Games We’ve Been Playing Recently: Episode 2: Spectrum’s Are Go!

gamers

Well it’s been a while since the last one, so welcome to an instalment of Games We’ve Been Playing Recently.

This is where we comment on a particular game that we’ve been playing recently, be it bad, good, or just a bit ‘meh?’ Not going to be full reviews, but just might give you an idea as to if it’s a game you might like.

So lets get on with it shall we?

hogavatar

Payday 2 (PS3, Xbox 360, PC): For lack of a better description, Payday 2 is a single player/co-op heist simulator. And it’s amazing. You play as one of 4 expert bank robbers who are contracted to pull off daring and elaborate heists, rob the bank? Raid the jewellery store? Sneak into the museum and steal art? infiltrate a laboratory and steal a prototype jet engine? It’s all here!

Payday 2 is one hell of a game, if you have a group of friends with mics it’s one of the most rewarding co-op experiences, if you’re a fan of games like Left 4 Dead, you will love this.

Also, each time you replay, things change, the patrols of guards, locations of the goods, the type of goods (is it money or gold day at the bank)? The level up system is very engaging and it allows for instant re-specing of abilities without losing progress/money. Payday 2’s intensity comes from the fact that the longer the heist goes on for, the greater the reward and greater the threat from the police.

You and your friends will be yelling “BULLDOZER!” as you see the juganaught of policemen charging at you with a shotgun.

I strongly recommend you pick up and try this game, though it is played best with friends and mics, however I can’t deny how epic it feels to do a heist solo without being detected by security.

tumblr_mwyetcY3Ck1sxudx7o1_500The Amazing Spider-Man: Ultimate Edition (Wii U): after the recent release of The Amazing Spider-Man 2 at the movies, my love for Spidey re-kindled and I decided to go back and try and pick up the game based on the first movie, hearing it wasn’t too bad and knowing it would go cheap now.

Honestly, the game wasn’t anything special for me. The open world was nice, but noticeable pop-in, dead looking streets and blocky buildings just bored me. The swinging was okay but felt floaty and weightless and it was difficult to be precise. Web rush helped that, but the concept itself felt a little broken and took away my need to wall crawl or navigate – just push web rush, and it’s done! The combat was ripped straight from the Arkham games, which isn’t bad in itself but it felt less flowing and refined, plus at times it was difficult to know when to dodge.

On top of all this, the story was a bit of a bore with some mediocre character models and voice acting that didn’t sound all that great. Spidey’s voice here just doesn’t fit for me and he obnoxiously yells the same yells and phrases over and over when swinging and fighting which only deepens that. If you can pick it up cheap it could be worth a play for Spidey fans, but if you can get Spider-Man: Shattered Dimensions cheaper, that’s probably a better option, fan or casual.

doctormkSuper Mario 3D World (Wii U): What’s this? A staff writer for a Sonic fansite playing a Mario game… for FUN?! Blasphemy! I guess I’d better make my way to the bunker if I want to escape the inevitable angry mob hunting me down with their torches and pitchforks…! But really, on a more serious note, I’ve always been a huge fan of the Super Mario series, and this latest entry on the Wii U is undoubtedly one of the plumber’s finest. I beat the majority of what it has to offer last year upon its release but have only recently gone back to play through it all over again to get 100% completion – which essentially meant playing through the entire thing several more times with each of the unique characters on offer.

You’d think having to replay the same handful of stages time after time would grow tiresome, but no – Nintendo’s pulled out all the stops here to make sure 3D World consists of only the most creative Mario level designs, with plenty of ingenious moments as well as punishing platforming challenges. Those last couple of levels really pushed me to my limits… but I managed it in the end, and I feel all the more proud of my achievement as a result!

And let’s not forget just how impressive the game’s presentation is – gorgeous visuals, vibrant designs, and one of the best soundtracks my ears have ever had the pleasure of hearing (and one I now listen to on constant repeat, thanks to Club Nintendo!). It’s a game that’s a sheer joy to play through, be it for the first, second, third, fourth, or even fifth time! Wahoo!

tumblr_mwyetcY3Ck1sxudx7o1_500 The Pinball Arcade (Playstation 3): If you were to ask me what my absolute favorite game in the arcades was when growing up, it would undoubtedly be pinball. The game has mesmerised me for many, many years. So it’s probably without surprise that The Pinball Arcade is probably the game that I have open the most whenever I’m not tearing through Sonic stages.

The game essentially is one massive collection of pinball tables from all the great pinball manufacturers of the day. Bally, Stern, Gottlieb and Williams are all accounted for in this collection, which aims on recreating their games down to the smallest of details, all the way down to perfect ROM emulation of each table’s solid state data. With Farsight Technologies (the devs behind the game) continually releasing new table packs for the game, there’s more than enough pinball to go around for everyone.

Most recently, The PS3 version of The Pinball Arcade received the long-awaited ‘Mega-Patch’. With this update, all the tables look a lot prettier, the physics have been tidied up and a lot of the tables play a helluva lot better than they used to. I implore ANYONE who’s gotten the smallest bit of enjoyment from a round of pinball to at least try this game. It made me fall in love with the silver ball all over again, and for someone who already loved the game to begin with, is saying an awful lot.

Now… let’s work on beating that 1.6 billion high score on Terminator 2 I set late last week…

vizardjeffhog_iconKirby: Triple Deluxe (Nintendo 3DS): It’s more than you think, it’s got maximum pink! Following on from its January release in Japan, the latest efforts from Nintendo subsidiary HAL Laboratory has finally begun to grace the West, and I was more than eager to get my hands on this game the moment May 2nd swung by. The game’s eponymous hero wakes up one morning, only to find that his home had been transported way above the clouds! What darkness lurks within the pristine sky kingdom of Floralia? What does that manipulating magician, Taranza, hope to accomplish by kidnapping Dream Land’s own King Dedede? What adorable little hats will Kirby don through his unique copy ability this time around!? WAS THIS GAME WORTH THE WAIT?

Triple Deluxe is a spring breeze of a game (and hey, there’s no wrong in easy so long as it’s quality!), although those who seek greater challenges might want to look elsewhere, lest they are willing to take on the significantly greater challenges the post-game has in store. Nonetheless, the latest Kirby is simple, cute, and quality fun with a ton of things to keep you busy! If Story Mode isn’t enough to suit your fancy, there’s also the rhythm game madness that is Dedede Drum Rush, and the Smash Bros.-inspired Kirby Fighters!

Gameplay-wise, it’s about the exact same as Return to Dream Land on the Wii, so those who loved the former definitely oughta get a kick out of this — easy to pick up controls paired with a wide arsenal of powers to spice up your own playthrough (like the all new Beetle and Archer abilities!). Hypernova Kirby is another pretty satisfying ability to unleash, where the Star Warrior’s already voracious appetite gets amplified to environmentally unfriendly degrees.

Topped off with yet another gorgeous soundtrack put together by Jun Ishikawa and Hirokazu Ando (if there’s anything I play more than a game, it’s that game’s OST), an Extra Mode fit for a king among other fun distractions, collectable and Streetpass-able keychains based off of the franchise’s history, and a wonderfully woven world to explore as thoroughly as possible, Kirby: Triple Deluxe is a complete and utter joy of a game. To folks who aren’t put off by easy vidya, who’ve been fans of the series for a while, or who’ve been waiting for an entry point into another of Nintendo’s biggest names, this is a must-have for your 3DS library!

vedj-f

Fur Fighters: Viggo’s Revenge (Playstation 2): Going way back in my gaming collection for this one. An updated port of the Dreamcast game simply called Fur Fighters, I bought this from the local Comet store in 2002 (when it had a small video game section) for £10. And it was a tenner well spent for me.

The gameplay is pretty unique, and I don’t think there’s another game with quite the genre mash-up. Primarily it’s a third person shooter, but it also has platformer and puzzle game elements thrown in there so acing the game isn’t done through brute force alone. Part of this involves switching between six characters to rescue babies using their individual skills. You have Roofus who can dig in holes (basically a teleport), Juliette who can climb scratched walls, Bungalow who can jump higher, Chang who can fit into small gaps, Rico who can swim underwater, and Tweek who can glide ala Spyro (and is my favourite of the bunch). Depending on your skill level, the control configuration can be altered to your preference, with advanced being the default (I am not an advanced shooter player so I go with beginner 1).

But what makes this game stick with me so fondly isn’t simply that it plays good, it’s how lovingly crafted every other detail in this game is. Each world is strongly stylised and fun to explore, packed with memorable set pieces and references (some of which add otherwise unsaid traits to your own characters). The main cast are strongly characterised and quickly endear themselves to you, which makes their plight of rescuing their children and mutated spouses (mother in one case) resonate that much more. Even the minor cast get some funny lines in. Each world only has one music track in it, but the music team made it work by having six versions of that one track so that it ends up dynamic and different when you’re busy switching between characters (for example, Roofus’ version of New Quack City and Juliette’s version of New Quack City have numerous differences in instrumentation and melody).

All this combined makes for a game I love to come back and play to completion. It’s pretty hard to find nowadays, but it should at least be cheap. Viggo’s Revenge, compared to the original, has an extra level, slightly different collectible locations, cel-shaded graphics and and full voice work (and honestly, it’s funny to hear Roofus deliver serious rousing speeches with a thick Scottish accent). Still a strange one!

checker

Dust: An Elysian Tail (Windows/Mac/Linux/XBLA): This is a game with a development time of four years, with the visual design and coding done by one person. You start out without any memory responding to a talking sword and aided by a winged furry… thing, and begin your epic quest through the beautiful landscape, setting all right with the world. The developer behind the the game spent four years coding and doing the art for this game by himself, and when you start it up, you know that is time well spent. The art is extremely beautiful, the characters are well-designed, and the controls flow well whether you use a keyboard and mouse or a game pad. At under $15, it’s a great game and has good replay value, so get it already.

So what games have you been playing recently? Any recommendations, let us know in the comments.

