Jump to content

Sonic R: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
m Reverted edits by 198.1.205.131 (talk) to last version by Sergecross73
Citation bot (talk | contribs)
Removed parameters. | Use this bot. Report bugs. | #UCB_CommandLine
(44 intermediate revisions by 31 users not shown)
Line 1: Line 1:
{{Short description|1997 racing video game}}
{{Short description|1997 racing game}}
{{Good article}}
{{Good article}}
{{Use British English|date=March 2016}}
{{Use British English|date=March 2016}}
Line 6: Line 6:
| title = Sonic R
| title = Sonic R
| image = Sonic R.jpg
| image = Sonic R.jpg
| alt = The [[Sega Saturn]], [[Windows]], [[Nintendo GameCube]], and [[PlayStation 2]] box art starring [[Sonic the Hedgehog (character)|Sonic]] running fast with tails flying and knuckles slow.
| alt = The Saturn, Windows, GameCube, and PlayStation 2 box art showing Sonic running fast with Tails flying and Knuckles.
| caption = European box art
| caption = European box art
| developer = [[Traveller's Tales]]<br />[[Sonic Team]]
| developer = [[Traveller's Tales]]<br />[[Sonic Team]]
Line 17: Line 17:
| programmer = [[Jon Burton]]
| programmer = [[Jon Burton]]
| series = ''[[Sonic the Hedgehog]]''
| series = ''[[Sonic the Hedgehog]]''
| platforms = [[Sega Saturn]], [[Windows]], [[GameCube]], [[PlayStation 2]]
| platforms = [[Sega Saturn|Saturn]], [[Windows]], [[GameCube]], [[PlayStation 2]]
| released = {{collapsible list|titlestyle=font-weight:normal;font-size:inherit;background:transparent;text-align:left|title=18 November 1997|'''Sega Saturn'''{{vgrelease|NA|18 November 1997|PAL|21 November 1997|JP|4 December 1997<ref>{{cite web|script-title=ja:セガハード大百科 セガサターン対応ソフトウェア(セガ発売)|url=http://sega.jp/fb/segahard/ss/soft.html|trans-title=Sega Hardware Encyclopaedia Sega Saturn Software (Sega releases)|website=Sega|access-date=25 August 2016|language=ja}}</ref>}}'''Microsoft Windows'''{{vgrelease|NA|11 November 1998|PAL|15 November 1998|JP|11 December 1998}}'''GameCube'''{{vgrelease|JP|11 August 2005|NA|16 August 2005|EU|30 September 2005}}'''PlayStation 2'''{{vgrelease|JP|11 August 2005|EU|30 September 2005}}}}
| released = {{collapsible list|title={{nobold|18 November 1997}}|'''Saturn'''{{vgrelease|NA|18 November 1997<ref>{{cite web |url=http://www.sega.com/central/press_releases/nov97/sonic_r.html |title=THE WORLD'S FASTEST HEDGEHOG RACES TO THE 3D WINNER'S CIRCLE WITH "SONIC R" |website=Sega Central |publisher=Sega of America |date=November 17, 1997 |archiveurl=https://web.archive.org/web/19980202045022/http://www.sega.com/central/press_releases/nov97/sonic_r.html |archivedate=February 2, 1998 |url-status=dead |accessdate=December 14, 2020}}</ref>|PAL|21 November 1997|JP|4 December 1997<ref>{{cite web|script-title=ja:セガハード大百科 セガサターン対応ソフトウェア(セガ発売)|url=http://sega.jp/fb/segahard/ss/soft.html|trans-title=Sega Hardware Encyclopaedia Sega Saturn Software (Sega releases)|website=Sega|access-date=25 August 2016|language=ja|archive-date=22 August 2021|archive-url=https://web.archive.org/web/20210822102713/https://sega.jp/fb/segahard/ss/soft.html|url-status=live}}</ref>}}'''Windows'''{{vgrelease|NA|11 November 1998|PAL|15 November 1998|JP|11 December 1998}}'''GameCube'''{{vgrelease|JP|11 August 2005|NA|16 August 2005|EU|30 September 2005}}'''PlayStation 2'''{{vgrelease|JP|11 August 2005|EU|30 September 2005}}}}
| genre = [[Racing video game|Racing]]
| genre = [[Racing video game|Racing]]
| modes = [[Single-player]], [[multiplayer]]
| modes = [[Single-player]], [[multiplayer]]
}}
}}
{{nihongo foot|'''''Sonic R'''''|ソニック{{ruby|R|アール}}|Sonikku Āru|lead=yes|group=lower-alpha}} is a 1997 [[racing video game]] developed by [[Traveller's Tales]] and [[Sonic Team]] for the [[Sega Saturn]]. It is the third racing game in the ''[[Sonic the Hedgehog]]'' series, and the first to feature [[3D computer graphics]]. The player races one of ten [[List of Sonic the Hedgehog characters|''Sonic'' characters]] in various ''Sonic''-themed [[race track]]s as they attempt to stop [[Doctor Robotnik]] from stealing the [[Chaos Emeralds]] and enslaving the world. ''Sonic R'' features [[single-player]] and [[multiplayer]] [[game mode]]s, and while similar to [[kart racing]] games such as ''[[Mario Kart]]'', it places an emphasis on jumping and exploration. By collecting items and completing objectives, players can [[Unlockable (gaming)|unlock]] secret characters.


{{nihongo|'''''Sonic R'''''|ソニック|Sonikku Āru}} is a 1997 [[racing game]] developed by [[Traveller's Tales]] and [[Sonic Team]] and published by [[Sega]] for the [[Sega Saturn]]. It is the third racing game in the ''[[Sonic the Hedgehog]]'' series, and the first to feature [[3D computer graphics]]. The player races one of ten [[List of Sonic the Hedgehog characters|''Sonic'' characters]] in various ''Sonic''-themed [[race track]]s as they attempt to stop [[Doctor Robotnik]] from stealing the [[Chaos Emeralds]] and enslaving the world. ''Sonic R'' features [[single-player]] and [[multiplayer]] [[game mode]]s, and while similar to [[kart racing]] games such as ''[[Mario Kart]]'', it places an emphasis on jumping and exploration. By collecting items and completing objectives, players can [[Unlockable (gaming)|unlock]] secret characters.
Development began after the completion of ''[[Sonic 3D Blast]]'' in 1996 and took nine months. It was the second collaboration between Traveller's Tales and Sonic Team and was designed to take advantage of the Saturn hardware. Sonic Team designed the race tracks, while Traveller's Tales handled implementation and programming using a custom [[game engine]]. The soundtrack was composed by [[Richard Jacques]]; tracks from the game, most notably "Super Sonic Racing", have been reused in subsequent ''Sonic'' titles. [[Sega]] released the game for the Saturn in late 1997, for [[Windows]] the following year, and for the [[GameCube]] and [[PlayStation 2]] as part of ''[[Sonic Gems Collection]]'' in 2005.


Development began after the completion of ''[[Sonic 3D Blast]]'' in 1996 and took nine months. It was the second collaboration between Traveller's Tales and Sonic Team and was designed to take advantage of the Saturn hardware. Sonic Team designed the race tracks, while Traveller's Tales handled implementation and programming using a custom [[game engine]]. The soundtrack was composed by [[Richard Jacques]]; ''Sonic R'' tracks, most notably "Super Sonic Racing", have been reused in subsequent ''Sonic'' games. [[Sega]] released the game for the Saturn in late 1997, for [[Windows]] the following year, and for the [[GameCube]] and [[PlayStation 2]] as part of ''[[Sonic Gems Collection]]'' in 2005.
''Sonic R'' was the only original ''Sonic'' title released for the Saturn; ''[[Sonic 3D Blast]]'' is a port of the [[Mega Drive]] game, and ''[[Sonic Jam]]'' is a compilation of the first four ''Sonic'' games. Initial reviews for the game were mixed, with retrospective reception being more negative. It was praised for its visuals and level design, but criticized for its controls and short length. Meanwhile, Jacques's soundtrack polarized audiences, who either found it catchy and well-produced or out-of-place in a racing game. Fan interest in ''Sonic R'' would inspire Sega to revisit the racing genre in future ''Sonic'' games, leading to the development of titles such as ''[[Sonic Riders]]'' (2006).

''Sonic R'' was the only original ''Sonic'' game released for the Saturn; ''[[Sonic 3D Blast]]'' is a port of the [[Mega Drive]] game, and ''[[Sonic Jam]]'' is a compilation of the first four mainline ''Sonic'' games. Initial reviews for the game were mixed, with retrospective reception being more negative. It was praised for its visuals and level design, but criticised for its poor controls, high difficulty and short length. Meanwhile, Jacques's soundtrack polarized audiences, who either found it catchy and well-produced or out of place in a racing game. Fan interest in ''Sonic R'' inspired Sega to revisit the racing genre with games such as ''[[Sonic Riders]]'' (2006).


==Gameplay==
==Gameplay==
[[File:SonicRGameplay.jpg|left|thumb|[[Sonic the Hedgehog (character)|Sonic]] racing on the "Resort Island" race track]]
[[File:SonicRGameplay.jpg|left|thumb|[[Sonic the Hedgehog (character)|Sonic]] racing on the "Resort Island" race track]]
''Sonic R'' is a racing video game with [[single-player]] and [[multiplayer]] modes. The player selects a [[Player character|character]] and participates in a footrace on one of five race tracks, competing for the fastest time ahead of the other racers.<ref>{{cite web |url=http://www.gamerevolution.com/review/sonic-r |title=''Sonic R'' Review |last=Radakovic |first=Nebojsa |date=6 June 2004 |website=Gamerevolution.com |publisher=[[Game Revolution]] |access-date=10 January 2013}}</ref> Four characters are initially available, while the other six are [[Player character#Non-player and secret characters|secret characters]] that become available when the player completes certain in-game objectives.<ref>Official Guide, p. 31</ref> Although the gameplay is considered similar to [[kart racing]] games such as the ''[[Mario Kart]]'' series,<ref>{{cite web|url=http://www.ign.com/articles/2009/02/20/where-did-sonic-go-wrong?page=2|title=Where Did Sonic Go Wrong? |last=Buchanan |first=Levi |date=20 February 2009 |website=[[IGN]] |url-status=live |archive-url=https://web.archive.org/web/20180622005910/http://www.ign.com/articles/2009/02/20/where-did-sonic-go-wrong?page=2 |archive-date=22 June 2018 |access-date=10 January 2013}}</ref><ref>{{cite web|url=http://cube.gamespy.com/gamecube/sonic-gems-collection/641969p2.html|title=GameSpy: Sonic Gems Collection – Page 2|last=Theobald|first=Phil|date=15 August 2005|website=Cube.gamespy.com|publisher=[[Game Spy]]|url-status=live|archive-url=https://web.archive.org/web/20180622010055/http://cube.gamespy.com/gamecube/sonic-gems-collection/641969p2.html|archive-date=22 June 2018|access-date=10 January 2013}}</ref><ref>{{cite web |url=https://www.gamesradar.com/sonic-gems-collection-review/|title=Sonic Gems Collection Review |date=25 February 2006 |website=[[GamesRadar]] |url-status=live |archive-url=https://web.archive.org/web/20180622010250/https://www.gamesradar.com/sonic-gems-collection-review/|archive-date=22 June 2018 |access-date=10 January 2013}}</ref> ''Sonic R'' places an emphasis on jumping and exploration, as each track has multiple paths and hidden areas.<ref name="autogenerated25" /><ref name="allgame" /> The tracks, although original creations, are thematically based on the art style and environments of classic ''Sonic'' games such as ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog's]]'' "[[Green Hill Zone]]" and ''[[Sonic the Hedgehog 2]]''{{'}}s "Chemical Plant Zone".<ref name="autogenerated25" />
''Sonic R'' is a racing video game with [[single-player]] and [[multiplayer]] modes. The player selects a [[Player character|character]] and participates in a footrace on one of five race tracks, competing for the fastest time ahead of the other racers.<ref>{{cite web |url=http://www.gamerevolution.com/review/sonic-r |title=''Sonic R'' Review |last=Radakovic |first=Nebojsa |date=6 June 2004 |website=Gamerevolution.com |publisher=[[Game Revolution]] |access-date=10 January 2013 |archive-date=22 March 2016 |archive-url=https://web.archive.org/web/20160322142210/http://www.gamerevolution.com/review/sonic-r |url-status=dead }}</ref> Four characters are initially available, while the other six are [[Player character#Non-player and secret characters|secret characters]] that become available when the player completes certain in-game objectives.<ref>Official Guide, p. 31</ref> Although the gameplay is considered similar to [[kart racing]] games such as the ''[[Mario Kart]]'' series,<ref>{{cite web|url=http://www.ign.com/articles/2009/02/20/where-did-sonic-go-wrong?page=2|title=Where Did Sonic Go Wrong? |last=Buchanan |first=Levi |date=20 February 2009 |website=[[IGN]] |url-status=live |archive-url=https://web.archive.org/web/20180622005910/http://www.ign.com/articles/2009/02/20/where-did-sonic-go-wrong?page=2 |archive-date=22 June 2018 |access-date=10 January 2013}}</ref><ref>{{cite web|url=http://cube.gamespy.com/gamecube/sonic-gems-collection/641969p2.html|title=GameSpy: Sonic Gems Collection – Page 2|last=Theobald|first=Phil|date=15 August 2005|website=Cube.gamespy.com|publisher=[[Game Spy]]|url-status=live|archive-url=https://web.archive.org/web/20180622010055/http://cube.gamespy.com/gamecube/sonic-gems-collection/641969p2.html|archive-date=22 June 2018|access-date=10 January 2013}}</ref><ref>{{cite web |url=https://www.gamesradar.com/sonic-gems-collection-review/|title=Sonic Gems Collection Review |date=25 February 2006 |website=[[GamesRadar]] |url-status=live |archive-url=https://web.archive.org/web/20180622010250/https://www.gamesradar.com/sonic-gems-collection-review/|archive-date=22 June 2018 |access-date=10 January 2013}}</ref> ''Sonic R'' places an emphasis on jumping and exploration, as each track has multiple paths and hidden areas.<ref name="autogenerated25" /><ref name="allgame" /> The tracks, although original creations are thematically based on the art style and environments of classic ''Sonic'' games such as ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog's]]'' "[[Green Hill Zone]]" and ''[[Sonic the Hedgehog 2]]''{{'}}s "Chemical Plant Zone".<ref name="autogenerated25" /> Players can also race through each track in reverse.<ref name="Sonic R p 7">[https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf ''Sonic R'' Instruction Booklet] {{Webarchive|url=https://web.archive.org/web/20191218185843/https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf |date=18 December 2019 }}. North American, Sega Saturn version. p 7 ([[PDF]])</ref>


