94 New Sonic Colours Wii Screenshots

French gaming website Gamekult.com has a gigantic treat for Sonic Colours fans, with 94 screenshots taken directly from the Wii version of the game. In the screens we get our first proper look at the Starlight Carnival stage, as well as new areas of previously seen stages, Sweet Mountain and Tropical Resort. We also get a peek at some of the games cutscenes, which contain French subtitles, but luckily you can see translations of them at the SSMB thanks to forum member, Core.

Mini-maps for each stage are revealed in the screenshots, with some Act markers having Wisps floating above them, but what this means isn’t clear. Could it mean that Act is where you unlock that particular Wisp? On top of all of this, you can also see more of the Sonic Simulator mode in action.

You can view all 94 screenshots below and let us know your thoughts on them in the comments section.

Source: Gamekult.com

Thanks to Woun at the SSMB for the heads-up!

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

Sonic Adventure Now Available On EU & U.S. PSN

A week after the Xbox Live release, Dreamcast classic Sonic Adventure is now available to purchase and download on the PS3’s PlayStation Store, for £6.29/€7.99/$9.99 and weighs in at 1.52 GB. It was made available yesterday in the U.S. and just minutes ago in Europe. If you’re in the U.S. and you’re after more content for the game, a DLC pack that upgrades the game to Sonic Adventure DX: Director’s Cut with extra missions and Metal Sonic character (after obtaining 130 emblems) is available for $4.99 and weighs in at 173 MB. Europe will have to wait until at least possibly next week for the DX DLC pack, according to Sony Europe’s Mike Kebby at the EU PlayStation Blog.

> It looks like the Sonic Adventure DX Upgrade is out next week, though don’t hold me to this just yet.

Will you be downloading the game? Let us know in the comments.

Full PS Store updates for this week:
Europe
U.S.

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.

Nintendo Power’s Sonic Colours Preview Reveals New Info

Nintendo Power has posted some preview pages for the next issue of their magazine. Two of the pages shared are a preview of both versions of Sonic Colours, which reveals new information about the game that we’ve listed for you below.
* The Purple Wisp transforms Sonic into a “berserker that chomps through anything in its path”
* Asteroid Coaster Zone is revealed, with the following description. “Run on a Saturn-like planet’s rings, deal with reversed gravity and toxic green goo.”
* The Wii version contains six Acts per zone, some short and some long and one boss, while the DS version contains 2 lengthy Acts per zone and one boss.
* Aswell as the previously revealed Sonic Simulator, where you can play co-op with a friend, you can also “challenge every level in sequence via the Egg Shuttle”.
* The DS version has a Time Attack mode and also allows you to compete against friends locally or over Nintendo Wi-Fi Connection.

Overall, the preview is very positive, with their only complaint being the “cringe-inducing jokes” in the cutscenes. You can check out the preview in full, with a few new screenshots at Nintendo Power’s website.

Thanks to PC the Hedgehog at the SSMB for the heads-up!

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.

GameZone Interviews SEGA On Sonic 4 and Sonic Colours

[youtube]http://www.youtube.com/watch?v=mhCNBQzxZS4&feature=player_embedded[/youtube]

GameZone has posted up a couple of video interviews they held at PAX this year, in which they interviewed SEGA’s Ken Balough about Sonic the Hedgehog 4: Episode 1 and another unidentified SEGA representative about Sonic Colours. Balough talks about how they incorporated fan feedback to Sonic 4, such as level tweaks to make the levels flow easier, reaching top speed quicker and a blurry effect on his quills to make it look like he’s “really hauling ass”.

[youtube]http://www.youtube.com/watch?v=2BFeSTkL104&feature=player_embedded#![/youtube]

In the Sonic Colours video, the SEGA rep explains how feedback has been incorporated into the game and also tells us in-depth, what the story is about, what Eggman is up to and how the Wisps are involved.

Source: GameZone
Sonic the Hedgehog 4: Episode 1 interview
Sonic Colours interview

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.

Iizuka: Sonic Colours “is one of the best Sonic games ever”

In a bold statement to Official Nintendo Magazine UK, Sonic Team head Takashi Iizuka said that he thinks Sonic Colours is one of the best Sonic games ever.

“This is a similar title to Sonic Adventure 2 Battle, but the similarity comes from the concept – keeping the tempo very fluid,” said Iizuka. “A similar concept applies here. Is it the best since then? We always strive to make the best Sonic game yet. It’s at least on a par with Sonic Adventure Battle 2, and I’m confident it is one of the best Sonic games ever.”

The game has been getting a positive response from fans and critics thus far, but will it really be one of the best Sonic games ever? Let’s hope that Iizuka is right when the game is released on Wii & DS this November.

Source: Official Nintendo Magazine UK

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.

Iizuka: “We recognise there are different needs”

CVG has published a new interview with Sonic Team head Takashi Iizuka today. In the interview we find out Iizuka’s thoughts on how Sonic Colours compares to past 3D titles and why this latest entry isn’t being released on Xbox 360 and PS3.

Iizuka explains that the comparison between past 3D Sonic games and Sonic Colours is the cast of characters. The older titles had a large playable cast, while Colours has Sonic alone, which he says is what the fans want.

If you look at previous 3D Sonic games, it began with Sonic Adventure and moved on to others. Those titles always had Sonic as the main characters but also had different rival characters. Those characters were like different action characters – Sonic was the speed character. This time around in Sonic Colours the team really wanted to focus on high-speed Sonic, which is what made the Sonic games special to begin with. The focus was always on the Sonic character itself, they wanted to make Sonic as the only playable character because fans only want to play as Sonic.

Instead of having other characters with different gameplay twists, Iizuka says this time they decided to implement the Wisp power-ups, so they could keep Sonic’s fast-paced gameplay and not break the tempo.

At the same time they also want a different twist to the gameplay and that is why we introduced the Colour powers. The focus is on high-speed Sonic and those colour powers are in more of a complimentary role. We wanted high-speed to be the main focus and didn’t really want to break up the tempo. It’s more like we tried to blend in those actions in a more efficient way, not really distracting the player from the core gameplay.

When asked if Sonic fits with the Xbox 360 and PS3 audiences, Iizuka details why they went with the Nintendo platforms for Sonic Colours and that Sonic still has an audience on the HD platforms.

It’s not that Sonic is for the Nintendo platform, it’s more like when we looked at the target audience for this particular title we wanted to expand the franchise more to newcomers. That is why we chose the Nintendo platforms.

This doesn’t mean that the PS3 and 360 don’t have an audience for Sonic any more, it’s just this title in particular is more tailor made for the Nintendo platform fans – more like fun, enjoyable and vibrant, which Nintendo platforms excel at. It’s more that this type of game is more tailored to those platforms.

