Because Why Not: Creators, Copyrights and Chaotix

And you thought the music was a tangled web of who did what. It is, but that opener sounds cool.

Unamused
…It was really that bad?

The Sonic franchise has a plethora of characters scattered about throughout its history. A comparatively small selection are still in active use (most of which were represented in Sonic Generations), others were one-offs that are now restricted to mentions and cameos, and then there’s a small sect of characters that were completely cut when Sonic made the jump from 2D to 3D with Sonic Adventure. For fans of these characters, there are often calls to bring them back, and the Chaotix’s redebut in Heroes is cited as to why it’s feasible. But are they comparable, or is there something special about the trio that came back?

For this first (and possibly only) edition of Because Why Not, I’ll be covering that central question by doing two simple things; firstly, a collation of classic characters and the company that first introduced them into the series. Secondly, and because it’s a bit more of an ambiguous area, I’ll be working out who created who in Chaotix by individual, and then we’ll go from there to wrap around to the opening thought. So, let’s get to it, it’s quite a mess out there!

Two’s Company, Three’s Outsourced

There’s always something interesting I notice in regards to character creation origins. While the most prominent examples are well known, the more obscure and older parts are either largely forgotten or outright unknown.  This can be exemplified more clearly with regards to how people view who made what between the classic games and the more recent games; most fans can easily tell you that the likes of Sonic Chronicles and the All Stars Racing series were outsourced, but not as many can tell you the same of Sonic Triple Trouble or Tails Adventure. It is often assumed that most were made under Sonic Team’s eye when the reality is that they had a hand in surprisingly few of them, although most were still kept within other branches of SEGA.

So with this in mind, here is a rundown of each of the characters that existed prior to Sonic Adventure, and the company that first introduced them. If we know anything about who created them, they will be included.

  • Sonic the Hedgehog (Sonic the Hedgehog) – Sonic Team. He was famously created by Naoto Ohshima as part of internal deliberations between several staff. The hedgehog was picked due to exemplifying the ball mechanic and being very streamlined in look. It has inspirations from Bill Clinton and Santa Claus, apparently.
  • Dr Ivo “Eggman” Robotnik (Sonic the Hedgehog) – Sonic Team. He was also created by Naoto Ohshima, but his design was one of the early protagonist designs before it was re-adopted for the main antagonist. Apparently takes heavy influence from Theodore Roosevelt. The Ivo Robotnik name didn’t exist in Japan until Sonic Adventure as it was conceived solely for localisation.
  • Miles “Tails” Prower (Sonic the Hedgehog 2) – SEGA Technical Institute (The part which was effectively the main Sonic Team unit between 1992 and 1995, although other parts of it made spin-offs like Sonic Spinball and the vapourware Sonic X-Treme). The fact his design process was similar to Sonic’s is less famous, but the kerfuffle over his name is still pretty well known. Creator credit is given to Yasushi Yamaguchi, would was insistent on using the name Miles and managed to get a compromise on it.

    Sonic CD Amy
    It’s almost like one of those “this is how I see me, this is how other people see me” virals.
  • Amy Rose (Sonic CD) – SEGA Enterprises (who aren’t Sonic Team, but had one or two key staff). Game creator credit is with Kazuyuki Hoshino. She’s based off a character from the 92-93 Manga, but the design is a combination of Hoshino’s preferences in women at the time and Ohshima’s fashion preferences.
  • Metal Sonic (Sonic CD) – SEGA Enterprises. He was also created by Kazuyuki Hoshino, and he has some very detailed technical aspects to his construction available.
  • All characters from the Sonic the Hedgehog cartoon and Adventures of Sonic the Hedgehog (Sonic Spinball and/or Dr. Robotnik’s Mean Bean Machine) – DiC, not a game team. It is important to stress that it doesn’t mean that DiC owns them, it just means that DiC made them. And the reason why it’s not separated into two different points is because Scratch is the only character to feature in both games. There’s a bit of trivia for you!
  • Mighty the Armadillo (SegaSonic the Hedgehog) – SEGA-AM3. This is the first real swerve off expectations. SEGA had multiple arcade divisions in the past, and they made this as opposed to Sonic Team. Mighty could feasibly be based off a concept armadillo we know of.
  • Ray the Flying Squirrel (SegaSonic the Hedgehog) – SEGA-AM3. Some say he’s based off Tails concepts from Sonic the Hedgehog 2, but there’s no tangible proof of that as far as I know.
  • Knuckles the Echidna (Sonic the Hedgehog 3) – SEGA Technical Institute. Again, less famous than Sonic’s and Tails’ creation histories, but we do know bits and pieces. For example, his very early concepts had him as a dinosaur, and after the Echidna bit was cemented he was green for a bit. Creator credit is given to Takashi “Thomas” Yuda.
  • Fang the Sniper AKA Nack the Weasel (Sonic Triple Trouble) – Aspect Co. They were responsible for most of the Game Gear games, although most didn’t introduce new characters. He’s one of the few outsourced characters where we know where Fang’s creator credit lies for absolute certain; a freelance artist who calls himself Touma. He even used aspects of Fang’s design in some of his later works.
  • Vector the Crocodile ([Knuckles] Chaotix) – SEGA Enterprises, although he is definitely derived from Sonic 1 concepts that were created by Naoto Ohshima.
  • Charmy Bee ([Knuckles] Chaotix) – SEGA Enterprises. Like Amy, he is based off a 92-93 Manga character.
  • Espio the Chameleon ([Knuckles] Chaotix) – SEGA Enterprises. In early stages, the game appeared to have Espio in a more headline role based off the prototypes that have been discovered over the years. Makes sense since he’s an original character for this game, and it also justifies why he was picked out of the game for Sonic the Fighters.
  • Heavy and Bomb AKA the Mechanix ([Knuckles] Chaotix) – SEGA Enterprises. We know nothing of these guys and they’re barely characters, more like walking handicaps.
  • Bearenger, Fockewulf, Carrotia and Witchkart AKA the Villains of Tails’ Skypatrol (Tails’ Skypatrol) – SIMS Co. Ltd. One of the few Gamegear games not developed by Aspect Co. and a branch of SEGA that went independent about 2002-2004. No wonder it didn’t see an international release until 2005.
  • The Battle Kukku Army (Tails Adventure) – Aspect Co. There’s two artists in the credits, and one of them is Nobuhiko Honda, who would later be responsible for the new characters and redesigns in Sonic Heroes, and the new characters in Shadow the Hedgehog. He also acted as enemy character designer in Sonic Adventure 2. That said, he was also an artist in Triple Trouble where he obviously didn’t design Fang so I wouldn’t count his future work as concrete proof he has credit for the Battle Kukkus. The Fang cameo that’s present in the game would be natural to expect given that he’s the company’s biggest contribution to the franchise.

    happy bark
    Do you know the homage origin of this polar bear? Answers on a post card please.
  • Bark the Polar Bear (Sonic the Fighters/Sonic Championship) – SEGA-AM2. There’s one character designer listed in the credits, so it’s probable he was designed by Masahiro Sugiyama. He seems to be the only one not based on a previous SEGA-AM2 character, but I wouldn’t say it’s an impossibility. He went on to cameo in Fighters Megamix, Virtua Soccer and Shenmue.
  • Bean the Dynamite (Sonic the Fighters/Sonic Championship) – SEGA-AM2. Like Bark, probable individual credit would be with Masahiro Sugiyama. Based on the protagonists Bin and Pin of Dynamite Dux. He shares the same cameo list as Bark.
  • Honey the Cat (Sonic the Fighters/Sonic Championship) – SEGA-AM2. Again, probably credited to Masahiro Sugiyama. Based off Honey (Candy in the west) from Fighting Vipers. Her mirror form appeared in the introduction to the Saturn version of Fighting Vipers.
  • Metal Knuckles (Sonic R) – Traveller’s Tales. There is a specified character designer though, and it’s…Yuji Uekawa? Yeah, some of the SEGA staff were advising and occupying roles in this, including head of Sonic Team Takashi Iizuka (as Game Design Director, with the Japanese personnel who had gone to STI in America now back with SEGA Enterprises in Japan since the production of NiGHT). It’s actually pretty easy to see considering how faithful to the franchises’ established elements Metal Knuckles is. While definitely based on the same design logic as Metal Sonic, he’s still British-made in terms of company. I think Sonic R is one of the first outsourcing jobs made by a company entirely separate to SEGA.
  • Tails Doll (Sonic R) – Traveller’s Tales. Also presumably credited to Yuji Uekawa. One thing to note is that when asked about production of figures based on the Sonic R exclusives (Jazwares asked SEGA about Metal Knuckles), Jazwares explained that they don’t have the rights to some of the characters for the merchandise aspect as they were not developed SEGA of Japan. So despite Uekawa’s involvement, the developer took precedence here. Again, same design logic as Metal Sonic, only this time it takes on the form of a doll-like creation. Funnily enough, Sonic Adventure would show similar dolls of all three of the Triple Threat in mass-produced forms. But they’re not linked to this Tails Doll.

