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At the 1997 ], Sega officially announced "Project Sonic", a promotional campaign aimed at increasing market awareness of the ''Sonic the Hedgehog'' brand.{{sfn|Davies|1997|p=20}} ], the creator of ''Sonic the Hedgehog'', declared that "phase one" of the project would introduce ''Sonic Jam'' as a compilation of four titles which came with several improvements rather than being a direct port. At the time of the Tokyo Game Show, the game was "88% complete".{{sfn|Davies|1997|p=21}} According to Naka, the purpose of "Project Sonic" was not only to increase consumer awareness, but to "renew the excitement" the world once had regarding Sega, as ''Sonic the Hedgehog'' was only initially successful outside of Japan.{{sfn|Davies|1997|p=21}} | At the 1997 ], Sega officially announced "Project Sonic", a promotional campaign aimed at increasing market awareness of the ''Sonic the Hedgehog'' brand.{{sfn|Davies|1997|p=20}} ], the creator of ''Sonic the Hedgehog'', declared that "phase one" of the project would introduce ''Sonic Jam'' as a compilation of four titles which came with several improvements rather than being a direct port. At the time of the Tokyo Game Show, the game was "88% complete".{{sfn|Davies|1997|p=21}} According to Naka, the purpose of "Project Sonic" was not only to increase consumer awareness, but to "renew the excitement" the world once had regarding Sega, as ''Sonic the Hedgehog'' was only initially successful outside of Japan.{{sfn|Davies|1997|p=21}} | ||
Development of the game begun after the release of '']'' in July 1996, after ] received a lot of letters from fans asking "who Sonic was". ] thought it was important to introduce people to the Sonic character, which was the basis for introducing "Project Sonic" to the public.{{sfn|Jarratt|1997|p=17}} Until the release of ''Sonic Jam'', the studio themselves had not worked on a ''Sonic'' title since ''Sonic & Knuckles'' in 1994, in which Naka thought that Sonic Team had a good rest period to "recharge our batteries" and had new ideas regarding a new game.{{sfn|Jarratt|1997|p=17}} "Sonic World"—the 3D environment which was included in the game—served as the prototype 3D ] which would later be transferred into '']'' for the ].<ref name="RG">{{cite journal|title=Nights Adventure|journal=Retro Gamer|date=December 2007|issue= |
Development of the game begun after the release of '']'' in July 1996, after ] received a lot of letters from fans asking "who Sonic was". ] thought it was important to introduce people to the Sonic character, which was the basis for introducing "Project Sonic" to the public.{{sfn|Jarratt|1997|p=17}} Until the release of ''Sonic Jam'', the studio themselves had not worked on a ''Sonic'' title since ''Sonic & Knuckles'' in 1994, in which Naka thought that Sonic Team had a good rest period to "recharge our batteries" and had new ideas regarding a new game.{{sfn|Jarratt|1997|p=17}} "Sonic World"—the 3D environment which was included in the game—served as the prototype 3D ] which would later be transferred into '']'' for the ].<ref name="RG">{{cite journal|title=Nights Adventure|journal=Retro Gamer|date=December 2007|issue=45|accessdate=19 November 2016}}</ref> In a retrospective interview, Naka stated that the 3D section of ''Sonic Jam'' was part of an experiment to see how a ''Sonic the Hedgehog'' game would work in full 3D.<ref name="gdar">{{cite web|last1=Towell|first1=Justin|title=Super-rare 1990 Sonic The Hedgehog prototype is missing|url=http://www.gamesradar.com/super-rare-1990-sonic-the-hedgehog-prototype-is-missing/|website=Games Radar|publisher=Future plc|accessdate=19 November 2016|date=27 June 2011|archiveurl=http://web.archive.org/web/20160324080928/http://www.gamesradar.com/super-rare-1990-sonic-the-hedgehog-prototype-is-missing/|archivedate=24 March 2016}}</ref> Oshima reflected that the most difficult part during the development process was gathering game-specific information in "Sonic World".{{sfn|Jarratt|1997|p=18}} | ||