Finally, Iizuka tells CVG how Sonic Team recognise there are different needs in the Sonic fanbase, how some want speed, others want platforming and the rest want something new. He says they are looking forward to developing more titles in the future that cater to these different groups of fans.

This year the reason the team is releasing Sonic 4 and Sonic Colours in the same release window is because we recognise there are different needs in terms of Sonic games and characters. There is the platforming, the high-speed and people looking for something new. This is the style that the team thinks works best, looking at the classic fans in one way and the new one in another.

It’s pretty hard for the team to satisfy those two very different fans with just one title. We probably look forward to developing titles which are made more towards the core and casual Sonic fans, that’s probably one of the ways the team thinks it can keep Sonic popular and expand fans for the future.

For the full interview, head over to CVG.

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

Sonic the Hedgehog 2 in 3D

[youtube]http://www.youtube.com/watch?v=mI0DKYdaxLs[/youtube]

YouTube user Eyspire has uploaded a video of a project in the works involving Sonic the Hedgehog 2 zones in 3D, and judging by the video, it looks amazing, but would you believe this is being made for satire use?

This is the result of many hours of persistance during my spare time over the last fortnight. As I played through the original Sonic 2 on a genesis emulator, I snapped screenshots along the way, and recreated the levels in true 3D. using textures from the game. Imagine if the Sonic Team made something along these lines!

This is a fan-made animation. It’s part of a satire series i’m working on, this is just a segmented portion.

Great work Eyspire! We’ll keep an eye out for the final product.

What do you guys and gals think of Eyspire’s work?

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

Sonic Colours Preview Round-up and New Info

Some new previews of Sonic Colours on Wii have hit the net and they’re all very positive, making a change to the usual reception 3D Sonic titles receive from critics.

Spanish gaming website Meristation believes that SEGA has listened to the fans requests and taken on board past mistakes:

An interesting proposal
Though still several weeks for the release of Sonic Colours in our country (not arrive until Nov. 19), and although it has largely remained quite hidden from your ad on arrival to the store just half a year passes , the truth is that things are looking very well. Sega’s blue hedgehog is showing signs of taking good note of all that its supporters claim on his adventures, and this new release is getting to attract more attention than Sonic 4, becoming the focus of all international fairs in the past months.

The very attractive story mode, which offers similar gameplay to the stage of Sonic Unleashed day but with the addition of the powers of the Wisp, there is also an interesting cooperative multiplayer that not only lengthens the life of the title but challenges and complexity also promises enough to have users who enjoy the challenges demanding. All with what promises to be a very worthy technical finish, both Wii and DS, and in the case of the first without having much to envy of its own productions in high definition consoles. Sonic and Sega are willing to redeem the mistakes of the past, and if things go wrong at the last minute, it seems that going in the right way to do this.

Full 2 page preview in Google Translator

In their preview, Dealspwn saw a clear emphasis on speed as well as platforming and thinks Sonic Team are truly trying to bring Sonic back to gaming fame once again and are “going the right way about it”, they add.

It’s telling that when pressed on what his favourite title of the series, Iisuka leans towards Sonic Adventure, and equally important when he notes that the great desire for Colours is to ‘introduce Sonic to a whole new audience, building on the success and publicity garnered by the Mario and Sonic titles. Hopefully, with the emphasis set on speed and core platforming, along with the new Wisp elements, it will be a game for old fans and newcomers alike.’ Colours is absolutely a statement of intent, to propel Sonic back into the big leagues and, on this evidence, he’s going the right way about it.

Full preview

NowGamer notes that the game has been given a lot of love to it’s production and is a very enjoyable experience, but they remain cautious in case any Werehog type gimmicks are added before release.

That Sega is releasing Sonic Colours solely on the Wii and DS, without making any promises about quality or appeal, is admirable but perhaps slightly misjudged. Although the build we played featured three of the available planets, we felt content that Sonic Colours is a solid, enjoyable experience with strong production values and a refreshing lack of fluff. Then again, we haven’t seen the whole game yet, and much like Sonic Unleashed’s Werehog debacle, there’s still time for Sega to spring some unexpected gimmick on us. We remain cautiously content for now.
Final Summary
We’re surprised Sega isn’t making a bigger song and dance about this surprisingly polished, charming Sonic title.

Full preview

The Sonic Stadium founder Svend “Dreadknux” Joscelyne has put out a new preview over at SPOnG, a gaming website where he works. It’s a good read and very in-depth, since Svend clocked-in 25 hours of play before writing it out. We won’t spoil it here for you, so head over to SPOnG to check it out.

Svend also responded to questions about the game at the SSMB today, with the below list of information:

* You can HA some badniks, note I said ‘you can’t HA most badniks’ in the preview Buzzbombers in Sweet Mountain and Crabmeats in Aquatic Park are two examples of classic badniks that can be HA’d.
* Spiny’s and Motobugs can’t be HA’d. Neither can underwater badniks. You only encounter Burrobots while drilling, so you obviously can’t HA those either.
* 3D underwater areas don’t equal ‘sudden death,’ mostly because there are no real 3D underwater areas to speak of. All underwater activity is done in 2D.
* [In response to a question about instant water deaths in 3D Sonic games] To the above point, if you mean like in Unleashed where Sonic will instantly die if he touches a foot of water during the 3D segments, you don’t need to worry. Bottomless hazards are always identified as bottomless pits, there are no watery quagmires that will suck you in. In Aquatic Park, when you come up to an area of water in 3D, the camera automatically pans back round to 2D view. You can boost along like Jesus, or fall and plunge into the water.
* There are ways of getting around the uncurling – the easiest (and probably most fun) is to stomp. But it can be a pain in the arse when underwater and you want to bop a Chopper, and you uncurl just before you land on it.
* No side-missions, no mini-games. The only thing you’ll be playing are Acts within worlds, or the Game Land/Sonic Simulator (which is essentially the same as the 1-player Story levels anyway). There are no other gameplay mechanics besides bosses.
* You can play Sonic Simulator on your own. Pressing the 1 or 2 button (in the Wii Remote + Nunchuk configuration) will allow you to switch between ‘RoboSonic Player 1’ and ‘RoboSonic Player 2’ (not official names). That’s what the red ball is, following you around – it’s the other ‘RoboSonic’.
* Although you can get pushed off the screen in multiplayer mode, you can escape death and the loss of a life by pressing the 1 or 2 button (Wiimote+Nunchuk config) – you’ll turn back into a spinning ball and follow the remaining player around the level, until you press something and jump back into the action.

Two more quotes from the game have also been revealed today at Sonic Wrecks and the official SonicGames Twitter:

“Ouch! I think I gloated so hard I pulled a muscle!” – Dr. Eggman, Sonic Colours

“Hasta la bye-bye, suckers!” – Dr. Eggman, Sonic Colours

What do you think of such positivity for the game from the critics? Let us know in the comments.

