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Viklund Tobias Sonic 2 2003

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Final assignment presentation by Tobias Viklund for the course Introduction to Game Design.

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Viklund Tobias Sonic 2 2003

  1. 1. For the Sega Mega Drive
  2. 2. Som B e ackst or y  Released 1992  Developed by Sega Technical institute and Sonic Team in USA  Runs on the same engine as the first sonic game
  3. 3. N abl e D ot evel opment St af f  Masaharu Yoshii – Director  Judy Toyota – Character Design  Hirokazu Yasuhara – Game Designer  Yuji Naka – Lead Programmer  Masato Nakamura - Composer
  4. 4. The G e am
  5. 5. C e G epl ay or am  Simple 2d platformer  Gameplay is designed to give the feeling of speed  50 rings= chance for special stage, 100= 1 extra life  Single player is a great experience, multiplayer is…  not so good
  6. 6. Stages Most zones has 2 stages 11 zones Every zone total has a different theme Except one zone  Every zone ends with a boss fight Stage 1 Stage 2 Stage 1 Stage 2 Stage 1 Stage 2
  7. 7. Speci al St ages  Like a racing game  Collect enough rings to win a chaos emerald  Collect all chaos emeralds and Sonic will be able to transform into Super Sonic during the stages
  8. 8. Shel l  Beautiful, colorful Graphics  Different themes in every zone gives a new, fresh experience every time you advance  Inclusion of a new character (Tails) is good  Music is well done and fits every zone good
  9. 9. H st or y of Soni c 2 i
  10. 10. Sega’s first mascot was Alex Kidd, but Sega wanted to appeal to the american audience and felt that they needed a mascot with more attitude. When Sonic 2 was released, it became a commercial success for Sega, and it enabled Sega to seriously compete with Nintendo in the market.
  11. 11. Sonic 2 utilizes ”Blast Processing”, a term created by Sega as a method to overshadow the Nintendo 8-bit system, this kind of advertising was a common thing for Sega during the early 90’s.
  12. 12. Thank You f or r eadi ng my pr esent at i on! Tobias Viklund

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