Boom Commentaries Uncut: Ep19 Sole Power – With Tails Channel’s Matt!

Matt from Tails Channel is here this week. The second half of the podcast is a good one! That’s if you like Sonic fans and Change.org!

Episode 19: YouTube Edition

Episode 19: Uncut Extended Podcast Edition

Also available on itunes!

Matt from Tails Channel joins Donnie, Kevin, Tanner and Jamie on the Sonic Boom to discuss his favourite Boom moments so far. The team also discuss more concerns about the Canadian education system, “pulling a Jaleel”, Tanner gets feedback, is Donnie the Spinball World Champion whilst Jamie is late and his dog also has an opinion on the show. Plus we go through the many Sonic change.org petitions… oh my.

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Preview: Sonic Universe #74

What better way to bring us back to the present than with the finale of the technological terror!

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Comicbook.com has the preview for Sonic Universe #74, and there’ll certainly be sparks flying! Sally, having subjected herself to the digitiser, is now fighting alongside Nicole against Phage for the fate of the Digital World. But it’s not just data in peril as Tails, Big and Dr. Ellidy are all under attack from Phage’s influence from the outside. To beat this monster will require wit, strong friendship and something a little extra, otherwise they’re doomed to be done in by the past. See how it all comes to a close in “Spark of Life”: part 4.

SONIC UNIVERSE #74
The final showdown for the fate of the digital realm is HERE! “Spark of Life” Part Four: It’s pandemonium aplenty in this conclusion to the stunning “Spark of Life” story arc! Who, or what, is Phage? Introductions aren’t necessary—she’s creating havoc for our heroes anyway! Tails and Big—menaced by badniks and Dark Gaia Monsters alike! A Chaos Emerald—about to fall into enemy hands! Nicole—on the brink of deletion! Will Sally sacrifice it all to save her friends and the world? Only the dramatic conclusion to SPARK OF LIFE can tell! Featuring cover art from Sonic comic artist extraordinaire Tracy Yardley, and a special SEGA-art TAILS variant cover!
Script: Aleah Baker, Ian Flynn
Art: Tracy Yardley, Jim Amash, Jack Morelli and Matt Herms
Cover: Tracy Yardley, Jim Amash and Ben Hunzeker
TAILS Variant cover art provided by SEGA
On Sale Date: 3/25
32-page, full color comic
$3.99 U.S.

Sonic Universe #74 came out today in comic stores and on digital formats. Get it today and complete the story circuit for yourself!

Source: comicbook.com

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Covers and Solicitations for Mega Man #50, Sonic Universe #77, Sonic Boom #9, Sonic #274 And More

Once again a big media blowout for Worlds Unite with the June solicits.

Continuing with the updates that happened in March, we continue the story of Worlds Unite through comicbook.com providing covers and solicits for June. Resuming from part 3, act one of the crossover comes to a close with Sigma’s plan of fusing Sonic’s world with Mega Man’s world seeing fruition! It’s going to take a lot of man power to try and stop it, and with our main quartet for the crossover being joined by the Freedom Fighters, the Mavericks and Robot Masters, there’s a lot to draw from! Along with “Worlds Unite”: part 4, there’s a little side story about the first meeting of Mega Man classic and Mega Man X. Fitting for Mega Man hitting it’s 50th issue.

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MEGA MAN #50
Celebrate 50 issues of Mega Man with the latest chapter in the globe-smashing SONIC/MEGA MAN crossover event! “Worlds Unite” Part Four: Act One comes to its mind-blowing conclusion! Sigma’s plan reaches its first stage, and the worlds of Sonic and Mega Man have fused! It’s definitely going to take more than one hero to stop the threat from the future—maybe even ten! Sonic, Mega Man, X, Sticks, the Freedom Fighters, Robot Masters and Maverick Hunters—UNITE! PLUS: Stick around for a special bonus anniversary story as Mega Man and X meet for the first time! Featuring a wrap-around cover from the legendary Patrick “SPAZ” Spaziante! PLUS 5 variant covers from Edwin Huang, Irvin Rodriguez, Patrick Thomas Parnell, Roger & Idalia Robinson and part 4 of the epic 12-part connecting variant cover series by artist Ben Bates!
Script: Ian Flynn
Art: Dan Schoening, POWREE, Rick Bryant, Jack Morelli and Luis Delgado
Mega Man #50 Wrap-around CVR A Reg: Patrick “SPAZ” Spaziante
Mega Man #50 CVR B Variant: Roger and Idalia Robinson
Mega Man #50 CVR C Variant: Edwin Huang
Mega Man #50 CVR D Variant: Irvin Rodriguez
Mega Man #50 CVR E Variant: Patrick Thomas Parnell
Epic Poster Variant (pt 4 of 12): Ben Bates
On Sale Date: 6/17
48-page, full color comic
$4.99 U.S

Sonic Universe #77 sees our heroes still fighting to stop Sigma’s fusion of worlds, but heroic forces alone are not enough. Enter Xander Payne, with Dr. Eggman and Dr. Wily in tow. They provide new insight into Sigma’s insidious plans, but how much can it help? This is “Worlds Unite”: part 5.

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SONIC UNIVERSE #77
The next exciting chapter in the SONIC/MEGA MAN “WORLDS UNITE” crossover event starts here! “Worlds Unite” Part Five: The worlds of Sonic and Mega Man have been joined together by Sigma, and it’s going to take a full-on army of unified heroes to make it right! Actually—scratch that—it’s going to take some heroes AND some villains! When the mysterious and malicious Xander Payne inexplicably arrives with Drs. Eggman and Wily in tow, our heroes get new insight into Sigma’s plans! Featuring cover art from the legendary Patrick “SPAZ” Spaziante and variant cover art from CLAUS-Justin Harder (Thor: the Dark World, SNL) and part 5 of the epic 12-part connecting variant cover series by artist Ben Bates!
Script: Ian Flynn
Art: Edwin Huang, Gary Martin, John Workman and Gabriel Cassata
Cover: Patrick “SPAZ” Spaziante
Super-group Variant Cover: CLAUS-Justin Harder
Epic Poster Variant (pt5 of 12): Ben Bates
On Sale Date: 6/24
32-page, full color comic
$3.99 U.S.