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

Games we’ve been playing this week

httpv://www.youtube.com/watch?v=9McGKrxOnB8

Welcome to a new feature on TSS “Games we’ve been playing this week.” Despite us being rather big fans of Sonic & Sega, we do actually play and love other games! I know! Shocking right?

So we figured we’d like to tell you about the games we’ve been playing recently which might help you expand your horizons or give you some ideas as to what games we’re playing/enjoying/hating etc. That and we wanna talk about video games have had an impact.

These won’t be reviews or major looks at them, just a few comments as to how we feel about said games.

hogavatar

Tearaway (PS Vita): If you asked me a month ago what my favourite games are, I’d say “I can’t decide between ICO & Shadow of the Colossus.” I can now add Tearaway to that. Tearaway is absolutely wonderful,

If you love video games for their ability to give you a sense of joy and escapism, you utterly need to get this. You NEED this. The world it creates, the story it tells and how it interacts with you, by far the best use of touch controls ever, wonderful music, gorgeous level design and a wonderful atmosphere. If you’ve become invested in the game, that ending is going to hit you with the same emotional fist that Toy Story 3 hits you with. Tearaway is simply marvellous.

Can a handheld be a GOTY? Tearaway bloody well should be. Get a Vita and get this now. Just wish it were a little longer, though there is tons of replay value here, really hope Media Molecule will return to this world one day.

tumblr_mwyetcY3Ck1sxudx7o1_500InFAMOUS: Second Son (PS4): A sequel to the existing two games on the Playstation 3, Second Son is an ambitious title that is mostly successful. First off, let’s be frank that the visuals in this game are incredible. Seriously one of the best looking games I’ve seen. The powers you gain give subtle enough differences for them to feel unique to master but easy enough to switch around with, my personal favourite being Neon. The gameplay is extremely fun which keeps making me go back to do side missions and push the D.U.P. out of Seattle, or just dash around causing mayhem. I also enjoy the differences in how you approach combat based on the karma path you choose. Good is more about accuracy and subduing, while evil is chaotic and destructive.

The game’s story, however, isn’t the best or very involving. I never felt the push to keep wanting to find out what happens next, or really connect with any of the characters. This goes especially the other conduits that Delson meets who are extremely underdeveloped. I also felt that the karma system still wasn’t capitalised on enough and that even though Delson was a decent main character, his evil side felt… misplaced? Which is another issue with the story and character development of the game. Overall a strong title and the best you can pick up on Playstation 4 right now, but considering the current line up of titles that’s not exactly difficult.

JonoDAvatar

Ace Attorney Vs. Professor Layton (3DS): When this title was first unveiled way back when, I declared it my reason for wanting a 3DS system. For the longest of times, I’ve adored playing all of the Ace Attorney games for its cast of brilliantly conceived characters and absurd, but gripping stories. When I heard that the legendary lawyer was teaming up with the legendary puzzle solver, my body was naturally ready (especially considering that I hadn’t really dabbled much with the Layton side of things, and was eager to try it out).

Upon receiving the game, I found that things initially started really quite slowly. With two different games coming together, I was worried that it would be like two watered down games running side by side. Thankfully, I found that things didn’t take long to really get up to speed after I passed the initial couple of chapters. Now that the intro is out of the way, I’m not only enjoying the clever courtroom battles with Phoenix and Maya, but I’m also getting a stimulating brain work out from the Professor and Luke’s puzzles, which are honestly a lot more enjoyable to solve than I thought they would be.

The story is really shaping up nicely, I’m in love with the character design and the art style, and most of all the game has me spending more time with my 3DS open than shut. I’ve currently sunk just over 14 hours into this collaboration game, and I cannot wait to see and play more!

vedj-fStreetPass Mii Plaza (3DS): The setup for this one is simple; all 3DSs come with the app built into them. The basic layout contains a main ‘menu’ where all the Miis you have encountered are collected, and two additional minigames in the form of StreetPass Puzzle and StreetPass Quest I&II. The former is extremely bare bones, but it’s not as if it hurts either. The latter is more fun when you can actually traverse the paths it lays for you and battle the monsters stopping you from rescuing the king, but it also has moments where your progress is forcibly halted because certain Miis are required to get past specific room obstacles which can be frustrating. I finished with this one a long time ago.

If you update the Plaza software, things change slightly. You can now purchase at least one of the added games (either each for about £5, or all four for £15). To summarise; StreetPass Squad is a top-down shoot ’em up that’s a real blast but can be limited in progress based on how many Miis you find and what colours they are (as they determine weapon type), and I finished this one a while back. StreetPass Garden requires the most patience but is arguably the most complex of the four, integrating actual breeding mechanics with some luck (if you have a friend or two you regularly exchange with, they will prove useful here), and I currently have 78 out of 80 possible breeds. StreetPass Battle seems like it should be action-packed on the surface, but is really just a rock-paper-scissors game where more number can still negate this aspect, and it’s the game I’ve spent the least investment in. Finally, StreetPass Mansion is a puzzle game made by Yuji Naka’s Prope, and it’s probably the best balance of fun and tactical even though I’ve also done with this one.

While StreetPass Mii Plaza certainly does not set the world alight, it’s a fun little time waster, and one I definitely will be back on whenever there’s a bus trip on the horizon.

What games have you been playing recently? Any recommendations?

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

The Sonic List: My Guilty Pleasures

"....You like what?!"
“….You like what?!”

Given that this is the Sonic fanbase, it should surprise no one that there is a lot of product out there that many feel is…..below average. The mid-2,000s is still an era that Sonic is recovering from in terms of brand image. Basically, there’s a lot of “crap” out there and to be honest, many of us enjoy some of that crap. Many things that are downright hated by most in the fanbase. There are Sonic Underground fans, Shadow the Hedgehog (game) fans, Sonic Rivals fans…..even people who like Sonic ’06! They do exist.

And hey, I’m not gonna bash on someone for what they like or tell you that you have poor taste. This is the Sonic fanbase, a little poor taste comes with the territory. (I’m just kidding! Don’t hurt me!) Even I got some choices that tend to be frowned upon that I genuinely enjoy. Here’s my list of guilty pleasures in the Sonic franchise.

The Adventures of Sonic the Hedgehog

Sonic's love of drag goes too far.
Sonic’s love of drag goes too far.

Okay, this one’s low on the list because there’s still a good chunk of the fanbase who’ve enjoyed it . That said, you gotta admit that for the most part, it’s still pretty awful. The comedy is almost strictly for young children and the characters and stories are just too goofy even for someone like me who really enjoyed Sonic Colors. Sonic and Tails come off as bad Looney Tunes wannabes and tend to be bland. So why do I still enjoy the show? Two Words. Doctor Robotnik.

Truly the only way to really enjoy the show is NOT through Sonic and Tails, but by enjoying the ridiculousness of Dr. Robotnik himself. He comes off as the worst, most ineffectual villain, but the way he’s designed and the constant abuse he takes from both his stupid lackeys and his hilarious, overbearing mother (who has the same moustache as him) make Dr. Robotnik the reason to watch the show. This is punctuated by the late Long Jon Baldry’s voice which was perfect for the role. I’ll even admit that there are some episodes that are actually genuinely good. The main one being the four part time travel story which also had the best animation of the whole series.

The Adventures of Sonic the Hedgehog. Not good enough to be considered a quality show, but just barely bad enough to be a guilty pleasure.

Sonic 4: Episodes 1 and 2

"....WHY DID I THINK THIS WOULD WORK A SECOND TIME?!!"
“….WHY DID I THINK THIS WOULD WORK A SECOND TIME?!!”

I know what you’re thinking. “Wait a minute Jason! Wasn’t this in your list of WORST Sonic games in the past generation?!!” Well yeah, as a game that dares to call itself SONIC 4, it comes nowhere near living up to that lofty goal. However, let’s look past the title. What if this game was called…I dunno “Sonic’s digital arcade adventure” or “Sonic the Portable” as some background images have hinted at and it was just a simple, arcade downloadable without having to live up to that huge legacy? Well then, it’s actually a pretty good set of games. There I said it.

Even a fair amount of critics looked past the number and had fun with the title. IGN stated “Sonic is back, baby!” while the very critical Jim Sterling actually lambasted against the Sonic fans who were hating on it. Episode 1 may have had poor, robot-like physics and had its levels clearly based on classic Sonic games. But I thought the level design was decent and it had a good pace and flow to the game that I hadn’t really seen since Sonic 2. What I mean by “flow” is that the game keeps you moving along and giving you platform and enemy challenges without the need to constantly stop you and slow you down (except for that damn torch puzzle).

Torch Puzzle
“Why am I carrying a torch? The Olympics are over!”

This “flow” however, wasn’t quite there for Episode 2. While the physics were redefined and made a whole lot better and the graphics were improved greatly, to me, it didn’t quite have the proper pacing and flow in the level design that the first one did. I mean really, a water level in the first zone? That said, I’d say it’s still about equal to Episode 1 and some levels are pretty dang good. I’ll even go as far as to say this. I…..like Sonic 4 episodes 1 and 2 better than Sonic 1. Don’t kill me!

Sonic R

"Got places to go. Gonna follow my rainbow!"
“Got places to go. Gonna follow my rainbow!”

Let’s just put it out there, Sonic R is a bad racing game. It only has five tracks plus five more mirrored, the drifting is horrible and takes forever to get used to and you can probably beat and unlock everything in under 3 hours. So why is it so appealing to me? This is why.

[youtube]http://www.youtube.com/watch?v=w8Tid2htBlE&list=PL9F64DA808270DC84[/youtube]

The soundtrack by the brilliant Richard Jacques and singing by the lovely TJ Davis is just wonderful and just puts me in such a mellow and happy mood that I could give a crap how short the main game is and I just sit back and play. I get a handle on the drifting and the game becomes easier and easier. I just sit back and start unlocking stuff while my ears are being gently caressed by these smooth tunes. By the time I’m done, I’m just totally chill. Sonic R. It’s like the gaming equivalent of weed. Ah man, that hit the spot. I need more Richard Jacques, so here’s the next on my list.