''Sonic Jam'' was first released in Japan on 20 June 1997,<ref name=jap/> and the Saturn version of '']'' was released in the end of that year.{{sfn|Jarratt|1997|p=18}} A port of ''Sonic Jam'' was released for ]' ] handheld console in 1998. It features "scaled down" versions of ''Sonic the Hedgehog 2'', ''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'',{{sfn|Sonic Team|1998|p=4}} and also allows the ability to play as all three characters in the included games.<ref name="com">{{cite web|last1=Marriott|first1=Scott|title=Sonic Jam review for Game.com|url=http://www.allgame.com/game.php?id=17420|website=]|publisher=]|accessdate=15 November 2016|archiveurl=http://web.archive.org/web/20100209134608/http://www.allgame.com/game.php?id=17420|archivedate=9 February 2010}}</ref> | ''Sonic Jam'' was first released in Japan on 20 June 1997,<ref name=jap/> and the Saturn version of '']'' was released in the end of that year.{{sfn|Jarratt|1997|p=18}} A port of ''Sonic Jam'' was released for ]' ] handheld console in 1998. It features "scaled down" versions of ''Sonic the Hedgehog 2'', ''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'',{{sfn|Sonic Team|1998|p=4}} and also allows the ability to play as all three characters in the included games.<ref name="com">{{cite web|last1=Marriott|first1=Scott|title=Sonic Jam review for Game.com|url=http://www.allgame.com/game.php?id=17420|website=]|publisher=]|accessdate=15 November 2016|archiveurl=http://web.archive.org/web/20100209134608/http://www.allgame.com/game.php?id=17420|archivedate=9 February 2010}}</ref> |
Revision as of 03:11, 20 November 2016
1998 video game
Sonic Jam | |
---|---|
European cover art | |
Developer(s) | Sonic Team |
Publisher(s) | Sega |
Director(s) | Takashi Iizuka |
Producer(s) | Yuji Naka |
Artist(s) | Kazuyuki Hoshino Yuji Uekawa |
Composer(s) | Masaru Setsumaru Kenichi Tokoi |
Series | Sonic the Hedgehog |
Platform(s) | Sega Saturn Game.com |
Release | Sega Saturn Game.com
|
Genre(s) | Platform |
Mode(s) | Single-player, multiplayer |
Sonic Jam is a compilation video game developed by Sonic Team and published by Sega for the Sega Saturn. It was first released in Japan on 20 June 1997, in North America on 22 August 1997, and in Europe on 28 August 1997. A port was released for the Game.com handheld console exclusively in North America on 23 July 1998. The game contains the first four main Sonic the Hedgehog titles which were originally released on the Mega Drive: Sonic the Hedgehog, Sonic the Hedgehog 2, Sonic the Hedgehog 3, and Sonic & Knuckles. In addition, the game includes a 3D environment called "Sonic World", which acts as an interactive museum consisting of Sonic the Hedgehog-related content.
Development of the game begun after the release of Nights into Dreams... in July 1996, and was officially revealed at the 1997 Tokyo Game Show as part of a project to increase market awareness of both Sega and the Sonic the Hedgehog brand. The game received mostly positive reviews upon release; "Sonic World" was praised for its wide range of information and unlockable content, however its graphics gathered mixed responses. Regarding the compilation itself, critics praised its value for money however some felt that it lacked more definitive titles.
Gameplay
Sonic Jam is a compilation video game which contains the first four Sonic the Hedgehog titles released on the Mega Drive: Sonic the Hedgehog, Sonic the Hedgehog 2, Sonic the Hedgehog 3, and Sonic & Knuckles. The game has three difficulty modes; normal, easy, and original. If the player selects easy or normal mode, the only difference will be the inclusion of more rings, or exclusion of bonus stages in the latter two games, respectively. In addition, the game will automatically save the player's progress once a level in either of the four games have been completed. The four games featured in Sonic Jam are identical to the original Mega Drive releases, with the exception of minor bug fixes and the ability to utilise Sonic's "spin dash" attack—first introduced in Sonic the Hedgehog 2—in all of the games. Furthermore, Sonic Jam includes Sonic & Knuckles' "lock-on technology" – a special feature which allows the player to merge elements of Sonic & Knuckles into previous games. This includes slight changes to level design, the ability to play as Knuckles the Echidna in Sonic the Hedgehog 2 and Tails in Sonic & Knuckles itself.
Other than the four original Mega Drive titles, the game includes a special 3D environment called "Sonic World", whereby the player can move around freely as Sonic and interact with various objects. "Sonic World" acts as an interactive museum in which the player can access an array of information of Sonic the Hedgehog-related content, such as viewing concept artwork, manuals, character portfolios, music, and original Japanese advertisements. In order to access these features, the player must guide Sonic into specific buildings. As well as the interactive museum, "Sonic World" has a "mission list" which is only accessible if the player forces Sonic to jump on a red and white trampoline – a similar aesthetic featured in previous Sonic games. Once the "missions list" has been activated, the player has a limited amount of time to collect all of the rings scattered around the world and return to the trampoline. If successfully completed, the player will be rewarded by viewing the credits.