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.

ToyGlobe.com Listing Sonic Free Riders Action Figures

As well as a Sonic Colours action figure, U.S. toy retailer ToyGlobe.com now have 3 listings for Sonic Free Riders action figures. The figures can be bought as a two-piece set of Sonic and Jet for $18.95, or you can buy them individually. Alone, Sonic costs $9.95 and Jet will set you back another dollar at $10.95, so buying them together will save you $1.95. The figures are currently listed for a November release, which of course matches the month of the games release. No pictures or sizes are available at present, but we’ll keep an eye open for any released in the future and pass them along.

Source: ToyGlobe.com

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

7 More Facts About Sonic Colours & New Quote

Todays Sonic Colours news keeps stacking up, with ArchangelUK revealing seven more interesting facts about the game over at the Sonic City Blognik.

• Cubot’s voice processor is broken – and stuck on “cowboy mode”.
• If you run out of Wisp power when underground in Drill mode you WILL die.
• FOXY FACT: Tails isn’t as keen on high speeds as you might think…
• Pits of death DO exist, however when you approach a section where this isn’t immediately obvious a hazard warning triangle will appear at the bottom of your screen so you do get some warning.
• FOXY FACT II: Tails’ toolbox is painted like the blue Tornado paint scheme, and even has his two-tail logo on it.
• Destroying all enemies in a built up area using a Wisp power or dash will get you a “SLAM” bonus.
• Starlight, star bright – is that a Motobug? Alright!

A quote from the game has also been revealed on the official SonicGames Twitter account:

“Experience has taught me to investigate anything that glows.” – Sonic, Sonic Colours

Another bit of info has been posted at Sonic Retro too:

It was spotted earlier that there was also what appeared at least to be a Crabmeat.

Speaking of Motobug, you remember that Sonic Short with the Motobug kid with stabilisers? Colours has what could be termed a Daddy Motobug…………. Retro exclusive factoid~!

Source: Sonic City Blognik and SonicGames Twitter

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.

[UPDATE]Sonic Colours: Blue Wisp Revealed

UPDATE: The two new screenshots of the Blue Wisp in action are now available in high resolution. Thanks to an update at the SEGA of America Blog /UPDATE END

ArchangelUK at the Sonic City Blognik has officially revealed Sonic Colours‘ Blue Wisp and its powers. Using the Blue Wisp will transform blue rings into blue blocks and vice versa, which will make new routes available to you. You can also use the Blue Wisp to smack down on enemies. Two more new screenshots of the Blue Wisp are also now available.

When Sonic absorbs Blue Wisp, a cubic Wisp with three eyes, he can exercise the mysterious “Blue Cube” Colour Power. This mysterious power switches blue blocks and blue rings, meaning routes that were once inaccessible can now be explored. In addition, when using the Blue Cube Colour Power and landing on a ground, nearby enemies can be destroyed.

Sonic Stadium Founder Svend “Dreadknux” Joscelyne who has played the latest build of the game has added to that description with an in-depth explanation at the SSMB:

Here’s how it works – you shake the Wii Remote, some dude yells “KYOOOOOB!” If Sonic’s in the air, he’ll fall down and whomp the floor as that blue cube. Any blue coins turn into solid blue platforms. Any solid blue platforms turn into blue rings. Sonic turns back into Sonic immediately after this ‘cube ground pound’ to take advantage of this change before the charge meter runs down. You can continue to use the power for as long as there is charge still in the meter (in later levels this becomes necessary as you will need to keep flipping blue coins and blocks around to traverse through a particular route). Once the meter runs down, blocks and rings go back to what they were – unless you collected the rings, in which case those platforms won’t return.

The artwork is available in an even higher resolution at SEGA’s Flickr.

Source: Sonic City Blognik

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.

Pics of the Sonic Colours Figure, Argos Drops Price

EB Games Australia is now listing the Sonic Colours: Special Edition that other countries have been listing for a while, which comes with a Sonic Colours themed action figure, but until now we’ve not seen a picture of it. Two pictures are now available, but why two you say? Because it appears you get different Wisps with your Sonic figure depending on which version of the game you purchase. The Wii version comes with a White Wisp, an Orange Wisp and a Cyan Wisp, while the DS version comes with a Yellow Wisp, a Red Wisp and a Blue Wisp. Seems odd that the Blue Wisp would come with the DS version, since it only appears in the Wii version. If you pre-order, you can still get the free Sonic hat too.

Argos, who we told you will be giving the figure away with pre-orders in the UK, has now
slightly lowered their prices for both versions. The Wii version has been dropped from £33.99 to £31.99 and the DS version has been dropped from £25.99 to £24.99.

Thanks to Blue Blood at the SSMB for the heads-up!

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.

[UPDATE]Sonic Colours: Aquarium Park Wii & DS Screenshots

UPDATE: Two more Wii screenshots have been added, courtesy of the Sonic City Blognik. Looks like the Aquatic Park boss will chase Sonic at a point in the battle. /UPDATE END

Two batches of Sonic Colours screenshots have hit the net this morning, one Wii batch and one DS batch. The screens are taken from a new water themed stage, which is revealed at SPOnG to be titled Aquatic Park. You’ll notice right away that the stage strongly resembles Sonic Unleashed’s Chun-Nan stage, with plenty of Chinese themes all over the place and even the Egg Pawns are in costume again, this time dressed as Samurai’s. Sonic is quite out of the norm in this stage, since he treks underwater without dying like he usually would in his 3D games, so could we see the return of the classic drowning countdown and air bubbles? This stage also gives us our first in-game glimpse of the Wii exclusive Blue Wisp in action, which turns Sonic into a cube to turn blue rings into solid platforms and vice versa, SPOnG explains.

With a shake of the Wii Remote, Sonic transforms into a blue block, which acts as a switch to turn blue rings into solid platforms and vice versa. It’s a good way of finding some alternative routes through stages.

Also revealed, are the stages bosses on Wii and DS and some more shots of the Wii versions co-op mode. You can check the screenshots out below and discuss them in the comments.

Wii:

DS:

Thanks to Woun at the SSMB for the screenshots.

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.

Video: RubyEclipse Plays Sonic 4 at J-Pop Summit Festival

[youtube]http://www.youtube.com/watch?v=OkocJI1Kacw[/youtube]

SEGA attended this years J-Pop Summit Festival yesterday and brought along playable demos of some of their upcoming games for attendees to get some hands-on time with. Sonic fans were also treated to a presentation of Sonic the Hedgehog 4: Episode 1 on the big screen in the Viz Cinema, where SEGA of America’s Aaron Webber aka RubyEclipse played through Act 1 of Splash Hill Zone in an attempt to beat a time record set at the event. Does he beat it? See for yourself. The demo shown appears to be from a new build, since it has the changes to it RubyEclipse has mentioned up until now at the SEGA Blogs, such as a new running animation, achieving ‘blurry’ feet’ quicker and the ability to run off screen at the end of an Act.