What we can take from this list is that there is, by and large, a distinctive pattern between the classic characters who have gone to become hallmarks and those who have gone on to become scrap fodder. Most of the scrapped (not all) were made by one of the branches away from the central Sonic Team unit, with a couple being completely outsourced (on a developer level, anyway).

This is all well and good, but then why were characters from SEGA Enterprises later brought into the Sonic Team fold, and how come others didn’t? Well, if we want to get to the root of things, we’re going to have to look at the game that’s the exception to the rule.

Chaotix Conundrum

At the end of the day, Chaotix is quite the oddball hodgepodge of a creator mix. Ideas were taken from pretty much anywhere they could find once Sonic and Tails were decided to be off the cards, and as a result you have pedigree names mixed in with relative strangers. People who worked on the game at the time have explained the long work days and evenings crowded into a car eating takeout meals, which just adds to the strangeness. It makes sense when you consider this; at the time, most of the Sonic Team personnel that had been with Sonic 1 went over with Naka to America by the time Sonic 2 rolled around, so the Japanese side filled out their Sonic efforts with what remainders there were (Ohshima), and either brought in new staff (Hoshino) or dragged others in from non-Sonic branches (A few others).

As such, the Chaotix are usually just written off as ‘unknown’ in terms of creator credit. But I truly believe it can be worked out, and quite easily. For this, we need two things; the Original Character Concept list taken ad verbatim from the credits sequence, and the list of character names seen on the level name cards that appear before you start a stage.

 

Chaotix Character List
Why is it double punctuated?? I don’t know!!
Character Concept List
Original Character Concept (do not steal).

As a starting point, let’s go with the most obvious, and that’s second down in each list;

  • Takashi “Thomas” Yuda: Yuda is the one given credit for Knuckles’ creation in Sonic 3, and Knuckles is the most important character in the game, so it’s easy to guess that he was behind Knuckles the Echidna here too.
  • Manabu Kusonoki: Kusonoki has been in two other Sonic games, SegaSonic the Hedgehog (as a designer) and Sonic Adventure (as a CG movie director). Kusonoki is the only person SegaSonic the Hedgehog and Chaotix have in common, so it’s very likely he’s as much responsible for bringing in Mighty the Armadillo as he was for creating them both for SegaSonic the Hedgehog, which fits with the character list order. This does mean Mighty was the closest to getting in a Sonic Team game from a non-Sonic Team origin (I say close, because SEGA Enterprises isn’t quite there).
  • Kazuyoshi Hoshino: Kazuyoshi is just another pen name for Kazuyuki (we know because Hoshino has talked about his experiences working on the game. His takeaway noodle anecdote is above) aka the guy who made Amy, who was based on a character from the CoroCoro Manga. And wouldn’t you know it, Charmy Bee also appeared in those same Manga. So out of those concept designers, he’s the one with the proven link back to it, thus likely also based Chaotix Charmy on that idea.

Now here’s where things sort of go less certain, but it’s still pretty clear if you look into more of the background;

  • Takumi Miyake (and Yasufumi Soejima). While Miyake doesn’t have many SEGA games to his name (five, apparently), he was everywhere design wise in Knuckles Chaotix. He was Chief Graphic Designer, Attraction Designer, Character Designer, Enemy Designer, Boss Designer and credited for Original Character Concept. That overlap into enemy and boss design makes me suspect that he was the designer for Heavy (as he was doing a lot of badnik designs regardless). The only other game Soejima has to his name at all is something called Dragon Force, so it would fit that he would do a simplistic design, which is what Bomb These both also fit the character list quite nicely.
  • Naoto Ohshima: Ohshima is first in the credit list, while Espio the Chameleon is first in the character list. Seem strange? Not so much if you know his history; beta concepts suggest that Espio was going to be a much more headline character than he was, as many shots say “Starring Espio the Chameleon”. Not only that, but even in the final game he took more prominence that the other Chaotix by both being the one Knuckles rescues in the cutscene and by having a more elaborate background intertwined with Knuckles’ history, and he was the only one of that debuting cast who was also included in Sonic the Fighters. It’d make sense for the man who created the face of the franchise to be given that important role of making a new important character. But the proof isn’t just from his background. Take note of this concept art in the Japanese Chaotix manual;
fangs for the memories
The first thing you’ll notice is the lack of any ground in this place.

Notice the fangs? They were a hallmark of Ohshima’s early Sonic designs before SEGA of America came in a asked for them to be removed. It seems like it’s a common trait amongst his works.

Speaking of that art, the other character on the page is unaccounted for, and just like the fangs, it links back to pre-Sonic 1 history. As is commonly known, there were lots of concepts banded about for the first game, one of which were characters made for a band to be featured in the soundtest and the intro/ending. Due to space and time restraints, these characters were cut and left as ideas. Now, these concepts, as such as Sonic and Eggman, were created by Ohshima as well, and since he was involved in Chaotix as is, it’s very likely that he revived Vector the Crocodile himself and readapted him for it. It would also explain why there’s one less original character concept credited than there are “playable” characters.

Christmas Adden-dee-dum: Well, as it turns out, we may have found out that step between the famous band concept art and Vector’s reappearance in Chaotix! User Black Squirrel over on Sonic Retro found pages from Computer and Video Games #126 (aka a very old British magazine issue), featuring an article on the then-hot topic (since it was the May ’92 issue) Sonic the Hedgehog (See references for images). In the background, you can see various different pictures depicting the band in amusing situations. There are a couple of interesting points;

  • Interviews with Ohshima have indicated that Sharps changed species during production, from a chicken to a parakeet. This colouring fits more for a parakeet, and heavily suggests that this was later in development and more finalised. This would apply to all of the characters.
  • The bands’ dud have changed from matching Sonic’s red and white to blue and yellow.

Considering that you can see a fraction of Vector on the right side in image 1, and he appears to have the yellow underbelly his Chaotix design would have, a hypothetical later concept Vector in blue and yellow would match the Chaotix design far more than the early concept. This is even stronger evidence that Vector was wholly Ohshima’s work if not much actually had to be altered for the official game design.

A Formal Meta-Analysis Essay Subtitle Like Conclusions or Discussion Goes Here

Right, now we’ve done the listing part, it’s time to take a look at our possible options in terms of what it means for the scrapped characters.

Option 1: The characters were cut for copyright reasons. I suppose since all the characters not used now are outsourced (or just insignificant, in the case of Heavy and Bomb), it’s technically possible, but I find it highly, highly unlikely to be the case. Even if their usage in the games since Adventure has just been old art assets, their image would come with a cost if they didn’t own copyright. And they wouldn’t let Archie have at them in their comic, because that counts as new material.

