Review: Champions

I could make a whole Queen playlist to summarise this arc alone.

Smarmic
This is one of the more understated expressions you’ll see

Sometimes, you need to take a breather. Right now, we’re deep into the events of Unleashed as told by the comic, and right on our doorstep is a multi-franchise crossover. So in comes this arc, which is very peculiar when looking at it from the perspective of its placement. It occasionally references the Unleashed events, but it’s ultimately a Sonic the Fighters adaptation, which also adapts Sonic 2 on the Game Gear, and also adapts an episode of Adventures of Sonic the Hedgehog, and even throws in Sonic Heroes for good measure. As you might be able to guess, this isn’t exactly the most serious of premises. But will this tale be picking up the championship belt, or will be a first round K.O? Let’s get to the post-game analysis and find out!

 

The Tournament

We start off Sonic #268 with a flashback to an event in the past which seems like a mix of Game Gear Sonic 2 and the start of AoStH’s ‘Lovesick Sonic’. It goes about the way you expect up until the last panel where Breezie definitely does not look like the same damsel in distress she was in the cartoon. The Freedom Fighters exposit on why only Sonic, Tails and Amy will be in the arc out of the entire team, and we see Breezie in the present, a media mogul who has the sass and forces to be able to have Eggman play to her rules as she finds out that Knuckles has been entered into the tournament (although we aren’t privy to that yet).  Eggman contacts the Hooligans en route to Casino Park to establish the plan, and he calls Metal Sonic as he’s assaulting Gergarios (the vicar person from Unleashed) in Apotos to summon him over there.

After this, most of the action takes place in Casino Park itself, with the rest of the first issue being set-up for the tournament. Sonic and Breezie reunite, exchanging passive-aggressive wit until Sonic uses his status to arrange for him to fight only in the daytime (because of a slight case of Werehog). Amy comes across Honey, who’s an idol to the young hedgehog, and we find out that she’s there to promote her clothing business and is willing to help the heroes in exchange for them promoting her next line. The Hooligans continue on with their primary plan to win the tournament (although Bean can see how that’ll go from a mile away), and Espio exposits to Vector that he was the one who put Knuckles into the tournament, convenient since Knuckles has just arrived with Chip.

Sonic #269, and cue another flashback, this time revealing that Breezie was gathering intel on Sonic all along after he rescued her, but bringing up the fact that she puts a lot of priority on herself as opposed to anyone else, as she sics Silver Sonic onto him. Back in the present, the first fight is already underway, and we get to see Sonic beat Segata Sanshiro (not named in the comic). Before he can bask in the glory too long, Amy reminds him that it’s almost sundown. He runs out of the arena and to his hotel room where he transforms into the Werehog. He watches Amy fight her match against not Jane from Fighting Vipers. He’s not the only one as Espio watches from the ceiling to see how the heroes progress, while wishing he could find Knuckles to tell him about his addition to the tournament.

Switch to Knuckles managing to pull a fast one on a wealthy lady who had a Master Emerald shard as part of her necklace. It looks like he and Chip will be watching Tails fight, but  Scratch comes along to inform him that he has a round coming up soon, which Knuckles decides to go along with because of the Chaos Emerald at stake. The rest of the issue follows three matches and various outside reactions to it. Honey beats Tails, the Freedom Fighters react (Cream being more angry than the others, quite humourously). Honey tries to console him after but it’s not exactly looking effective. Bean beats Espio (with Espio being…eh, see the character section), the Chaotix react. Knuckles beats Bark, Thunderbolt’s faction reacts (although Thunderbolt herself doesn’t seem pleased about them watching it), Axel’s faction reacts and team Dark react (with Rouge being overjoyed). Tails is non-plussed about Honey’s bow tie, Amy finds out she’s been drawn against Knuckles and panics while Honey has Sonic, and the issue closes off with a bit more discussion between the Hooligans and Eggman.

Rock Rose
There was something here, it is gone now.

Sonic #270 has another flashback to begin with, but this one starts with Breezie talking to (or flirting with) Neo Metal Sonic after seeing through his Eggman disguise and encouraging his independence.  Back in the present, Tails is still smarting from his defeat at the hands of Honey, and Sonic acts the big brother figure by cheering him up with his other feats (including a reference to Sonic Adventure). They’re watching Fang and Bean duke it out, which is cut short when Fang orders bean to forfeit. Sonic and Tails get exposition from Espio about the roster change before we cut to Knuckles and Amy’s match. It begins, but Amy is distracted by how Sonic would react if she got to fight him. This results in an out of the ring flying rock and a trip to Amy’s bedside in hospital. But there’s no time to waste as Sonic squares up against Honey. After an impressive show, Sonic tosses her out of the ring. The Hooligans are talking tactics before they face Knuckles, which is in vein as Knuckles makes light work of the remaining mercenary. Eggman watches in frustration, but he’s not dettered. The Hooligans always have a back-up plan, and Metal Sonic is close to the venue for his own assault. As Sonic and Knuckles get into the ring, we see Fang preparing a sniper shot…

Sonic #271 changes things up by being very linear in narrative. The final has started, and Sonic and Knuckles are exchanging memories of old fights while the fists fly. We cut to a flashback of how Breezie came to have the Chaos Emerald in the first place (the SSSSS Squad retrieving it while each trying to claim credit) and her deciding to use it as a prize to lure in the big names. Back in the present, Sonic and Knuckles talk goals and working together to find the Emeralds and shards while still fighting, and we see everyone reacting to the fight between them. Meanwhile, Bean and Bark rig the generator to explode (in typical Bean fashion) and Fang gets his aim set when it does blow up moments later. Just when thing are poised for the Hooligan, who should enter but Metal Sonic himself, ruining their plan but making easy work of stealing Breezie’s emerald from the vault.

From here on, it’s basically a chase action sequence. Sonic tries to ground him, but Metal Sonic quickly recovers. The other fighters each have a go at slowing him down but he dodges them easily. Just as it seems Metal Sonic will fly out of reach, Tails turns out to be waiting on the roff for him and uses the element of surprise to kick Metal Sonic, knocking the Chaos Emerald from his grasp. As if Tails wasn’t champ enough already, he warns Metal Sonic that the back-up generators should be starting at that moment, prompting Eggman to call a retreat despite Metal Sonic seeming to want to fight. We cut to Honey and Breezie working out a deal where Honey designs clothes for Breezie’s robotic staff. Honey uses the opportunity to call out Breezie on her inaction to help the Freedom Fighters, which Breezie refutes and then suggests that Honey takes to heart. Honey leaves, clearly a bit doubtful on what she’s done. Sonic, Tails and Amy meet up with Knuckles and Chip, Sonic trying to convince Knuckles to go back to the Sky Patrol with them.  Knuckles agrees, and introduced Chip to them (while still having banter with Sonic). They talk tactics on the jet (aka the car from All Stars Racing Transformed) before Sonic transforms into the Werehog, surprising the two newcomers. Finally, we cut to Sally, who’s receiving an urgent call from Gregarios, who says that he knows how to fix everything.

