TSS REVIEW: Sonic Adventure Music Experience 2016, Tokyo

A large proportion of the fan base to this day cite the Sonic Adventure series as being the pinnacle of the Sonic the Hedgehog gaming experience; on the most part, the games were their first jaunt into the Sonic Universe, and have defined what they come to expect from titles to this day. Being one of the more senior fans, Sonic Adventure was an exciting revival of my favourite video game franchise, after several years of stagnation and the glory days of the Megadrive now a distant echo. Continue reading TSS REVIEW: Sonic Adventure Music Experience 2016, Tokyo

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Five Worst Gender Counterparts that the Archie Sonic Comics Created

I’m sure you’ve seen gender counterparts before. After Mickey Mouse became a household icon, they made Minnie Mouse as a love interest. When DC decided that Superman needed a counterpart to peer his ability, they eventually settled on Supergirl. When Mattel wanted to claw more of the market share through their Polly Pocket toys, out came Mighty Max. On paper, creating a gender counterpart for an established character isn’t in itself a bad thing; sure, your basic premise is “let’s take this person, but flip their gender”, but it’s a foundation so simple that it can be span into many creative, interesting and fun directions to suit whatever purpose the story and series needs it to. Continue reading Five Worst Gender Counterparts that the Archie Sonic Comics Created

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TSS REVIEW: First4Figures Tornado Exclusive Edition Diorama

Now… the last time I wrote about a First4Figures statue in detail was back in 2013, and it wasn’t exactly a happy experience, my statue along with several others had a number of problems, mysterious black marks, badly manufactured joints to name but a few. This, combined with problems with a number of previous statues finally broke the camels back. So I cancelled all my outstanding orders for statues with them, since then I have not bought another F4F product, that rule was in place for me until I saw evidence that they were taking their quality control seriously.

And oh boy, how they have gone above my expectations. Continue reading TSS REVIEW: First4Figures Tornado Exclusive Edition Diorama

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The Spin: The Power of Panels

So I watched the 25th anniversary panel at SXSW the other day and… I’m a bit conflicted, see I knew there wouldn’t be any games announced at it, it’s been said constantly, unless you were living under a rock or found out about the event a few moments before it was due to start, it was hard not to know, aside from it being officially confirmed that there would be no game announcements, so many other Sega/Sonic sites and commentators were saying it. Continue reading The Spin: The Power of Panels

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Sonic Talk 36: Super Talk Bros

An episode 24 years in the making! But not really. Join Alex, GX and Jason as they talk about Yo-Kai Watch and Street Fighter 5 in “Stuff talk”. We also talk about the long lost SegaSonicBros arcade prototype, the Sonic movie coming in 2018 and why are Sonic comics facing such huge delays. All this, a comedy segment with GX and Reef from Spindash and more! Continue reading Sonic Talk 36: Super Talk Bros

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11 Sonics Drawn Badly, by SSMB

The Sonic fanbase can be a creative lot. There’s a wealth of content to be discovered from talented fans who create wonderful things. You’ll find pieces of stunning fan art, creative original animated series and ambitious fangames which rival the quality of even some of Sonic Team’s best. Games like Sonic: After The Sequel come to mind, with a wealth of unique well designed zones, an incredible original soundtrack and tons of creative new gimmicks. It’s hard to think of many other fanbases which match the unrivalled passion of Sonic’s. Continue reading 11 Sonics Drawn Badly, by SSMB

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The Top 15 TSS Articles of 2015

So throughout the year our site monitors and keeps tracks of various statistics because numbers are fun. So with that in mind, let’s take a look at what were the top 15 news/articles of 2015 on TSS according to total views, I have discounted individual images or hub pages like the Home page.

Please keep in mind that due to the data loss earlier this year, some of the articles featured are no longer on the site meaning their positions might have been slightly altered had they remained online. Continue reading The Top 15 TSS Articles of 2015

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The Spin: 2015 In Review “Nothing Happened”

2014 as you may recall was ‘The Year of Sonic’ and lets be honest, it was pretty awful, in fact it was one of the worst years for decades which finished with one of the worst games for decades. So 2015 couldn’t be any worse right? 2015 had to be better right?

Well… in around 3 days time it will be 2016, so how have the last 360ish days been if you are a Sonic fan? Well… Urm… Continue reading The Spin: 2015 In Review “Nothing Happened”

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Sonic Talk Episode 35: Jolly Holly Hedgehog

Merry Christmas from Sonic Talk!

While I have dreams of lightsabers dancing in my head (this was recorded on Dec 17 so I was pretty anxious to go see Star Wars), Alex and GX talk all things Xenoblade while I zone out. Then, We discuss the latest game from Yuji Naka “Rodea the Sky Soldier”. Other topics include Sonic Boom DVD coming to the UK, updates for Sonic Dash 2 and Sonic Runners, my opinion of Sonic Lost World on PC and much more! Merry Christmas and a Happy Life Day!

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Because Why Not: Creators, Copyrights and Chaotix

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

Unamused
…It was really that bad?

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

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

Two’s Company, Three’s Outsourced

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

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

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

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

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

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

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

Chaotix Conundrum

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

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sources;

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

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

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

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

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

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

Japanese Chaotix manual image; Sonic Retro

Later Sonic Band Design Discovery; Black Squirrel, Sonic Retro

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

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

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

Review copy provided by Sega

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

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

Sonic 2 Screenshot 1

Home Menu of the game

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

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

Sonic 2 Screenshot 2

Regular gameplay of Emerald Hill Zone in Original Mode

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

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

Sonic 2 Screenshot 3

Special Stages

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

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

Sonic 2 Screenshot 4

Super Sonic Mode

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

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

Sonic 2 Screenshot 5

Ring Keeper Mode, along with the Pause Menu

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

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

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

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

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

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

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

Mike Pollock and Eggman

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

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

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

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

Mike Pollock non-Eggman Sonic characters

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

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

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

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

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The Spin: Thank God for The Polls!

spin

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

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

Continue reading The Spin: Thank God for The Polls!

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TSS Review: Sonic Dash 2 Sonic Boom

Sonic Dash 2

If there’s one thing Sonic Dash 2 has, it’s an uphill battle to prove itself as a high quality mobile game. Not only does it have to live up to the original Sonic Dash, a highly successful Sonic mobile game with over 140 million downloads and a large cast of SegaSonic characters, but it has to rise above the stench left by Sonic Boom: Rise of Lyric. Has Hardlight Studios made a true successor to the original, or has the Boom curse hit once again?

Hardlight does a lot to make Sonic Dash 2 differentiate from it’s predecessor while using the same basic controls. You still swipe left and right to change lanes, swipe up to jump, swipe down to spindash and double tap to do a dash once you dash meter is full. You also have random missions to complete just as the first, but that’s about it. If there’s one thing Sonic Dash 2 does well, it’s packs a lot of originality into a genre that’s been done to death.

Sonic Dash 2.1
Not all at once though. This fake screenshot is misleading.

The first thing you’ll notice is that after you get an extra character (Amy or Knuckles very early on), you can switch to that character after going into a cave and banking some rings. This way, you can play up to three characters in one run. Each character also has their own attributes. Sonic is a ring magnet when Dashing, Knuckles can ground-pound enemies to help build up combos, Amy can turn enemies into rings while dashing, Sticks keeps enemy combos from breaking if you get hit and Tails gets you an extra revive. These can be important depending on what events or missions you’ll be taking on.

Speaking of Events and Missions, there’s a lot here to keep you coming back. Missions are constant little goals you can do in the regular part of the game for rewards. Mostly easy goals like “jump 25 times times in one run” or “smash 20 robots”. You can play in mission mode pretty much all day with no limits on lives so you can work on your high score. Pretty generous compared to what you get from other “free to Play” games. Event mode is limited as you need tickets to play, but it tends to pay out bigger rewards. When in this mode, you can to spend an event ticket to take on a challenge. You are usually limited to 4 tickets, but more are earned through time. These events can take awhile to accomplish, but there’s usually mini-goals along the way. For instance, you might have to bank 2500 rings. This is a big task, but you get rewarded with prizes for hitting 10% of the goal, 25%, 40% and so on. There’s also the daily event of Score Chaser. This is where your global score really matters. The better your score or the closer you are to reaching your event goal, the higher your prize is.

Need help with event goals or high scores? Call in the sprites. Everyday, you will get at least one sprite you can use either by checking in daily or getting them as prizes for finishing events. Sprites are basically the same as the Chao you get in games like Sonic Runners or Sonic Jump (Since Sonic Boom is a spin-off, I guess they decided to go with different creatures.) Sprites can be either a one time use, or permanent ones you can upgrade and evolve. One time use sprites can do things such as give you an extra revive or double your score bonus while permanent sprites will give you smaller boosts you can upgrade such as building the dash bar faster or enerbeams appearing twice as often. Once you’ve upgraded a sprite, you can evolve it further by combining three sprites together into one. Although initially, you can only use one sprite at a time, you can add up to two more by spending red rings. Sprites are great for offering a bonus towards goals and can be a great way to add strategy to your gameplay.

EnerbeamBut enough of the minute details, how does the game play? Well it plays a lot like Sonic Dash. Duh!

Okay, okay, there’s a bit more to it than that of course. While you do the usual bit of dodging left to right, jumping over obstacles and spindashing enemies, you also have a new game play moment where you can swing on your enerbeams and collect rings and dash orbs high in the air. This part offers a different set of controls as you tilt your device left and right to collect the bits. It’s a short diversion but a very welcome change of pace even if brief.

The one thing I’ll say is that it seems like it gets more difficult quicker than the previous Sonic Dash. About three levels in you’ll be having to quickly dodge trees and watch out for charging Motobugs. (I think this is the first time in the Sonic franchise where Motobugs have been a real threat.) But don’t feel discouraged. Leveling up your characters and sprites will help balance out the difficulty and help you towards a nice, high score.

You say “That’s all very well and good Jason, but what about the economy in the game”? Don’t worry Sonic Runners players, you won’t be abused here. First, let’s discuss red rings. At first, they are given out pretty generously since the game wants you to buy your first character right away. You have your choice between Amy or Knuckles at 30 rings each while Sticks is 50 rings and Tails with his extra revive ability, is an expensive 70 rings. After a short while, red rings will be harder and harder to come by, but not so much that you feel cheated. Usually, you can find at least one red ring on the field every time you play the game (just keep a lookout or you can accidentally pass it up). You’ll also get red rings on occasion for doing missions, events and just playing each day. In fact, if you play it frequent enough, you should have the entire cast within a month of playing. But red rings are for more than just characters. You can spend 15 rings to add an extra slot for a sprite or to top out your upgraded character. You can also spend red rings on revives if you’ve run out of ads to watch. As of right now, it’s a pretty fair economy. You can spend $5 for 28 rings or $20 for 130 rings. That’s enough rings to get you the other 3 characters available right away! That’s a better offer than a half dozen or more chances on a roulette wheel and possibly ending up with nothing. Plus, it never feels like you HAVE to buy these rings. As I’ve said before, the amount you earn is gradual, but fair.

TailsDashThe one thing where Hardlight is really pushing you to buy is the “Boom Boost”. For $1.99, you can add an extra revive, more chances at sprites and up to 6 tickets for events. A very good deal if it was permanent, but sadly it only lasts a week and then you’d have to pay again. It gets annoying as they advertise this to your face quite a bit. However, I always believe you should support a FTP game if you enjoy it, so I’d recommend trying it at least once. There are definitely worse deals out there.

While I’m finding the game pretty enjoyable and the events addicting, there are some negative points I’d like to address. Please note that much like the original Sonic Dash, any nitpicks I have now could possibly be fixed in the near future as these games tend to evolve and improve greatly over time (unless that game is called “Sonic Runners”).

