News Boom: Sonic Boom: Shattered Crystal 3DS demo now on the eShop in NA and EU. New info found in the digital manual. Rise of Lyric demo on Dec 4th, and a FREE 3DS theme and StreetPass puzzle!

15528335357_50b2a842ff_oWe were a bit slow to mention this yesterday, our bad! :P

So yeah, right after the Nintendo Direct, the demo of Shattered Crystal finally came out on the eShop in NA and EU.

Fellow staff member Brad transcribed the contents of the demo’s digital manual:

  • Amy is kidnapped by Lyric because “she’s a history buff who has studied the legends and lore of this mysterious island… and a menacing reptile has taken notice.”
  • Lyric The Last Ancient is the last of his kind who lived on the island a millennium ago. His race was devoted to perfecting technology using organic energy to power their creations and invention. Lyric rose to power and tried to use this technology to conquer all other races, but this went against his peers’ beliefs so they captured and imprisoned him. Now he’s back and seeking to reclaim the forgotten technology to unleash a terrible robotic army on the world.
  • There are 6 islands (zones) in SC: Seaside Coast, Scrapyard, Shadow Canyons, Ancient Ruins, Volcanic Crater and Cloud Sanctuary.
  • Adventure Stages are the main gameplay levels, where you switch between the four team members.
  • Badges are needed to unlock levels and progress through the game. They are attained by completing level challenges on the Level Stats screen.
  • You can collect broken fragments of the Lost Crystal in adventure stages to prevent Lyric from obtaining them. You take them to Sticks.
  • Blueprints are found similar, and are to be collected and given to Tails.
  • Connecting to Wii U unlocks specific character upgrades.
  • Streetpass can earn you additional Tokens to be used in Q-N-C’s Toy Shop.

In other news, Sega also confirmed that a demo of Rise of Lyric on Wii U IS on the way… except it’s coming AFTER the game’s release date. The demo will be out on Dec 4th.

But wait, THERE’S MORE! On November 11th, Sega will release a StreetPass Puzzle Swap puzzle of Shattered Crystal AAAANNNNDDDD a free Sonic Boom theme for your 3DS menu!

Have a look at the theme:

15100260363_d73b26a48b_o15695917626_768c028f30_o15721187542_6c44506ec2_o

And the puzzle:

15722093552_c9512266b3_o

Finally, Sega provided more info on air times and when other regions will get to see the show:

For the first time ever, the rich realms of the franchise’s Wii U and Nintendo 3DS titles will be blended with Sonic’s first CG-animated TV series, debuting on Cartoon Network! The series will premiere on Saturday, November 8 at 7:00 AM  in the U.S., with a global rollout in France on Canal J on November 19 and on Gulli in spring 2015. The Middle East will launch in spring 2015 with other territories to follow in fall 2015. Be sure to tune in!

All are part of what Sega are calling Sonic Boom November.

Excited? Let us know!

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New Sonic Toon/Boom Wii U and 3DS footage shown in today’s Nintendo Direct

B1thd0cCIAAS10O.jpg origSurprisingly, only the Japanese airing of today’s Nintendo Direct showed extensive footage of both versions of the game, as seen in its entirety below ripped by yours truly:

Sonic Toon JP Nintendo Direct 2014.11.6 Footage

To see the Japanese Direct in its entirety as well, click here (Sonic Toon appears at 26:23).

Both versions are due in Japan on December 18th, 2014.

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FTCR doing a special charity livestream of Sonic Boom: Rise of Lyric on Wii U on November 15th to help a poor 3-year-old with cancer, special guests confirmed to attend

maxresdefaultA member of the livestream named MykonosFan has brought to our attention on the forum that FindTheComputerRoom.com is doing a very special livestream of Sonic Boom: Rise of Lyric to help raise money for a poor 3-year-old girl who was diagnosed with cancer. :(

Special guests are also confirmed to attend the livestream, as seen below.

MykonosFan said the following:

At FindTheComputerRoom we finally made this public so I’m doing the rounds to promote it. We’ll be doing a charity stream of Sonic Boom: Rise of Lyric on Saturday, November 15th starting at around 2 PM EST. The proceeds will go directly to a family we’d like to help out whose 3 year old daughter was recently diagnosed with cancer. If you’re so kind you can immediately find their page here: http://www.gofundme.com/g56ryw

Our plan for the day is to run through the game, hopefully from start to finish but since we have no idea of the game’s total length I can’t guarantee anything. The crew will be FTA, me, and the dudes from Sonic Sez (if you read the comics but haven’t listened to those you should). Our friend TJ will also be there who could pretty much be JonTron’s stunt double. FTA is going to try and power through the game on his own in the days prior,so our stream won’t be a completely blind experience. Hopefully him playing through it will let us avoid getting stuck anywhere due to our incompetence.
Throughout the evening we’ll be joined by special guests! Whoa!!! We reached out to people involved with the Boom initiative and were able to lock in friend of the show Mike Pollock, who is of course Dr. Eggman. Ian Flynn who is writing for the comic, in addition to Evan Stanley who penciled the first two issues of the comic. Tentatively we’ll also be speaking with Cindy Robinson who is the voice of Amy Rose. We’ve reached out to a few more people so we’ll see how those pan out.
We do want to thank anyone who contributes to the cause in a video (please push away thoughts of True Blue Initiative), if you donate and would like a thanks send a screencap of your donation to fta@findthecomputerroom.com. I’ll also give our stream link which is twitch.tv/ftcr69 (I didn’t pick that).

And here’s a trailer narrated by the founder of FTCR Fastest Thing Alive:

‘Sonic Boom: Rise of Lyric’ Charity Stream Nov 15th Video!

I saw and I took action to bring this to our fellow viewers’ attention straight away. :)

I wish you all the very best of luck and success! :D

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Get a Sonic Boom shirt featuring likeable characters like Sonic, Tails, Knuckles, and Sticks! Oh and Amy’s there too

Someone over at Nintendo UK’s FACEBOOK page (whoopsie XD) seems to not be too fond of Pink Hedgehogs, as seen in this screencap of a post of theirs:

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Well whatever your views on Amy herself, you should still have a friendly laugh all the same. :P

Now will whoever posted that receive a… pink slip? :O

Oh and I think it goes without saying, but please, keep it civil. ;) Like Reggie Fils-Aime said; there’s nothing wrong with having a little fun. :)

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Hero Bank 2 (3DS) demo to unlock Sonic and Shadow costumes in full game

img01Well this is quite the surprise! The currently Japanese-only game Hero Bank 2 on 3DS has a demo you can obtain via the newest issue of Coro Coro magazine (Pokemon fans should be very familiar with this magazine as it’s usually the place where news first ever appears in) via a QR code, and if you do this and then buy the full game, you can unlock actual models as costumes in the game, as shown on the game’s website!

bg_tryVery special thanks to Impotaku at NeoGAF for the heads up!

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Hero of Legend’s Lookback Part 2: Sonic Unleashed for Wii

Yep, as I hinted in part 1 of my lookback featuring Sonic Riders: Zero Gravity, I wanted to do my next one on Sonic Unleashed for the Wii! Have a look at part 1 right here (and comment! I’d really love some more feedback. :) ).

