Welcome to the Archive site of The Sonic Stadium (2008-2023)
Please note that this site is no longer being updated or maintained; as a result, there may be design issues, and links to images and other media may be broken. Links to posts may redirect you to the same article on the current Sonic Stadium website.
So finally we have a little bit of extra news as a follow-up to the game’s announcement the other day, the rental site GameFly, which commonly lists info on unannounced games which turn out to be correct, have just put up the listings of Rio 2016 for Wii U and 3DS, and indicate that just like Sochi 2014 before it, Nintendo is back to publish Rio 2016 in NA (and likely EU), as opposed to Sega who published the first three games in the west. Nintendo has published every entry in Japan to date.
Now what’s REALLY puzzling, is that GameFly lists the Wii U version as TBD (to be determined), but the 3DS version for December 31st 2016. Dates on any site are always likely to not be final until confirmed by the publisher, but also, London 2012 did come out a bit later on 3DS than on Wii, missing the 2011 holiday season, likely to avoid releasing with Generations 3DS? Who knows. But that’s all we got so far!
When more comes, we’ll post it!
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Mobile exclusive game Sonic Runners today released update 1.0.4 to the markets which the title is currently available in, bringing some noteworthy gameplay alterations to the experience. Continue reading Sonic Runners Update Brings Game Alterations
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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?
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The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.
UPDATE: It would appear that, Mr Fuhrmann who originally had the listing on his website has now removed all traces of the job/Sonic Mach 2 from his work history page.
Come to your own conclusions, share them in the comments.
ORIGINAL STORY: Sonic Team head Takashi Iizuka may have confirmed that the rumoured upcoming “Sonic Mach2” is not developed by them, which leaves plenty of questions as to what the title could possibly be, and the legitimacy of its existence.
A few days ago a thread appeared on our forum, the SSMB, indicating that a new Sonic title could be in the works. A find on the website of Orbot’s German voice actor, Romanus Fuhrman, listed he had lended his voice for an upcoming 2015 video game named simply “Sonic Mach2”.
While initial discussion considered the fact it could just be related to Sonic Boom, it’s important to note that Orbot did not appear in either Sonic Boom video games, both have already released in Germany fully dubbed, and the title is listed under “video game”.
Here’s where the rumour finds some legitimacy however – a friends of a member of the SSMB sent a message to Takashi Iizuka’s Facebook to see if he could find some answers. The outcome is very interesting:
Following this, our very own Shadzter decided to message Iizuka also. The reply this time, however, is slightly more cryptic:
Which now begs the question for all of us – what is “Sonic Mach2”? We’d love to hear your speculations in the comments. Could this be another mobile developed title from Hardlight (who previously gave us Sonic Dash, Sonic Jump Fever) or could we be seeing some of those free to play Boom titles we heard of previously? Sound off below and lets get some discussion going.
Special thanks to Spindash.de for the inital finding and Blue Paradox on the SSMB for the screencap. You can see Romanus’ website here, where the title is still currently credited to him.
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So it was announced in a new trailer today for Yoshi’s Woolly World for Wii U (developed by Good-Feel, the developer of Kirby’s Epic Yarn and Wario Land: Shake It) that you can use over 40 amiibo figures to give Yoshi a costume based on the character as demonstrated in the video which showed Yoshi as Mario with that familiar mustache (quite bizarre-looking if I’m honest lol!), as that Gorilla who refers to himself as an ass (Donkey Kong), or as Link (he just got even greener!).
You can see a big line-up of supported amiibo near the end, one of which includes Sonic, but as we’ve seen in numerous other amiibo-supported games, this doesn’t guarantee Yoshi will get Sonic-ized. Full circle from Sonic Lost World anyone? 😛
But if so, does this mean wool Yoshi will also be a spiky blue pin cushion?
We’ll report when we find out what the exact functionality of Sonic’s amiibo and if he does get a Sonic outfit.
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Over the weekend, news broke that Sonic Dash had undergone a transformation into an arcade machine, well it turns out that TSS’ own Project Phoenix aka TitansCreed was the one who made the discovery and has since provided us with a number of photos of the arcade cabinet and a video of his discovery too.
Based on the video, you can play as Rouge and a number of other characters (we’ll get into those later). However one of the biggest differences is that you as you play the game, collect rings and get points, these are ranked and graded, your grade determines how many prize tickets you are rewarded with.
The images on the side of the cabinet suggest that you can play as Sonic, Tails, Shadow, Knuckles, Amy and TC also confirms that Blaze, Rouge and Cream are also playable. Other bits of information are confirmation that the cabinet is made by Sega Amusements
As well as the images, here is TC’s thoughts on the game in question
The level and character choice is completely random, in place of your touch pad you have a giant D-Pad in which to make your choice in terms of movements. Left and right for the obvious movements and up for jump and down for dash, in a similar style to the mobile game.
The boss is where things change slightly, and for the worst as it is in the players detriment. You have two target reticules you have to align in order to hit the boss. You only have one chance per area and you need to hit the boss three times, just like in the mobile version to proceed. If you miss once the game ends, there’s no going onto the next level, an instant game over.
All for the lovely price of £1, you end up with about a minute’s worth of gameplay…
What do you think? Still want to play this? Let us know in the comments.
For full sized pics, check out our gallery.
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Community member TitansCreed spotted a rather odd arcade machine during his holiday yesterday, an arcade version of Sonic Dash entitled ‘Sonic Dash Extreme.’
According to what details we can gather from the picture and TC’s tweets, the game plays a lot like it’s mobile counterpart with one or two differences.
Character selection is random, as is level stage.
If you fail to beat the boss, it’s game over.