First off is the graphics. While it can be highly detailed (especially in the backgrounds), the cost is a lower frame rate. Sonic Dash 2 plays at 30 FPS while the original plays at a solid 60 FPS. Also, the amount of detail can vary depending on what device you are using. so if you have a more low end device, you could get less palm trees and more N64 fog. Also, the background music is just the same high speed chorus over and over again. Only changing characters in the caves gives you some relief from that overdone tune. Add an extra tune for the different environment and I think it would work out better. Speaking of environments, I really feel this game could at least use one more. You’re going from jungle to village and back again over and over. I know you kinda did the same thing in the Seaside Hill level of Sonic Dash, but the more open environment made it feel more natural. I know the Sonic Boom cartoon is limited on environments, but adding something like the canyon area would help give the game a little more variety to it. One other thing this game is lacking over the first one is boss battles. While that came later on in the first Dash as well, it feels weird not having it in this one, especially since Eggman taunts you at the very beginning of the game. A boss battle would definitely help change things up a bit.

But those are just nitpicks. The most valid complaint is just how glitchy this game can be sometimes. Several times, I’ve had to reset the game due to being stuck in the environment. Every single time, it was to do with the enerbeam mini-game. It doesn’t happen too often, but every time it’s due to that part. Considering that’s the exact part where the glitch happens, you’d think Q&A would have had that bug nabbed by now.

That said, Sonic Dash 2: Sonic Boom is a solid mobile title with plenty of goals to keep you busy and adds a lot more variety than the original Dash. However, the first one had a ton of characters to choose from while this one just has the main five. The good news is, there’s more characters on the way (Metal and Shadow most likely). Also, the game has a good economic system in place that doesn’t feel like it’s ripping you off. It’s hard to review mobile games like this (especially when they’re new) as they tend to change and improve (or get worse) over time. I hope people look past the bad taste Rise of Lyric left in their mouths and don’t just ignore the game on it’s brand alone because this is the best Sonic Boom title by far. Although I’ll admit, that’s not saying much.

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The Spin: “Words”

spin

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

httpv://www.youtube.com/watch?v=KUDjRZ30SNo

This is the first thing which came into mind when I read the interview which has inspired me to write this.

Given the reaction from the community, I think it’s worth talking about. At least I’d like to talk about it, mainly because I for one am in the odd position of… not entirely knowing what to think about it, well actually, that’s a small lie. I do but, each time I try to get either angry or ‘oh good on Sega’ I start to think more about it and basically come to the mindset of, ‘yeah yeah…’ Or something which Sega has been doing a lot lately which I’m calling ‘words‘.

Continue reading The Spin: “Words”

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TSS Timeline: The Year 2002

This is part of an ongoing series of features that looks back on the history of The Sonic Stadium, written by Dreadknux. You can find out more about how this website changed the Sonic community, what it looked like back in the day, and even special images and update notes from the archive.

ssnglayout-2002-06-thumb

Sonic Stadium News Group

TSS’ 2002 can largely be summed up by the launch (and subsequent un-launch) of the Sonic Stadium News Group. SSNG was a merger of the Sonic Stadium and another fansite, Sonic News. The idea was, that I would provide the information pages and web design and Sonic_Hedgehogs (Sonic News’ owner) would provide the rolling daily updates and news.

We went through a number of designs before we landed on the right one – the home page in particular would undergo a couple of format alterations, as you can see below. For SSNG, we wanted to give our merged site its own colourful-yet-atmospheric feel. The Sonic Stadium would end up hosting the project, with a lot of content from Sonic News moved across. The SSMB Forums also got design and name changes, which were not well received from long-time users.

The site was launched close to Sonic the Hedgehog’s 11th Anniversary, in June – and lasted approximately two weeks before the entire thing was shut down and thrown in the proverbial bin. One of the major reasons for this involved allegations of plagiarism from users of another Sonic fansite, Sonic HQ. It turned out that the source of some of the Sonic News material had been called into question. It didn’t help that many of the pages on SSNG used backgrounds that were already being used by, or were created by, Sonic HQ as well – a design snafu on my part.

On top of this, Sonic_Hedgehogs had been absent throughout the ordeal, and updates were not as frequent as originally planned. Having dealt with the fallout almost on my own, there was little that I could do to salvage the project other than kill it entirely. I took a short break due to the exhaustion, and later decided to revive The Sonic Stadium instead of letting the story end on such a low note. I changed the SSNG design slightly, making sure to remove all the offending content, before starting work on a proper reboot of the site.

The Sonic Stadium Reboot

Before the launch of SSNG, The Sonic Stadium saw another design change, with a rounded content area and navy-blue corners and a three-column design on the homepage. The second image above is what TSS looked like during the aftermath of SSNG, with various hijacked elements of the merged site design and a removal of various other things.

But, things started picking up after SSNG’s demise which led to a reboot and complete design refresh in October. Zifei, the founder of Sonic HQ, offered to host the reborn TSS on his personal server, telling me that he believed in my vision for this site to become the best resource for Sonic the Hedgehog online. That’s some high praise indeed. After officially quitting and retiring Sonic News, Sonic_Hedgehogs came back and offered to write for the new Sonic Stadium, and I found a renewed focus to make the best site I possibly could.

Below was the result.

tsslayout-2002-10-thumb

This was the point where I started to build a team to work on the site, to assist me in creating content – although I would still end up doing the editorial content, the Sonic Fan Club segment got some assistance in the form of Fastfeet (Fan Games reporter) and Biafra Republic (Fan Art maintainer). With Sonic_Hedgehogs on news, the presence of the team allowed me to broaden the site and cover other high profile Sonic Team games, as well as go full pelt on Sonic Advance 2 and Sonic Mega Collection coverage.

Ultimately, the redesign did the trick – TSS’ reputation went up massively upon the relaunch and with a steady stream of content, there was a huge surge in visits and popularity from November onwards.

usm-issue1-page1

Unofficial SEGA Magazine

This year saw the introduction of the Unofficial SEGA Magazine, which was a digital fanzine created by SonicVerse Team. It was originally exclusive to the fansite Sonic News, but since the launch of SSNG became a part of The Sonic Stadium. It was a valiant attempt at re-igniting the fire of SEGA fans, but due to the huge task of building each issue with limited resources the project only last for three (and a half) issues.

2002-battle-winner

Sonic Battle Stadium

The SSMB Forums saw the start of a brand new interactive game, called the Sonic Battle Stadium. I created a basic ruleset for a text-based battle adventure, where forum users could create characters and pick an ‘element’ (similar to Pokemon) as well as a set of moves that they could assign damage points to. Battles would be manually moderated, with referees taking hit points away based on the various conditions that affected play throughout the topic.

Ultimately, players would fight one another and obtain points, with the ultimate goal being the ability to challenge ‘Grandmaster Dreadknux’ at the end of the Season and become the true winner by defeating him. Awards were given out to the overall winner and runner-ups. The Sonic Battle Stadium ran for two years/seasons, with the second season introducing changes to the gameplay in order to make moderating easier – these changes weren’t well received and the lack of activity brought the game to an eventual and early close.

Other Notable Developments

  • We may have ended up discovering something new in Sonic 2 – some remnants of Wood Zone that can be found on any retail cartridge.
  • It was the year of fan creations for sure: TSS was the official home of coverage for the Sonic Amateur Games Expo (which led to our first ever contest), as well as the Sonic Comic Con in late 2002; the Sonic Hoaxers Club brought about many doctored images of classic Sonic games; we went big on fan game reviews and previews; and there were even fan animations in New Adventures of Sonic the Hedgehog and Fight 4 Freedom to talk about.
  • The SSMB Forums moved away from its old ezBoard home and onto a specialist forum software. It was initially moved to YaBB, before making a permanent home with Invision Power Board.
  • The Sonic Site Awards returned for a second year following the success of the 2001 online event. More awards were on offer and the reception was even greater.
  • The Sonic Stadium announced a ‘partnership’ with fellow fansite and creative portal SonicVerse Team this year. SVT’s upcoming online event Sonic Comic Con would be covered by TSS, and we would also have the exclusive on publishing new pages from flagship comic Sonic Shadows.

Old Template Images

All images and layouts are © copyright The Sonic Stadium. You are not allowed to use these on your own website. Permission must be given for any other personal use.

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HAPPY 15TH TSS! Legendary TSS Staff Share Their Fondest Memories

Yes, on this day fifteen years ago The Sonic Stadium opened its virtual doors to the World Wide Web (that’s what we called the Internet that back in 2000). And over the years, I and a trusty team of awesome Sonic fans have done our best to entertain, inform and excite with news, features, columns, podcasts and videos of anything involved with everyone’s favourite hedgehog.

We started life as a simple fansite, formed of a collection of HTML pages. After several failed attempts, we added a successful forum in the SSMB. We grew to build a streaming radio station (which later introduced Sonic-themed podcasts), an annual awards ceremony, a fangame development team, a massive video/music depository and a network that included a fan showcase, video podcasts and competitive Sonic gaming. We also kick-started a series of events in the Summer of Sonic that led to the establishment of a number of fellow fan-run conventions.

We’ve accomplished an awful lot, and yet none of it would be possible without the insane amount of contribution of TSS Network staff, past and present. So to celebrate The Sonic Stadium’s 15th Anniversary, I reached out to a number of our old and current staff and asked them to reminisce and talk about their favourite memories and moments of TSS history. Continue reading HAPPY 15TH TSS! Legendary TSS Staff Share Their Fondest Memories

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Sonic Talk 34: Sonic Boomiversary with Aaron Webber Interview

It’s been almost one year Since the Sonic Boom franchise officially launched with both the games and T.V. series and we celebrate by looking back on the first season. Join Jason, GX and guest Evil Dr. Reef as we discuss not only Sonic Boom, but the latest Sonic news and make Stick puns. Mostly by accident.

After that, Jason gets a one hour, one-on-one interview with the man who made Sonic the coolest thing on Twitter, Sega’s own Aaron Webber! He talks about Sonic Boom, the upcoming Sonic Lost World and much more including some exclusive Sonic Boom info This one’s a must-listen!

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Sonic Talk 33: Long Time, No See

[youtube]https://www.youtube.com/watch?v=1p6vUspDkAI&feature[/youtube]

Although we uploaded our last episode very recently, it’s actually been almost 6 months since our last podcast. But now that we’re back on our feet, you can expect more of Sonic Talk in the upcoming months.

In this episode, Jason and GX go on a lengthy discussion on “Toys to Life” games including Disney Infinity 3.0, Skylanders Superchargers and Lego Dimensions while Alex gives us his two cents on the Metal Gear Solid series. We then discuss the recent delay of Sonic Boom: Fire and Ice and why we feel it may have been delayed. We’ll also go into GE Entertainments new line of Sonic plushies, a certain hedgehog soon to show up the Sonic Boom cartoon and why the cancellation of the Sonic Boom comic and Super Special magazine could be good for the Sonic digests. All this and more on Sonic Talk!

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HoL’s Musings: Sonic needs another shot at an RPG

You all remember Sonic Chronicles right? No? Too bad, because it happened!

SCTDB

I was thinking about it just now and I’ve thought about this topic before about what Sega could’ve done differently for Sonic’s grand debut in the RPG genre, so now I think it’s a good time to talk about it and brainstorm some ideas!

Continue reading HoL’s Musings: Sonic needs another shot at an RPG

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The Spin: Maybe We Need A Better Way To Talk About Sonic Games?

spin

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

So the last time I did an instalment of the Spin, one user got so angry he wrote 4 whole lines of abuse on Tumblr, but panicked and deleted the post after it was pointed out that what he wrote and accused me of wasn’t exactly what I had said at all, and instead just wrote a whole 1 line about why he now doesn’t like the site… ok then. In fact one or two people got angry at the notion that I dared to suggest that people should not rush out and pre-order stuff when you know nothing about the product and how people shouldn’t be just saying “Whoa good on Sega for delaying a game!” and ask “Exactly why has it been delayed? Show us what’s wrong with it so we can see your improvements.”