In all honestly, it’s a very simple story. The fighters get together, they fight, shenanigans happen in between (aside from the last part where there is one solid story thread). In this sort of situation, that sort of simplicity is pretty essential as you have to balance plot details with the action happening on the page. It’s all about the interaction that happens between the characters here, and that’s a joy to behold. Is this a profound narrative that will have you mulling and thinking about the implications of it on the wider Sonic universe? Not really, but that’s not what it exists for. It’s a serviceable story that lets the focus fall on what it needs to while still having enough to it that it doesn’t become repetitive or tedious to read through.

 

The Spectacle

Diana Skelly, in charge of pencils, is some new blood at Archie, and Champions is her debut full arc. And boy, is she wild with her art. Her strength is evident right off the bat; she can do expressions like nobody’s business, with a crazy one to spot and marvel in almost every panel. The result is a wild and off the wall sight to behold, with the inking from Terry Austin and colours from Gabriel Cassata (who I believe only started with Sonic since Waves of Change) doing well to complement the manic tone the drawing aims to achieve . Sonic #271 is slightly different, as the pencils were actually also done by Ryan Jampole. It sounds like a small difference, but the results are easy to see; the characters look a bit more restrained and on model, save for the times when they really want to exaggerate the looks. This leads to a more professional look, but it also takes some of the edge off the style. In this case it isn’t that detrimental since #271 is the most controlled part of the arc by far, but it would have been nice for consistency.

This page has about a dozen different things to process.
An example of Diana’s fantastic expression work.

As always, there’s also a cover review for each issue and its variant (glad I’m not doing Sonic Universe #75 and its eight variants, with that in mind);

-Sonic the Hedgehog #268; Evan Stanley, Austin and Ben Hunzeker are responsible for the main cover. It’s lovely to look at with all the characters and details, and I especially like the colouring, but the characters behind do seem a bit blurred together, and I’m not sure what’s up with the random fireball effect behind them, it looks out of place. The variant, from Jon Gray working with Austin, Casseta and Jack Morelli, has me conflicted. On the one hand, it’s nice and eye catching, with the casino motif very well communicated and Breezie’s nature just apparent from her gaze. On the other hand, I question the sensibility of putting a character who’s literally new to the comic as the focus of the first part’s variant. Maybe the second part would have been better. Ah well, see if you can spot the fun cameo.

-Sonic the Hedgehog #269; The main cover sees Austin and Cassata together again, this time with pencils from Jamal Peppers. On a technical level it’s really nicely done with wonderful lighting and shading, but it does come off as a bit plain with it just being a cropped profile view of Sonic’s head. T. Rex’s variant cover almost has the opposite problem. The image is interesting and hilarious, but technically it’s a bit off. Amy looks a bit strange, I’m not keen on the fuzz additions, ad Eggman is just off-model in the arms.

-Sonic the Hedgehog #270; This issue sees Jennifer Hernandez (who also debuted with Waves of Change), Austin and Matt Herms on the main cover. This one is stylised like fighter selection icons, and I’d call it my favourite cover of the arc (although it’s a difficult choice this time). The characters are cute and bold, and the layout and pattern choices for this one are particularly striking. Brent McCarthy, the sole artist for the variant cover, is not a name I recognise, and his style is nothing like I’ve seen before. It’s unique to be sure, but a tad on the static side as well. Then again that might be intention, as the cover is apparently homage to another famous comic cover.

-Sonic the Hedgehog #271; Tracy Yardley, veteran who mostly works on Sonic Universe these days, teams up with Hunzeker for the last of the main covers. It has Yardley’s trademark of managing to make a dynamic group shot without making it a mess, always appreciated for ensemble pieces. While it has a similar faded effect to #268’s main cover, the colour choices make it less of an issue. Rafa Knight brings us the last variant cover, going with emulating the arcade experience while still utilising 3D art (as well as some stock Sonic the Fighters character art). I don’t think the text adds anything, but I can’t hold it to the artist, and the overall result a nice throwback.

I’d say there wasn’t a cover I thought was bad during this arc. Certainly I had my preferences, but that’s more because I gravitate towards certain styles.

 

The Challengers

This arc boasts a huge number of central players. It’s almost to be expected when you have an arc based on a fighting game, but there’s plenty more on top of those. This section will be a pretty long one this time, so buckle in;

Sonic: Sonic may be sharing the spotlight with a huge cast of characters, but he manages to stay afloat and stand out as a highlight. First and most obvious is the fact he plays well to the camera, what with his ego and his natural ability to fight. But there’s more to him in this arc than that, he has an air of intelligence, or at least quick thinking. His manipulation of Breezie into giving him the day-only slots he wants was masterful and in character, and not something I think he’d get to do if the Freedom Fighters weren’t forced to stay out of the fight. His other shining moment is comforting Tails after all that Honey had put him through. Even with how jam-packed this arc is, the fact that it set aside a breather moment to let Sonic act the big brother to Tails was appreciated.

Tails: This arc is all about Tails suffering, but in the hilarious way. His interactions with Honey are great, both when they first meet and she wants him to model her clothing if she wins, and during the fight where she wins by sleight of hand (also known as telling someone to look behind them).  But this misery isn’t left as a punchline. In the second half of the arc, we get a great moment of brotherly love as Sonic reassures Tails of his own ability despite the loss, and him being the one to ultimately beat down Metal Sonic long enough to obtain the Chaos Emerald from him is a crowning moment for him. Really great show here (especially off the back of his passive role in Spark of Life).

It's like if Pinstripe and Tawna fused together and the resultant turned hedgehog.
All that money and still only a cheese board?

Breezie: Breezie has proved a pretty divisive character upon her revamp reveal.  Within the context of the arc itself, she does absolutely fine, nothing too spectacular in the wake of others. Her history with Sonic makes for a golden opportunity for Sonic to show his wit, although after that her presence falls by the wayside with more focus being about her past, and the flashback to her talking with Metal Sonic is an interesting way to give a basis for her owning Casino Park and act as setup for the game events. Otherwise, it’s a lot of setup for future appearances she might make, as there’s still an apparent mystery as to what her origin truly is, not to mention her deal with Honey. So why is she so divisive? Essentially, she’s very different to her original incarnation in Adventures of Sonic the Hedgehog. There, she was an agent for Robotnik before being swayed to the good side and eventually starting her life anew. Here, she starts out the same, but takes a very different road when she breaks off from Eggman once she’s got what she needs and becomes her own villainous force. Whether you like the drastic change or not seems to be a big element of how much you’ll enjoy her character.

Knuckles: In my last review, I mentioned how Knuckles seemed to be just a means to bounce off comedy as opposed to being a source of it himself. Not so this time; Knuckles is every bit as fun to watch as any other in this arc and really gets to be a highlight. Whether it’s him tricking his way to a Master Emerald shard, being oblivious to Amy’s moral deliberation which ends in her booking a new bed (in the hospital), or the on-going rivalry between him and Sonic, it’s just great to see him banter, while also being able to dish out the slapstick.