What do you think of this new build? Speak out in the comments.

Thanks to YouTube user JostheLynx for the footage.

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.

SEGA Performs Sonic 4, Free Riders & Colours Music at TGS

[youtube]http://www.youtube.com/watch?v=6pqWEOM3KQA&feature=player_embedded[/youtube]

[youtube]http://www.youtube.com/watch?v=f6Vlm–VdMc&feature=player_embedded[/youtube]

SEGA Japan held a musical performance for Sonic fans at the Tokyo Game Show, including music from SEGA’s three upcoming Sonic titles, Sonic the Hedgehog 4: Episode 1, Sonic Free Riders and Sonic Colours. Among the performers is fan favourite Jun Senoue, who plays some of his tracks from Sonic 4, aswell as joining a band for performances of Sonic Free Riders theme music, Sonic Colours’ ‘Reach for the Stars’ and an all new song for the game too. You’ll also see plenty of new gameplay footage of Sonic 4’s new build, with Sonic’s new running animation and his faster time of achieving ‘blurry feet’. Also on show is new CGI cutscene footage from Sonic Colours.

Source: SEGA’s TGS USTREAM.

Thanks to Woun at the SSMB for the find, heads-up and YouTube conversions!

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.

Even More Sonic Colours Artwork

UPDATE:
Starlight Carnival’s description:

Carnival attraction of “Egg Planet Park” that looks like a space fleet that has been colored with neons and fireworks. Various space battleships, such as battleships with a constellation motif, meet Sonic in a parade of lights and sounds. Enjoy the feeling of a roller coaster that weaves its way among the parade.

Thanks to Woun for obtaining the Japanese original text and to Core for the translation. /UPDATE END

Even more artwork for both the Wii & DS versions of Sonic Colours has emerged from the official Japanese website for the game, courtesy of SSMB member, Woun. The artwork is from the Starlight Carnival stage seen in recent screenshots of the game. In the artwork you can see various star signs of the Zodiac, aswell as plenty of Eggman’s ships. Could Eggman be planning a gigantic attack on the various planets in the game? The DS map of the stage shows a large ship with Eggman’s face on at the top left, could it be this stages boss?

Thanks to Woun at the SSMB for obtaining this content.

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.

2 Sonic Free Riders Gameplay Videos, Omochao Returns

[youtube]http://www.youtube.com/watch?v=-rm4H09ubiU&feature=player_embedded[/youtube]

[youtube]http://www.youtube.com/watch?v=RCsHiTIij2U&feature=player_embedded[/youtube]

Two gameplay videos of Sonic Free Riders from the Tokyo Game Show have hit YouTube, courtesy of brucem00n and hamateaonline. In the videos we get to see some multiplayer racing action on the Dolphin Resort track. Not only that, we also get to see a part of the game that we’ve not seen before, an interactive configuration screen. This looks like a brief sequence where players configure the game for their personal use, such as balance and alignment with the Kinect camera. This should come in very handy to introduce players to Kinect. People who watch the sequence closely will spot an appearance from a character previously hinted at on SEGA’s Sonic City Blognik. It’s the one, the only, the robotic Chao, Omochao.

Are you happy to see Omochao return? Let us know in the comments.

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.

Gamespot Interviews Morimoto-San On Sonic Free Riders

[youtube]http://www.youtube.com/watch?v=Nqxn8pTSrK8[/youtube]

Gamespot has posted up an interview they held at the Tokyo Game Show with Sonic Free Riders Producer, Kenjiro Morimoto. Gamespot’s Laura Parker kicks things off by asking “What is it about the Sonic Riders series that lends itself to Kinect?” Morimoto-San explains that they felt the running in a traditional Sonic game would be too difficult to make user friendly and that the hoverboard riding gameplay style was a better fit for Kinect. Morimoto-San then speaks about the level-up system, another staple for the series, where you can upgrade your Extreme Gear’s abilities in a race by collect a certain amount of rings. Finally, Morimoto-San says you will be able to customize your Extreme Gear with parts that will give you various abilities to use on the track.

Source: Gamespot

Thanks to Woun at the SSMB for the heads-up and YouTube conversion.

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.

More Sonic Colours Art, Screens & Video

[youtube]http://www.youtube.com/watch?v=anj8bhAxjlo&feature=player_embedded[/youtube]

Not satisfied with yesterdays huge amount of new art and videos for Sonic Colours? Well, more art, video and DS screenshots have emerged from the Japanese Sonic Colours website. Above we have a video of the World Map from the Wii version in motion, which has gained a multi-coloured star since we last saw an image of it. Below we have artwork from both Wii and DS versions of the game, in which we can see Eggman’s machinery destroying the Wisps’ beautiful home, Planet Wisp. There’s also one new screenshot of the Wii version and three new screenshots of the DS version, in which one of them gives us a glimpse of Sweet Mountain’s candy loving pirate boss.

Check them all out below and let us know what you think in the comments.

Thanks to Woun at the SSMB for obtaining this content.

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

Sonic Colours TGS Commercial

[youtube]http://www.youtube.com/watch?v=XKTP3mOt2Vo&feature=player_embedded[/youtube]

SEGA Japan has been playing a new commercial for Sonic Colours at the Tokyo Game Show and in it we get to see our first very brief snippet of what is believed to be footage of the Starlight Carnival stage. We also get to see the Pink Wisps’ Spike Power in action in the Planet Wisp stage. Check it out and post your thoughts in the comments section. Oh, and *ahem* LAAAZEERRRR!!!

Thanks to Dabnikz at the SSMB for the video.

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.

SEGA Attending J-Pop Summit Festival This Weekend

In an entry to the SEGA of America Blog, Kellie announced today that SEGA will be attending annual pop culture themed street fair, the J-Pop Summit Festival this weekend. Plenty of SEGA’s latest games will be on show, including Vanquish, Sonic the Hedgehog 4: Episode I, Sonic Colours, Sonic Adventure, Crazy Taxi, and Yakuza 4.

As a juicy bonus, from Noon until 2pm, SEGA will be showcasing Sonic the Hedgehog 4: Episode 1 in playable form on the big screen in the movie theatre at VIZ Cinema. As if that isn’t enough, some goodies are going to be given away too.