Sonic 3-D Blast

"I'm having a blast! Heh, heh. Get it? Cuz.....nevermind."
“I’m having a blast! Heh, heh. Get it? Cuz…..nevermind.”

I don’t think anyone disagrees that Sonic 3-D Blast was far superior on Saturn than on Genesis. However, many would disagree whether it’s a good game or not and that’s understandable.  It’s not a great game by any means but that doesn’t mean it’s without its charm. The game is on an isometric plane in which you have to bop badniks to free the flickies only this time, the flickies follow you to a warp ring of safety. Only problem is that they will scatter in several directions if Sonic is hit by anything. Then, it becomes an annoying fetch quest of grabbing them all again. The other problem is that the isometric angle makes it hard to get you precise location to hit an enemy. I will say that it does have a decent exploration aspect due to its “3-D-ness” and it’s at least something different from what was the usual norm of Sonic game at the time.

The main reason I enjoy this game is due to both the Saturn’s major upgrade in the visuals, but once again we get a smooth-jazz soundtrack from the great Richard Jacques.  No disrespect to Jun Sunoue who did a great job himself on the Genesis version, but I always loved Jacques Saturn compositions and this one is no exception. The best one and the biggest difference between the two games is in the bonus levels. Click here to see the Saturn version. Now click here to see the Genesis version. The Genesis version just has some bland, rickety bridge while the Saturn version not only does a great job bringing back the Sonic 2 style bonus stages, but has such awesome music that I go out of my way to collect enough coins just to go back to those stages.

Sonic 3-D Blast on Saturn may be just an okay game to some, but its improvements over its Genesis brother makes it seem sooo much better than it actually is that I can’t help but enjoy it.

Sonic Unleashed (HD)

"It's either me or Big the Cat in Sonic Adventure 1. Take your pick."
“It’s either me or Big the Cat in Sonic Adventure 1. Take your pick.”

Screw all the critics, I LOVED this game! Yes, the Werehog is a silly concept (as is a super-fast blue hedgehog), the Werehog levels are WAY too long and the medal collecting gets REAL annoying later in the game not to mention Eggmanla-OKAY! OKAY! This game has its problems but not really any more than the other 3-D Sonics did. Frankly, I’d still rather play through a Werehog level than one of those horrible Rouge/Knuckles levels from Sonic Adventure 2.

What I love about the game is not only those breathtaking, high-speed Sonic daytime levels, but the atmosphere it brings. While others scoff at the hub worlds and find them boring, I loved looking around the villages with their beautiful backgrounds and great detail. I even enjoyed talking to the local townsfolk who FINALLY looked like they fit in a Sonic game for the first time in history. This is mainly thanks to the designs by the Gurihiru duo who also still work on Marvel Comics including Power Pack. I think Japan had it right by calling it “Sonic World Adventure” because that’s what it really felt like to me, a world tour.

You can disagree that the Sonic Unleashed opening is the greatest thing ever, but you'd be disagreeing with fact.
You can disagree that the Sonic Unleashed opening is the greatest thing ever, but you’d be disagreeing with fact.

Then there’s that AWESOME opening animation! Easily the most impressive piece of Sonic animation ever shown and still gives me goosebumps just watching it. Plus, it just had such a quality feel to it. Even if you didn’t like it’s design at times, it felt polished. While I think Unleashed is Far from perfect, I don’t believe it’s the disaster some make it out to be.

So what Sonic game, cartoon or whatever do you love that’s not exactly popular? Let us know in the comments. I might do another one of these “guilty pleasure” lists sometime in the future.

Jason’s guiltiest pleasure is being the president of the Tommy Turtle fan club.

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.

Who’s at Big Red Button? Part 2 – SuperBots are invading, we need reinforcements!

Big Red Button Entertainment Logo

For Part 1, look here!

It’s that time again! I’ve been busy doing more research on who’s at Big Red Button and working on the Wii U version of Sonic Boom.

Well my findings sort of come in almost two categories; the most common is the mass amount of former SuperBot Entertainment folks, the team behind PlayStation All-Stars Battle Royale, aka, Sony Smash Bros. Which by the way while it was never going to dethrone Smash, it looked like a very polished game from what I’ve seen, and Metacritic is pretty kind to it (only one reviewer gave it a horrendous 20/100 as the only score below 50, the game clearly is not shit).

The second category is held by one person, and it’s actually most deserving to be the highlight, more on that in a bit. 😉

Let’s start with a brief look at SuperBot. The team was formed in 2009 by a former Sony Santa Monica person (creators of God of War), and they were in fact, a 1st-Party developer of Sony, just as Naughty Dog, Sucker Punch, Sony Santa Monica, etc, are.

Well that changed, after All-Stars didn’t sell well (I don’t remember the numbers), Sony cut ties with them, and they were hit HARD, many thought they had closed but they confirmed in April 2013 that they were still active.

Well it seems a lot of them went to Big Red Button, now let’s see who’s there!

Let’s start with Niles Tucker, who was an Environment Artist at SuperBot, is now the same at Big Red Button.

Next is Kevin Hsu, who was a Senior Level Designer at SuperBot, is now a Combat Designer at Big Red Button.

Then we have Johnathan Nielsen, who was a UI (User Interface) Programmer at SuperBot, is now a Programmer at Big Red Button.

Fourth is  Carl-Henrik Skårstedt, who was Lead Software Engineer at, you guessed it, SuperBot, is now a Senior Programmer at, right again, Big Red Button!

Yet again, we have Daniel Ramirez, who was a Senior Character Artist at SuperBot, is now a Lead Character Artist at Big Red Button.

Here we have Mark Vernon, Combat AI Designer at SuperBot, is now Combat Designer at Big Red Button.

Next is Lisa Kapitsas, who was a Producer at SuperBot. Now she’s a Producer at Big Red Button.

What’s that? No more? Wow, I thought this wouldn’t end! XD Seven SuperBot folks, holy cow. This is looking more like a SuperBot-based company than a Naughty Dog or Insomniac one don’t it?

There are a few extras before we get to the big bit, they are the following:

First is Greg Prior, who worked at Sony Santa Monica as a Junior Environment Artist, specifically on God of War: Ascension. He’s now an Environment Artist at Big Red Button.

Second is Dannie Carlone, who also worked at Sony Santa Monica, this time as an Environment Artist, again on God of War: Ascension, is now also an Environment Artist at Big Red Button.

Next is Ben Strickland, this time having been a Junior Designer at High Impact Games (I covered a few HIG folks in the first part), is now a Game Designer at Big Red Button.

Finally we have David Nam, who was an Animator at High Impact Games (but only for a few months, he actually was an Animator for a few years at Wayforward, who makes Shantae, Mighty Switch Force, etc), is now Junior Animator at Big Red Button.

But wait, this person also worked at Disney, as he says specifically:

Created hand drawn animations under the mentorship of Anthony DeRosa, and animated on several scenes for “Winnie the Pooh”

This is leading up to my favorite of the pack, saving the best for last, allow me to introduce Todd Ammons, this guys’ resume will blow your mind. He worked at Disney for many years during the 90’s and early 2000’s as Assistant Animator on MANY Disney Renaissance Era films like Beauty and the Beast, Hercules, Tarzan, Hunchback of Notre Dame, etc as he shows on his site! He also worked on animating in the film Barnyard, and actually worked at Insomniac for a year and a half as Senior Animator, animating in Ratchet Deadlocked and Resistance: Fall of Man. He worked on numerous games at Heavy Iron Studios including Ratatouille, Wall-E, and Spongebob: Truth or Square.

And he has an animation demo!

httpv://www.youtube.com/watch?v=WE1–ka5_BE

Here you’ll find clips of Ratchet, Barnyard, Ratatouille, Spongebob (oh my god this is my fav bit), a tiny clip of Home on the Range with Alameda Slim (the villain), among others.Guys, I think we’re in for a TREAT! He’s now Senior Animator at Big Red Button, and here’s his description of the position:

Responsible for development of Cinematic,Character,Camera and Game Animation for the main actors and enemies. Influential in creating a Combat style and adding personality to the heros

That wraps it up. I hope you enjoyed this, as I certainly have!

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.

Freak-Out Friday: Sonic 06 – The Musical

I just don’t understand why people like Sonic 06

How could a game that gives you so many horrible experiences…

…be good?

Like a Disney film itself, these were the words which began something special over on the SSMB forums. As a debate rages on in our Sonic 06 topic, member Indigo Rush appeared to spin a musical tale of just why he couldn’t understand anybody who would enjoy the game. Then, it escalated further as another member, Discoid, decided he would sing the song… and now, the world has this wonderful creation. Open your ears and listen well. Lyrics are below the video.

[youtube]https://www.youtube.com/watch?v=eht54FIcCdM[/youtube]

Look at this game
Doesn’t it suck?
Wouldn’t you rather be hit by a truck?
What would you think of a game
A game that just
Really stinks

Look at this game
Glitches untold
How many problems can one game disc hold?
Looking around and you think
Sure
This game really stinks

It’s got glitches and plot holes aplenty
It’s got lame villains and bad design galore
You want loading screens? They’ve got 20
But who cares, no big deal
They’ve got moooooooore

I wanna see
Wanna see Silver fight
I wanna see
Sonic get trapped by a wall
Slamming back into his – what do you call ’em?
Oh – rings!

Touching your controller you don’t get too far
Automated segments are required for moving quickly
Running along down a – what’s that word again?
…Mach speed section!

Up where they crash, up where they fall
Up where they glitch all day with those balls
Loading a screen, for eternity,
In Sonic o’siiiiiiiiix

What would I give, if I could drown in 1 feet waters…
What would I pay to spend a day, stuck on a wall…
Bet’cha in 4, can’t fall through floors
But you can
Stand up on the ceiling
Scripted loops here
Tails is poop here
Ready to gliiiiiiiitch

I’m ready to know what the people know
Ask them some questions and get some missions
What’s an Iblis Trigger, and why does it – what’s the word
Buuuuuuuuuurn

When’s it my turn?
Wouldn’t I love, love to explore the empty hub worlds up above?
Out of this plot
Wish I could rot
In Sonic O’siiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiix

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 Stadium Interview: Sega’s Stephen Frost

Sonic Boom Logo

Here it is! The interview I promised and gathered some fan questions for! I’d like give huge thanks to Stephen Frost and Kellie Parker for working with me and answering the questions. 🙂

And now, let’s get started!