During each race, the player is able to collect [[Item (gaming)|items]] scattered across the track, bestowing advantages. [[Rings (Sonic the Hedgehog)|Rings]], a staple ''Sonic'' series item, are abundant; the player can exchange rings to gain a temporary speed boost or open doors leading to short cuts or special items.<ref name="allgame">{{cite web |url=http://www.allgame.com/game.php?id=1955&tab=review |title=''Sonic R'' – Review |last=Sackenheim |first=Shawn |date=3 October 2010 |website=[[allgame]] |url-status=dead |archive-url=https://web.archive.org/web/20141114145024/http://www.allgame.com/game.php?id=1955&tab=review |archive-date=14 November 2014 |access-date=25 August 2016}}</ref> "Item Panels" give a random temporary advantage, such as a speed increase or shields that grant abilities such as being able to run across water or attract nearby rings.<ref>[https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf ''Sonic R'' Instruction Booklet]. North American, Sega Saturn version. p 13 ([[PDF]])</ref> Collection of other special items, such as "Sonic Tokens" and the Chaos Emeralds, may lead to the [[unlockable (gaming)|unlocking]] of secret characters.<ref name="GSpot" /> ''Sonic R'' allows the player to select the type of weather seen during races.<ref>{{cite web|title=Sonic R © Sega PC|url=http://www.gemonthly.com/reviews/sonic-r/sonic-r_rvw.htm|website=Gaming Entertainment Monthly|access-date=25 August 2016|archive-url=https://web.archive.org/web/20030305151016/http://www.gemonthly.com/reviews/sonic-r/sonic-r_rvw.htm|archive-date=5 March 2003|date=20 February 1999|url-status=dead}}</ref> There is also a "Time Attack" mode, where the player races solo to get the fastest time, and a two player competitive mode, increased to four-players in the ''Gems Collection'' port.<ref name="GSpot" /> In addition to the standard time trial mode, there are two others: "Get 5 Balloons", where five balloons are scattered across the track and must be located, and "Tag 4 Characters", where the player chases and must catch four others.<ref>Official Guide, p. 33.</ref>
During each race, the player can collect [[Item (gaming)|items]] scattered across the track, bestowing advantages. [[Rings (Sonic the Hedgehog)|Rings]], a staple ''Sonic'' series item, are abundant; the player can exchange rings to gain a temporary speed boost or open doors leading to shortcuts or special items.<ref name="allgame">{{cite web |url=http://www.allgame.com/game.php?id=1955&tab=review |title=''Sonic R'' – Review |last=Sackenheim |first=Shawn |date=3 October 2010 |website=[[allgame]] |url-status=dead |archive-url=https://web.archive.org/web/20141114145024/http://www.allgame.com/game.php?id=1955&tab=review |archive-date=14 November 2014 |access-date=25 August 2016}}</ref> "Item Panels" give a random temporary advantage, such as a speed increase or shields that grant abilities such as being able to run across water or attract nearby rings.<ref>[https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf ''Sonic R'' Instruction Booklet] {{Webarchive|url=https://web.archive.org/web/20191218185843/https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf |date=18 December 2019 }}. North American, Sega Saturn version. p 13 ([[PDF]])</ref> Collection of other special items, such as "Sonic Tokens" and the Chaos Emeralds, may lead to the [[unlockable (gaming)|unlocking]] of secret characters.<ref name="GSpot" /> ''Sonic R'' allows the player to select the type of weather seen during races.<ref>{{cite web|title=Sonic R © Sega PC|url=http://www.gemonthly.com/reviews/sonic-r/sonic-r_rvw.htm|website=Gaming Entertainment Monthly|access-date=25 August 2016|archive-url=https://web.archive.org/web/20030305151016/http://www.gemonthly.com/reviews/sonic-r/sonic-r_rvw.htm|archive-date=5 March 2003|date=20 February 1999|url-status=dead}}</ref> There is also a "Time Attack" mode, where the player races solo to get the fastest time, and a two-player competitive mode, increased to four-players in the Windows port.<ref name="GSpot" /> In addition to the standard time trial mode, there are two others: "Get 5 Balloons", where five balloons are scattered across the track and must be located, and "Tag 4 Characters", where the player chases and must catch four others.<ref>Official Guide, p. 33.</ref>


===Characters===
===Characters===
{{See also|List of Sonic the Hedgehog video game characters}}
{{See also|List of Sonic the Hedgehog video game characters}}
''Sonic R'' features ten playable racers, each with unique attributes and abilities falling in line with their usual abilities.<ref>Official Guide, pp. 10-24.</ref> The title character, [[Sonic the Hedgehog (character)|Sonic the Hedgehog]], is the fastest and possesses the ability to "double jump" (being able to perform a second jump in mid-air).<ref name="Sonic R p 17">[https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf ''Sonic R'' Instruction Booklet]. North American, Sega Saturn version. p 17 ([[PDF]])</ref> [[Tails (character)|Tails]] is able to fly through the air for a short time,<ref name="Sonic R p 17" /> and [[Knuckles the Echidna]] can glide through the air upon jumping.<ref name="Sonic R p 18">[https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf ''Sonic R'' Instruction Booklet]. North American, Sega Saturn version. p 18 ([[PDF]])</ref> [[Amy Rose]], the last initially available character, drives a car, allowing her to hover over bodies of water and receive extra speed from driving over boost spaces.<ref name="Sonic R p 18" /> Secret characters include Sonic's archenemy [[Dr. Robotnik]], who flies in a hovercraft—the ''Eggmobile''—and resists differences in terrain; robotic clones of Sonic ([[Metal Sonic]]), Tails (Tails Doll), and Knuckles (Metal Knuckles); Robotnik's robotic assistant [[EggRobo]];<ref>Official Guide, p. 22.</ref><ref>{{cite magazine|magazine=Sega Saturn Magazine|publisher=SoftBank Publishing|date=December 1997|issue=81|title=ソニックR|trans-title=Sonic R|url=http://retrocdn.net/images/6/69/SSM_JP_19971226_1997-45.pdf#page=182|access-date=25 August 2016|language=ja|volume=45|pages=180, 181}}</ref> and [[Sonic the Hedgehog#Super transformation|Super Sonic]], a faster version of Sonic powered by the [[Chaos Emeralds]].<ref name="allgame" />
''Sonic R'' features ten playable racers, each with unique attributes and abilities falling in line with their usual abilities.<ref>Official Guide, pp. 10-24.</ref> [[Sonic the Hedgehog (character)|Sonic the Hedgehog]] is the fastest and can "double jump" (being able to perform a second jump in mid-air).<ref name="Sonic R p 17">[https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf ''Sonic R'' Instruction Booklet] {{Webarchive|url=https://web.archive.org/web/20191218185843/https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf |date=18 December 2019 }}. North American, Sega Saturn version. p 17 ([[PDF]])</ref> [[Tails (character)|Tails]] is able to fly through the air for a short time,<ref name="Sonic R p 17" /> and [[Knuckles the Echidna]] can glide through the air upon jumping.<ref name="Sonic R p 18">[https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf ''Sonic R'' Instruction Booklet] {{Webarchive|url=https://web.archive.org/web/20191218185843/https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf |date=18 December 2019 }}. North American, Sega Saturn version. p 18 ([[PDF]])</ref> [[Amy Rose]], the last initially available character, drives a car, allowing her to hover over bodies of water and receive extra speed from driving over boost spaces.<ref name="Sonic R p 18" /> Secret characters include Sonic's archenemy [[Dr. Robotnik]], who flies in his ''Eggmobile'' hovercraft and resists differences in terrain; robotic clones of Sonic ([[Metal Sonic]]), Tails (Tails Doll), and Knuckles (Metal Knuckles); Robotnik's robotic assistant [[EggRobo]];<ref>Official Guide, p. 22.</ref><ref>{{cite magazine|magazine=Sega Saturn Magazine|publisher=SoftBank Publishing|date=December 1997|issue=81|title=ソニックR|trans-title=Sonic R|url=http://retrocdn.net/images/6/69/SSM_JP_19971226_1997-45.pdf#page=182|access-date=25 August 2016|language=ja|volume=45|pages=180, 181|archive-date=27 August 2016|archive-url=https://web.archive.org/web/20160827151235/http://retrocdn.net/images/6/69/SSM_JP_19971226_1997-45.pdf#page=182|url-status=live}}</ref> and [[Sonic the Hedgehog#Super transformation|Super Sonic]], a faster version of Sonic powered by the [[Chaos Emeralds]].<ref name="allgame" />


Amy's car, Dr. Robotnik's Eggmobile and Eggrobo are the only characters that cannot [[jumping|jump]] unless they hit a [[Spring (device)|spring]] pointing up. Instead of the jumping ability, Amy's car is equipped with a [[turbo]] that reloads every certain amount of time, and both the Eggmobile and Eggrobo can fire [[bomb]]s to their opponents, who will get stunned when hit.
Amy's car, Dr. Robotnik's ''Eggmobile'' and Eggrobo are the only characters that cannot [[jumping|jump]] unless they hit a [[Spring (device)|spring]] pointing up. Instead of the jumping ability, Amy's car is equipped with a [[turbo]] that reloads after a certain amount of time,<ref name="Sonic R p 18"/> and both the ''Eggmobile'' and Eggrobo can fire homing [[missile]]s capable of stunning opponents.<ref name="Sonic R p 19">[https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf ''Sonic R'' Instruction Booklet] {{Webarchive|url=https://web.archive.org/web/20191218185843/https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf |date=18 December 2019 }}. North American, Sega Saturn version. p 19 ([[PDF]])</ref>


==Plot==
==Story==
Sonic and Tails are about to take a holiday when Tails notices an advertisement for a "World Grand Prix".<ref name="Instruction Booklet">[https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf Instruction Booklet], p. 3 ([[PDF]])</ref> While not initially interested, Sonic notices that Dr. Robotnik is also participating in the race, which persuades him to change his mind and enter the race.<ref name="Instruction Booklet" /> It is revealed that Robotnik has recently learned of the whereabouts of the rare and powerful [[Chaos Emeralds]], with which he aspires to enslave the world, and the World Grand Prix is actually a trap used to distract Sonic.<ref name="Instruction Booklet" /> Knuckles and Amy overhear of Robotnik's plan and decide to compete. Together, the four must balance both winning races and obtaining the Chaos Emeralds to keep them out of Robotnik's reach.<ref name="Instruction Booklet" />
Sonic and Tails are about to take a holiday when Tails notices an advertisement for a "World Grand Prix".<ref name="Sonic R p 3">[https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf ''Sonic R'' Instruction Booklet] {{Webarchive|url=https://web.archive.org/web/20191218185843/https://oldgamesdownload.com/wp-content/uploads/Sonic_R_Manual_Saturn_EN.pdf |date=18 December 2019 }}. North American, Sega Saturn version. p 3 ([[PDF]])</ref> While not initially interested, Sonic notices that Dr. Robotnik is also participating in the race, which persuades him to change his mind and enter the race.<ref name="Sonic R p 3"/> It is revealed that Robotnik has recently learned of the whereabouts of the rare and powerful [[Chaos Emeralds]], with which he aspires to enslave the world, and that he intends to gather them during the World Grand Prix while using a group of robotic henchmen he has built to best Sonic.<ref name="Sonic R p 3"/> Knuckles and Amy overhear of Robotnik's plan and decide to compete. Together, the four must balance both winning races and obtaining the Chaos Emeralds to keep them out of Robotnik's reach.<ref name="Sonic R p 3"/>