Sonic Boom #9 sees the heroes go to war with the mechaniloids, led by the souped-up Deadly Six! It should be a united front, but Sticks isn’t always one to stick around if she gets distracted. But she didn’t intend to fall off the Sky Patrol and go through a Genesis Portal, we’re pretty sure, and who knows where she landed! This is “Worlds Unite”: part 6.

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SONIC BOOM #9
The SONIC/MEGA MAN crossover event GOES BOOM! “Worlds Unite” Part Six: The war against Sigma has been waged! Sonic, Mega Man and X lead their unified friends against hordes of mechaniloids led by the armored, super-powered Deadly Six! That sounds pretty scary and exciting, and now is definitely the time for everyone to work together and pay close attention. Especially Sticks. She tends to do some distracting stuff, like falling off the Sky Patrol and landing into a Genesis Portal or something—wait? Did she really? Well, where did she land? No way! Is that – -?! You won’t believe where Sticks lands, but what you BETTER believe is that this issue sports some awesome cover art by Patrick “SPAZ” Spaziante and the return of the EVIL FRIENDS FOREVER (E.F.F.) variant by Brent McCarthy! Plus part 6 of the epic 12-part connecting variant cover series by artist Ben Bates!
Script: Ian Flynn
Art: Edwin Huang, Gary Martin, John Workman and Gabriel Cassata
Cover: Patrick “SPAZ” Spaziante
Evil Friends Forever E.F.F. Variant Cover: Brent McCarthy
Epic Poster Variant (pt6 of 12): Ben Bates
On Sale Date: 7/1
32-page, full color comic
$3.99 U.S.

For the last of the chronological Worlds Unite stories, Sonic the Hedgehog #274, we’ve lost the unite part of the title as Mega Man, X and their compatriots have turned on Sonic and the Freedom Fighters. Why would they do this? Eggman might have the answer, or he might have something more sinister up his sleeve. This is “Worlds Unite”: part 7.

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SONIC THE HEDGEHOG #274
The heroes of the SONIC/MEGA MAN crossover event: AT WAR?! “Worlds Unite” Part Seven: The unified army is not so unified anymore! What has driven Mega Man, X and their robot companions to attack Sonic and the Freedom Fighters? Drs. Eggman and Wily may have the answer! Or a weapon. Could a weapon be the answer? Or is it more trademark treachery? Meanwhile, Sigma grows in power, preparing for the next phase of his master plan! And speaking of masters, this issue features cover art from master-artist Patrick “SPAZ” Spaziante, a CG-SLUGFEST Variant cover from Rafa Knight and part 7 of the epic 12-part connecting variant cover series by artist Ben Bates!
Script: Ian Flynn
Art: Edwin Huang, Gary Martin, John Workman and Gabriel Cassata
Cover: Patrick “SPAZ” Spaziante
CG-SLUGFEST Variant Cover: Rafa Knight
Epic Poster Variant (pt7 of 12): Ben Bates
On Sale Date: 7/8
32-page, full color comic
$3.99 U.S.

But there’s one more thing to add to the Worlds Unite overload! There’s just so much action in this crossover that the main books alone just can’t contain it. That’s why Archie are bringing out two market-exclusive battle books just for the occasion, promising exciting duels between the various forces of Mega Man and Sonic’s universes. Not only that, but there’s a wealth of new blood on board for both art duties and writing! And the first one has a solicit right here.

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MEGA MAN: WORLDS UNITE BATTLES #1
ALL-NEW DIRECT MARKET-EXCLUSIVE special! There are so many epic battles in the SONIC/MEGA MAN crossover event that the biggest brawls of the bunch have exploded into their very own book! This extra-special bonus issue features exciting duels spilling over from the pages of the much-talked about “Worlds Unite” event, and feature an all-star cast of creators! Watch Mega Man bring the ruckus to the Deadly Six, the Maverick Hunters ultimate showdown with Vile and Dr. Light’s Robot Masters tussle with the unstoppable power of hero-turned-uber-villain Sonic Man! LET’S GET READY TO RUMBLE! Also featuring variant art from Patrick “SPAZ” Spaziante, and a special wrap-around cover and sketch variant by Sonic and Mega Man superstars Evan Stanley & Jamal Peppers!
SCRIPT: Ian Flynn, Howard Mackie, T. Rex
ART: Ben Bates, Jamal Peppers, Brent McCarthy, Rachel Deering and Elaina Unger
Cover: Evan Stanley, Jamal Peppers, Phyllis Novin and Ben Hunzeker
Sketch Variant Cover: Evan Stanley and Jamal Peppers
United Variant Cover: Patrick “SPAZ” Spaziante
On Sale Date: 6/17
32-page, full color comic
$3.99 U.S

And finally, for a bit of a breather, Sonic Archives #25 reprints more classic stories from days past in the Sonic comic. As the series gets closer to reaching the milestone of #100, there’s treachery afoot as Sonic gets involved in a web of lies, attempts to subdue Knuckles only end in chaos, and there’s a throwdown with Monkey Khan for the cherry on top!

sonic-archives-cv-25-126988

SONIC ARCHIVES 25 (TR)
Treachery and mystery abound in the next exciting installment of the SONIC ARCHIVES graphic novel series! Sonic finds himself caught in the middle as heroes and villains alike plot and plan their own agendas—what’s a super-speedy hedgehog to do? Dr. Eggman draws his wayward people into a city-sized trap! The power of the kingdom is snuck out from under Princess Sally by a double-sleeper agent! Sonic faces down his super-powerful cyborg rival! SONIC ARCHIVES VOLUME 25 collects SONIC THE HEDGEHOG #92-95.
Script: Ken Penders, Karl Bollers
Art: Ken Penders, Patrick “SPAZ” Spaziante, James Fry, Ron Lim, Michael Higgins, Jim Amash
Cover: Patrick “SPAZ” Spaziante
978-1-61988-964-4
$7.99/$8.99CAN
5 x 7 3/8”
TR
112 pp, Full Color
Direct Market On-Sale Date: 7/15

We’ll have more details on all of these comics closer to their release. Isn’t it weird that we’re already halfway there!

