Research Guide On History Of Sonic R Published
Sonic R is known by a lot of people for the works of Richard Jacques and TJ Davis along with the appearance of the Tails Doll. What is not very known, however, is how the concept of Sonic R came to be and evolved into the game that we received for the SEGA Saturn.
Fragments of the game’s history was out there, typically in the form of screenshots, magazine scans, and interviews. It was all over the place but not pieced together into one solid narrative that can tell the tale. Tamaki, also known as Doctor Cupcakes, went through the effort of doing just that.
A lengthy article was made full of material that showed just how much the game really did evolve over time in development. Those findings are quite impressive as well. Everything is explained. From how the game was first brainstormed to how the mechanics of the game changed over time. Some ideas got in, some didn’t, and some were revised significantly from what it was before or just taken out altogether.
There’s a lot covered and analyzed in the article so feel free to read it and check it out.
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This post was originally written by the author for TSSZ News.
Wow, thanks for featuring my article! I hope everyone likes it. However, one slight correction; I wrote it last month. The page is dated 6 years ago because we had an article on Sonic R up in 2008, but it only had a couple of photos and no text. I just updated over it this week with my research, instead of creating a new page 🙂
Oh, I see! That explains a lot. Fixed. =)
Interesting.
You know, with how they’re re-introducing the characters and their previous success with racing outings, I think it’s about time for a Sonic R reboot. I think the formula they used then could work a lot better now, especially since there are so many more characters with so many more modes of transport to justify an all-out Wacky Racing style game.
I think they should replace Tails Doll with Metal Tails.
It will be great if SEGA remake Sonic R in Hedgehog Engine, using control type from Unleashed/Generations. Oh, and may be each characters can collect boosts icon like Asphalt 6 Adrenaline.
All I’d really really like to see an upscaled PS3/360 rerelease with online multiplayer. Maybe a couple new courses.
Kinda unrelated but I’d also love to have the soundtrack on vinyl. I’ve recently begun collecting them and this is one I’d love to have. It’ll never happen, but hey, a man can dream, right…?
I think more than a remake we need a straight sequel, with a lot more characters (Shadow, Blaze, Rouge, Team Chaotix, etc.) and more racing tracks, also more game mechanics wouldn’t hurt.
Wonder if Sumo Digital would be interested in developing this kind of foot racing game 😀
Let me hop in this real fast.
1. Let’s add in the grinding gameplay of Unleashed but more intuitive and less punishing. I always liked the grinding but it was so simple. Hold boost, Dodge hazards, repeat. I would like to see boost become more involved and advanced especially in a racing game where practice and mastery is key. I also would make it not as punishing as Unleashed so in case you mess up, you aren’t essentially purged from the race with no hope of making a come back.
2. Add in the multiple paths of Unleashed but not as hard to reach or as difficult to find. In Generations some of those other paths were really tucked away. In a racer, the paths should range from easy to find while speeding by at high speed and logically moderately difficult to access. (depending on the set difficulty) these paths aren’t “shorter” or “longer” than any of the others. Each have their benefits, especially the high risk paths but none offer the “choose path to win” strategy. Choosing a path doesn’t assure victory.
3. Add in some very basic combat…similar to the first Riders game I would say. Getting hit from a character adds in more surprises to each battle so you aren’t solely relying on stage hazards to maybe gain an advantage over another racer who is ahead of you. For example Sonic could have Sonic Wind, and Homing Attack, Shadow might have a ranged Chaos Spear and maybe a 5 second timestop, Silver could have a Disorientation attack that scrambles or mirrors your controls for split second and a trigger psyche bomb. you get the idea.
4. CAREFULLY incorporate the boosting element to keep things fair and balanced. I would say add in “boost capsules” in in-game item that you collect while racing. You can collect up to 5 at one time and use them throughout the race. But to balance it out, once you use a boost capsule it has a “cool down effect” meaning you can’t use another boost capsule for maybe 10 seconds or so. After you run out of Boost capsules you have to find them in certain areas or maybe in a randomize, like in Crash Team Racing where you smashed a mystery box and a random power-up was awarded to you.
5. Keep the 2D gameplay FAR FAR away from this game. No exceptions whatsoever! I don’t think this needs anymore explanation.
6. What about Boss battles for story mode? Would they be the typical “race to the finish” bosses or would they incorporate a “race all the laps trigger an attack” approach? Straight 1v1 while grinding on rails? Maybe all 3 at certain points throughout the game? Perhaps a hybrid of these?
7. Why not add special attributes to each character? Sonic is the standard go to character with the well rounded attributes, Silver is slightly slower than Sonic or Shadow but has a longer hangtime in the air. Tails can fly for a while after jumping. Knuckles has an increased durability to hazards, etc.
8. A plot that can be GENUINELY funny AND pure adrenaline at the same time. I would recommend going with established characters and not “lol inventing” new character from nowhere. Since it’s not a main game, it shouldn’t be quite as involved as a main title game and can be more easy going since it is a party game after all. But take note that simply because it may not be as dark or intense as a main title that doesn’t mean that it has to be stupid or insulting. I would rely on visual humor rather than having all of the humor locked in the dialogue and nowhere else. Of course everyone will remain in character. And in true Sonic fashion a massive, over-the-top finale. Something along the lines of an improved Sonic Heroes narrative if that makes sense. Something straight forward, with lots of character encounters in the middle while also building up to a finale and finishing up with one big, epic finish.
Who’s with me?
I honestly think the Unleashed/Colors/Generation control scheme would work really well for a new Sonic R, I keep hoping they’ll do it but no dice.
To be entirely honest, Sonic R has always been my favorite guilty pleasure game. While I can see why people wouldn’t like it much, to me it’s a very important (and often overlooked) part of Sonic history and honestly pretty fun.
That all said, I’ll definitely have to give this a read whenever I have the time.
Now we can finally see the making of the sunshine,thank you Donnie
Wish this would have come out for the PSN, I would’ve gladly bought it for the 3rd time. With CD, and Fighters out, only R was missing to have the Sonic Gems Collection on PS3.
How did this escape my sight…will read soon