Update: Ken Pontac To Write the Next Sonic Game?

ken pontac sonic game

Update: According to a post on the Sega forums by Ruby Eclipse, it is Sonic Boom Fire & Ice.

Original Story: According to the website for the AOD convention, Ken Pontac is going to be attending, and there is a rather curious section towards the end of his description.

His many admirers in the world of Sonic fandom will be ecstatic to learn that he’s written for an upcoming video game featuring their favourite blue hedgehog.

As some have pointed out, this could mean Sonic Boom Fire & Ice, however it’s rather odd they didn’t just name that or pick one of his previous works if it wasn’t a new or unknown title.

Thanks to Detective Paradox who brought this to our attention.

Source: AOD 

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Tons of Tails & Knuckles Mii Fighter Screenshots for Smash Bros Wii U/3DS

Super Smash Bros. & Knuckles... & Knuckles... & Knuckles...
Super Smash Bros. & Knuckles… & Knuckles… & Knuckles…

As revealed yesterday, the eagerly anticipated Tails Mii Gunner costume and Knuckles Mii Brawler costume are arriving in Super Smash Bros. for Wii U and 3DS later this week (specifically, Wednesday in the US/Japan and Thursday in Europe). To celebrate, Nintendo has released a whole smorgasbord of delightful new screenshots showing off the two new Sonic themed outfits in action!

Check out the gallery of Wii U and 3DS screens below to get a taste of how Sonic’s two best buddies will look when they square off against gaming’s biggest icons in Nintendo’s all-star brawler:

Each costume will individually cost €0.79/£0.69 to download for one version of the game, or €1.19/£1.09 for both the Wii U and 3DS versions.

Will you be downloading either the Tails or Knuckles costumes (or both!) later this week for a true Super Smash Sonic Heroes showdown? Be sure to let us know in the comments!

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Tails and Knuckles Mii costumes for Smash Bros releases on Feb 3rd/4th

miifightercostumes

Last night Nintendo held a presentation showcasing Bayonetta and Corrin from Fire Emblem being playable in Smash Bros Wii U and 3DS (Nintendo of Europe shared both videos here and here). Right after, Nintendo of America and Europe announced that both the characters, and the bonus Mii Fighter costumes featuring (among others) Tails and Knuckles will be released on the afternoon of Feb 3rd in NA and the morning of the 4th in Europe (time-zones and all that). No exact time was given.

Via Nintendo of America and Europe‘s twitter accounts.

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Sonic 3 Composers: Michael Jackson’s Music is in the Game

A new interview with credited musicians of Sonic 3 have added more weight to the age-old theory that the late pop star, Michael Jackson, was deeply involved with the Mega Drive classic’s soundtrack – and that his work was in fact left on the cartridge, not removed. Continue reading Sonic 3 Composers: Michael Jackson’s Music is in the Game

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Select Sonic games on sale on Steam in NA until Jan 25th

Sonic Steam Sale

Steam have announced that a bunch of Sonic games are on sale on Steam in NA as part of a Weekend Sale until Jan 25th. Discounts range from 50% off to 75% off.

The games and their sale prices are the following:

Sonic Games Collection (with 21 games) ($56.49 USD/$64.99 CDN)

Sonic Lost World ($10.19 USD/$11.21 CDN)

Sonic and All-Stars Racing Transformed ($4.99 USD/ $5.49 CDN)

Sonic and Sega All-Stars Racing ($2.49 USD/ $4.24 CDN)

Sonic Generations ($7.49 USD/$8.24 CDN)

Sonic 4: Episode 1 ($2.49 USD/$2.74 CDN)

Sonic 4: Episode 2 ($3.74 USD/$4.24 CDN)

Sonic 3D Blast ($1.24 USD/$1.37 CDN)

Sonic Spinball ($1.24 USD/$1.37 CDN)

Sonic 1 ($1.24 USD/$1.37 CDN)

Sonic 2 ($1.24 USD/$1.37 CDN)

Sonic 3 & Knuckles ($1.24 USD/$1.37 CDN)

Sonic Adventure DX ($1.99 USD/$2.19 CDN)

Sonic Adventure 2 ($2.49 USD/$2.74 CDN)

Sonic CD ($1.24 USD/$1.37 CDN)

Via Steam’s website.