From what little information we can tell, the arcade machine appears to be made by ‘Sega Amusements’ and rewards the player by giving them prize redemption tickets. However, there are no details about the machine on their website.
We do however have a location of this particular machine. It was found in the Butlins holiday resort in Minehead (United Kingdom), so chances are it’ll soon find it’s way to other arcades around the UK.
Titans Creed has promised to upload a video of the machine in action once he gets home, we’ll update you when that arrives.
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Yes, it’s the story you’ve waited for, finally we get some answers as to why the game went, well, boom. Some quick key details include confirmation that the game was intended for “unspecified next-gen consoles”, the game was mostly done in this form, and Sega gave Big Red Button so little time to do the Wii U port when the exclusivity deal happened. Another highlight is that the footage in the debut trailer (that went bangarang on your ears), actually was NOT Wii U footage after all.
More can be seen in this 5 and a half minute video.
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UPDATE: 24 hours later, the account which posted this information has since been made ‘private.’ Read into that what you like.
A long time ago, it was hinted that there would be some mobile games based on the Sonic Boom brand. Whilst there has been no further confirmation on their existence, this LinkedIn listing suggests that they do/did exist in some form.
According to a listing on LinkedIn, the Director of Live Operations at Sega Networks and Three Rings Studio (both of which are Sega mobile game development studios), states that he was a point of contact for a number of Sonic Boom projects including F2p Mobile Games.
As you can see in the screen grab above, this person was the mobile F2P contact point for Sega trans-media projects, such as Sonic Boom, listed in brackets are Cartoon Network, Nintendo, toys and merchandise and the yet announced F2P Mobile games.
Unfortunately, there’s no way to know if this means that the games are still in production or if this was a cancelled project since there has been no other word on mobile games related to Sonic Boom since Boom was first announced over a year ago.
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Now’s the best time to add a collection of Sonic games to your PC! Humblebundle.com is having a huge sale on Sega games, including the Sonic Hits Collection for a whopping 85% off! The collection not only has just about every Sonic Genesis title, but also includes Sonic Adventure 1 & 2, Sonic C.D., Sonic Generations (+DLC), Sonic and Sega All Stars Racing 1 & 2 (+DLC) and Sonic 4 episodes 1 & 2. All for the low, low price of $16.94 (USD). You can also pick up All-Stars Racing Transformed by it’s lonesome for $3.99. The sale is only going on for a few days, so hurry and save!
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The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.
SEGA has confirmed via a blog post that an unknown number of SEGA mobile titles will be removed from various services if they “no longer meet our standards.” The problem? SEGA won’t say which ones… odds are though that it’ll be poorly emulated titles, or those which got a poor rating or suffer from compatibility problems on modern OS systems and devices (looking at you, Sonic 4). Continue reading SEGA to Remove Mobile Games That “No Longer Meet Standards”
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New screenshots have been unearthed from the Sonic the Hedgehog (1991) alpha thanks to a scan from the August 1990 issue of old SEGA magazine, Mega Drive Fan, uploaded to a forum for discussion.
The scan was uploaded to fansite SEGA-16 and discovered by Retro members, and quickly identified as the alpha due to their extreme visual similarities to previously discovered media shown at the 1990 Tokyo Game Show, where the title was first revealed to the public.
The screenshots are some of the highest quality available of the alpha, giving us better look at some development designs and alterations the launch title for the SEGA Mega Drive went through.
Aside from the instantly recognisable differences – such as the majorly differing mountain range background art and a completely different badnik design never seen in the final game, there are other small changes to be seen. These include Sonic’s sprite design, the palmtrees and the title screen logo.
You can also spot what could be various gameplay differences too, as Sonic (seen in the screenshot above) is not in his iconic spin jump form while coming in to seemingly aerial attack the badnik. It could be a possibility that the pinball nature of Sonic had not been established yet.
You can take a look at the screenshots in our gallery below, including cropped, blown up and touched up images thanks to Retro user cornholio857. Credit to the original scan goes to JumpingRyle of SEGA-16!
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Big Red Button developers have been busy again by recently uploading more test footage and concept art from Sonic’s last console outing Sonic Boom: Rise of Lyric. In the above footage taken from Tuan Nguyen’s demo reel (with Skylanders footage cut, thanks to SSMB’s Blue Blood), we can see the scrapped beautiful hub world first seen in the GDC 2013 CryEngine 3 demo footage in a playable state.
https://vimeo.com/116913752
Devon Roderick has also released two test footage clips in the above video, one of a cutscene and one of an NPC.
Onur Cayli has released a large amount of images showing character renders he worked on, including the rather creepy looking Shadow render you see above.
What do you think of these latest releases? Do you wish the beta hub made it to the final product? Speak out in the comments.
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We’ve talked a lot in the past about the development of Sonic Boom, since its release, former employees of Big Red Button have posted tons of early development material regarding it’s development which indicate it was once a much larger and very different game.
One such piece of evidence was a photograph taken inside Big Red Button showing what appeared to be an old logo for the game, however the name wasn’t quite clear and since then nobody has confirmed the name.
However, we now know what it is. Sonic Synergy was the original title for Sonic Boom, both the Wii U and 3DS version.
According to a website for Edward Moore who was a UX/UI design consultant for Sonic Boom, Boom was once entitled Sonic Synergy.
He describes his input on Boom as
High level User Experience & UI Design, Flash/Actionscript implementation for the majority of HUD elements, and Localization Production and Debugging.
Along with this are two UI diagrams for both the Wii U and 3DS version of Boom, these diagrams both contain the original Sonic Synergy title screen, as well as other early concept artwork for the game.