Interested in attending? Check out the details from SEGA below:

Who: Team SEGA and you!
What: J-Pop Summit Festival 2010
Where: Post Street between Webster St. & Laguna St., Japantown, San Francisco, CA.
When: 11am – 6pm (Sonic the Hedgehog 4 Episode I in the cinema from 12noon until 2pm only)
Why: Because you like free swag, playing fun games, and hanging out with us!

You can take a look at/print off a guide and schedule for the event below:

For more information about the event, head over to the J-Pop Summit Festival’s website.

Source: SEGA of America Blog

Will you be attending the event? Let us know in the comments.

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

Sonic Free Riders TGS Trailer, Now In High Quality

[youtube]http://www.youtube.com/watch?v=mu801S53aDM&feature=player_embedded[/youtube]

SEGA Japan has updated their Sonic Free Riders official site with a MUCH higher quality version of the games Tokyo Game Show trailer, which was originally revealed on their USTREAM account. Now you can view it without the blurry mess and get a better look at the game in motion. View it in widescreen at YouTube or the games website at the below link.

Source: Japanese official Sonic Free Riders website

Thanks to Woun at the SSMB for the YouTube conversion.

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.

New Wii and Xbox 360/PS3 Sonic 4 Screenshots

Been wondering what the Lost Labyrinth Zone looks like on Wii? Wonder no longer, because Andriasang has released two batches of new and old screenshots of Sonic the Hedgehog 4: Episode 1, a batch for the HD version and the other for the Wii edition. Both sets show us more of Splash Hill Zone and Lost Labyrinth Zone and you can check them out below.

Xbox 360/PS3:

Wii:

Source: Andriasang via GoNintendo
Xbox 360/PS3
Wii

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.

New Sonic Colours Art & Videos

[youtube]http://www.youtube.com/watch?v=xCuW_iQm0I4&feature=player_embedded[/youtube]

[youtube]http://www.youtube.com/watch?v=TJYfUg19im4[/youtube]

UPDATE: A video of a new DS level and a video of Planet Wisp, both previously only seen in screenshots are now available above. We think the new level is the Starlight Carnival stage mentioned in SPOnG’s Takashi Iizuka interview. /UPDATE END

SEGA Japan has updated their official website for Sonic Colours and included some artwork of characters and Wisp powers, as well as some DS Sweet Mountain and Tropical Resort maps. The Sonic and Yacker renders you may have seen before in various other pieces of artwork, but this is the first time they’re available solo. Among the unseen art is a new render of Tails and what looks to be concept art for Tropical Resort. You can check out the art and maps below.

Tutorial videos for each version have also been released:
Basic Wii tutorial
[youtube]http://www.youtube.com/watch?v=2KTCBXjMBWg&feature=player_embedded[/youtube]
Basic DS tutorial
[youtube]http://www.youtube.com/watch?v=8Yd2yEoTvIM&feature=player_embedded[/youtube]
Lazer Wisp tutorial
[youtube]http://www.youtube.com/watch?v=p-jCLlZGECU&feature=player_embedded[/youtube]
Drill Wisp
[youtube]http://www.youtube.com/watch?v=yorC9nUp1IY&feature=player_embedded[/youtube]

Source: Official Japanese Sonic Colours website

Thanks to Woun at the SSMB for the heads-up and obtaining the content.

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.

New Sonic Free Riders Screenshots Reveal New Tracks

Gamespot has released a batch of new screenshots of SEGA’s upcoming Xbox 360 Kinect exclusive, Sonic Free Riders. The screens show us a few new tracks as well as some more co-op actions that we got a brief glimpse of in SEGA’s TGS trailer for the game. The new tracks include a train station and a snowy area, but we also get to see other areas of the recently revealed Rocky Ridge track. The HUD looks to have been updated too. You can check out the rest of the screenshots below.

Source: Gamespot

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.

SEGA Reveals More Sonic 4 Changes

At the SEGA of America Blog, RubyEclipse has revealed a few more minor pieces of information about Sonic the Hedgehog 4: Episode 1 and the changes made during the games delay. Two of the changes in this latest update were already revealed yesterday by Gamespot and Sonic Stadium founder Svend Joscelyne aka Dreadknux. These changes include a World Map replacing the level select screen and the option at the end of an Act to progress to the next Act, without returning to the World Map (or level select screen as it used to be).

The final and all-new update is the removal of the invisible wall at the end of an Act. You’ll have seen in gameplay videos that when you run past the Act completion sign post and to the end of the screen, you will always hit an invisible wall and can’t run off-screen like you would in the classics. The wall has now been removed, so you can speed away off-screen to the next part of the adventure (or whatever is hiding there) in true nostalgic fashion.

RubyEclipse also gives a heads up on what to expect in the future:

That’s all for today’s mini-update, though we’ll be announcing Sonic 4’s release date, the pricing, and revealing another zone on the website soon. Update Blog Part 2.0 will also be arriving within the next few weeks, and with it, word on the second big level redesign within the final version.

Source: SEGA of America blog

What do you think about these latest changes? Speak out in the comments.

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.

Gamespot’s Sonic 4 Preview: Game Now Has A World Map

Along with his impressions of Sonic Colours, Gamespot’s Mark Walton has also posted his impressions of Sonic the Hedgehog 4: Episode 1. Those of you sick of hearing about Splash Hill Zone will be glad to see the preview is focused entirely on Lost Labyrinth Zone.

Walton begins with Lost Labyrinth Zone Act 2, which is entirely dark apart from a small amount of light given off by a torch that Sonic carries through the Act. Not only does this torch aid you visually, but you’ll need it for puzzles. One puzzle sees Sonic in a room where he has to light lanterns in the correct order to release platforms, or else they disappear before Sonic can make his escape. Another couple of puzzles are based around lighting dynamite that Sonic will have to light to explode large blocks.

The lack of light was used for several puzzles in the zone. In one area, there were lanterns on the wall, which we could ignite using the torch. Each lantern extended a platform, which we needed to climb up to escape the room. However, the lanterns had to be lit in a certain order and at a particular time; otherwise, the platforms would disappear before we could make it all the way to the top.

Later in the level, we found another use for our fire torch: igniting dynamite. Some large stones blocked our path, which rather handily had dynamite attached to them, along with a fuse. By igniting the fuse, we could blow up the blocks and clear the path. Another area had several explosive blocks in it. We had to carefully choose which blocks to ignite and which to leave in place so we could jump up to a secret area at the top of the screen.

Other classic platform game traps are built around boulders, Walton explains. One point has you time jumps to avoid being hit by falling boulders, while in another you have to jump on a rolling boulder and move your analogue stick/press your d-pad left and right to maintain Sonic’s balance.

The dynamite section was swiftly followed by one involving boulders, which dropped down into a pit below. We had to time our jumps just right to make it across the pit without falling into it. Later, a boulder was released from behind us Indiana Jones-style. Rather than just run away, Sonic jumped on it and we had to maintain our balance by pressing left or right while it rolled down a long track.