Source: comicbook.com

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Sonic Boomcast episode 8: Welcome to Freibergers

[youtube]https://www.youtube.com/watch?v=gKlgnKbm-3g&feature[/youtube]

We have a great episode this month. Lidice and I got not one, but TWO special guests! First up is Sonic Boom co-executive producer and writer on Sonic Boom #5, Bill Freiberger. We discuss all things Sonic Boom including the more minor characters. Next, with the release of Sonic Runners soft launch, I got Big Fish Games narrative designer and die-hard Sonic fangirl, Joanie Rich to talk with me about the new game and how successful the mobile industry can be. This is easily the best episode of Sonic Boomcast yet, so tune in!

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Previews: Sonic the Hedgehog #270 and Sonic Boom #5

Worlds apart, they couldn’t be more opposite if they tried.

Sonic-270-0-497d2

Well, haven’t the last few weeks been interesting. SSMB has been down (and undergone a slight time warp), and a few technical hiccups have delayed these comic updates. But now we’re aiming for the right track with a catch-up on what’s gone down. And as luck would have it, we got a very rare occurrence; two comics came out on the same day!

Comic Book Resources has the preview for Sonic #270. The Chaos Emerald Championship draws on, and more big names bite the dust. Amy takes on Knuckles as he goes about his mission, Sonic tackles the mischievous Honey, and the Hooligans are still running about like loose cannons. But things aren’t as straight forward as they look on the surface, there’s treachery afoot, and it has Eggman all over it, and there’s more shade about Breezie’s past than one would think! All this fights its way into “Champions”: part 3.

“Champions” Part Three: The battle for the Chaos Emerald is reaching a fevered pitch! Hero versus hero! Villain versus villain! Will Dr. Eggman be content to play by the rules? Will Metal Sonic come in and shake things up? And what exactly is the secret history between Metal Sonic and casino mogul Breezie?! All of the answers await you in this thrilling, penultimate chapter! Featuring all-new cover art from one of the newest Sonic superstars Jennifer Hernandez, plus a special “Marvel at the Showdown” variant cover by the incomparable Brent McCarthy!
STORY BY: Ian Flynn
ART BY: Diana Skelly, Terry Austin
COLORS BY: Gabriel Cassata
LETTERS BY: John Workman
COVER BY: Jennifer Hernandez, Terry Austin, Matt Herms, Brent McCarthy
PUBLISHER: Archie Comics
COVER PRICE: $3.99
RELEASE DATE: Mar 11th, 2015

Meanwhile, we trade fighting garb for Lederhosen for Sonic Boom’s latest offering.

SonicBoom_05-0

Arcade Sushi are the ones with the preview for Sonic Boom #5. Eggman wants to manipulate the village for his own sick amusement, but how can he take advantage of them with a zero publicity rating? The solution to try and get into their good graces, and the answer for that to him is to throw an event for them. But he’s not going to get far with that unless he calls in the help of our heroes. Join in the ‘festivities’ and make a trip to the fair in “Eggtoberfest”.

SONIC BOOM #5
Script: Bill Freiberger
Art: Steven Butler, Rick Bryant, Jack Morelli and Matt Herms
Cover by Patrick “SPAZ” Spaziante
X-RAY Variant Cover by Diana Skelly, Rick Bryant and Matt Herms
SONIC BOOM is your antidote to comics that lack AMAZE-MA-TUDE! The NEW ONGOING SONIC COMIC BOOK SERIES keeps on BOOMIN’ IT UP with Sonic Boom #5: Eggtoberfest! Dr. Eggman’s sick and tired of no one trusting him! How on earth can he take advantage of people if they don’t trust him to begin with?! The answer? Easy—EGGTOBERFEST! Just one small problem: the mechanical master forgot to hire ride operators for his carnivorous carnival creation! So it’s Sonic to the… rescue?! If a good guy helps a bad guy, is that “helping” at all? Ponder this and other philosophical queries in the latest action-packed issue of Sonic Boom, written by Sonic Boom TV Series writer Bill Freiberger! Featuring cover art from Patrick “SPAZ” Spaziante and an X-RAY variant from the newest sonic superstar Diana Skelly!
On Sale Date: 3/11 | 32-page, full color comic | $3.99 U.S.

Both of these comics are already out. If you haven’t picked up a copy already, make a date to do so. Just have it more like a nice day trip and not a fighting match.

Sources: Comic Book Resources, Arcade Sushi

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Community Spotlight: Hedgehog Orchestral Suite

Screen Shot 2015-03-24 at 00.36.12

French composer Yoann Turpin has recently released a new album dedicated to our very own Sonic the Hedgehog, titled Hedgehog Orchestral Suite.

Described as a “tribute to the great Masato Nakamura”, the Bandcamp released album contains a total of eleven tracks based off music heard in the Mega Drive titles Sonic the Hedgehog and Sonic the Hedgehog 2. The album contains beautiful orchestral reimagining of various zones, include Mystic Cave Zone, Oil Ocean Zone and Spring Yard Zone.

You can enjoy and purchase the digital album on Bandcamp here. Congratulations to Yoann on crafting such a lovely tribute! You can also follow his work on his Facebook and SoundCloud.