So today, we’re all going to do a Big the Cat, we’re going to relax. We’re going to chill, we’re going to talk about language, and specifically, how we describe/talk about Sonic games.

I’d like to quote for you a number of things which I’ve read both recently and in the past over a number of different forums, odds are visit any site which has an active Sonic discussion and it won’t take you very long to read something like it, to save embarrassment I’m not going to directly link to these, but really do you need that? Odds are you’ve seen stuff like this from time to time, in fact just visit the Sega forums or GameFAQ’s forums, odds are you’ll find something very similar.

I want a new Sonic game which takes the adventure formula, polishes it, brings back crush 40 and adds exploration elements!

Here’s another.

I want a Sonic game which just focuses on Sonic, Tails and Knuckles! It’s gotta be linear with multiple paths and mustn’t have puzzles!

And another….

I want a game which takes the adventure formula and builds on it!

  And just for fun one more

I want a Sonic game which brings back the edge! Sonic must be edgy again! That’s why he was popular in the 90’s! When I first played Sonic it wasn’t like Mario! That’s why I like Sonic

Incidentally, that last guy was born in 2001…. Do the age math.

Anyway, am I the only one, who doesn’t really understand what all those people want? Would I be completely wrong in saying ‘I bet you don’t even understand what you want?’

Despite what many people think, when it comes to describing videogames, there is no universally agreed terminology or language structure. I’m sure you’ve all heard terms like polish, mechanics, flow, linear, open world, sandbox etc etc right? Well… around 20 years ago, two developers whose name escapes me right now, noticed that there was no language to describe game development so they tried to apply some terms and phrases to try and help communicate what it was that they did in order to aid development.

But these terms were never formally recognised and they never have been.

Think of it this way.

I can remember first playing Sonic 1, getting to Robotnik and saying out loud “Oh it’s the boss!” but before that, I don’t remember playing games which specifically used the word ‘boss’ to describe an end of level boss, I never collected magazines at this time which said ‘boss’ but I still called it that. Why?

dropthecriterseggman

Well, odds are it was because from other media, such as comics, cartoons and other TV shows, boss was a word used to describe the man in charge, or in the cases of comics and cartoons, a big foreboding person who was powerful and in charge. So it made sense to call it a boss, and to this day we call these fights ‘boss battles.’ But is that right? Are they really a strict definition of what a boss actually is? Think of a game like Dark Souls or Bloodborne where the boss fights are giant monsters, demons or other hunters like the player.

If we look at the definition of what a boss is, no it’s not right, but in gaming culture, it’s absolutely right!

In case you’ve not realised it yet. What we do when it comes to describing games and the culture is to take pre-existing words and try to apply them to the world of games. Polish, mechanics, flow etc, are all pre-existing words with pre-existing definitions, we’ve taken them because it best helps to describe the structure of a computer game, but because these words have all these pre-existing definitions, the interpretation of them can often be twisted or changed based on a persons own baggage or use of language.

Now over the last 20 or so years, both gamers and developers have used these words and built up some kind of understanding, for instance, when we say ‘this game has good flow and pace’ we all sorta understand that it means that the game seems to run or move along at a pace which doesn’t mean that the player becomes bored, but even then we can go deeper with that analysis, is it because the player is going through sections where nothing is happening? Or is there too much happening and it’s becoming dull? Or is the inaction not as engaging as it was previously?

But that said, there is still no defined universally agreed definitions for such terms. There’s a really close to home example here, in the last instalment of The Spin, I talked about the use of the word polish and how it was a term used to mainly describe aesthetics, well some people said “No I use it for bug fixing,” now from my experience and even from making my own games, I would never use the word polish to describe bug fixing, I would call it exactly that, bug fixing, or bug hunting, never polish, but some people do.

Nothing wrong with that, we’re just using the same word which has no defined or agreed term to describe problems with a game that need correcting.

Exploring

Sonic Colours Green Hill Zone

Now lets chat about Sonic, and everyone’s favourite subject, Sonic Boom: Fire & Ice. Something I have seen fans say about Fire & Ice and even the developers is the following line.

There is a lot less exploration than the last game.

What does that say to you? Think about it, exactly what do you mean about exploration when you hear that? Now try to contextualise it in a Sonic game, are you thinking about something like Unleashed and finding those sun and moon medals? Are you thinking Classic Sonic eras with hidden items in walls? Or going down seemingly dead end paths which offer the player a reward with items (think that Marble Zone wall with the extra life and rings)?

There’s quite a difference with both those.

I ask you to think about that because this is a quote from the original Sonic Boom Fire & Ice announcement.

The new title also delivers gameplay that enables players to run through the game at top speed, or take their time with deeper exploration and puzzle play.

Does this mean that exploration is optional? That it’s like Sonic 1 in which you are only penalised by lack of lives or point rewards? Or that it’s like more recent games in which you have to explore in order to either progress or get some kind of final unlock?

See the issue. The word exploration can be taken to mean a multitude of things when it comes to Sonic. If we think about the original Green Hill Zone, there is exploration to be had in that, we can take different paths which offer different experiences, but all roads eventually lead to the goal.

However, if we look at exploration in more recent games, it means going out of our way to find objects and other things to unlock stuff, some may argue that this should be called ‘collecting’ but since a lot of the time these collectables are hidden away or placed in these hidden areas, we can also apply the term exploration here too.

Sometimes, these exploration segments are required to progress, other times it’s to unlock key items or rewards, the exploration is not a natural curiosity, but a forced mechanic devised on the player.

Then we have games like Sonic 3 & Knuckles or Sonic 2 & Knuckles, games which reward player for exploring with unique character abilities, for instance, I can’t climb this wall with Sonic or Tails, but with Knuckles I can, there’s an extra life up here. Also, I can’t jump or glide over to that platform, but as Tails I can, there’s another reward here.

So in this instance, one word can mean a multitude of different possibilities, some reward for natural curious gameplay, a forced mechanic required for progression, or a device for rewarding unique play styles.

As a fandom, we don’t have an agreed definition as to what ‘exploring’ means, then when a game comes out which offers ‘exploring’ depending on the level and complexity of that, it can often backlash for the majority because it’s different/not what they wanted or expected.

The description also mentions puzzles, puzzles are another thing which we can’t seem to agree on. Everyone remembers that puzzle in Sonic 4 Episode 1, mainly because of how awful it was to do, nobody wants that back, and if you do… why? Same with Silver and his balls, but even some of the classics had some stuff which you could argue required you to think, remember those segments where you endlessly fell and had to jump off at the right spot? Not the most advanced thing, but it existed.

Then the Adventure games came and we had a lot of puzzle elements, ranging from a door password, to navigating a maze like area.

Now we have, swap out a character to use a special ability to push a switch then switch back to another character to run through the door.

What do we want or expect when we talk or hear about puzzles? There’s a lot here which can apply.

That Adventure Style Thing

Sonic-Generations-3DS-Emerald-Coast-Screenshot
How many times are we going to see this?

If you’ve been on any Sonic forum, odds are you’ve seen this said in some way.

The adventure formula.

I have what I think is a reasonable question… Do we actually all agree as to what it means? Please don’t go to a random Facebook campaign group and quote what the group admin thinks it means, what does it actually mean to everybody?

This phrase is often used to describe the Dreamcast Sonic games, but which ones? Let’s be honest here, on the surface, Sonic Adventure 1 and 2 are really different, you have to get to really deep levels of analysis before you notice that they’re similar. So what are we talking about?

Even if we take away the most basic aspects of how Sonic in Sonic Adventure works, we can easily argue that up until around Sonic Generations, this hasn’t really changed or gone anywhere, lets be real here, Sonic 06 attempted to be some kind of glorious mess of an SA remake, we’ve got Wales, we’ve got Egg Carriers, we’ve got all this other stuff from SA which people had been asking for a return to… just one problem, the game is a tragic mess.

So wait, that doesn’t count? …Urm… well, actually.

Some people will argue tooth and nail that Sonic 06 isn’t using the SA formula, even though when you look at something as basic as ‘how do I play this/how does it work’ it’s very similar in some areas, and the same in the others. But because it lacks a chao garden and is terrible, and it is terrible, if you think it isn’t you’re wrong, yes you are, it therefore according to many doesn’t count because it lacks these added features which both the original SA’s had. How many times do you have to say that before it sounds a little silly?

So what exactly does ‘Adventure formula’ mean if we’re happy to apply it to SA 1 and SA 2, but not fine with applying it to Sonic 06? I’ve seen some say ‘well it has no chao’ urm… what? That has nothing to do with the core gameplay, that is an extra mode which some don’t bother with which has nothing to do with what makes the SA games somewhere between good and great games.

Lets think back to one of the original quotes.

I want a game which takes the adventure formula and builds on it!

But they’ve done that, they’ve been doing that for the best part of 10 years. Even Sonic Heroes which started off life as SA 3 still has elements of what the basics of SA is, however when we move onto Sonic 06, whilst it’s a complete mess of a title, how is that not taking the adventure formula and trying to do something else with it?

Sonic Generations Planet Wisp Screenshots 25

Unleashed and Generations. Pretend your boost button is broken, same question, however here we have gameplay and level design which means that the gameplay requires the use of the boost button, so whilst we’re still building on the SA era gameplay and methodology, we have built upon it in some radical way.

Yet still people say ‘we should go back to the adventure formula’ or ‘we should build on it’ or ‘we should polish it’ but… we have been? Right? I mean, that camera for one thing is so much better these days than it used to be, we have levels which get bigger in scale which still try to push hardware. Or is what we’re really asking for is ‘we want a game ‘exactly’ like one of the first Adventure games?’

Dark & Edgy Kids

sonic the hedgehog gray silhouette xbox sonic ps3 game sega 1920x1200 wallpaper_www.animalhi.com_76

At some point, someone decided that Sonic should be dark, then at some point after that, someone decided Sonic should be edgy, and at some point, some people started using that to describe what games should be like.

What happened here?

I think again it goes back to Sonic Adventure and to another point Sonic Adventure 2, for years we had games which were basically the bad guy did something bad and then he started to… … … you know what… no, let’s talk about this in another instalment of The Spin.

In this section, I want to write here about how some fans often use the words’ dark and edgy’ to somehow describe games, yet whilst on the one hand some fans are saying SA 2 is a dark game, then a few months later out comes Silent Hill 2. But I think there’s a more interesting discussion to that, so let’s park that for now and go back to our big blue hedgehog chasing a giant Eggman as flowers bounce around him which totally isn’t a kids game.

As for the edge, we can laugh about the use of that word in another instalment. For now enjoy this related video.

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

I think I’m going to leave it there for now, not a huge in-depth look at language, but a starting point. What about the rest of you, ever seen someone describe a Sonic game or even Sega themselves describe how a game should be and then it’s nothing like how you interpret that?

Also feel free to vote on the next subject that I should talk about, again this doesn’t set the next one in stone, just gives me an idea where to go with these.

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HoL’s Musings: Was maybe an artificial extension of the Nintendo deal made?

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I’ve decided to rename my The Spin articles into HoL’s Musings, it’s a title I came up with on my own site, and I think this will help differentiate them from The Spin which I think is more Hogfather’s own thing and make it more my own, let me know what you think!

Continue reading HoL’s Musings: Was maybe an artificial extension of the Nintendo deal made?

