Actions

Talk

Difference between revisions of "Sonic X-treme"

From Sonic Retro

m
m (Source list)
Line 12: Line 12:
 
==Source list==
 
==Source list==
 
A master list of all original ''[[Sonic X-treme]]'' sources.
 
A master list of all original ''[[Sonic X-treme]]'' sources.
 +
{{multicol|
 +
{{creditsheader|Interviews}}
 
*[[Interview: Chris Senn (2013-09-12) by Sega Addicts]]
 
*[[Interview: Chris Senn (2013-09-12) by Sega Addicts]]
 
*[[Interview: Chris Senn (2007-04-03) by Sega-16]]
 
*[[Interview: Chris Senn (2007-04-03) by Sega-16]]
Line 24: Line 26:
 
*[[Interview: Howard Drossin (2009-09-22) by Gamasutra]] ("I did music for a cancelled 3D Sonic game")
 
*[[Interview: Howard Drossin (2009-09-22) by Gamasutra]] ("I did music for a cancelled 3D Sonic game")
 
*[[Howard Drossin interview by SageXPO (August 2008)]] (Senn did concept music, Drossin did "final" music)
 
*[[Howard Drossin interview by SageXPO (August 2008)]] (Senn did concept music, Drossin did "final" music)
 +
 +
*[[Tom Kalinske]] (''[[Playing at the Next Level]]'', 2015-02-09 telephone interview by Ken Horowitz: the problematic development of the game forced Sega of America to keep the game behind closed doors as opposed to including it in November 10th's (1995) "32XPOSED" 32X announcement event.)
 +
 +
*[[Peter Morawiec]] (''[[Playing at the Next Level]]'', 2015-01-05 email interview by Ken Horowitz)
 +
*post-Spinball STI was going to make Satam game.
 +
*STI unimpressed but Hector wanted team to make it anyway.
 +
*Morawiec's gameplay was story/adv opposed to action
 +
*him+Duggan made Sonic 16 demo in 1wk
 +
*cancelled due to slow pace of gameplay and development. plus cartoon had not been released, so no prev. knowledge or marketing buildup to support game. also, STI didn't want to make another spinoff.
 +
*Morawiec's Sonic 16 design was shelved, but didn't bother him as it freed him up to work on Comix Zone
 +
 +
*[[Mike Wallis]] (''[[Playing at the Next Level]]'', 2015-01-07 email interview by Ken Horowitz)
 +
*Game was xfered to 32X, codenamed Sonic Mars
 +
*Was hoped 32X power could allow them bringing Sonic into the next gen while allowing existing Genesis owners to partic.
 +
*32X dev hardware difficult, and was being updated during development
 +
*Kosaka left STI after clashes with the game's (or just STI's?) executive producer Dean Lester in 1995(check date), a serious blow to the project
 +
*Following this, team's disinterest in Satam caused the connection to be dropped. By E3 1996, all Satam references were removed.
 +
 +
*[[Interview: Peter Morawiec (2000-12-27) by ICEknight]] (''[[Sonic Saturn]]''
 +
*[[Interview: Peter Morawiec (2006-01-11) by hxc]] (''[[Sonic Saturn]]''
 +
*[[Interview: Peter Morawiec (2007-04-20) by Sega-16]] (''[[Sonic Saturn]]''
 +
{{creditsheader|Videos}}
 
*[[:File:MTV'SRocktheRockSonic&Knuckles1994 US Video.mp4]] (Tiara Boobowski concept art being drawn by Chris Senn at STI, glean other info)
 
*[[:File:MTV'SRocktheRockSonic&Knuckles1994 US Video.mp4]] (Tiara Boobowski concept art being drawn by Chris Senn at STI, glean other info)
{{creditsheader|''Sonic Saturn'' related}}
+
 
*[[Interview: Peter Morawiec (2000-12-27) by ICEknight]]
+
{{creditsheader|Websites}}
*[[Interview: Peter Morawiec (2006-01-11) by hxc]]
+
*[[Chris Senn]]'s [https://web.archive.org/web/20110317064824/http://www.senntient.com:80/projects/xtreme/FAQ.html Senntient]
*[[Interview: Peter Morawiec (2007-04-20) by Sega-16]]
+
*[[Chris Senn]]'s [http://scp.webulate.com Sonic X-treme Compendium] (find better link)
 +
*[[Mike Wallis]]' [http://www.lostlevels.org/200403/timeline.shtml Sonic X-treme timeline]
 +
 
 +
{{creditsheader|Documentation}}
 +
*[[Michael Kosaka]] - ''Sonic Mars Game Script 1.1'' (1994-05-17) (where is this on the wiki?)
 +
*[[Michael Kosaka]] - ''Sonic 32X Game Script 1.x'' (199x-xx-xx) (where is this on the wiki?)
 +
 