Be sure to give it a listen, and sound off with your thoughts on the album in our comments below.

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Stephen Frost: Sonic Boom is a Licensing Success

sonicboom

Former SEGA America producer Stephen Frost has called Sonic Boom a “huge success”, thanks to the project’s cartoon and toy licensing initiatives.

In an audio interview with SEGA Nerds, the producer – who has been at the forefront of all Sonic Boom-related developments, from the video games to the cartoon and merchandising efforts – said that the animated show in particular helped broaden the audience for Sonic the Hedgehog in the US. This also encouraged an explosion of toy sales, which Frost added initially sold out in 24 hours.

Speaking of his response to the fallout from the release of the Rise of Lyric and Shattered Crystal games, Frost was positive about the effect the licensing drive had on reaching a large audience. “Obviously there are pros and cons to Sonic Boom,” he said. “As a whole… for some reason I think people still focus on the game aspect of Sonic Boom. And rightly so because Sonic’s always been a game [character]. But you also have to think about the other things we tried to do with Sonic.

“The goal of Sonic Boom, as I’ve said over the last year or so, is to reach a larger audience with Sonic – to make him relevant again. There’s a very loyal Sonic fanbase [out there], no doubt. But there’s no arguing that every year [the audience] gets smaller and smaller.”

Frost likened the dwarfing audience for Sonic the Hedgehog to other AAA video game franchises on the market. “Even if you have a [AAA budget title] every year, the install base is going to get smaller… So the attempt with Sonic Boom was to appeal to an audience that was not familiar with Sonic – or, were fans previously but weren’t anymore for whatever reason.

“I think from that standpoint it was a success. The audience for the cartoon is [healthy], the toys are selling really well. I remember hearing reports that in the early days, Sonic Boom toys at Toys R Us were selling out in 24 hours – that wasn’t just [sales] from fans, it was from people who were looking for something new.”

The reason for the interest in the toys, Frost noted, was because the “new direction” that the Sonic Boom series took allowed merchandising partners to create more interesting figures based on the new worlds, vehicles and character designs. For licensing partners, Sonic Boom presented “a breath of fresh air into their thinking process and ability to go in a [new] direction.”

Frost also added that Archie and the Sonic voice actors were also appreciative of the opportunity that Sonic Boom presented. For Archie, it offered a chance to create new stories and a new book based on the series, and for voice actors they were able to add nuance to their respective characters.

“I know of so many people who have not been interested [in the Sonic games] that now arbitrarily watch the cartoons and buy the toys, and that’s a huge success,” Frost said. “There are cases where people have come into the Sonic world for the first time, because of either the new toys, or the look of the characters (love it or not), or the cartoon. And that’s why I consider that a big success.”

Speaking about the video games themselves, Frost was pragmatic. “Could the games be better? Yes… [But] I see that we tried to do something different. I think the challenge is that – if you think about the fact that Sonic Team has been making Sonic games for 20-odd years. They understand Sonic and all the things that make a Sonic game.

“In a relatively short amount of time we had to teach new teams what Sonic is all about. But not only that — if I was to say to a team, ‘make a speed-based Sonic game’, they’d have to start from zero and catch up to 24 years of experience in one [development cycle]. Now imagine asking them to reinvent Sonic, to try something different – still capture the speed but also be different enough that when people look at it they know it’s a new experience. It’s really tough!

“We had very ambitious goals. We really wanted to deliver on something that people were excited about, that managed to capture speed but also add new gameplay components… I think that the failures of the game were [of] it being overly-ambitious initially, and the fact that not only were we trying to make a basic Sonic game but we were trying to add to it. We over-extended our grasp in some ways.”

Frost noted that there were a number of positive things that came from the development of the Sonic Boom games – for instance, the popular co-op mode, which he hopes will be a concept that Sonic Team will consider for future mainline Sonic titles.

Naturally, a lot of people have compared Sonic Boom to Sonic Team’s efforts, and Frost accepted that the project’s game development ended up being a victim of the team’s ambition. “There’s a reason why the Sonic games are relatively high quality – they’re basic in design,” he said, talking about how many Sonic titles follow a similar strand of gameplay design. “You have speed, homing attacks… but because of that [streamlined gameplay], and because Sonic Team have been doing that for so long, they can fine-tune that [with every game release].

“We were trying to add in bungee mechanics, combat, puzzles, vehicles, hopefully a more compelling story, and a bunch of different environments. It’s just a lot. And I think that’s the thing. If there’s any lesson that I’ll take forward with me, it’s that being too ambitious can be bad.”

There’s a lot more in the interview with SEGA Nerds – the discussion about Sonic Boom starts at 1:42:00.


Editor’s Note: This article originally offered a brief overview of points taken from the interview that were presented out of context. We have since rewritten the story in its entirety and removed all conjecture from the piece. We apologise for any confusion caused.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Sonic Runners Tips & Secrets

runners-keyart

Sonic Runners has been out for a few weeks now, despite the popularity of the game, there are still a bunch of hidden tips and secrets which not many people know about. Some of which have big positive effects on the player. So this update is a list of some of the biggest and best tips that we’ve found as well as some that not many people are aware of, none of these involve modifying save files or any other file edits, they’re in-game features people don’t know exist or are ignoring.

So lets start with one of the biggest ones shall we.

Stop the Premium Wheel on Whatever Space You Want!

runners premium wheel1

Confession time, I have not yet got this to work myself, but after some practice I am getting better at it, some people have claimed they have gotten all the Chaotix this way and from my own testing I believe after practice you can nail the timing.

You know that premium wheel, the one which you have to use eggs or red rings to use?

Well there is a way to stop it on whatever spot you want.

When you start the wheel let it do one or two full rotations, if you then tap the spin button again, the wheel will abruptly stop. However, it doesn’t stop right away, it enters the slowdown animation and if you time it right; it’s possible to trigger the animation so the dial will stop in the exact spot you want it.