Hero of Legend: So Stephen Frost, as I already listened to the SEGABits interview just published about you, you’ve already said a lot about yourself, but just for readers here who haven’t heard that interview (and should right now!), would you like to give a brief introduction about yourself and talk about past experiences and such? I’d also like to hear about you as well Kellie Parker. I haven’t heard much about you, so take this opportunity to talk about yourself and your experiences at and prior to Sega.

Stephen Frost: Well, for those who haven’t heard about me, and I assume that most have not; I’ve been a producer at SEGA for almost eight years now. I’ve worked on a variety of titles ranging from the Sega Genesis Collection to Universe at War to some of the Marvel titles and Shinobi on 3DS.

I started in game development at a studio called Dynamix in Eugene, Oregon and eventually moved to California to work at Imagine Media. There, as Webmaster, I helped to build the foundation of what would eventually become The Imagine Games Network (IGN) before eventually jumping over to launch PSM: 100% Independent PlayStation Magazine.

Around seven years later, the desire to return to game development was too strong, so I jumped at the chance to join the team at Electronic Arts, where I worked on such titles as Armies of Exigo, Ty the Tasmanian Tiger 2 and Oddworld: Stranger’s Wrath. From there, I had a brief stint at an Activision studio (Z-Axis), working on some Marvel superhero properties before hanging my production hat at my current home at SEGA, where I’m now fully focused on Sonic Boom.

Kellie Parker: I’ve been working in online community for 15 years. I got my start on the IRC network TalkCity, which became a company called LiveWorld. While at LiveWorld, I worked on message boards and live online chats for many companies, including HBO, Showtime, Food Network, A&E, Intel, eBay, Slim-Fast, and MSNBC. I left LiveWorld to become the community manager for PC World and Macworld magazines, and after a few years there, I joined SEGA where I am the Senior Community Manager. I’ve been at SEGA for 5 and a half years now, and it’s been an amazing experience.

HoL: I’ve been very curious about who exactly is the exact character design of Sonic and company here? I have my beliefs it’s Bob Rafei as he’s had a history of character design work at Naughty Dog (I believe he worked on designing Jak and Daxter themselves, please correct me if I’m mistaken) and he has indeed addressed himself as one in the recent interviews about Sonic Boom.

SF: The development of the main characters in Sonic Boom was a joint collaboration between Big Red Button, OuiDo Productions, Sega and Sonic Team. We definitely pulled a lot from Bob’s past experience as a character designer but a lot of people had input into the final designs you see today. Given all the different mediums that the characters will appear in (games, cartoon, toys, etc.), it was important to make sure that the character designs met the needs of each of those.

HoL: You (Stephen) spoke about the composers not being set in stone, but I am curious if perhaps you’ll lean towards Sonic Team veterans like Jun Senoue, or maybe perhaps work with composers who are familiar to the people at BRB who worked at Naughty Dog and Insomniac prior, such as Mark Mothersbaugh and Josh Mancell who worked on Crash Bandicoot and Jak & Daxter, or perhaps David Bergeaud and others who worked on the Ratchet & Clank series?

SF: At this time, we are not talking about the soundtrack or the musicians involved in the game. We should have more details at E3, though.

HoL: I am actually also really interested in knowing more about the names of people at Big Red Button involved with the game, more specifically just how many people who worked at Naughty Dog and Insomniac because of the key folks from the companies are known to be working on this game. I’ve done my own research about this and have found some interesting results.

I’m a dedicated researcher, I love knowing who works on games and what they’ve done before.  Knowing just who’s behind a game can really generate a lot of anticipation and confidence that the game is in fantastic hands, in my opinion. And so far some really amazing people have been seen to be working on Sonic Boom.

SF: Well, I would like to be respectful of all the team members and not mention them by name, but there is definitely a lot of talent at Big Red Button. We’ll be sure to put as many of them in the spotlight as possible as we get further along with the project. However, at a management level, we have folks who have worked on such franchises as Crash Bandicoot, Jak & Daxter, Uncharted, True Crime, Shrek, God of War, PlayStation All-Stars Battle Royale, Ghostbusters and Simpsons, to name a few.

HoL: I’d like to ask about the 3DS version of the game. I understand Sanzaru Games is behind this version and they’re most well known to have carried the torch of the Sly Cooper series from Sucker Punch. I’d like to know if this version will be for example a 3D platformer as well, also if maybe it will have it’s own style, like maybe it could be cel-shaded like Sly Cooper: Thieves in Time as they made just prior, similar to how the Wii U version is very similar in style to Jak & Daxter.

SF: At this time, we aren’t talking about the 3DS version of the game. You are correct that Sanzaru were responsible for the most recent Sly Cooper title and I’m sure they will bring all their experience from that project over to Sonic Boom. All I can really say right now is that the 3DS game is its own experience with a separate storyline from the Wii U version. We have a few surprises to announce in relation to the 3DS game, but you’ll just have to wait and see what they are.

HoL: Again about the 3DS version, is it likely to feature some connectivity with the Wii U version? Sonic Lost World already did so I personally wouldn’t be surprised if it did.

SF: The 3DS game will have some connectivity with the Wii U but details of that have not yet been announced.

HoL: Back to the Wii U version. I am personally interested in knowing if at least in the main hub shown if there will be a real-time day/night cycle for ambiance and such? Because some sneaky folks managed to slip in footage of the game way back in March 2013 during Crytek’s CryEngine 3 demo:

httpv://www.youtube.com/watch?v=zAJE_twq4wE

Under our noses all along and before Sonic Lost World was unveiled, my mind is still blown!

Anyway I personally love touches like this, and I understand this was in fact planned for Sonic the Hedgehog for the PS3 and 360 (aka Sonic ’06) but was removed for one reason or another. I personally hope this is indeed in the game as shown here, and the moving shadows is such a beautiful sight.

SF: The footage shown in Crytek’s CryEngine 3 demo was of an early visual prototype. It does not necessarily reflect the current Sonic Boom game or its features. That also includes the day/night cycle showcased in the video.

HoL: Also, as a fan of platformers that allow you to just relax and look around to your heart’s content, I’ve always been a huge fan of freely movable cameras, whether it’s just to swing 360 degrees around a character, or even as a first-person view to look up into the sky or down to your feet, is there a camera system like this in place so fans can look at the pretty environments from anywhere? Sonic Lost World and also the three Sonic games prior at least (Unleashed, Colors, Generations) did not have this at all or extremely minimally, but the Sonic Adventure games, especially the first really used this very well, and it was sorely missed.

SF: I can confirm that exploration is an important part of this game, so I would expect that the camera system would be designed around that, as well.

HoL: Bob Rafei mentioned to The Guardian about there actually being 2D gameplay in the game. Is this more or less like Classic Sonic again, or is it actually more like the 2D sections in Crash Bandicoot? Also how much of them are there in the game? I would think the game is very much mostly 3D, hopefully with only a few 2D bits sprinkled in, just my personal opinion.

SF: As with most Sonic titles, where there is generally a mix of 3-D and 2-D-based gameplay. Sonic Boom will be no different. Given the focus on exploration of this new world for Sonic, we generally wanted to focus on 3-D. However, given our desire to deliver a “familiar but new” experience, you can bet that elements like the 2-D-based gameplay will certainly show up, but maybe with a few twists.

HoL: Are you able to give a detailed enough idea on what the characterizations of Sonic, Tails, Knuckles, and Amy will be? People are wondering if Knuckles will be on the less-than-intelligent side and if Amy will still go cuckoo for Sonic for instance? Tails is also in question as some are wondering if he’s going to be snarky as it were? (some point out his facial expressions art) Also curious if the brotherly bond between Tails and Sonic will be developed on.

SF: I am certainly aware that the characterizations for Sonic and team are a big discussion point amongst the fans out there. We know it’s important and we spent a lot of time working out how these characters should behave and act. It’s obviously key to be true to their original designs, but we also need to balance them out a bit, while accenting certain personality traits so that folks not too familiar with Sonic can quickly and easily understand who these characters are and what they’re like. This is the same philosophy that influenced the overall visual character designs for the characters. With Amy, for example, we aren’t really meaning that she is a strong, independent and acrobatic character only in Sonic Boom. She has been that way in other games. In Sonic Boom, though, these aspects of her character will really be emphasized in the story and gameplay in order to make it clear to everyone that this is how she is.

HoL: People are wondering where the idea of the Enerbeam came from? It’s certainly a new concept for the series.

SF: The original concept for the Enerbeam came from the general idea of us wanting a physical manifestation of the friendship between the main characters, something that connected them all together in a visual way. That was the genesis of the idea, at least, but the Enerbeam has evolved a fair bit since those early days and has been refined into something that is more of an extension of the characters, themselves. Once players see how the team gets this ability, they will definitely understand it a bit better.

It plays a role in all major aspects of the game, including navigation, combat, and interaction with the world, but is designed to enhance the gameplay, not detract from it. The uses for the Enerbeam are built to be fun and, again, build upon the character-specific abilities that each character has.

HoL: Is there teamwork in gameplay? How does this work? Something like in Sonic Heroes or Sonic Advance 3 perhaps?

SF: Yes, we have what I prefer to call “working as a team” but it isn’t really like either of those two games. Our teamwork dynamic is a bit more organic than what is found in Sonic Heroes or SA3. You aren’t hitting a button to have another character come over and perform a team-based attack, for example. Something like that doesn’t really work in a co-op setting since we wouldn’t want to take control away from the other player. It’s more like actually, physically working together. So, in combat, for example, maybe there is an opening that both characters would need to take advantage of at the same time to damage an enemy. Or, maybe there are navigational challenges that would require both players to work together in order to get past. Sonic is stronger with his friends in this game and that is something that reflects all core aspects of the experience, so “teamwork” is definitely important.