Honey: Another debut for the comic, Honey gets a lot more time to stretch her (literal) wings and stand out as a brilliant new addition. Devious and mischievous, she’s out for self-promotion and she’s not afraid to let it be known (with Tails being on the butt end most often). But vanity is not all her character, as she’s also feisty, a very capable fighter, graceful in defeat (in fact finding it great if the opponent used awesome moves to do so), and has more of a moral fibre than you might first suspect. The last scene with her calling out Breezie while doing deals cements her as a multi-faceted character, and I look forward to seeing what she’s got herself into.

Amy: Not exactly as much of a standout as some of the best, but she brings consistent entertainment nonetheless through supporting Sonic (and Tails when needs be). Her complete fangirling at the beginning towards Honey is both understandable and enjoyable, while her utter defeat at Knuckles’ gloves and the subsequent stay at the hospital draws some great reactions out of her. There may be some questions as to whether she would deliberate that much (since she’s shown no hesitation to fight Sonic in this sort of setting in the games…or even outside of this setting given Heroes), but it’s not a big point.

Chip: While he is in the arc, he doesn’t exactly have much of a presence. His main is to provide Knuckles someone to bounce off, and he’s serviceable in that role with his naivety and genuine caring for him. In the end, he finally gets to meet Sonic, and that’s when he reveals that Knuckles hasn’t exactly been telling Chip everything about Sonic honestly. That’s a nice moment for him.

The Super Special Sonic Search and Smash Squad: Comprised of Scratch, Grounder and Coconuts as always, here they’re acting as staff for Breezie’s casino. Comparatively speaking, they’re very underplayed. They do get to show their bumbling antics as they fumble over a roster change and (in flashback) argue over who found the Chaos Emerald, but otherwise they’re there in small bursts and rather reserved (except in the very early flashback where they were still working for Eggman and doing actual schemes to catch Sonic), which is surprising. I’m also kind of iffy on how Grounder looks in this arc, although a cover revealed after this arc (Sonic #275 Villains variant) is much more appealing so I don’t know if it’s down to artist interpretation.

Metal Sonic: Technically the biggest threat of the arc, although he’s not actually there for most of that time. He does what you’d expect Metal Sonic to do; wreak stuff, cause havoc and carry out Eggman’s orders of getting the Chaos Emerald. This last part does get to show off Metal Sonic as a force to be reckoned with as he manages to avoid every other fighter and only gets stopped by a surprise attack from Tails. We also get little bit strewn about showing Metal Sonic’s subtle independence from Eggman, with him showing hesitation to follow Eggman’s orders presumably because he’d rather keep fighting. Not only is this fleshing out his character, it gives the flashback to his stint in Heroes, where he’d gone fully independent of Eggman and was doing his own thing, some contextual link to the present events.

The Hooligans: There’s actually a rather big difference in character utilisations amongst them. Fang was the one focused on the job as usual, so he’s obviously the one who gets to suffer most. His banter with Bean is great, and he actually gets a shot at being a legitimate threat for his troubles, only being stopped with Metal Sonic literally entering the picture. Bean continues his streak of good writing in the wake of the reboot, his humour far more fitting for the setting he’s in. He’s also given a bit of depth as it’s shown that he can be quite the deceiver when given the opportunity and is creative when it comes to his demolitions role, giving him a legitimate root in the villain status. I’d say this is his best outing yet.  Bark doesn’t really do anything, but with the Hooligans he comes with the package so he can’t help it if he has no purpose…unlike the next character.

If his singing is anything like in Heroes, his rendition of the song would hurt.
Adam Levine would like a word.

Espio: Espio feels like he’s literally only here because he was in Sonic the Fighters. His only plot contribution was signing Knuckles up, which to be honest I don’t think was that necessary (Knuckles could have signed up himself if he sensed a Master Emerald presence there, or Breezie could have put him in if she figured he was there too). After that, he fights and then hangs around to react (and has one panel throwing a shuriken at Metal Sonic, when others were trying to stop him as well), and even in the fight Espio came off as a bit out of character. He’s supposed to be cautious and wary, but here the Sonic the Fighters persona (which did not follow that in the slightest) is forced into play to keep up the reference, right down to the tornado attack. At the very least, him being made too rash for his known personality makes Vector’s rant at him later seem very justified. Speaking of, aside from fighting with Bean, the most interaction he gets is with a payphone. At least his reactions are top notch, and some of the things they do to compare his habits with Vector’s are interesting, but I don’t think the arc would have missed him if he were gone (especially with how many key players there are already). Still surprising that Espio didn’t get to meet with Knuckles and tell him about the change despite expressing a desire to do so.

And even with all these characters directly affecting events, there’s still some callouts to be made to characters who weren’t there. Cream, Antoine and Sally all get small moments to cement themselves as great periphery cast (Sally being embarrassed by her reliance on the bank of dad, Cream’s anger at the result of Tails’ fight, and Antoine playing the rival to Sonic by supporting Knuckles in the last fight). Vector gets a lot of time to bring in his brand of comedy; in fact, he’s the only periphery character with a presence in every issue of the arc, impressive since he’s not physically there. Finally, the last issue shows us a random fish character amongst the double spread of Knuckles fighting Sonic. This is, in fact, not random, and is very likely to be a character mentioned in passing in an earlier part (the character wasn’t designed by Diana, and Diana’s fanart of her shows that the comic drawing is actually erroneous in missing something that would make her identity obvious).

 

The Underdog Story?

This arc aims for one very specific emotion; pure, unadultered fun. And to that end, it does its job with flying colours. The action is frenetic and the art complements that to a tee. There’s references abound that will garner at least an amused smile; Segata Sanshiro makes an appearance as a fighter, as does a animal version of Jane from Fighting Vipers (the same series with the character that Honey is an animal version of, Candy). There’s also fictional adverts interspersed like a real sports event, each showing some humorous reference to Sonic games past and present (Sonicman from Sonic the Hedgehog (2006) does shows at Casino Park in this comic, and Chao Boom is a pretty obvious reference to the other Sonic branch currently active now [except it doesn’t have a Chao Sticks since SEGA don’t want the branches mixing outside of the crossover]).

Right in the kisser.
Sweet, sweet retribution.

The real meat of the emotional draw come in the form of character interaction, as the arc is packed to the hilt with personalities bouncing off each other for comedic effect. Right at the start you have Breezie and Sonic’s passive aggressive manipulation of each other, Amy and Honey freaking out over fashion choices, and Tails being completely suspicious of both new introductions. This maintains throughout, whether in the ring (Bean playing up his oblivious façade to do some hilarious deception, any time Honey’s in the ring) or outside of it (the ending with Knuckles and Sonic, the gambling parallels of Vector and Espio). Surprisingly, it’s not as if it’s only kind of interaction we see. The scene with Amy in hospital shows how much cares for Amy’s well being and is uplifting to have right after she got crushed into a wall. And the aforementioned scene of Tails being bummed about his loss and Sonic reassuring him that he has plenty of ability and capability plays two functions; it shows us the brotherly dynamic between the two best friends, and it plays an instrumental role in setting up Tails’ victory against Metal Sonic in the climax.

