![]() ![]() Whatever they may be.Īs for Ristar and Freedom Planet, all I gotta say is that exception proves the rule. Doesn’t really impart much faith in their “contributions”. Let’s also not forget all the concept stuff they pitched to Sega that Sega wanted no part of. Games that got pinball physics right, mind you. Let’s also not forget the great games American members of STI made, such as Sonic Spinball, which has the unique property of having absolutely terrible pinball physics despite being a pinball game and featuring a character who is known for games that rely heavily on pinball physics. Kinda makes you wonder why Sonic 3 and Sonic&Knuckles were made with minimal American involvement. ![]() I doubt they had much to say in Sonic 2’s development considering Japanese employees were in all the executive/chief positions and most of the scrapped stuff we see was, as far as we know, made by the American members of STI. I think you’re being just a bit too cynical here, there have been good mascot games like Ristar for instance and other games like Freedom Planet have proved emphatically that a combination of Sonic speed and combat is totally viable for a good platforming game. But this was being worked on by a team that knew how to make a Sonic-esque game, having aided significantly in developing one of the blue blur’s greatest outings. I don’t even necessarily disagree with you, I don’t find the gameplay shown off to be too compelling at all and there 100% was a glut of inferior mascot games during the 90’s. For all you know that ROM could be dumped tomorrow and you’ll end up thinking it’s the bee knees, so perhaps it’s better to reserve judgement. A rom of the game’s last known build exists, the artist is currently in the process of trying to locate it amongst his boxes. This video also only shows off a very early VHS proof of concept pitch shown to SEGA, the actual game spent around 14 months in development before being shelved. This was an internal game, not third party. It's a must for any Sonic fan to play this game, albeit beating brings another question.Alright…but how about you consider the fact that STI contributed just as much to the development of Sonic 2 as Sonic Team themselves did? Considering they co-developed one of 1992’s most commercially and critically successful games, I think they knew damn well what made Sonic appeal to people. With 4 huge boards to play and lots of secrets, points and chaos emeralds to grab, this game is good, if you can cope with the problems. ![]() The addition of pinball related bonus games makes the game interesting and lessens the stress that the game brings up on each feature-filled boards. The game in all is very hard, as getting the emeralds needed to progress is difficult even more when the goal is hindered by puzzle-like situations and made worst by the fine-grain control scheme which is quite complicated to learn to say the least. You can handle Sonic as in a regular platformer when he stands in a flat area, but that's so uncommon that you might not need something like that at all. The game allows you to control Sonic slightly in midair, and the camera sometimes is frustrating, making for a really hard-to-maneuver game. The game is built around the world of the Sonic the Hedgehog TV series, with enemies as well known as Cluck and Scratch, among others.Īlbeit the setting is fitting, the controls are awkward. With Sonic Spinball, we can play pinball with Sonic as the ball. However, it wasn't until 1993 that the whole idea of making a Sonic themed pinball game became true. Sonic 2 worked around that idea too with Casino Night Zone, to the point where you can play some slots when Sonic enters a special receptor. ![]() Sonic in a pinball setting is one of the ideas toyed with since the start of the series, in Sonic 1's Spring Yard and Special Zones. ![]()
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