Walton then talks about the infamous minecart, which if you’ve been keeping up to date, you’ll know has been revised in the console versions of the game. The minecart is now limited to a small portion of the stage and is no longer motion controlled, it instead rolls along while you make a few jumps to avoid hazards and falls.

The final section of the level featured a mine cart sequence, which required some quick reflexes. After jumping into a cart, we sped off down a long track where we had to jump over obstacles and avoid falling down bottomless pits. The lack of light made it difficult to see upcoming hazards, so we had to be especially alert to make it out alive.

Walton says that fans should rest assured that while these are new mechanics, you’ll still find plenty of familiar classic elements in the stage.

While these sections added something new to the series, we found there was still plenty of classic Sonic action. All the loops, springs, and insane speed from the original games were there, along with plenty of tricky water hazards and spikes to avoid.

At the end of the preview, Walton reveals the game now incorporates a world map instead of a basic stage select screen.

Though we weren’t able to try it out, we spotted a casino-themed level on the world map screen, which indicates there is still plenty more to be revealed about Sonic’s HD outing.

TSS founder Svend Joscelyne aka Dreadknux, who also played the game at SEGA’s press event last week has confirmed this world map screen in a post at the SSMB.

It’s a proper map. 🙂

Joscelyne then revealed that classic progression is an option, so you don’t have to return to the world map if you don’t want to.

I forgot to mention. There’s a choice, actually, of whether you want classic progression or not. Once you pass that Act Clear marker, and the score counts down, a button will appear at the bottom of the screen (I think it was Triangle on the PS3 preview version or something), that says “Jump to Next Act.” If you don’t do this before the fadeout, you go back to the World Map screen.

Note I said World Map – as in “awesome, detailed static world view,” and not “shitty, confusing 3D world hub.” =P

For the full preview, head over to Gamespot

What do you think of the preview? Are you happy with the change to a world map? Discuss in the comments.

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.

[UPDATE]DLC and More Revealed For Sonic Adventure XBLA/PSN

UPDATE: I’ve been informed by fellow staff member nuckles87, that the DLC pack is already available on Xbox Live Marketplace and I too can confirm it is available. Edward@Sega officially confirms this on the SEGA of America blog, along with some details:

Final piece of news: there is also a DLC pack available for the game — if you wish, you can download it and convert this original Dreamcast version of Sonic Adventure into the “Director’s Cut” version, Sonic Adventure DX! Sonic Adventure DX was the enhanced version released on the Nintendo GameCube, and includes 60 additional missions as well as Metal Sonic as a playable character.

/UPDATE END

SEGA Japan has confirmed today that Sonic Adventure‘s Xbox Live Arcade and PlayStation Network ports will be released there September 29th. Not only that, downloadable content will be simultaneously available, that when purchased will upgrade the game to Sonic Adventure DX: Director’s Cut. This extra content will be priced at ¥500 (about £3.74) on PSN and 400 Microsoft Points on Xbox Live. No word on whether the rest of the world will see this content on the same date or not.

SEGA also revealed the Xbox 360 version will support Avatar Awards and the PS3 version will support Home Rewards, but the company hasn’t revealed what those Awards and Rewards actually are. With the Xbox 360 version out in the U.S. and Europe today, we’ll likely see the Avatar Awards revealed soon.

What Avatar Awards and Home Rewards would you like to see? Let us know in the comments.

Source: Andriasang

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

Sonic Adventure Out Now On XBLA, Hits PSN Sept 22nd

[youtube]http://www.youtube.com/watch?v=In2YfrjRvIw&feature=player_embedded[/youtube]

UPDATE: SEGA Europe has issued a press release and a launch trailer for the game at the Sonic City Blognik. /UPDATE END

Sonic Adventure‘s downloadable re-release is now available to Xbox 360 owners from the Xbox Live Marketplace, but in an update on Twitter, SEGA has stated that the PS3 version won’t be hitting the PlayStation Store until next week on September 22nd. A SEGA staff member had previously stated a 15th September release for both versions, so we assume some wires got crossed.

The game is priced at 800 Microsoft Points and weighs in at 1.49GB. If you would like to give it a try before you hand over your points, a trial is also available to download and 10 new screenshots are available to view in the Marketplace too. The game supports online leaderboards and downloadable content, which leaks of the game revealed will be features from Sonic Adventure: DX.

Will you be downloading the game? Let us know in the comments.

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.

Gamespot: “Sonic Colours is a marked departure”

Gamespot’s Mark Walton has posted up a preview of his recent hands-on time with Sonic Colours‘ Planet Wisp stage. The preview is very positive, so much so that he claims the game “is a marked departure” for Sonic, due to the lack of gimmicks which many in the press have rated the Sonic series down for in the past.

Sonic Colors is a marked departure for the little hedgehog that could; you don’t turn into a werehog or wield a giant sword. In fact, there is a distinct lack of gimmickry about the game, which instead offers a purer 3D experience not seen since the likes of Sonic Adventure on the Dreamcast. There are tons of fast loops to roll through and springs to leap from, as well as new wisp power-ups that have been tuned to fit in with Sonic’s breakneck speed.

Walton reveals that Planet Wisp is in-fact the opening stage of the game and as seen in gameplay videos at Gamesom, looks very familiar to the opening stages of older Sonic titles.

Our hands-on focused on the opening stage, named Planet Whisp. Like the opening stage of earlier Sonic games, it featured familiar visuals, with lush green plants, waterfalls, and simple badniks.

Walton informs that players will need to use the B button on the Wii Remote to get around turns and that doing so will not only make you drift, but gain a speed boost too.

To make our way around the huge banked curves, we had to hold down the B button, which gave us a burst of speed in the corners and made Sonic’s famous red sneakers glow bright yellow.

Walton then goes on to explain the three Wisps that he got to try out, namely the Rocket, Lazer and Hover Wisps that we know all too well by know. This is the first time we’ve heard of the Lazer and Hover Wisps presence in Planet Wisp, so it seems SEGA have been updating the stages to incorporate more stage exploration with the games variety of Wisp power-ups, which can only be a good thing.

In Walton’s final thoughts, he seems very impressed with the games Wisp power-ups and how they build on Sonic’s gameplay when compared to past gameplay styles like Sonic Unleashed‘s Werehog. The visuals also get the thumbs-up from Walton.

What stood out the most from our time with Sonic Colors was how much the power-ups have been integrated into the lightning-fast platforming that has become a hallmark of the series. Unlike the mindless werehog combat of Unleashed, the wisps serve to enhance the core gameplay experience and not drastically change the pace. The visuals in Colors also look good, and Sega has put a large amount of detail into the backgrounds, with the lush foliage-filled Planet Whisp looking particularly impressive.