In addition to this, there’s evidence to suggest that Boom Sonic looked a lot different.
Sonic’s arms are back to being tan in colour, spikes are also different, much more like the Sega Sonic version. Amy also has some differences too.
What do you think? Sonic Synergy? Good title? Bad title? And Sonic’s alternative design? Like it, Hate it? Let us know in the comments.
To see the full sized images UI designs, check out the gallery below.
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After initially becoming unusable following the iOS 7 update back in 2013, reports are coming in from iOS device owners that 2012’s Sonic 4: Episode 2 has become functional once again, following the new iOS 8.3 firmware update.
The game was pulled from Apple’s App Store several months after the discovery of the incompatibility problems, following a promise from SEGA of an update to restore functionality never materialised. The game remains off the store, meaning that only those who bought the game whist it was available will be able to play the game now.
Whilst the game now appears to function with the new iOS software, players are also reporting noticeable bugs during the game (and in the case of some devices like the iPhone 6, still not functioning at all), meaning the app is still not running at optimum performance. The most noticeable of these bugs is that skipping cutscenes causes the game to freeze and crash.
We’ll keep our eyes out for any more reports, and will update with any further details as we get them.
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Although SEGA suggested previously that the 3D classics line for Nintendo 3DS would be closing with Thunderblade, a further three 3D Classic titles have been confirmed by SEGA to be on the horizon.
At this time, the third set in the series only contains 3 titles. One title in particular however is certainly of interest to TSS; Sonic 2! That’s right, that means 3D special stages!
The other two games are the aforementioned Streets of Rage 2 (due in July) and Gunstar Heroes (due in August). Sonic 2 will be out in September. All will be priced at MSRP $5.99/€4.99/£4.49
Are you excited for Sonic 2 or perhaps the other two games? Have you bought any of the previous games yet? Let us know!
Update: We also have screens and transparent logos for you all!
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There’s no denying that Capcom’s Monster Hunter 4 Ultimate has taken the world by storm on 3DS. Placing you in the shoes of a brave hunter, you seek out huge creatures and pit yourself against them, learning their ways and finding the best method to slay each beast. With critical acclaim and commercial success behind it, what more could this game possibly need? Well, Sonic the Hedgehog, of course!
Released today as free downloadable content, you can now access an additional mission called “Super Sonic Seregios” – emerge victorious and you will be able to craft special Sonic themed gear for your Palicoes, including Caliburn from Sonic and the Black Knight.
There’s plenty of other crossovers in Monster Hunter 4 Ultimate – The Legend of Zelda and Super Mario, to name but a couple – but this is definitely one of the coolest looking ones so far. With this and the Sonic Amiibo suit coming to Mario Kart 8, April is set to be filled with bonus Sonic content for Nintendo games!
If you own Monster Hunter 4 Ultimate, will you be taking on the DLC and equipping your Palicoes with Sonic and Caliburn? What other Sonic crossovers would you like to see? Let us know in the comments!
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Ever since Sonic & SEGA All-Stars Racing came out in 2010, people have been clamouring for the blue blur to take to the track against his rival and undisputed king of the go-kart. Thanks to the wonders of Nintendo’s Amiibo figures, that fantasy is now one step closer to becoming a reality!
Announced in the most recent Nintendo Direct, an update for Mario Kart 8 on 23rd April will allow players to gain access to a brand new set of racing suits for their Mii character, provided they have the relevant Amiibo… and among them, Sonic the Hedgehog himself! It may not be the real deal, but that Sonic costume is looking pretty snazzy – and if nothing else, it adds a bit more value to your figure outside of Super Smash Bros.!
The question that arises now though… which blue spiky thing will be the most notorious on the circuit? Sonic or the Spiny Shell? If it’s anything like how Sonic treats Mega Man in the trailer above, we may have a new contender!
Will you be dressing up your Mii racers in the Sonic suit later this month, either for a leisurely lap or to pelt the residents of the Mushroom Kingdom with Koopa shells? Let us know in the comments!
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Today, SEGA have announced a remastered version of the notorious 2006 game, Sonic the Hedgehog, slated to hold a slew of new features to improve the gameplay experience and story. The title is coming to Playstation 4 and Xbox One consoles, with no specific release date given as of yet – but the 25th Anniversary is highlighted by Takashi Iizuka, head of Sonic Team. Continue reading AFD 2015: Sonic The Hedgehog: Remastered Announced
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Former SEGA America producer Stephen Frost has called Sonic Boom a “huge success”, thanks to the project’s cartoon and toy licensing initiatives.
In an audio interview with SEGA Nerds, the producer – who has been at the forefront of all Sonic Boom-related developments, from the video games to the cartoon and merchandising efforts – said that the animated show in particular helped broaden the audience for Sonic the Hedgehog in the US. This also encouraged an explosion of toy sales, which Frost added initially sold out in 24 hours.
Speaking of his response to the fallout from the release of the Rise of Lyric and Shattered Crystal games, Frost was positive about the effect the licensing drive had on reaching a large audience. “Obviously there are pros and cons to Sonic Boom,” he said. “As a whole… for some reason I think people still focus on the game aspect of Sonic Boom. And rightly so because Sonic’s always been a game [character]. But you also have to think about the other things we tried to do with Sonic.
“The goal of Sonic Boom, as I’ve said over the last year or so, is to reach a larger audience with Sonic – to make him relevant again. There’s a very loyal Sonic fanbase [out there], no doubt. But there’s no arguing that every year [the audience] gets smaller and smaller.”