Option 2: Sonic Team have a negative bias against non-Sonic Team creations. At least it’s somewhat more feasible than option 1, but it still seems far-fetched. How would they recall the origin of each and every one of them given that there’s at least a dozen to keep tabs on, while also focusing on the franchise’s current situation, and everything in between? I don’t think they’re that petty, especially when some of the possible creators were still with the series at the time of Sonic Heroes’ development (Honda has a big role there to boot), or are still active on Sonic to this day (Uekawa, who did cover art for the portable titles for a good while, and now puts out monthly official art on Sonic Channel).

Option 3: Sonic Team have a positive bias for Sonic Team personnel creations. Now this one seems more in the realm of reality. Charmy is pinned down as Hoshino. While he wasn’t on Sonic Team when he began at SEGA, he was folded into it by the time of Sonic Adventure, and in a fairly important role to boot, and he was . It seems natural that one of his creations would get preference. Vector and Espio meanwhile are pegged as Ohshima. Ohshima left after Sonic Adventure, but he has the small credit of being the creator of Sonic as a character. Plus, both Hoshino and Iizuka seem friendly with him even after all these years. It would only be natural for them to want to keep what he made up to that point. Of course, they had to be retooled a bit because Sonic Adventure essentially marked a streamlining of the continuity which edged Chaotix out of canon, but they’re at least still there.

  So after all this, we’re essentially left with two overall conclusions, based on the above. The first is that we’ve had the information available to us to work out who made who in the Chaotix. Ohshima created Vector and Espio, Yuda created Knuckles (but that’s obvious), Kusunoki created Mighty, Hoshino created Charmy and Miyake/Soejima created Heavy and Bomb.

  The second is a heavier one; essentially, the Chaotix (the modern line-up, not the classic) always had a bit of an edge that the other non-main cast didn’t. Their creators weren’t just staff from other teams; they’re notable players in Sonic’s overall history. Citing the Chaotix as an example of when Sonic Team revived old characters and how it’s possible to do it again is essentially meaningless when they were always in the correct position to be brought back, it might have even been an eventuality as opposed to fortune. And with the aforementioned streamlining of the continuity with Adventure in combination, the scrapped characters will probably never get a look-in on being revived.

Rest in aPpearances
Here lies Fang, the Cream the Rabbit of his time.

So there we have it, we’ve covered creators, copyrights and Chaotix. Now, when do we start on Chaos, chili dogs and mint candy?

Sources;

All credit information is taken directly from their respective games’ credits.

The information about Espio’s backstory is taken from the Japanese Chaotix manual.

The Touma information; Touma: The Man Who Birthed a Sniper, TSSZ

The Hoshino anecdote, the Sonic Team separation information and the band in the Sonic 1 intro information; SEGA Mega Drive: Collected Works

The Metal Knuckles figure information; Interview with Joe Amano, SEGA Blog

3-Player SegaSonic the Hedgehog Playthrough Image; SegaSonic the Hedgehog 3 player arcade game 60fps, arronmunroe

Japanese Chaotix manual image; Sonic Retro

Later Sonic Band Design Discovery; Black Squirrel, Sonic Retro

Sonic Band art; Computer and Video Games #126. [image 1], [image 2], [image 3]

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Sonic Runners Version 2.0 Released

Friday saw a swathe of changes made to Sonic Runners with the release of the second version of the mobile app. Along with a number of superficial changes, a rather sizable overhaul of the game rules have been made. Continue reading Sonic Runners Version 2.0 Released

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Sonic Revolution 2016 Announced

If you live near the West Coast, this may be something for you.

Revolution Logo

After taking a hiatus in 2015, the organisers have announced that Sonic Revolution 2016 is a go! See below for the basic details of the event that are very useful to know;

Date: June 12th 2016 (10am – 6pm)

Location: Century Ballroom, Holiday Inn LAX (9901 S La Cienega Blvd, Los Angeles, CA)

Ticket Prices: $9.99 (Regular “Sonic” pass), $19.99 (Exclusive “Super Sonic” pass)

Each guest will receive a free goodie bag consisting of a postcard, poster and thank you letter. These items can also be gotten as donation tiers through their fundraising page, linked here.

In terms of events, there will be an artist alley and at least one vendor stall present, and it has been confirmed that cosplay and trivia contests will take place as well as various raffle competitions. There are no special guests confirmed as of yet, but the event in 2014 managed to have a guest list including Evan Stanley and drop-in appearances from Aaron Webber and Stephen Frost. Given that the timing of the event is around E3, they’re hoping to get some interesting names down this time. Confirmation of other activities and names will be in the coming weeks and months.

To purchase tickets and/or find more information about what’s included with each pass type, the event’s box office can be found here.

Special thanks to Ogilvie for all of the above information.

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Sonic the Hedgehog: Awakening Found on Ex-Silver VA Resume

Sonic the Hedgehog Awakening Pete Capella

The Sonic Stadium has discovered a mysterious Sonic listing on the resume of former Silver the Hedgehog voice actor Pete Capella. The title is Sonic the Hedgehog: Awakening by SEGA Inc and Capella again did voice work for Silver the Hedgehog in it. Unfortunately, that’s all we know, as there don’t appear to be any other signs of the project online. Capella voiced Silver between 2006 and 2009, so it’s pretty safe to assume this title (whatever it is) is dead and buried.

If we find any more details, we’ll let you know.

Source: Pete Capella’s official website and IMDB resume

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Sega to Attend Hamleys Toy Parade

httpv://www.youtube.com/watch?v=_W02eseUycM

Sega Europe’s community manager just announced via Sega Central that Sega are going to be at the Hamleys toy parade this Saturday in London.

Never heard of this event before?

Well you know how in the US there’s Macy’s Thanksgiving Parade? Just think that only more toy focused, Regent Street is closed for the day as various characters and mascots dance through the streets along with Father Christmas coming to spread the Christmas cheer.

And Sega is going to be there!

No details were given out as to what they will be doing, just that ‘There will be a few surprises,’ they also didn’t say which of their franchises would be getting promoted, however my money is on Sonic, simply because to my knowledge, Sega doesn’t have any other character mascots/costumes aside from Sonic, also with the Sonic Boom toyline expanding, it just seems like it can’t be anything but Sonic.

We’ll keep you updated with more information as and when we get it.

If you’re able to be in Regent Street (London) this Saturday, be sure to let us know and take lots of pics and be the hero we deserve and need.

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Check Out Crush 40’s Awesome Performance at Youmacon 2015!

youmacon2k15_crush40
Hanging on the edge of tomorrow, from the works of yesterday!

Crush 40 as we know them today has been gracing our ears since “Open Your Heart” in 1998’s Sonic Adventure, and set a new standard for music throughout the following line of Sonic the Hedgehog games – nearly every main Sonic title released since the Dreamcast era has been accompanied with a memorable theme tune of some sort. Most popularly, fans of both the band and the series would immediately think of “Live and Learn” from Sonic Adventure 2, “What I’m Made Of” from the final boss battle against the Metal Overlord in Sonic Heroes, or even “Knight of the Wind” from Sonic and the Black Knight, all performed by vocalist Johnny Gioeli, and Sonic music composer-slash-guitarist Jun Senoue.

The duo have performed at a number of fan venues over the years, namely the Summer of Sonic and Sonic Boom conventions, but most recently, the pair was confirmed to perform live at the recent Youmacon in Detroit. While awesome news, a good many were understandably bummed at missing such a wonderful opportunity to see them live.

Until today!

IXI! Studios of Toronto, Canada travelled to the Detroit convention and managed to capture an hour of footage from Crush 40’s Youmacon show! Rock out to a plethora of classic Sonic tunes and miss their concert no longer through the video below!

While at Youmacon 2015, the convention-hopping IXI! Studios (who have travelled to previous MAGFests, ConBravos, and Anime Norths among others) have also managed to film the Team Four Star panel (including the premiere of the new Dragon Ball Z Abridged episode, parodying the movie Super Android 13), the two Little Kuriboh Q&As (Yu-Gi-Oh Abridged episode 65 premiere, Secret Panel), and the Elite 3 panel featuring the Pokémon ‘Bridged 23 debut.