So now onto the lookback:

sonic_unleashed_wiiDeveloper: Sonic Team/Dimps/Xeen/O-TWO Release Date: Nov 18th 2008 (NA) Nov 28th 2008 (EU) Nov 27th 2008 (AUS) Dec 18th 2008 (JP)

So this is what everyone considers to be the afterthought version, the side project, the thing to chuck out there for a quick buck… which apparently worked too well as the Wii version was apparently not only the highest selling version, but APPARENTLY outsold both the PS3 and 360 versions combined. Well that’s one reason Wii got Colors exclusively. :P

So for a long time we always thought it was mainly by Sonic Team with Dimps doing the daytime design work, but after exploring the endless world of the interwebs, I found the websites of Xeen and O-TWO and spotted the Wii version on both sites under games they worked on. As I noted last time, those two indeed worked on Sonic Riders: Zero Gravity, and there’s the old interview where a Sega employee (think it was at one E3) where it was said it indeed used the Zero Gravity engine, all signs point to it being correct.

The game runs in 480p, 16:9 widescreen like Zero Gravity and all other Sonic games on Wii, however it runs in 30fps, also like every other Wii Sonic game except for Zero Gravity. Why did a spin-off accomplish what main games wouldn’t do? At least not until Sonic Lost World, and even then Zero Gravity is a locked 60fps where Lost World dips at times…

For those unfamiliar with the latter two teams, Xeen actually was the main dev of Rhythm Thief on 3DS and O-TWO mainly works on various 3DS eShop games like Skater Cat and Cube Tactics, they also helped on the more recent Puyo Pop games.

So here’s another thing to point out and it’s a biggie. The Wii version was basically the darling of most review sites, while the HD versions were slammed and some even rated it lower than Sonic ’06, ouch. I’ve only played the 360 demo in terms of HD version experience and it wasn’t my cup of tea, all the footage I’ve seen so far shows it being NOWHERE near as bad as Sonic ’06, and no, I don’t think Sonic Boom will be either, there was more than just technical issues being why Sonic ’06 was poop.

So what about the Wii game itself you ask? Well I REALLY liked it, it certainly has some glaring issues which of course I’ll dive into, but first let’s talk about the gameplay.

It’s very true the game is pretty one-sided in favor of the Werehog stages, basically for every day stage, you get 3 night stages. Some night levels even take place like 3-5 in a row, yikes. But the daytime stages are purdy fun. One thing I really enjoyed was the limited boost usage where it’s divided into small bursts at a time rather than go hedgehog wild. It allows you to strategize more in when to use it, also I like how after every 30 rings collected, its max amount increases AND fully restores it. I also like that *puts flame shield on* it’s SLOWER! I don’t like boosting like a bajillion miles and hour with little to no control, no sir, I don’t like that. Just give me a sense of going fast but being able to see things around me and being able to control what the hell I’m doing while boosting!

A major bonus on Wii is the medal system, you never have to worry about searching far and wide (I ain’t singing it, get that out of your head!) for medals, instead they’re rewarded depending on your rank in all levels, where as B gets you one, A gets you two, and S gets you all three medal in the level. Much easier. I just encourage you to try and get an S rank in the night levels on the first go if you don’t want to play them again. :P

Speaking of the night levels, here you focus on using the Wiimote and Nunchuck to fight in a sort of Wii Boxing/Punch Out style, and honestly, once you get the hang of it, it works REALLY well, I never used another control setup, I know, crazy right?

S ranking in the night levels is a bit tricky, you have to collect all the experience (called Force), rings, and beating the stage fast enough. But just be quick and break and collect everything you see and you should be okay. Here’s a tip: instead of punching boxes and whatnot, RUN into them, they break automatically thus saving you a lot of time.

So how about dem graphics? Well it’s no secret it’s not as pretty, and frankly, it’s not even close to the graphics of the Colors team’s output (Secret Rings, Black Knight, and Colors), hell, the game runs in 30fps so to me it’s kind of beneath Zero Gravity. Plus there’s something BIZARRE about the image quality where when the Werehog stages begin, he looks VERY weird with how the jaggies move about, like it’s not polished and… ugh, I can’t put my finger on it! The game could’ve used the useful Deflicker technique where it softens the image to reduce jaggies, like a free fake Anti-Aliasing of sorts. A lot of Sonic games on GC and Wii used it, as most famously Super Smash Bros. Melee and Brawl. It honestly helps a bit I’ve noticed, but I’m no expert so…

Also need to mention this graphical glitch in the first main daytime Adabat stage where you reach the bottom of a 2D section where you’re on the water, and the water just flickers really badly, but this is the only case of that, but it always does that there.

However, when played in HD on Dolphin, it surprisingly shines! Here is a gallery made by a person named zetabio who made DOZENS of screenshots of it in 1920×1200.

So all-in-all, I really enjoyed the game and I highly recommend it as long as you’re not going to puke as soon as you look at it and don’t mind the Wiimote controls. Actually it supports the GameCube controller (not usable at the moment on Wii U of course) and the Classic Controller if you prefer. :)

I’d give it an 8.0 out of 10. It’s not my fav Sonic game, but I still really enjoyed it as I said. It’s hard to say if I prefer Zero Gravity over Unleashed, I kinda prefer Zero Gravity due to it’s vastly superior polish.

That’s it for now! Hope you’ve enjoyed the 2nd lookback. :D Hopefully I’ll do another down the road again, but these two were the most under the radar/underrated of the console games last gen so I felt the warranted lookbacks the most.

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Mike Pollock talks about ALS and why you should stop dumping water and instead open your wallet, in a very serious way

Mike PollockMike Pollock needs no introduction to the Sonic community, and here today he’s not here to make you laugh, but to make you sit down, listen, and really grasp the severity of ALS.

Mike on his Facebook page posted a video detailing about the disease and why people really need to actually donate to the cause and not just dump ice water on their heads and call it a day. Some will argue that the dumping is a way to spread the cause virally, but at the end of the day, the money is what matters, and the cause needs all the money it can get.

This video was unbelievably heart-warming and I HIGHLY suggest people take the time to watch and listen to Mike’s story, it’s really sad. :(

Thanks Mike for sharing this, and I wish everyone involved with the cause the best of luck and success.

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Sonic-a-thon for Child’s Play ongoing, ends on Aug 20th

maxresdefaultWell this hasn’t been posted yet, so I’m here to correct that mistake! HellfireComms as well as guests like folks from BrainScratchComms and others will be playing various Sonic games until August 20th, check it out the livestream HERE!

Right now as I type they’re playing Sonic the Hedgehog 3 while playing as Knuckles with SomeCallMeJohnny playing and Ryan co-commentating.

As well the total donated as I type is at US $11,458.41 with 811 contributions!

Missed the previous games? Worry not! HellfireComms is archiving them on their YouTube channel, so far the games archived are:

Sonic Adventure DX (GC), Sonic Rivals, Sonic Spinball, Shadow the Hedgehog (GC), and Sonic the Fighters (Arcade).

Hop on over, enjoy some great games being streamed (and some not so good games ;) ), and consider donating for a great cause! Chances are, if you have a game you want to see, it’s going to be streamed, check out the schedule on the livestream site above. :)

I want to wish all involved the BEST of luck and keep up the amazing work!