Development and release
At the 1997 Tokyo Game Show, Sega officially announced "Project Sonic", a promotional campaign aimed at increasing market awareness of the Sonic the Hedgehog brand. Yuji Naka, the creator of Sonic the Hedgehog, declared that "phase one" of the project would introduce Sonic Jam as a compilation of four titles which came with several improvements rather than being a direct port. At the time of the Tokyo Game Show, the game was "88% complete". According to Naka, the purpose of "Project Sonic" was not only to increase consumer awareness, but to "renew the excitement" the world once had regarding Sega, as Sonic the Hedgehog was only initially successful outside of Japan.
Development of the game begun after the release of Nights into Dreams... in July 1996, after Sonic Team received a lot of letters from fans asking "who Sonic was". Naoto Oshima thought it was important to introduce people to the Sonic character, which was the basis for introducing "Project Sonic" to the public. Until the release of Sonic Jam, the studio themselves had not worked on a Sonic title since Sonic & Knuckles in 1994, in which Naka thought that Sonic Team had a good rest period to "recharge our batteries" and had new ideas regarding a new game. "Sonic World"—the 3D environment which was included in the game—served as the prototype 3D engine which would later be transferred into Sonic Adventure for the Dreamcast. In a retrospective interview, Naka stated that the 3D section of Sonic Jam was part of an experiment to see how a Sonic the Hedgehog game would work in full 3D. Oshima reflected that the most difficult part during the development process was gathering game-specific information in "Sonic World".
Sonic Jam was first released in Japan on 20 June 1997, and the Saturn version of Sonic 3D: Flickies' Island was released in the end of that year. A port of Sonic Jam was released for Tiger Electronics' Game.com handheld console in 1998. It features "scaled down" versions of Sonic the Hedgehog 2, Sonic the Hedgehog 3 and Sonic & Knuckles, and also allows the ability to play as all three characters in the included games.
Reception
ReceptionAggregator | Score |
---|---|
GameRankings | 77% |
Publication | Score |
---|---|
AllGame | |
GameRevolution | B |
GameSpot | 5.9/10 |
Sega Saturn Magazine | 92% |
Hyper | 75% |
Sonic Jam received mostly positive reviews upon release. It holds an average score of 77% at GameRankings, based on an aggregate of four reviews.
The game's 3D environment, "Sonic World", received mixed opinions for its graphics and array of unlockable content. Lee Nutter from the Sega Saturn Magazine said that it featured "some of the most astounding graphics witnessed on the Saturn thus far", rivalling that of Super Mario 64. Furthermore, Nutter noted that the game contained no clipping or glitching, and commended the 3D engine as "truly remarkable" whilst speculating that it would be the same 3D engine to feature in a future Sonic game, though it never materialised. Glenn Rubenstein from GameSpot, however, contrasted that the game's 3D world was not impressive; opining that it did not look as smooth as Super Mario 64 or Crash Bandicoot. Rubenstein praised the unlockable content featured on the game, in particular the ability to view Japanese versions of Sonic the Hedgehog cartoons and adverts. A reviewer from Game Revolution thought that the 3D graphics of the interactive museum were impressive despite criticising the set-up as mundane. They did, however, commend the idea of allowing the player to watch old Sonic the Hedgehog-related adverts as entertaining. Colin Williamson of AllGame stated that the 3D presentation was "gorgeous to look at", however he later thought that the overall experience was not as fun compared to Super Mario 64 and Crash Bandicoot. Mike Weigand from GamePro opined that the game overall made a "great permanent record of all original titles". Steve O'Learly from Hyper praised the detailed graphics of "Sonic World", stating that it showed the Saturn did perform well if programmed correctly, although he thought that it did not appear as polished as Super Mario 64.