For the Chaotix, if you imagine the wheel as a clock, it’s best to tap it just as the dial enters the area of 6-9 O’clock. What should happen is that the dial will stop spinning, at around 10-11 O’clock, it will then enter the slowdown animation and creep over into the next space, which is the Chaotix Egg/top prize.

As far as I can tell, you can also do this with the golden eggs too.

I strongly recommend you practice this using the desktop version of the game, you can lose all your red rings VERY quickly attempting this. If you want to practice, download ‘Andy‘ and the APK file for the game and practice with new accounts. It’ll take around 10 min to get your first free spin of the wheel. When you get the timing down, try it on your main account.

Get Bonus Rings For Clicking a Name

runners rewards

There are one or two things you need to do before doing this.

1: You need to Link your account to your Facebook profile. (check the options menu if you didn’t do it in the tutorial).

2: You need to have friends on your Facebook who are playing Sonic Runners.

If you have that, then you can do this next trick.

On the main menu, go to the leader boards, then select ‘friends,’ now select your friend and their player card pops up. At the bottom is the ability to ‘send them a challenge’ do it.

Wait one hour/shut down, then restart the game.

You are now given 2,500 rings for every challenge you sent. Regardless as to if that friend logged in and played the game. So long as you sent a challenge, you get free rings. It’s that simple. The cost to you? Nothing, just a few taps on the leader board screen.

Get/Give your friends extra lives for free!

This is an amazing side effect of the above trick. You might be thinking ‘I don’t want to spam my friends with challenges.’

Well, you’re not.

Your friend doesn’t get a challenge, what they do get however is a free extra life! For whatever reason, the game doesn’t send a challenge, it does however send a free extra life/try, and yes, they stack!

The moment you send a challenge, your friend will get the reward. There is however a cool down period as to when you can do this again, but this is a great way to get tons of attempts at later levels.

Get a 300-500 Combo Bonus

So you might have already seen this, but here is how it works. The more things you collect in runners, the higher your combo bonus goes, in normal play, it caps out at around 30-50 (depends on a few things). However, it’s possible to extend this to 300-500 (depends on how many gems/rings/animals you’ve captured so far without being hit).

First thing you need to do, find the power up which extends your combo period (you’ll be covered in stars). Then, a drill wisp (any wisp works, but drill is best). The combo will now rocket up to 300 or 500 depending on your chain.

On top of that, the drill wisp will also add an additional score multiplier to that which can give you some insane scores.

Don’t Want to Fight Eggman?

You get to the end of a stage, the boss appears… but you don’t want to fight him yet, maybe you’re doing a daily challenge? Maybe you want to farm rings? Maybe you just don’t have time to see if there are red rings in the next area?

Then don’t fight Eggman. You can avoid a battle with the boss if you select ‘play’ instead of showdown, you can do this as long as you like.

How to Perform Mid Air Tricks

So those red springs, finally managed to figure out the timing on those? Well did you know you can perform mid air tricks for even more points?

When you approach a red spring, tap the screen to be catapulted up. The moment this happens, rapidly tap the screen to make your character perform ticks, the higher your combo, the more points you get.

That’s all the tips and secrets for now, but if anything else is discovered we’ll do an update.

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Boom Commentaries Uncut: Episode 17 Don’t Judge Me

For the first time in several weeks, no guests! But a very strange Hunger Games elimination in the latter half of the podcast!

Episode 17: YouTube Edition

Episode 17: Uncut Extended Podcast Edition

Also available on itunes!

Kevin, Donnie, Tanner and Tom prepare for the latest Sonic Boom episode and discuss your comments and a number of other Sonic-based topics. Including: What would a version of the introduction sequence with Eggman as the hero look like? Strange Sonic 3 Remastered emails, a bizarre version of Oliver Twist seems to happen and is Tom worse than Tumblr? That and the gang do a play-by-play on Tanner’s mid-week reveal of a Hunger Games contest starring them and others. Who survives the games? And will Tanner survive the end of the show!?

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Side Scroller Sanctuary: A Classic Trilogy Retrospective

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Art by Veronica Vera, Not Enough Rings

This is a retrospective I did of the classic trilogy of Sonic games for SEGABits, celebrating the hedgehog’s 23rd anniversary week last year. I decided to spring (get it?) new life into it, since I was feeling pretty nostalgic today and recently played through these fantastic titles again I remembered how much of a treat they are. Let’s get to straight into it!

Ah, birthdays. The perfect times for parents to get out those old, embarrassing pictures of you when you were a baby. Our spikey blue hero is no exception to this, however his own classic outgoings were never something to be embarrassed about. In fact, many fans still refer to the original trilogy of games as some of the best games the series has made. I’m not far removed from this ideal, and as such I wanted to look back at these old gems of classic gaming, chronologically.

Sonic the Hedgehog (1991)

Filled with the sights of chequered hills, loop-de-loops, and the iconic sound of the SEGA chant on the boot up, the original Sonic the Hedgehog released in 1991, setting the stage for a future 23 years of Sonic. So much about this classic has been said already, but it’s worth giving it another run through, right? Let’s look at why this title is so iconic, and how it laid the groundwork for the future.

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Sonic’s well known for his speed, yet this title doesn’t really capitalise on that gimmick during your time with it. A key element with Sonic is that speed is earned as a reward for your skill and mastery of a level, and this really is the title which began that train of thought. Green Hill Zone is easy enough and gives the player plenty of freedom to get used to Sonic’s top speeds and style of level design, but immediately after, Marble Zone punishes you for trying to charge in without thinking.