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Hero of Legend’s Lookback: Sonic Riders: Zero Gravity for Wii

This will be the first in hopefully a line of lookbacks I will be doing related to our fav Hodgepodge err I mean Hedgehog. ;)

I also plan on hopefully getting some video content down the road for the site, mostly I’m waiting for YouTube to unlock their 60fps setting so you can see classics like Sonic Adventure 2: Battle and the recent Sonic Lost World in glorious 60fps, I’ve done some clever editing of 60fps recordings to blend them to 30fps showing a “fake” 60fps video (which I will show an example of below!).

Also I want to address anyone that’s wondering if a 3rd Big Red Button research post will happen. The answer is actually yes, BUT I will wait for Sonic Boom’s release and compile the credits and then dig into it to get the info on who else worked on it. :) So for now it’s on hold until then. :)

But for now, let’s get to the lookback!

reply_card [Converted]Developer: Sonic Team UGA/Xeen/O-TWO Release Date: Jan 8th 2008 (NA) Feb 22nd 2008 (EU) Mar 6th 2008 (AUS) Jan 8th 2008 (JP)

Why are you looking at this? This is crap! You may ask. Well to me, it is NOT! And I will explain hence the point of the lookback.

For one thing, this is a pretty damn technically competent game, and what I mean by that is, this game first of all runs in a brisk 60fps not only in gameplay, but in ALL in-game cutscenes, just like in Sonic Adventure 2: Battle and Sonic Heroes. Second, it supports 480p and 16:9 widescreen, so it’s pretty nice even on an HDTV. Now I can’t speak for Sonic ’06 as I’ve (blissfully?) not played it, but I believe it is the ONLY Sonic game of last gen (Wii, 360, PS3) to run in 60fps all the way through and not in either certain parts or very unevenly throughout. Same goes for the cutscenes, Sega’s been pretty happy with always forcing cutscenes nowadays to run in 30fps only (this includes in Sonic Lost World to my disappointment), so this game really does do things later games by the main branch of Sonic Team don’t, think about that. ;)

Now to talk about the gameplay. For me, the gravity mechanic is honestly inferior to the air mechanic in the original, however, the Gravity Dive is pretty satisfying to use, as is the gravity turn technique when you do it right. The items to me don’t really matter much aside from giving you rings and gravity power. The special attacks mean nothing to me as they activate right away and you may not even be able to reach an opponent, also you don’t need it if you’re ahead. You can seemingly use these attacks to access shortcuts specific to a class, but I never get it to work right (likely just me) XD.

Now the part most hate, the controls. To me, they’re JUST FINE! If you’ve played the original on GameCube no prob, then you’ll feel right at home with the GC controller here. On Wii U, you’re forced to use the Wiimote only seemingly (think you can use it on its side or vertically), I tried it on its side Mario Kart Wii/Excite Truck style and I actually had no real issue with it.

Now for other bits, note that this does indeed include the late Deem Bristow’s voice clips from Sonic Adventure 2: Battle for Eggman. Mike Pollock does actually contribute new lines for the gravity moves which work. Also this is NOT the only game of the gen to use the original voice actors! You’re asking “What?! I’ve not heard such a thing, what are you referring to?”, well I’m referring to Mario & Sonic at the Olympic Winter Games on DS! That game features reused clips for Omochao and Big from Sonic Adventure 2 and Sonic Adventure/Sonic Heroes respectively (Omochao just says “Ciao” HA… and Big says, what else, “Froggyyyyyy”).

So what about that video I promised? Why it’s below, footage I recorded of the game in the “fake 60fps” I mentioned. I recommend you download the video in 720p, and watch it in 1/2 the size on your offline player for the cleanest and smoothest viewing experience, in case your internet lags the framerate. Enjoy!

[youtube]https://www.youtube.com/watch?v=3q5hoFsOFFI[/youtube]

So my views overall on the game? I think it’s very much worth playing. By the way, I’ve beaten the whole story. :) I actually like how the cutscenes feel very Sonic Adventure 2: Battle-esc, in some scenes like one with Jet, the scenes ends abruptly, just like in SA2B, so that made me smile as hey, anything that reminds me of that game is cool in my book. ;)

The story itself is also feels like the Adventure-era, it’s deep, not goofy like in the recent games, and Knuckles even references himself as a treasure hunter, nice touch Sega. :) The best term I can give it? Sonic Adventure as a racing game with the 4kids cast, seriously, it’s even got the Chao market ala the Chao Garden where you buy the gear WITH YOUR RINGS, come on people! XD

Speaking of 4kids, also consider this is the only full-fledged on the mark sequel to a pre-gen sonic game. I don’t put Sonic 4 in this category, that’s another story, but here the game has the same voice cast, the same structure, virtually the same everything, but it’s on a newer-gen console. And I actually really liked 4kids in this. Also Jason as Jet gets bonus points from me for sounding like Terrosaur from Beast Wars (who was voiced byDoug Parker), greatest show of all-time, you missed out big time if you didn’t watch it.

I also next want to address the PS2 version, and sadly I can’t personally speak for it as I’ve sadly not tried it out. :( I really want to compare the two. I BELIEVE it lacks 16:9 (the back cover shows 4:3 screens and I don’t recall seeing footage in 16:9) and could also possibly run in 30fps as no footage I’ve seen hints at 60fps. I think I’ve heard it does support 480p, but again, I can’t confirm officially without having played it, gotta put that in my to-do list!

Also I personally think it was a Wii game at heart and then ported down to PS2, consider how the original looked on GameCube (developed by Now Pro), the textures in that had no filtering in the stages so you literally saw the square pixels, aka like a DS game, I was floored at that even way back in 2006. Also I think the environments are more complex in Zero Gravity which would be thanks to more advanced hardware. Also it feels like the PS2 version is a downgrade like they removed things rather added any to the Wii version. Take the water in Aquatic Time, the water has lovely reflections of the stage and I think there’s some bump-mapping

Also, I want to comment on Sonic Free Riders on Xbox 360, again I’ve not played (and I certainly don’t want to other than to see how it runs in person), I can’t believe how obviously low budget it looks, for one thing all cutscenes are in stills instead of in full-3D, also it seems to be more in a mission structure if I recall than purely racing, but it could be foggy memory on my part. Something tells me Sega was prepared due to it being a Xbox 360 Kinect exclusive (personally, I think this was a really strange and bad idea) so they didn’t spend as much as they would’ve like in the previous two games, saving on the cutscene work certainly helped them.

Also, ever notice how first, Rumblebee seemingly was absent in Free Riders, second, he was actually the singer also in Sonic and the Secret Rings, AND was the announcer in all of the Mario & Sonic games? Wow, kinda fond of Nintendo ain’t he? :P

Also, did you know that the developers Xeen and O-TWO also worked on Sonic Unleashed Wii and PS2? Dimps only did daytime stage design work in that. I heard once the game did use the Zero Gravity engine, this pretty much confirms it! I have more to say, but perhaps I’ll save that for the future wink wink nudge nudge. ;)

Anyway, if I had to give a score, I say it’s at least a solid 8 out of 10, but it’s just my opinion because I love what it accomplished and think it was a really solid game under any rough spots reviewers said of it. If you’re lucky, you can still find it in the $20-$30 range, sadly it’s the ONE Wii standalone Sonic game that isn’t everywhere still, so you might have some trouble findng it at least brand-new.