Frost likened the dwarfing audience for Sonic the Hedgehog to other AAA video game franchises on the market. “Even if you have a [AAA budget title] every year, the install base is going to get smaller… So the attempt with Sonic Boom was to appeal to an audience that was not familiar with Sonic – or, were fans previously but weren’t anymore for whatever reason.
“I think from that standpoint it was a success. The audience for the cartoon is [healthy], the toys are selling really well. I remember hearing reports that in the early days, Sonic Boom toys at Toys R Us were selling out in 24 hours – that wasn’t just [sales] from fans, it was from people who were looking for something new.”
The reason for the interest in the toys, Frost noted, was because the “new direction” that the Sonic Boom series took allowed merchandising partners to create more interesting figures based on the new worlds, vehicles and character designs. For licensing partners, Sonic Boom presented “a breath of fresh air into their thinking process and ability to go in a [new] direction.”
Frost also added that Archie and the Sonic voice actors were also appreciative of the opportunity that Sonic Boom presented. For Archie, it offered a chance to create new stories and a new book based on the series, and for voice actors they were able to add nuance to their respective characters.
“I know of so many people who have not been interested [in the Sonic games] that now arbitrarily watch the cartoons and buy the toys, and that’s a huge success,” Frost said. “There are cases where people have come into the Sonic world for the first time, because of either the new toys, or the look of the characters (love it or not), or the cartoon. And that’s why I consider that a big success.”
Speaking about the video games themselves, Frost was pragmatic. “Could the games be better? Yes… [But] I see that we tried to do something different. I think the challenge is that – if you think about the fact that Sonic Team has been making Sonic games for 20-odd years. They understand Sonic and all the things that make a Sonic game.
“In a relatively short amount of time we had to teach new teams what Sonic is all about. But not only that — if I was to say to a team, ‘make a speed-based Sonic game’, they’d have to start from zero and catch up to 24 years of experience in one [development cycle]. Now imagine asking them to reinvent Sonic, to try something different – still capture the speed but also be different enough that when people look at it they know it’s a new experience. It’s really tough!
“We had very ambitious goals. We really wanted to deliver on something that people were excited about, that managed to capture speed but also add new gameplay components… I think that the failures of the game were [of] it being overly-ambitious initially, and the fact that not only were we trying to make a basic Sonic game but we were trying to add to it. We over-extended our grasp in some ways.”
Frost noted that there were a number of positive things that came from the development of the Sonic Boom games – for instance, the popular co-op mode, which he hopes will be a concept that Sonic Team will consider for future mainline Sonic titles.
Naturally, a lot of people have compared Sonic Boom to Sonic Team’s efforts, and Frost accepted that the project’s game development ended up being a victim of the team’s ambition. “There’s a reason why the Sonic games are relatively high quality – they’re basic in design,” he said, talking about how many Sonic titles follow a similar strand of gameplay design. “You have speed, homing attacks… but because of that [streamlined gameplay], and because Sonic Team have been doing that for so long, they can fine-tune that [with every game release].
“We were trying to add in bungee mechanics, combat, puzzles, vehicles, hopefully a more compelling story, and a bunch of different environments. It’s just a lot. And I think that’s the thing. If there’s any lesson that I’ll take forward with me, it’s that being too ambitious can be bad.”
There’s a lot more in the interview with SEGA Nerds – the discussion about Sonic Boom starts at 1:42:00.
Editor’s Note: This article originally offered a brief overview of points taken from the interview that were presented out of context. We have since rewritten the story in its entirety and removed all conjecture from the piece. We apologise for any confusion caused.
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Sonic Runners has been out for a few weeks now, despite the popularity of the game, there are still a bunch of hidden tips and secrets which not many people know about. Some of which have big positive effects on the player. So this update is a list of some of the biggest and best tips that we’ve found as well as some that not many people are aware of, none of these involve modifying save files or any other file edits, they’re in-game features people don’t know exist or are ignoring.
So lets start with one of the biggest ones shall we.
Stop the Premium Wheel on Whatever Space You Want!
Confession time, I have not yet got this to work myself, but after some practice I am getting better at it, some people have claimed they have gotten all the Chaotix this way and from my own testing I believe after practice you can nail the timing.
You know that premium wheel, the one which you have to use eggs or red rings to use?
Well there is a way to stop it on whatever spot you want.
When you start the wheel let it do one or two full rotations, if you then tap the spin button again, the wheel will abruptly stop. However, it doesn’t stop right away, it enters the slowdown animation and if you time it right; it’s possible to trigger the animation so the dial will stop in the exact spot you want it.
For the Chaotix, if you imagine the wheel as a clock, it’s best to tap it just as the dial enters the area of 6-9 O’clock. What should happen is that the dial will stop spinning, at around 10-11 O’clock, it will then enter the slowdown animation and creep over into the next space, which is the Chaotix Egg/top prize.
As far as I can tell, you can also do this with the golden eggs too.
I strongly recommend you practice this using the desktop version of the game, you can lose all your red rings VERY quickly attempting this. If you want to practice, download ‘Andy‘ and the APK file for the game and practice with new accounts. It’ll take around 10 min to get your first free spin of the wheel. When you get the timing down, try it on your main account.
Get Bonus Rings For Clicking a Name
There are one or two things you need to do before doing this.
1: You need to Link your account to your Facebook profile. (check the options menu if you didn’t do it in the tutorial).
2: You need to have friends on your Facebook who are playing Sonic Runners.
If you have that, then you can do this next trick.
On the main menu, go to the leader boards, then select ‘friends,’ now select your friend and their player card pops up. At the bottom is the ability to ‘send them a challenge’ do it.
Wait one hour/shut down, then restart the game.