HoL: Speaking of the characters in-game, I read that in single player you always have two of them at once, and up to 4 people can play at once with each of the four? So is there online co-op or 2-4 player local split-screen? Or is it like where maybe one person uses the GamePad screen and the other person or up to three others use split screen on the TV? And as I said there’s always at least two of them in single-player? So you can’t just have Sonic all alone? He has to have at least Tails following him while being controlled by the AI?

SF: At this time, all we have announced is that the game will support up to two players in the main mode with parts of the overall game supporting up to four players. In minimum, there will always be two characters together, but that doesn’t necessarily mean that Sonic has to be one of them. I also want to confirm that there are no online co-op features currently planned for this game. We felt, given the design of the game, that local multiplayer and co-op would be the more appropriate things to focus on. When people actually get their hands on the game and see how it plays, I think they will more clearly understand why we focused on what we did.

HoL: This was glossed over in the SEGABits interview when asked as it was bundled with another question, but will there be any humans in the game and the show (not counting Eggman obviously)?

SF: We want this world to be a living, breathing place to explore and that wouldn’t be possible if it was completely deserted.

HoL: We’ve seen most of the characters show their trademark abilities, but so far we haven’t seen Sonic perform a Spin Dash or seen Knuckles Glide, will they have these abilities? Also in terms of combat could Tails perhaps use his tails to whack things again? They’ve been out of the combat field since Sonic Adventure 2, and that was in the Chao Garden!

SF: While we have not yet revealed all the character-based abilities, what you have seen in the announcement trailer does reflect a decent number of them. We definitely want to include as many classic abilities and attacks for each of the main characters, as possible, but some of them would not be useful or work properly in the game we are building. I feel, though, that there will be enough in there for fans to appreciate, along with several new abilities that will add to the overall game experience in Sonic Boom.

SF: As a final thought, I just want to thank all the fans out there who have gotten involved in forum discussions, created artwork and sent me comments. It’s great to read and see everything you all have been doing in relation to Sonic Boom. Please keep it up. I love the passion and excitement that everyone has and I can’t wait until I’m able to share more about these games. Just please continue to be patient and I promise that we’ll have some great stuff to show in the near future.

And that wraps it up! Thanks again to Stephen and Kellie for taking the time to do the interview. 🙂

What are your thoughts on what Stephen and Kellie said? Do the answers make you more or less excited for Sonic Boom?

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.

A not-so-little look at: First 4 Figures’ Shadow The Hedgehog

It’s been a long while since First 4 Figures’ Shadow statue was unveiled in May of last year, and after an appearance in Summer of Sonic’s merch cabinet in 2013, it seems like only yesterday that I was putting it together to go inside said cabinet…

Well, not really. The wait has still been a very long one. It’s finally over though, as First 4 Figures’ Shadow the Hedgehog statue has finally been finding its way into the hands of Shadow fans and collectors everywhere over the past couple of months or so. Here’s a little look at how much Shadow $230 will buy you. Brought to you with some absurd-resolution images:

Shadow shipping box

 You get a very big box with some basic details on the side. “Shadow Sonic”… Hmm. Have fun with that idea fan-fic writers! That’s not what you’re here to see though, so inside we have…

Shadow Statue Box

 Another box! This time with pictures! Inside this box we find…

A big brick of Polystyrene! Some writing on the top and a pretty, 3D picture on the reverse.

Here’s a look at all the bits and pieces you get inside. The statue is split into multiple parts (base, Shadow’s body, both of his hands and batteries) to make the journey over from China a little easier on the fragile parts. Building the statue was a little bit fiddly, but everything went together easily enough once the main body was fitted into place.

The statue certainly isn’t one for people who don’t have a fair bit of space. At a solid 15 and a half inches in height, he’s certainly imposing. To give people a sense of scale, here’s a vanilla copy of Sonic Adventure 2 by comparison.

Shadow size

And so wraps up this not-so-little look at First 4 Figures’ Shadow the Hedgehog statue.

At the time of writing, The exclusive version of the statue has completely sold out in Europe, but not quite in the US and Australia. The regular statues are still having their wait lists sorted out.

Over to you: Were you lucky enough to pick one of these up for yourself? What were your thoughts?

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

The Sonic List: Why Sonic Boom Will Be Awesome (And Why There’s Still Room For Concern).

Sonic Boom Logo

 

I truly believe Sonic Boom will be great. While the game trailer left me more confused than excited, you cannot deny the legacy of the developers working on the game. While Knuckles design has been incredibly controversial, one look at a scene from the show or listening to the recording sessions convinced me that the show is not only going to be very funny, but heading in the right direction. Yes, Sonic Boom has left some fans divided about its quality, but I don’t think there’s no denying that it’s looking better than originally anticipated. That said, if there’s one thing you should ALWAYS have with any Sonic media (except the comics) is caution. If there’s one thing Sonic Lost World taught us, is just because something looks great, doesn’t mean it will be. (I’m not saying SLW was bad, just…disappointing.)

That said, here is my list of reasons why Sonic Boom will be awesome and why you might still need to be cautiously optimistic.

"We're surround by Playstation developers!........Cool!"
“We’re surround by Playstation developers!……..Cool!”

The Game Developer’s Background

Why it’s awesome! – You’ve got former developers and art directors from Naughty Dog, High Impact Games and Chris Sean (the cancelled Sonic X-Treme) all working together to make Sonic Boom happen. There’s some solid talent here including Bob Rafei who was with Naughty dog from its very beginnings such as the Crash series, all of Jak and Daxter and up to the first Uncharted. Not only that, but there are several other Naughty Dog founders here along with staff from High Impact who worked on Ratchet and Clank and J&D games on PSP. It’s like seeing Sonic if he was developed for Playstation! This is their first big break though game under this new company so they know they can’t afford to mess it up. Not only that, but you have the uber-talented guys at Sanzaru games (Sly Cooper 4) working on the 3DS version. I could go on all day, but if you want to know more about these guys, just look at this article.

Why you should be cautious – All that Jak and Daxter talent seems to be leaking into the game itself. Just looking at the trailer, if you removed Sonic and the gang and replaced them with Jak and Daxter, it would seem almost MORE fitting (that “desert-punk” look reminds me a bit of Jak 2). There’s no doubt this team has the talents to make a great game, but do they have the talent to make a great Sonic game? Outside of that, there are some mediocre games in their back catalog including the fairly weak Secret Agent Clank. Still, it’s GOLD compared to some of the stuff Sonic Team’s put out.

"Knuckles is right. That upper-body work really pays off!"
“Knuckles is right. That upper-body work really pays off!”

The Cartoon Show

Why it’s awesome! – There’s been plenty of Sonic Cartoons over the years, but very little of good quality. Sonic SATAM is almost universally loved for its strong dramatic storytelling, Adventures had it’s good moments and watching Robotnik act goofy was always a treat, Sonic X while not that great, was fairly faithful to the games and brought in a new generation of fans and Sonic Underground was liked by a few because………I have no clue.

So many were worried about how Sonic would be represented in an 11 minute comedy-based CGI cartoon. Thankfully, we not only got one 3–minute scene from the show, but a behind the scenes moment of their voice recordings and I’m very happy with what I’ve seen and heard so far. While the jokes aren’t hilarious, the delivery by such superb voice actors as Mike Pollock and Roger Craig Smith help to deliver a very funny performance. Just a few of those moments were funnier than almost all of Adventures of Sonic. As a fan of the very silly Sonic X comic and of the writing in Sonic Colors, I’m very happy with this direction for the show.

Why you should be cautious – Because you’re all into dark drama and hate fun. XP

Okay, kidding aside, there were a few small concerns. Knuckles looks like he’s going to be the big, goofy dumb brute again and his “funny” dialogue sounded like stuff you’d hear on a bad Disney Channel comedy. Also, just from the small sample shown it’s obvious Amy Rose is still channeling her inner Minnie Mouse. “SIGH!” Speaking of…

"C'mon, you Ratchet and Clank reject!"
“C’mon, you Ratchet and Clank reject!”

Amy’s Character Change

Why it’s awesome! – For the longest time, Amy was just a one note character. Following and pining over Sonic with not enough development and growth. This changed over time and she became a little more strong and independent. This was in part thanks to having Cream the Rabbit as a sidekick (albeit that was really shown more in Sonic X and the comics).

With Sonic Boom, we no longer get a boy chaser in a frilly dress, but an athletic, gymnastic and stronger Amy Rose than before. Someone Sonic may be chasing after, rather than the other way around. Someone with less flaws, who’s smart, gymnastic and…..uh-oh. Uuuuhhhh-oooooh!

Because perfection is boring.
Because perfection is boring.

Why you should be cautious – This is part of the problem. Amy was already becoming tougher and more independent while still keeping her character flaws that made her a fun personality. What I definitely DON’T wanna see is Amy Rose become Sally “little miss perfect” Acorn. Sally has become the super-ultra, self-sacrificing, Christ-like Mary Sue of Mary Sues whose only flaw is caring too much and I really can’t stand her!! (Gee Jason, tell us how you really feel. Also, you covered this three weeks ago you idiot.)

In short, it’s cool for Amy to be tougher and more independent, as long as it doesn’t go overboard.

Go home Amy, you're drunk.
Go home Amy, you’re drunk.

“Finally, something interesting!” AKA The New World/Designs

Why it’s awesome! – By now, we’ve all seen the new designs and we all have our opinions on them. Buffles, the sports tape, blue arms, extra quills, you either love it or you hate it but you know what? At least it’s something different. We really haven’t had anything quite this unique and new in the Sonic franchise since “Sonic X” and even that was based mostly off the Sonic Adventure series of games. We’ve got a new design, new lands, new characters, new villains and more!  With all that newness on the horizon, what’s not be excited about? Plus if it doesn’t meet up to your expectations, you don’t have to worry about it replacing your favorite Sonic as it’s just its own thing. “A branch of the Sonic Franchise”.