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Sega 3D Classics Collection for 3DS coming to NA on April 26th, 2016

CTR_package_Licensee_RevC

Sega just announced that they are releasing the Sega 3D Classics Print 2 collection for 3DS they released in Japan last year for NA. This contains 9 games (all listed on the official website) which are; Power Drift, Puyo Puyo Tsu, Fantasy Zone II W, Sonic 1, Thunder Blade, Galaxy Force II, Altered Beast, and also the 3D Master System games Fantasy Zone II and Maze Runner. Though not confirmed to be in the NA collection, the collection also featured the Master System version of Fantasy Zone 1 as an unlockable game in the Japanese version, so hopefully that is also included here.

The 3D Classics release of Power Drift, Puyo Puyo Tsu, and the two Master System games are being released in the west for the first time. The box art for this NA release is also based on the 2nd pack featuring artwork by none other than the artist of Pokémon, Ken Sugimori.

Sega also released screenshots of the collection:

The pack will be available at retail and the eShop on April 26th, 2016 in NA for $29.99 USD and $44.99 CDN.

Via the official NA website and the JP website. Pricing and eShop release info was provided via Nintendo Everything.

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Sonic 4: Episode 2 on iOS receives new update, now playable on the new OS

S4E2 iOS Update

Well that’s an interesting development.

SEGAbits have reported on their twitter that the game has received and update for the first time in 3 years with the following notes (in case you can’t see the above image for any reason):

–Bug fixes for iOS 7, 8, and 9

–Fixed crash on boot

This update numbered Version 2.1.3 is live in US, Canada, and EU.

SEGAbits also mentioned that the game still doesn’t lock-on with Episode 1 to unlock Episode Metal.

How does the game fare now on iOS after the update? Let us know in the comments!

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More Sonic Boom RoL Concepts Found

Sonic Boom Amped UX 14

The Sonic Stadium has discovered even more concept work for 2014’s Wii U exclusive Sonic Boom: Rise of Lyric. The work was found on Amped UX’s website revealing they too had a hand in the game’s development.

The studio provided the following services:
* UI/UX Design, Wireframes, and Project Management
* Heads Up Display (HUD) UI Actionscripting
* Progression/Systems Design
* Localization Production & Integration
* High Level Concept & Documentation
* Secondary Quest & NPC Design
* Level Geometry Whiteboxing & Visual Scripting
* Final Script ​Debugging and Level Layout Revisions

You can learn about these development procedures in huge detail over at Amped UX at the below links. They’re a good read if you’re interested in game development or getting into the industry.

Source: Amped UX [Link 1, Link 2]

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Update: Mario & Sonic At Rio 3DS Releases March 18th

Riorelease

UPDATE: Nintendo have confirmed via Facebook, that the Wii U version is still in development and will release later this year.

Original Story: Just announced via Nintendo of America’s twitter account, Mario & Sonic at the Rio 2016 Olympic Games is due to be released on March 18th in North America.

Oddly, this is for the 3DS version of the game, no details were given regarding the Wii U version, as of yet no information regarding the EU release date has been given either.

Source: NOA Twitter.

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2016 to Have Several New Sonic Games

25thgameconfirmation

Blink and you’ll miss it. If you read the article posted in ToyWorld Mag carefully, you’ll notice that Sega has finally confirmed that 2016 will get a Sonic game, or should that be ‘Games.’

Now you might think ‘they already did’ urm… actually, they didn’t, they’ve not yet confirmed it, this is the first time they’ve confirmed new ‘games’ for 2016, we’ve assumed that there would be one given all the teases, but it’s not yet actually been confirmed.

So far the only thing which we assume will come out this year is Sonic Boom: Fire & Ice, however that also doesn’t have an official release date, but this article states ‘new games’ suggesting there will be the sequel to Boom and at least one other mystery title.

Keep checking TSS for more news when we get it.

Thanks to Steve who spotted this.

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(UPDATE: And the US Google Play store) Sonic Runners removed from the US iTunes store

runners2

UPDATE: Operationgamer17 points out that apparently it’s been gone since at least yesterday as of when TSSZ first mentioned it on their twitter. Also, Ming Ming Yuigahama clarified that the game is actually not on the US Google Play store either (I misunderstood that part, my mistake) and even snapped a screencap of what she sees when you access it:

0UtTmLB

And she points out in the same post that this is not so unusual and may simply come back on Monday. We’ll see what happens. Also I forgot to mention that Komodin first brought that part up. Thanks again go to both for the clarification.