==Development==
==Development==
After the completion of ''[[Sonic 3D Blast]]'' in 1996, [[Sega]] approached [[Traveller's Tales]] about working on another ''Sonic'' game, this time being a racing game.<ref name="autogenerated25">{{cite magazine |magazine=[[Sega Saturn Magazine]] |issue=24 |page=25 |url=https://archive.org/details/Official_Sega_Saturn_Magazine_024 |access-date=25 August 2016 |title=Travellers Tales: Sonic R Programmer Speaks! |publisher=[[EMAP]] |issn=1360-9424 |date=October 1997}}</ref> Traveller's Tales, who coincidentally had been working on a 3D graphics engine without a purpose at the time, found this to be a logical progression, and accepted the project.<ref name="autogenerated25" /> Traveller's Tales chose to rebuild a [[Formula One]] game they were developing into a ''Sonic''-branded title.<ref>{{cite AV media |url=https://www.youtube.com/watch?v=ME7Dkpgd_-k |archive-url=https://ghostarchive.org/varchive/youtube/20211212/ME7Dkpgd_-k| archive-date=2021-12-12 |url-status=live|date=27 November 2017 |via=YouTube |title=Sonic R's F1 History Recovered - And a Surprise Find |publisher=GameHut |author=Jon Burton |access-date=20 May 2018}}{{cbignore}}</ref> Development started in February 1997 as a joint project between Sega's [[Sonic Team]] and Traveller's Tales.<ref name="autogenerated25" /> The game was originally known as ''Sonic TT'' (the TT standing for Tourist Trophy).<ref name="Making">{{cite magazine|title=The Making Of: ''Sonic R''|url=https://archive.org/stream/retro_gamer/RetroGamer_139#page/64/mode/2up|magazine=[[Retro Gamer]]|location=Bournemouth|publisher=[[Imagine Publishing]]|issue=139|pages=64–67|issn=1742-3155}}</ref> It was first publicly announced as "Phase Two of Project Sonic" (with "Phase One" being ''[[Sonic Jam]]'').<ref>{{cite magazine |last=Nutter |first=Lee |date=July 1997 |title=A Blast from the Past! |url=https://archive.org/details/Sega_Saturn_Magazine_Issue_21_1997-07_EMAP_Images_GB/page/n37 |format=[[PDF]] |magazine=[[Sega Saturn Magazine]] |publisher=[[Emap International Limited]] |issue=21 |page=39 |access-date=19 December 2019}}</ref> The schedule was tight, and Traveller's Tales requested more freedom than they had with ''Sonic 3D Blast''.<ref name=PLHist>{{cite book|editor1-last=Les Editions Pix'n Love|title=The History Of Sonic the Hedgehog|date=2013 |publisher=UDON Entertainment Corp|location=Ontario|isbn=978-1-926778-96-9|pages=62–65}}</ref>
After the completion of ''[[Sonic 3D Blast]]'' in 1996, [[Sega]] approached [[Traveller's Tales]] about working on a ''Sonic'' racing game.<ref name="autogenerated25">{{cite magazine |magazine=[[Sega Saturn Magazine]] |issue=24 |page=25 |url=https://archive.org/details/Official_Sega_Saturn_Magazine_024/page/n23/mode/2up |access-date=25 August 2016 |title=Travellers Tales: Sonic R Programmer Speaks! |publisher=[[EMAP]] |issn=1360-9424 |date=October 1997}}</ref> Traveller's Tales, who coincidentally had been working on a 3D graphics engine without a purpose at the time, found this to be a logical progression.<ref name="autogenerated25" /> Traveller's Tales chose to rebuild a [[Formula One]] game they were developing into a ''Sonic'' game.<ref>{{cite AV media |url=https://www.youtube.com/watch?v=ME7Dkpgd_-k |archive-url=https://ghostarchive.org/varchive/youtube/20211212/ME7Dkpgd_-k| archive-date=2021-12-12 |url-status=live|date=27 November 2017 |via=YouTube |title=Sonic R's F1 History Recovered - And a Surprise Find |publisher=GameHut |author=Jon Burton |access-date=20 May 2018}}{{cbignore}}</ref> Development started in February 1997 as a joint project between Sega's [[Sonic Team]] and Traveller's Tales.<ref name="autogenerated25" /> The game was originally known as ''Sonic TT'' (the TT standing for Tourist Trophy).<ref name="Making">{{cite magazine|title=The Making Of: ''Sonic R''|url=https://archive.org/stream/retro_gamer/RetroGamer_139#page/64/mode/2up|magazine=[[Retro Gamer]]|location=Bournemouth|publisher=[[Imagine Publishing]]|issue=139|pages=64–67|issn=1742-3155}}</ref> It was first publicly announced as "Phase Two of Project Sonic" (with "Phase One" being ''[[Sonic Jam]]'').<ref>{{cite magazine |last=Nutter |first=Lee |date=July 1997 |title=A Blast from the Past! |url=https://archive.org/details/Sega_Saturn_Magazine_Issue_21_1997-07_EMAP_Images_GB/page/n37 |format=[[PDF]] |magazine=[[Sega Saturn Magazine]] |publisher=[[Emap International Limited]] |issue=21 |page=39 |access-date=19 December 2019}}</ref> The schedule was tight, and Traveller's Tales requested more freedom than they had with ''Sonic 3D Blast''.<ref name=PLHist>{{cite book|editor1-last=Les Editions Pix'n Love|title=The History Of Sonic the Hedgehog|date=2014 |publisher=UDON Entertainment Corp|location=Ontario|isbn=978-1-926778-96-9|pages=62–65}}</ref>


Sonic Team designed the race tracks and the game's general flow, and Traveller's Tales were responsible for the implementation and programming.<ref name="autogenerated25" /> Each track was inspired by levels from previous ''Sonic'' games such as Green Hill and Casino Night, and it was due to the tight schedule that there were only five.<ref name=PLHist /> Secret areas and exploration phases were added to follow the series' traditions (Sonic Team also wanted a cross between a racing game and a platforming game), and for this reason a map was developed.<ref name=PLHist /> Sega of Europe producer Kats Sato handled communication with Sonic Team, as he was the only person who could speak both English and Japanese. Discussions led to the reward mechanisms, which Sato believed broadened the game. The courses' look and feel were inspired by other ''Sonic'' games, including ''Sonic 3D Blast''. The 3D models were based on 2D sketches from Sonic Team. All models and animations were developed using [[Softimage 3D]], while Traveller's Tales created their own tools for the remaining game development.<ref name=Making /><ref>{{cite book |author=GamesTM |author-link=GamesTM |title=Retro Volume 4 |date=2011 |publisher=Imagine Publishing |location=Bournemouth |isbn=978-1-9082-2230-5 |pages=129–133 |chapter=Tales of Traveller's Tales}}</ref> Implementing the two-player split-screen mode proved difficult; programmer [[Jon Burton]] stated that this was mainly because it was difficult to ensure cheating was not too easy, so shortcuts were made challenging, with a penalty incurred if players got them wrong.<ref name=Making /> A major development goal was to maintain a consistent 30 [[frames per second]] [[frame rate]] during gameplay. A custom [[game engine]] was developed to take full advantage of the Sega Saturn hardware,<ref name="autogenerated25" /> and a graphical technique, described as "12 layer transparency", was used to transparentise distant [[Texture mapping|textures]] to conceal the Sega Saturn's limited [[draw distance]].<ref>{{cite magazine |date=November 1997 |title=Blue Is Back Again! Race Around Moebius! [sic] |url=https://archive.org/details/Gamefan_Vol_5_Issue_11/page/n127 |format=[[PDF]] |magazine=[[GameFan]] |issue=11 |page=126 |access-date=19 December 2019}}</ref> Burton claimed that ''Sonic R'' could not have been replicated on other consoles during the timeframe, such as the [[PlayStation (console)|PlayStation]] console, due to the technique developed specifically for the Sega Saturn hardware.<ref name="autogenerated25" /> [[Environment mapping]] was achieved by writing what Burton described as a software version of the PlayStation's hardware rendering, as the Saturn's hardware was incapable of it.<ref>{{cite AV media |url=https://www.youtube.com/watch?v=WDJgeuoaSvQ |archive-url=https://ghostarchive.org/varchive/youtube/20211212/WDJgeuoaSvQ| archive-date=2021-12-12 |url-status=live|date=29 November 2017 |via=YouTube |title=Sonic R's "Impossible" Effects - How We Made them Possible (Coding Secrets) |publisher=GameHut |author=Jon Burton |author-link=Jon Burton |access-date=20 May 2018}}{{cbignore}}</ref>
Sonic Team designed the race tracks and the game's general flow, and Traveller's Tales were responsible for the implementation and programming.<ref name="autogenerated25" /> Each track was inspired by levels from previous ''Sonic'' games such as [[Green Hill Zone|Green Hill]] and Casino Night, and it was due to the tight schedule that there were only five.<ref name=PLHist /> Secret areas and exploration phases were added to follow the series' traditions (Sonic Team also wanted a cross between a racing game and a platforming game), and for this reason a map was developed.<ref name=PLHist /> Sega of Europe producer Kats Sato handled communication with Sonic Team, as he was the only person who could speak both English and Japanese. Discussions led to the reward mechanisms, which Sato believed broadened the game. The courses' look and feel were inspired by other ''Sonic'' games, including ''Sonic 3D Blast''. The 3D models were based on 2D sketches from Sonic Team. All models and animations were developed using [[Softimage 3D]], while Traveller's Tales created their own tools for the remaining game development.<ref name=Making /><ref>{{cite book |author=GamesTM |author-link=GamesTM |title=Retro Volume 4 |date=2011 |publisher=Imagine Publishing |location=Bournemouth |isbn=978-1-9082-2230-5 |pages=129–133 |chapter=Tales of Traveller's Tales}}</ref> Implementing the two-player split-screen mode proved difficult; programmer [[Jon Burton]] stated that this was mainly because it was difficult to ensure cheating was not too easy, so shortcuts were made challenging, with a penalty incurred if players got them wrong.<ref name=Making /> A major development goal was to maintain a consistent 30 [[frames per second]] [[frame rate]] during gameplay. A custom [[game engine]] was developed to take full advantage of the Sega Saturn hardware,<ref name="autogenerated25" /> and a graphical technique, described as "12 layer transparency", was used to transparentise distant [[Texture mapping|textures]] to conceal the Sega Saturn's limited [[draw distance]].<ref>{{cite magazine |date=November 1997 |title=Blue Is Back Again! Race Around Moebius! [sic] |url=https://archive.org/details/Gamefan_Vol_5_Issue_11/page/n127 |format=[[PDF]] |magazine=[[GameFan]] |issue=11 |page=126 |access-date=19 December 2019}}</ref> Burton claimed that ''Sonic R'' could not have been replicated on other consoles during the timeframe, such as the [[PlayStation (console)|PlayStation]] console, due to the technique developed specifically for the Sega Saturn hardware.<ref name="autogenerated25" /> [[Environment mapping]] was achieved by writing what Burton described as a software version of the PlayStation's hardware rendering, as the Saturn's hardware was incapable of it.<ref>{{cite AV media |url=https://www.youtube.com/watch?v=WDJgeuoaSvQ |archive-url=https://ghostarchive.org/varchive/youtube/20211212/WDJgeuoaSvQ| archive-date=2021-12-12 |url-status=live|date=29 November 2017 |via=YouTube |title=Sonic R's "Impossible" Effects - How We Made them Possible (Coding Secrets) |publisher=GameHut |author=Jon Burton |author-link=Jon Burton |access-date=20 May 2018}}{{cbignore}}</ref>


An early build was unveiled at the [[Electronic Entertainment Expo]] in [[Atlanta]], Georgia in June 1997,<ref name="autogenerated25" /> with Sega releasing screenshots of a "40% complete build" to various magazines shortly afterwards.<ref name="ReferenceA">{{cite magazine|magazine=[[Game Informer]]|page=61|publisher=Sunrise Publications|title=Sonic R Sega takes Sonic on the road|url=https://archive.org/details/Game_Informer_Issue_054r_October_1997 |access-date=25 August 2016|date=October 1997|issue=54r|issn=1067-6392}}</ref> The builds would be largely the same as the final game, with the exception of minor tweaks, such as the ability to play the "Resort Island" level being in sunset, rather than bright sunshine,<ref name="ReferenceA" /> a change that was made because of the level's music track titled "Can You Feel the Sunshine?".<ref>{{cite web|url=https://www.youtube.com/watch?v=y4Wgqqi5uj8 |archive-url=https://ghostarchive.org/varchive/youtube/20211212/y4Wgqqi5uj8| archive-date=2021-12-12 |url-status=live|publisher=GameHut |author=Jon Burton |author-link=Jon Burton | date=21 June 2018|access-date=22 March 2020|title=Sonic R's Development Secrets}}{{cbignore}}</ref> Traveller's Tales had used programming techniques inspired by those (such as a type of fog known as "Pixie Dust") used on the [[Nintendo 64]].<ref name=PLHist />
An early build was unveiled at the [[Electronic Entertainment Expo]] in [[Atlanta]], Georgia in June 1997,<ref name="autogenerated25" /> with Sega releasing screenshots of a "40% complete build" to various magazines shortly afterwards.<ref name="ReferenceA">{{cite magazine|magazine=[[Game Informer]]|page=61|publisher=Sunrise Publications|title=Sonic R Sega takes Sonic on the road|url=https://archive.org/details/Game_Informer_Issue_054r_October_1997/page/n31/mode/2up |access-date=25 August 2016|date=October 1997|issue=54r|issn=1067-6392}}</ref> The builds would be largely the same as the final game, with the exception of minor tweaks, such as the ability to play the "Resort Island" level being in sunset, rather than bright sunshine,<ref name="ReferenceA" /> a change that was made because of the level's music track titled "Can You Feel the Sunshine?".<ref>{{cite web|url=https://www.youtube.com/watch?v=y4Wgqqi5uj8 |archive-url=https://ghostarchive.org/varchive/youtube/20211212/y4Wgqqi5uj8| archive-date=2021-12-12 |url-status=live|publisher=GameHut |author=Jon Burton |author-link=Jon Burton | date=21 June 2018|access-date=22 March 2020|title=Sonic R's Development Secrets}}{{cbignore}}</ref> Traveller's Tales had used programming techniques inspired by those (such as a type of fog known as "Pixie Dust") used on the [[Nintendo 64]].<ref name=PLHist />