So there you have it! I hope this was an entertaining read for you all, and I hope to have more for you later on down the road. :)

Edit @ Aug 11th, 2014 2:53PM EST: I just remembered this little bizarre point. Anyone remember this article at Eurogamer where Sega confirmed in November 2005 that a sequel to Sonic Riders would be released on Xbox 360 and PlayStation 3? Huh, wonder what happened behind the scenes that caused this unexpected shift that made the game a Wii and PS2 game instead, hell was it even true to begin with? The world may never know…

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4Gamer shows new Sonic Boom: Rise of Lyric and Shattered Crystal screenshots

So before the upcoming Gamescom event, we’re treated to some new screens of both versions thanks to the Japanese website 4Gamer. Note the game is called Sonic Toon in Japan.

Sonic Boom: Rise of Lyric (Wii U):

Sonic Boom: Shattered Crystal (3DS)

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GameStop giving away free $5 XBLA codes, (MIGHT only work on US accounts, your mileage may vary) (Edit: Over)

gamestop

Edit @ 6:49PM EST: The promo is over, BUT, it’s actually going on for the next few weeks on Thursdays, so stay tuned for next week for another shot!… if they still have codes to give away! 😛

Original: So GameStop is giving away said codes. What do you have to do? Click on this link (just copy and paste the link on that page to your address bar) and then put in your email address, then it’ll prompt you to sign into your facebook account, do that and then confirm, and then you will right away get the code.

Someone over at NeoGAF posted this as a work around for those outside the US (or just don’t have said account period):

For everyone outside of the US, head to My Account on xbox.com, go to Payment & Billing, and hit Change My Region.

Worked for me.

So as I said, your mileage may vary, but hey, IT’S FREE!

What’s that? What does that have to do with Sonic? Easy! You can buy some games on XBLA with that code alone!

Have a look (based on the NA marketplace site):

Sonic Adventure $4.99

Sonic 1 $4.99

Sonic 2 $4.99

Sonic 3 $4.99

Sonic & Knuckles $2.99

Sonic CD $4.99

Sonic the Fighters $4.99

And a bunch of other stuff like DLC for like a buck or so.

Granted I’m uncertain if they add tax on top of those prices. Nintendo’s eShop does, Sony’s PSN does not.

Happy spending! 😀

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Stephen Frost speaks about why things have been quiet regarding Sonic Boom

Sonic Boom LogoStephen Frost kindly paid our forum a visit today to elaborate on why Sonic Boom hasn’t been booming over the past few months since the unveiling. Here’s his whole post:

I’ve been asked to chime in a bit here so I’ll do what I can to share some info with you all. I’ve said it a few times in the past, but there were key reasons why we announced the Sonic Boom initiative when we did. Along with that, there are a lot of partners involved with Sonic Boom so we have to be mindful of their timelines and requirements for their respective fields. It’s not just about a game anymore… This is a large group effort so any announcements and information shared publically needs to really be planned and organized carefully. We need to make sure that things we reveal don’t impact other parts and vice versa.

I completely appreciate the fact that you fans are hungry for info specific to the games, I really do. And that’s why we all work these endless late nights and weekends… It’s to get all the pieces in place for when the campaign does really kick off. We still have a ways until the cartoon and game launch, as well as the new toy line, so we need to pace all the info appropriately. And it all starts as we head into E3. You’ll learn more, for sure, but not everything. And the reveal of new assets and info should be more frequent from that point on. But trust me when I say there is no lack of effort by anyone involved with Sonic Boom. This is, by far, the biggest united effort I have personally ever seen Sega be involved in. We want to share everything with everyone because we are so excited… We just can’t… Yet.

So, please be a bit more patient. I’m working on screens and commenting on releases so stuff is coming. We will even have a bit of a surprise in there for you, as well as the first info and assets for the 3DS version. There is quite a bit of cool stuff ahead so hang in there.

So there you have it, it shouldn’t be much longer. I can’t wait to see what Sega brings to the table at E3!

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Sonic Lost World Shipped 710,000 Copies Worldwide

It’s that time again – sales talk! SEGA just released their newest sales data as of March 31st 2014, and with it comes updated numbers for Wii U exclusive adventure Sonic Lost World. Let’s see how well it’s done! Continue reading Sonic Lost World Shipped 710,000 Copies Worldwide

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(Europe) Buy and register Mario Kart 8 on Club Nintendo and you can choose to get Sonic Lost World or Mario & Sonic at the Sochi 2014 Olympic Winter Games for FREE digitally on Wii U

Mario Kart 8 Europe Promotion

Long title is long. Anyway, during the big unload of Mario Kart 8 information via the surprise Mario Kart 8 Direct and outside of it, Nintendo unveiled a promotion where if you purchase Mario Kart 8, either by buying it at retail, buying it digitally on the eShop, or buying the copy that comes with the special Wii U Mario Kart 8 Bundle (aka, you buy it new, you get this), and register the code that comes in the box on Club Nintendo (buying digitally does this automatically), you get to choose from one of 10 Wii U games to download from the eShop for FREE, among of which being the Wii U version of Sonic Lost World and Mario & Sonic at the Sochi 2014 Olympic Winter Games.

This however is only for our European fans, because for North America, folks there instead get to choose from four games instead (all four are choices in Europe), they also say for people in Australia to check the Nintendo of Australia website in the coming days for more info.

Nintendo’s full message on their website:

Mario Kart 8 hits Wii U on May 30th, bringing the series into a new dimension with antigravity racing, exhilarating online play, and the ability to share your race highlights with the world.

Thanks to our special Mario Kart 8 Bonus Game Promotion, if you register the PIN code for Mario Kart 8 in Club Nintendo between 10am (UK time) on May 30th and 11:59pm (UK time) on July 31st, you could claim a free download code for one of a selection of great Wii U games!

Please read the Terms & Conditions for more information.

Users in Australia, please check the Nintendo Australia website in the coming days for more information.

The full list for reach region are as follows:

Europe:

Sonic Lost World

Mario & Sonic at the Sochi 2014 Olympic Winter Games

New Super Mario Bros. U

Pikmin 3

The Legend of Zelda: The Wind Waker HD

The Wonderful 101

Game & Wario

Wii Party U

Nintendoland

Monster Hunter 3: Ultimate

North America:

New Super Mario Bros. U

Pikmin 3

The Legend of Zelda: The Wind Waker HD

Wii Party U

Which game are you choosing? Let us know in the comments!

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New trailer for Sega’s 3DS RPG Hero Bank features a remix of a familiar Sonic song

httpv://www.youtube.com/watch?v=hku-2o5nqx4

Sega just yesterday put out a new trailer for Hero Bank, Sega’s new RPG for the 3DS which just came out in Japan on March 20, 2014. At the very beginning of the trailer, you can hear the remix of a certain song, instantly familiar to those who played Sonic Adventure.

Give up? It’s Twinkle Park! We don’t know exactly who the composer is (hell we have little info on what folks were behind the game or if it was even outsourced to an external company), all we know if that it was produced by Toshihiro Nagoshi, the man behind Yakuza and Super Monkey Ball.

Thanks to AceZX in our forum for the find!

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Sonic & All-Stars Racing: Transformed now FREE on iOS and Android

unnamedSorry, Peppy Hare took a wrong turn at albuquerue and couldn’t be here today.

