version but replaced the hee-haw sound when dying with a proper jingle.  
  
===Lava Powerhouse===
+
The European version was also the same as the final US version, with some music changes. The Options screen music was sped up, the intro tune was extended, and the music of [[Lava Powerhouse]] was sped up and bug fixed to prevent the PSG from dying off after the music looped once. The Boss music was bug fixed to prevent the instruments from the stage's music playing before it looped. The hee-haw sound is slower.
<gallery widths="240px" heights="160px" >
 
Image:SSB-05.jpg|
 
Image:SSB-06.jpg|
 
Image:SSB-CES1993-6.jpg|
 
Image:SSB-CES1993-7.jpg|Unused balancing animation.
 
</gallery>
 
  
===The Machine===
+
==References==
<gallery widths="240px" heights="160px" >
+
<references/>
Image:SSB-07.jpg|Robotnik is missing.
 
</gallery>
 
  
 
{{SonicSpinballOmni}}
 
{{SonicSpinballOmni}}
  
[[Category:Game development|Sonic the Hedgehog Spinball (16-bit)]]
+
[[Category:Development]]

Revision as of 12:31, 4 August 2020

The successful release of Sonic the Hedgehog 2, allowed the Sonic the Hedgehog franchise, and Sega as a whole, to soar to new heights during 1993. The logical next step was to start work on Sonic the Hedgehog 3, however delays in production meant that it was unlikely to be released for Christmas 1993[1]. Wishing to capitalise on the most profitable trading season of the year, a number of smaller Sonic the Hedgehog games were commissioned, among which became Sonic Spinball.

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 persue other projects. Spinball was one such concept - divised entirely by STI with virtually no input from Sonic Team, it stands as the first entirely Western-produced Sonic game designed with a Western audience in mind.

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 Lee Actor and Dennis Koble being hired as programmers to get the game out the door. Spinball was also programmed in the C programming language, when the norm for Mega Drive games of the era was 68K assembly[1].

Concept art

Game Rounds

Early concept art depicts the Veg-O-Fortress as a "map" screen. Unlike the final game, it shows five rounds:

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 being replaced by Toxic Caves, perhaps combining the two round concepts. In the 8-bit version the Toxic Pools name is retained.

Eruption is renamed Showdown in the 16-bit version and Final Showdown in the 8-bit version.

Sonic Pinball demonstration

Spinball's invention came as a result of Sega of America's marketing department drawing attention to Casino Night Zone of Sonic 2[1]. A short animated sequence was then pitched by Peter Morawiec, Kurt Peterson and Justin Chin called "Sonic Pinball". Recycling graphics from Sonic 2 (a common theme across the game), the demo features elements from what would become Toxic Caves, albeit with a set of entirely different graphics and music.

The demo was produced in 2-3 days before Winter CES 1993, with Peterson offering the art and Morawiec doing the programming[1]. Inspired by the Amiga game Pinball Dreams, the layout was designed to look like a real pinball table, and a MOD file from the Amiga demoscene was put in as music[1].

It is not known if the video was actually shown at the Winter CES show, however it can now be viewed in full here.

Summer CES 1993

Sonic Spinball was announced to the public at Summer CES 1993 in Chicago, with a video playing on the show floor[2]. It was one of three games destined for release on "Sonic Mania Day" at some point in November, alongside Sonic the Hedgehog CD (Sega Mega-CD) and Sonic Chaos (Sega Game Gear). Prior to the event Sega had listed a Sonic 3 on its release schedules, but were quick to point out that Spinball wasn't this third Sonic game, shipping only on an 8-megabit cartridge[2].

While in a more recognisable state than above, the video on display at SCES was not of real gameplay footage. Low frame rate animations had Sonic bounce around Toxic Caves and Lava Powerhouse, with many differences in level design when compared to the final game.

Screenshots

¡Atencion! Mezcla Explosiva: Especial Eternal Champions stills

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

Music and versions

The familiar Sonic theme song on the title screen then had to be changed at the last minute as Hirokazu Yasuhara had pointed out Sega did not own the rights to the music. Thus multiple versions of Spinball wound up being released in the US.[9]

There are two versions that were released in the US. The first version was accidentally released in limited quantities. This version has the classic Sonic title screen music and a different game over and chaos emerald collect song. The more common version has original music. The reason the music was changed was due to Dreams Come True owning the rights to the Title music and Sega was required to pay royalties to use it. Thus, the music composer Howard Drossin quickly composed new music as the game manufacturing process had just started. However, a small amount of carts containing the Dreams Come True music had already been manufactured.

The Japanese version was the same as the final US version but replaced the hee-haw sound when dying with a proper jingle.

The European version was also the same as the final US version, with some music changes. The Options screen music was sped up, the intro tune was extended, and the music of Lava Powerhouse was sped up and bug fixed to prevent the PSG from dying off after the music looped once. The Boss music was bug fixed to prevent the instruments from the stage's music playing before it looped. The hee-haw sound is slower.

References


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

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