This isn’t the only zone which forces a player to slow down and plan what their next moves are. The iconic Labyrinth Zone brings Sonic to the speed of snail underwater, all while avoiding deadly enemies and remembering to collect those all important air bubbles to ensure you don’t drown. Fortunately, in between these two platform heavy zones are Spring Yard and Star Light. As long as you’ve mastered rolling by that point, there’s crazy high speed thrills to be had.

Rolling is the key way you’ll be the speed demon this time around. Since the hedgehog has a speed cap on foot, putting yourself into a ball lets you bypass that. This is where the idea of rewarding a player’s mastery of a level comes in – you’ve gotta know what dangers lie ahead and the layout of the acts so you can most efficiently beat the clock and overcome the obstacles in your path. My current best on Green Hill is about 24 seconds.

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To finish the game 100%, you’ll need to defeat the final boss with six Chaos Emeralds in hand. Collecting the emeralds wasn’t much of an easy feat back in the day, especially when you’re going in blinded – the rotating stages could often get frustrating, especially if you didn’t know what you were doing (GOAL? That’s not my goal, that’s the exit!), and accessing them in certain zones was a nightmare (specifically, holding onto 50 rings). More recent versions like the current mobile ports allow you to quit and retry special stages, making it significantly easier on the player. A change I welcome, since it’s totally optional.

Sonic the Hedgehog is a solid title. It’s a little overrated nowadays, but without the iconic ideas it introduced we wouldn’t have its two sequels that built on the ideas and created fantastic experiences. The level design is solid, the visuals for its day were great, you can achieve a great sense of speed and the bosses are nice mix of challenging to simple. If I was going to recommend a version of this game to you, it’d certainly be the rebuilt mobile version, even with the touch screen controls. It’s the best port of this game to date.

Sonic the Hedgehog 2 (1992)

Jump to a year later, and say hello to Sonic the Hedgehog 2. Building upon its predecessor, Sonic 2 features more zones, more Chaos Emeralds, more bosses, more characters… and is commonly referred to as one of the best titles the Sonic series has ever made. It’s certainly one of the most popular and best selling, and only helped to propel Sonic to further mainstream popularity back in the day.

I think part of what makes Sonic 2 so successful are its zones. Sure we start with the typical green hill-ish zone once more, but immediately after we’re thrown into Chemical Plant, sporting purple water and giant ramps to roll down. Later on down the line there’s an ocean of oil, a bright casino, a chase in the sky… these unique level tropes were fantastic to look at and run through. All of these are enjoyable in their own way, sporting some individual platforming and exploration ideas in all of them. Not all of them live to this standard, but even then they still have some great level design.

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Something that should be noted about Sonic 2 is that the design has shifted to push much more of the “speed” gimmick. You’ll find yourself flying down giant hills and soaring into the air often, and loop-de-loops are common. This makes for some exhilarating moments you feel in control of. This speed focus can also be seen in the inclusion of the brand new move, the Spin Dash, now a staple of the franchise. Revving yourself up and releasing to a top speed is extremely satisfying, and helps to overcome those ramp issues you might have struggled with once before.

This doesn’t mean Sonic 2 is devoid of the platforming that Sonic 1 embraced fully. You’ll still need to slow yourself down at points and slowly make your way through areas. However, I can’t deny that Sonic 2 feels more linear. As long as you’re not playing blind, for most of the game you can comfortably charge forward and not get punished too often – apart from one or two zones. You can make up your mind if this is a strong suit for the hedgehog or not.

Sonic 2’s lowest points for me come in two areas – Metropolis Zone, and the special stages. Metropolis Zone is well known to be Sonic 2’s most difficult stage for good reason. The badniks are the toughest in the game and most cheaply placed, often found in almost unavoidable spots. You’ll find Shellcrackers waiting at the top of high ledges to knock you back down, or running ahead where a Slicer will suddenly appear and throw its twin blades at you. But aside from these guys, there’s platforming blocks with spikes that stick out of them, conveyor belts above lava, gears that you travel across, corkscrews to run up and black platforms that crush you. The corkscrews should be noted as one of the more challenging obstacles since they’re almost always littered with the exploding Asterons who will knock you down to the ground the minute they detect your presence. And the worst part? All of this goes on for three acts, rather than the usual two.

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And anyone who played Sonic 2’s special stages will understand where my pain comes from. Like the previous game, you’ll need 50 rings to access them, however this time it’s via checkpoints via levels. Never assume past the first few zones you’ll get to the special stages without actively trying to keep your rings. The special stages themselves are now iconic, sporting a half pipe design and littered with rings and bombs. Often though it’s difficult to see what’s ahead of you, I feel the design of them tries to confuse you in later stages. There’s no chance you’ll complete all of them blind. It took me many tries on later special stages to get to the end, and remember if you get thrown out you’ll have zero rings and have to collect 50 again. And of course, there’s nothing more frustrating than having the ring count needed and reacting to a sudden bomb in your way, but Tails just isn’t fast enough and you lose out on the goal. It could be just me, but I’ve always found these stages a nightmare, even more than Sonic 1.

Overall, Sonic 2 is a much more enjoyable title than its predecessor to me. It builds on the good of the original and expands on it. The level design gives more freedom for thrilling moments, the spin dash is a smart and satisfying addition to Sonic repertoire, the music is catchier and captures the essence of each zone brilliantly and the visuals look great and really capture the atmosphere of the zones. If you pick it up on mobile platforms, you also get access to the once forgotten Hidden Palace Zone through a certain pit which many remember the misery of…

Sonic 3 & Knuckles (1993/1994)

And finally, we come to the big one. Famous for making use of “lock-on technology” and creating the biggest 2D Sonic game to date, Sonic 3 & Knuckles is the true version of Sonic the Hedgehog 3. There’s so much more content here and improvements, and Sonic 3 & Knuckles to date still stands as my favourite title in the series, and my most played one too.