Yep, the Sega and Sonic the Hedgehog twitter accounts just announced the Android version of the game is now free to download, note that it’s a big file, it’s 789MB (on Android at least)! Download the game on iOS via the App Store here and on Android via Google Play here!

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Very high-res off-screen development pic of Sonic Boom Wii U reveals HUD

Sonic Boom Crop

So what you see above is an in-development pic of Sonic Boom on Wii U, please keep in mind that anything you see in the debug data on the upper right is in no way an indication of the final product (so don’t panic over the 15FPS bit). Heck many bits aren’t even textured. I personally think it will be a night and day difference when we see the final version of the area. For now, we can have a look at the potential HUD, the general camera angle, and the layout of an area we’ll likely explore in the final game.

This was originally posted in a smaller resolution at AP, but was removed,  due to the appearance of a Wii U dev kit. We’ve decided to only share the main attraction, the actual screen and not the entire pic, we don’t want the Nintendo Ninjas to come after us next!

The large pic you see above was discovered by the user Finn from the Spindash.de forum (it’s best if we don’t link to it as it has the unaltered image), the exact origin of the pic however isn’t clear.

EDIT @ 3:20PM EST: Nevermind, it’s been decided we can link to the Spindash.de post, we just can’t put up the pic ourselves.

Here you go!

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Who’s at Big Red Button? Part 2 – SuperBots are invading, we need reinforcements!

Big Red Button Entertainment Logo

For Part 1, look here!

It’s that time again! I’ve been busy doing more research on who’s at Big Red Button and working on the Wii U version of Sonic Boom.

Well my findings sort of come in almost two categories; the most common is the mass amount of former SuperBot Entertainment folks, the team behind PlayStation All-Stars Battle Royale, aka, Sony Smash Bros. Which by the way while it was never going to dethrone Smash, it looked like a very polished game from what I’ve seen, and Metacritic is pretty kind to it (only one reviewer gave it a horrendous 20/100 as the only score below 50, the game clearly is not shit).

The second category is held by one person, and it’s actually most deserving to be the highlight, more on that in a bit. 😉

Let’s start with a brief look at SuperBot. The team was formed in 2009 by a former Sony Santa Monica person (creators of God of War), and they were in fact, a 1st-Party developer of Sony, just as Naughty Dog, Sucker Punch, Sony Santa Monica, etc, are.

Well that changed, after All-Stars didn’t sell well (I don’t remember the numbers), Sony cut ties with them, and they were hit HARD, many thought they had closed but they confirmed in April 2013 that they were still active.

Well it seems a lot of them went to Big Red Button, now let’s see who’s there!

Let’s start with Niles Tucker, who was an Environment Artist at SuperBot, is now the same at Big Red Button.

Next is Kevin Hsu, who was a Senior Level Designer at SuperBot, is now a Combat Designer at Big Red Button.

Then we have Johnathan Nielsen, who was a UI (User Interface) Programmer at SuperBot, is now a Programmer at Big Red Button.

Fourth is  Carl-Henrik Skårstedt, who was Lead Software Engineer at, you guessed it, SuperBot, is now a Senior Programmer at, right again, Big Red Button!

Yet again, we have Daniel Ramirez, who was a Senior Character Artist at SuperBot, is now a Lead Character Artist at Big Red Button.

Here we have Mark Vernon, Combat AI Designer at SuperBot, is now Combat Designer at Big Red Button.

Next is Lisa Kapitsas, who was a Producer at SuperBot. Now she’s a Producer at Big Red Button.

What’s that? No more? Wow, I thought this wouldn’t end! XD Seven SuperBot folks, holy cow. This is looking more like a SuperBot-based company than a Naughty Dog or Insomniac one don’t it?

There are a few extras before we get to the big bit, they are the following:

First is Greg Prior, who worked at Sony Santa Monica as a Junior Environment Artist, specifically on God of War: Ascension. He’s now an Environment Artist at Big Red Button.

Second is Dannie Carlone, who also worked at Sony Santa Monica, this time as an Environment Artist, again on God of War: Ascension, is now also an Environment Artist at Big Red Button.

Next is Ben Strickland, this time having been a Junior Designer at High Impact Games (I covered a few HIG folks in the first part), is now a Game Designer at Big Red Button.

Finally we have David Nam, who was an Animator at High Impact Games (but only for a few months, he actually was an Animator for a few years at Wayforward, who makes Shantae, Mighty Switch Force, etc), is now Junior Animator at Big Red Button.

But wait, this person also worked at Disney, as he says specifically:

Created hand drawn animations under the mentorship of Anthony DeRosa, and animated on several scenes for “Winnie the Pooh”

This is leading up to my favorite of the pack, saving the best for last, allow me to introduce Todd Ammons, this guys’ resume will blow your mind. He worked at Disney for many years during the 90’s and early 2000’s as Assistant Animator on MANY Disney Renaissance Era films like Beauty and the Beast, Hercules, Tarzan, Hunchback of Notre Dame, etc as he shows on his site! He also worked on animating in the film Barnyard, and actually worked at Insomniac for a year and a half as Senior Animator, animating in Ratchet Deadlocked and Resistance: Fall of Man. He worked on numerous games at Heavy Iron Studios including Ratatouille, Wall-E, and Spongebob: Truth or Square.

And he has an animation demo!

httpv://www.youtube.com/watch?v=WE1–ka5_BE

Here you’ll find clips of Ratchet, Barnyard, Ratatouille, Spongebob (oh my god this is my fav bit), a tiny clip of Home on the Range with Alameda Slim (the villain), among others.Guys, I think we’re in for a TREAT! He’s now Senior Animator at Big Red Button, and here’s his description of the position:

Responsible for development of Cinematic,Character,Camera and Game Animation for the main actors and enemies. Influential in creating a Combat style and adding personality to the heros

That wraps it up. I hope you enjoyed this, as I certainly have!

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Sonic Stadium Interview: Sega’s Stephen Frost

Sonic Boom Logo

Here it is! The interview I promised and gathered some fan questions for! I’d like give huge thanks to Stephen Frost and Kellie Parker for working with me and answering the questions. 🙂

And now, let’s get started!

Hero of Legend: So Stephen Frost, as I already listened to the SEGABits interview just published about you, you’ve already said a lot about yourself, but just for readers here who haven’t heard that interview (and should right now!), would you like to give a brief introduction about yourself and talk about past experiences and such? I’d also like to hear about you as well Kellie Parker. I haven’t heard much about you, so take this opportunity to talk about yourself and your experiences at and prior to Sega.

Stephen Frost: Well, for those who haven’t heard about me, and I assume that most have not; I’ve been a producer at SEGA for almost eight years now. I’ve worked on a variety of titles ranging from the Sega Genesis Collection to Universe at War to some of the Marvel titles and Shinobi on 3DS.

I started in game development at a studio called Dynamix in Eugene, Oregon and eventually moved to California to work at Imagine Media. There, as Webmaster, I helped to build the foundation of what would eventually become The Imagine Games Network (IGN) before eventually jumping over to launch PSM: 100% Independent PlayStation Magazine.

Around seven years later, the desire to return to game development was too strong, so I jumped at the chance to join the team at Electronic Arts, where I worked on such titles as Armies of Exigo, Ty the Tasmanian Tiger 2 and Oddworld: Stranger’s Wrath. From there, I had a brief stint at an Activision studio (Z-Axis), working on some Marvel superhero properties before hanging my production hat at my current home at SEGA, where I’m now fully focused on Sonic Boom.