 +
}}
  
 
==New mirror==
 
==New mirror==

Revision as of 00:23, 24 September 2023

Overhaul to-do

  • Outline: Build an outline before you do anything. This topic has lots of sub-topics which cover other sub-topics etc, and this all needs to be written from the top-down.
  • Sources: Mirror everything that isn't already mirrored. Those links at the bottom of the page apparently contain interviews, ensure they're mirrored too. Because this article lacks references, you're gonna have to build a list of sources from scratch. I guarantee we're gonna double the content of these pages on this step alone. Ensure every developer in Production credits has a reference. Run a search for interviews for every developer on the project.
  • Periods: Per Black Squirrel below, it's probably best to split X-treme's coverage into eras - Sonic-16, Sonic Mars (merging its "isometric concept"), main Sat branch, Point Of View branch, and Project Condor branch. A lot of this info is already where it belongs, but a lot isn't.
  • Disambig: Consider not a straight disambig page but a general-coverage "Sonic X-treme" page, which covers the project as a whole and links to the individual development periods. This might not be necessary (see first bullet point) but would address the issue of our main X-treme page also serving as the main branch era page (when a main X-treme page should ideologically be defined as the whole project, not just its most recognizable form)
  • Intro: Each page's intro needs to state that this is part of the larger X-treme project in the same style of writing, and provide a clear link to earlier/later iterations (maybe at bottom of introduction in dedicated line). Perhaps this can be done in the infobox, like we do with pages like AM2.
  • Development: History (as in press history, prerelease stuff) and Development (what the developers were doing, technical stuff) need to be more clearly distinguished. Any info not on the Development subpage already needs to be moved there, and vice versa. Determine if the split is even necessary (probably, but check). There will be some overlap here. Earlier iterations might not have enough content to warrant a dedicated subpage.
  • Legacy: This page's "Future" needs merging with Legacy, and the ROM rediscovery section needs to be moved out of the main history and into Legacy as well.
  • Misc: Redirects, working names, any necessary categories or image tags, etc.

CartridgeCulture (talk) 20:40, 23 September 2023 (EDT)

Source list

A master list of all original Sonic X-treme sources.

Interviews
  • Tom Kalinske (Playing at the Next Level, 2015-02-09 telephone interview by Ken Horowitz: the problematic development of the game forced Sega of America to keep the game behind closed doors as opposed to including it in November 10th's (1995) "32XPOSED" 32X announcement event.)
  • Peter Morawiec (Playing at the Next Level, 2015-01-05 email interview by Ken Horowitz)
  • post-Spinball STI was going to make Satam game.
  • STI unimpressed but Hector wanted team to make it anyway.
  • Morawiec's gameplay was story/adv opposed to action
  • him+Duggan made Sonic 16 demo in 1wk
  • cancelled due to slow pace of gameplay and development. plus cartoon had not been released, so no prev. knowledge or marketing buildup to support game. also, STI didn't want to make another spinoff.
  • Morawiec's Sonic 16 design was shelved, but didn't bother him as it freed him up to work on Comix Zone
  • Mike Wallis (Playing at the Next Level, 2015-01-07 email interview by Ken Horowitz)
  • Game was xfered to 32X, codenamed Sonic Mars
  • Was hoped 32X power could allow them bringing Sonic into the next gen while allowing existing Genesis owners to partic.
  • 32X dev hardware difficult, and was being updated during development
  • Kosaka left STI after clashes with the game's (or just STI's?) executive producer Dean Lester in 1995(check date), a serious blow to the project
  • Following this, team's disinterest in Satam caused the connection to be dropped. By E3 1996, all Satam references were removed.
Videos
Websites
Documentation
  • Michael Kosaka - Sonic Mars Game Script 1.1 (1994-05-17) (where is this on the wiki?)
  • Michael Kosaka - Sonic 32X Game Script 1.x (199x-xx-xx) (where is this on the wiki?)


New mirror

Also, if you've been living under a rock or something, I have (yet another!) mirror of Xtreme at http://info.sonicretro.org/images/large/Xtreme.rar . I'm in the process of adding it to Retro's media handling system manually right now. — Scarred Sun 11:42, 17 July 2007 (CDT)

UPDATE: Turns out, someone else thought of this pain in the ass long ago and wrote a script that will do just this, but it's made specifically for multiple large files. I'm adding some more large files onto the server for inclusion—if you have something over 6MB that you think should be on the site (at the moment, I'm going to put up 510, 712, 920, the CD 409 hoax, and Sonic Adventure Gaiden), contact me. — Scarred Sun 12:03, 17 July 2007 (CDT)

Redo

I was actually going to add in the references myself but... ooh it's messy. I think I might have tackled this once before, pushing things off into Sonic X-treme/Development, but I'm now wondering if it's worth dividing this up further.

There is

  • All the early Mega Drive and 32X guff that shouldn't really be described on this page since they're covered elsewhere
  • A sort-of "main branch" Sonic X-treme, being fronted by Ofer Alon and Chris Senn, and is the X-treme we know and love
  • The Point Of View (POV) attempt, which is essentially a tangent that didn't go anywhere
  • Project Condor, the "lets build everything with the boss engine" version, fronted by Christina Coffin and pals

It might make things easier to work with -Black Squirrel (talk) 13:51, 18 September 2021 (EDT)