[[Hirokazu Yasuhara]] of Sonic Team went to England and fine-tuned the game due to lack of time for communication. Technical and scheduling issues caused Sato to change the game design, leading to a dispute with producer [[Yuji Naka]], and Sato removed his name from the credits.<ref name=Making /> The game's final release would be first in North America on 18 November 1997, with releases in other regions occurring in late 1997 for the Sega Saturn, and into 1998 for the PC version. The PC versions allowed the user to alter graphics details such as allowing to change between [[software rendering]] and [[3D acceleration]] or adjusting the game's [[draw distance]], affecting how soon objects in the distance are visible.<ref>''Sonic R'' Game, Options Menu</ref> Like many other previous ''Sonic'' games during this time period, a largely unrelated ''Sonic R'' game was released as a [[Tiger Electronics]] [[LCD]] handheld game around the same time in 1998.<ref>{{cite web|url=http://www.rfgeneration.com/cgi-bin/getinfo.pl?ID=U-00T-S-03340-A|title=Sonic R (Tiger Handhelds)|date=13 July 2012|publisher=RF Generation|archive-url=https://web.archive.org/web/20180622010931/http://www.rfgeneration.com/cgi-bin/getinfo.pl?ID=U-00T-S-03340-A|archive-date=22 June 2018|url-status=live|access-date=10 January 2013}}</ref>
[[Hirokazu Yasuhara]] of Sonic Team went to England and fine-tuned the game due to lack of time for communication. Technical and scheduling issues caused Sato to change the game design, leading to a dispute with producer [[Yuji Naka]], and Sato removed his name from the credits.<ref name=Making /> The game's final release would be first in North America on 18 November 1997, with releases in other regions occurring in late 1997 for the Sega Saturn, and into 1998 for the PC version. The PC versions allowed the user to alter graphics details such as allowing to change between [[software rendering]] and [[3D acceleration]] or adjusting the game's [[draw distance]], affecting how soon objects in the distance are visible.<ref>''Sonic R'' Game, Options Menu</ref> Like many other previous ''Sonic'' games during this time period, a largely unrelated ''Sonic R'' game was released as a [[Tiger Electronics]] [[LCD]] handheld game around the same time in 1998.<ref>{{cite web|url=http://www.rfgeneration.com/cgi-bin/getinfo.pl?ID=U-00T-S-03340-A|title=Sonic R (Tiger Handhelds)|date=13 July 2012|publisher=RF Generation|archive-url=https://web.archive.org/web/20180622010931/http://www.rfgeneration.com/cgi-bin/getinfo.pl?ID=U-00T-S-03340-A|archive-date=22 June 2018|url-status=live|access-date=10 January 2013}}</ref>
Line 66: Line 67:
| GamePro = 3/5 <small>(PC)</small><ref name="GamePro">{{cite magazine|title=Sonic R |url=http://www.gamepro.com/article/reviews/674/sonic-r/ |last=Suciu |first=Peter |magazine=GamePro |access-date=8 June 2010|archive-url=https://web.archive.org/web/20091231134517/http://www.gamepro.com/article/reviews/674/sonic-r/|archive-date=31 December 2009}}</ref>
| GamePro = 3/5 <small>(PC)</small><ref name="GamePro">{{cite magazine|title=Sonic R |url=http://www.gamepro.com/article/reviews/674/sonic-r/ |last=Suciu |first=Peter |magazine=GamePro |access-date=8 June 2010|archive-url=https://web.archive.org/web/20091231134517/http://www.gamepro.com/article/reviews/674/sonic-r/|archive-date=31 December 2009}}</ref>
| GI = 7.5/10 <small>(SAT)</small><ref name="GI Review">{{cite magazine|last=McNamara |first=Andy |url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=jan98&doc=sonicr |title=Everybody's Super Sonic Racing |magazine=[[Game Informer]] |date=January 1998 |access-date=16 June 2014 |display-authors=etal |url-status=unfit |archive-url=https://web.archive.org/web/19990921145014/http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=jan98&doc=sonicr |archive-date=21 September 1999 }}</ref>
| GI = 7.5/10 <small>(SAT)</small><ref name="GI Review">{{cite magazine|last=McNamara |first=Andy |url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=jan98&doc=sonicr |title=Everybody's Super Sonic Racing |magazine=[[Game Informer]] |date=January 1998 |access-date=16 June 2014 |display-authors=etal |url-status=unfit |archive-url=https://web.archive.org/web/19990921145014/http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=jan98&doc=sonicr |archive-date=21 September 1999 }}</ref>
| GSpot = 5.6/10 <small>(SAT)</small><ref name="GSpot">{{cite web|title=Sonic R Review for Saturn |url=http://www.gamespot.com/saturn/driving/sonicr/review.html |website=[[GameSpot]] |last=MacDonald |first=Ryan |date=22 December 2007 |access-date=16 June 2014}}</ref>
| GSpot = 5.6/10 <small>(SAT)</small><ref name="GSpot">{{cite web |title=Sonic R Review for Saturn |url=http://www.gamespot.com/saturn/driving/sonicr/review.html |website=[[GameSpot]] |last=MacDonald |first=Ryan |date=22 December 1997 |access-date=16 June 2014 |archive-date=6 January 2012 |archive-url=https://web.archive.org/web/20120106085641/http://www.gamespot.com/sonic-r/reviews/sonic-r-review-2532890 |url-status=live }}</ref>
| NGen = 3/5 <small>(SAT)</small><ref name="NG">{{cite magazine|title=Head Spin|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=Imagine Media|issue=38|volume=4|date=February 1998|page=115}}</ref>
| NGen = 3/5 <small>(SAT)</small><ref name="NG">{{cite magazine|title=Head Spin|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=Imagine Media|issue=38|volume=4|date=February 1998|page=115}}</ref>
| rev2 = ''[[Sega Saturn Magazine]]''
| rev2 = ''[[Sega Saturn Magazine]]''
| rev2Score = 93% <small>(SAT)</small><ref name="SSM">{{cite magazine|last=Nutter|first=Lee|title=Sonic R Review|magazine=[[Sega Saturn Magazine]]|issue=26|volume=3|date=December 1997|pages=50–53|url=https://archive.org/details/Official_Sega_Saturn_Magazine_026|access-date=25 August 2016|issn=1360-9424|publisher=[[EMAP]]}}</ref>
| rev2Score = 93% <small>(SAT)</small><ref name="SSM">{{cite magazine|last=Nutter|first=Lee|title=Sonic R Review|magazine=[[Sega Saturn Magazine]]|issue=26|volume=3|date=December 1997|pages=50–53|url=https://archive.org/details/Official_Sega_Saturn_Magazine_026|access-date=25 August 2016|issn=1360-9424|publisher=[[EMAP]]}}</ref>
| GR = 70% <small>(PC)</small><ref name="GRPC">{{cite web |url=http://www.gamerankings.com/pc/574840-sonic-r/index.html |title=''Sonic R'' for PC – GameRankings |publisher=GameRankings |access-date=18 June 2010}}</ref><br />69% <small>(SAT)</small><ref name="GRSSAT">{{cite web |url=http://www.gamerankings.com/saturn/198698-sonic-r/index.html |title=''Sonic R'' for Saturn – GameRankings |publisher=GameRankings |access-date=18 June 2010}}</ref>
| GR = 70% <small>(PC)</small><ref name="GRPC">{{cite web |url=http://www.gamerankings.com/pc/574840-sonic-r/index.html |title=''Sonic R'' for PC – GameRankings |publisher=GameRankings |access-date=18 June 2010 |archive-date=17 September 2011 |archive-url=https://web.archive.org/web/20110917110302/http://www.gamerankings.com/pc/574840-sonic-r/index.html |url-status=dead }}</ref><br />69% <small>(SAT)</small><ref name="GRSSAT">{{cite web |url=http://www.gamerankings.com/saturn/198698-sonic-r/index.html |title=''Sonic R'' for Saturn – GameRankings |publisher=GameRankings |access-date=18 June 2010 |archive-date=4 January 2012 |archive-url=https://web.archive.org/web/20120104033617/http://www.gamerankings.com/saturn/198698-sonic-r/index.html |url-status=dead }}</ref>
| CVG = 4/5 <small>(SAT)</small><ref name=CVG>{{cite magazine|magazine=[[Computer and Video Games]]|publisher=[[Future Publishing]]|issue=193|url=http://retrocdn.net/images/c/cb/CVG_UK_193.pdf#page=72|access-date=25 August 2016|pages=72–76|title=Sonic R|issn=0261-3697}}</ref>
| CVG = 4/5 <small>(SAT)</small><ref name=CVG>{{cite magazine|magazine=[[Computer and Video Games]]|publisher=[[Future Publishing]]|issue=193|url=http://retrocdn.net/images/c/cb/CVG_UK_193.pdf#page=72|access-date=25 August 2016|pages=72–76|title=Sonic R|issn=0261-3697|archive-date=27 August 2016|archive-url=https://web.archive.org/web/20160827153617/http://retrocdn.net/images/c/cb/CVG_UK_193.pdf#page=72|url-status=live}}</ref>
}}
}}
The Saturn version of ''Sonic R'' received mixed reviews from critics at the time of its release, although retrospective commentary has been more negative. It received an aggregate score of 69 per cent from [[GameRankings]], based on six reviews,<ref name=GRSSAT /> and the PC version received 70 per cent based on two.<ref name=GRPC />
The Saturn version of ''Sonic R'' received mixed reviews from critics at the time of its release, although retrospective commentary has been more negative. It received an aggregate score of 69 per cent from [[GameRankings]], based on six reviews,<ref name=GRSSAT /> and the PC version received 70 per cent based on two.<ref name=GRPC />
Line 77: Line 78:
The game's visuals were considered its strongest feature. ''[[AllGame]]'' called the textures vibrant and noted they had "no pop-up or glitching",<ref name="allgame" /> and ''[[Electronic Gaming Monthly]]'' (''EGM'') felt the environmental details were lush.<ref name="EGM" /> ''EGM'' and ''[[Sega Saturn Magazine]]'' highlighted the consistent frame rate (which rarely dropped below 30 frames per second) as a noteworthy achievement, with the latter favourably comparing ''Sonic R'' to the Saturn version of ''[[Sega Rally Championship]]''.<ref name="EGM" /><ref name="SSM" /> ''[[Next Generation (magazine)|Next Generation]]'' hailed the game as "the most visually outstanding Saturn title" for its use of [[Transparency (graphic)|transparency]] effects and reflective surfaces,<ref name="NG" /> a sentiment echoed by ''EGM''.<ref name="EGM" /> ''Sega Saturn Magazine'' cited the "Radiant Emerald" level, which is made from transparent polygons, as far superior when compared to ''[[Mario Kart 64]]''{{'}}s "[[Rainbow Road (Mario Kart)|Rainbow Road]]".<ref name="SSM" /> ''[[GameSpot]]'' stated that the cartoonish style of previous ''Sonic'' games worked well in 3D.<ref name="GSpot" /> ''GameSpot'', ''EGM'', and ''[[GamePro]]'' criticised the background's graphical "pop-up", with ''GamePro'' opining that it ruined the multiplayer mode.<ref name="GSpot" /><ref name="EGM" /><ref name=GProSa/> However, ''Sega Saturn Magazine'' praised the two-player mode for maintaining the same speed and graphical detail as its single-player counterpart.<ref name="SSM" /> ''[[Game Informer]]'' asserted that "the way they hid the background pop through translucent melting is innovative", but they panned the poor quality of the character animation.<ref name="GI Review" /> Finally, ''Sega Saturn Magazine'' complimented the replay mode's more dramatic camera angles.<ref name="SSM" />
The game's visuals were considered its strongest feature. ''[[AllGame]]'' called the textures vibrant and noted they had "no pop-up or glitching",<ref name="allgame" /> and ''[[Electronic Gaming Monthly]]'' (''EGM'') felt the environmental details were lush.<ref name="EGM" /> ''EGM'' and ''[[Sega Saturn Magazine]]'' highlighted the consistent frame rate (which rarely dropped below 30 frames per second) as a noteworthy achievement, with the latter favourably comparing ''Sonic R'' to the Saturn version of ''[[Sega Rally Championship]]''.<ref name="EGM" /><ref name="SSM" /> ''[[Next Generation (magazine)|Next Generation]]'' hailed the game as "the most visually outstanding Saturn title" for its use of [[Transparency (graphic)|transparency]] effects and reflective surfaces,<ref name="NG" /> a sentiment echoed by ''EGM''.<ref name="EGM" /> ''Sega Saturn Magazine'' cited the "Radiant Emerald" level, which is made from transparent polygons, as far superior when compared to ''[[Mario Kart 64]]''{{'}}s "[[Rainbow Road (Mario Kart)|Rainbow Road]]".<ref name="SSM" /> ''[[GameSpot]]'' stated that the cartoonish style of previous ''Sonic'' games worked well in 3D.<ref name="GSpot" /> ''GameSpot'', ''EGM'', and ''[[GamePro]]'' criticised the background's graphical "pop-up", with ''GamePro'' opining that it ruined the multiplayer mode.<ref name="GSpot" /><ref name="EGM" /><ref name=GProSa/> However, ''Sega Saturn Magazine'' praised the two-player mode for maintaining the same speed and graphical detail as its single-player counterpart.<ref name="SSM" /> ''[[Game Informer]]'' asserted that "the way they hid the background pop through translucent melting is innovative", but they panned the poor quality of the character animation.<ref name="GI Review" /> Finally, ''Sega Saturn Magazine'' complimented the replay mode's more dramatic camera angles.<ref name="SSM" />


