Diamond 3d softimage2/19/2024 The game was ported in seven weeks, and uses the same Motorola 68000 source code of the Mega Drive version, albeit one converted into C through a special compiler created for the project. In addition to the original Sega Mega Drive version, the game was later ported to the Sega Saturn to make up for the cancellation of Sonic X-treme. The full-screen introduction video was kept secret from Sega, and revealed only two weeks before the game was set to be finished.Īccording to developer Neil Harding, the Saturn version's 3D special stages were taken directly from early version of Sonic Jam (then known under the confusing name of Sonic 3D) at the behest of Sega of Japan, who was growing upset with Jam's delays and wished to use the code elsewhere. The graphics were rendered on Silicon Graphics workstations running SoftImage. A prototype does exist for it however and it was shown off by the game's lead programmer Jon Burton Development would begin in Late 1995 and in the beginning, the project was known as Sonic Spindrift, before becoming Sonic Blast by E3 1996.Ī two-player split-screen was originally planned for the game, but was cancelled due to difficulties seeing what lay ahead with the isometric perspective. Head of Travellers' Tales, Jon Burton, wrote most of the code while artistic duties were headed by James Cunliffe. Sonic Team's Hirokazu Yasuhara, Takashi Iizuka and Takao Miyushi were responsible for the game design and level maps, leaving the programming and art to Traveller's Tales. The game's appearance at E3 1996, then known under the working title of Sonic Blast.
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