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There already, you can see we were mining ideas from the source games for not only characters, but their vehicles and forms of locomotion. Originally the plan was to have a mixture of methods of transport, so Sonic would be on foot, Beat would be on skates, Tails would be in a plane, and then we got really weird with Gilius Thunderhead riding a Chicken Leg enemy from Golden Axe! In addition, you’ll note I said racing game, not driving game. But we wanted to have a lot of diversity in terms of characters and themes and for that we wanted to be able to explore the wider possibilities other IPs offered. Sonic is clearly an important franchise for SEGA, and for me at least, should always be represented. Lycett: It was always going to be across all SEGA properties. MV: Did it begin as SEGA All-Stars, or was it going to be Sonic? Take what we’d learned from OutRun and apply a whole set of SEGA worlds and characters on top! “Fast as fast can be, you’ll never catch me!” (via Sonic News Network) Helped to no end by the fact we were (and still are!) SEGA fans.Īs soon as we finished SEGA Superstars Tennis, we sat down and agreed with SEGA to do a racing game next. Take the core gameplay of Virtua Tennis mixed with blue skies and sunshine, and we’d have something that would be accessible to all ages. We’d pick from SEGA’s vast back catalogue for characters and stages and we’d try and be authentic to the original IP whilst making a game that felt very SEGA. Here the basis of both Sonic & SEGA All-Stars Racing and Sonic & All-Stars Racing Transformed was laid. The idea was floated, SEGA agreed and so SEGA Superstars Tennis was born as a result! Towards the end of VT3, we’d got a big head cheat in and we had the sudden realization that Sonic could be a playable character with a little work… That lead in turn to Virtua Tennis World Tour, OutRun 2006, and then Virtua Tennis 3. Sumo had worked with SEGA since our conversion of OutRun 2. Lycett: To understand this, first a little background. Mega Visions: How did this project begin? Was it SEGA’s idea, or Sumo’s? The following has been lightly edited for clarity/formatting.
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23, 2020 marked the 10th anniversary of the release of Sonic & SEGA All-Stars Racing for the Xbox 360, Wii, Nintendo DS, PlayStation 3, Windows (via Steam), OnLive, Mac, iOS, Android, Blackberry, Java ME, your mother’s coffee machine, your grandfather’s pacemaker, and even arcades! (Okay, only two of those aren’t true - we’ll leave you to figure out which ones.)įor the occasion, we reached out to Steve Lycett, Executive Producer at Sumo Digital for the SEGA All-Stars series, to look back in-depth at how the game came to be.