###

It has come to our attention that Sonic Runners has been removed from the US iTunes store. This was first brought up on our forum by Operationgamer17. Our own writer VEDJ-F afterward mentions that it’s still up on the UK Google Play store, and another member Soni mentions it’s still up on the Canadian iTunes store.

Another member Ming Ming Yuigahama also linked to and confirmed that the game, while indeed gone from the US iTunes store (the link now redirects you to the iTunes store if you have it installed saying it’s not available), is still available on the iTunes store in the UK, Canada, and Japan. Ming Ming Yuighama also shows that the game is still up in the US Google Play store under “SEGA Corporation”.

So far we have no idea what the reason is for the game’s removal from the US iTunes store. We’ll have a follow-up report if we hear more.

Thanks goes to all the users mentioned above for their help in checking the stores to see if the game is still available in their respective regions.

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UPDATE: Johnny Gioeli Hints at Possible Crush 40 Involvement In 25th Anniversary Title

SOS022

UPDATE: Following the publication of the article, the post on the Facebook Page has since been removed.

Original Story: It probably isn’t far-fetched to guess that SEGA have a Sonic the hedgehog title lined up for the 25th Anniversary this year, however Crush 40 lead singer Johnny Gioeli has given a very strong indication that one is in the pipe line…and that Crush 40 could potentially contribute material to it.

Via a Q&A on the Official Johnny Gioeli Facebook Page today, Gioeli gave the following response to a question regarding new Crush 40 material in the works:

When will there be news about the Crush 40 album?
~We are planning a few performances for 2016 to commemorate the anniversary of Sonic. We “might” participate in writing new songs for the anniversary game…stay tuned…

Although some caution should be exercised with the key word in this response is “might”, the fan anticipation for a new Sonic game announcement will no doubt be further escalated, irregardless of game or new Crush 40 songs.

Stay tuned for more 25th anniversary announcements!

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2 new Japanese trailers for M&S Rio 2016 for 3DS featuring characters and amiibo

httpv://www.youtube.com/watch?v=cnrmVV-dIGk

httpv://www.youtube.com/watch?v=vyXHpYFY7XY

Nintendo have uploaded two new trailers of Mario & Sonic at the Rio 2016 Olympic Games for 3DS on their Japanese YouTube account.

The first trailer is the main trailer featuring new playable characters and events, among the characters shown include Cream the Rabbit, Zavok of the Deadly Six, Eggman Nega, and more.

The second trailer shows off the amiibo functionality. While no new amiibo were announced, we see that at the very least the Mario amiibo from the Super Mario line, and the Sonic amiibo from the Super Smash Bros. series are confirmed to be usable.

Unfortunately we do not yet have translations of the info discussed in the trailers. We will provide a follow-up report when we have the info translated.

The 3DS version of the game will release in Japan on February 18th, 2016. There’s still no info on a release date of the game in the western regions, nor is there any updates on the Wii U version of the game.

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Scrapped Sonic and the Black Knight Poster Found

Sonic & the Black Knight promo poster

The Sonic Stadium has uncovered what appears to be an unused promotional poster for Wii exclusive Sonic and the Black Knight. The poster was created by a company called KJSCoverArt who have designed a lot of album covers for various artists, as seen on their portfolio. We assume this image must have been made pretty early on because you’ll notice Sonic is wearing two of the same gauntlet he wears in the game instead of just one, as well as a helmet, which looks much like Shadow/Lancelot’s. Other changes include slight differences in Caliburn’s hilt and the game’s logo.

What do you think of this artwork? Would you have preferred Sonic to have worn more armour? Speak out in the comments.

Source: KJSCoverArt

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Tails and Knuckles Mii Outfits Coming to Smash Bros

Announced today at the final Super Smash Bros. For Wii U/3DS Direct, Tails and Knuckles will finally be showing their faces alongside Sonic in the popular duo of fighting games… though, perhaps not in the form you would have preferred. Continue reading Tails and Knuckles Mii Outfits Coming to Smash Bros

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First footage of Mario & Sonic Rio 2016 Arcade Edition

httpv://www.youtube.com/watch?v=3AL9byPSKM0

Above we have the first video (recorded by Arcade Heroes) from the IAAPA 2015 arcade event showcasing the arcade version of Mario & Sonic at the Rio 2016 Olympic Games already translated in full English.