Critical reaction to the game's level design was also positive. ''Game Informer'' found the tracks imaginative and filled with secrets, while ''EGM'' found them to be "some of the most well-designed tracks ever".<ref name="EGM" /><ref name="GI Review" /> ''AllGame'', ''EGM'', and ''Game Informer'' thought similarly.<ref name="allgame" /><ref name="EGM" /><ref name="GI Review" /> ''Sega Saturn Magazine'' compared the level design to that of the 16-bit ''Sonic'' titles and Sonic Team's ''[[Nights into Dreams...]]'', noting that "far more fun is to be gleamed {{sic}} from the exploration element" than "the temptation&nbsp;... to leg it through each of the levels in a time trial-like way".<ref name="SSM" /> In a similar vein, ''Next Generation'' described ''Sonic R'' and Nintendo 64 contemporary ''[[Diddy Kong Racing]]'' as "less of a racing title and more of a driving adventure game".<ref name="NG" /> ''Sega Saturn Magazine'' commented on the replay value provided by alternate modes, such as "Get 5 Balloons!", but conceded that "five tracks don't really suffice, even with the reverse mode".<ref name="SSM" /> ''GameSpot'', ''EGM'', and ''Game Informer'' also expressed disappointment with the limited selection of levels.<ref name="GSpot" /><ref name="EGM" /><ref name="GI Review" />
Critical reaction to the game's level design was also positive. ''Game Informer'' found the tracks imaginative and filled with secrets, while ''EGM'' found them to be "some of the most well-designed tracks ever".<ref name="EGM" /><ref name="GI Review" /> ''AllGame'', ''EGM'', and ''Game Informer'' thought similarly.<ref name="allgame" /><ref name="EGM" /><ref name="GI Review" /> ''Sega Saturn Magazine'' compared the level design to that of the 16-bit ''Sonic'' games and Sonic Team's ''[[Nights into Dreams...]]'', noting that "far more fun is to be gleamed {{sic}} from the exploration element" than "the temptation&nbsp;... to leg it through each of the levels in a time trial-like way".<ref name="SSM" /> In a similar vein, ''Next Generation'' described ''Sonic R'' and Nintendo 64 contemporary ''[[Diddy Kong Racing]]'' as "less of a racing title and more of a driving adventure game".<ref name="NG" /> ''Sega Saturn Magazine'' commented on the replay value provided by alternate modes, such as "Get 5 Balloons!", but conceded that "five tracks don't really suffice, even with the reverse mode".<ref name="SSM" /> ''GameSpot'', ''EGM'', and ''Game Informer'' also expressed disappointment with the limited selection of levels.<ref name="GSpot" /><ref name="EGM" /><ref name="GI Review" />


The title's controls and overall gameplay were criticised, with some questioning their accuracy and depth. ''GameSpot'' finished every level in first place within one hour using only one of the four initial characters. While the game also features a hard mode, ''GameSpot'' concluded that "''Sonic R'' has more in the personality department than in the depth department".<ref name="GSpot" /> ''GameSpot'' and ''Game Informer'' cited finding the Chaos Emeralds and hidden coins as difficult,<ref name="GSpot" /><ref name="GI Review" /> but ''GameSpot'' argued that such optional tasks offered little in return, because the hidden characters "are mostly robot versions of the already playable ones".<ref name="GSpot" /> Moreover, ''AllGame'' believed the controls took time to get used to, but added: "Start sliding around corners and letting off the gas at the right times and you'll be finding all of the secrets that ''Sonic R'' conceals in no time".<ref name="allgame" /> Likewise, ''Sega Saturn Magazine'' called the controls "initially tricky&nbsp;... but incredibly playable," ''Next Generation'' stated "the proper techniques, with time, can be learned," and ''Game Informer'' concluded "once you get used to it, you'll find a real solid game".<ref name="EGM" /><ref name="NG" /><ref name="SSM" /> ''Game Informer'' thought the game played better with the digital pad as opposed to Sega's analogue controller.<ref name="EGM" /> ''GamePro'' agreed that the controls were responsive, but to a fault: "At high speeds, it's nearly impossible to run in a straight line."<ref name=GProSa>{{cite magazine |author=Dan Elektro |title=Saturn ProReview Sonic R |magazine=[[GamePro]] |issue=113 |volume=10 |date=February 1998 |page=98 |url=https://archive.org/details/GamePro_Issue_103_February_1998 |access-date=25 August 2016 |issn=1042-8658 |publisher=[[International Data Group]]}}</ref>
The controls and overall gameplay were criticised, with some questioning their accuracy and depth. ''GameSpot'' finished every level in first place within one hour using only one of the four initial characters. While the game also features a hard mode, ''GameSpot'' concluded that "''Sonic R'' has more in the personality department than in the depth department".<ref name="GSpot" /> ''GameSpot'' and ''Game Informer'' cited finding the Chaos Emeralds and hidden coins as difficult,<ref name="GSpot" /><ref name="GI Review" /> but ''GameSpot'' argued that such optional tasks offered little in return, because the hidden characters "are mostly robot versions of the already playable ones".<ref name="GSpot" /> Moreover, ''AllGame'' believed the controls took time to get used to, but added: "Start sliding around corners and letting off the gas at the right times and you'll be finding all of the secrets that ''Sonic R'' conceals in no time".<ref name="allgame" /> Likewise, ''Sega Saturn Magazine'' called the controls "initially tricky&nbsp;... but incredibly playable," ''Next Generation'' stated "the proper techniques, with time, can be learned," and ''Game Informer'' concluded "once you get used to it, you'll find a real solid game".<ref name="EGM" /><ref name="NG" /><ref name="SSM" /> ''Game Informer'' thought the game played better with the digital pad as opposed to Sega's analogue controller.<ref name="EGM" /> ''GamePro'' agreed that the controls were responsive, but to a fault: "At high speeds, it's nearly impossible to run in a straight line."<ref name=GProSa>{{cite magazine |author=Dan Elektro |title=Saturn ProReview Sonic R |magazine=[[GamePro]] |issue=113 |volume=10 |date=February 1998 |page=98 |url=https://archive.org/details/GamePro_Issue_103_February_1998 |access-date=25 August 2016 |issn=1042-8658 |publisher=[[International Data Group]]}}</ref>


''Sonic R''<nowiki>'</nowiki>s soundtrack was particularly divisive. ''Sega Saturn Magazine'' described the "storm of controversy [that] surrounds the accompanying music", which "has come in for a bit of a slagging on the Internet recently for the addition of vocals." Although he was not a fan of dance music, Nutter stated that the tracks were "better than most chart stuff", while the included instrumental versions were sufficient "to appease everyone".<ref name="SSM" /> ''AllGame'' offered high praise for the soundtrack, which they called "One of the most inspired ... I've ever heard", while ''GameSpot'' believed the songs gave the game so much more personality".<ref name="allgame" /><ref name="GSpot" /> Conversely, ''GamePro'' deplored the music as "unbelievably annoying".<ref name=GProSa/> ''[[Computer and Video Games]]'' complimented the music, saying it "fits the Sonic style perfectly", and is reminiscent of ''[[Sonic CD]]''{{'}}s soundtrack.<ref name=CVG />
''Sonic R''<nowiki>'</nowiki>s soundtrack was particularly divisive. ''Sega Saturn Magazine'' described the "storm of controversy [that] surrounds the accompanying music", which "has come in for a bit of a slagging on the Internet recently for the addition of vocals." Although he was not a fan of dance music, Nutter stated that the tracks were "better than most chart stuff", while the included instrumental versions were sufficient "to appease everyone".<ref name="SSM" /> ''AllGame'' offered high praise for the soundtrack, which they called "One of the most inspired ... I've ever heard", while ''GameSpot'' believed the songs gave the game "so much more personality".<ref name="allgame" /><ref name="GSpot" /> Conversely, ''GamePro'' deplored the music as "unbelievably annoying".<ref name=GProSa/> ''[[Computer and Video Games]]'' complimented the music, saying it "fits the Sonic style perfectly", and is reminiscent of ''[[Sonic CD]]''{{'}}s soundtrack.<ref name=CVG />


The [[Porting|ported]] version of the game available in ''[[Sonic Gems Collection]]'' was more negatively reviewed. ''[[Eurogamer]]'' called the game "too awkward to play for any length of time",<ref>{{cite web|url=http://www.eurogamer.net/articles/r_sonicgems_gc|title=Sonic Gems Collection Review • Reviews • GameCube •|last=Bramwell|first=Tom|date=6 October 2005|publisher=Eurogamer.net|archive-url=https://web.archive.org/web/20180622012355/https://www.eurogamer.net/articles/r_sonicgems_gc|archive-date=22 June 2018|url-status=live|access-date=16 June 2014}}</ref> and ''[[1UP.com]]'' wrote the visuals were grainy—"mak[ing] it hard to tell where you're going"—and the controls were frustrating and imprecise.<ref>{{cite web|last=Parish|first=Jeremy|url=http://www.1up.com/reviews/sonic-gems_4|title=''Sonic Gems Collection''|website=1UP.com|date=16 August 2005|access-date=17 February 2017|url-status=dead|archive-url=https://archive.today/20130219213254/http://www.1up.com/reviews/sonic-gems_4|archive-date=19 February 2013}}</ref> ''GameSpot'' described "its laughably bad soundtrack" as "[its] only redeeming quality",<ref>{{cite web|url=http://www.gamespot.com/reviews/sonic-gems-collection-review/1900-6131881/|title=Sonic Gems Collection Review|last=Davis|first=Ryan|date=24 August 2005|website=GameSpot|archive-url=https://web.archive.org/web/20180622012310/https://www.gamespot.com/reviews/sonic-gems-collection-review/1900-6131881/|archive-date=22 June 2018|url-status=live|access-date=21 July 2014}}</ref> and ''[[GameSpy]]'' called ''Sonic R'' "a concept that works better in theory than in practice"—despite its "fantastic (if not bizarre) soundtrack".<ref>{{cite web|url=http://cube.gamespy.com/gamecube/sonic-gems-collection/641969p1.html|title=GameSpy: Sonic Gems Collection – Page 1|last=Theobald|first=Phil|date=15 August 2005|website=Cube.gamespy.com|archive-url=https://web.archive.org/web/20180622012216/http://cube.gamespy.com/gamecube/sonic-gems-collection/641969p1.html|archive-date=22 June 2018|url-status=live|access-date=16 June 2014}}</ref> Conversely, ''[[Jeuxvideo.com]]'', in a negative review of ''Sonic Gems Collection'', praised the game, arguing that it was the only decent game in the compilation alongside ''Sonic CD''.<ref>{{Cite news|url=http://www.jeuxvideo.com/articles/0000/00005709_test.htm|title=Test Sonic Gems Collection sur PS2|last=Superpanda|work=Jeuxvideo.com|access-date=13 June 2018|language=fr}}</ref> In a 2003 retrospective, ''Game Informer'' described the game as "decent, but unmemorable", while ''GamesRadar'' included ''Sonic R'' in a 2014 list of the top 50 Sega Saturn games, calling it "a technical tour de force".<ref name="Yasuhara" /><ref>{{cite web|author=GamesRadar Staff|url=http://www.gamesradar.com/best-saturn-games-all-time/ |title=Best Saturn games of all time|website=GamesRadar|date=6 March 2014|access-date=16 June 2014}}</ref> ''[[GameTrailers]]'' ranked it as the second worst ''Sonic'' game, behind 2006's [[Sonic the Hedgehog (2006 video game)|''Sonic the Hedgehog'']].<ref>{{cite web|url=https://www.youtube.com/watch?v=zwh6pOdZE_g |archive-url=https://ghostarchive.org/varchive/youtube/20211212/zwh6pOdZE_g| archive-date=2021-12-12 |url-status=live|title=GT Countdown – Top 5 Worst Sonic Games|work=[[GameTrailers]]|publisher=[[IGN]]|date=27 October 2013|access-date=25 August 2016}}{{cbignore}}</ref> Game designer [[Hirokazu Yasuhara]], who helped Traveller's Tales rework the game in response to concerns over the quality of a preview version, has maintained that "the final version of ''Sonic R'' is actually quite good&nbsp;... However, I do admit that the base concept of ''Sonic R'', in which a player 'drives' running characters, is not great".<ref name="Yasuhara">{{cite magazine|author=Staff|title=Sonic's Architect: GI Interviews Hirokazu Yasuhara|magazine=[[Game Informer]]|issue=124|volume=13|date=August 2003|pages=114–116|issn=1067-6392|publisher=[[GameStop]]}}</ref>
The [[Porting|ported]] version of the game available in ''[[Sonic Gems Collection]]'' was more negatively reviewed. ''[[Eurogamer]]'' called the game "too awkward to play for any length of time",<ref>{{cite web|url=http://www.eurogamer.net/articles/r_sonicgems_gc|title=Sonic Gems Collection Review • Reviews • GameCube •|last=Bramwell|first=Tom|date=6 October 2005|publisher=Eurogamer.net|archive-url=https://web.archive.org/web/20180622012355/https://www.eurogamer.net/articles/r_sonicgems_gc|archive-date=22 June 2018|url-status=live|access-date=16 June 2014}}</ref> and ''[[1UP.com]]'' wrote the visuals were grainy—"mak[ing] it hard to tell where you're going"—and the controls were frustrating and imprecise.<ref>{{cite web|last=Parish|first=Jeremy|url=http://www.1up.com/reviews/sonic-gems_4|title=''Sonic Gems Collection''|website=1UP.com|date=16 August 2005|access-date=17 February 2017|url-status=dead|archive-url=https://archive.today/20130219213254/http://www.1up.com/reviews/sonic-gems_4|archive-date=19 February 2013}}</ref> ''GameSpot'' described "its laughably bad soundtrack" as "[its] only redeeming quality",<ref>{{cite web|url=http://www.gamespot.com/reviews/sonic-gems-collection-review/1900-6131881/|title=Sonic Gems Collection Review|last=Davis|first=Ryan|date=24 August 2005|website=GameSpot|archive-url=https://web.archive.org/web/20180622012310/https://www.gamespot.com/reviews/sonic-gems-collection-review/1900-6131881/|archive-date=22 June 2018|url-status=live|access-date=21 July 2014}}</ref> and ''[[GameSpy]]'' called ''Sonic R'' "a concept that works better in theory than in practice"—despite its "fantastic (if not bizarre) soundtrack".<ref>{{cite web|url=http://cube.gamespy.com/gamecube/sonic-gems-collection/641969p1.html|title=GameSpy: Sonic Gems Collection – Page 1|last=Theobald|first=Phil|date=15 August 2005|website=Cube.gamespy.com|archive-url=https://web.archive.org/web/20180622012216/http://cube.gamespy.com/gamecube/sonic-gems-collection/641969p1.html|archive-date=22 June 2018|url-status=live|access-date=16 June 2014}}</ref> Conversely, ''[[Jeuxvideo.com]]'', in a negative review of ''Sonic Gems Collection'', praised the game, arguing that it was the only decent game in the compilation alongside ''Sonic CD''.<ref>{{Cite news|url=http://www.jeuxvideo.com/articles/0000/00005709_test.htm|title=Test Sonic Gems Collection sur PS2|last=Superpanda|work=Jeuxvideo.com|access-date=13 June 2018|language=fr|archive-date=14 June 2018|archive-url=https://web.archive.org/web/20180614044734/http://www.jeuxvideo.com/articles/0000/00005709_test.htm|url-status=live}}</ref> In a 2003 retrospective, ''Game Informer'' described the game as "decent, but unmemorable", while ''GamesRadar'' included ''Sonic R'' in a 2014 list of the top 50 Sega Saturn games, calling it "a technical tour de force".<ref name="Yasuhara" /><ref>{{cite web|author=GamesRadar Staff|url=http://www.gamesradar.com/best-saturn-games-all-time/|title=Best Saturn games of all time|website=GamesRadar|date=6 March 2014|access-date=16 June 2014|archive-date=21 March 2014|archive-url=https://web.archive.org/web/20140321233049/http://www.gamesradar.com/best-saturn-games-all-time/|url-status=dead}}</ref> In 2013, ''[[GameTrailers]]'' ranked it as the second worst ''Sonic'' game, behind 2006's [[Sonic the Hedgehog (2006 video game)|''Sonic the Hedgehog'']].<ref>{{cite web|url=https://www.youtube.com/watch?v=zwh6pOdZE_g |archive-url=https://ghostarchive.org/varchive/youtube/20211212/zwh6pOdZE_g| archive-date=2021-12-12 |url-status=live|title=GT Countdown – Top 5 Worst Sonic Games|work=[[GameTrailers]]|publisher=[[IGN]]|date=27 October 2013|access-date=25 August 2016}}{{cbignore}}</ref> Game designer [[Hirokazu Yasuhara]], who helped Traveller's Tales rework the game in response to concerns over the quality of a preview version, has maintained that "the final version of ''Sonic R'' is actually quite good&nbsp;... However, I do admit that the base concept of ''Sonic R'', in which a player 'drives' running characters, is not great".<ref name="Yasuhara">{{cite magazine|author=Staff|title=Sonic's Architect: GI Interviews Hirokazu Yasuhara|magazine=[[Game Informer]]|issue=124|volume=13|date=August 2003|pages=114–116|issn=1067-6392|publisher=[[GameStop]]}}</ref>