For the full preview, head over to Gamespot.

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.

IGN & 1UP Review Sonic Adventure XBLA/PSN

Gaming media giants, IGN and 1UP have given their opinions on the downloadable port of Sonic Adventure that is due to hit Xbox Live Arcade and PlayStation Network today. It appears both of reviewers didn’t have a lot of fun with the game, just look at the scores, IGN’s Arthur Gies gives the game a 3.5/10 and 1UP’s Ray Barnholt a D.

Why such a low score and a low-grade? Both put an emphasis on complaints about poor controls, a bad camera, outdated graphics and sections that don’t require any player input. IGN’s Gies goes so far as to say the game borders on unplayable:

The game was so fast, in fact, that you probably didn’t even realize how broken it actually is. Sonic Adventure is so fundamentally flawed that it borders on unplayable – the sections that move the fastest, that work most, that are even slightly interesting, require the least input from the player. In fact, in many of these sections, input from the player will result in death or catastrophe, and there’s really no way to know which until you either fly through not completely sure what happened or die, also not completely sure what happened.

1UP’s Barnholt also seems very frustrated and think the developers should have implemented some improvements to the game:

But the thing is, Sonic Adventure DX wasn’t all that improved over the original version, so all of the questionable physics and maddening controls are still here; not once re-evaluated, not even thought to be improved. If you remember getting Sonic caught on loop-the-loops or practically begging Amy to jump a little higher over one little ledge, you’ll experience all of it in the same spots. If levels like the Sky Deck drove you insane with its narrow walkways that were so easy to fall from, prepare to go crazy again. And while the game was already somewhat touchy, it also feels like it wasn’t even tuned for the Xbox 360 controller and its analog sticks. Listen carefully and you can hear the shattering of rose-tinted lenses.

For the full reviews, head over to IGN and 1UP.

Do you agree with IGN and 1UP’s opinion’s? Do you plan on downloading the game today? Let us know in the comments.

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.

Gamekult Reveals Sonic Colours’ ‘Sonic Simulator’ and Tails’ New Voice

[youtube]http://www.youtube.com/watch?v=kb9IUiBplNE&feature=player_embedded[/youtube]

French gaming website, Gamekult.com has uploaded three new gameplay videos of Sonic Colours on Wii. The first one gives us another look at the recently revealed co-op mode, but there’s something very different about this video, since the second player is a glowing orb that follows player one’s every move, which is very similar to what we’ve seen in the latest batch of DS screenshots You’ll also notice that the second players HUD is darkened out too. For now, it’s unclear what this could be, apart from its name: Doctor Eggman’s Sonic Simulator. We’ll have to wait until we get official word from SEGA.

Doctor Eggman’s eagle eyes at the SSMB, have spotted that the first co-op area shown in the video is built to look like Sonic 1’s Green Hill Zone. A very nice tribute there, Sonic Team.

[youtube]http://www.youtube.com/watch?v=grv6awOcIVo&feature=player_embedded[/youtube]

The other 2 videos give us a further look at what appears to be new Act’s of the Sweet Mountain and Tropical Resort stages. The former in which you’ll hear a small sample of Tails’ new voice, which sounds a lot more boyish than his last voice.

[youtube]http://www.youtube.com/watch?v=OmbVivX70VI&feature=player_embedded[/youtube]

Do you like what you see and hear? Let us know in the comments.

Thanks to SSMB Member Woun for the YouTube uploads.

Source: Gamekult.com

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

SPOnG Interviews Takashi Iizuka

SPOnG has posted up their full interview with Sonic Team Producer Takashi Iizuka, an interview they posted a sample of on Friday, which revealed that the light-hearted and pick-up-and-play gameplay style of the Mario & Sonic at the Olympic Games series influenced Sonic Colours.

The interview was held by Sonic Stadium founder Svend Joscelyne (aka Dreadknux), who works as a journalist at SPOnG. In the interview Joscelyne asks some very interesting questions that are certainly a step-up from most interviews that ask the same tired old questions.

The interview begins with Joscelyne querying the inspirations behind the various Wisp powers in Sonic Colours, which Iizuka explains are to help Sonic reach news areas in the game.

The basics for all the colour powers come from the desire to let Sonic go to places that he normally can’t access on his own. When we sit down to think of new Wisps and their functions, we look at the kind of areas that Sonic cannot reach, despite his speed and platforming powers.

We’ve all seen that the game borrows its speed from Sonic Unleashed, but just how much focus is there on speed in this game? Iizuka says that you can speed through the stages without the aid of Wisp powers if you like, but you won’t get to truly explore the stages and gain those hidden red rings without them

You can speed through each stage as fast as you like, without using Wisps, but what those colour powers actually do is give players a chance to explore and replay all of those stages too. Collecting the hidden red rings is one reward for doing so, and the world map shows how many you have found in each level. Without using the Wisps, you won’t always be able to get those red rings.

Some fans may have wondered if Dimps is working on the Wii version of Sonic Colours, after helping out with Sonic Unleashed on Wii. Well, this interview gives us confirmation that Sonic Team are working solo on the Wii version and Dimps is working solo on the DS version.

For Sonic Colours, our two teams worked quite well together on the concept, but we developed the 2D Nintendo DS and 3D Wii versions rather independently. The Wii version is fully developed internally, because we know a lot more about 3D Sonic development than some other developers. Dimps has the experience to make a 2D Sonic game as best as they can, and so they have exclusively worked on the Nintendo DS version – they had no real input in terms of the Wii development.

In recent months there has been more interest in the Sonic fan-base growing towards Sonic Colours over Sonic the Hedgehog 4: Episode 1. Joscelyne asks Iizuka’s thoughts on this.

It’s not so much a feeling of surprise, but the team and I really appreciate that a lot of classic fans are looking forward to Sonic Colours as well. I mean, Sonic Colours was created largely as a 3D title for the people who have become fans of the Sonic franchise most recently, but it’s good to hear that the game has been received so well from the older fans too.

Next, Joscelyne asks Iizuka about THAT recent statement about Sonic Colours being built for a ‘younger audience’, a statement that was later corrected by a member of staff from SEGA. Joscelyne asks why a distinction was made and if it was a misquote or a mistranslation, to which Iizuka responds with the below answer in full.

It wasn’t really a misquote or a mistranslation. The reason why I said ‘younger audiences’ is because the team and I wanted to capitalise on the new audience that we gained through the success of the Mario & Sonic games. Those titles in particular really worked well for Sonic as a character because it made our potential audience much broader than existing Sonic fans.