On top of this, the arc an underlying sense of mystery to it. For something so straight forward, there’s a lot of little hints left vague. There’s the whole issue of Metal Sonic seeming to have a mind of his own in regards to Eggman’s orders, which will no doubt work against the good doctor later. There’s also the obvious cliffhanger with Breezie’s deal, and how that will affect Honey in the future. Then there’s the mysteries the arc doesn’t even put on the page and require you to have a more rounded memory to figure something is amiss. Breezie in her original incarnation wasn’t just an agent of Robotnik, she was a robot built for the purpose of luring Sonic. So while the flashbacks suggest she’s just a hedgehog, the sense of media control and some statements made outside the comic still leave It as something to be seen. And then you have the fish girl, who seems like a non-factor, but Waves of Change wasn’t that long ago.

 

The Results

All said and done, this arc is a real winner. It’s definitely the most complete story of the stories following the reboot thus far. The plot is fairly simple but has enough hooks to create interest, the art is appropriately zany and vivid to match the tone of the arc, most of characters are on point and at their best and there’s just this overall sense of fun that the comic has with the material its using. Any issues I have with the arc are minor at best, and aren’t enough to really alter the fact that this is one of the best that Archie Sonic has put on the table. I’d say this is pretty much a must-read; you don’t need it to understand the ongoing plot since it’s mostly detached from the overarching narrative, but it’s a fantastic display of what makes an entertaining comic tale.

See you Air Kitten
This is pretty much the summary.
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UPDATE: The Spin: A look into Sonic’s history with Nintendo

spin

UPDATE: I just found out and added that Marvelous (then known as MarvelousAQL) helped with Mario & Sonic London 2012 3DS!

Hello again! 🙂 Over the past while I’ve made lookbacks covering two Sonic games on Nintendo systems, specifically Sonic Riders: Zero Gravity and Sonic Unleashed, both for Wii, and I thought, you know what, why don’t I just cover the whole history? Of course, the opinions in this article reflect my own thoughts and may not reflect the thoughts of the other Staff members. With that, let’s start from the very beginning…

Mario & Sonic Together

A rivalry past, comes friendship to last

Continue reading UPDATE: The Spin: A look into Sonic’s history with Nintendo

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TSS Review: Sonic Boom (The Animated Series)

"Strike a pose!"
“Strike a pose!”

I think to have a proper mindset for the Sonic Boom cartoon, you have to first remember that this series is a spinoff FEATURING characters from the Sonic franchise, but not necessarily in the same tone as the regular video game series itself. Unlike all the other Sonic cartoons, it’s much less about action and adventure than it is more of a domestic situation comedy similar to the recent Looney Tunes show. There are many differences between this Sonic and the one we’re used to, but does the humor of the show pull it above it’s less adventurous storylines? Let’s a take a deep look into Sonic Boom and see what’s better about the new take on these characters and what simply doesn’t work.

Continue reading TSS Review: Sonic Boom (The Animated Series)

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Sonic Boomcast episode 8: Welcome to Freibergers

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

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

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Side Scroller Sanctuary: A Classic Trilogy Retrospective

Screen Shot 2015-03-11 at 08.59.00
Art by Veronica Vera, Not Enough Rings

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

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

Sonic the Hedgehog (1991)

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

1

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

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

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

2

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

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

Sonic the Hedgehog 2 (1992)

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

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

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

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

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

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

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

Sonic 3 & Knuckles (1993/1994)

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

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

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

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

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

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

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

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

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

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Initial Impressions: Sonic Runners (iOS/Android)

Freemium. A word almost associated with fear to many nowadays. You hear the horror stories everywhere – a kid downloads a little free app, next thing you know their parent’s bank accounts are emptied and they have 500 coins of in-game currency to spend. It’s becoming so bad that Apple themselves need to offer consumers the ability to block these purchases from happening, and even market against them. It’s an undeniably profitable market, one which Sonic has dabbled in before. Continue reading Initial Impressions: Sonic Runners (iOS/Android)

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The Spin: “Sega of America used Downsizing, it’s Effective”

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

I have seen a number of comments, both on and off TSS as well as articles and forum posts both on and off TSS lately regarding the health of a certain company and a certain videogame icon. This has since increased following news regarding Sonic Booms sales figures. There seems to be an interesting if not unexpected reaction going on, it seems that if you are a member of a website or a commentator on a news site, or even a hired writer, everybody seems to have or be giving ‘their say’ on what’s going on and why it’s happening.

Continue reading The Spin: “Sega of America used Downsizing, it’s Effective”

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Sonic Boomcast Episode 7: Just Clowning Around

Join me, Lidice and new guest, Johara Finley as we discuss the recent Sonic Boom episodes, comic issues 3 and 4, the Rise of Lyric patch, Sonic Runners and the latest happenings at Sega of America. Also, we tend to ramble on other topics such as Disneyland, San Diego comic Con and the end of Club Nintendo.

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The Top 5 Rejected Sonic Story Book Concepts

The storybook series was a short lived run of games on the Nintendo Wii, that threw Sonic into (seemingly random) classic stories. That series only lasted two games but that doesn’t mean we’ve forgotten about them.

While SEGA work out what they are doing with Sonic, maybe now is a good time to bring old blue back to the world of literature? So let’s go through our top 5 story book ideas!

Would you like to see the series return?  And if so, what classic tale are you dying to see Sonic and co jump into next?

Article thumbnail art by http://mztornadogirl77.deviantart.com/

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Sonic Boomcast Episode 6: An Awkward First Year

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In this short episode, we look at the Sonic Boom franchise in 2014. Was it a boom or a bust? Also, Sonic Boom was a pretty big disaster as far as Sonic games go. But is it worse than Sonic ’06? We also do a quick review of the last two Boom episodes and discuss how our Christmases (Christmasi? Christmass?) went.

 

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TSS REVIEW: Sonic Boom Comic Issues 1 and 2

This panel has both a flying Knuckles and Sticks REALLY liking Tails hand. I think Evan is secretly trying to ship them.

This panel has both a flying Knuckles and Sticks REALLY liking Tails hand. I think Evan is secretly trying to ship them.

From a writing standpoint, the Sonic Boom series of games, comics and cartoons seems to be at odds with one another on how to exactly interpret the characters. In the games, Amy is a athletic, smart leader while in the cartoon in much more of a den mother of the group who is much more ladylike and loving. Sticks is over the top crazy in the 3DS game while a bit more subdued in the cartoons. Knuckles comes off as very dumb in all media, but shows more confidence in himself in the Wii U game while being more silly and fun loving in the cartoon. The thing is, both the game and the cartoon were being done almost simultaneously with each other, so while they had a game plan of how the characters would act, there were a lot of nuances that were still different from one another. Basically, they had an IDEA of how each character would be, but it was never exact so we didn’t get a perfect interpretation across the board.

This is a blatant lie!

This is a blatant lie!