Source: IXI! Studios

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Zone Runners Release First Music Video

For those who do not know, Zone Runners are a popular music-inspired hip hop trio. All their music takes inspiration from your favourite Sonic levels and is certainly worth a listen.

Despite making three releases since their debut, the group have yet to put any of their music to video. That is of course, until today!

In a special collaboration with The Sonic Show, the Zone Runners finally come to animated life in this original track based upon the 9th anniversary of The Sonic Show’s webshow. Featuring animation from a variety of artists, plus artwork and fan submitted dance moves, this is a neat little package that everyone here is proud of!

Source: https://youtu.be/a1sEUQvSLJE

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Want 10% Off That New Sega Merchandise?

numskullmerch

If you’ve not read our review on the new Sega merchandise by Numskull, you should really give it a read, the products are actually pretty good.

But you know what’s better than really good merchandise? Money off said merchandise, that’s why our friends at Rubber Road have provided TSS and it’s readers with a special discount code to use at Yellow Bulldog to get money off your order.

That code is: STADIUM10

If you enter that code during your checkout you’ll get 10% off your order, it seems to work with any item on their website (excluding sales items) and since they’ve just started to sell those Christmas Jumpers, you might find this code of use!

So if you were interested in the products before hand or our review has convinced you to buy them, have 10% off!

Remember, code is only valid at this website: YellowBulldog.co.uk

P.S. Yes they post outside the UK, but do check all the details before ordering.

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TSS Reviews: Numskull’s Sega Merchandise

numskullmerchThe products in this review were provided by Numskull (unless otherwise stated).

So odds are if you’ve been inside GAME, Forbidden Planet or another store which sells video game themed merchandise you’ll probably have seen various Sony themed products creeping in, such as cuff links, wallets and key rings.

I’ve noticed, and I always think ‘those look pretty cool’. Well, now it seems to be the turn of Sega systems to get this treatment.

Numskull, the company behind these products has partnered with Sega to produce a series of Sega themed products just in time for Christmas, and I have to say, my initial impressions are ‘these are some pretty cool products.’

Currently available to buy are a Mega Drive Key Ring, Mega Drive Console Wallet and a pair of Mega Drive Cufflinks. Coming soon are some products based on the Sega Master System, however at the time of the review these do not appear to have been released yet.

The Wallet

megadrivewallet

I think I should start off with my least favourite of the three, the wallet. As it happens, I’m actually in desperate need for a new wallet. Mine is completely falling apart so when I saw this I was pretty excited, the design has captured the classic console exactly and they’ve even included the underside details, it would have been so easy to leave the back of this plain black, however they’ve added the extra detail which is always appreciated.

However when I opened the wallet, I quickly discovered that I would never be using this wallet and felt a tad let down.

megadrivewallet2

Whilst the outer shell of the wallet looks really cool, the inside isn’t that great from a practical standpoint. Now this might just be me, but I make a point to get a wallet which has some kind of change compartment, unlike many countries which have a $1 note, the UK doesn’t have notes for £1, we have coins, which means we often have change in our wallets.

At least my wallet does.

Whilst there’s an ID holder which is useful, there doesn’t appear to be that many card compartments compared to my current wallet so if you have tons of cards, be it for cash, stores or travel, odds are you may end up fumbling through the wallet to find stuff…

But again, this might just be me, hence why I tend to go for much larger wallets with lots of compartments.

However, if you don’t have many cards, never carry coins, this is a pretty decent wallet, it does exactly what it’s design to, it’s a wallet, it says “Hello I am a wallet, I will do what a wallet does, and I happen to have a MegaDrive design” if that’s something you’re into, what’s the problem? Odds are you’ll like it and use it.

Although, you’ll probably need to empty your current wallet to get one, it’s priced at £14.99 at the moment. But that said, this seems to be the going rate for a lot of licensed wallets these days, some of which are even more.

Overall, I could sit here and praise this to death, or slate it to death, but the fact is, this is one of those products where you look at it and decide if you like it or not. It’s a wallet, we don’t usually make too many decisions on these other than if it looks like it’ll hold everything we carry around.

MegaDrive Keyring

megadrivekeyring

THIS IS AWESOME! I first saw the render of this and thought ‘there is no way it’ll be that detailed’ oh it is! It is that detailed! Every part of the console has been captured perfectly onto this keyring, there is even some small movement in the volume and power switches!

How detailed is this? You know the reset button, it has the tiny black dots on them! they could have so easily left that white and nobody would have cared, yet the detail is there. Even the underside of the keyring has the consoles various air vents and stands! There’s tiny controller ports on it too!

It’s very hard to have a problem with this, in fact the only flaw I can find is that the power text is a little off, but otherwise it’s near flawless. Carrying a price tag of £4.99 this is well worth the money.

Cannot wait to see the Master System keyring now!

Cufflinks

segacufflinkss

Now these are really cool, I have never had a shirt which uses cufflinks, but every time I see some themed cufflinks something in my head always goes ‘I should start wearing those,’ well if I do decide to wear shirts like that, these are the cufflinks I’m using.

As with the keyring, the level of detail on these is very impressive. Capturing both the controllers buttons and D-Pad there appear to be no faults or noticeable errors that I can see. Again, quality was an important factor in the design and creation of these it seems.

Now here is where personally things get interesting for me, whilst I wouldn’t ever use these for their intended purposes, as a collector of game related stuff, I don’t particularly care, I could so easily place these on a small glass block and place them inside a display cabinet, or mount them onto a board and display them.

Whilst as a practical item of clothing they’re fine, as a collectors piece they are also highly attractive. My stance on these is similar to that of the wallet, as a practical thing, it does exactly what it should, however unlike the wallet, these a much higher cool factor to them, as a collector I’m already thinking of places and ways I want to display them, odds are some of you are probably doing the same.

The price tag on these is £14.99, which feels about right if I’m honest with you.

Overall

The products I was sent to look at are really cool and of excellent quality, even if I try to find faults or deliberately look for a problem, I can’t find one, or the issue is so minor to complain about it would be petty. The only major problem I have is that I don’t like the wallet, but you could change the wallets design to anything and I still wouldn’t like it, because I prefer a different kind of wallet. But if you like that kind of wallet design/layout, it’s great, although there is no way to test the longevity of it, given the material it’s made from I doubt the design or the integrity will last forever.

The keyring and the cufflinks for me are the main attractions and the best products by far. I utterly love them both, the keyring is an absolute bargain at it’s low price point. Sit up and take notice those people who buy licenses like this and produce cheap merchandise, or merchandise which is amazingly overpriced for what it is/does. Numskull have got it absolutely spot on, high quality merchandise which doesn’t cost an arm or a leg. Bravo.

You can find these products on sale at YellowBulldog.co.uk, TSS members can get an exclusive discount so see this article for more details on that one.
You’ll Love:
+ Quality is very high
+ The sense of cool which oozes all over the place when you see them in person.
+ Fiddling with the cufflinks.
+ Fiddling with the keyring.

You’ll Hate:
– Price of the wallet.
– That wallet won’t last forever with regular use.

Second Opinion by VEDJ-Fvedj-f

Now we have a second opinion from another staff member, VEDJ-F. It should be noted that she bought these products using her own money. Everything written from this moment on is from the perspective of someone who used their own money to get the products.

After the release of the pretty darn good console-themed notebooks (of which I want to get the other SEGA consoles other than Mega Drive), Numskull has delved into a line of paraphernalia dedicated to the SEGA console line, with wallets, keychains and even a pair of cufflinks. So here’s my two pennies on the line.

Outside of the products themselves, the packaging is pretty swish, opting for the same sort of background as SEGA Ultimate Mega Drive Collection would use (only in purple for some reason). Each one has a unique blurb about the product or SEGA, and between the three I bought were references to MC Hammer and Streets of Rage, if only in the form of name drops. The packaging was a bit on the scuffed side (and the plastic wrap on the keychain a bit open at the sides), but I wouldn’t say it was major damage, nor did it affect the actual items.