Why you should be cautious – At best, Sonic Boom could re-ignite the Sonic franchise in a big way. At worst, we could have another Sonic ’06 that ruins the franchise further and we get more stupid “LOL Sonic-Cycle!” posts. Personally, I don’t believe it will go that way at all but you never know.

Also, just look at how ridiculous Knuckles looks. What with those tiny noodle arms attached to giant boxing gloves and don’t get me started on those Lego shoes. Wait, which Knuckles were we talking about?

Jason Berry wraps himself up every night in sports tape for……personal reasons.

 

 

 

 

 

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.

Freak-Out Friday: The True Origins of Sonic the Hedgehog

TRUEORIGIN

In this week’s Freak-Out Friday, we have the special treat for all Sonic fans out there. BEASTS have finally uncovered the true origins of Sonic the Hedgehog’s conception and have shared their findings for the world to see. I think you’ll agree that it’s pretty amazing to see first hand. Be warned, there’s a bit of language involved in such a passionate and heated moment!

[youtube]https://www.youtube.com/watch?v=Dtg_QHQxy9s[/youtube]

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

SEGA Nerds interview with Stephen Frost

[youtube]http://www.youtube.com/watch?v=joufovUM598[/youtube]

SEGA Nerds have put up a video webcam interview with Stephen Frost that explores more about Sonic Boom. There’s some more insight on the 3DS version, as well as more talk about the beginnings, the show, and what not.

There are also code giveaways in the video itself (Stephen shows them on a piece of paper) for 3D Classics Sonic the Hedgehog for 3DS, but I think it’s safe to say they’ve been long taken by now. 😛

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.

Five Pieces of Sonic Media That Are Overlooked

So many branches of the franchise, you can’t help but step on one.

I managed to find one Sonic couldn't.
I managed to find one Sonic couldn’t.

Sonic Boom! Exciting prospects, huh? Officially its own branch in continuity with a huge media push behind it. It’s far from the first time that the series has dealt with alternate media though. Currently active is the Archie Sonic comic that gets covered on our site, and in the past there have been programmes like Sonic X (pretty much as big as Sonic Boom when it was announced), the Sonic OVA and the western cartoons. But aside from these, there are yet more branches along the path where either original Sonic stories have been told or other stories have been altered so much that they become their own thing. In this article, I will be covering five pieces of alternate media that may not be so familiar to the average person.

 

1. Sonic the Comic

We haven't even started and we already went to the crazy side
We haven’t even started and we already went to the crazy side

1993 was quite a busy year for alternate media. SatAM and AoStH came out and managed to get video game tie-ins in some form, and the Archie comic was launched toward the end of the year which combined the setting and tone of the two cartoons together, at least at first. While this was all well and good for America, what could be used to fill the void for Britain? Enter Egmont Fleetway and their own comic adaptation of the property called Sonic the Comic.

Unlike the Archie comic, Sonic the Comic was a weekly instalment. In return, the individual Sonic stories were generally shorter than their American counterparts, which meant more space for other character stories (sort of like a mini-Sonic Universe) and even stories on other SEGA franchises like Kid Chameleon and Decap Attack (although for this overview, I will not be covering them). It lasted for 223 issues until its eventual cancellation in 2002, although the comic had become mostly reprints by as early as the 180’s which was more due to the management of the company.

Surreal can veer into "Will haunt your nightmares"
Surreal can veer into “Will haunt your nightmares”

The tone from the very start varied between shorter comedic pieces and more serious story arcs, and stayed consistent with the entire run. The setting for the comic has far more game elements in it than Archie did at the time, but it also has a very unique British flair (not that surprising). The art matches that setting to a tee, although whether you like it or not really depends on your taste for the “surreal” interpretation for a lot of the material. The writing also matches the British edge…which means that there are times that characterisation and tone are quite a bit more cynical than other media, to the point that it can come off as strange (for example, Sonic is less social and friendly here than most other interpretations, to the point that his best friend Tails is often the outlet for his verbal frustration).

Speaking of which, talking about the game characters here first is warranted to go at length about the differences of the adaptation of elements.

  • Sonic, despite his more Marmite personality, is ironically the most similar to the games in every other respect. He is a hero from Mobius who opposes Dr Robotnik’s schemes to take over Mobius, and his super form works differently to other media. What differs most is the origin; he used to be a normal hedgehog who gained his colour and power through an experiment done by the kindly (and thin) Ovi Kintobor.
  • The downside is that not long after, an accident (set up by Sonic and the Chaotix in the future) made Ovi Kintobor into the mad AoStH-looking Dr Robotnik. Despite looking more like the clownish cartoon incarnation, this man is not to be messed with.
  • Sonic’s best friend is Tails, a fox from the Nameless Zone who has to prove himself a hero to his peers back home since he claimed to be the hero of Mobius (not unlike game Tails wanting to prove himself). His real name here might as well be Pixel Brain.
  •  Amy used to be the helplessly smitten fangirl before she took up the crossbow part way through the run and became part of the girl power movement. She is also good friends with a comic-exclusive character, Tekno.
  • Knuckles is an Echidna from the ancient past, reincarnated through various vessels. He also has a neck ring in place of a marking. Tikal summoned Sonic from the past and told him this, while Chaos was a Drakon (Fish monster thing) Prosecutor who was unrelentingly evil.

    This is Sonic two issues before he went full pixel brain. This is also issue two.
    This is Sonic two issues before he went full pixel brain. This is also issue two
  • The Chaotix herald from the Special Zone, which contains important locales like New Tek City. Mighty and Espio are hot-headed rivals, Vector is the leader, only sane man and technical planner, and Charmy is…dumb, hyper and hated by everyone else (this was in 1995, remember. Not something Sonic Heroes influenced). Fang was a member in his comic début, but he quickly showed his true nature by betraying them to Dr Robotnik. They also have a powerful computer-like being with them called the Omni-Viewer.
  • Metal Sonic isn’t one character. Instead, they’re a whole army of them called the Brotherhood of Metallix. Their power here cannot be overstated, and in one story the only way to stop them was to go back in time and make sure Ovi got caught in the transforming accident (ain’t time a harsh mistress).

Outside of the game cast carried over from the games, there’s a huge array of exclusive characters to add to the mix. Forefront of the lot are the other Freedom Fighters of this continuity; Tekno the Canary, a gadgeteer who is best friends with Amy and often supports Shortfuse both in and out of his armour. Johnny Lightfoot the Rabbit, a friendly rival to Sonic (as friendly as Sonic can be) who is (was) generally a nice guy. Porker Lewis, also a tech expert later on, but is foremost a bit of a scaredy-cat. Finally, Shortfuse the Squirrel Cybernik, a hot-blooded scrapper and good friend of Tekno who was used in an experiment which had him fused with cybernetic armour, although this was reversed near the end. Robotnik’s right-hand man, maintaining the similarities to SatAm (likely because they’re derisive of the same American concept bible), is Grimer. Intelligent and slimy, he’s often the voice of reason for Robotnik, although he’s also very intelligent and loyal to his master. This is probably why he was allowed to shine when Robotnik was out of commission for a while. Dr Zachary is the only other surviving Echidna and is purely out for his own gains. He makes a powerful adversary to Knuckles through how tricky his tactics are. These are just the tip of the ice berg of the cast, which is absolutely huge in part due to how many one-time characters there are.

As said before, the plot varies between a comedic tone (usually in one part comics) and larger, more narrative-based arcs. To sum up the story throughout the comic, the first few issues had Sonic doing his usual job of going around zones and freeing his fellow animals from Badniks, which is revealed to have been a result of him being stuck in a six-month time warp due to shenanigans which let Robotnik conquer. Over this period, a lot of the recurring cast are introduced and there are plenty of lighter stories and game adaptations. It also introduced a fair few of the oddball villains of the comic. The first big game changer was the arrival of the Metallix (which forced Sonic and the Chaotix to go back in time to make sure the accident occurred and thus stopped the evil army’s time meddling) which made Porker Lewis leave the Freedom Fighters, a super Badnik called Brutus being allowed to strike out on his own and forcing Tails to stop him on his own, and Sonic’s super side going a little out of control and leaving him trapped in the Special Zone as Omni-Viewer held said super side.

The strangest thing in this picture is the idea that the Chaotix can afford a HQ.
The strangest thing in this picture is the idea that the Chaotix can afford a HQ

With Sonic out of the equation and dealing with problems in the Special Zone (mostly New Tek City), Robotnik was free to wreck even more havoc, with only the remaining Freedom Fighters left to control things. Knuckles was occupied with the newly introduced Dr Zachary so couldn’t really help lest Zachary boy got his way and annihilated Mobius. While the Freedom Fighters led on with a rebellion, the situation eventually got resolved when Super Sonic (still separate from Sonic) was sent back to Mobius and the energy shorted out Robotnik’s entire army. This led to a new Robotnik-less period with many minor villains and crooks trying to get a piece of the action, and a group called DRAT working to revive Robotnik back to power. Robotnik himself had gone to the Drakons for help, and was successful in getting the Chaos Emeralds and becoming a god. Sonic won the ensuing fight and Robotnik was assumed dead. After this, the other Freedom Fighters got to branch out and do their own hero work (including the Amy and Tekno stories that led to a running gag about them).

