{"id":20543,"date":"2018-05-15T19:55:00","date_gmt":"2018-05-15T19:55:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/318165"},"modified":"2018-05-15T19:55:00","modified_gmt":"2018-05-15T19:55:00","slug":"sonic-the-hedgehog-devs-explain-how-competing-with-mario-influenced-development","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/05\/15\/sonic-the-hedgehog-devs-explain-how-competing-with-mario-influenced-development\/","title":{"rendered":"Sonic the Hedgehog devs explain how competing with Mario influenced development"},"content":{"rendered":"<blockquote readability=\"7\">\n<p><strong><em>&#8220;<\/em>The goal, to put it simply, was to beat you-know-who.&#8221;<\/strong><\/p>\n<\/blockquote>\n<p><em>&#8211;<\/em> Sonic the Hedgehog 2 <em>art director Yashushi\u00a0Yamaguchi explains how the\u00a0origins of<\/em> Sonic <em>involve<\/em> Super Mario Bros.\u00a0<\/p>\n<p>Shmuplations has shared another translated article from its archives, this time featuring a collection of developer interviews about the <a href=\"http:\/\/shmuplations.com\/sonic\/\">creation of the original <em>Sonic the Hedgehog<\/em><\/a>.<\/p>\n<p>The compilation collects conversations with a number of <em>Sonic<\/em> developers, including programmer and team leader Yuji Naka, designer and art director\u00a0Naoto Oshima, planner Hirokazu Yasuhara, and <em>Sonic the Hedgehog 2<\/em> art director Yasushi Yamaguchi and touches on how the idea for <em>Sonic<\/em> came to be, as well as how the game\u2019s development progressed.\u00a0<\/p>\n<p>In one interview, Yuji Naka explains that he had actually wanted to make a racing game and that the idea for <em>Sonic<\/em> had been fairly low on the list of games he wanted to create, but Sega was eager for a game that could challenge Nintendo\u2019s mustached plumber mascot.\u00a0<\/p>\n<p>\u201cI wrote up a memo that was basically a \u2018next game I want to make\u2019 list, and showed it to my boss. But the one that caught his attention was the very last entry on the list, which said \u2018an action game to challenge Mario,\u2019\u201d recalled Naka, laughing. \u201cI tried to object, saying \u2018Actually, I wrote them in order of which ones I want to do\u2026\u2019 but he didn\u2019t listen to me at all. (laughs) So we got started on the <em>Sonic the Hedgehog<\/em> development, with 3 or 4 members.\u201d<\/p>\n<p>Sega\u2019s urge to compete with Mario pops up a few other times in the interview collection. In one instance, Naka explains that Sonic\u2019s speed was an answer to the repetitive nature of starting a game like <em>Super Mario Bros<\/em>. from scratch. He explains that he wanted Sonic\u2019s speed to be used as a way for experienced players to run through the earlier levels every time they booted up the game, unlike with <em>Super Mario Bros<\/em>. where each playthrough required players to progress slowly through the basic, early stages.\u00a0<\/p>\n<p>However, playtesters had other plans and would just sprint full-speed from beginning to end. In response, Naka implemented <em>Sonic\u2019<\/em>s ring system, \u201cwhere as long as you had even one ring, you could still play recklessly and get through ok.\u201d<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;The goal, to put it simply, was to beat you-know-who.&#8221; &#8211; Sonic the Hedgehog 2 art director Yashushi\u00a0Yamaguchi explains how the\u00a0origins of Sonic involve Super Mario Bros.\u00a0 Shmuplations has shared another translated article from its archives, this time featuring a collection of developer interviews about the creation of the original Sonic the Hedgehog. The compilation [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":20544,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-20543","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/20543","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=20543"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/20543\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/20544"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=20543"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=20543"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=20543"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}