This brings us to the first two Sonic Boom issues by Ian Flynn. It’s my belief that Ian Flynn may not have gotten enough material from both Big Red Button or OuiDo! studios to get a proper interpretation of the characters. That the only explanation I can think of as to how Ian managed to make the worst, most mean grammar Nazi version of Amy Rose ever. With that, let’s look at the first two issues of Sonic Boom “Getting a little Boulder” and “Knuckleduster” (BTW, why is the first issue “part one of one” when it ties directly into the next issue and ends on a cliffhanger?).

STORY SYNOPSIS

Issue one starts off Sonic and the gang fighting off one of Eggman’s giant mechs. With the exception of Sticks, each character gets a little indtroduction (along with an old-school logo name) and we get to see a sample of them in action. The mech is taken down and they head back to their village area where Sticks (who is also introduced via logo in a joke that gets old by the second issue) informs them that Tails house has been robbed. Not part of his house, the ENTIRE house as it was uprooted and picked up by a giant cyborg rock golem. The rest of the issue comprises of some jokes between the cast and basically Amy insulting Knuckles for no good reason other than he’s dumb and has trouble following directions.

 

Dang girl, that's just mean!

Dang girl, that’s just mean!

You see, Knuckles isn’t too bright. Something they are fully aware of, but instead of Amy treating him with kid gloves when he doesn’t understand something and asks a ton of questions, she insults and berates him. I know it’s done to provide character conflict to resolve in the next issue, but all it does is make Knuckles look like a HUGE idiot who can’t understand the most basic of things and worse, make Amy look like a horrible Sally Acorn wannabe with a total lack of patience. It’s the worst interpretation I’ve seen of her character and I really don’t care for it.

He didn't actually say that, but I'm sure he was thinking it.

He didn’t actually say that, but I’m sure he was thinking it.

Before I leave issue one though, I have one last note. What’s REALLY up with the Golem? Everyone assumes it was a giant Eggman robot, however….

A.) The Golem took Tails house at the same time everyone was fighting Eggman, so he wasn’t in control of the robot unless it was programmed to go off on it’s own.
and…
B.) When Sonic and company destroy the Golem, it breaks off into stone pieces with no mechanics shown.
Ergo, it’s my belief that this was not one of Eggman’s monstrosities, but something else entirely. Maybe something they’ll explore in a future issue, perhaps?

Knuckles just figured out how babies are made.

Knuckles just figured out how babies are made.

Issue two improves on the humor (although the logo jokes return again), but I’m still a little sour on Amy. It begins with Sonic and the gang (sans Knuckles) attacking the same giant robot they fought at the beginning of the first issue. They start to realize this when Eggman finally launches his secret weapon..Knuckles! Knuckles captures all the heroes in small cages with the exception of Sticks who, in a hilarious moment, captures herself in a cage she happened to have with her. With the heros captured aboard the giant robot, Eggman tries to decide weather to conquer or destroy the village as he has Pork Chops thawing back home.

I gotta admit, I laughed pretty hard at this.

I gotta admit, I laughed pretty hard at this.

Inside the robot, Sonic is freaking out from being in such a tiny cage “Gotta go Fast!” while Knuckle finally reveals it was all a trick. He fooled Eggman and them. Only Amy reminds him they are still captured so he technically is working for Eggman at this point. Knuckles finally realizes this and it sends him into a sad state of depression. Knowing they can’t get out of the cages and stop Eggman without his help, Amy and Tails cheer him up only for Knuckles to go out and stop Eggman himself, stupidly leaving the others still inside the cages.

Luckily for a very panicked Sonic, Sticks frees him and the others (she never said she was LOCKED in her cage)and Sonic bounces around n a gleeful frenzy. Meanhile, Knuckles finally reveals his “cunning ploy” to Eggman and proceeds to destroy his robot single-handedly. This includes a scene of him gliding which is something this version of Knuckles can’t do. Sonic and the others burst out of the robot as Eggman barely escapes again. Amy finally gives an apology to Knuckles (she does apologize earlier, but it doesn’t feel sincere) only to realize she’s lost in hammer in another cliffhanger ending.

Look guys, it was funny at first, but now it's just overkill.

Look guys, it was funny at first, but now it’s just overkill.

Nobody likes a grammar Nazi, Amy.

Nobody likes a grammar Nazi, Amy.

OVERALL REVIEW

As far as quality goes, I believe Sonic Boom will pick up greatly over time. The humor is definitely there (especially in the second issue) and it reminds me a bit of the old Mike Ghallager days of the original Sonic comic. Evan Stanley’s art was very expressive and fun to look at. However, as I said in the beginning of this review, it’s apparent that Ian Flynn was not given enough material from either the show or the game to get a firm grasp of the characters. His version of Boom Sonic is exactly the same as it is in the regular Sega Sonic comics rather than the straight man he is in the cartoon. Knuckles is INSULTINGLY dumb in this, even compared to the cartoon version who can’t read. He can barely bring a thought together. Not to mention the gliding. Something Boom Knuckles can’t do (looks like Ian pulled a Joe Edkin, who once had a panel of Amy flying in Sonic X). Tails and Sticks fared fairly well. Surprising with Sticks since she’s a brand new character who might be hard to nail down in terms of personality.

Then there’s Amy. I can’t exactly blame Ian for not getting this version of the character nailed down. In the cartoon, she’s level-headed and more of a peacemaker and denmother. In the games, she’s an independent adventurer, field leader and gymnast. Those are two drastically different versions of the same character. It seems Ian went with more of the game version with Amy being the field leader. However, in order to provide character conflict, they made her lack any patience and be insulting towards Knuckles who really didn’t do anything wrong outside of being dumb and confused. It makes her look mean-spirited and unlikable.

 

Evan Stanley's great at showing a wide range of emotions. Poor, sad Knuckles. Ya just wanna hug him.

Evan Stanley’s great at showing a wide range of emotions. Poor, sad Knuckles. Ya just wanna hug him.

Then there’s the logo jokes. It was definitely funny in the first issue, but than gets recycled in the second issue and it starts to become tiresome. If you want to have a humor comic book where the characters break the fourth wall, there’s other ways to do it than repeat the same joke over and over. Having Sonic mention Eggman almost smashing the credits was a nice touch, but I think a comic format is prime for some real fourth wall craziness. Have them climbing over panels! Have them burst through the cover only to have some of them hiding behind the back cover. Be crazy!

Okay, I’m starting to nit-pick here. Overall, Sonic Boom 1 and 2 had plenty of action and humor that really gave me some old-school vibes of the early days of the original Sonic comic. Evan Stanley’s art is also very expressive and humorous. I think once the writers get the hang of the characters, it will be a great book. Besides, I doubt they’ll be re-using the logo joke and making the characters act like jerks to each other again, right?

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Maybe I spoke too soon.