Kellie Parker: I’ve been working in online community for 15 years. I got my start on the IRC network TalkCity, which became a company called LiveWorld. While at LiveWorld, I worked on message boards and live online chats for many companies, including HBO, Showtime, Food Network, A&E, Intel, eBay, Slim-Fast, and MSNBC. I left LiveWorld to become the community manager for PC World and Macworld magazines, and after a few years there, I joined SEGA where I am the Senior Community Manager. I’ve been at SEGA for 5 and a half years now, and it’s been an amazing experience.

HoL: I’ve been very curious about who exactly is the exact character design of Sonic and company here? I have my beliefs it’s Bob Rafei as he’s had a history of character design work at Naughty Dog (I believe he worked on designing Jak and Daxter themselves, please correct me if I’m mistaken) and he has indeed addressed himself as one in the recent interviews about Sonic Boom.

SF: The development of the main characters in Sonic Boom was a joint collaboration between Big Red Button, OuiDo Productions, Sega and Sonic Team. We definitely pulled a lot from Bob’s past experience as a character designer but a lot of people had input into the final designs you see today. Given all the different mediums that the characters will appear in (games, cartoon, toys, etc.), it was important to make sure that the character designs met the needs of each of those.

HoL: You (Stephen) spoke about the composers not being set in stone, but I am curious if perhaps you’ll lean towards Sonic Team veterans like Jun Senoue, or maybe perhaps work with composers who are familiar to the people at BRB who worked at Naughty Dog and Insomniac prior, such as Mark Mothersbaugh and Josh Mancell who worked on Crash Bandicoot and Jak & Daxter, or perhaps David Bergeaud and others who worked on the Ratchet & Clank series?

SF: At this time, we are not talking about the soundtrack or the musicians involved in the game. We should have more details at E3, though.

HoL: I am actually also really interested in knowing more about the names of people at Big Red Button involved with the game, more specifically just how many people who worked at Naughty Dog and Insomniac because of the key folks from the companies are known to be working on this game. I’ve done my own research about this and have found some interesting results.

I’m a dedicated researcher, I love knowing who works on games and what they’ve done before.  Knowing just who’s behind a game can really generate a lot of anticipation and confidence that the game is in fantastic hands, in my opinion. And so far some really amazing people have been seen to be working on Sonic Boom.

SF: Well, I would like to be respectful of all the team members and not mention them by name, but there is definitely a lot of talent at Big Red Button. We’ll be sure to put as many of them in the spotlight as possible as we get further along with the project. However, at a management level, we have folks who have worked on such franchises as Crash Bandicoot, Jak & Daxter, Uncharted, True Crime, Shrek, God of War, PlayStation All-Stars Battle Royale, Ghostbusters and Simpsons, to name a few.

HoL: I’d like to ask about the 3DS version of the game. I understand Sanzaru Games is behind this version and they’re most well known to have carried the torch of the Sly Cooper series from Sucker Punch. I’d like to know if this version will be for example a 3D platformer as well, also if maybe it will have it’s own style, like maybe it could be cel-shaded like Sly Cooper: Thieves in Time as they made just prior, similar to how the Wii U version is very similar in style to Jak & Daxter.

SF: At this time, we aren’t talking about the 3DS version of the game. You are correct that Sanzaru were responsible for the most recent Sly Cooper title and I’m sure they will bring all their experience from that project over to Sonic Boom. All I can really say right now is that the 3DS game is its own experience with a separate storyline from the Wii U version. We have a few surprises to announce in relation to the 3DS game, but you’ll just have to wait and see what they are.

HoL: Again about the 3DS version, is it likely to feature some connectivity with the Wii U version? Sonic Lost World already did so I personally wouldn’t be surprised if it did.

SF: The 3DS game will have some connectivity with the Wii U but details of that have not yet been announced.

HoL: Back to the Wii U version. I am personally interested in knowing if at least in the main hub shown if there will be a real-time day/night cycle for ambiance and such? Because some sneaky folks managed to slip in footage of the game way back in March 2013 during Crytek’s CryEngine 3 demo:

httpv://www.youtube.com/watch?v=zAJE_twq4wE

Under our noses all along and before Sonic Lost World was unveiled, my mind is still blown!

Anyway I personally love touches like this, and I understand this was in fact planned for Sonic the Hedgehog for the PS3 and 360 (aka Sonic ’06) but was removed for one reason or another. I personally hope this is indeed in the game as shown here, and the moving shadows is such a beautiful sight.

SF: The footage shown in Crytek’s CryEngine 3 demo was of an early visual prototype. It does not necessarily reflect the current Sonic Boom game or its features. That also includes the day/night cycle showcased in the video.

HoL: Also, as a fan of platformers that allow you to just relax and look around to your heart’s content, I’ve always been a huge fan of freely movable cameras, whether it’s just to swing 360 degrees around a character, or even as a first-person view to look up into the sky or down to your feet, is there a camera system like this in place so fans can look at the pretty environments from anywhere? Sonic Lost World and also the three Sonic games prior at least (Unleashed, Colors, Generations) did not have this at all or extremely minimally, but the Sonic Adventure games, especially the first really used this very well, and it was sorely missed.

SF: I can confirm that exploration is an important part of this game, so I would expect that the camera system would be designed around that, as well.

HoL: Bob Rafei mentioned to The Guardian about there actually being 2D gameplay in the game. Is this more or less like Classic Sonic again, or is it actually more like the 2D sections in Crash Bandicoot? Also how much of them are there in the game? I would think the game is very much mostly 3D, hopefully with only a few 2D bits sprinkled in, just my personal opinion.

SF: As with most Sonic titles, where there is generally a mix of 3-D and 2-D-based gameplay. Sonic Boom will be no different. Given the focus on exploration of this new world for Sonic, we generally wanted to focus on 3-D. However, given our desire to deliver a “familiar but new” experience, you can bet that elements like the 2-D-based gameplay will certainly show up, but maybe with a few twists.

HoL: Are you able to give a detailed enough idea on what the characterizations of Sonic, Tails, Knuckles, and Amy will be? People are wondering if Knuckles will be on the less-than-intelligent side and if Amy will still go cuckoo for Sonic for instance? Tails is also in question as some are wondering if he’s going to be snarky as it were? (some point out his facial expressions art) Also curious if the brotherly bond between Tails and Sonic will be developed on.

SF: I am certainly aware that the characterizations for Sonic and team are a big discussion point amongst the fans out there. We know it’s important and we spent a lot of time working out how these characters should behave and act. It’s obviously key to be true to their original designs, but we also need to balance them out a bit, while accenting certain personality traits so that folks not too familiar with Sonic can quickly and easily understand who these characters are and what they’re like. This is the same philosophy that influenced the overall visual character designs for the characters. With Amy, for example, we aren’t really meaning that she is a strong, independent and acrobatic character only in Sonic Boom. She has been that way in other games. In Sonic Boom, though, these aspects of her character will really be emphasized in the story and gameplay in order to make it clear to everyone that this is how she is.

HoL: People are wondering where the idea of the Enerbeam came from? It’s certainly a new concept for the series.