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Pushing on from Sonic 2, Sonic 3 & Knuckles goes on to push more of a mix of high speed sequences and platforming. For me, it’s almost perfectly balanced here. There’ll be times where the hedgehog will do his thing and curl into a ball and zoom across the screen at a thrilling speed, and the game won’t punish you for having that fun. But then it slows down, and you have to methodically make your way through areas. Even the famous water zone Hydrocity contains high speed, water slide based segments. The design of the levels is expansive and feels far more immersive to travel through in general, since all acts and zones have transitions here.

Storytelling is a much bigger thing in Sonic 3 & Knuckles. Unlike its predecessors which story was told in the levels themselves (to such a subtle point, you wouldn’t be reprimanded if you didn’t know it existed), this title actively shows the adventure which the speedy blue hero has through effective zone transitions, and events within levels which change their atmosphere (see – Angel Island setting on fire). The story isn’t intrusive, but still pushes you to want to keep moving and defeat Robotnik and his scheme to build the Death Egg. It’s also nice to see the rivalry between Sonic and new character Knuckles build and build to a point where they butt heads, and eventually unite. Seeing the Death Egg rise again above the clouds in Sky Sanctuary Zone feels suitably like a challenge to the player, and works on a great story level also.

The game contains fourteen zones overall, which is a pretty comfortably long adventure. These zones also continue with the unique zone trope ideas, creating a collection of enjoyable levels which never feel like retreads of ones you’ve already been to. What’s even better is that zones can be different from act to act – it might just be visual differences like Mushroom Hill’s seasonal changes throughout the zone or seeing the Death Egg in the background of Launch Base, but certain zones like Sandopolis go from traveling a outside in the desert to being inside a pyramid haunted by ghosts, and Lava Reef goes from being a scorching hot cavern to being a crystal wonderland.

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Alongside the focus of storytelling and unique level tropes, Sonic 3 & Knuckles also contains music unique to each act. This aids the progression idea significantly, but is just downright a pleasure to listen to. Act 2 is commonly a remix of Act 1’s music which feels just different enough to be both recognisable and brand new. It really helps create an atmospheric change too, such as Launch Base Act 2 feeling like a calm before the storm, or Hyrdocity Act 2 feeling like you’ve travelled to the deepest part of the waters. A special exception is Lava Reef Act 2, which completely changes its music style to suit a complete new area, and an idea of a mystery unravelling itself – this area leads to the discovery of Hidden Palace Zone where the prophecy of the Doomsday fight is, and where the Master Emerald lies.

The special stages here are the most enjoyable I’ve played in the series thus far – Blue Spheres is even a little addicting. The idea is to turn all the blue spheres into red, but touching a red sphere kicks you out of the stage. Unlike previously where you had to collect 50 rings, these stages are accessed via hidden giant rings in stages. This encourages the player to explore these large stages high and low. The stages themselves contain I believe the right mix of challenge for those who are blindly going in or are experienced – obviously, if you know these stages well, it’ll be smooth enough sailing to fight against the increasing pace, with only a little pressure kicking in at top speeds in later stages. But a newbie player will feel that pressure each time they enter a new stage. I never found myself wanting to throw my controller in rage even when I was kicked out once or twice on my first tries, it often felt like a mistake on my own fault. Either way, it’s always satisfying to create a square of red spheres and turn them into rings.

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There’s a few other little improvements I want to mention about Sonic 3 & Knuckles too. First off is the ability to have multiple save files which comes with level select, meaning you can pop in to any zone you fancy after you’ve finished. Second run throughs with Super/Hyper Sonic is something you may do often, I know I did. I also enjoy how each character feels just unique enough to want to use all three – Sonic’s has a insta shield which gives momentary protection, but more importantly he can take advantage of the new elemental shield powers which are a lot of fun (my personal favourite is probably the electric shield – double jump plus a ring magnet), Tails’ flight ability is finally usable here and helps out newbie players in difficult area and to find hidden secrets, and Knuckles has his own unique pathways and specifically designed sections (and story!) only he can traverse through. Because of this, replayability is far increased from what was there previously. Finally, I think the game’s multiplayer needs a little shout-out. These aren’t anything much more than races against a friend, but there’s fun to be had and the music found in these levels are hidden gems.

The reason why this title will stand among all other to me within this franchise might be partially down to nostalgia, but everything it does it does so brilliantly to me. It succeeds on a lot of levels – it takes steps visually with the environments, the music is lovely and easy to get addicted to, the level designs feel sprawling and fun to speed through, the story is told non-intrusively but is still surprisingly engaging… it feels it took all the best and worst elements of the previous two and made it all just downright fantastic. All three of these games will always stand on a pillar to me for their impact of the franchise, but this game especially holds a special place in my heart.

What are some of your favourite memories of the classic games? Sound off in the comments below and let us know.

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Sonic Boom Helicopters, Cakes, Calendars & Costumes announced

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According to details posted on Global License, Sonic Boom is set to get more merchandise and it rangers from novel to delicious.

The newly announced products are as follows.

  • World Tech Toys for an array of remote-controlled helicopters;
  • Bulls I Toys for wearables such as branded dog tags and slap bands, as well as novelty items including erasers, stickers and trading cards;
  • Book and stationery publisher teNeues for 2016 wall calendars based on imagery from the “Sonic Boom” animated series;
  • Bakery Crafts for a line of cake decoration kits, cake/cupcake stands, decorative candles and edible decorations;
  • Advanced Graphics for wall decals and cardboard standees;
  • Accessory Innovations for a back-to-school range that will include backpacks, lunch totes, umbrellas and more; and
  • Rubie’s Costumes Company for Sonic Boom costumes that expand on its existing classic Sonic collection.

The Bulls I Toy merchandise is already out now, but the other stuff is new. I will be very interested if all this stuff actually comes out, typically stories like this always come out at this time of the year and very few of them see the light of day… Though the helicopters thing, that sounds cool.