==Legacy==
==Legacy==
Despite Sega releasing two ''Sonic'' racing games prior to ''Sonic R'', ''[[Sonic Drift]]'' and ''[[Sonic Drift 2]]'', for the [[Sega Game Gear]], developer Takashi Yuda cited fans requesting more racing games in the vein of ''Sonic R'' would be Sega's actual inspiration for revisiting the genre in future years.<ref name="gamespy2">{{cite web|url=http://ps2.gamespy.com/playstation-2/sonic-riders/682225p1.html|title=GameSpy: Sega Talks Sonic Riders – Page 1|last=Theobald|first=Phil|date=20 January 2006|publisher=Ps2.gamespy.com|archive-url=https://web.archive.org/web/20180622011408/http://ps2.gamespy.com/playstation-2/sonic-riders/682225p1.html|archive-date=22 June 2018|url-status=live|access-date=10 January 2013}}</ref> This led to the development and release of the [[hoverboard]]ing game ''[[Sonic Riders]]'', although there are no connections between the two games other than both being racing games.<ref name="gamespy2" /> Later ''Sonic'' racing games include ''Sonic Riders'' sequels ''[[Sonic Riders: Zero Gravity]]'' and ''[[Sonic Free Riders]]'', and kart games ''[[Sonic & Sega All-Stars Racing]]'', ''[[Sonic & All-Stars Racing Transformed]]'' and ''[[Team Sonic Racing]].''
Despite Sega releasing two ''Sonic'' racing games prior to ''Sonic R'', ''[[Sonic Drift]]'' and ''[[Sonic Drift 2]]'', for the [[Game Gear]], developer Takashi Yuda cited fans requesting more racing games in the vein of ''Sonic R'' would be Sega's actual inspiration for revisiting the genre in future years.<ref name="gamespy2">{{cite web|url=http://ps2.gamespy.com/playstation-2/sonic-riders/682225p1.html|title=GameSpy: Sega Talks Sonic Riders – Page 1|last=Theobald|first=Phil|date=20 January 2006|publisher=Ps2.gamespy.com|archive-url=https://web.archive.org/web/20180622011408/http://ps2.gamespy.com/playstation-2/sonic-riders/682225p1.html|archive-date=22 June 2018|url-status=live|access-date=10 January 2013}}</ref> This led to the development and release of the [[hoverboard]]ing game ''[[Sonic Riders]]'', although there are no connections between the two games other than both being racing games.<ref name="gamespy2" /> Later ''Sonic'' racing games include ''Sonic Riders'' sequels ''[[Sonic Riders: Zero Gravity]]'' and ''[[Sonic Free Riders]]'', and kart games ''[[Sonic & Sega All-Stars Racing]]'', ''[[Sonic & All-Stars Racing Transformed]]'' and ''[[Team Sonic Racing]].''


Songs from ''Sonic R''{{'}}s soundtrack were included in later games featuring Sonic in their original forms or as remixes, including ''[[Super Smash Bros. Brawl]]'',<ref>{{cite web |url=http://www.smashbros.com/en_us/music/music24_list.html |title=Full Song List with Secret Songs – Smash Bros. DOJO!! |access-date=25 August 2016 |work=Smash Bros. DOJO!! |author=Sakurai, Masahiro |publisher=[[Nintendo]]|archive-url=https://web.archive.org/web/20130509063631/http://www.smashbros.com/en_us/music/music24_list.html|archive-date=9 May 2013}}</ref> ''[[Super Smash Bros. Ultimate]]'', ''[[Sonic Generations]]'', ''Sonic & Sega All-Stars Racing'' and ''Sonic & All-Stars Racing Transformed''.<ref>{{cite web|url=http://segabits.com/blog/2012/05/01/tuesday-tunes-sonic-rs-super-sonic-racing/|title=SEGA Tunes: Sonic R's Super Sonic Racing|date=1 May 2012|website=SegaBits|archive-url=https://web.archive.org/web/20180622011510/http://segabits.com/blog/2012/05/01/tuesday-tunes-sonic-rs-super-sonic-racing/|archive-date=22 June 2018|url-status=live|access-date=25 August 2016}}</ref>
Songs from ''Sonic R''{{'}}s soundtrack were included in later games featuring Sonic in their original forms or as remixes, including ''[[Super Smash Bros. Brawl]]'',<ref>{{cite web |url=http://www.smashbros.com/en_us/music/music24_list.html |title=Full Song List with Secret Songs – Smash Bros. DOJO!! |access-date=25 August 2016 |work=Smash Bros. DOJO!! |author=Sakurai, Masahiro |publisher=[[Nintendo]]|archive-url=https://web.archive.org/web/20130509063631/http://www.smashbros.com/en_us/music/music24_list.html|archive-date=9 May 2013}}</ref> ''[[Super Smash Bros. Ultimate]]'', ''[[Sonic Generations]]'', ''Sonic & Sega All-Stars Racing'' and ''Sonic & All-Stars Racing Transformed''.<ref>{{cite web|url=http://segabits.com/blog/2012/05/01/tuesday-tunes-sonic-rs-super-sonic-racing/|title=SEGA Tunes: Sonic R's Super Sonic Racing|date=1 May 2012|website=SegaBits|archive-url=https://web.archive.org/web/20180622011510/http://segabits.com/blog/2012/05/01/tuesday-tunes-sonic-rs-super-sonic-racing/|archive-date=22 June 2018|url-status=live|access-date=25 August 2016}}</ref>


The 2019 release ''[[Team Sonic Racing]]'' features several references to ''Sonic R'', including remixes of songs from the soundtrack (including "Super Sonic Racing" and "Can You Feel the Sunshine?") and the use of the distinctive red "R" in the game's logo and on the in-game currency.<ref>{{cite web |url=https://www.eurogamer.net/articles/2019-05-17-team-sonic-racing-review-smart-spin-on-the-character-kart-formula |title=Team Sonic Racing review - a smart spin on the character kart formula |access-date=22 May 2019 |author=Martin Robinson |website=[[Eurogamer]]|date=17 May 2019 }}</ref>
The 2019 release ''[[Team Sonic Racing]]'' features several references to ''Sonic R'', including remixes of songs from the soundtrack (including "Super Sonic Racing" and "Can You Feel the Sunshine?") and the use of the distinctive red "R" in the game's logo and on the in-game currency.<ref>{{cite web |url=https://www.eurogamer.net/articles/2019-05-17-team-sonic-racing-review-smart-spin-on-the-character-kart-formula |title=Team Sonic Racing review - a smart spin on the character kart formula |access-date=22 May 2019 |author=Martin Robinson |website=[[Eurogamer]] |date=17 May 2019 |archive-date=21 May 2019 |archive-url=https://web.archive.org/web/20190521231913/https://www.eurogamer.net/articles/2019-05-17-team-sonic-racing-review-smart-spin-on-the-character-kart-formula |url-status=live }}</ref>

On 28 September 2024, Jacques and Davis reunited for a live performance at the [[Hammersmith Apollo]] in London as part of the [[Sonic Symphony]] World Tour. They performing a medley of ''Sonic R'' songs featuring "Can You Feel the Sunshine?", "Living in the City" and "Super Sonic Racing".<ref>{{cite web |url=https://www.sonicstadium.org/news/features/sonic-symphony-uk-2024-review-bigger-louder-faster-r2624/ |title=Sonic Symphony UK 2024 Review: Bigger, Louder, Faster! |access-date=3 October 2024 |author=Svend Joscelyne |website=Sonic Stadium |date=30 September 2024 }}</ref>


==Notes==
==Notes==
Line 107: Line 110:
{{Sonic the Hedgehog}}
{{Sonic the Hedgehog}}
{{Sonic Team}}
{{Sonic Team}}
{{Traveller's Tales}}
{{Portal bar|Video games|1990s}}
{{Portal bar|Video games|1990s|Japan|United Kingdom}}
{{Authority control}}
{{Authority control}}


Line 117: Line 121:
[[Category:Sonic Team games]]
[[Category:Sonic Team games]]
[[Category:Traveller's Tales games]]
[[Category:Traveller's Tales games]]
[[Category:Video games developed in Japan]]
[[Category:Video games developed in the United Kingdom]]
[[Category:Video games developed in the United Kingdom]]
[[Category:Video games produced by Yuji Naka]]
[[Category:Video games produced by Yuji Naka]]
Line 123: Line 126:
[[Category:Windows games]]
[[Category:Windows games]]
[[Category:Sonic the Hedgehog spin-off games]]
[[Category:Sonic the Hedgehog spin-off games]]
[[Category:Video games developed in Japan]]

Revision as of 18:01, 5 November 2024

Sonic R
The Saturn, Windows, GameCube, and PlayStation 2 box art showing Sonic running fast with Tails flying and Knuckles.
European box art
Developer(s)Traveller's Tales
Sonic Team
Publisher(s)Sega
Director(s)Masamitsu Shiino
Richard Lloyd
Producer(s)Yuji Naka
Tetsuo Shinyu
Designer(s)Takashi Iizuka
Shiro Mukaide
Shun Nakamura
Programmer(s)Jon Burton
Artist(s)Yuji Uekawa
Yoshitaka Miura
Composer(s)Richard Jacques
SeriesSonic the Hedgehog
Platform(s)Saturn, Windows, GameCube, PlayStation 2
Release
18 November 1997
  • Saturn
    • NA: 18 November 1997[1]
    • PAL: 21 November 1997
    • JP: 4 December 1997[2]
    Windows
    • NA: 11 November 1998
    • PAL: 15 November 1998
    • JP: 11 December 1998
    GameCube
    • JP: 11 August 2005
    • NA: 16 August 2005
    • EU: 30 September 2005
    PlayStation 2
    • JP: 11 August 2005
    • EU: 30 September 2005
Genre(s)Racing
Mode(s)Single-player, multiplayer

Sonic R (ソニックR, Sonikku Āru) is a 1997 racing game developed by Traveller's Tales and Sonic Team and published by Sega for the Sega Saturn. It is the third racing game in the Sonic the Hedgehog series, and the first to feature 3D computer graphics. The player races one of ten Sonic characters in various Sonic-themed race tracks as they attempt to stop Doctor Robotnik from stealing the Chaos Emeralds and enslaving the world. Sonic R features single-player and multiplayer game modes, and while similar to kart racing games such as Mario Kart, it places an emphasis on jumping and exploration. By collecting items and completing objectives, players can unlock secret characters.