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Sonic Talk 32: Sequential Sonic (Interview with Ian Flynn)

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

Welcome to the TSS premiere of Sonic Talk! We’ve moved our show from Segabits to here at the Sonic Stadium. Sadly this episode is very late but great and worth the wait! In this comic book heavy episode, we get a nice, long interview with Sonic comic book scribe Ian Flynn! We talk about the Sonic/Mega Man crossover,”World’s Unite”, the recent Sonic story arcs, writing comedy for Sonic Boom and a little behind the scenes on the reboot. Meanwhile, Alex gives his final two cents on a previous Sonic writer who shall remain nameless, but you can probably guess who. All this and more in the first Sonic Talk on Sonic Stadium!

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.

The Spin: Polish It On The Fanbase

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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.

Now… I’m not saying that I’m responsible for Sega suddenly announcing that Sonic Boom Fire & Ice is delayed… despite it coming almost exactly a week after I asked ‘What is going on with Sonic Boom Fire & Ice’. I’m not saying I’m responsible, but… … … aliens!

Now then, I should be talking about based on this poll the language we use to talk about Sonic games, specifically, in that how we talk about them right now probably isn’t doing ourselves and favours. But more on that later.

Continue reading The Spin: Polish It On The Fanbase

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.

The Spin: What is Going on With Sonic Boom: Fire & Ice?

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I think I have figured out the marketing strategy for Sonic Boom: Fire & Ice. Sega is the Wizard, Dorothy & Friends are the fans, I feel like Toto…

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

I get it Sega, you know Rise of Lyric wasn’t very good. You know fan reception of Boom has for the most part been poor, you know this, and we know this, but this is now getting silly.

What is going on with Sonic Boom: Fire & Ice?

Continue reading The Spin: What is Going on With Sonic Boom: Fire & Ice?

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.

Ten-ish Sonic the Hedgehog Facts (That Aren’t Even True)

We’ve brought the latest and greatest lie detectors in preparation for this…that being us.

00 - lies on the internet
“Just lie? You really think someone would do that? Just go on the internet and tell lies!?”

With over 24 years of history in the Sonic the Hedgehog franchise, there’s a lot of information to know and remember, often very curious and interesting. But sometimes, misinformation slips through the cracks. They can spread all over the internet, and eventually be accepted as fact. Today, I aim to expose ten of these facts as the falsities they are so you can be aware if you ever see them.

 

Mighty the Armadillo predates Sonic 1

01a - lulmighty
“Unlike Sonic I don’t chuckle, I’d rather flex my muscles.”

Let’s get this out of the way now; Mighty the Armadillo has only existed since SegaSonic Arcade, in 1993. So how did Mighty get associated with the very fabric of the franchise mascot process? This one actually has a grain of truth to it. During the development process of a character to be made to rival Mario, the rolling physics became a big focus point for consideration. Eventually, because of this, the ideas were whittled down to an armadillo and a hedgehog, both known for their ability to curl up into a ball. Over the years, however, this has been distorted a bit to where people claim that the armadillo was Mighty himself, and hence he was an integral part of Sonic’s history. Not so; here’s an excerpt from an interview in “SEGA Mega Drive/Genesis: The Collected Works” that Yuji Naka, Sonic 1’s prime programmer, said about the development process;

Because we knew that the game would move quickly, we initially chose a rabbit for the character, and then experimented with further ideas –an armadillo and a hedgehog. Ohshima-san’s hedgehog illustration was very stylish and best represented the speedy qualities we were looking for, so that is what we decided upon.

Riddle me this; if Mighty had existed at this point, wouldn’t he look pretty much alike to Sonic? What would there be to differentiate them in style and embodying speed? The armadillo had to be drastically different and not Mighty.

So if Mighty wasn’t that Armadillo, who was? Well, we may actually have that answer out there already! GameTap’s retrospective on Sonic at one point recreates some of the concept art that was submitted for the development process, and this guy happens to be amongst them;

01b - proto-arma-norm
Didn’t this guy go on to work in the Bubsy series?

Now, could Mighty have been based off the pre-Sonic 1 armadillo? If it’s this guy, sure. Ohshima has special thanks in the SegaSonic Arcade credits, and it’s rumoured that Ray the Flying Squirrel is based off Sonic 2 concepts (although I can’t verify that so don’t say it as fact!), so it wouldn’t be out of place, but he’s not from that time himself.

While we’re on the subject of Mighty…

 

The creator of Mighty and Ray took the rights to them with him when he left the company

02a - leaving mighty
Artist’s interpretation of the event.

This one is often piped up to explain why Mighty and Ray don’t make appear in the franchise any more. This rumour often assumes that said creator was Naoto Ohshima, mentioned above and creator of Sonic himself (who left SEGA after Sonic Adventure, 1998), and often ties in to the idea that Mighty predates Sonic 1. First off, we’ve already shown how Mighty wasn’t from before Sonic 1 so that part doesn’t apply. Secondly, let’s just check who Ohshima did make and show how the implication of him leaving causing Mighty and Ray to be unusable is nonsense. Two of his most famous creations are Sonic and Eggman, so if he took the rights to them it would have had a huge impact on the franchise. But assuming they had special protection for whatever reason, who else is left? Well, he also created Vector the Crocodile and even retooled him for Chaotix (based on credit research), and he’s still around. And who else is pinpointed as an Ohshima creation through the Chaotix credits? Espio the Chameleon, again still around. Essentially, Ohshima did half of the original four considered part of the Chaotix at the time, but Mighty isn’t one of them.

But if he didn’t create Mighty, who did? That’s an easy question to answer. Manabu Kusonoki is a former SEGA-AM3 member who is most credited with the creation of the Bonanza Brothers, but he has a handful of Sonic games to his name as well. His first credit is SegaSonic Arcade, where he’s credited with Design along with three others (and he’s credited first). What seals the deal on Mighty being his is that he also has a credit in Chaotix, with Original Character Concept (which is where the people who came up with the other playable story-involved characters are credited. We know the cameos aren’t credited because Yasushi Yamaguchi isn’t there despite Tails being in the game).  His last game for SEGA was, co-incidentally, also Sonic Adventure.

02b - manabu kusonoki
I bet you haven’t even seen Kusonoki before now.

The last part of the puzzle as to why it’s not fact is common sense. If Kusonoki took the rights with him, Mighty and Ray would not be useable by SEGA in any capacity. In the time since 1995, we’ve seen him plenty of times; he’s still a regular in the Archie comics for one, he had artwork featured in Sonic Gems Collection (and Chaotix would have been a playable game there but they had to cut it for emulation issues), he had a cameo in Generations, he still appears in fanart on Sonic Channel (which is staffed by SEGA of Japan personnel) and he was even included on a poll run by them in 2006. SEGA wouldn’t dare any of that if they knew their rights were elsewhere.

So, this has no verification at all and there’s more evidence against than for it. It seems more likely that the reason Mighty and Ray aren’t in the games any more is just because SEGA don’t want to use them.

 

Vector is named for his ability in Chaotix

03a - Vector the Crocodile - Knuckles' Chaotix
Knuckles Chaotix can’t even claim to have that credit.

This is one I’ve been guilty of a lot. Vector is actually a common word in a lot of different disciplines, and that’s the root of this misinformation. In Chaotix, Vector had a unique ability aside from his wall climbing, where he could basically do an air dash after jumping in eight different directions around a point. Anyone who’s done higher grade maths should know about scalars and vectors, so this ability ties in lovely with his name and seems very logical as the origin of it. Except…

03b - Bekuta
The rest were just swept under the carpet after this.

As has been uncovered by Sonic Retro, this is a page from an article released just before Sonic the Hedgehog came out in Japan. And right under the image, the caption has the characters for Vector’s Japanese name on keys. Either Ohshima must have been psychic when predicting the move at least four years before it came into existence, or the name simply originates from elsewhere. Honestly, I couldn’t tell you certain where his name comes in light of this, the jury’s still out on it. If someone could ask Ohshima one day then we may get our answer, but at the very least we know it doesn’t come from his move arsenal.

 

Nazo was his own separate character before being scrapped

04a - Nazo x
“It is I, the original Blonic the Hedgehog!”

This error is at least pretty well known now, but I hope to bring something new to the table. Back in the days when SEGA weren’t keen on keeping Sonic X dead and buried, it was the talk of the fandom. And when a beta screenshot was revealed with a strange unknown figure, you bet that they latched onto him like leeches. This figure, who came to be known as Nazo due to the original filename, gained even more notoriety when he was made the main focus of a web flash called Nazo Unleashed.

So what do we know about this guy? Not much. The file name which appeared on the Japanese SEGA site, Nazo, is the English interpretation of 謎, which is the Japanese character for mystery. Essentially, even they had no idea what on earth they were looking at. Some have suggested that it may be Hyper Sonic, but this was around a time when the Super Emeralds and Hyper Sonic were pretty clearly not in the canon any more (but I’ll get onto that later). I’d like to offer a bit of conjecture with a lesser recognised theory just so this isn’t a repeat of what you’ve seen before; Nazo in his picture appears to be completely colourless, with the eyes being Sonic’s eye colour. What it seems like to me is that the mystery picture is of a preliminary Super Sonic design that was shown to SEGA before the final colours were inserted, but which got rejected.  For one, there’s a shot of Super Sonic that can easily be compared to Nazo in composition and show the similarities and differences between the two designs. For another, Super Sonic isn’t new to alternate eye designs, as shown by his artwork in Sonic Shuffle, predating Sonic X by only three years.

04b - super sonic shuffle
“I am Shadow the hedgehog, this is who I–wait, I won’t exist for another year.”

Whether this theory is right or complete bunk, what we do know is that the idea that it’s certain that Nazo was to be his own character and a big player in the series is just not right.

[Post Publish Addendum: It has been brought to our attention by xXCrush40Xx that it has indeed been confirmed that Nazo is Super Sonic! Many thanks to BlueParadox for providing image evidence of a conversation with Iizuka about this, which also clarifies that it was only ever intended for Sonic X and was reserved for just the reveal trailer he was seen in. See sources below for the link.]

 

The Silver Sonic confusion

05a - Scrambled Egg Boss
Pictured: The only actual bot in the games ever called Silver Sonic at any point.

Over the years, Dr. Eggman has built quite a number of replicate Sonics to counter the blue blur. In essence, the series and fandom have managed to narrow it down to three lines of robots; Metal Sonic (the famous one who’s a character unto itself), the Mecha Sonic line (which includes Mecha Sonic from Sonic and Knuckles) and the Silver Sonic line (which includes the Sonic the Hedgehog 2 robot at the end of the game in the Game Gear version, although the Archie Comic also gives this label to the Mega Drive version). Then there are oddities like Rocket Metal Sonic from Sonic the Fighters, and the Silver Sonic-like robot that cameo’d in Adventure.

Now, what would you say if I said that every robot up there bar Metal Sonic himself is actually a Mecha Sonic? That’s right, in the Japanese translations all of them are Mecha Sonic. There is no Silver Sonic to them, there’s no Rocket Metal Sonic, there’s just an ocean of Mechas.  That said, this isn’t one to pin on fan misinterpretation for all of them; the Game Gear Mecha Sonic was a change made by the Western localisation, and the Sonic the Fighters Mecha Sonic is called RocketMetal in-game. The Silver Sonic to Mega Drive Sonic 2 Mecha Sonic was a fan nickname so that’s more of a myth perpetuation. And the kicker is that Sonic the Fighters hints that the lot we have here is nowhere near an exhaustive list of all the Mecha Sonics.

05b - Mecha Sonic Model 29
The other models exploded before they got to space.

There’s 28 more models before this one! Even if we were generous and said we’ve seen four models prior (including the Mecha Sonic from Sonic Pocket Adventure in another zone), that leaves 24 models unaccounted for. Wonder if they got the same fate as E-102’s “brothers”…

 

All the classics are Sonic Team made

06a - Sonic Team Logo
A development team that did a minority of the games during this time.