The first item in my grab list was the Mega Drive console wallet, although there’s also a MD controller design also available. The material feels like a faux leather kind of texture with some padding underneath, so it seems like it would be durable. It’s a simple non-fastening wallet with the usual card slots and window slot for ID, so don’t expect any bells or whistles, just functionality (albeit with the Mega Drive logo embossed inside). The design, like the notebook before it, is a 2D graphic representation of the console, including the details on the bottom of the console as well. It’s simplistic, but the monochromatic and red colour scheme combined with the distinctive features means it’s still very nice to look at. £15 was what I paid for this wallet, and that tends to be the going price for these sorts of collectables. I would have personally put it a bit lower at maybe £12 given the simple function.

The second item I got was the pair of cufflinks. The cufflinks are metal aside from the design front which is plastic for both. These are fashioned after the controllers of the Mega Drive, one for the trigger buttons and start, the other for the D-pad. It’s an interesting thematic choice, and it makes for a fun, unconventional matching pair. It’s especially nice when the details are actually raised on instead of simply drawn, gives an extra sense of effort in them. That said, I’m not sure how much use these would get outside of novelty; the situations where you’d need cufflinks are pretty limited and usually very formal, but if you want to have some fun with it, then by all means do. Like the wallet, these were £15 for the pair, but I have no idea on conventional cufflink market prices.

The last item of the bunch was the Mega Drive keychain, but there is also a Master System one about. I was expecting this to be a block of rubber, so I was very surprised to find out this is actually all plastic, so the charm won’t be as prone to damage from knocks and snags. Despite its small size, it’s a very faithful recreation of the console in charm form. The vents, the bottom panels and the cartridge slot flaps are all textured, there are even tiny switches and the reset button has the texture painted on. The chain itself is also very well secured into the charm, so it’s not coming loose unless the chain itself breaks. It’s probably my favourite item of the bunch for how far they went in being faithful to detail, and at £5 it’s also the item that’s most affordable with pocket money change.

Overall, I’d say these items are very nice. For all I’ve said about merchandise often being a bit dearer than bog standard, you can’t say Numskull didn’t put in the effort to give bang for your quid. You might be better off with something more plain if you just want something that functions, but if you want a little bit of flair to your possessions, are a fan of SEGA, are taking part in a Secret Santa or just want a little something to give as a gift, you can’t go wrong with these (unless the recipient was on the Nintendo side of the console war).

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.

Huge selection of Sonic the Hedgehog songs now available on Spotify

Spottysonic

For those of you who make use of the digital music service Spotify, you will be pleased to know that a gargantuan selection of Sonic Soundtracks, from Sonic CD to Sonic Runners, have been added to the vast library of songs available for streaming.

As if this wasn’t enough, you can also enjoy a selection of Crush 40 songs including their “Best of title”, the 2012 “LIVE” album and the tracks from their 2012 EP.

While Spotify does not contain a complete library of Sonic the Hedgehog songs, many fans will be pleased they can now access many of their favourite songs on the go without the need to purchase songs through other services or track down physical copies of the official soundtracks.

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.

TSS Review: 3D Sonic the Hedgehog 2 for 3DS eShop

3D Sonic The Hedgehog 2 BannerDeveloper: M2 Release Date: July 22, 2015 (JP), October 8, 2015 (NA/UK/EU) Price: 800円/$5.99/£4.49/€4.99

Review copy provided by Sega

3D Sonic the Hedgehog 2, the second Genesis/Mega Drive Sonic game to hit the 3DS eShop again comes with added stereoscopic 3D visuals and other new features as the original did before it. I played the game from beginning to end, and actually for the very first time ever as well. This will be a fresh perspective from someone who has never played the game fully before which may surprise some people. I would be lying if I said I’ve never played the game before, because I did in fact play it in Sonic Mega Collection for the GameCube way back in 2002. However that was more in bite-sizes and playing around with the infamous debug mode (can’t go wrong with instant Super Sonic).

But here on 3DS I played the game fair and square… with one exception, which I promise to address in the review you are about to read.

Sonic 2 Screenshot 1

Home Menu of the game

To begin, I wish to clarify that I only merely tried out the 3D the game is offering, and in my personal opinion, it doesn’t add much to the game at all. You’re not going to get something revolutionary unless you love 3D to begin with (to me, 3D is a complement, rather than a needed feature in games, it doesn’t mean much to me other than minor amusement). In particular, I found the 3D in the special stages, which a lot were looking forward to seeing in motion, really doesn’t work much at all. Especially since the frame-by-frame motion of the stage doesn’t mesh with the 3D and can indeed be hard to handle. The game may be called 3D Sonic the Hedgehog 2, but to me the real appeal is that the game is on it in all its classic Genesis/Mega Drive glory and in native 320×224 resolution to boot, no more blurry upscaling here. I also want to quickly mention that I did not play the multiplayer mode in the game because I don’t have anyone else to try it with so this review is squarely about the core single-player game.

With that aside, let’s talk about the game. This is a tad difficult, because people reading this have a lot of expectations, because the vast majority have played all the classics and love them dearly, and I can very much see why and the appeal. My personal experience with Sonic 2 is actually not as rosy as you’d imagine it to be.

Sonic 2 Screenshot 2

Regular gameplay of Emerald Hill Zone in Original Mode

Let’s start with the good, and there are certainly great things to talk about. First off, it’s a beautiful game, the game on 3DS indeed still runs at a brisk 60 frames per second and you really get that classic sense of speed when going fast. Also the aforementioned native resolution just makes the pixels shine, and of course you have beautiful color reproduction and it being on an LCD and everything. You’re looking at the game literally how it was supposed to look.

There’s also the music by the same composer as Sonic 1, Masato Nakamura. His tunes are back, and sound exactly as they should and great as always. I must say and others have pointed this out; when you boot-up the game on 3DS the “SEGA” chant is bizarrely lower-quality than it should be, I tested Sonic 1 on 3DS and it sounds fine. I’m not sure why that is, M2 are famous for their attention to detail and skills in porting and emulating, so I won’t fault them for it. There must be a reason, but it’s not that big of a deal, it sounds alright otherwise and the music and sound effects are just fine. Actually it needs to be brought up that the sound effects tend to favor one over the other where certain occasions will only play one sound over and other at the same time, but that’s likely just to emulate the Genesis/Mega Drive’s limitations.

Sonic 2 Screenshot 3

Special Stages

With the good out of the way, it’s now time to look at the bad, and there are some major topics to cover. The biggest of them all is what you see right above; the special stages. Is it the format with the half-pipe? No, actually the gameplay is legit fun and trying to grab each row of rings and whatnot is fun yet challenging. Sure the spike balls can be a bit of a pain to avoid, but overall that’s just fine. The real thorn, is Tails. Tails has a problem; he is not only able to grab rings, but he is not invincible, and he’s not one to avoid hazards. This is a critical problem. As you may know, the goal is to collect the amount of rings required to get through three sections until you finally reach that precious chaos emerald with 7 to collect in total. Tails likes to hog rings and loses them constantly, he cannot hold on to rings to save his life, so it comes down to you having to make sure Sonic is the one to grab them before Tails does. But there are times when it’s just a constant case of where you’re less than a handful of rings short of the goal, and this happens a lot.

There are other issues in the game and surprisingly, it comes from Sonic’s trademark; his speed. The very soul of the franchise, the very thing Sega used to combat Nintendo and Mario himself. Sonic loves to move fast, who doesn’t? There’s just a problem, he doesn’t get much of a chance to do just that, because you usually have an enemy right in his path who you’ll bump into and lose all your rings. This can be pretty bothersome, but admittedly it’s not the worst thing (that would be the aforementioned special stages issue), but it is an annoyance all the same.

