Sumo Digital’s Executive Producer Steve Lycett (under his alias S0L) has been busy answering the questions of many fans over on the Sonic Stadium forums and has revealed a few more details about the new Sonic All-Stars Racing game, as well as a few teases! Although he couldn’t give away major details such as characters and tracks, he still answered as much as he was allowed to.
Hit the jump for all the details, it’s a big read!
Credit for each question goes to its original author. Thanks guys!
Magnus: We have 21 characters (Including Metal Sonic) playable in the original. Now if all 21 of those characters were to return this time around, that would mean we would only be seeing 6 new characters.
Barking up the wrong tree. Just because a character appeared in ASR, don’t take it for granted that they’ll appear in this one
Swiss: How long have you guys been working on the game? The new engine looks insanely good, must’ve taken some time!
Oh… Good question. New engine is imaginatively named Sumo Engine, but we use the Starlight editor to build everything, so generally we refer to it as Starlight. You’ll remember we used Sunshine last time, so I guess it’s an upgrade! We’ve been working on this for about a year and a half, switching to the new engine 6 months in. Caused us a few headaches, but the results are there on the screen
Wait till you see a level with fully dynamic lights…
Peacock: Will there be the chance to tackle the entire track as one vehicle only? like if i wanted to stay in car form for the entire race? or will there be parts of the tracks that force you to change to another vehicle? thinking of the route RC Revenge tookwhere you had transformation gates if you wanted to take the water route etc.
We can play with when the transforms happen, so it’s possible to lock tracks into given states. We choose when you transform though, to ensure there is no gamebreaking cheating going off with folk choosing to fly where they want…
JezMM: Just a small one, if it’s possible to comment on. In the article it says:
“For lone players, there’s an extensive Story mode with 16 new tracks spread across a number of different SEGA worlds, represented here by floating islands.”
Are the 16 tracks mentioned here exclusive to story mode, in ADDITION to the other tracks for the general modes, or is that simply phrased oddly and referring to the fact that there are 16 new tracks (plus the 4 returning ones)?
Can’t go into modes right now, but it’s 16 + 4. All I can say on the tracks is they’re all unique, not three variations of Seaside Hill since you all grumbled so much about it
dabbido: Well… since we can ask about things already revealed my only question is how the All-star gauge works with those star pick-ups. I can see the transformations are automatic, wich is a good thing. I could see some shortcuts when you could only use one vehicle, but one time or another youre probably gonna be forced to change.
All-Star gauge is a mix of skill and the pickups and… nah… you’ll have to wait and see. We do intend for it to be balanced, for example right now you can earn it quicker at the back of the pack…
Jetronic: If there’s a PC version will it have online play? The ASR on PC not having online when many PC games always have online play was an absolute turn off.
There is a PC version in the works, and given all the complaints about lack of online last time…
Hogfather: Can we have 1970’s trousers mode? Can you transform anywhere? Or is it locked to specific portions of the track? And can we please have custom soundtracks on the PS3 version this time?
No 1970’s trousers, sorry. I suggested it to SOJ, and they questioned my sanity. You have to pass through a transform gate to transform, which is our way of controlling it (otherwise everytime you drive off the edge of a track you’d expect to fly…). We might allow you to pick which gate to drive through of course…
TheAnvil: Can All-Star moves be online? One of the biggest issues with the first was the fact that when you were around 4th or below you couldn’t really get back in the race, having All-Stars should remedy that.
Another good one, right now we are very much planning to make them work online, the only reason they didn’t last time was they were so complex and we literally ran out of time to network them…!
Chocolate Cookie: Will a soundtrack be released for this game?
Actually, this is something we’ve suggested to SEGA. Not got a definite answer here yet mind!
KrazyBean14: Are you guys aiming to make the game run at a solid 60fps or 30fps?
Aiming for 30. The water is the main reason as it’s a fully dynamic surface with proper physics, the second is the huge scale of the landscapes, we’re going as epic as we can. That said, it runs about 120fps on my PC right now…
Blue Blood: Will characters have different voice clips this time around? I’m especially looking at the Sonic cast with random comments like “shut up!”, “aren’t you worried?” and “nooooooooooo!”, and of course the brilliant announcer who couldn’t get Ryo’s name right. I know that most of the lines were stripped from other games which is fine, but the selection was somewhat iffy in both ASR and SST before it.
As always, getting VO done for such a large ensemble cast proves to be interesting We are still working on this one, but yeah, we’ll try and avoid annoying speech when we have to source it from other SEGA games
frokenok3: There will be a bigger variety of power-ups? How the whole concept behind Transformed came up?
yes to the first, and the original concept was bounced around between SUMO and SEGA, but in all fairness, we have to credit Simon Woodroffe (now of Rare!) for the massive headache he’s given us to solve
sonfan1984: If this game has a storymode, is the characters going to talk at all?
Can’t go into details yet, but there is no Story mode per se… Though there is an adventure. Enigmatic no?
Cola-Wooly: As has been already confirmed – there are 3DS and Vita versions. I would like to know if there have been graphical changes to support the handhelds’ lower power, or are you guys trying to have it run comaprably to the HD versions?
Sumo Engine powers everything but the 3DS. 3DS is being built from the ground up. As always we’re aiming to deliver the same experience and try and take in some of each consoles features along the way. We’re unlikely to use the PS3 assets directly on 3DS, but we do have a dedicated team who are taking the big assets and modifying them suitably
Magnus: Steve, will you have a change music option like you did in the first game, or will we be stuck with one theme per track?
We’re working on the music dynamically changing to match what’s happening, and in most cases this is taking multiple pieces of classic music and remixing/reworking it so it can change on the fly. About as much as I can say on this right now…
Komodin: A “1st Place Attack Weapon”? Does a game like this really need an equivalent to the Blue Shells?
As if we’d put in a Blue Shell. A little faith guys! What it does is drop things in front of first place, you can avoid them, but even doing that will slow you down. It doesn’t however hit you in an unstoppable way with (hardly any) means of defence.
Phew, and there you have it folks! Plenty more details for you to sink your teeth into. We’ll more than likely get even more details in the very near future, so TSS will keep you updated as always!
Excited? Got any questions for S0L to potentially answer? Join in the full discussion on Sonic All-Stars Racing Transformed (and everything else Sonic!) over on the SSMB, or leave a comment below with your thoughts!