You are now given 2,500 rings for every challenge you sent. Regardless as to if that friend logged in and played the game. So long as you sent a challenge, you get free rings. It’s that simple. The cost to you? Nothing, just a few taps on the leader board screen.
Get/Give your friends extra lives for free!
This is an amazing side effect of the above trick. You might be thinking ‘I don’t want to spam my friends with challenges.’
Well, you’re not.
Your friend doesn’t get a challenge, what they do get however is a free extra life! For whatever reason, the game doesn’t send a challenge, it does however send a free extra life/try, and yes, they stack!
The moment you send a challenge, your friend will get the reward. There is however a cool down period as to when you can do this again, but this is a great way to get tons of attempts at later levels.
Get a 300-500 Combo Bonus
So you might have already seen this, but here is how it works. The more things you collect in runners, the higher your combo bonus goes, in normal play, it caps out at around 30-50 (depends on a few things). However, it’s possible to extend this to 300-500 (depends on how many gems/rings/animals you’ve captured so far without being hit).
First thing you need to do, find the power up which extends your combo period (you’ll be covered in stars). Then, a drill wisp (any wisp works, but drill is best). The combo will now rocket up to 300 or 500 depending on your chain.
On top of that, the drill wisp will also add an additional score multiplier to that which can give you some insane scores.
Don’t Want to Fight Eggman?
You get to the end of a stage, the boss appears… but you don’t want to fight him yet, maybe you’re doing a daily challenge? Maybe you want to farm rings? Maybe you just don’t have time to see if there are red rings in the next area?
Then don’t fight Eggman. You can avoid a battle with the boss if you select ‘play’ instead of showdown, you can do this as long as you like.
How to Perform Mid Air Tricks
So those red springs, finally managed to figure out the timing on those? Well did you know you can perform mid air tricks for even more points?
When you approach a red spring, tap the screen to be catapulted up. The moment this happens, rapidly tap the screen to make your character perform ticks, the higher your combo, the more points you get.
That’s all the tips and secrets for now, but if anything else is discovered we’ll do an update.
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This is a retrospective I did of the classic trilogy of Sonic games for SEGABits, celebrating the hedgehog’s 23rd anniversary week last year. I decided to spring (get it?) new life into it, since I was feeling pretty nostalgic today and recently played through these fantastic titles again I remembered how much of a treat they are. Let’s get to straight into it!
Ah, birthdays. The perfect times for parents to get out those old, embarrassing pictures of you when you were a baby. Our spikey blue hero is no exception to this, however his own classic outgoings were never something to be embarrassed about. In fact, many fans still refer to the original trilogy of games as some of the best games the series has made. I’m not far removed from this ideal, and as such I wanted to look back at these old gems of classic gaming, chronologically.
Sonic the Hedgehog (1991)
Filled with the sights of chequered hills, loop-de-loops, and the iconic sound of the SEGA chant on the boot up, the original Sonic the Hedgehog released in 1991, setting the stage for a future 23 years of Sonic. So much about this classic has been said already, but it’s worth giving it another run through, right? Let’s look at why this title is so iconic, and how it laid the groundwork for the future.
Sonic’s well known for his speed, yet this title doesn’t really capitalise on that gimmick during your time with it. A key element with Sonic is that speed is earned as a reward for your skill and mastery of a level, and this really is the title which began that train of thought. Green Hill Zone is easy enough and gives the player plenty of freedom to get used to Sonic’s top speeds and style of level design, but immediately after, Marble Zone punishes you for trying to charge in without thinking.
This isn’t the only zone which forces a player to slow down and plan what their next moves are. The iconic Labyrinth Zone brings Sonic to the speed of snail underwater, all while avoiding deadly enemies and remembering to collect those all important air bubbles to ensure you don’t drown. Fortunately, in between these two platform heavy zones are Spring Yard and Star Light. As long as you’ve mastered rolling by that point, there’s crazy high speed thrills to be had.
Rolling is the key way you’ll be the speed demon this time around. Since the hedgehog has a speed cap on foot, putting yourself into a ball lets you bypass that. This is where the idea of rewarding a player’s mastery of a level comes in – you’ve gotta know what dangers lie ahead and the layout of the acts so you can most efficiently beat the clock and overcome the obstacles in your path. My current best on Green Hill is about 24 seconds.
To finish the game 100%, you’ll need to defeat the final boss with six Chaos Emeralds in hand. Collecting the emeralds wasn’t much of an easy feat back in the day, especially when you’re going in blinded – the rotating stages could often get frustrating, especially if you didn’t know what you were doing (GOAL? That’s not my goal, that’s the exit!), and accessing them in certain zones was a nightmare (specifically, holding onto 50 rings). More recent versions like the current mobile ports allow you to quit and retry special stages, making it significantly easier on the player. A change I welcome, since it’s totally optional.
Sonic the Hedgehog is a solid title. It’s a little overrated nowadays, but without the iconic ideas it introduced we wouldn’t have its two sequels that built on the ideas and created fantastic experiences. The level design is solid, the visuals for its day were great, you can achieve a great sense of speed and the bosses are nice mix of challenging to simple. If I was going to recommend a version of this game to you, it’d certainly be the rebuilt mobile version, even with the touch screen controls. It’s the best port of this game to date.
Sonic the Hedgehog 2 (1992)
Jump to a year later, and say hello to Sonic the Hedgehog 2. Building upon its predecessor, Sonic 2 features more zones, more Chaos Emeralds, more bosses, more characters… and is commonly referred to as one of the best titles the Sonic series has ever made. It’s certainly one of the most popular and best selling, and only helped to propel Sonic to further mainstream popularity back in the day.