That created an opportunity for us to build a bigger fanbase, but we noticed that there weren’t that many mainstream Sonic titles available for the Wii and DS post-Mario & Sonic. That’s why Sonic Colours is a proper platforming mainstream game, so that those new fans can discover and learn more about the franchise beyond those spinoff titles. In that way, it’s not really focused on young audiences in terms of age, but more as in maintaining that broader market.

Even though this is the case, if you look at the core gameplay elements of Sonic Colours, you’ll notice that this is a true platforming action game that the core fans can also enjoy. The ultimate goal for Sonic Colours has always been to make the best Sonic title we can for the widest possible target audience. The market nature that the Wii and DS have is the reason why I used the term ‘younger audiences’.

Next, Joscelyne asks for Iizuka’s feelings about Sonic’s downward spiral in recent years and Yuji Naka’s exit from Sonic Team in 2006 to create his own company, Prope. While Iizuka was sad to see Naka go, he gives fans assurance that Naka’s absence hasn’t changed the team as much as some people would like to think. “Sonic Team is always Sonic Team” he says.

I really miss Naka-san and was sad to see him leave when he decided to form his own company. But even at that time, he wasn’t the only person making decisions for the games. Concepts and gameplay elements were all discussed as a team, for example. So while it was very sad to see him go, Sonic Team is always Sonic Team and it didn’t necessarily mean that Sonic was destined to head in a different direction post-Naka-san. At least, not as different as some people may think.

The interview ends with a little something fans of Sonic Colours direction will be glad to hear, as Joscelyne asks Iizuka “Is it safe to say then, that future Sonic titles will have the same kind of colourful, simple, laid-back feel that Sonic Colours has?” to which Iizuka replies:

Yes, that’s the vision that I have.

To read the full interview, head over to SPOnG.

Joscelyne also reveals some interesting details from his playtime with Sonic Colours on Wii:

Taking a producer role on Sonic Colours, the Sonic Team head demonstrated two new Wisp powers that the blue blur can take advantage of – the Red Spikes and the Green Hover. Like the other abilities, these work as optional gameplay gimmicks that can help Sonic overcome otherwise challenging platforming segments, but they can also be used to open up new routes and explore the stages in their full glory.

Spikes will let Sonic stick to any given surface and roll along it, making him invincible at the same time. Pressing the B trigger on the Wii Remote will let Sonic perform a traditional spindash move and zip along the surface he’s on.

Using the Hover ability turns Sonic into a giant green Sonic head and gives you the power to hover, of course – which is very handy in levels where you might need to take advantage of any platforms sitting in the sky. If there’s a trail of rings, pressing B will make Sonic automatically follow it until its end. A bit like the Light Speed Dash in Sonic Adventure games, only without the potential death.

These new Wisps were being demonstrated on a brand new level, called Starlight Carnival – a beautifully bright, colourful stage set in space that reminds me a hell of a lot like a combination of Sonic CD’s Stardust Speedway and Mario Kart’s Rainbow Road.

Platforming, dodging and floating was all going on against a backdrop featuring a fleet of Dr. Eggman’s starships. Iizuka is keen to stress that the presence of starships “is not as serious as it sounds,” pointing out the light-hearted Disneyland-inspired level design and the infectiously happy soundtrack.

What do you think of Iizuka’s latest statements? Discuss in the comments.

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.

Videogamer.com on Sonic 4: “I think I enjoyed Sonic Colours more”

Videogamer.com’s Jamin Smith has posted up a preview of his play test of Sonic the Hedgehog 4: Episode 1 at SEGA’s recent press event in London. While some fans in the Sonic community have found a lot to complain about in Sonic 4‘s mechanics, Jamin Smith thinks the homing attack is the only real change.

This is the only fundamental change to the core mechanics of the game; everything else is pretty much how you’d remember it.

Smith has taken note of other new elements in the game though, such as Lost Labyrinth Zone’s torch mechanic and feels new ideas like this make the game live up to it’s title.

Of course there are new features to make it worthy of the number four in its title, and the few I saw were fairly well sewn into the experience. The second act of the Lost Labyrinth Zone, for example, is completely bathed in darkness. Thankfully Sonic is sensible enough to have brought a torch with him, which illuminates the area immediately around him. It’s also used to light candles, which open doors and raise platforms around the level.

An interesting puzzle with the torch is mentioned about that same Act of Lost Labyrinth too, one that Smith seemed to have some trouble with.

There was a particular puzzle late in the level that involved lighting candles in the right sequence so that the correct platforms are raised in the correct order to progress. This stumped me for some time, however, and I actually managed to reach the ten minute time limit that each level has in place. I’ve never quite understood why this would kill Sonic, but it does, and I died.

Overall, Smith thinks the game is a good platformer and looks great, but had much more fun with Sonic Colours.

I’m slightly concerned that with Sonic 4, my judgment has been clouded somewhat by the mists of nostalgia. If I’m honest with myself, I think I enjoyed Sonic: Colours more than Sonic 4, which isn’t at all what I would have predicted a few weeks back. Don’t get me wrong, Sonic 4 is a very competent platformer, paying homage to the originals whilst bringing something new to the series at the same time. It looks great too, with gorgeous 2.5D visuals and slick new animations. Still, I couldn’t help thinking it should have offered something slightly more, but quite what that ‘more’ might entail I have no idea. The only thing that will prove or soothe these worries is playing the full game, and despite a few reservations, I’m very much looking forward to doing so.

Do you agree with Jamin Smith’s thoughts on Sonic the Hedgehog 4: Episode 1? Discuss in the comments.

For the full preview, head over to Videogamer.com

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

3 New Sonic 4 Lost Labyrinth Zone Screenshots

CVG has released some new screenshots of Sonic the Hedgehog 4: Episode 1, three old and three new. While three of them are new to the eye, they actually appear to be from an older build, because Sonic is running in his old animation rather than the recent blurred one SEGA changed it to.

You can check out the rest of the screens below.

New:

Old:

Source: CVG

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.

SEGA Reveals Sonic Free Riders TGS Trailer

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

SEGA has revealed a few new trailers via their Tokyo Game Show USTREAM account, where they will be streaming events at their booth live. The trailers are for Korohyo, Shining Hearts and Sonic Free Riders. The Sonic Free Riders trailer gives us our first footage of Rocky Ridge and a previously unseen shortcut or two in Dolphin Resort. Also shown is the co-op element that the games Xbox.com product page has listed since the games announcement. In this mode it appears that you can hold hands with another player and pull off some joint tricks on jumps, but unfortunately that’s all that is shown in regards to co-op for now. We also get to hear some new music for the game, which is just as catchy as we’ve come to expect from the Sonic Riders series.

What do you think of the trailer? Speak out in the comments.

Thanks to Doctor Eggman at the SSMB for the heads-up and to Woun at the SSMB for uploading the trailer to YouTube.

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.