SF: The original concept for the Enerbeam came from the general idea of us wanting a physical manifestation of the friendship between the main characters, something that connected them all together in a visual way. That was the genesis of the idea, at least, but the Enerbeam has evolved a fair bit since those early days and has been refined into something that is more of an extension of the characters, themselves. Once players see how the team gets this ability, they will definitely understand it a bit better.

It plays a role in all major aspects of the game, including navigation, combat, and interaction with the world, but is designed to enhance the gameplay, not detract from it. The uses for the Enerbeam are built to be fun and, again, build upon the character-specific abilities that each character has.

HoL: Is there teamwork in gameplay? How does this work? Something like in Sonic Heroes or Sonic Advance 3 perhaps?

SF: Yes, we have what I prefer to call “working as a team” but it isn’t really like either of those two games. Our teamwork dynamic is a bit more organic than what is found in Sonic Heroes or SA3. You aren’t hitting a button to have another character come over and perform a team-based attack, for example. Something like that doesn’t really work in a co-op setting since we wouldn’t want to take control away from the other player. It’s more like actually, physically working together. So, in combat, for example, maybe there is an opening that both characters would need to take advantage of at the same time to damage an enemy. Or, maybe there are navigational challenges that would require both players to work together in order to get past. Sonic is stronger with his friends in this game and that is something that reflects all core aspects of the experience, so “teamwork” is definitely important.

HoL: Speaking of the characters in-game, I read that in single player you always have two of them at once, and up to 4 people can play at once with each of the four? So is there online co-op or 2-4 player local split-screen? Or is it like where maybe one person uses the GamePad screen and the other person or up to three others use split screen on the TV? And as I said there’s always at least two of them in single-player? So you can’t just have Sonic all alone? He has to have at least Tails following him while being controlled by the AI?

SF: At this time, all we have announced is that the game will support up to two players in the main mode with parts of the overall game supporting up to four players. In minimum, there will always be two characters together, but that doesn’t necessarily mean that Sonic has to be one of them. I also want to confirm that there are no online co-op features currently planned for this game. We felt, given the design of the game, that local multiplayer and co-op would be the more appropriate things to focus on. When people actually get their hands on the game and see how it plays, I think they will more clearly understand why we focused on what we did.

HoL: This was glossed over in the SEGABits interview when asked as it was bundled with another question, but will there be any humans in the game and the show (not counting Eggman obviously)?

SF: We want this world to be a living, breathing place to explore and that wouldn’t be possible if it was completely deserted.

HoL: We’ve seen most of the characters show their trademark abilities, but so far we haven’t seen Sonic perform a Spin Dash or seen Knuckles Glide, will they have these abilities? Also in terms of combat could Tails perhaps use his tails to whack things again? They’ve been out of the combat field since Sonic Adventure 2, and that was in the Chao Garden!

SF: While we have not yet revealed all the character-based abilities, what you have seen in the announcement trailer does reflect a decent number of them. We definitely want to include as many classic abilities and attacks for each of the main characters, as possible, but some of them would not be useful or work properly in the game we are building. I feel, though, that there will be enough in there for fans to appreciate, along with several new abilities that will add to the overall game experience in Sonic Boom.

SF: As a final thought, I just want to thank all the fans out there who have gotten involved in forum discussions, created artwork and sent me comments. It’s great to read and see everything you all have been doing in relation to Sonic Boom. Please keep it up. I love the passion and excitement that everyone has and I can’t wait until I’m able to share more about these games. Just please continue to be patient and I promise that we’ll have some great stuff to show in the near future.

And that wraps it up! Thanks again to Stephen and Kellie for taking the time to do the interview. 🙂

What are your thoughts on what Stephen and Kellie said? Do the answers make you more or less excited for Sonic Boom?

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Very high-res capture of Sonic Boom concept art surfaces

Sonic Boom LogoThe following is a ginormous pic of Bob Rafei and the board full of concept art from Sonic Boom as seen in an earlier video, but this capture might be a proper photograph as it is way too high resolution to be a snippet from a video. At the moment we have no true source of the picture. But nevertheless, it’s here and for you all to see!

Bob RafeiClick the image for the full 3000×2000 version!

One of the most interesting characters shown is what appears to be Marine from Sonic Rush Adventure making her comeback.

Marine BoomMy boomerang’s a little Ty’d up at the moment…

Not only do the colors and the patterns match up, but she is also stereotypically carrying a boomerang and she did speak in an Australian accent before.

Another character, is what appears to be a robot that looks to have very similar features to Emerl, last (and only seen) in Sonic Battle (not counting Gemerl’s appearance in Sonic Advance 3).

Emerl BoomGod dammit Mad Doctor, we didn’t need to turn Emerl into a Beetleworx!

While we don’t have a definite source for the image, we have Eitarou and A Real Human Bean to thanks in our forum for finding (Eitarou) and posting the full image (A Real Human Bean). We also have an adjusted (albeit smaller) shot of the pic by Storme Prince so you don’t have to strain your eyes as much.

Sonic Boom Concept Artwork AdjustedWe had to cut corners to bring you this piece, we apologize.

So there you have it! Enjoy! 😀

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SEGA Nerds interview with Stephen Frost

[youtube]http://www.youtube.com/watch?v=joufovUM598[/youtube]

SEGA Nerds have put up a video webcam interview with Stephen Frost that explores more about Sonic Boom. There’s some more insight on the 3DS version, as well as more talk about the beginnings, the show, and what not.

There are also code giveaways in the video itself (Stephen shows them on a piece of paper) for 3D Classics Sonic the Hedgehog for 3DS, but I think it’s safe to say they’ve been long taken by now. 😛

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Who is at Big Red Button? What is their long quiet history? Let’s have a look and see…

Big Red Button Entertainment Logo

So as my first own created post where I don’t just post big news, I decided to make it about the results of my research about the developer of the Wii U version of Sonic Boom; Big Red Button Entertainment.

Most may have never heard of them before, and you’d be right to not have, because they were formed in 2008, and have not put out a SINGLE title under their name, Sonic Boom will be their first. What on Earth was going on for the last 6 years you ask?

I have some answers, which is why I made this post. 😉 As you may know from the recent interviews, Big Red Button was co-formed by Bob Rafei, who was a AAA veteran from Naughty Dog, so much so he was actually their first employee, how about that?

He joined NDI in early ’95 as its first employee while in the visual development stage of Crash Bandicoot. He played a key role in establishing the look of this series; touching on all aspects of production, from back ground modeling, lighting, texturing, to character rigging and animation.

He worked on all of their Crash Bandicoot games, all of their Jak & Daxter games, and the original Uncharted (that’s where Sonic got his new scarf from you know).

He is also seemingly credited for the art design of Daxter himself:

He was part of the team who earned Best New Character of the Year for his art design of Daxter in the Jak series.

So that’s enough about Bob Rafei, he isn’t the only pebble on the beach. 😉 So who else is there?

Well E. Daniel Arey was the other founder of the company, and he was ALSO a Naughty Dog member. I am having trouble at the moment finding his exact positions in the company. He’s credited with scripts and cutscenes for Daxter on PSP, Jak & Daxter: The Lost Frontier on PSP and PS2, and the original Uncharted. IN FACT, he and Bob worked on The Lost Frontier as part of Big Red Button.