I think part of what makes Sonic 2 so successful are its zones. Sure we start with the typical green hill-ish zone once more, but immediately after we’re thrown into Chemical Plant, sporting purple water and giant ramps to roll down. Later on down the line there’s an ocean of oil, a bright casino, a chase in the sky… these unique level tropes were fantastic to look at and run through. All of these are enjoyable in their own way, sporting some individual platforming and exploration ideas in all of them. Not all of them live to this standard, but even then they still have some great level design.
Something that should be noted about Sonic 2 is that the design has shifted to push much more of the “speed” gimmick. You’ll find yourself flying down giant hills and soaring into the air often, and loop-de-loops are common. This makes for some exhilarating moments you feel in control of. This speed focus can also be seen in the inclusion of the brand new move, the Spin Dash, now a staple of the franchise. Revving yourself up and releasing to a top speed is extremely satisfying, and helps to overcome those ramp issues you might have struggled with once before.
This doesn’t mean Sonic 2 is devoid of the platforming that Sonic 1 embraced fully. You’ll still need to slow yourself down at points and slowly make your way through areas. However, I can’t deny that Sonic 2 feels more linear. As long as you’re not playing blind, for most of the game you can comfortably charge forward and not get punished too often – apart from one or two zones. You can make up your mind if this is a strong suit for the hedgehog or not.
Sonic 2’s lowest points for me come in two areas – Metropolis Zone, and the special stages. Metropolis Zone is well known to be Sonic 2’s most difficult stage for good reason. The badniks are the toughest in the game and most cheaply placed, often found in almost unavoidable spots. You’ll find Shellcrackers waiting at the top of high ledges to knock you back down, or running ahead where a Slicer will suddenly appear and throw its twin blades at you. But aside from these guys, there’s platforming blocks with spikes that stick out of them, conveyor belts above lava, gears that you travel across, corkscrews to run up and black platforms that crush you. The corkscrews should be noted as one of the more challenging obstacles since they’re almost always littered with the exploding Asterons who will knock you down to the ground the minute they detect your presence. And the worst part? All of this goes on for three acts, rather than the usual two.
And anyone who played Sonic 2’s special stages will understand where my pain comes from. Like the previous game, you’ll need 50 rings to access them, however this time it’s via checkpoints via levels. Never assume past the first few zones you’ll get to the special stages without actively trying to keep your rings. The special stages themselves are now iconic, sporting a half pipe design and littered with rings and bombs. Often though it’s difficult to see what’s ahead of you, I feel the design of them tries to confuse you in later stages. There’s no chance you’ll complete all of them blind. It took me many tries on later special stages to get to the end, and remember if you get thrown out you’ll have zero rings and have to collect 50 again. And of course, there’s nothing more frustrating than having the ring count needed and reacting to a sudden bomb in your way, but Tails just isn’t fast enough and you lose out on the goal. It could be just me, but I’ve always found these stages a nightmare, even more than Sonic 1.
Overall, Sonic 2 is a much more enjoyable title than its predecessor to me. It builds on the good of the original and expands on it. The level design gives more freedom for thrilling moments, the spin dash is a smart and satisfying addition to Sonic repertoire, the music is catchier and captures the essence of each zone brilliantly and the visuals look great and really capture the atmosphere of the zones. If you pick it up on mobile platforms, you also get access to the once forgotten Hidden Palace Zone through a certain pit which many remember the misery of…
Sonic 3 & Knuckles (1993/1994)
And finally, we come to the big one. Famous for making use of “lock-on technology” and creating the biggest 2D Sonic game to date, Sonic 3 & Knuckles is the true version of Sonic the Hedgehog 3. There’s so much more content here and improvements, and Sonic 3 & Knuckles to date still stands as my favourite title in the series, and my most played one too.
Pushing on from Sonic 2, Sonic 3 & Knuckles goes on to push more of a mix of high speed sequences and platforming. For me, it’s almost perfectly balanced here. There’ll be times where the hedgehog will do his thing and curl into a ball and zoom across the screen at a thrilling speed, and the game won’t punish you for having that fun. But then it slows down, and you have to methodically make your way through areas. Even the famous water zone Hydrocity contains high speed, water slide based segments. The design of the levels is expansive and feels far more immersive to travel through in general, since all acts and zones have transitions here.
Storytelling is a much bigger thing in Sonic 3 & Knuckles. Unlike its predecessors which story was told in the levels themselves (to such a subtle point, you wouldn’t be reprimanded if you didn’t know it existed), this title actively shows the adventure which the speedy blue hero has through effective zone transitions, and events within levels which change their atmosphere (see – Angel Island setting on fire). The story isn’t intrusive, but still pushes you to want to keep moving and defeat Robotnik and his scheme to build the Death Egg. It’s also nice to see the rivalry between Sonic and new character Knuckles build and build to a point where they butt heads, and eventually unite. Seeing the Death Egg rise again above the clouds in Sky Sanctuary Zone feels suitably like a challenge to the player, and works on a great story level also.
The game contains fourteen zones overall, which is a pretty comfortably long adventure. These zones also continue with the unique zone trope ideas, creating a collection of enjoyable levels which never feel like retreads of ones you’ve already been to. What’s even better is that zones can be different from act to act – it might just be visual differences like Mushroom Hill’s seasonal changes throughout the zone or seeing the Death Egg in the background of Launch Base, but certain zones like Sandopolis go from traveling a outside in the desert to being inside a pyramid haunted by ghosts, and Lava Reef goes from being a scorching hot cavern to being a crystal wonderland.