Time is a stickler when it comes to remembering who made what. Nowadays we can recall each modern game’s developer with relative ease, going so far as to classify Sonic Team games by which members made the game. But for anything before Adventure, the fact that so many are conglomerated as Sonic Team creations is as much a disservice as saying that Sonic Team developed Sonic Rush would be to someone more versed on the modern works.

Sonic games of the past have just as much a variety of developers as Sonic games of the last 17 years. Even amongst the core branch after Sonic the Hedgehog, the team was split between SEGA Technical Institute (Sonic 2 and Sonic 3)  and the team known internally as unit CS1 (Sonic CD and Chaotix), and we’ll revisit STI in the next question. But what about the rest, like the arcade games, or the Game Gear games, or even the SEGA Pico games. Here’s where we get a full breakdown of who did what;

Aspect Co. – A somewhat plain name, but their contribution to the classics shouldn’t be overlooked. They were responsible for the platforming line of Game Gear Sonic games, which include the famous Sonic Triple Trouble and the infamous Sonic Blast. Also included are Master System ports of said games (in Europe. America only got one Master System port), Tails Adventure and Sonic the Hedgehog’s Gameworld for the Pico.

SEGA Technical Institute – Mentioned before, but this was a different STI made up mostly of Western staff (see later for the other STI). They made Sonic Spinball, and were supposed to make Sonic X-Treme before it got hit with numerous problems.

SIMS Co Ltd. – A child company of SEGA up until 2004, the result of a venture between them and Sanritsu Denki Co. They developed Tails Sky Patrol, which was exclusive to Japan before it was collected in compilation games and ported digitally.

SEGA-AM3 – An internal SEGA team that worked on the arcade side of gaming. They made just one Sonic game, the obscure SegaSonic Arcade mentioned before, and Kusonoki would work further with the franchise.

SEGA-AM2 – A different internal SEGA arcade team, they’re known for making Virtua Fighter but also made a different fighter, Fighting Vipers. From the Virtua Fighter engine Sonic the Fighters was made, which featured a scrapped cameo from Fighting Vipers character Candy (in cat form, called by her Japanese name aka Honey). Honey would later cameo in Fighting Vipers’ Saturn port, Bean and Bark would be unlockable in Fighters Megamix and various Sonic characters would cameo throughout the Virtua Striker series.

Traveller’s Tales – A British company who handled Sonic 3D: Flickies’ Island (the last Sonic game on the Mega Drive) and Sonic R.

06b - ecco aliens
Not even Giorgio Tsoukalos would blame Global Warming on aliens.

Appaloosa Interactive – Their only involvement with Sonic was for the Pico’s Tails and the Music Maker (they were involved with a number of Pico games), but one of their other credits would be the Ecco the Dolphin series. They are responsible for dolphins fighting aliens as well as educating kids on music.

Compile – Developed the Puyo Puyo series which is still popular in Japan. It was reskinned and sold in Western territories initially as Dr Robotnik’s Mean Bean Machine.

So from that list alone, it’s easy to see that a lot of companies were involved with Sonic’s classic history for good or for bad. It’s true that the only ones acknowledged nowadays are ones made by the old STI and CS1 teams, so you can keep that fact as an actual truth.

 

Sonic the Hedgehog 2 and Sonic the Hedgehog 3 were Western made

07a - Sheriff Sonic
Not what I meant.

Here’s one where the confusion stems from not knowing how things were worked back in the day, and it all fall downs to technical classification. As seen above, Sonic 2 and Sonic 3 were credited as being made by SEGA Technical Institute, who operated in America, while Sonic CD and Chaotix were developed in Japan (whether Sonic Team or not). It’s easy to presume, therefore, that Sonic 2 and Sonic 3 were mostly Western developed, which is why SEGA of America tends to get more repute where this error is taken as fact.

The truth is that those games were almost as Japanese as the ones made by the team actually operating in Japan.  That’s not to say that there weren’t any Westerners with them, but here’s the origin of the American team as explained by producer Shinobu Toyoda [SEGA Mega Drive/Genesis: The Collected Works];

Mark Cerny and I met Naka and suggested he come to work for SEGA of America. He had two issues with Japan. One was the compensation structure, as in those days Japanese developers were really not paid well, and he was fed up with that lack of respect. Another frustration was that Japanese publishers did not publicise developers’ names, because they were afraid other companies would steal good people. So developers were not credited. I told Naka that we would pay him well in America, and put his names in interviews and books and whatever else to publicise his work. And of course, behind the scenes, I collaborated with SEGA of Japan management, who told me to tell Naka that we would create a team in America, called Sonic Team, and he could take any ten people he wanted. So I set up a studio in Palo Alto [California], and put Naka and his selected folks in that office.

So the majority of the team, and more importantly all of the core, making Sonic 2 was very much Japanese, with a handful of Western personnel dotted about in less fundamental roles (including Craig Stitt as a zone artist, who went on to join Insomniac for a decade). Sonic 3 stayed much the same, with new personnel being brought over from Japan (three additions being Knuckles creator Takashi “Thomas” Yuda, famous SEGA composer Jun Senoue and current head of Sonic Team Takashi Iizuka). In the end, the credit that SEGA of America can lay to these legendary games is “they paid the staff better and gave them more publicity”, they weren’t really instrumental to crafting the experiences.

There is one notable exception to this; for Sonic 3, outside composers were called in to compose the soundtrack. The famous part of that is that Michael Jackson himself may have been called up to do it, but we do know that Brad Buxer of the Jetzons was called in as he’s listed in the credits as one of the composers. Ironically, this is the part that’s gotten SEGA in a bit of hot water, as now there’s a case going on that’s supposedly involving the royalties for the music, and it’s likely why Sonic 3 struggles to get re-releases nowadays.

07b - spinball themarch
This game isn’t my speciality, go ask Donnie.

Well, at least SEGA Technical Institute genuinely has one American-made game to its name that wasn’t made by that Sonic Team. To be honest though, I wouldn’t call Sonic Spinball anything to be proud of.

 

Espio’s favourite food is apples

08a - sonic apple
“Forget you, I can eat all these apples!”

I’ve got to be frank; I have no idea where this popular ‘fact’ came from; perhaps some notable fanwork used it and it latched on with the masses, or maybe someone made an edit to a wiki one day and everyone took it hook, line and sinker.

Let’s make this short and sweet; there is zero official material to support this claim. On Sonic Channel, Espio’s likes are listed as training and self-discipline, which makes sense given his try hard ninja persona. You might think that it would therefore come from one of the old Chaotix game profiles that would be considered non-canon nowadays but fans still keep remnants of anyway. As it turns out, no; he doesn’t have a like in the American version of the manual, and the Japanese one has his like as camping. That’s not apples. And what about the Sonic X interim profiles that came up in the Japanese airing of the show? Even if they would still be non-canon to the games, it’d be an origin. Well, only Charmy got an individual one of those, and the Chaotix got two as a whole later, but the reptiles didn’t get an individual one to themselves, so they can’t have said it there.

It’s strange because most popular facts start from a logical origin, but this just seems to have popped out of nowhere. The truth is that we don’t know what Espio’s favourite food is, he hasn’t expressed any sort of interest in it. If you want a fact that people overlook though, here’s food for thought; in the Japanese version of Chaotix, it’s stated that Espio was a private detective who was interested in learning about the civilisation of legend alluded to in Sonic the Hedgehog 3/Sonic and Knuckles. And through finding that Angel Island was linked to it, he was envious of Knuckles (presumably because of Knuckles being part of that legend, essentially). It’s almost a shame that the fans decided to portray Knuckles saving Espio to take it as them being close friends when it sounds like it was more of a Zenigata thing from Espio.

08b - StF Espio
More like Zenigata crossed with Goemon, if Hoshino’s words are any indication

 

Sonic’s name is Olgilvie Maurice Hedgehog

09a - Annoyed Sonic
This sums it up.

Oh Archie, how you can be so aggravating sometimes. In Sonic the Hedgehog #53, when Sonic’s father in that continuity comes across Sonic, we find out that Sonic has a normal middle name, and one that he hates at that. As added by later comic material, this is a name taken from his grandfather. Said father tries to let slip his first name too, but Sonic stops him before he can. In plans revealed for the comic run before Ian ended up replacing writing duties, Ken Penders disclosed that his first name was going to be revealed as Olgilvie, but this never happened within the comic pages.

09b - maurice
And from that day forth, Sonic devoted himself to nuking that name out of existence.

It shouldn’t surprise you, therefore, to find out that precisely none of this is true in the games. We don’t know anything about Sonic’s family, and the name can simply be assumed to be what he’s always had since the start, Sonic. Further than that, it stopped being true in the comic a long time ago. It was said in 2009 by current writer Ian Flynn that Sonic legally changed his name to Sonic, making the Maurice name an artefact, and this was confirmed in print in the 2011 Free Comic Book Day issue. Further still, the continuity reboot rendered that name completely non-canon as he’s always been called Sonic in the new reality. The moral of the story is to call a spade a spade, otherwise it’s going to be a strange blight for years to come.

 

The Super Emeralds are still a thing (and extensions of it therein)

10a - S3&K Emerald Chamber
Alas, we hardly knew ye. Literally.

Ah yes, we’re back to Sonic 3 for this one. This one has a more solid root than most mistruths because it’s from actual game content, so let’s take it right from the top. When it came to releasing Sonic 3, STI found that what they’d finished making was proving too big to be on a single standard cartridge, and the SVP chip that could wouldn’t be ready in time for release. So they had to cut the game in half and release Sonic 3 early in 1994, and with a bit of programming cleverness devise the lock-on technology that allowed Sonic and Knuckles, released later that year, to join with it again. But at $120 for the full experience, it would need some bells and whistles to justify why the price point was so high. Naka had the idea to make Sonic and Knuckles work with Sonic 2 and other cartridges, giving you even more content beyond Sonic 3 (Sonic 2 would be Knuckles in Sonic 2, every other cartridge would bring up Blue Spheres). But they decided to do extra work for Sonic 3’s lock on bonuses. As it stood, you would have double the special stages but the same requirements for Super Sonic (who was story-relevant) and Super Knuckles (who was just a bonus), which would leave players without much extra incentive after that point. So as a bit of extra programming, they added in the Super Emeralds, upgraded versions of the Chaos Emeralds only available if you had Sonic 3 and Sonic and Knuckles locked on together. This granted extra play time, extra cutscenes showing the Emeralds being upgraded and three new forms; Hyper Sonic, Hyper Knuckles and Super Tails, the former two being even more powerful than the super forms and the lattermost bringing a Flicky army of death.

Skip to 1998 with Sonic Adventure, the first main game with Super Sonic in it since back then. This game changed the way the Chaos Emeralds and Super Sonic were. Now a consistent shape (not size, as future games would show), the Chaos Emeralds were said to contain infinite power when used together. Super Sonic was a lot more powerful than he had been in the 2D games, which makes sense since he was no longer restricted to a 2D plane and needed that extra oomph for the extra dimension. This does raise some issues with the past content though;

  1. If the Chaos Emeralds already have infinite power, what good would an upgrade to them do?
  2. If Super Sonic was so powerful, wouldn’t that make Hyper Sonic redundant?

A clue to the fate of the extra forms came about in Sonic Heroes. At the end of the game, Neo Metal Sonic became Metal Overlord, and team Sonic went super to fight back against him. Except not quite – Sonic went super, but he just loaned out super energy bubbles to Tails and Knuckles so they could join in. This would make sense for Tails as he needed Super Emeralds, but Knuckles, going by Sonic 3 and Knuckles, should have gone full super just fine. Further compounding this was Sonic the Hedgehog (2006), where energy was once again shared with two other characters (Shadow and Silver this time), but they became Super Shadow and Super Silver. Finally, in a Q & A session at the Sonic Boom event in 2013, Iizuka confirmed that the Super Emeralds were strictly out of the continuity (Super Tails was confirmed gone earlier than that). As he explained, they were simply added as more bonus content for locking the two games together, not something that was to be considered within the story itself. [Post Publish Correction – As was pointed out by Mr. Druid, considering them separately would entirely ruin the narrative of the Death Egg transition from the Sonic 3 ending to the Sonic and Knuckles intro. Just throw out the super stuff beyond Super Sonic and the Chaos Emeralds and call it a day.]