The video shows off the current roster of playable characters which at the moment are your expected norm, being Sonic, Tails, Knuckles, Amy, Eggman, and Shadow for the Sonic-side. As well as Mario, Luigi, Peach, Bowser, Wario, and Yoshi on the Mario-side.

We also have a look at four activities in the game (100m, Archery, Hammer Throw, and Javelin Throw), the same four already known of before in an earlier report (which talked about the controls of each event). Each starts off with a tutorial screen that can be skipped.

There will be two different cabinet releases; one with 4-player support which is shown in the video with the overhead displays and screens, and a 2-player version without the extra displays.

The arcade version actually indeed runs on Sega’s Nu arcade hardware, which is more or less a revision of Ring Edge 2.

The arcade version is set for January or February 2016 in the US. The 3DS version is only scheduled for a February 18 2016 release in Japan, while the Wii U version has no date as of yet.

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Sonic Runners Version 2.0 Released

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

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

Mario & Sonic Rio 2016 3DS Japanese Box

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

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

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

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

M&S Rio 2016 Twitter Artwork

Here are all the screens from Amazon below:

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

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Sonic Lost World (PC) Out Now

lostworldalternateart

Exclusive? What exclusive?

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

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

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

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

Sonic Lost World on PC from Steam

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Sonic Runners Might Be Unfairly Banning Users

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It’s been no secret that Sonic Runners isn’t afraid to swing the ban hammer, one of the earliest exploits from the soft launch resulted in many early players finding themselves locked out of the game for discovering that they could effectively get an infinite wisp power for an entire run.

But in the last week, even legitimate players have found themselves victim of the ban hammer, in the last 7 days, we have received a very high number of reports from Sonic Runners players who claim they have been effectively banned from the game or had major restrictions placed on their accounts, the reason according to Sega is that they detected ‘irregularities’ in their accounts which violated the terms of service.

This is despite the fact that they claim to have never cheated or used any other exploits in order to gain an unfair advantage in the game. When users dispute this with Sega, Sega’s response is either completely vague, non existent, or in some cases suggests that the reps they are speaking with have absolutely no knowledge of the game and are in fact making up their replies to get rid of the customer and their complaint.

How are Sega Banning Players?

Previously, Sega were just banning players, there was no ‘well you can still access this…’ banned meant banned, the most memorable case of mass bans was from an early exploit which allowed users to get a near unlimited wisp power up.

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People who abused this exploit found this message when trying to access the game. But sine the worldwide launch, this seems to have changed.

How Are Sega ‘Banning’ Users Now?

Sega are now moving users who break the TOS onto a ‘cheaters server,’ think of it like the ‘bad sport’ servers that RockStar use for GTA V or the ‘cheaters servers’ for Max Payne 3, you can still play the game, but you have to compete with other people who have also cheated in some way, this could be by using save file exploits/hacks, or a shippable bug/exploit which has come about in an update.

The problem is that being in this server/group also cuts you out of getting weekly ranking rewards and may also restrict future special events/rewards. You’re effectively banned from accessing rewards for legitimate play, but you can still play the game, and yes you can still spend real world money.

Why Are Fans So Angry/Upset At Sega’s Support?

Let’s start with the most unbelievable part of all this, Sega’s own support team apparent lack of even the most basic knowledge of the game, to the point where you have to question if the staff are in some cases making up advice to customers asking for help.

This is the support ticket that one user sent to help.sega.net.

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Seems reasonable and easy to understand right? The game is clearly listed, details of the device and operating system are present. The problem is also clearly listed, it shouldn’t require in-depth knowledge of the game to answer this question.

So how did Sega reply to his problem? With this.

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Lets just put aside the ‘did this person really cheat’ question for now. Let’s just look at what Sega said. “After cheating has been discovered, they will not be able to participate in […] joining or creating a guild.”

I am at a loss as to how someone can make that mistake, especially given that position that they work in, you don’t even have to play Sonic Runners, just start it up and get to the main menu to see that you can’t join, or create, or participate in a guild…

Because Sonic Runners doesn’t have guilds.