Alongside the focus of storytelling and unique level tropes, Sonic 3 & Knuckles also contains music unique to each act. This aids the progression idea significantly, but is just downright a pleasure to listen to. Act 2 is commonly a remix of Act 1’s music which feels just different enough to be both recognisable and brand new. It really helps create an atmospheric change too, such as Launch Base Act 2 feeling like a calm before the storm, or Hyrdocity Act 2 feeling like you’ve travelled to the deepest part of the waters. A special exception is Lava Reef Act 2, which completely changes its music style to suit a complete new area, and an idea of a mystery unravelling itself – this area leads to the discovery of Hidden Palace Zone where the prophecy of the Doomsday fight is, and where the Master Emerald lies.
The special stages here are the most enjoyable I’ve played in the series thus far – Blue Spheres is even a little addicting. The idea is to turn all the blue spheres into red, but touching a red sphere kicks you out of the stage. Unlike previously where you had to collect 50 rings, these stages are accessed via hidden giant rings in stages. This encourages the player to explore these large stages high and low. The stages themselves contain I believe the right mix of challenge for those who are blindly going in or are experienced – obviously, if you know these stages well, it’ll be smooth enough sailing to fight against the increasing pace, with only a little pressure kicking in at top speeds in later stages. But a newbie player will feel that pressure each time they enter a new stage. I never found myself wanting to throw my controller in rage even when I was kicked out once or twice on my first tries, it often felt like a mistake on my own fault. Either way, it’s always satisfying to create a square of red spheres and turn them into rings.
There’s a few other little improvements I want to mention about Sonic 3 & Knuckles too. First off is the ability to have multiple save files which comes with level select, meaning you can pop in to any zone you fancy after you’ve finished. Second run throughs with Super/Hyper Sonic is something you may do often, I know I did. I also enjoy how each character feels just unique enough to want to use all three – Sonic’s has a insta shield which gives momentary protection, but more importantly he can take advantage of the new elemental shield powers which are a lot of fun (my personal favourite is probably the electric shield – double jump plus a ring magnet), Tails’ flight ability is finally usable here and helps out newbie players in difficult area and to find hidden secrets, and Knuckles has his own unique pathways and specifically designed sections (and story!) only he can traverse through. Because of this, replayability is far increased from what was there previously. Finally, I think the game’s multiplayer needs a little shout-out. These aren’t anything much more than races against a friend, but there’s fun to be had and the music found in these levels are hidden gems.
The reason why this title will stand among all other to me within this franchise might be partially down to nostalgia, but everything it does it does so brilliantly to me. It succeeds on a lot of levels – it takes steps visually with the environments, the music is lovely and easy to get addicted to, the level designs feel sprawling and fun to speed through, the story is told non-intrusively but is still surprisingly engaging… it feels it took all the best and worst elements of the previous two and made it all just downright fantastic. All three of these games will always stand on a pillar to me for their impact of the franchise, but this game especially holds a special place in my heart.
What are some of your favourite memories of the classic games? Sound off in the comments below and let us know.
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Conceptual drawings for both the famed Sonic 2 ‘Tour Truck’ and indeed Sonic the Hedgehog 2’s logo have been found, courtesy of Market Reactive, a United Kingdom based marketing group that according to their website, was the main marketing force behind the Sonic the Hedgehog series in the early 90s in Europe. Continue reading Sonic 2 Logo and Tour Truck Concepts Found
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New playable characters (and other resources) for Sonic Runners have been revealed within the game’s data, thanks to some our our more tech savvy members on our board, the SSMB.
Back when the game was initially announced, several characters were revealed for the game. Aside from the main trio we were also shown renders of Amy, Shadow, Rouge, Vector, Espio and Charmy. However, the list of playable characters evidently expands much further than that!
Within the game’s files, models for characters unseen in trailers were shown – including Blaze, Silver, Omega, Metal Sonic… and what could be the most important reveal, Big the Cat!
Currently, the only available characters within the game are Sonic, Tails and Knuckles, with Amy also available – if of course, you manage to invite ten Facebook friends and get them to download the title. The rest of the cast seemingly has no unlock criteria yet, and will likely come in future updates.
This isn’t the end of what’s been found in the game’s files however. There’s also images of characters from Secret Rings, Black Knight, Lost World and Adventure (Froggy!). It seems that Runners isn’t holding back on celebrating the many different games the hedgehog starred in and the characters that appeared there.
And finally, more gems have shown themselves, showing alternative version of existing characters, though we’re not exactly sure how they came to be… it seems that Espio has got himself a metal coating, and somebody made Shadow and Omega pretty angry.
A very creepy Metal Eggman has also been found.
This story is continuing to develop as more resources are unearthed, so keep an eye on our Twitter for updates! Credit to finding these goes to Woun and Mefiresu over on the SSMB forums.
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Freemium. A word almost associated with fear to many nowadays. You hear the horror stories everywhere – a kid downloads a little free app, next thing you know their parent’s bank accounts are emptied and they have 500 coins of in-game currency to spend. It’s becoming so bad that Apple themselves need to offer consumers the ability to block these purchases from happening, and even market against them. It’s an undeniably profitable market, one which Sonic has dabbled in before. Continue reading Initial Impressions: Sonic Runners (iOS/Android)
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A user at NeoGAF named HUELEN10 (thanks!) uploaded a 4 minute video showing a first look at a level and mid-level fights with Eggman being played on an iPad Mini 3.
How you find the game to look so far?
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In case you missed it, Sonic Runners launched a little while ago in both Japan and Canada. Thanks to members of our own SSMB, many of us outside these regions have been able to get our hands on the game… including TSS Staff! As such, here’s a gallery of screenshots directly from the game itself, running on an iOS device.