Sonic 2 Screenshot 4

Super Sonic Mode

There’s also the platforming that needs to be addressed, while Sonic is able to hop around platforms alright, Super Sonic is a nightmare at times. He is as slippery as butter, especially at Wing Fortress. A major issue is that you are forced to transform once you collect 50 rings after a mere jump, you have to lose all your rings to avoid doing so but it’d be much better if you could either use a different button to transform (or just hit the jump button a second time in the air), or have the option to return to normal and retain your rings.

Another minor issue though this is solved anyway but is one that existed in the game’s design; I’m not fond of having to play the game all in one go. I grew up with games with save files, I can’t imagine playing a game where if you have to leave or take a long break, you’ll have to leave the system on or be forced to shut the system off. This however is fixed in two ways anyway, one in the actual game where you can use the level select cheat via the sound test, but not everyone would’ve known this especially in the early nineties. The second, which is by far the best thing about this version of the game and you will be so thankful it exists, is the use of save states. Save states truly saved the game for me… no pun intended. This is so useful in many ways, but most of all in the special stages where you can save at any point in them, even to the very ring spot. Trust me I used this feature to the fullest and I am so thankful for it. I honestly would not have beaten the game without it.

Sonic 2 Screenshot 5

Ring Keeper Mode, along with the Pause Menu

The 3DS version does add a Stage Select option in the bottom screen menu you can access from the start of the game (handy for returning players). As well as a Ring Keeper mode that gives you 10 rings at the beginning of each act and cuts your ring loss in half instead of losing them all. This mode can actually indeed make things a lot easier for you, particularly when going after special stages or trying to collect enough rings to become Super Sonic. Though save states when used right arguably do the job better; save when you collect rings, if you get hit, revert to said save instantly. It really depends on what you need it for, or if you even want to use save states. Options are always welcome of course. The CRT mode allows you to give the graphics a color-bleeding, blurry appearance in addition to curving the outer corners of the screen, as if you were playing on a real CRT television. You actually are able to use the 3D to view it like it was in a curved screen, but again it depends how much value you see in that.

The game also allows you to unlock Super Sonic Mode by beating the game without getting all the emeralds. At the beginning of each act you’re given 50 rings so you can just jump once and turn into Super Sonic straight away. This is handy because as mentioned the special stages are quite a handful, and they’re far easier to access just as long as you don’t wait too long and your ring count goes below 50 when being Super Sonic. It’s up to you if you want to beat the game in the old fashioned way, which is what I did. I was determined to play it as close as possible to how it was designed to be played, but I could not handle the lack of saving and the other issues I need not bring up again hence the use of save states.

In conclusion, understandably most of the review has been focusing on the game itself, rather than the 3DS version itself. The real question is for those who played the game at some point on other systems would be; “is the 3DS version worth it?”. The answer to that question is; it comes down to if you’ve had issues with the game and if you want to put up with them again, use the options available, or if you find that the issues are too off-putting to work with again. Really the port offers nothing amazing or grand for returning players other than the save states which will make replays far easier. And the aforementioned native resolution makes the game on a graphical front an attractive incentive. Of course there’s also the portability and the use of actual buttons compared to the mobile version for example.

As for me, honestly despite the annoyances I’ve had, I enjoyed my time with the game. The port is most attractive to me due to the native-resolution, save states, and the general portability of it. The port served my needs perfectly. So the answer to me is yes, it is worth it. However if these benefits don’t interest you and/or you’ve gotten your fill already, then no, it’s likely not worth playing yet again. I am personally hoping we’ll see 3D Sonic 3 and 3D Sonic & Knuckles as soon as possible on the 3DS eShop. Sonic 3 & Knuckles being the one I did play the most by far in Sonic Mega Collection (though again mostly in debug mode, I gave up playing it legit at, where else, the drum).

You’ll Love:
+ Save states, you’ll be so thankful for them.
+ The visuals really are a sight to behold with the sprites, colors, and native resolution making the game look super clean.
+ It feels like you’re playing a real Genesis/Mega Drive game on the go, kinda like the Sega Nomad, but not nearly as heavy or power-consuming.
+ The music is of course great to listen to.
+ When you go fast, it is fun to do and see.
+ Super Sonic is awesome, when you’re able to use him to his fullest.

You’ll Hate:
Tails in the special stages doesn’t co-operate, he’s the real hazard in them.
Going fast is a blessing and a curse, you’ll bump into many enemies unless you take it slow, which kind of defeats the purpose don’t you think?
Super Sonic is like butter, do not use him if you’re focusing on very specific platforming sections.
3D and other features such as a CRT-style mode don’t add a whole lot, it’s more of a “meh” point than a hate point, but it’s still worth mentioning.

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.

Mash-Up Mondaytale: It fills you with determination.

mashupmondaytale_post
UnderTale fan art by Guzusuru!

h0i!!

welcom to…

TEM SONIC STADUM!!!!

u shud check out…

TEM MASH-UPS!!!!

yAYA!!

Toby Fox’s UnderTale has pretty much taken the web by storm at this point. Released for PC and Mac through Steam back in September, the EarthBound-inspired title by the one-man dev team was released to widespread acclaim for its game-changing morality mechanic, unconventional combat, quirky characters and even quirkier writing, and stellar soundtrack. The game has already received a handful of nominations for The Game Awards 2015, for the categories of “Best Independent Game”, “Best Role-Playing Game”, and “Games For Change”.

To those unknowing, the world of UnderTale is that of a realm of monsters, banished from the surface and sealed away beneath the earth following a terrible war against humans countless years ago. You play as a human child named Frisk who falls through a gap up Mt. Ebott, a mountain from which no one who climbs it ever returns from, and finds themselves trapped underground among the same monsters of legend with no way out, save for a magic barrier at the end of the caverns. Filled with determination, Frisk then travels through the underground, but how they travel is ultimately up to the player.

You can either spare the monsters you come across and move on, adopting the route of the pacifist, or you can kill them and unleash a full-blown genocide onto the denizens of the underground and level-up conventionally. The path you choose will ultimately and entirely affect the rest of your time spent playing UnderTale, to a degree that has yet to be explored in video games up until now.

Now with that short stint of exposition out of the way, why not see out how UnderTale music meshes with classic Sonic tunes? Three of ’em, in fact! Special thanks to my friend Stingybee365, for her support and input on selecting this week’s mash-ups!

For your sakes, I’ll try to keep major spoilers to an absolute minimum where avoidable.

Our first mash-up, courtesy of Lavalamp, is… well, special.

Carnival Night Zone stood out as a stage in Sonic the Hedgehog 3 & Knuckles for the sudden change of tone it provided: after blazing forest fires, wide-spanning and interconnected underwater tunnels, and ruined remains of a long lost civilization (all thematically fitting for a fabled floating island) came a theme park with flashing bright lights and towering machinery, colourful balloons floating about, and that damned barrel that brought many Sonic players to their knees way back before online guides were even a thing.

As wacky as some of UnderTale’s characters and locations can get, none can really compare to the very infamus (VERY!!!!!!!!!) hidden village of the Temmies within the Waterfall region… called Temmie Village. Its citizens? Temmies. Their diet? tem flakes. The save point? Fills you with detemmienation.

So of course, it warrants for both of their abominable songs to be blended together into one unholy union.

celbrating tems new colleg degree, proving tem learnt MANY THINs, “tem go 2 carnivl!!!!!”

awawawawah!!

Now that we’ve said b0i!! to Temmie, we can move on to the nittier and grittier mash-ups and higher standard grammar.

Next one up, called “Genocide Adventure 2”, is by MtH!

Crush 40 need no introduction, but Toby’s “MEGALOVANIA”? Definitely. Played during a particular boss fight exclusive to the game’s dubbed Genocide Route, the tune originally appeared in the EarthBound Halloween ROM Hack back in 2009 (made by the same guy, actually!) for the final boss, and again as Vriska’s theme for one of the official Homestuck Adventures albums.

it’s a beautiful day outside. birds are singing, flowers are blooming… on days like these, kids like you….

S h o u l d b e b u r n i n g i n h e l l.

Take heed should you choose that particular path… because you’re going to have a bad time.