The second issue here is that Sega offered no details as to what this person allegedly did, they just said ‘our system said you cheated, the restrictions will not be reversed.’ So even if this person did cheat or use an exploit, they have no means to inform anyone else exactly what is or isn’t allowed.

 

Now, this is just one persons claim, they might be making it up or trying to claim innocence right? Well… that might be the case, however it’s a lot harder to dismiss this case.

Twitter user StarlightAurora claims to prefer Power Characters, so following the release of new Halloween companions they tweeted their entire experience of playing Sonic Runners using a new combination of companions with characters who boost enemy kill scores, including the moment when Sega auto banned them from the game. 

After filling a support ticket with Sega, this was Sega’s reply.

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There’s that phrase again, irregularities in the account. No details as to exactly what this user did, no details as to what part of the TOS they broke, absolutely no useful information, despite their system being able to tell that they did break the TOS.

These are all screenshots from players who claim to have been banned from Sonic Runners, despite never having cheated or using any kind of exploit in the game. All of these have come from the last few days.

Why Are People Being Banned?

Based on the reports that users are posting on our own forums, twitter and various other social media outlets. Sonic Runners appears to have in place some kind of auto ban function, when a user obtains a high score, unsure if it’s within a specific period of time, or if there is a so called ‘magic number’ which when hit results in the user being banned.

But every report made so far indicates that the users obtained a super high score or a huge personal best which resulted in a ban from the main game, they now have to play with users who have cheated in some way.

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How Is This Happening?

At the moment, nobody can say for sure, but some people are pointing the finger at Sega’s own events.

Currently there is a Halloween event taking place and one of the companion rewards ‘King Boom Boo’ is apparently very broken, especially when paired up with a power character who offers an enemy destruction bonus, like Halloween Omega.

For example, before Halloween, a good player might be able to hit the 1 million point mark by the time they reached the first Eggman boss fight. Following the Halloween Event, due to the nature of the new Halloween Companions bonuses, it’s possible for a novice player to get over 3 million points in the first 3 seconds of the game. You can imagine how much an expert player can get in a 30min long game.

But the madness doesn’t end there. On top of this, there is/has been a 2X ring event, so scores are going even higher and with new characters/companions who boost ring scores, they too are falling victim to the ban hammer.

The problem here according to some long term Sonic Runners players, is that the new companions are so badly balanced, combined with the new character bonuses, that they’re obtaining mega high bonuses/huge amount of points in a short period of time, that the game things they are cheating and as a result they are being put into the cheaters server and are restricted from reviving weekly rewards from their rightful ranking board.

Despite claiming that they have never cheated or broken the TOS in any way.

How Can You Prevent an ‘Unfair Ban?’

With Sega’s support offering no help or even any indication as to what exactly players have done to break the TOS, many users who have found themselves in the cheaters server are advising other users not to use any new companions or characters, some are going as far to deliberately keep their scores below 10 million which seems to be a safer means to play the game long term.

However the key here is Sega, they need to be a lot more open with exactly what is going on in Sonic Runners and be much more open with how players have apparently broken the TOS because right now many players are baffled as to what it is they did wrong.

We’ll keep you upto date with any new information as and when we get it.

Dare I ask if anyone reading this has found themselves victim of the Runners ban hammer? Let us know in the comments.

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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.

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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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SEGA Hints At “Heyday” Inspired Sonic Future

In an interview with SEGA Europe’s marketing director Jon Rooke, we may have a hint as to what the future of Sonic may hold – and that’s going back to what put the lovable blue scamp on the map in the first place. Continue reading SEGA Hints At “Heyday” Inspired Sonic Future

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SegaSonic Popcorn Shop Now Dumped & Emulated

So remember how following the news that Sonic Patrol Car got dumped and emulated, we all joked about getting the Sonic Popcorn Shop emulated next…. yeah well… guess what. Continue reading SegaSonic Popcorn Shop Now Dumped & Emulated

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Hardlight Studios Hosting a Sonic Dash 2: Sonic Boom Periscope Session

Sonic Dash 2 CROP

To celebrate the worldwide launch of Sonic Dash 2: Sonic Boom, Hardlight Studios will be hosting a Periscope session by one of the sound designers on the game.

I’d like to alert you in advance to a Periscope session scheduled for tomorrow at 10:30 am PST (10/21), hosted by one of Hardlight Studios’ sound designers who worked on Sonic Dash 2: Sonic Boom. He’ll be treating fans to a live guitar performance of several original scores from the game, closing with the widely loved Green Hill Zone theme.