 

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TSS Second Opinion: Sonic Boom (Wii U/3DS)

This whole Sonic Boom business has been a bit of a rollercoaster ride, hasn’t it? Announced in February alongside the CG cartoon of the same name, the third and final entries in Sonic’s Nintendo exclusivity deal – Rise of Lyric for Wii U and Shattered Crystal for 3DS – were the source of much speculation and debate. Not only did it signal the start of a whole new branch of the franchise, one where the convoluted mistakes of the past could be wiped clean and start afresh, but the games were being handled by a whole new development studio. Sonic Team, for better or worse, were taking a back seat this time to Big Red Button and Sanzaru Games – both newcomers to the series – which meant we could expect a brand new take on the characters we all know and love… and boy oh boy, a brand new take is certainly what we got. Continue reading TSS Second Opinion: Sonic Boom (Wii U/3DS)

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TSS Review: Sonic Boom: Shattered Crystal

Giving exploration incentives in a platformer can be a tricky business. It can be a fun aspect or make your game an absolute chore. Sonic Colors does it very succesfully by having you look for red rings to unlock bonus levels. Unleashed does it poorly as it forces you to look around for sun and moon medals to progress to new stages. Many times making you return to some boring, 30-minute Werehog level desperatley looking for sun medals so you can get a new, fun daytime level with Sonic. Sanzaru Games’ Sonic Boom: Shattered Crystal works both ways. At best, it can be a thrilling, fun platformer where you’re going a a full speed flow. Juggling homing attacks, enerbeam swings, springs and speed boosts into a beautiful blend that feels like a mesh of classic Sonic and Sonic Rush. At worst, you’re contantly stopping your character without pausing to scroll the bottom map and look for blueprints and crystal shards you need to progress further in the game like your on GameFAQs. Ironically, it’s usually on the exact same level. Continue reading TSS Review: Sonic Boom: Shattered Crystal

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TSS Review: Sonic Boom Episode 1 & 2

Can you believe it’s been over 10 years since Sonic X left the airways? We’ve had a long time to debate the good and bad of Sonic X , love it or hate it, it’s been 10 years since the last Sonic cartoon, unless you include Night of the Werehog. Continue reading TSS Review: Sonic Boom Episode 1 & 2

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My Favourite Fleetway: Knuckles Village of the Damned Part 1

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*dresses up as a vampire and emerges from behind the sofa with a scary put on deep voice*

MU-HAHAHAHAHAHA! Hello my children! It’s the time of year where the nights get colder, darker and things become just that little bit spooky!  And what better way to enjoy the season by sharing a horror story?

Come my children, gather close to your uncle Hogfather and let me tell you a tale which contains a mystery, crazed villagers, a conspiracy, sacrifice and a certain red echidna treasure hunter. It’s august 1996 and despite the early time of year Fleetway has released the newest issue of their highly successful Sonic the Comic, and within its pages contains a tale so scary, it wouldn’t be out of place at any Halloween camp-fire!

So my children, in the run up to Halloween, join me as we look back at one of Fleetway’s finest and scariest stories, submitted for your approval…

knucklesvillage1Knuckles: Village Of The Damned Part 1:

We begin our tale with Knuckles, after completing his quest to get ancient artefacts in a bid to restore power to the floating islands systems, he finds himself alone in a dark forest with night drawing in.

Fortunately he spots a small village and heads over to seek shelter from the night.

It’s here we see our first little homage to classic horror, and an indication of how the writers and artists were fans of classic British and American horror movies and their mythology.

First, you might notice the name of the pub is ‘The Green Man’ we see something which could be seen as a subtle reference to multiple British horror titles. Could it be reference to a classic British horror tale of the same name, which was also adapted into a TV Movie on the BBC back in the year 1990. A horror tale fresh on our artists mind is present here in this story

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Or more likely… The British Horror movie ‘The Wicker-Man.’ After Sargent Howie arrives on the island, he spends his time alone in the towns in… called ‘The Green Man.’ Later, we shall see why this is the most likely reference and homage… but not just yet my children.

But this would be one of many non-intrusive homages that would enforce the idea that all is not as it seems in this story. As Knuckles steps inside the pub, we see the next example of fine homages to classic horror.knucklesvillage3

You don’t see it my children? Well, take a good look at the pub that Knuckles enters; now take a good look at “The Slaughtered Lamb” from the movie ‘An American Werewolf in London.’

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Here we now see how clever the artists and writers were on this particular issue. The differences are many, but the similarities are there, the pub is full of subtle homages to the slaughtered lamb, the star on the wall which gets them kicked out.

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It’s right there, the fact that in every panel in this strip, someone is always watching Knuckles, he is an outsider, almost, foreign to this place.

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After an uneasy welcome, Knuckles is given a room for the night, unknown to him, the villagers were expecting him and begin to conspire against him.

Sometime later, when Knuckles is asleep, he is awaked by a terrible scream! He rushes to the window to see a horrific sight before him, the once friendly villagers are now wearing strange costumes, branding torches and have tied a young girl to a large stone who begs for someone to save her.

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This final panel once again shows how the artists and writers were careful and masterful in their craft, once again we see references to classic British Horror movies, the Green Man pub sign makes another appearance, but also, the full moon in the sky so much like an American Wereworlf in London, and the villagers themselves. Their costumes are so much like those found in the climax to the island of the original version of The WickerMan.

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And you want another subtle reference? The girl on being taken away is a sheep… you might say a ‘Slaughtered Lamb…’ I point you my children towards An American Werewolf In London… the pub which it all starts in is named ‘The Slaughtered Lamb.’

This comic is a fine example of how you reference and pay homage to another media the references never distract from the action, whilst the build up to the story isn’t original, it’s enough to keep you interested, and given his character at the time, Knuckles a physical character against a whole village of insane people alone at night is fitting for his character and abilities. He can’t simply run or fly out of there, he must fight his way through them.

The artwork is also very fitting to this comic and is extremely well done. If you were to take out all the dialogue, the artwork itself would tell a clear story which matches that of the writers intention. A clear harmony existed between the artist and writer in this particular strip.

The cliff hanger may not be to everyone’s tastes, but I for one enjoy it, whilst the reader catches on that something is not right in this village long before Knuckles, he is not kept in the dark for too long or to a point that he becomes naive, his realisation is a natural and realistic one that the villagers have a terrible secret and are not what they first appear to be.

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But that’s all for now my children, join me next week as we take a look at part 2 of this homage to classic horror featuring old red.