Remember I said Sonic Boom is their first proper game? That’s still true, because The Lost Frontier actually was developed by High Impact Games who earlier worked on Ratchet & Clank: Size Matters on PSP and PS2 and Secret Agent Clank for PSP (Sazaru Games who’s behind Sonic Boom 3DS actually ported Secret Agent Clank to PS2 later on). Big Red Button only have two sneaked in credits through the involvement of the two founders alone.

Where’s E. Daniel Arey now? Well he’s now Senior World Designer II at Blizzard Entertainment.

Next on the employee list is a 3rd Naughty Dog veteran, named Eric Iwasaki, who began with Crash 2 and ended at Uncharted 2. He is more of a tech person, working on models and engines. At Big Red Button as the Lead Technical Artist, he’s tasked with getting CryEngine 3 just right for Sonic Boom on Wii U:

Currently lighting, creating FX, authoring tools, and customizing CryEngine 3’s shaders and rendering tech for SEGA’s Sonic Boom™

Next, we’ll move on to an Insomniac person; Victor Murillo, who was an Environment Artist there, but again worked more on realizing 2D concepts into 3D. He began on Ratchet 2/Going Commando and ended at Resistance 3. Now he’s Senior Environment Artist at Big Red Button.

Now we’ll move on to a group of folks while they weren’t at Naughty Dog or Insomniac, they worked at their “Junior” versions so to speak, most specifically High Impact Games (that one’s most known from Insomniac), the three are Justin Rasch, who’s a Lead Animator, Adam Yeager, an Environment Artist, and Shiva Adloori, an Animator. All three worked on at least one of the Ratchet and Jak spin-offs at High Impact (the 3rd person just on Lost Frontier). MobyGames claims Justin was a stunt person in Uncharted 2, but it doesn’t fit with his other work so I’m curious if it’s a different person or not. Hey, could always have been the same person.

Finally as far as employees are concerned, is neither a Naughty Dog, nor an Insomniac veteran, but someone most of the Sonic fandom know very well.

That person is Chris Senn, who many know was basically the man behind Sonic X-Treme. Well he’s now at Big Red Button as Lead Level Implementer. He actually did work on one game that key Insomniac folks worked on previous but it’s questionable how much of his influence remained since this was way before it was even unveiled; Spyborgs for Wii as Design Director. Spyborgs was developed by Bionic Games, which was really a different label for High Impact Games, since most ended up working under High Impact Games on their output afterwards such as Phineas & Ferb: Across the 2nd Dimension for Wii and PS3.

So you’re asking “great, we know the names, what the hell did they do for 6 years? Tap their fingers?”, NO! The following as an astounding find by a talented research group who apparently is part of Kotaku called Superannuation. Superannuation ran their own website and they’d uncover stuff you wouldn’t believe, from canned games to who’s at where, etc. The site closed years ago and now mostly run their twitter account. They were a common source for neat finds. Shame they sort of stopped or at least went low.

So about what they found, well back a year ago Superannuation at Kotaku posted this fascinating article about various finds, including what on Earth Big Red Button was up to, and the bold reveals some juicy tidbits:

Big Red Button Entertainment is something of a rarity: a studio that has existed for five years and operated under the radar without having shipped a single game.

Founded in early 2008 by two Naughty Dog veterans—art director Bob Rafei and creative director E. Daniel Arey—Big Red Button had ambitions to become “the United Artists of games.” The duo wanted to use Big Red Button as a vehicle to AAA games that were genuinely accessible and solve the one of the major issues of contemporary games: players not necessarily completing the games they buy.

Arey seems to have left the company several years back to join Blizzard, and he currently appears nowhere on the studio’s list of employees. Curiously, a since-removed page of “Advisors & Consultants” listed him as a “Creative Consultant” alongside Doug Church, who apparently served as a “Creative Advisor” to Big Red Button prior to joining Valve.

Big Red Button spent the first few years of its existence creating a portfolio of original IP, and secured an alternative financing arrangement contingent on the signing of a publisher or similar partner. They briefly worked with the now-defunct Jerry Bruckheimer Games on an IP called “Ten Minute Man.” (The relationship between the two companies actually led a Jerry Bruckheimer Games production assistant to jump ship to Big Red Button.)

As of mid-2010, Big Red Button was pitching IP “to publishers such as Sony, Konami, and Activision.” By spring of the following year, Big Red Button landed an “unannounced major project with third-party publisher,” which seems to be the title they are presently working on.

Big Red Button’s recruitment copy describes the project as a “next-gen landmark AAA console project,” and job openings hint at a cross-generation “character driven, 3rd person action” title with co-op gameplay and some sort of mobile integration. The Big Red Button copy also mentions the company is keen on “delivering authentic gaming experiences that are as fun to watch as they are to play,” so perhaps the game is not too far removed from a cinematic action-adventure title like Uncharted?

Finally, a producer at the studio says the project has a “$19.9 million budget” with an estimated “34-month” production cycle and a present studio headcount of 28 people. Also, the domains itsasnowday.com and monstersurgeon.com—both registered in fall 2011—redirect to Big Red Button’s site, though neither of those quite sounds like a name of a AAA action title

So there you have it, we might know what the budget potentially was for Sonic Boom (granted said info could certainly have changed) and Sonic Boom may have been a cross-gen (meaning released on PS360 as well as Wii U, PS4, and Xbox One for instance), plus it was confirmed the game was multi-platform at one point.

And that’s that! For now. I may create a Part 2 if I find any more information about who may be at the company, there’s still so much to do, so much to see! Thank you very much for reading, hope you enjoyed it. 🙂

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Sonic & All-Stars Racing Transformed releasing in Japan on Wii U and PS3 on May 15th

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In this week’s Famitsu magazine in Japan, it’s been announced that the game will finally be seeing release in Japan on May 15th, 2014, but only on Wii U and PS3, leaving out the other versions on 3DS, Vita, Xbox 360, and PC. The price will be 6,980 Yen (so roughly $70 dollars).

The original Sonic & Sega All-Stars Racing on regular platforms did not see a release in Japan, however the mobile versions on iOS and Android did.

Thanks to Nintendo Everything for the summary.

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Sonic Lost World ships 640,000 copies worldwide on Wii U and 3DS in 2013

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Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2013 (Page 6)

FLASH REPORT CONSOLIDATED FINANCIAL STATEMENTS[Japanese GAAP] 9 Months Ended December 31, 2013 (Page 4)

Comment from the 2nd pdf:

In the consumer business, although the Group launched multiple titles including “Football Manager 2014” and “Sonic Lost World” in the packaged game software field, sales were low due to the harsh market environment.

Sega have confirmed in their newly published Financial Earnings report that the Wii U and 3DS exclusive title Sonic Lost World has shipped 640,000 copies worldwide as of December 31st.  Sega also shipped 680,000 copies of Football Manager 2014 on PC in Europe and NA, while the Japan-only Soccer Tsuku: Let’s Make a Pro Soccer Club managed to ship 200,000 copies on PS3 and Vita.

You can find a full write-up over at Joystiq.

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UPDATE: Sonic Boom Announced for Wii U and 3DS

A French video hosting website has posted a trailer of what appears to be the third Sonic title exclusive Nintendo. It’s based off the new CG cartoon series Sonic Boom. Continue reading UPDATE: Sonic Boom Announced for Wii U and 3DS

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