If you’re wondering where Sonic Runners’ release is for the US and Europe regions, SEGA have stated that the game will be soft launched to work out bugs and see the game’s performance. Following this, a decision will be made if the game will be launched in these regions.
Sonic Runners is a new mobile game developed by the Sonic Team in Japan. We are soft-launching it in select countries to see how the game does and to work out any bugs. No decision has been made yet whether it will be released in the US or Europe. It will depend on our observations during the soft-launch phase which could take several months.
Though it may take a while to reach us officially, you can view plenty of gameplay and media online while you wait, including our gallery you can catch below which we’ll keep updating. And don’t worry about the game’s quality itself – first impressions have been pretty positive from us here, and other users of the game so far.
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Today marks the 5th anniversary of the original Sonic & Sega All Stars Racing, to celebrate this, Sumo Digital posted some really interesting messages a short while ago.
Well that’s certainly caught my interest. No idea what they have in store at the moment, though personally I would love to see a sequel to the awesome All Stars Racing Transformed.
Keep checking TSS for more info as we get it.
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Well isn’t this a surprise. Sonic Runners is actually out now on Google Play in NA (actually was dated for yesterday on February 25th, 2015). However, some phones don’t seem to be supported (my Samsung Galaxy Ace II x GT-S7560M seems incompatible). And some who have got it to download have gotten this error message of maintenance:
The Google Play page has this info:
Play Sonic, the world’s fastest hedgehog, in the all-new side-scrolling endless runner. With all-new mobile friendly controls, just tap the screen to run, jump, and spin your way across lightening fast Sonic world.FEATURESTRUE SIDE-SCROLLING SONIC ACTION
– Run and spin at lightening speeds with mobile friendly controls
– Designed by TEAM SONIC, the original Sonic development team
– Super fast and challenging levels with loop-de-loops, retro design, hidden rings, and classic enemies
– Unleash Color Powers: LASER POWER for hi-speed movements, ASTERIOD POWER for destroying obstacles, and DRILLS Power for burrowing undergroundPLAY AS SONIC AND HIS FRIENDS
– Unlock Tails and Knuckles as player characters
– Master their Speed, Aerial, and Power attributes
– Evolve your character’s powers with collected ringsRUN WITH COMPANIONS
– Run with the power of Companions
– Complete stages and enhance your character’s abilities
– Select the best Companion for the job depending on your character and the levelCOMPETE IN ALL-NEW RANKING BATTLES
– Reign in four ranking categories: Rival League, Friend, World, and Historical
– Fight against your friends and the world for the “Sonic Record”
– Compete with up to 50 players in a white-heat competition in the Rival League
– Win the top of the “”S league”” to claim the supreme honor!
COMPETE AGAINST FRIENDS
– Log into Facebook to activate the Friend Invitation and Friend Ranking features
□■What’s New■□
[Facebook account] will keep you updated on the app! Some info may only be available on Facebook!!
□■App Price■□
Free *IAPs available
□■Recommended Devices■□
Android OS2.3 or later *excluding certain devices
—-
We want Sonic Runners to be played by as many people as people,
so we’re planning on increasing the amount of supported devices.
We apologize if you cannot download Sonic Runners on your current device.
Please wait for further announcements.
—-
We’ll update you guys as more info comes!
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Everybody by now knows the story, the so near yet so far Sonic game which never was. Since November, a user by the name of JollyRodger managed to acquire a build of the game and since then has been trying to get it running on modern stand alone PC’s. The news came with a warning that this process may take months if not years to complete. Continue reading Sonic X-Treme is Finally Playable
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NEW UPDATE: English translation of the trailer at the bottom of this post.
UPDATE: More new info can be found on the official English site here.
Sega Networks has released the first Sonic Runners trailer with actual footage from the game! The game looks like a fun mesh of the autorun of Cabalt mixed with the high speed and item collecting of Jetpack Joyride. We can already see some unlockable characters that will be released including Rouge, Shadow, Amy and the Chaotix. Also, shown are some of the items that can be purchased and used in game.
The game is still targeted for spring in Japan, but no release date news for the West or Europe just yet. However, at one point in the video, you can hear Roger Craig Smith yell “Sonic Record!” so it’s all but guaranteed to show up here sometime this year.
Thanks to Chad in the comments section, here’s a translation of the trailer.
THIS sonic is appearing on smartphone!
Sonic’s appearing on smartphone!
Sonic with his friends, is running through on smartphone!
Sonic (Type Speed), Tails(Type Fly), Knuckles (Type Power)
Adding thrilling new characters in the future!
Break through levels using your favorite character!
Level up from acquired rings!(Level up characters!)
Additionally, Score up faster with “Otomo” friend support! (Powerful “Otomo” friend support)
One by one get Otomo by the Premium Roulette!(Get Otomos)
Prevent Dr. Eggman’s numerous ambitius plots
(Aim for the top in Sonic Record!) Break your own record in Sonic Record
Exhilarating speed-of-sound action using one finger (Exhilarating speed-of-sound action with one finger!!)
Run, Jump, Aim for the top
Sonic Runners
Let the exhilaration become a habit!
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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 Advance, the first in a trilogy of Sonic GBA platforming adventures will be available to purchase on the Japanese Nintendo eShop as of next week. The 200MB game will officially launch on February 18th for the price of ¥702 (Approx $5.90/£3.90). Continue reading Sonic Advance Heading to Japanese Wii U eShop Next Week
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Sonic Runners’ music has Unleashed its inner Colors.
Ahem. Tomoya Ohtani, who most know as the main composer of Sonic Unleashed and Sonic Colors, confirmed on twitter that he will be composing for the game. Now does that mean he is again the main composer remains to be seen.
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