Eventually, it turned out that Robotnik had been sent to a planet called Shanazar, with Sonic on his tail while being made an outlaw there. Despite his plan to merge the two planets together coming to fruition, the actual event didn’t do anything, which left Mobius in another calm period where the heores explored new zones and time periods from the formed portals…but left Robotnik completely homicidal and wanting to destroy Mobius instead of just taking it over. The next plan ended no better for him and left him down in the dumps. As a result, Grimer released Chaos to try and make things better, only for him to bail when Robotnik gathered the Chaos Emeralds with intent to destroy Mobius. The fight between Perfect Chaos and the Freedom Fighters left Johnny Lightfoot dead, Sonic knowing about Knuckles’ ancient past, and Super Sonic (who had been rendered pacifist by the time of being sent back to Mobius) back to being less savoury and forced to merge with Sonic once again to take down the monster. The resolution of the Sonic Adventure adaptation was the final new story in Sonic the Comic, and it would be exclusively reprints for another fifty issues before finally getting the axe.

redesign
This is how Robotnik’s redesign was explained

During its run, the comic gained quite a large fan following. After it went out of print, several fans have come together to keep continuing the stories they loved through online fancomics. The most famous of these is Sonic the Comic, which still updates to this day and has backing from Sonic the Comic writers and artists alike (as well as being able to get in Archie artists for one of its features). It’s notable for continuing the tone of the original comic while integrating later game characters and adding their own spin to the world. Whether it’s this or other continuations about, even though the comic stopped over a decade ago, it’s certainly lived on afterwards quite healthily.

Accessibility: While the issues aren’t super common, they can turn up on eBay a bit since Sonic the Comic was pretty popular while it was in print. Alternatively, there are users online who sell on occasion through message boards.

bidding
How people buy their issues of Sonic the Comic

 

2. Shogakukan

shogakukast
This is only a half-truth
our hero
Here’s the perpetual whiner

This particular overlooked media (which is from the company who also made an adaptation of Sonic 1 which marked Vector’s first publicised appearance) is an oddity amongst its brethren; amongst all media that isn’t the games, the earlier series is far and away the single most influential of them all. Debuting in 1992, most people know that it brought with it two characters that are well known to Sonic gamers; Amy Rose and Charmy Bee. What they were like, how the design process went for them and many other features of the Manga are otherwise elusive even to the most dedicated of media researchers. For example, the regular Shogakukan series had one set of designs, while the CoroCoro specials had different designs which were muck closer to the SegaSonic standard (indeed, that’s where CD Amy’s design is taken from). But we do know quite a bit at least, so here are some of the many oddities that this important piece of history has.

To start with, Sonic is Superman…sort of. Nicky is an ordinary hedgehog boy who ends up crashing into a stand of bottles during one of his regular beatings. After this, a strange thing happens in times of futility; he turns into Sonic the Hedgehog and is ready to deliver pain upon whoever wronged him! This is partially tied into the Mary Garnet story that’s mentioned in the Japanese Sonic game bible, as Sonic is revealed to be the spirit of the pilot in the story, who also worked to bring Nicky’s parents together in war.

recital
The Veruca Recital proved to be ineffective since Anton could actually sing

Speaking of which, we might as well run down the character cast and setting. Aside from Nicky Kent, we have his sister Tania (or Anita based on the story) and parents Paulie and Brenda. Paulie is a pilot whose plane was brought down in an undisclosed war, who gives life advice to Nicky and even joins him on the occasional escapade. Brenda was a mechanic in the same war, although in the present time she acts more as a housewife. Tania is mostly just a handful who even makes Eggman suffer when he abducts her. They live in a town called Hedgehog Town (creative) where the majority of the residents are the same species. Amongst them is Amy Rose, a hedgehog Nicky is in love with, which is problematic when Amy is in love with his alter-ego. Little Jon exists.

Some non-Hedgehogs round out the cast of oddballs, the latter three of which may be familiar. Anton Veruca is the bully of the cast, not unlike 80’s Saturday morning villains like Catchem or Croc (brownies if you know those dopes). Sometimes he’s merely a nuisance with his brothers/gang (one of who, Matt, is named), other times he’s being an

That colour scheme is so 90's
That colour scheme is so 90’s

accomplice with Dr Eggman, and sometimes he’s trying to date Amy ala Bowser. Dr Eggman is the main villain. As per the games, comes with traps and machines to eliminate Sonic, who he quickly works out is connected to Nicky. The plots involving him are as zany as you’d expect from the mad doctor. Tails is here too, and he’s slightly more…punk than usual, at least for a while. At first he’s more insistent on being cool and distant, but as soon as Anton acts up he’s willing to pitch a hand, and he’s more than enthusiastic about seeing Sonic. Finally, Charmy Bee is Silver the Hedgehog. Or he might as well be since he was so different. In his début, he was able to control time, and exclusively helped out the super side when he was in peril. Of what we know of CoroCoro’s adaptation of Sonic 2 that would have included Charmy, he acted more like a helper for Sonic and Tails and much more closely resembled his Sonic Heroes design.

A compilation of the CoroCoro designs. It wasn't just characters that jumped media
A compilation of the CoroCoro designs. It wasn’t just characters that jumped media

Plot-wise, the early Manga series isn’t that plot heavy. Usually it’s either Eggman having come up with a machine to terrorise Sonic (and as a result the other residents of Hedgehog Town), or Anton trying to push his affection onto Amy in some way, or sometimes even both! The stories do come with some nice character moments though, and the aforementioned exposition on how Nicky’s parents met and its link to the Mary Garnet story is a touching read (it’s Archie equivalent is how the now non-existing Jules and Bernie met in the Great War). That said, the Manga is still very light-hearted in tone, and while there are moments of peril, it never gets dark (unless you find Bowser’s obsession with Peach dark, anyway).

Before we finish up with this section, I want to make a nod to Shogakukan’s later Sonic Manga series, Dash and Spin. Spanning two volumes and released between 2003 and 2005, these Manga were far removed from their then-decade old forerunners. They were very loosely based on Sonic Adventure, Sonic Adventure 2 and the Advance games released prior to 2003. By which I mean they has the characters from the Adventure games while Cream and Rouge made a cameo in the second volume. The premises for these stories (both the short strips and the longer stories) were downright nonsensical and not linked by any particular plot. It’s easily one of the most out-there pieces of media ever made under the official Sonic name. And it’s a barrel of fun for it.

Accessibility: Good luck trying to get any pages of the 1992-1993 series from even Japanese sources, this thing is super rare! There used to be a dedicated site hosting scanlations, but it has since become defunct. If you want to read them, pretty much the only option now is Youtube which has the ones scanlated up. In this case, I don’t think going there is such a big deal.

Dash and Spin is pretty rare, but not as rare because it’s more recent. You can probably find it through Japanese sources or some seller who’s imported it.

PS: The old chestnut about the old Manga appearing in Shogaku Yonensei is a bit off; the Manga was in books with grades, but ironically enough it seems it was never present in Yonensei. A younger grade like Ninensei was more likely to have them.

This is from that Sonic 1 adaptation. Still just as strange
This is from that Sonic 1 adaptation. Still just as strange

 

3. Man Of The Year

man of the opening
The only flattering shot of Sonic in the entire thing

An animation from a video game that’s somehow forgotten.

Man of the Year is a short animation feature that was present in Sonic Jam, the Saturn’s compilation of the classic Mega Drive games. When you ask Sonic fans what Sonic Jam’s most distinctive feature is, most will point to the 3D overworld that acts as a hub to play the games, view the galleries and complete challenges.

vain
How can you not love such ego?

However, tucked away amongst the galleries is this little cartoon. Surprisingly, the animation for the most part is very Western in style, to the point that the humans look like they stepped out of a Warner animation. It’s a very simple premise; Sonic is voted Man of the Year (should really be ‘Hog of the Year), Eggman gets angry about it, tries to defame Sonic. Set to a score of both public domain music and Sonic CD music, what sets it apart is just how bombastic and fantastic Eggman is in this short. He’s always emotive and energetic. At the start he’s in his pyjamas (a reference to the concept art?) and simply raging like a maniac until he gets his big idea. In the city, he lets loose and becomes a ball of fun as he terrorises the citizens with face-drawing, spindashing (!) and car-jumping antics, showing agility that not even outrunning Super Sonic can match.

hedgeman
Blue blob speeds by

Furthermore, despite the “To be continued” text, it never was finished, so technically Eggman won in the same way he won Sonic Chronicles. Who says you have to be super serious to be a success.

Accessibility: Unlike the other entries, this one is super easy to gain access to; it’s on Youtube as of writing. Otherwise, you need a SEGA Saturn and a copy of Sonic Jam, which are pretty hard to get hold of now.

loser
A loser is you

 

4. Sonic Adventures: Dans Les Griffes De Robotnik

ivo bay
There needed to be an awesome shot somewhere in this article

In the mid-nineties, everyone was having a go at adapting the games into comic format in their own way. Archie and Fleetway had various ones under their belt, faithfulness varying, and even Shogakukan had some parts of Sonic 2 adapted. Not ones to be left out, French publisher Sirène had their own shot at adapting Sonic 3 and Knuckles with two volumes as part of a series called Sonic Adventures. While this wouldn’t seem so odd at first, there are a few subtle changes that propel this from just a plain comic adaptation to a strange continuity in its own right.

rings
Putting all those rings underwater sounds counter-intuitive when you can’t swim

Being that this was European, Sonic Adventures has much in common with the British Sonc the Comic. For example, the designs of Dr Robotnik and Amy are very similar to that of their Fleetway portrayals, and the grey Chaos Emerald has a heightened importance here that’s not in the games. Plot-wise, the comic starts out very simply; Robotnik has Sonic in his hands (the title, “Dans Les Griffes De Robotnik”, translates to “In the Clutches of Robotnik”), Tails helps Sonic escape, Robotnik  kidnaps Amy as bait, Sonic and Tails have to go rescue her. While not entirely faithful to Sonic 3, it starts out benign enough. Sonic and Tails travel through environments with game elements while avoiding peril, then get knocked into water, follow the river course and come across a tribe of Echidnas working on the cliff face by the waterfall they’re about to go down.

…Wait, what?

echidna cliff
Nous n’avons pas un micro-ondes les bébés.