10b - knuckles downgrade
“Oh sorry Knux, the Men’s Working Club for supers only accepts Hedgehogs now.”

As for Super Knuckles, who was part of the standard gameplay? As I said before, that wasn’t involved in the plot while Super Sonic was, so it could be considered a bonus for the Sonic and Knuckles players who picked Knuckles since he was the new kid on the block at the time. Especially since other staff and those who have worked with SEGA have come out and verified that going super is reserved for male hedgehogs only unless you’re called Blaze the Cat and have a different set of Emeralds. So now, despite being Master Emerald guardian, he has no ability to use the Chaos Emeralds. Better luck next time, Knuckles.

 

Sonic is owned by Nintendo

11 - MnW Mario
Get this mistruth where it belongs.

No.

 

There’s probably numerous more pieces of misinformation out on the spindles of the internet. Sonic’s had a long history with numerous stories about game production, world elements, characters and even the inner workings of the company’s functions. On top of that, the truth can turn out stranger than fiction, so the accumulation of these wrong (and sometimes weird) statements is inevitable. At least now you should be guarded against the ones listed above, but keep your wits about you with other unverified pieces of information, and don’t be afraid to ask if you want a check.

12 - Source Machine
A photograph of our own source checking process.

Sources: Interview quotations, Sonic 3 development and early Sonic Team history; SEGA Mega Drive/Genesis: The Collected Works, Read-Only Memory

Staff credit research; Sonic 2 (3:14), Sonic 3SegaSonic Arcade (14:58), Sonic Spinball (8:05), Knuckles Chaotix (3:57), Sonic Adventure [all videos]

Conversation with Iizuka about Nazo from BlueParadox, Facebook [screenshot]

Mecha Sonic research; Sonic Retro’s Mecha Sonic article, European 8-Bit Sonic 2 Manual (via Sonic Retro)

Company Research; Wikipedia, SEGA Retro

Official character bio information: Sonic Channel

Sonic X eyecatch card image list; Sonic News Network

Literal translation of JP Chaotix manual; Sonicjam.wikidot, Japanese text from manual (via Sonic Retro)

Comic name information; Mobius Encyclopedia (StH#53, FCBD 2011 via Sonic’s character article) in lieu of not linking to the issues themselves, Ask Ian for FEB’09 – Novelty Answer Month – Finis~, Bumbleking

Super Emerald information; Sonic Boom 2013 – Part 2/3 – Q&A Session (19:38)

SEGA Bible info; GeneHF on Sonic Runners announced (Sonic Team/Mobile), Sonic Retro

Super Tails information from Summer of Sonic 2012 (no video available, confirmation of question asked on SEGA Forums)

All images belong to their respective owners.

Prototype Armadillo image from Sonic the Hedgehog GameTap Retrospective Pt. 1/4  (2:12)

Magazine Scan from JumpingRyle in New Sonic 1 Alpha Screens Discovered, Sonic Retro Forums.

Manabu Kusonoki image from [Terra Battle Download Starter]500,000 Downloads Message from Manabu Kusunoki

Comparable Super Sonic shot to Nazo

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.

The Spin: How I learned to Stop Worrying & Love Big the Cat

spin

Sega recently started a tournament to see which was the fanbase’s favourite Sonic sidekick, and I’m very sad to report that a great injustice has been committed, this is the biggest thing to happen to this fanbase since Sonic’s eyes became green.

That being, Big the Cat may get knocked out in the first round.

At the time of writing, Big sits at just under 40% whilst the Chao sits at just over 60%. Now we have to ask, what is wrong with this picture? What is wrong is that Big the Cat is the best character in the whole series and if he were president of the United Kingdom he would be the best president we have ever elected, since King Charles the third.

Now if you’d take a moment, just to sit right there, I shall tell you why Big the Cat is the best character in the series.

Continue reading The Spin: How I learned to Stop Worrying & Love Big the Cat

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The Spin: Dear Sega, Please Fix Sonic Runners

spin

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

*During this article I will be writing about information which is based on secondary research which I cannot personally test or verify, I have used the information in good faith that it is correct, however should evidence come to light which puts that information as being wrong, take that information over the one detailed in this article.

I really hate having to do updates like this… I utterly hate it, I also find myself saying this a lot but my god it’s becoming harder and harder to say it with sincerity. Believe it or not, I want Sega to do well, I like Sega, I like the people who work there, I love the games they put out and they’ve entertained me for hours.

Continue reading The Spin: Dear Sega, Please Fix Sonic Runners

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The Spin: Can a Sonic Boom game be done right? I think so

spin

In today’s edition of The Spin, I want to talk about something I think that, despite being a question no one will ask; if a Sonic Boom game can be good let alone should be made, is that if such a game period can be good or even GREAT. Short answer? Of course it can!

The long answer? I have some ideas.

Continue reading The Spin: Can a Sonic Boom game be done right? I think so

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.

10 Tips For Great Runs In Sonic Runners

RunnersTenTips

Sonic Runners recently launched worldwide for those who’ve been out of the loop – it’s an endless free to play running game where you aim to get the highest scores possible. Higher scores push you up the Runners League and get you better rewards, companions, and bragging rights among your peers.

So you want to be a Runners expert? Say no more. Here’s our tips and tricks on how you can bag those big scores.

1: Use your boosts!

Free! Free! Free! But for how long?
Free! Free! Free! But for how long?

First off, before you even start your run – let’s go over some important stuff. Booster items are pretty great for helping your score. Primarily the Score Boost and Character Switch. Score Boost is an obvious choice and will really aid your total, and Character Switch will give you a second chance to keep your run going by switching to your sub character selected through the character menu. And for a limited time(?) you’ll be able to use these for free once a day, so take advantage!

2: Level up, go far

This is pretty much the only place where rings come in handy.
This is pretty much the only place where rings come in handy.

Sonic Runners sports a level up system on the characters you use, applied through spending rings or earning EXP on runs. It’s important to keep at least a single character high up to make sure that your overall bonuses help you hit the high marks. Wisps and power-ups will last longer when you use them too as an added bonus to it all. But your Score Bonus, Animal Bonus and Ring Bonus are what you want to increase – this is why I normally opt to just focus on one character at a time. Sonic easily adapts to most level environments which is why my primary focus is on him.

3: Crack the Eggman

Wait, so where does Sonic keep his rings?
Wait, so where does Sonic keep his rings?

Though it can get pretty repetitive, it’s best to make your confrontations with Eggman last as long as the timer will allow. Not only do you have the possibility of seeing Red Rings pop out of him, but the rings he’ll drop will boost your score with the help of your Ring Bonus quite a bit. This can be used in turn to help level up your characters and increase your overall boosts. Not to mention, you can get quite a few score gems which increase in value the further you are into the run.

4: Do a trick!

What, you thought you couldn't be stylish on these?
What, you thought you couldn’t be stylish on these?

Something the game neglects to tell you is that Runners sports a small trick system within similar vein to that seen in Sonic Colours. When you approach these red spring-esque contraptions, make sure you tap the screen to leap high into the air – but don’t stop tapping once you’re flying high! Repeatedly tap the screen to do up to five trick poses, giving you that familiar “good, great, awesome, outstanding, amazing!” response!

5: Be an animal advocate

Not like PETA, though.
Not like PETA, though.

Like always, defeating the classic badniks throughout the stage will earn you points and release the little critters inside. But unlike the old games, they’ll bounce around on screen until you manage to catch them. You might want to try reaching out for them before they vanish off screen if you can. They’re worth quite a few points, and those points only increase with the Animal Bonus you level up.

6: Keep that combo

It can be difficult to maintain, but do your best!

An extremely important aspect of any run is the combo and bonus number you can see above. Combos are maintained through collecting score gems, rings, and animals (not badniks!), and once you get over 1000 you’ll have the maximum bonus of +50. This will go a long way once you reach higher scores. Combos can be broken through damage or too much time between collecting combo items listed above. Power ups can help you out – the shield will prevent damage from ending your combo, and Combo Bonus will prevent damage and time from doing so.

7: Wisps are wonderful

This is probably one of the best score increasing sections of the game.
This is probably one of the best score increasing sections of the game.

Wisps return in Sonic Runners, and they’re mostly a fantastic help to boosting your scores. Asteroid is arguably the weakest as it moves slow and provides no multiplier to your bonus, but in can tear through all obstacles in your path. Laser lets you blast through sections of the stage at lightning speeds and collect every gem, ring, and animal on screen by tapping. Drill could arguably be the greatest score increaser, as it multiplies your bonus massively. At its max, you can gain +500 – combine this with magnet, and the specific Drill designed sections which can appear in levels (seen above), and you’re looking at a gigantic overall score boost.

8: Companions are key

Unfortunately, this is the only way to get them.
Unfortunately, this is the only way to get them.

Companions could be your life saver when it comes to runs. They can provide anything from boosting the overall length items last, granting you a wisp when you reach a certain combo number, or giving you the last boost at the end of the level. They can level up to increase the effectiveness of their abilities too – sadly, the only way you’ll be able to earn them is through the premium roulette wheel. To spin, you’ll need Red Rings you earn through placing on the Runners League, completing story events, or other promotions.

Outside of that, there are a few other ways to earn some helpful buddies to help push your scores up:

  • You’ll earn Shahra every time you advance a rank in the Runners’ League. Each rank has three levels before you advance a letter, but she’s completely free and provides a great ability – granting you a random item when you hit certain combo numbers.
  • Look out for promotions held by Sonic Team where you’ll be able to earn Buddies through normal gameplay. For example, the Sonic Birthday event has you collecting cake to unlock the Genesis buddy and various other power ups and items.
  • Finally, completing a Showdown without taking dying once will give you a Special Egg – collect ten of these, and you’ll be able to spin the premium roulette wheel for free with increased odds on better eggs.

9: Aim high

Sonic can't fly, but he can jump three times. Which is almost as good.
Sonic can’t fly, but he can jump three times. Which is almost as good.

Classic Sonic games usually sport a level design which has both a high and low path – the higher path providing better goodies but harder to stay on, and the lower being easier to stay on but less rewarding. That concept carries into Sonic Runners, since all the best rewards are usually found by keeping on the higher paths. Though the obstacles you face are more dire and will test your ability, you’ll get much better results if you manage to keep on that upper road.

10: Practice, practice, practice

Prepare to see this a lot.
Prepare to see this a lot.

A certain element of Runners will always come down to memorisation, and the only way you’ll memorise these zone layouts is to keep playing. Knowing what’s coming will instantly put you in a better position to prepare yourself and make each run go further – you’ll soon come to recognise familiar placements of the slopes, hoops, enemies and score gem trails. It might be difficult to play for long sessions due to its design, but playing a few times daily will go a long way. It’s all a learning curve and soon you’ll be able to do Top Speed without breaking a sweat, trust me.

Have you got any helpful advice for your fellow Runners players? Or did you find some hand advice in our little guide? Sound off below and let us know. Happy running!

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TSS Review: Sonic Runners (v.1.1.0)

Sonic_Runners_logo

Hey, didn’t you guys already review this game? Why yes we did, and we’ve been talking about if we should take another look at it since with every update it seems to change. Well, following the worldwide release, we feel that Runners has changed enough that our previous review really doesn’t apply or match up with the experience you’ll get with this game.

sonic runners

So here is my review on Sonic Runners, based on the worldwide release build. This will focus more on the changes between the original review and the technical performance of the game since the plot is the same and the premise of the game is the same. That said however, a lot has changed… sadly a lot has changed for the worst.