Development began after the completion of Sonic 3D Blast in 1996 and took nine months. It was the second collaboration between Traveller's Tales and Sonic Team and was designed to take advantage of the Saturn hardware. Sonic Team designed the race tracks, while Traveller's Tales handled implementation and programming using a custom game engine. The soundtrack was composed by Richard Jacques; Sonic R tracks, most notably "Super Sonic Racing", have been reused in subsequent Sonic games. Sega released the game for the Saturn in late 1997, for Windows the following year, and for the GameCube and PlayStation 2 as part of Sonic Gems Collection in 2005.

Sonic R was the only original Sonic game released for the Saturn; Sonic 3D Blast is a port of the Mega Drive game, and Sonic Jam is a compilation of the first four mainline Sonic games. Initial reviews for the game were mixed, with retrospective reception being more negative. It was praised for its visuals and level design, but criticised for its poor controls, high difficulty and short length. Meanwhile, Jacques's soundtrack polarized audiences, who either found it catchy and well-produced or out of place in a racing game. Fan interest in Sonic R inspired Sega to revisit the racing genre with games such as Sonic Riders (2006).

Gameplay

Sonic racing on the "Resort Island" race track

Sonic R is a racing video game with single-player and multiplayer modes. The player selects a character and participates in a footrace on one of five race tracks, competing for the fastest time ahead of the other racers.[3] Four characters are initially available, while the other six are secret characters that become available when the player completes certain in-game objectives.[4] Although the gameplay is considered similar to kart racing games such as the Mario Kart series,[5][6][7] Sonic R places an emphasis on jumping and exploration, as each track has multiple paths and hidden areas.[8][9] The tracks, although original creations are thematically based on the art style and environments of classic Sonic games such as Sonic the Hedgehog's "Green Hill Zone" and Sonic the Hedgehog 2's "Chemical Plant Zone".[8] Players can also race through each track in reverse.[10]

During each race, the player can collect items scattered across the track, bestowing advantages. Rings, a staple Sonic series item, are abundant; the player can exchange rings to gain a temporary speed boost or open doors leading to shortcuts or special items.[9] "Item Panels" give a random temporary advantage, such as a speed increase or shields that grant abilities such as being able to run across water or attract nearby rings.[11] Collection of other special items, such as "Sonic Tokens" and the Chaos Emeralds, may lead to the unlocking of secret characters.[12] Sonic R allows the player to select the type of weather seen during races.[13] There is also a "Time Attack" mode, where the player races solo to get the fastest time, and a two-player competitive mode, increased to four-players in the Windows port.[12] In addition to the standard time trial mode, there are two others: "Get 5 Balloons", where five balloons are scattered across the track and must be located, and "Tag 4 Characters", where the player chases and must catch four others.[14]

Characters

Sonic R features ten playable racers, each with unique attributes and abilities falling in line with their usual abilities.[15] Sonic the Hedgehog is the fastest and can "double jump" (being able to perform a second jump in mid-air).[16] Tails is able to fly through the air for a short time,[16] and Knuckles the Echidna can glide through the air upon jumping.[17] Amy Rose, the last initially available character, drives a car, allowing her to hover over bodies of water and receive extra speed from driving over boost spaces.[17] Secret characters include Sonic's archenemy Dr. Robotnik, who flies in his Eggmobile hovercraft and resists differences in terrain; robotic clones of Sonic (Metal Sonic), Tails (Tails Doll), and Knuckles (Metal Knuckles); Robotnik's robotic assistant EggRobo;[18][19] and Super Sonic, a faster version of Sonic powered by the Chaos Emeralds.[9]

Amy's car, Dr. Robotnik's Eggmobile and Eggrobo are the only characters that cannot jump unless they hit a spring pointing up. Instead of the jumping ability, Amy's car is equipped with a turbo that reloads after a certain amount of time,[17] and both the Eggmobile and Eggrobo can fire homing missiles capable of stunning opponents.[20]

Story

Sonic and Tails are about to take a holiday when Tails notices an advertisement for a "World Grand Prix".[21] While not initially interested, Sonic notices that Dr. Robotnik is also participating in the race, which persuades him to change his mind and enter the race.[21] It is revealed that Robotnik has recently learned of the whereabouts of the rare and powerful Chaos Emeralds, with which he aspires to enslave the world, and that he intends to gather them during the World Grand Prix while using a group of robotic henchmen he has built to best Sonic.[21] Knuckles and Amy overhear of Robotnik's plan and decide to compete. Together, the four must balance both winning races and obtaining the Chaos Emeralds to keep them out of Robotnik's reach.[21]

Development

After the completion of Sonic 3D Blast in 1996, Sega approached Traveller's Tales about working on a Sonic racing game.[8] Traveller's Tales, who coincidentally had been working on a 3D graphics engine without a purpose at the time, found this to be a logical progression.[8] Traveller's Tales chose to rebuild a Formula One game they were developing into a Sonic game.[22] Development started in February 1997 as a joint project between Sega's Sonic Team and Traveller's Tales.[8] The game was originally known as Sonic TT (the TT standing for Tourist Trophy).[23] It was first publicly announced as "Phase Two of Project Sonic" (with "Phase One" being Sonic Jam).[24] The schedule was tight, and Traveller's Tales requested more freedom than they had with Sonic 3D Blast.[25]

Sonic Team designed the race tracks and the game's general flow, and Traveller's Tales were responsible for the implementation and programming.[8] Each track was inspired by levels from previous Sonic games such as Green Hill and Casino Night, and it was due to the tight schedule that there were only five.[25] Secret areas and exploration phases were added to follow the series' traditions (Sonic Team also wanted a cross between a racing game and a platforming game), and for this reason a map was developed.[25] Sega of Europe producer Kats Sato handled communication with Sonic Team, as he was the only person who could speak both English and Japanese. Discussions led to the reward mechanisms, which Sato believed broadened the game. The courses' look and feel were inspired by other Sonic games, including Sonic 3D Blast. The 3D models were based on 2D sketches from Sonic Team. All models and animations were developed using Softimage 3D, while Traveller's Tales created their own tools for the remaining game development.[23][26] Implementing the two-player split-screen mode proved difficult; programmer Jon Burton stated that this was mainly because it was difficult to ensure cheating was not too easy, so shortcuts were made challenging, with a penalty incurred if players got them wrong.[23] A major development goal was to maintain a consistent 30 frames per second frame rate during gameplay. A custom game engine was developed to take full advantage of the Sega Saturn hardware,[8] and a graphical technique, described as "12 layer transparency", was used to transparentise distant textures to conceal the Sega Saturn's limited draw distance.[27] Burton claimed that Sonic R could not have been replicated on other consoles during the timeframe, such as the PlayStation console, due to the technique developed specifically for the Sega Saturn hardware.[8] Environment mapping was achieved by writing what Burton described as a software version of the PlayStation's hardware rendering, as the Saturn's hardware was incapable of it.[28]

An early build was unveiled at the Electronic Entertainment Expo in Atlanta, Georgia in June 1997,[8] with Sega releasing screenshots of a "40% complete build" to various magazines shortly afterwards.[29] The builds would be largely the same as the final game, with the exception of minor tweaks, such as the ability to play the "Resort Island" level being in sunset, rather than bright sunshine,[29] a change that was made because of the level's music track titled "Can You Feel the Sunshine?".[30] Traveller's Tales had used programming techniques inspired by those (such as a type of fog known as "Pixie Dust") used on the Nintendo 64.[25]

Hirokazu Yasuhara of Sonic Team went to England and fine-tuned the game due to lack of time for communication. Technical and scheduling issues caused Sato to change the game design, leading to a dispute with producer Yuji Naka, and Sato removed his name from the credits.[23] The game's final release would be first in North America on 18 November 1997, with releases in other regions occurring in late 1997 for the Sega Saturn, and into 1998 for the PC version. The PC versions allowed the user to alter graphics details such as allowing to change between software rendering and 3D acceleration or adjusting the game's draw distance, affecting how soon objects in the distance are visible.[31] Like many other previous Sonic games during this time period, a largely unrelated Sonic R game was released as a Tiger Electronics LCD handheld game around the same time in 1998.[32]

Music

The soundtrack for Sonic R was composed by British composer Richard Jacques of Sega Europe, who had also previously worked on the soundtrack of the Sega Saturn and PC versions of Sonic 3D Blast.[33] Work on the soundtrack began in March 1997 when Jacques travelled to Japan to meet with Sonic creator Yuji Naka to discuss the musical approach to take for the game.[33] The first song written was "Super Sonic Racing", which would be used for the game's reveal in June at E3. British singer TJ Davis provided the vocals for the song, which Naka liked so much that he requested that she be featured in all the game's songs.[33] Jacques wrote all the lyrics for the songs with the intention that they would complement the on-screen action but still be appealing to someone who had never played the game.[33] Tracks were recorded and programmed at Sega Digital Studios, and then worked on for two weeks at Metropolis Studios in London, where a week was spent on vocals, and a week was spent on producing, mixing, and finalising the tracks.[33] Jacques stated that this task was amongst the most difficult in his career because the lyrics needed to "really mean something".[25] Sonic R features two separate mixes of each song in its in-game soundtrack; ones with vocals and instrumental versions, giving the player the option to disable vocals.[33] An official soundtrack CD was released on 21 January 1998.[34][35]

Reception

The Saturn version of Sonic R received mixed reviews from critics at the time of its release, although retrospective commentary has been more negative. It received an aggregate score of 69 per cent from GameRankings, based on six reviews,[43] and the PC version received 70 per cent based on two.[42]

The game's visuals were considered its strongest feature. AllGame called the textures vibrant and noted they had "no pop-up or glitching",[9] and Electronic Gaming Monthly (EGM) felt the environmental details were lush.[37] EGM and Sega Saturn Magazine highlighted the consistent frame rate (which rarely dropped below 30 frames per second) as a noteworthy achievement, with the latter favourably comparing Sonic R to the Saturn version of Sega Rally Championship.[37][41] Next Generation hailed the game as "the most visually outstanding Saturn title" for its use of transparency effects and reflective surfaces,[40] a sentiment echoed by EGM.[37] Sega Saturn Magazine cited the "Radiant Emerald" level, which is made from transparent polygons, as far superior when compared to Mario Kart 64's "Rainbow Road".[41] GameSpot stated that the cartoonish style of previous Sonic games worked well in 3D.[12] GameSpot, EGM, and GamePro criticised the background's graphical "pop-up", with GamePro opining that it ruined the multiplayer mode.[12][37][45] However, Sega Saturn Magazine praised the two-player mode for maintaining the same speed and graphical detail as its single-player counterpart.[41] Game Informer asserted that "the way they hid the background pop through translucent melting is innovative", but they panned the poor quality of the character animation.[39] Finally, Sega Saturn Magazine complimented the replay mode's more dramatic camera angles.[41]

Critical reaction to the game's level design was also positive. Game Informer found the tracks imaginative and filled with secrets, while EGM found them to be "some of the most well-designed tracks ever".[37][39] AllGame, EGM, and Game Informer thought similarly.[9][37][39] Sega Saturn Magazine compared the level design to that of the 16-bit Sonic games and Sonic Team's Nights into Dreams..., noting that "far more fun is to be gleamed [sic] from the exploration element" than "the temptation ... to leg it through each of the levels in a time trial-like way".[41] In a similar vein, Next Generation described Sonic R and Nintendo 64 contemporary Diddy Kong Racing as "less of a racing title and more of a driving adventure game".[40] Sega Saturn Magazine commented on the replay value provided by alternate modes, such as "Get 5 Balloons!", but conceded that "five tracks don't really suffice, even with the reverse mode".[41] GameSpot, EGM, and Game Informer also expressed disappointment with the limited selection of levels.[12][37][39]

The controls and overall gameplay were criticised, with some questioning their accuracy and depth. GameSpot finished every level in first place within one hour using only one of the four initial characters. While the game also features a hard mode, GameSpot concluded that "Sonic R has more in the personality department than in the depth department".[12] GameSpot and Game Informer cited finding the Chaos Emeralds and hidden coins as difficult,[12][39] but GameSpot argued that such optional tasks offered little in return, because the hidden characters "are mostly robot versions of the already playable ones".[12] Moreover, AllGame believed the controls took time to get used to, but added: "Start sliding around corners and letting off the gas at the right times and you'll be finding all of the secrets that Sonic R conceals in no time".[9] Likewise, Sega Saturn Magazine called the controls "initially tricky ... but incredibly playable," Next Generation stated "the proper techniques, with time, can be learned," and Game Informer concluded "once you get used to it, you'll find a real solid game".[37][40][41] Game Informer thought the game played better with the digital pad as opposed to Sega's analogue controller.[37] GamePro agreed that the controls were responsive, but to a fault: "At high speeds, it's nearly impossible to run in a straight line."[45]