Reviewers largely praised the inclusion of the four Sonic the Hedgehog Mega Drive titles. Nutter stated that the compilation "may not be everyone's cup of tea" and recommended that Sonic Jam was not worth purchasing if the player already owned the included games, although he praised its value for money. Rubenstein criticised the fact that the game did not include Sonic CD or Sonic Spinball, stating that "Sega could have made a far more complete Sonic collection" by including more derivative titles that were released. He summarised that Sonic Jam was not a definitive Sonic experience, asserting that it had only been six years since the original Sonic the Hedgehog was released and "perhaps most of us aren't quite nostalgic about it yet". Game Revolution's reviewer echoed that the compilation was merely a "solid set of games that we've seen before", saying that the game was recommended if the consumer was "tired of rehashes", although he did praise its value for money. Although Williamson acknowledged that there was a lot of exploring for the player to do in Sonic Jam, he expressed scepticism that the majority of the game was from "yesterday" and there were not enough new innovations. O'Learly praised the faithful and accurate replication of the four original titles, though he felt they were "dated".
Notes
References
Citations
- ^ "SONIC JAM ソニック・ジャム" (in Japanese). Sega. Archived from the original on 26 February 2000. Retrieved 30 May 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - Nutter 1997, p. 68, 69.
- ^ Williamson, Coliun (14 November 2014). "Sonic Jam overview". AllGame. All Media Network. Archived from the original on 14 November 2014. Retrieved 14 November 2016.
- Sonic Team 1997, p. 20.
- Sonic Team 1997, p. 18, 20.
- Sonic Team 1997, p. 26.
- ^ Davies 1997, p. 20.
- Sonic Team 1997, p. 28.
- ^ "Sonic Jam review: Where's the Sonic Peanut Butter?". Game Revolution. CraveOnline. 6 June 2004. Archived from the original on 17 November 2015. Retrieved 11 November 2016.
- ^ Rubenstein, Glenn (10 July 1997). "Sonic Jam review". GameSpot. CBS Interactive Inc. Archived from the original on 13 January 2016. Retrieved 11 November 2016.
- Sonic Team 1994, p. 22-24.
- ^ Sonic Team 1997, p. 30.
- Sonic Team 1997, p. 32-38.
- ^ Nutter 1997, p. 69.
- Sonic Team 1997, p. 40.
- ^ Davies 1997, p. 21.
- ^ Jarratt 1997, p. 17.
- "Nights Adventure". Retro Gamer (45). December 2007.
{{cite journal}}
:|access-date=
requires|url=
(help) - Towell, Justin (27 June 2011). "Super-rare 1990 Sonic The Hedgehog prototype is missing". Games Radar. Future plc. Archived from the original on 24 March 2016. Retrieved 19 November 2016.
- ^ Jarratt 1997, p. 18.
- Sonic Team 1998, p. 4.
- Marriott, Scott. "Sonic Jam review for Game.com". AllGame. All Media Network. Archived from the original on 9 February 2010. Retrieved 15 November 2016.
- ^ "Sonic Jam for Saturn". GameRankings. CBS Interactive Inc. Archived from the original on 4 March 2016. Retrieved 11 November 2016.
- ^ O'Leary 1997, p. 73.
- Nutter 1997, p. 68.
- Weigand 1997, p. 153.
- O'Leary 1997, p. 72.
Bibliography
- Nutter, Lee (August 1997). "Sonic Jam review". Sega Saturn Magazine (22). Future plc: 68, 69. Retrieved 11 November 2016.
{{cite journal}}
: Invalid|ref=harv
(help) - Weigand, Mike (November 1997). "Sonic Jam review". GamePro (110). IDG Entertainment: 153. Retrieved 14 November 2016.
{{cite journal}}
: Invalid|ref=harv
(help) - Davies, Paul (June 1997). "Tokyo Game Show: Project Sonic". Computer and Video Games (187). Future plc: 20, 21.
{{cite journal}}
: Invalid|ref=harv
(help) - Jarratt, Steve (July 1997). "Interview with Yuji Naka and Naoto Oshima". Saturn Power (2). Future plc: 17, 18.
{{cite journal}}
: Invalid|ref=harv
(help) - O'Leary, Steve (August 1997). "Sonic Jam review". Hyper (48). Next Publishing: 72–73.
{{cite journal}}
:|access-date=
requires|url=
(help); Invalid|ref=harv
(help)| - Sonic Team (1997). Sonic Jam (Saturn) European instruction manual. Sega. pp. 2–42.
{{cite book}}
: Invalid|ref=harv
(help) - Sonic Team (1994). Sonic & Knuckles (Mega Drive) instruction manual. Sega. pp. 2–30.
{{cite book}}
: Invalid|ref=harv
(help) - Sonic Team (1998). Sonic Jam (Game.com) instruction manual. Sega. pp. 1–12.
{{cite book}}
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(help)
External links
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