Goodnight Sonic fans… whatever you are…. MU-HAHAHAHAHAHAHAHAHA! *Vanishes into the darkness*

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TSS Review: Jazwares Metal Sonic Plush

If you used to watch a show called ‘The X-Files’ you know that poster Mulder has in his office? The one with the UFO and the words “I want to believe” below it? That’s how I’ve felt regarding Jazwares toys lately. Especially their Metal Sonic plush. Would you believe that this was first shown in a complete form way back in January 2012? Since then it’s been used on the Jazwares website, made a random appearance a year later at another toyfair event and been cancelled. With no new toys at this years fair and more cancellations of products… it didn’t look good.. Continue reading TSS Review: Jazwares Metal Sonic Plush

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TSS REVIEW: Sonic the Hedgehog 2 (iOS)

I’m sure I am not alone when I say I’ve lost track of how many times I’ve purchased Sonic the Hedgehog 2 in various incarnations, be it through a port to a 7th gen console or a compilation release over the last decade. Yet, SEGA keep coming back to these classic titles in order to capitalise on those still reminiscing of a golden age, and indeed I keep coming back to these epitomes of gaming on the Megadrive. I might have been apprehensive in purchasing this game once more, had it not been for the involvement of the now legendary Taxman and Stealth in this port, and going off their incredible rebuilds of Sonic 1 and Sonic CD for iOS and Android I couldn’t resist. Continue reading TSS REVIEW: Sonic the Hedgehog 2 (iOS)

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TSS Review: Mario & Sonic at the Sochi 2014 Olympic Winter Games (Wii U)

The Mario & Sonic series is one that I personally have a lot of history with. I remember almost exploding with excitement when the first title was announced – my two favourite videogame characters, together at last! Sure, it wasn’t the ideal crossover scenario everyone wanted and the game itself wasn’t anything that special, but I lapped it up for sheer novelty value alone, alternating between the Team Mario and Team Sonic t-shirts that came as pre-order bonuses while I shook my Wii Remote around in glee. Continue reading TSS Review: Mario & Sonic at the Sochi 2014 Olympic Winter Games (Wii U)

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TSS Review: Sonic Lost World (3DS)

From the moment of its official unveiling, Sonic Lost World was poised to drift away from certain standards of games past, making this new title one of the most anticipated games of the year. Gone was the Boost, making way for a fusion of Genesis-era gameplay and parkour-inspired controls! Although, while eyes were certainly glued to any and all information of the Wii U release, many questions arose concerning the Nintendo 3DS version that would surely follow, especially with it being the first ever 3D handheld Sonic game. With Dimps once again behind the wheel, has the Osaka-based developer crafted a solid Sonic handheld experience with its first venture into 3D territory, or has this game only met with 3 dimpmensions of sorry expectations? Does Sonic Lost World 3DS stand on its own apart from Sonic Lost World Wii U, or does it fall short of grabbing that ledge and fall straight down? Let’s dive right into the mellow and find out!

Continue reading TSS Review: Sonic Lost World (3DS)

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TSS Review: Sonic Lost World (Wii U)

Without a doubt, Sonic the Hedgehog has been making something of a comeback in recent years. After falling to his lowest point in the mid-2000s, SEGA’s blue mascot has slowly but surely been climbing his way back onto the pedestal he proudly stood upon in his early days. Sonic Colours propelled him into relevance once more, while the time-travelling anniversary adventure of Sonic Generations cemented his newfound return to form. The question is – with a brand new gameplay style to show off, does the Nintendo-exclusive Sonic Lost World see the hedgehog grab the edge of success with a well-executed parkour move? Or does it buck the trend and see him stumble, falling back down towards the depths of mediocrity from whence he came? Continue reading TSS Review: Sonic Lost World (Wii U)

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TSS Review: Funko’s Sonic the Hedgehog ‘Pop!’ Vinyl Figures

For 15 years, Funko have been making products based on characters from pop culture. Their range is expansive with hundreds of franchises and over a thousand different products. They’re also no stranger to the Sonic brand. A few years ago they made several Sonic toys based on their Wacky Wobblers line, so it’s not like this is the first time they’d had a go with the Sonic license.  However, it is the first time that they’ve used the Sonic license for their ‘Pop! Vinyl’ line. Now the Funko Pop range has a certain ‘style’ to it, so how do Sonic, Tails and Knuckles look after their Funko Pop transformation? Well… Continue reading TSS Review: Funko’s Sonic the Hedgehog ‘Pop!’ Vinyl Figures

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10th Anniversary Sonic Crystal Video Review

The Sonic Show begins a new series of indepth video reviews of some of the more interesting pieces in the world of Sonic merchandise. Continue reading 10th Anniversary Sonic Crystal Video Review

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TSS Review: Sonic Dash (iOS)

Following close in the wake of Sonic Jump, Sonic Dash seems like an obvious choice in format for a portable Sonic game; an endless runner for a hedgehog who is reknowned for running. On this basis, Sonic Dash can be forgiven for being a near carbon-copy of the popular Temple Run… in fact it is slightly surprising SEGA hadn’t thought of this idea earlier! Continue reading TSS Review: Sonic Dash (iOS)

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TSS Review: Sonic & All-Stars Racing Transformed (Wii U)

Game-breaking bugs, choppy framerates, and controversial reviews – these are just three of the things that have plagued the Wii U version of Sonic & All-Stars Racing Transformed prior to its release. Indeed, it’s not unfair to say that people have been somewhat skeptical about the blue hedgehog’s first leap onto Nintendo’s new console, especially when compared to the 360 and PS3 counterparts of the same game. But now that Sonic has launched alongside the Wii U, are this version’s exclusive features enough to help it speed ahead of the pack? Or has it turned out to be the runt of the litter? Continue reading TSS Review: Sonic & All-Stars Racing Transformed (Wii U)

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TSS Review: Sonic & All Stars Racing Transformed

You know… Every time I hear the words “kart racer” I always have a negative thought. Am I wrong to do that? Let’s think about it for a moment. How many times have we seen a random character or series suddenly decide that they can make a video game? The result is usually a random party game or… “kart racer”. Crazy Frog, DreamWorks Super Starz Kartz, Wacky Races, Beanotown Racing and even Disney have made either a very poor or incredibly average “kart racer”. Yes, there are some very good kart racing games out there, but considering how the bad vastly outnumbers the good, I can’t be alone with instantly coming to a negative disposition when I hear “there is a new karting game starring *insert character/series here*”. Continue reading TSS Review: Sonic & All Stars Racing Transformed

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TSS Review: Pix’N Love’s The History of Sonic The Hedgehog

It seems funny to think why this has taken so long to make, Sonic is over 20 years old, yet I could name franchises not even half that age which have more printed publications like this. Why it took Sonic 20 years to catch on is anyone’s guess. But, we finally have it! An official history of Sonic the Hedgehog, published by Pix’n Love, fully authorized by Sega.

Continue reading TSS Review: Pix’N Love’s The History of Sonic The Hedgehog

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TSS REVIEW: Sonic the Hedgehog 4: Episode II

Sonic 4: Episode 2 has got a tough, uphill road to climb. While critics loved the first Sonic HD game in 2-D, many fans were outraged by its poor physics, unoriginal levels with cheesy gimmicks and uninspired boss fights. Add to that, the far superior gameplay of Sonic Generations and many gamers may already be dismissing this next chapter while critics who praised the first game are already looking at this second chapter with a more discerning eye. Continue reading TSS REVIEW: Sonic the Hedgehog 4: Episode II

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TSS Review: Sonic Generations (3DS)

Now, before I go into this review it should be noted that I’ve been a big fan of Dimps works up until late. Sonic Rush was one of my favorite Sonic games and I loved the first two Advance games. But lately, they seem to have been faltering. Sonic Colors on the DS was basically another Rush, but not quite as good as the previous two and incredibly sub-par compared to the Wii version. Sonic 4 I felt had good level design and was decent enough for a downloadable title, but the odd physics turned many people off. Now, they have their hands on their first foray onto the 3DS. Continue reading TSS Review: Sonic Generations (3DS)

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TSS Review: Sonic Generations

The following review had the potential to be the most pointless thing I’ve ever written. Normally, a review is to help you decide whether or not to buy the game, but let’s be real here; if you’re at The Sonic Stadium, you’ve bought the game. You more than likely love the game. That being the case, I’m going to be more thorough than your typical TSS review, like how I review on Sonic Retro.