Sonic R's soundtrack was particularly divisive. Sega Saturn Magazine described the "storm of controversy [that] surrounds the accompanying music", which "has come in for a bit of a slagging on the Internet recently for the addition of vocals." Although he was not a fan of dance music, Nutter stated that the tracks were "better than most chart stuff", while the included instrumental versions were sufficient "to appease everyone".[41] AllGame offered high praise for the soundtrack, which they called "One of the most inspired ... I've ever heard", while GameSpot believed the songs gave the game "so much more personality".[9][12] Conversely, GamePro deplored the music as "unbelievably annoying".[45] Computer and Video Games complimented the music, saying it "fits the Sonic style perfectly", and is reminiscent of Sonic CD's soundtrack.[44]

The ported version of the game available in Sonic Gems Collection was more negatively reviewed. Eurogamer called the game "too awkward to play for any length of time",[46] and 1UP.com wrote the visuals were grainy—"mak[ing] it hard to tell where you're going"—and the controls were frustrating and imprecise.[47] GameSpot described "its laughably bad soundtrack" as "[its] only redeeming quality",[48] and GameSpy called Sonic R "a concept that works better in theory than in practice"—despite its "fantastic (if not bizarre) soundtrack".[49] Conversely, Jeuxvideo.com, in a negative review of Sonic Gems Collection, praised the game, arguing that it was the only decent game in the compilation alongside Sonic CD.[50] In a 2003 retrospective, Game Informer described the game as "decent, but unmemorable", while GamesRadar included Sonic R in a 2014 list of the top 50 Sega Saturn games, calling it "a technical tour de force".[51][52] In 2013, GameTrailers ranked it as the second worst Sonic game, behind 2006's Sonic the Hedgehog.[53] Game designer Hirokazu Yasuhara, who helped Traveller's Tales rework the game in response to concerns over the quality of a preview version, has maintained that "the final version of Sonic R is actually quite good ... However, I do admit that the base concept of Sonic R, in which a player 'drives' running characters, is not great".[51]

Legacy

Despite Sega releasing two Sonic racing games prior to Sonic R, Sonic Drift and Sonic Drift 2, for the Game Gear, developer Takashi Yuda cited fans requesting more racing games in the vein of Sonic R would be Sega's actual inspiration for revisiting the genre in future years.[54] This led to the development and release of the hoverboarding game Sonic Riders, although there are no connections between the two games other than both being racing games.[54] Later Sonic racing games include Sonic Riders sequels Sonic Riders: Zero Gravity and Sonic Free Riders, and kart games Sonic & Sega All-Stars Racing, Sonic & All-Stars Racing Transformed and Team Sonic Racing.

Songs from Sonic R's soundtrack were included in later games featuring Sonic in their original forms or as remixes, including Super Smash Bros. Brawl,[55] Super Smash Bros. Ultimate, Sonic Generations, Sonic & Sega All-Stars Racing and Sonic & All-Stars Racing Transformed.[56]

The 2019 release Team Sonic Racing features several references to Sonic R, including remixes of songs from the soundtrack (including "Super Sonic Racing" and "Can You Feel the Sunshine?") and the use of the distinctive red "R" in the game's logo and on the in-game currency.[57]

On 28 September 2024, Jacques and Davis reunited for a live performance at the Hammersmith Apollo in London as part of the Sonic Symphony World Tour. They performing a medley of Sonic R songs featuring "Can You Feel the Sunshine?", "Living in the City" and "Super Sonic Racing".[58]

Notes

References

  1. ^ "THE WORLD'S FASTEST HEDGEHOG RACES TO THE 3D WINNER'S CIRCLE WITH "SONIC R"". Sega Central. Sega of America. 17 November 1997. Archived from the original on 2 February 1998. Retrieved 14 December 2020.
  2. ^ セガハード大百科 セガサターン対応ソフトウェア(セガ発売) [Sega Hardware Encyclopaedia Sega Saturn Software (Sega releases)]. Sega (in Japanese). Archived from the original on 22 August 2021. Retrieved 25 August 2016.
  3. ^ Radakovic, Nebojsa (6 June 2004). "Sonic R Review". Gamerevolution.com. Game Revolution. Archived from the original on 22 March 2016. Retrieved 10 January 2013.
  4. ^ Official Guide, p. 31
  5. ^ Buchanan, Levi (20 February 2009). "Where Did Sonic Go Wrong?". IGN. Archived from the original on 22 June 2018. Retrieved 10 January 2013.
  6. ^ Theobald, Phil (15 August 2005). "GameSpy: Sonic Gems Collection – Page 2". Cube.gamespy.com. Game Spy. Archived from the original on 22 June 2018. Retrieved 10 January 2013.
  7. ^ "Sonic Gems Collection Review". GamesRadar. 25 February 2006. Archived from the original on 22 June 2018. Retrieved 10 January 2013.
  8. ^ a b c d e f g h i "Travellers Tales: Sonic R Programmer Speaks!". Sega Saturn Magazine. No. 24. EMAP. October 1997. p. 25. ISSN 1360-9424. Retrieved 25 August 2016.
  9. ^ a b c d e f g h Sackenheim, Shawn (3 October 2010). "Sonic R – Review". allgame. Archived from the original on 14 November 2014. Retrieved 25 August 2016.
  10. ^ Sonic R Instruction Booklet Archived 18 December 2019 at the Wayback Machine. North American, Sega Saturn version. p 7 (PDF)
  11. ^ Sonic R Instruction Booklet Archived 18 December 2019 at the Wayback Machine. North American, Sega Saturn version. p 13 (PDF)
  12. ^ a b c d e f g h i j MacDonald, Ryan (22 December 1997). "Sonic R Review for Saturn". GameSpot. Archived from the original on 6 January 2012. Retrieved 16 June 2014.
  13. ^ "Sonic R © Sega PC". Gaming Entertainment Monthly. 20 February 1999. Archived from the original on 5 March 2003. Retrieved 25 August 2016.
  14. ^ Official Guide, p. 33.
  15. ^ Official Guide, pp. 10-24.
  16. ^ a b Sonic R Instruction Booklet Archived 18 December 2019 at the Wayback Machine. North American, Sega Saturn version. p 17 (PDF)
  17. ^ a b c Sonic R Instruction Booklet Archived 18 December 2019 at the Wayback Machine. North American, Sega Saturn version. p 18 (PDF)
  18. ^ Official Guide, p. 22.
  19. ^ "ソニックR" [Sonic R] (PDF). Sega Saturn Magazine (in Japanese). Vol. 45, no. 81. SoftBank Publishing. December 1997. pp. 180, 181. Archived (PDF) from the original on 27 August 2016. Retrieved 25 August 2016.
  20. ^ Sonic R Instruction Booklet Archived 18 December 2019 at the Wayback Machine. North American, Sega Saturn version. p 19 (PDF)
  21. ^ a b c d Sonic R Instruction Booklet Archived 18 December 2019 at the Wayback Machine. North American, Sega Saturn version. p 3 (PDF)
  22. ^ Jon Burton (27 November 2017). Sonic R's F1 History Recovered - And a Surprise Find. GameHut. Archived from the original on 12 December 2021. Retrieved 20 May 2018 – via YouTube.
  23. ^ a b c d "The Making Of: Sonic R". Retro Gamer. No. 139. Bournemouth: Imagine Publishing. pp. 64–67. ISSN 1742-3155.
  24. ^ Nutter, Lee (July 1997). "A Blast from the Past!" (PDF). Sega Saturn Magazine. No. 21. Emap International Limited. p. 39. Retrieved 19 December 2019.
  25. ^ a b c d e Les Editions Pix'n Love, ed. (2014). The History Of Sonic the Hedgehog. Ontario: UDON Entertainment Corp. pp. 62–65. ISBN 978-1-926778-96-9.
  26. ^ GamesTM (2011). "Tales of Traveller's Tales". Retro Volume 4. Bournemouth: Imagine Publishing. pp. 129–133. ISBN 978-1-9082-2230-5.
  27. ^ "Blue Is Back Again! Race Around Moebius! [sic]" (PDF). GameFan. No. 11. November 1997. p. 126. Retrieved 19 December 2019.
  28. ^ Jon Burton (29 November 2017). Sonic R's "Impossible" Effects - How We Made them Possible (Coding Secrets). GameHut. Archived from the original on 12 December 2021. Retrieved 20 May 2018 – via YouTube.
  29. ^ a b "Sonic R Sega takes Sonic on the road". Game Informer. No. 54r. Sunrise Publications. October 1997. p. 61. ISSN 1067-6392. Retrieved 25 August 2016.
  30. ^ Jon Burton (21 June 2018). "Sonic R's Development Secrets". GameHut. Archived from the original on 12 December 2021. Retrieved 22 March 2020.
  31. ^ Sonic R Game, Options Menu
  32. ^ "Sonic R (Tiger Handhelds)". RF Generation. 13 July 2012. Archived from the original on 22 June 2018. Retrieved 10 January 2013.
  33. ^ a b c d e f "Crack Tracks by Richard Jacques!" (PDF). Sega Saturn Magazine. No. 25. EMAP. November 1997. p. 71. ISSN 1360-9424. Retrieved 25 August 2016.
  34. ^ "Sonic R – A Soundtrack Story". SegaBits. 21 November 2014. Archived from the original on 22 June 2018. Retrieved 25 August 2016.
  35. ^ Official Guide, p. 112.
  36. ^ "Sonic R (PC) Review". Archived from the original on 15 November 2014.
  37. ^ a b c d e f g h i j EGM Staff (February 1998). "Sonic R Review". Electronic Gaming Monthly. Vol. 10, no. 103. p. 112.
  38. ^ Suciu, Peter. "Sonic R". GamePro. Archived from the original on 31 December 2009. Retrieved 8 June 2010.
  39. ^ a b c d e f McNamara, Andy; et al. (January 1998). "Everybody's Super Sonic Racing". Game Informer. Archived from the original on 21 September 1999. Retrieved 16 June 2014.{{cite magazine}}: CS1 maint: unfit URL (link)
  40. ^ a b c d "Head Spin". Next Generation. Vol. 4, no. 38. Imagine Media. February 1998. p. 115.
  41. ^ a b c d e f g h i Nutter, Lee (December 1997). "Sonic R Review". Sega Saturn Magazine. Vol. 3, no. 26. EMAP. pp. 50–53. ISSN 1360-9424. Retrieved 25 August 2016.
  42. ^ a b "Sonic R for PC – GameRankings". GameRankings. Archived from the original on 17 September 2011. Retrieved 18 June 2010.
  43. ^ a b "Sonic R for Saturn – GameRankings". GameRankings. Archived from the original on 4 January 2012. Retrieved 18 June 2010.
  44. ^ a b "Sonic R" (PDF). Computer and Video Games. No. 193. Future Publishing. pp. 72–76. ISSN 0261-3697. Archived (PDF) from the original on 27 August 2016. Retrieved 25 August 2016.
  45. ^ a b c Dan Elektro (February 1998). "Saturn ProReview Sonic R". GamePro. Vol. 10, no. 113. International Data Group. p. 98. ISSN 1042-8658. Retrieved 25 August 2016.
  46. ^ Bramwell, Tom (6 October 2005). "Sonic Gems Collection Review • Reviews • GameCube •". Eurogamer.net. Archived from the original on 22 June 2018. Retrieved 16 June 2014.
  47. ^ Parish, Jeremy (16 August 2005). "Sonic Gems Collection". 1UP.com. Archived from the original on 19 February 2013. Retrieved 17 February 2017.
  48. ^ Davis, Ryan (24 August 2005). "Sonic Gems Collection Review". GameSpot. Archived from the original on 22 June 2018. Retrieved 21 July 2014.
  49. ^ Theobald, Phil (15 August 2005). "GameSpy: Sonic Gems Collection – Page 1". Cube.gamespy.com. Archived from the original on 22 June 2018. Retrieved 16 June 2014.
  50. ^ Superpanda. "Test Sonic Gems Collection sur PS2". Jeuxvideo.com (in French). Archived from the original on 14 June 2018. Retrieved 13 June 2018.
  51. ^ a b Staff (August 2003). "Sonic's Architect: GI Interviews Hirokazu Yasuhara". Game Informer. Vol. 13, no. 124. GameStop. pp. 114–116. ISSN 1067-6392.
  52. ^ GamesRadar Staff (6 March 2014). "Best Saturn games of all time". GamesRadar. Archived from the original on 21 March 2014. Retrieved 16 June 2014.
  53. ^ "GT Countdown – Top 5 Worst Sonic Games". GameTrailers. IGN. 27 October 2013. Archived from the original on 12 December 2021. Retrieved 25 August 2016.
  54. ^ a b Theobald, Phil (20 January 2006). "GameSpy: Sega Talks Sonic Riders – Page 1". Ps2.gamespy.com. Archived from the original on 22 June 2018. Retrieved 10 January 2013.
  55. ^ Sakurai, Masahiro. "Full Song List with Secret Songs – Smash Bros. DOJO!!". Smash Bros. DOJO!!. Nintendo. Archived from the original on 9 May 2013. Retrieved 25 August 2016.
  56. ^ "SEGA Tunes: Sonic R's Super Sonic Racing". SegaBits. 1 May 2012. Archived from the original on 22 June 2018. Retrieved 25 August 2016.
  57. ^ Martin Robinson (17 May 2019). "Team Sonic Racing review - a smart spin on the character kart formula". Eurogamer. Archived from the original on 21 May 2019. Retrieved 22 May 2019.
  58. ^ Svend Joscelyne (30 September 2024). "Sonic Symphony UK 2024 Review: Bigger, Louder, Faster!". Sonic Stadium. Retrieved 3 October 2024.

Sources

  • SoftBank (24 December 1997). ソニックRオフィシャルガイド Sonikku āru ofisharu gaido [Sonic R Official Guide] (in Japanese). Tokyo: Sega Enterprises. ISBN 978-4-7973-0516-6.