The livestream will be going on via the official Sonic the Hedgehog twitter account: Whilst the press release says ‘Tomorrow’ it also lists October 21st as the date which is in fact Wednesday so we’re not sure what’s going on there.

But if you fancy listening to some music, tune in and check it out.

 

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Sonic Lost World Coming To PC

Sonic Lost World, a once exclusive Nintendo Wii U title, is set to arrive on PC via Steam on November 2nd, SEGA have announced. Continue reading Sonic Lost World Coming To PC

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Sonic Dash 2 Sonic Boom Developer Diary Part One

[youtube]https://www.youtube.com/watch?v=y3DzAxwtgWQ&feature[/youtube]

It looks like Sonic Dash 2’s soft launch is near it’s finale and will be making it’s way to other countries fairly soon. In this video, we get some more details on the game and a little bit of a “behind the scenes” look into the studio. This is just part one of a three part series so stay tuned for more! t.

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Sonic Runners To Get Major Bug Fix & Raid Boss?

runnersraidbossSonic Runners continues it’s steady stream of event announcements with a halloween themed event centred around Zazz. However, this event is unlike any previous events held in Sonic Runners so far.

Typically, players have been asked to rescue animals or collect certain special items in a bid to get various rewards. However this new event appears to be very different as it’s described as a ‘raid event.’

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Roughly translated the text warns players of a ‘strong enemy Zazz Raid,’ traditionally, raid enemies are powerful enemies which drop a huge number of rewards when defeated.

However that’s not the only announcements, details of the next version of the game have also been posted and two major bugs, one of which we posted details about as well as a fix back at the start of August, might finally be fixed. That being the clear cache bug. 

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As it stands right now, Sonic Runners doesn’t remove any old event data or notification data, even if it’s totally worthless. e.g. notifications with dates on them. This means that if you have had the game since day 1 and never performed any maintenance, then the game is actually storing nearly 2GB+ if you have never cleared the cache/redundant memory files from the game.

Well it appears that there will now be an option in the game to actually perform this task without having to connect your device to a computer and manually doing it.

It also seems that Facebook options/settings will also be enabled in this version too.

It’s expected that this update will come within the next week or two.

Source: Twitter.

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(Update: It’s $5.99) 3D Sonic the Hedgehog 2 landing on 3DS eShop in NA on Oct 8th

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Update: Nintendo has added the game to its website and like the other games in the Sega 3D Classics line it’s $5.99!

Well, it’s a little later than planned (they just said September), but not by that much. 😛

Sega of America confirmed today on twitter that the game is finally coming out at least in NA on October 8th, after having already been released in Japan back on July 22nd.

The 3DS version actually has a wireless co-op multiplayer feature where one player is Sonic, and the other is an invincible version of Tails to assist Sonic in the game, basically like you did on the TV back in the day. You’re also able to save at anytime and can now more easily unlock Super Sonic just by beating the game on any mode, which gives Sonic all the chaos emeralds when the feature is turned on.

Sadly at the moment there’s no release date yet for Europe.

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Sonic Runners hits 4 Million Downloads, Free Red Rings for All

This is starting to become a bit of a regular thing now isn’t it? Sonic Runners has reached 4 million downloads worldwide, to celebrate this, players who login between September 19th – September 23rd will receive 10 red rings for each day that they log in. Continue reading Sonic Runners hits 4 Million Downloads, Free Red Rings for All

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Waku Waku Sonic Patrol Car Now Dumped and Emulated

The original version of “Why is Sonic in a car?” is now one step closer to being at our fingertips. Waku Waku Sonic Patrol Car has now been dumped and emulated courtesy of a Mame expert called David Haywood aka ‘Haze’. Continue reading Waku Waku Sonic Patrol Car Now Dumped and Emulated

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BBC: All Stars Racing Transformed Improves Your Memory & Concentration Skills

ASR Transformed Xbox.com screenshots 12

This is the kind of story which always seems to come up at least once every year or so, but it’s always nice to see.

Last night BBC 2’s Horizon was entitled “Are Video games Really That Bad?” It was a really good, non sensationalist look at videogames and how they influence you, because lets be honest here, they do.