Also, would you eat a Sonic Boom cake? Let us know in the comments.

Source: Global License

UPDATE: Images of the calendar have surfaced. Price is $15. Click the images to see them full size.

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Freedom Planet is Coming Soon to Wii U

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Galaxy Trail games founder Stephen DiDuro Recently posted this image on Twitter. Freedom Planet, the high speed, action platformer will be making it’s way to the Wii U E-Shop in the near future. So why bring this up on a Sonic fansite? In case you didn’t know, Freedom Planet originally started it’s life as a Sonic fan game and was featured at SAGE several times. Price and date have yet to be announced.

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Boom Commentaries: Episode 16 Special Guest: The Great Clement

In today’s wonderful show, Kevin Donnie and Jono are joined by The Great Clement. They get indepth with today’s episode of Boom, plus answer your questions and chat about the usual randomness. Plus, Jay adds his own unique editors notes throughout this 2 hour sausagefest podcast edition.

Episode 16: YouTube Edition

Episode 16: Uncut Extended Podcast Edition

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Also available on itunes!

 

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Excuse Our Dust: Important Site Update

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Earlier this week, The Sonic Stadium’s server decided to go kaput, leaving the entire site – including the SSMB forums and affiliates such as SegaDriven – out of action for a couple of days. It was not a malicious attack of any kind – the server simply burned out and the facility we had been using to make regular backups had failed us in a separate incident. We are working to bring the site back to its previous state, but there are likely to be a few hiccups along the way.

First of all, and this is immediately apparent, is that the site currently looks insanely out of date. We have a full backup from August, and a cache dating as recently as February 2015. We’re working from the cache to get the more recent posts live, but as a result we will have lost comments on the posts we are manually rebuilding. Apologies! We have restored as many articles as possible (one or two news posts appear to have been lost forever) and will now begin restoring images for posts dating from July 2014-Feb 2015. This will take some time, so apologies in advance. We will try to bring back a bunch of comments from the most popular articles, but we cannot recover them all. Sorry!

Second of all, the SSMB forums will be out of action for around a week. This is so we can get the old server hard drive delivered to us and see if we can scrape a most recent backup of the forum’s activity. If we can’t get anything off of it, we’ll revert to an August backup. We’ll have an update on this next week.

Thanks for your patience – this whole thing hasn’t been very convenient, given that we were actually preparing to migrate to a new server very soon anyway. We’ll be back and fully operational shortly.

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Sonic the Hedgehog Hot Air Balloon to Fly Again?

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The Sonic The Hedgehog hot air balloon (originally created to coincide with the launch of Sonic the Hedgehog 2 in Europe, and not to be confused with the Macy’s Thanksgiving Day Parade balloon) could be taking to the skies again for the first time in over 15 years.

The news has been tipped to us by SonicHAB over at SSMB, who has stated that:

Sonic has undergone some cosmetic surgery and is planned to be flying at the Albuquerque International Hot Air Balloon Fiesta this October as his first free flight since 1999. 

This would not only be the balloon’s first proper flight since the 90s, but also the balloon’s first appearance stateside.

The balloon itself has been around for years, and had its maiden flight way back in 1993 when it attended a hot air balloon fiesta in Switzerland, then appearing at several different gatherings all over Europe (I even got to see it fly for a few years when it visited the Bristol Balloon Fiesta a few times).

Whilst the balloon’s flight certificate expired back in 1999, the company looking after it (Irish Balloon flights) has brought the balloon out of storage several times in the past to make appearances as an attraction at numerous country shows and festivals as a non-flying balloon.

See some footage of the balloon on one of its outings here:

http://youtu.be/zcAxzjnFEsU

Also… Gotta love the registration on it… G-SEGA. Brilliant.

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Boom Commentaries Uncut: Ep 15 with guest Bill Freiberger

Back again, this time with a special guest!

Kevin, Jay, JonoD, Tom and Donnie are joined by special guest Bill Freiberger! Exective Producer and show runner. We discuss his thoughts on “certain” kinds of fan comments, clarification on the season 2 rumors, Drawn Together, his reaction to the reaction of “new” Knuckles, Shadow appearing in the cartoon, comic books, plus insider info on the show!

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Preview: Sonic Universe #73

The danger in the digital world is all too real in this month’s issue of Sonic Universe!

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Comic Book Resources has the preview for Sonic Universe #73, and the truth hurts as much as physical pain as we see quite plainly here. Sally uncovers Nicole’s tragic origins, and her friendship with her brings her at loggerheads with Dr. Ellidy considering the pain it’s wrought on him. Meanwhile, Nicole herself is besieged on by the monster of megabytes, new villain Phage. What’s her place in all of this malarkey, and can Sally and Ellidy agree to something before Nicole can be deleted? Find out in “Spark of Life”: part 3.

It STARTS with a SPARK! “Spark of Life” Part Three: Shocking truths are exposed as Dr. Ellidy reveals the tragic origin of the beloved A.I., Nicole! Meanwhile, Phage erupts from the shadows of the Digital World to sew chaos on the island! Can our heroes rally to save Nicole and drive off this new threat? Night is falling, and terrible monsters are closing in! Don’t miss this exciting next chapter in the latest Sonic Universe epic, featuring all-new cover art from Sonic artist supreme Tracy Yardley, and a special new “EXTREME BFFs” variant cover from My Little Pony artist Agnes Garbowska!
STORY BY: Ian Flynn, Aleah Baker
ART BY: Tracy Yardley, Jim Amash
COLORS BY: Matt Herms
LETTERS BY: Jack Morelli
COVER BY: Tracy Yardley
PUBLISHER: Archie Comics
COVER PRICE: $3.99
RELEASE DATE: Feb 25th, 2015

Sonic Universe #73 is out now, so be sure to pick it up to discover the next part of the digital dilemma!

Source: Comic Book Resources

 

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