So I’m not sure how some will react with my next line but here goes… On a technical level, this is probably one of the worst Sonic game made. Yes, I am including Sonic 06 and Sonic Boom in that, it is awful, it really is. The worldwide release is plagued with issues ranging from freezing, stuttering, lag, game breaking/ruining bugs, as well as overheating issues which can potentially put the device you’re using at risk.

… You were expecting me to praise this game given how I loved the initial release? Well on a gameplay level, it’s a really fun and charming game… Which Sega have ruined by adding in the very worst of free to play features and a near broken DRM/always online requirement which by the way is doing nothing to prevent cheaters,

For full disclosure, I have used a range of different Android devices to try and play the game. Primarily I have used a Samsung Galaxy S5, however I have also tested a Nexus 7 and a Sony Xperia Z3, all of which suffer from the same and in some cases more serious problems. All of these devices could previously run Sonic Runners during the soft launch period with virtually no problems.

Sonic_Runners_Team_Heroes

So lets start with the basics, though odds are you already know this. Sonic Runners is a side scrolling endless runner in which you start off as Sonic before unlocking Tails and Knuckles.

The premise of every stage is to run as far as you can and collect as many rings and gems as possible in order to get a huge score which progresses you further along the map before you reach the end of the episode/level.

Before I should go any further, I should mention that Sonic Runners uses multiple forms of currency. There are normal gold rings which are in plentiful supply. Then there are red rings which are much rarer. We’ll cover both of these later.

At the end of each stage you are given a small reward: normally gold rings or red rings, though sometimes you get an item. The rings you can use to level up characters which improve their stats. Stats are for things like score bonus increases or item effect durations increase. You’ll find you’ll need to level up characters if you want higher scores and find it easier to progress in later stages.

sonicrunners2
This is the single most coolest image you’ll ever see in Sonic Runners.

However, the worldwide release differs from the initial release with the inclusion of an experience bar. This bar will fill based on how many rings you pick up in the game, which means you can save on spending those rings if you regularly use a character. By level 20 however, you’ll find it’s not worth waiting and will just spend those rings on your power level. Which again, do you do this from rings collected, or once more, there is that micro-transaction system hint hint wink wink.

Whilst the level cap is 100, the gains from level 50 onwards are so poor there is absolutely no point in waiting to level up, so spend those rings.

What else can you spend rings on? Nothing. Just levelling up characters. I will talk about red rings near the end of the review. Needless to say, I am not happy.

Levels are split into three types: Speed, Flight and Power. Each is designed to be played by a specific character type, though you’ll quickly find that you’ll only ever want to play as either speed or flight since Power characters are so useless compared to the other two. They’re only useful for their own stages, whereas the other types are great on every stage, with flight characters taking the top of the character tier list.

sonicrunners1

As you progress through the game, you start very simple stories involving Sonic, Tails, Knuckles and various other characters. Normally it’s “Eggman is doing a thing! Lets go stop him.” “Help! This character is missing, lets go find them!” Whilst the climax does build up into something more dramatic, this type of story is rare and a one off.

Some may find it nice that we’ve gone back to a simple story in which it’s just “Sonic goes after Eggman because Eggman did something bad.” though others may find these stories far too basic to enjoy. Personally I began to skip some of the stories since they were so repetitive and dull.

The stage layout is the same as the soft launch version. No changes. It’s a decent layout combining challenge, flow and multiple paths, however I’m not sure that in some places the higher path is the most rewarding. In some stages, the lower path is clearly more viable in terms of score.

It should be really enjoyable, and in the pre worldwide version it is. It’s a great example as to how you can adapt a classic Sonic game for a modern mobile market place, slap a small price tag on it and you have a great experience for the daily commute or for killing a spare half hour.

It’s fun and addictive. If the game had a price tag of say £2.99, I would buy this in a heartbeat. It’s a really nice charming game which is bloody good.

So what’s the problem?

Pretty much everything underpinning that which turns Runners into a near unplayable mess which is designed to rob the player of their time and money, turning runners into a gambling machine.

The game has very poor optimisation. It’s so poor in fact that after only 5 minutes it starts to stutter, lag and in some cases completely freezes. How bad is it? Well remember how I said I tested this game on three different devices? Here is how Runners used to perform.

  • Galaxy S5: Flawless, phone was slightly warm, but otherwise flawless.
  • Sony Xperia Z3: Near Flawless, phone got hotter than the S5, but otherwise fine, however battery drained quicker than the S5.
  • Nexus 7 (2013): Wasn’t tested, but is compatible with the game.

Here is how those devices performed with the worldwide release.

  • Galaxy S5: Initially, the game runs fine… but after 5 min of play time the phone gets very hot, gameplay begins to stutter, lag, some occasional freezing in areas with lots of objects. Game eventually becomes near unplayable.
  • Xperia Z3: Same as the S5, however after 5 min the temperature of the phone increases by 16-20°C (value taken from built in battery monitoring app) the game will then completely crash. Battery life is drained by 20% after only 5 min.
  • Nexus 7 (2013): This was a fresh install so we only played the tutorial. We couldn’t accurately test the lag effects with lots of objects on the screen… But after 5 minutes of play, the device became too hot to comfortably hold and we had to turn it off to cool the device down. We were afraid it would cause lasting damage to the device and the owner then requested we immediately delete Runners and never install it on again.

You want to know something even more head scratching? These were running in streamlined mode, which is designed to take pressure of the processor and make the game perform better…. however our soft launch versions did not have streamlined mode turned on! Yet it’s performing this badly with streamlined mode on!?

Sega… What the hell happened!? How do two of the most advanced phones on the market go from playing the game flawlessly to struggling and in one case failing after 5 min of gameplay time?

The Nexus 7 can probably be explained by the fact it’s older hardware and Runners does demand a lot. But still, the heat generated was worrying to the owner of the device so if you have a Nexus 7 2013, avoid runners like the Black Death.

This is just bad optimisation, pure and simple. There is no way a game like Runners should be causing this many problems on these devices. Whilst I personally haven’t been able to test an iOS build, I’ve been told it’s a lot better, which suggests to me the Android version is a port which got little development or tooling. I would say that this claim is further supported by the fact that the Android version on launch crashed during start up due to a major problem the always online DRM, questioning how this got past the Q&A if the game had been optimised for this platform.

So technically, the game is bad. It’s really bad. In fact I’d go as far as to say it’s there with Sonic 06 and Rise of Lyric, because for as buggy as those games are, at least they allow you to play for more than 5 min and do not melt your system.

Other noticeable bugs: Buddies no longer pick up animals, the asteroid wisp will sometimes spiral to the top of the screen out of control, totally ruining a run.

runnersasteroid
I’m not touching the screen, the wisp just refuses to come down.

Then there is this odd thing…

charmytheknuckles
Charmy the Knuckles

Yes it’s funny, but you add this will the other technical problems and you really do question if any optimisation or QA took place.

Aside from it’s technical performance, are there any other problems. Yes… dear lord yes.

Lets get onto the Red Rings. Red Rings are the second form of currency that this game uses, they are much harder to come by and when you get some, it’s in very limited stock. Red Rings are used to by normal rings or extra lives, but their primary use is to use on the roulette wheel and gain buddies.

What are buddies? They’re small characters that accompany you in stages which add a bunch of effects ranging from score boosters to ring recovery and other positive effects. The vast majority of them are pointless, but some of the rarer ones are highly valuable and the key to doing well on the leader boards.

The catch is that the only way to get them is from either a special event, or from spending 50 red rings on the roulette wheel, at which point you are granted a random buddy. If you get the same buddy, it levels up before capping at level 5. The problem now is that following the worldwide release, Sega has drastically slashed the number of red star rings you can get.

How bad is it? Well under the soft launch version, completing all parts of the final scenario rewarded you with 90 red rings. 10 for each episode, 50 for the final boss. To complete the final scenario, you need a total score of 50 million, so 50 million = 90 red rings.

But in the worldwide launch, you only get 5 per episode and only 10 for the final boss! So now you only get 30 for completing the 5 hardest levels in the game. A total point requirement of 50 million, so 50 million = 30 red rings!

What about other red ring methods? You can randomly find one in a stage, Eggman may drop one if you’re lucky, and if you spam your friends Facebook accounts you can get 10 if they sign up to Runners and use your referral… oh wait hang on… that feature is currently broken.

You are therefore forced to use real world money to buy red rings. And how have Sega welcomed new users to this? By ripping them off.

runnerstore

Prior to the worldwide launch, the highest red ring price was £24.99 for 700 red rings. In the new worldwide version it’s £30 for 481, yet they still have the gall to claim that this is a sale price! But wait? What’s that bonus +1019 red ring amount, that apparently gets removed if you are actually silly enough to buy rings from the store? They call it a ‘first time buyers bonus.’ After you make your first purchase, it returns to 481.

For new players who have just picked up the game, sorry to say this but you are totally screwed. You won’t ever be able to touch those who have been playing this game for months. Their buddies are too well levelled up and they have the special limited edition characters which boost score. Don’t even try, it’s over.

runnerstoogood
See this? This is why you will NEVER be able to touch those higher level players.

…Unless you spend several hundred pounds in red rings. Then you ‘might’ have a chance, but you won’t. You won’t because you won’t have the limited edition characters who have better bonuses, so why even bother?

And now we get to a major problem with Sonic Runners in terms of it’s design and ethical issues.

runnerswheel
Is anyone ok with the fact that Runners is essentially a gambling machine aimed at children?

The game has now forced you to use the micro-transaction system. The only thing worth spending that on is the roulette wheel, which is no different than playing real roulette in a casino. You pay money, then take a chance at the wheel to get a reward.

Sonic Runners essentially becomes a miniature gambling machine, you are enticed to put real money in, then spend that money in the form of red rings, you gamble those rings for prizes, this is gambling, there is no other way to describe it. Then we get into the very murky waters of the fact that the game is aimed at children. This is a miniature gambling game aimed at kids. Surely this should have a higher ESRB rating than it currently does given that it has gambling in it?

 Before you say ‘well it’s not really gambling’ explain how? It’s no different from any other form of gambling. In fact it’s just a virtual form of casino chips, if you spend money on this game, then use those rings on the wheel, you are gambling, think about that for a moment. Some of you will be ok with it, but I know a few won’t be.

Were red rings common in the original? No, you still had to work to earn them, but you could get them for playing and doing well if you were dedicated and were generally good at the game. Now, they’re virtually non existent. So few are available that you’ll be crying out for special events or bite the bullet and spend real money to gamble with.

Your chances to get rings are further restricted due to the life/revive change. Whilst this change came during the soft launch, it was done so close to the worldwide launch it’s worth mentioning; you are now only given 3 lives. 1 life will recharge every 30 min. After which you’re told to buy more or wait until they recharge.

Even more pathetic an insult, Sega have been releasing new characters. The only way to get them is by using the roulette wheel. There’s a mere 6% chance at getting said characters. The catch is that their bonuses are much better than the default characters, so if you want to compete, gotta get these characters.

sonicrunners
Facebook support suddenly disabled

Even Amy is dangled in front of your face like some kind of bait. Spam your Facebook friends who might have no interest in the game, hope they’ll use your referral and you might get Amy… except Facebook links are currently broken so this is impossible.

asprin
To read the rest of this review, please take a moment to just stare at this picture of Aspirin for 30 seconds.

You want more examples of how the free to play nature ruins what is a decent game? Adverts… everywhere, even for completing a stage, you now get an advert, say goodbye to your mobile data limits as these are video files, the majority of which are 30 seconds long. So far I’ve not seen one which relates to Sonic or Sega, and some have nothing to do with gaming.