Continue reading TSS Review: Sonic Generations

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TSS Exclusive Interviews: Yuji Naka & Takashi Iizuka

Meeting your heroes is a surreal thing indeed. It’s even more surreal if it’s at an event celebrating their main character’s 20th anniversary. And to think a few weeks ago I didn’t know any of this would happen at all… Continue reading TSS Exclusive Interviews: Yuji Naka & Takashi Iizuka

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TSS Review: Sonic Colours

It’s no secret that Sonic has been… lost over these last few years. It seems like ever since he left the Dreamcast, Sonic’s been going on a journey of self discovery to “find himself.” He’s tried team-work gameplay, sword play and has even let Shadow take the reins for a game. These various directions have had a variety of different results, but none of them have felt like a true successor to Sonic Adventure 2. Continue reading TSS Review: Sonic Colours

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The Top 10 Sonic Games Of The 2000’s

2009’s almost out. That means we’ve enjoyed a whole decade of Sonic the Hedgehog goodness in the last ten years, from 2000’s Sonic Shuffle (for Americans, we didn’t get it until the year after, damn SEGA) to 2009’s Mario and Sonic at the Olympic Winter Games. So, rather than just round up the games of the year, The Sonic Stadium crew have taken to list their Top 10 Sonic games of the decade!

This is how we’ve done it. A bunch of TSS Staffers wrote over their unique Top 10 (which will be listed at the end of this article). Along with it, a short paragraph as to why they ranked each game the way they did. When bunching all of these lists together, we formed an average by giving points to each game’s placement on each staffer’s countdown (so a #1 position would get 10 points, and a game in 10th place would get 1 point). Add all the points up, and we have our own, not-so-scientific average. What game will get TSS’ #1 Sonic Game of the Decade? Read on, dear reader… Continue reading The Top 10 Sonic Games Of The 2000’s

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TSS REVIEW: SEGA Mega Drive Ultimate Collection

It’s always hard to judge games like SEGA Mega Drive Ultimate Collection in a review, because the only thing you can really gauge is the offering itself and whether the presentation offers value for money. With the Wii’s Virtual Console providing a lot of classic entertainment at varying prices each, and the Xbox Live Arcade doing the same for certain cult favourites, it seems fitting that SEGA would jump in and provide an outlet for gamers to experience all of their past titles as well. Of course, a Mega Drive Collection is nothing new; the publisher has been supporting the console on Nintendo’s hardware for the longest time, and as recent as 2006 we all saw a Mega Drive Collection released for the PlayStation 2 and PSP. Continue reading TSS REVIEW: SEGA Mega Drive Ultimate Collection

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TSS REVIEW: Sonic and the Black Knight

One of the first things you can do in Sonic and the Black Knight is view a slide show gallery of artwork, created by blue blur fans around the world. Almost all of them recount classic moments in the franchise’s history within Sonic CD, Sonic and Knuckles and Sonic Adventure 2 among others. It’s a bittersweet irony really, given that the new-age Sonic Team – a studio that’s opening their hearts and willing to do good like an eager puppy – are willing to embrace fan input where it’s positive, yet block out complaints about rushed developments, poor gameplay mechanics and passionless level design and counter with more of the same. Continue reading TSS REVIEW: Sonic and the Black Knight

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TSS REVIEW: Sonic the Hedgehog 2 Mobile (Dash/Crash)

Everywhere you look, classic Sonic games are on things that go beep.  With the success of Sonic 1 Mobile, with its sales exceeding 8 million units, SEGA thought it would be a swell idea to port Sonic the Hedgehog 2 to mobile phones as well.  Since Sonic 2 is so damn big, it was released in two parts, Dash and Crash.  My mobile provider recently put up Crash, so I gave it a spin in order to make my intended Dash/Crash, 2-in-1 review.  The verdict?  It’s Sonic 2 and good.  Big surprise.  I’ll keep it brief, kids. Continue reading TSS REVIEW: Sonic the Hedgehog 2 Mobile (Dash/Crash)

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Sonic + Bad Influence = Awesome

Are you from the UK? Do you remember an old gaming TV show on CITV called Bad Influence? No? Then you were either too young to remember or living under a huge rock. Bad Influence was the coolest TV show of the 90’s, you just couldn’t wait to get home from school and watch it. No-one had the internet to keep up with the latest videogame news, previews, reviews and gameplay video’s – sure, we had our magazines but to see games in action we needed our TV shows.

The show was presented by Andy Crane and Violet Berlin and contained news, previews, reviews(from actual gamers), reports on the latest technology, U.S. coverage, reports from the latest gaming events, cheats from Nam Rood and competitions. It was awesome!

Anyway, what has all this got to do with Sonic you ask? Well, the show covered the early console days back when Sega and Nintendo were rivals. Sonic features a number of times on the show and thanks to amazing James Osborne who has managed to get permission from Patrick Titley at Yorkshire Television(who own the show) the public now have access to a new website and a YouTube channel for the show and it’s episodes.

Sonic 2 proved to be very popular on the show, in Episode 4 their panel gave the game 2 5/5’s in their review. In the same episode Violet show’s a copy of the first Sonic character design sketches handed to her by creator Mr.Kanari. It’s the same sketches we’ve seen around the net for ages now but still cool to see an official copy.

Andy Crane got to visit the Future Entertainment Show where SEGA were in attendance allowing the public to get their hands on both the 16 Bit and 8 Bit versions of Sonic 2 for the first time ever in Episode 3 – Part 1(8:40, Future show begins) Part 2(0:04 Sonic 2 segment begins). You can also see a couple of the first official SEGA Sonic and Tails costumes, Tails suit has bushy eye brows for some reason.

In Episode 8 Violet visit’s SEGA Japan HQ to look at SEGA’s arcade machines and meet’s the head of the Sonic 2 project team who’s name couldn’t be revealed due to security reasons(anyone who recognises him, let me know by PM over at the SSMB). Violet is shown alot of Sonic 2’s design sketches for the Zone’s, 2 of which are shown up close in the episode. A cool Sonic statue/model can also be seen on the desk(Do want very muchly). The SEGA visit starts at 6:14 and the Sonic 2 bit starts at 6:42 just after the funny sleepy SEGA employee at 6:40.

Sonic Spinball got reviewed in Series 2: Episode 9 and given 2 5/5’s.

Sonic & Knuckles got reviewed too and given 2 4/5’s.

So, have any of you seen/remenber this show? Do any of you guys new to the show like it? What are your thoughts on Sonic 2 zone design sketches?
Let us know in the SSMB topic.

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