This next one wasn’t one that I’d have ever anticipated, but the end result was definitely a song worth savouring! Why? Of all things, this is a Sonic Rush Adventure mash-up — didn’t see that one coming, did ya?

The sequel to Sonic Rush saw its release on the Nintendo DS back in 2007, starring Sonic and Blaze once again as they chase after the scourge of the seas, Captain Whiskers. The robotic and familiar looking pirate made off with the Jewelled Sceptre: native to Blaze’s world, the sceptre possesses the Power of the Stars, which has the power to alter reality to one’s favour, and dwarves even the Chaos Emeralds and Sol Emeralds in comparison. After Sonic and friends succeed in retrieving the sacred artefact, it is stolen once again under everyone’s noses, this time by the real villainous masterminds behind the game’s events: Doctor Eggman and Doctor Eggman Nega.

The ensuing final battle that takes place in the Deep Core underneath Southern Island was a memorable one indeed, all the more with the music provided by Seirou Okamoto. Sir Spacebar felt it appropriate to combine it with one of UnderTale’s own climactic boss battle tunes, “Finale”. Without further ado, here’s “DeepCoremination”!

Last, but not least, isn’t the kind of mash-up you might be expecting, but nonetheless, I just wanted to share it because it sounds plain friggin’ cool.

Martyn Davies, also known as BlastProcessed, rearranges tunes as though they were being played off of a SEGA Genesis/Mega Drive. His effort is worth noting, seeing he bars himself from ever using MIDI files and simply transplanting them into a different sound font before calling it a day, instead relying on a YM2612 VST alone to get the job done (and going over the actual console’s sound limitations for the plain hell of it). That calls for some serious time, effort, and energy.

That is why I feel the need to cap off this Mash-Up Monday with his take on “ASGORE” from UnderTale, the tragic theme to the King of All Monsters in the Underground!

BlastProcessed has also done UnderTale’s “Spider Dance” — feel free to check out the rest of his “Genesis covers” library too while you’re at it!

Found any other interesting Sonic music mashups out there on the web? Maybe you have one of your own you’d like to share? If so, you can reach me via any of the following to see your choice on the next Mash-Up Monday:

Feel free to post your respect and recognition towards Lavalamp, MtH, Sir Spacebar, and BlastProcessed’s mash-ups below in the comments! Nyeh heh heh!

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UPDATE: Happy 10th Anniversary to Mike Pollock as Eggman in the video games (over 12 years in total!)

Mike Pollock and Eggman

UPDATE: I worked with Mike Pollock himself to make a few additions and corrections to the article, I apologize for the mistakes previously present.

###

Yes, you may have not realized it, but today (as of typing, it’s already the 16th in other time zones) marks the 10th anniversary of not just Shadow the Hedgehog (on GameCube, Xbox, and PlayStation 2) and Sonic Rush’s release on DS in North America, but these were the very first games where the longest-running English voice actor in the entire franchise first joined the games themselves.

It’s very important to note that while this is the 10th anniversary of his debut in the actual video games themselves, Mike Pollock did indeed debut in the Sonic X anime two years prior in 2003 (as Mike points out below in our comments, he actually was heard as Eggman for the very first time in a Fox Box sneak preview on August 23rd 2003). Actually, we of course can go back to months earlier when the auditions first took place. Mike just calculates from the first airdate because he never counts his chickens before they’re hatched. (Egg analogy totally intended.)

He’s done other voices in the Sonic series as well. In Sonic X, he was also the voice of Ella, as well as the voice of Gerald Robotnik in both Sonic X and in Shadow the Hedgehog. In Sonic Rush he also voiced Eggman Nega. Most recently in Sonic Boom, he voices as both Fastidious Beaver and Mayor Fink.

Mike Pollock non-Eggman Sonic characters

Left to right; Ella, Gerald Robotnik, Eggman Nega, Fastidious Beaver and Mayor Fink, images from BTVA

But did you know he also voices characters outside the Sonic franchise? Give his Behind The Voice Actors page a look, you might be surprised by some of the other characters he’s voiced over the years!

Which reminds me, what a very interesting coincidence that Sonic’s twitter was taken over by a certain mustached man just back on Friday, with Mike Pollock behind the mic (ahem) and everything (I even saved the avatar, here it is at full size). Wonder if Sega caught that also.

Well, I wish you Mike Pollock a wonderful 10th anniversary, as well to all the other 4Kids voice actors even if they’re no longer part of the series. Here’s to 10 more years in the franchise and beyond!

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The Spin: Thank God for The Polls!

spin

Disclaimer: The views in this piece may not reflect the views of TSS or other writers on the staff team. The intention of The Spin is to promote debate and discussion of an issue or something that’s happening in the fandom or the world of Sonic.

So an interesting thing happened the other day which got a few people talking and I would suggest probably inspired one or two topics on our own forums as well as a few splinter groups to rally their own members if the fate of the future of the franchise was at risk.

Continue reading The Spin: Thank God for The Polls!

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Preview: Sonic the Hedgehog #278

This month could be called the month of sand and stone.

SonicTheHedgehog_278-0

Newsarama has got the preview for Sonic the Hedgehog #278. First up, Sonic, Antoine and Big are in Shamar to get another Gaia Key for their quest by helping another guardian, but the threatening Egg Army is on their tail! The local Freedom Fighter team are on hand to help…but there’s something that strikes deja vu about them. This is “Face of the Enemy”: part 1. Then, We continue our look at the mission for the last Chaos Emerald as Bunnie and Cassia square off, cyborg to cyborg. Alignments and perspectives clash in “Hidden Costs”: part 2.

SONIC THE HEDGEHOG #278
SONIC’s planet-wide chase CONTINUES!”Face of the Enemy” Part One: Sonic, Antoine and Big head to Shamar to rescue another Gaia Key Guardian! They’re calling in the reinforcements and getting some help from the local Freedom Fighters-but will that really be enough to get past the fearsome Egg Army? Then, in “Hidden Costs” Part Two: Get ringside seats to Bunnie vs. Cassia. It’s the can’t-miss Cyborg fight of the century! Featuring cover art by jamming Jamal Peppers and a “Maniacal” variant By CG artist Rafa Knight!
Script: Ian Flynn, Aleah Baker
Art: Adam Bryce Thomas, Evan Stanley, Terry Austin, John Workman & Gabriel Cassata
Sonic the Hedgehog #278 CVR A Reg: Jamal Peppers, Terry Austin, Elaina Unger
Sonic the Hedgehog #278 CVR B Variant: Rafa Knight
On Sale Date: 11/18
32-page, full color comic
$3.99 U.S.

Sonic the Hedgehog #278 is out next Wednesday. Make sure you don’t let your opportunity go like sand through your fingers! Or stones through your fingers, that’d just be painful.

Source: Newsarama

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Covers and Solicitations for Sonic the Hedgehog #282, Sonic Universe #85 and Worlds Unite Volume 2 Revealed

February may be a cold month, but the month’s comic selection is on fire!

Comics Alliance have revealed Archie covers and solicitations for February, and it is turning up the heat! First up, Sonic the Hedgehog #282 sees Sonic’s team and Dulcy’s team face a hard fought battle when they not only have to fight off the local Egg Army, but also the Dark Gaia Phoenix, a powerful corrupted being. Can they bring it to their side? Find out in “Wings of Fire”: part 2. Then, Mighty the Armadillo and Egg Boss Thunderbolt square up for a rematch, but this time Mighty has the assistance of long-time friend Knuckles! The atmosphere is electric in “Shards and Sparks”.