This brings me onto another change. When you die in a stage, you can continue if you watch a video advert (there is a limited number per day). This sounds like a great idea… but like most other parts of the game, there are problems. Sometimes the adverts don’t play, sometimes the adverts crash or freeze your game, forcing you to quit, taking with it your life and doesn’t compensate you in any way, and sometimes the adverts are for things not available in your region. I got one advert for medication which isn’t available in the UK!

The always online requirement is still here, and once again it’s proved how pointless it is, players are already cheating and have been cheating for months, asking the question, why the hell is this even a thing? The game would be so much better if this wasn’t even here, it’s just pointless and restrictive to how and where you can play.

So I’ve complained for a while, might as well offer some solutions to these problems.

  • Scrap the online only requirement, it doesn’t do anything and isn’t preventing cheating.
  • Optimise the game. For the love of god optimise the game for Android.
  • Return the red ring rewards for completing the final episode to the soft launch levels.
  • Stop putting characters on the roulette wheel and give us a store to buy them from for a limited period of time.

Overall, Sonic Runners was once a really great little game. It was really fun to play and I got lots of enjoyment from it. Then something happened called the Worldwide launch and Sonic runners was turned into a broken mess littered with adverts and the very worst of  methods to try and extract money from you.

sonicrunnersadvert

That’s not a browser advert, I just felt you all needed to see a Game of War advert, since Runners wants you to see them all the time, maybe it’s viral marketing for Eggman’s army having a cross over in Game of War?

Don’t do it, do not waste your time with this, there was a great game here, it’s gone now, it died with the worldwide release. Unless they fix the blatantly broken android version, radically overhaul the red ring system and cut down the adverts avoid this game.

You’ll Love:
+ When it works, the simple gameplay which is fun.
+ The moment you manage to unlock a new character.
+ Knuckles threatening to kill Eggman.

 You’ll hate:

–  In terms of its technical performance, it’s easily one of the worst Sonic games of all time.
–  Stuttering, lag, freezes after a short period of play.
–  Adverts.
–  Always online.
–  It’s a gambling machine aimed at children.
–  Designed to take money from you, not reward your ability to play.
–  Overheating of your device.
–  Trying to explain to your partner why their expensive phone has melted/no longer performs well due to overheating.
*Review based on the Android version of the game, running on Galaxy S5, Nexus 7 (2013) & Sony Xperia Z3.*

Second Opinion by Bradd039243d0917679ed9762e415af2f9e8

Played on the iPhone 5C, using the latest version of iOS.

When I reviewed the initial build of the game, I had nothing but praise for it. In fact, I called it the best Sonic title we’ve seen since Sonic Generations. While I hold to what I said regarding that soft launch version… there’s no way I can continue to hold that opinion with this new worldwide release.

First, I want to go over the positives – the game is still simple and fun in terms of its gameplay. It inherits some of the classic design philosophies but modernised for a new platform and it’s fun to experience. Furthermore, the production values haven’t gone anywhere either. The music from Ohtani is still top notch (if not slightly repetitive by the game’s nature) and the visuals are still great.

Something I highlighted as a positive in my initial look was how it was fair with its freemium nature. This has, unfortunately, become quite the opposite. Runners’ worldwide build finally is using in game advertisements to a mixed approach. I don’t mind having the ability to use a free revive by viewing an ad, but I don’t appreciate them appearing when I try to see my results or return to the main menu.

Daily Challenges are at least more easily completed in the worldwide release.
Daily Challenges are at least more easily completed in the worldwide release.

Red Rings have also become a true premium currency with a questionable approach. The soft launch version not only was more generous in terms of how it rewarded players with them, but I also never felt pressured to spend them. This version has cut rewarded Red Rings in half for defeating most boss encounters in game and upped prices in the store – this, alongside the awful luck based system to earns new characters and buddies, only discourages me from playing the game or purchasing premium currency.

My other negatives still stand also. The game does lack variety (don’t expect to be playing Runners for long periods of time without becoming bored), the story is still abysmally uninteresting/poorly written, and some obstacles in the game feel very cheap. But aside from what I’ve mentioned above, there’s still one more gigantic negative the worldwide version has brought – which is performance issues.

Never during the game’s soft launch builds did I ever experience issues with how the game performed. It ran smoothly and meant that generally, players at fault would be punished fairly. The worldwide version has brought very noticeable stuttering and lag to the gameplay. And this wouldn’t be much of an issue… if it didn’t cause your runs to mess up completely. Lag will make your jump go a little too high, or for you to miss an enemy, or to hit that obstacle you had dodged a thousand times before suddenly smack you in the face. This issue affects the experience immensely.

A few other things I should mention about this worldwide version of the game, as it stands:

  • A great fix the game made was showing players what level they would be facing before they entered regardless of the progress you made. This allows you to be much more prepared, and not feel cheated when you enter a level with Tails and fail immensely in a power based stage.
  • Revive tokens have been completely nerfed. Not only have they been cut to three, the recovery time for them has been increased. This could be to encourage players to connect with their Facebook friends so they can send revive tokens to one another.
  • A new experience system has been introduced. A great idea in concept and would encourage you to perform better in your runs – however the experience system feels limited and not generous on any level, even at just level 10. It makes you think it may just be another nudge to spend more rings, which in turn may make you want to use premium currency to attain…?

I’d quite frankly call the worldwide launch of Sonic Runners a bit of a failure – not only have they made a fun little mobile game a money hungry monster, they’ve introduced new problems to soft launch players that never existed before. This version of Runners is not the same experience anymore, and that truly saddens me.

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UPDATE: The Spin: “What Do You Mean? There’s a Problem With Sonic Runners?”

spin

UPDATE: Following the publication of this article, the following happened.

A YouTube Video was posted showing a possible workaround for the instant crash bug. Looks like it was related to the always online DRM.

UPDATE 2: Sega has published a new update for Android users, the instant crash bug has been fixed but performance problems are still being experienced.

Game still can’t be downloaded by some users despite the fact it runs on those devices fine.

ORIGINAL STORY:

Continue reading UPDATE: The Spin: “What Do You Mean? There’s a Problem With Sonic Runners?”

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 Boomcast Episode 9 “Boom to the Future” Includes Interview with Matt Kraemer from Sanzaru Games

[youtube]https://www.youtube.com/watch?v=fpxRcfA4MSA[/youtube]

Welcome to the ninth episode of the Sonic Boomcast! In this week’s episode, join me, Lidice, Christian and Johara Finley as we look towards the future with a sneak peek into the plotlines of the second half of the first season and talk about the Sonic Boom: Fire and Ice reveal trailer and much more.

Speaking of that game, the second half of the show has a full interview with lead level designer, Matt Kraemer from Sanzaru games! We talk all things about Sonic Boom: Fire and Ice (and Knuckles) for the 3DS. Who’s writing it? What do the fire and ice elements do? What about multiplayer? Speed runs? Voice acting? All that is revealed and more in this special episode of the Sonic Boomcast. So listen in and enjoy.

P.S. Sorry for my horrible photoshop skills. Also, they are NOT changing it to “Fire and Ice and Knuckles” just to be clear.

NOTES: First Half was recorded on 6/15. Matt Kraemer Interview was recorded on 6/23. Takes me awhile to edit audio. XP

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TSS @ E3: Hands On Yuji Naka’s Rodea the Sky Soldier

rodea_skysoldier

As someone who covers Sonic news and previews for Sonic Stadium, this has been one of the worst E3’s ever for Sonic news. Despite Sonic Boom : Fire and Ice and Mario and Sonic at the 2016 Rio Olympics coming soon, neither of them were on the show floor. The closest things to Sonic games at E3 are Freedom Planet (a preview is available for a limited time on the Nintendo E-Shop) and Rodea the Sky Soldier. A game designed by Yuji Naka and published by NIS America.

Rodea the Sky Soldier is an action platform game that heavily involves flying. You play as Rodea, a cyborg, cat-like boy who has woken up from being asleep for 1,000 years only to find the enemy he destroyed centuries ago has returned. The game play itself is very reminiscent of NiGHTS and a little bit of Sonic Adventure which I will get into momentarily. In the game, Rodea has an arsenal of different moves at his command. The main one being a targeting lock-on that let’s Rodea fly to enemies and locals. You can also hit the “B” button to fast attack targets such as large, hovering robots.

Rodea-the-Sky-Soldier_

If you remember that in Sonic Adventure, Sonic can get special shoes that allow him to quickly grab a trail of rings that are in the air. That aspect is in Sky Soldier as well. You can target a line of yellow crystals and fly to them. This often acts as a trail to quickly get to the next floating island or set piece. When done properly, it gives the game a sort of speed-run feeling. You also use this targeting system to target enemies and boost to them for an attack or find a piece of island to land on before your flight meter runs out. Flying around these crystals, enemies and such gives the game a bit of a “NiGHTS” feeling while still being pretty original. However…

The Wii U controls are very difficult to get a good handle on. I tried the demo on two different occasions and during both times I found myself target the wrong spot and flying either into a wall or on the underside of an island before falling to my death fairly often. Both moving your character and targeting are on the same stick while the camera control is on the right, but you can’t use the camera controls if locked onto a target. It made it so I was having difficulty getting through even some of the earlier stages. Even after learning what does what and playing the game for over half an hour, I still couldn’t master it. Perhaps it’s the regular button/dual stick combo that is the problem. This game was originally meant as a Wii game only and I can see Wiimote/Nunchuck controls actually being a benefit as it feels like targeting would be much more effective by aiming with the Wiimote thus allowing your character to move while targeting. Sadly, I found out from the gentleman showing off the game that only the Wii version (which comes with the Wii U version of the game) has those kind of controls.

rodea

 

One other minor negative is that the graphics haven’t really gotten much of an HD upgrade from the Wii version. It’s definitely a higher resolution, but the low polygon count and bland textures remain. Even the CGI cutscenes are still fairly low res. The biggest highlight here is the 2-D artwork looks very high-res and sharp on the Wii U version. However, since the graphics aren’t a major upgrade, it may give me a good reason to stick with the Wii version included.

 

Which is a shame since this game shows a ton of potential and originality. It’s the most…”Yuji Naka” of Yuji Naka’s Prope Studio games. It feels fresh while still having feature reminiscent of NiGHTS and Sonic Adventure. However, it also feels like a game from those times as well. It’s controls are archaic and the game itself seems about ten years behind the times. Still, I’m looking forward to seeing more on Rodea the Sky Soldier and hoping the full version proves my fears wrong.

Rodea the Sky Soldier will release on Wii U (with Wii version included) and 3DS in North America on October 13th and in Europe on October 16th.

 

 

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(Video) TSS Let’s Talk: A Sonic of Ice and Fire

[youtube]https://www.youtube.com/watch?v=vUl2bhsNaSM[/youtube]

Hey folks! This is just a little opinion piece VLOG I did yesterday for the reaction of Sonic Boom: Fire and Ice. I wanted to answer people’s question on why this game exists considering the last one didn’t do all that well and how they can easily make a profit off of this one without having to sell many units. Enjoy!

P.S. Yes, I’m well aware of how messy my room is. XP

“Fire and Ice” by Pat Benetar.

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The Spin: What if Mario & Sonic at the Torino 2006 Olympic Winter Games came out on GameCube?

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Torino 2006 Official Video Game

So we got a new Sonic game announcement in yesterday’s Nintendo Direct squarely aired for the Japanese audience (and today a “Micro” Direct aired for NA also showing the game), which is weird since this is very unusual where Sonic games are typically announced mainly in the west and certainly not having a world-first announcement in Japan…. except Sonic Runners just before… are we seeing a new trend?

Continue reading The Spin: What if Mario & Sonic at the Torino 2006 Olympic Winter Games came out on GameCube?

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