It was a fascinating insight into gaming, especially the part of the show which showed how one videogame was improving the quality of keyhole surgery and some doctors are now playing games as they feel it’s improving the quality of their care.

However, more closer to home was the segment near the end of the show, they wanted to test how games influence non gamers, so they got together a group of pensioners who don’t play games, and asked them to do a series of tests involving memory and concentration, they then asked them to play Sonic & All Stars Racing Transformed for 20 min per day, for 5 weeks.

After which they performed the same tests and according to the results, their memory and concentration skills had all improved by 30%.

So there you have it, you now have a medical reason to play ASRT, but honestly you should be playing it because it’s a bloody good game. Can we have a third one now please?

You can watch the show on BBC’s iPlayer for the next month. Those outside of the UK may need to fiddle with their location settings/proxi time.

Now where did I put my keys…?

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(Update: Confirmed) Sonic Boom: Fire & Ice Delayed to 2016

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Update: It’s officially delayed to 2016! Thank Aaron! 😀

Perhaps someone’s listening eh? 😉

The online game rental site GameFly is now listing the game for a Dec 31 2016 release date at least in North America, however this is just another way of saying it’ll be out in 2016 at some point. This change is very recent, as looking through a Google Cache of the site, it showed that as recent as September 8th that the game was still listed for November 3 2015.

If this is indeed true, we may just be in a very rare turn of events where we go a whole year without a retail Sonic game. Mario & Sonic at the Rio 2016 Rio Olympics are also scheduled for 2016 as opposed to their usual release being in the year prior to said Olympics.

Wonder what’s up with this? I’ve wondered if the NX has anything to do with this, specifically for M&S if they want to do a premium NX version of the game, and also maybe they think releasing the game closer to the Olympics will give it more fanfare, what with the Olympics being the talk of the town at that point of course. 😉

For Sonic Boom: Fire & Ice, I dunno, there’s never been a cross-gen handheld release (being released on a current handheld, and also it’s successor at the same time, like if for instance Sonic Advance 3 was delayed on GBA for a few months and appeared on both GBA and on DS at launch), but this IS a great sign that they want to take more time to give it a nice extra layer of polish and/or to try better things with it. Maybe this is going to be better than the first one after all. 😉

 

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Sonic Runners: How to Land on Whatever Spot You Want on The Roulette Wheel!

Ever since Sonic Runners first launched, users have been divided as to how if there is a way to manipulate the roulette wheel, for instance, tapping the screen whilst it’s rotating seems to influence when it will stop, but nobody was able to nail down a precise method to stop it at will or at a specific point.

httpv://www.youtube.com/watch?v=pG3hsGYEzyo

Well it seems that those who were convinced that there was a way to manipulate the wheel so that it stops in a specific spot were right. A YouTube video posted by Premydaremy illustrates the trick in action, in the video the user is able to land the wheel on the character spot at will, multiple times in a row.

Now, the user calls this a ‘hack,’ however this isn’t correct, a hack would be the right terminology to use if you had to manipulate the games code or use some kind of modification to perform this. Call it a cheat or a trick at the most, however given how we’ve been able to make the wheel stop early since the soft launch, this seems to be deliberate behaviour left on the wheel from the developers.

There are two methods to doing this, I have managed to get the first method to work exactly as show in the video, the second method didn’t work at all.

Method 1:

  • Spend 50 red rings and let the wheel start to spin.
  • On the first spin, when the dial reaches the 6 O’clock position on the wheel tap once.
  • Then on the second spin, rapidly tap the screen/wheel with your finger.
  • If done correctly, you will land just inside the character egg space.

Method 2:

  • Spend 50 red rings and let the wheel start to spin.
  • Let the wheel complete 2 full rotations.
  • On the third rotation, when the dial reaches 6 O’clock, rapidly tap the screen again.
  • If done correctly, you will land just inside the character egg space.

In both methods, odds are you will land on either the character egg or the golden eggs. I have tested method 1 and it worked first time. However as pointed out this is not a 100% guarantee, but from feedback from other users and my own testing, this seems to work most of the time after you’ve mastered the trick.

Whilst this trick is designed to work for the character and golden eggs, odds are if you adjust the timing as to when you first tap the screen, you can manipulate the wheel to land on whatever spot you want, including the daily spin wheel.

Give it a try and let us know if it works in the comments.

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