Sonic282

SONIC THE HEDGEHOG #282
Script: Ian Flynn
Art: Jamal Peppers, Jennifer Hernandez, Terry Austin, John Workman & Gabriel Cassata
Sonic the Hedgehog #282 CVR A Reg: Tyson Hesse
Sonic the Hedgehog #282 CVR B Variant: T. Rex
SONIC fights FIRE with FURY in “Wings of Fire” Part Two: When Sonic was infected with the Dark Gaia energy, he nearly all lost control of his mutant Werehog form. So what happens when an ancient and powerful phoenix gets turned to the dark side?! It’s a three-way battle as Sonic and Dulcy’s teams battle for their lives against the Dark Gaia Phoenix and Egg Army! Then, in “Shards and Sparks,” Knuckles and Mighty reunite to take on Egg Boss Thunderbolt! Featuring cover art by the terrific Tyson Hesse and a spooky “Horror Movie” variant by the mega-talented T. Rex!
Ship Date: 2/24
On Sale Date: 3/9
32-page, full color comic
$3.99 U.S.

Meanwhile, Sonic Universe #85 continues Eggman’s fight against the Naugus twins as he sends his Egg Bosses to take back his refinery. But there may be a clash of egos amongst them that could bring the teamwork crashing down, and Eggman’s own shaky alliances leave him in a very difficult spot! Will it spell the end of Eggman’s master plan? Find out in “Eggman’s Dozen”: part 3.

SonicUniv85

SONIC UNIVERSE #85
Script: Ian Flynn
Art: Tracy Yardley, Jim Amash, Jack Morelli & Matt Herms
Sonic Universe #85 CVR A Reg: Diana Skelly, Jim Amash & Matt Herms
Sonic Universe #85 CVR B Variant: Dan Schoening & Luis Antonio Delgado
Dr. EGGMAN gets CRACKING in “Eggman’s Dozen” Part Three: Dr. Eggman has assembled his evil Egg Bosses to take back his Egg Refinery from the Naugus Twins! The plan seems straight forward enough, but what happens when the Eggman’s minions can’t work together? Can the mad doctor scramble to survive or will his shaky alliances leave him fried? Featuring egg-tastic cover art by dynamite Diana Skelly and a wonderfully “Wicked” variant cover by artist supreme Dan Schoening!
Ship Date: 2/10
On Sale Date: 2/24
32-page, full color comic
$3.99 U.S.

Finally, Sonic/Mega Man: Worlds Unite Volume 2 is finally on the horizon! In the second act of Worlds Unite, Sonic and Mega Man have thankfully been restored to normal, but Sigma is still building up his forces, Eggman and Wily are still very suspicious, and the Deadly Six continue to be a looming threat for the heroes’ alliances. Read on as the heroes deal with the problems head on, and start fighting fire with fire as they begin their search for allies from dimensions away in “Broken Bonds”.

Worlds_Unite_2

SONIC / MEGA MAN: WORLDS UNITE vol. 2 “Broken Bonds”
Script: Ian Flynn and various
Art: Edwin Huang, Gary Martin, John Workman, Gabriel Cassata and various
Cover: Patrick Spaziante
The sequel to the record-shattering Sonic the Hedgehog and Mega Man crossover is here! You saw what happened when “Worlds Collide!” Now brace yourself for when WORLDS UNITE! Sigma—the brilliant villain from the future—has fused the worlds of Sonic the Hedgehog and Mega Man together! Now he feeds on the super-planet’s energy to become unstoppable! It’s up to Sonic and Mega Man to raise an army to fight the time-hopping villain. Joining them are the Freedom Fighters, the Robot Masters, X and his Maverick Hunters, Sticks and her friends, and—Dr. Eggman and Dr. Wily?! But it won’t be easy, as Sigma uses his powers to reach across space and time to recruit an army of his own! It’s a battle of epic proportions to save the Unified World! Featuring the introduction of the STREET FIGHTER cast, including Ryu, Chun-Li, Guile and Ken! This volume collects WORLDS UNITE parts 5-8, including SONIC UNIVERSE #77, SONIC BOOM #9, SONIC THE HEDGEHOG #274, MEGA MAN #51 and selections from the MEGA MAN: WORLDS UNITE BATTLES and SONIC THE HEDGEHOG: WORLDS UNITE BATTLES plus special features!
978-1-62738-868-9
$14.99/$16.99 CAN
6 5/8 x 10 3/16”
TR
136 pp, Full Color
Direct Market On-Sale Date: 3/9

We will have more information on the comics above closer to release date. It may be the last month of winter, but you may want to bring marshmallows.

Source: Comics Alliance

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Dr. Eggman Takes Over Sonic The Hedgehog’s Twitter

EggmanTwitter

Dr. Eggman. Evil super genius, Grammy award winner and Fuzzy Puppy gaming pro has taken over Sonic’s Twitter account. The menacing mustachioed mastermind hacked his way onto Twitter and into our hearts with several replies and tweets to Archie comics and Roger Craig Smith,  all the way to our own Adam Tuff with a shoutout to our site! So head on over to Son-er…I mean, Dr. Eggman’s Twitter account and ask him a question. He may even leave an audio reply! All hail the great Eggman Empire!!

Hee! Hee! Eggman’s burst through the image gave Tails a mustache. How apropo.

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UPDATE: Mario & Sonic Rio 2016 out in Japan on Feb 18 2016, Rosalina, Ludwig von Koopa, and Dry Bones confirmed

Mario & Sonic Rio 2016 3DS Japanese Box

UPDATE: Just found a small Japanese trailer for the 3DS version on Nintendo’s JP Youtube channel.

What IS going on with the Wii U version? Maybe it is just a bit delayed, or being moved to the NX, we’ll find out I guess.

ORIGINAL: Here it is! Japanese box of the 3DS version, which now adds DK and Amy to the mix, and also new screens that confirm Rosalina, Ludwig von Koopa, and Dry Bones are in the game as playable characters.

Amazon Japan only shows the 3DS version at the moment, as we know, the game is also due on Wii U and it’s also coming out on arcades in Spring 2016. We also see a reconfirmation of amiibo support for the game. Nintendo’s Japanese twitter account also confirms the date alongside a fuller piece of artwork, complete with Sticks, and a horse!

M&S Rio 2016 Twitter Artwork

Here are all the screens from Amazon below:

So what are your thoughts on the game thus far? Any character you’re excited to play as if you get the game? Which version in particular? Let us know in the comments!

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Sonic Boom Monopoly Revealed

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First announced several months ago, there has been little information regarding the Sonic Boom Monopoloy game depite both the show and the toyline doing really well, however retailer Forbidden Planet have today  posted a listing of the game which includes price and a release date.

The game is set to be released on November 30th of this year and it’s priced at quite a hefty £29.99.

From the quality of the photo it’s difficult to see what each board sapce is based on, however from a quick inspection it seems to be based on Sonic Boom the TV series and not the disasterous videogame which is exactly one year old today… happy birthday.

Furthermore, no game pieces can be seen but money has different characters on it depening on it’s value.

Just think, soon you’ll be able to build a hotel complex on Meh Burger or stay at Hotel Del Sticks or own property at Eggmans Base.

Going to buy this? Let us know in the comments.

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Opinion Zone 25: A Donnie VS A Johnny

Who is the bigger gamer nerd?
Continue reading Opinion Zone 25: A Donnie VS A Johnny

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Freak-Out Friday: Sonic Boom Roger Beats!

freakoutfriday_sonicboommix
Kinda blowin’ my minds right now, dude.

Thought we’d bring back this fun little weekly feature, because why not? We’ve gone on for too long without the weekly what-the-hecks on The Sonic Stadium!

Continue reading Freak-Out Friday: Sonic Boom Roger Beats!

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Sonic Lost World (PC) Out Now

lostworldalternateart

Exclusive? What exclusive?

Yesterday, Sonic Lost World was released on PC, breakng that exclusive deal which Sega made with Nintendo a few years ago. The game is more or less the exact same game which came out on the console, however there are one or two major changes.

First of all there is no multiplayer mode, there are no circus tent mini games and the NiGHTS DLC is included in the download and unlocks after you beat the first stage.

Currently priced at £19.99, however if you look around odds are you can find it for slightly cheaper.

So far the response to the game has been very positive. But we’ll probably be doing a review on this version at some point in the near future.

Sonic Lost World on PC from Steam

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