The making of sonic3 the hedgehog +sonic & knuckles

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THE MAKING OF SONIC3 THE HEDGEHOG +SONIC & KNUCKLES

IN 1993, SEGA HAD A PROBLEM – EVEN WITH SONIC SPEED, IT COULDN’T FINISH ITS STAR’S MOST AMBITIOUS ADVENTURE ON TIME. THE SOLUTION? A PROJECT SO AMBITIOUS THAT IT HAS NEVER BEEN REPLICATED. SONIC TEAM’S TAKASHI IIZUKA TELLS US HOW IT WAS DONE

IN THE KNOW

» PUBLISHER: SEGA

» DEVELOPER: SEGA TECHNICAL INSTITUTE

» RELEASED: 1994

» PLATFORM: MEGA DRIVE

» GENRE: PLATFORMER

» [Mega Drive] This infamous object requires you to move the d-pad to move it, but that’s not obvious.

DEVELOPER HIGHLIGHTS

SONIC THE HEDGEHOG 2

SYSTEM: MEGA DRIVE

YEAR: 1992

SONIC SPINBALL SYSTEM: MEGA DRIVE

YEAR: 1993

COMIX ZONE (PICTURED)

SYSTEM: MEGA DRIVE

YEAR: 1995

Sonic The Hedgehog 2 was a game that really redefined the standards for a blockbuster videogame release – its extravagant hype campaign and co-ordinated international release were very uncommon at the time, but they paid dividends for Sega as the game sold millions of copies worldwide. But the creation of that game was fraught – alarge number of concepts were scrapped outright, a prototype cartridge was stolen from a toy fair in New York and major changes were still being made during the final week of development. One of the big problems was the choice to develop the game at Sega Technical Institute in the USA, with a mixed Japanese and American development team – in Retro Gamer 175, game designer Hirokazu Yasuhara told us that, “Trying to establish a multicultural development team was meaningful, but it should not be done for a project with a very tight schedule.”

The result was that while Sonic development continued at STI, the American developers would split off to work on Sonic Spinball, while Sonic The Hedgehog 3 was developed at Sega Technical Institute in the USA with almost exclusively Japanese staff. Key returning staff from Sonic 2 included Yuji Naka, now a producer as well as lead programmer, Hirokazu Yasuhara, credited as director as well as senior game designer, and senior programmer Masanobu Yamamoto. Takashi Iizuka, today the Sonic series producer at Sonic Team, came on board as a senior game designer having previously worked on Golden Axe III. “I was living outside of Japan for the first time during Sonic 3’s development, so it was one culture shock after another on a daily basis for me,” he recalls. “I hadn’t even heard of Halloween before, so it was really surprising to see everyone at STI sitting down for serious meetings while dressed up in costumes.”

Just like Sonic 2, the third main game was also subject to major time pressures – in part because of experimental work that the team did during early development. Feeling that the previous game had already come close to the limits of the Mega Drive

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