This is probably the big thing about this particular alternate media. The Echidnas aren’t all dead, they’re alive and well! At least Knuckles is leading the tribe, right?

alucion
No soultouch is a bonus

Meet Princess Alucion, Knuckles’ replacement for the duration of the first issue. She’s the leader of the Echidna tribe, and is pretty similar to Knuckles in almost every personality aspect aside from being able to tell Robotnik isn’t such a good doctor much more quickly. At least she has that rocking outfit to go with it.

special stage
This comic did what hackers have failed to do

Why did Sirène make this change? Beats me. The rest of the comic, while dealing with the Echidna tribe as well, ultimately follows a game-faithful path of getting the Chaos Emeralds, earning Knu—I mean Alucion’s trust so she helps them, and just saving the day in general (although Tails does think Sonic and Amy died at one point). You even get special stages and the typical Super Sonic ending here (something which they got from the games and not from Fleetway). Even though the changes are minor, they give this comic the honour of being the first to introduce the ideas of both a Knuckles tribe and a named female Echidna, pre-dating Archie by about three years (both volumes came out in 1994).

As a little addition, Sirène also published a guide for Sonic and Knuckles with its own little comic. Knuckles is present this time…but it’s not exactly a big adventure. Sonic and Knuckles are playing the video game in a home. That’s about it. Thrill a minute, isn’t it.

Accessibility: Tricky, but not impossible. I’m sure copies turn up on occasion on eBay, but it might be better to just check French auction sites instead.

morbid campfire
Let me tell you about how my friends horribly burned to death

 

5. Storybooks. Lots Of Them.

crabs
Apparently doing the crab dance was a craze back then

The written word is likely the most overlooked media out of all of them. When you think of characters from outside the games, you’d be more likely to find mentions of characters from all of the above than the likes of, say, Digger the Woodchuck or Whiffy the Skunk. And yet, there have been several series of story books and game books in both the UK and the US. Some are more like side stories to other media; others are worlds all to themselves.

nofunallowed
At least these books made reaction image abusers happy

Firstly, there are the stories from Golden Books. These are US-based and are essentially tie-ins to SatAM/Archie. Their tone, however, was more akin to AoStH or, more accurately, the pilot episode of SatAM. This is probably why the series had nonsensical plots about secret admirers and missing shoes, and why the designs were of the beta looks. Very simple stuff that’s more geared toward SatAM fans (if you like slapstick though). Otherwise, they’re not particularly that significant.

Also from America are the novels from Troll Associates publishing. This series is also set within the SatAM/Archie setting, although this time it takes its cues from the more serious side. That is, when it’s a story and not just a fact book. Notable for this story series is the fact that a book was made called Sonic X-Treme, although it has zero association with the cancelled game of the same name. Otherwise, the books are typical children’s novels with the occasional picture thrown in for good measure. They also try to expand on the SatAM universe, using original characters and concepts, like the idea of there being a master list of all the Freedom Fighter members. There’s even one book which brings Knuckles into the equation, something not done in more famous alternate media until Sonic Underground! It also sometimes contradicts things established in the cartoon series itself, and other times gets things flat-out wrong (Rotor is not a Sea Lion…). Simple stories, but the better option if you want some SatAM reading.

whiteworld
Classic Knuckles wasn’t missing in Generations, he was just handling special effects

Ladybird, a big name in British publishing, produced a number of both story books and game books between 1994 and 1995. The story books are like the Golden Books in tone, but the setting is very firmly based in the games and not SatAM or even Sonic the Comic. The stories themselves are for very young readers so there isn’t much to them aside from Robotnik making a plan and Sonic and Tails stopping him, since both are based on Sonic 2. The game books are in the “Choose Your Own Adventure” style and are for a slightly older audience. These books are bigger in length and feature later games in their narratives as well. Overall, these books aren’t big on differentiating themselves, but they’re the closest to adapting the games faithfully of pretty much any alternate media ever made for Sonic.

The Virgin Publishing books, written by three people under one name, are text-based, which is unique amongst the alternate Sonic media. It is a mix of comedy and serious narrative which is…not particularly set in any other media. The origin story is shared with Sonic the Comic, but the characters from other media that appear (Johnny, Porker, Sally, Tux) are more based on the game animals than their comic selves. And there’s also extra supporting cast although none that are particularly memorable. Even if the new characters aren’t that memorable, the stories are; for example, Sonic and the Silicon Warriors is Sonic and Tails jumping between video games and fighting their characters (knock-offs of real ones like Tetris and Mario) to beat Robotnik, and Sonic in the Fourth Dimension is about Sonic going back in time to stop Robotnik from being formed only for some sort of Mythos Creature to catalyse the change anyway (which isn’t how StC dealt with it). Quite the bizarre premises. There’s also a little flipbook animation in the corner of the pages, how quaint.

sonic vs ugly
Granted, this guy isn’t exactly a fangirl magnet

Finally, there are the Penguin Fantail game books. These are also in the “Choose Your Own Adventure” style, and steeped very much in Sonic the Comic lore (to the point that they published Stay Sonic, which is Sonic’s origin in the Fleetway comic). These are longer and darker stories at about 200 pages each. While the stories can sound pretty basic, there are some dark moments in them (for example, in the Zone Zapper, Tails can end up roboticised and Sonic has to leave his friend with tears in his eyes). It has Knuckles and Amy in later books, and even a doppelgänger of Sonic called Zonic in-text (Zonik on the cover)! If you like game books and more heavy hitting moments, these might be up your alley.

Accessibility: Actually quite easy for the British books. You’ll probably need to go to Amazon and eBay, sure, but they’re more common than the comics. You can probably pick up a used copy from a general book seller for cheap. You can get the American ones via the same avenues…but for quite a bit more.

Note: I was unable to look over the Virgin Publishing books myself (that’s how overlooked they are), which is why that section was written under guidance from Doctor MK, who owns all four books. He enjoys the books.

waitaminute
“You imbecile! How can we only appear at the end of the overview?!”
“I don’t even know why you keep showing up in the wrong continuity all the time”

 

As you can see, there’s a plethora of alternate media that’s been tucked away and left out of sight for a long while. Part of this is likely due to the age in which they were released; things were harder to keep tabs on in the 90’s when there was little to no internet available. As such, it’s unlikely that such overlooked alternate media will spring up in the future of the franchise. But if it somehow does, it’ll be quite fun to discover and explore it as we should do!

ending

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.

Who is at Big Red Button? What is their long quiet history? Let’s have a look and see…

Big Red Button Entertainment Logo

So as my first own created post where I don’t just post big news, I decided to make it about the results of my research about the developer of the Wii U version of Sonic Boom; Big Red Button Entertainment.

Most may have never heard of them before, and you’d be right to not have, because they were formed in 2008, and have not put out a SINGLE title under their name, Sonic Boom will be their first. What on Earth was going on for the last 6 years you ask?

I have some answers, which is why I made this post. 😉 As you may know from the recent interviews, Big Red Button was co-formed by Bob Rafei, who was a AAA veteran from Naughty Dog, so much so he was actually their first employee, how about that?

He joined NDI in early ’95 as its first employee while in the visual development stage of Crash Bandicoot. He played a key role in establishing the look of this series; touching on all aspects of production, from back ground modeling, lighting, texturing, to character rigging and animation.

He worked on all of their Crash Bandicoot games, all of their Jak & Daxter games, and the original Uncharted (that’s where Sonic got his new scarf from you know).

He is also seemingly credited for the art design of Daxter himself:

He was part of the team who earned Best New Character of the Year for his art design of Daxter in the Jak series.

So that’s enough about Bob Rafei, he isn’t the only pebble on the beach. 😉 So who else is there?

Well E. Daniel Arey was the other founder of the company, and he was ALSO a Naughty Dog member. I am having trouble at the moment finding his exact positions in the company. He’s credited with scripts and cutscenes for Daxter on PSP, Jak & Daxter: The Lost Frontier on PSP and PS2, and the original Uncharted. IN FACT, he and Bob worked on The Lost Frontier as part of Big Red Button.

Remember I said Sonic Boom is their first proper game? That’s still true, because The Lost Frontier actually was developed by High Impact Games who earlier worked on Ratchet & Clank: Size Matters on PSP and PS2 and Secret Agent Clank for PSP (Sazaru Games who’s behind Sonic Boom 3DS actually ported Secret Agent Clank to PS2 later on). Big Red Button only have two sneaked in credits through the involvement of the two founders alone.

Where’s E. Daniel Arey now? Well he’s now Senior World Designer II at Blizzard Entertainment.

Next on the employee list is a 3rd Naughty Dog veteran, named Eric Iwasaki, who began with Crash 2 and ended at Uncharted 2. He is more of a tech person, working on models and engines. At Big Red Button as the Lead Technical Artist, he’s tasked with getting CryEngine 3 just right for Sonic Boom on Wii U:

Currently lighting, creating FX, authoring tools, and customizing CryEngine 3’s shaders and rendering tech for SEGA’s Sonic Boom™

Next, we’ll move on to an Insomniac person; Victor Murillo, who was an Environment Artist there, but again worked more on realizing 2D concepts into 3D. He began on Ratchet 2/Going Commando and ended at Resistance 3. Now he’s Senior Environment Artist at Big Red Button.

Now we’ll move on to a group of folks while they weren’t at Naughty Dog or Insomniac, they worked at their “Junior” versions so to speak, most specifically High Impact Games (that one’s most known from Insomniac), the three are Justin Rasch, who’s a Lead Animator, Adam Yeager, an Environment Artist, and Shiva Adloori, an Animator. All three worked on at least one of the Ratchet and Jak spin-offs at High Impact (the 3rd person just on Lost Frontier). MobyGames claims Justin was a stunt person in Uncharted 2, but it doesn’t fit with his other work so I’m curious if it’s a different person or not. Hey, could always have been the same person.

Finally as far as employees are concerned, is neither a Naughty Dog, nor an Insomniac veteran, but someone most of the Sonic fandom know very well.

That person is Chris Senn, who many know was basically the man behind Sonic X-Treme. Well he’s now at Big Red Button as Lead Level Implementer. He actually did work on one game that key Insomniac folks worked on previous but it’s questionable how much of his influence remained since this was way before it was even unveiled; Spyborgs for Wii as Design Director. Spyborgs was developed by Bionic Games, which was really a different label for High Impact Games, since most ended up working under High Impact Games on their output afterwards such as Phineas & Ferb: Across the 2nd Dimension for Wii and PS3.

So you’re asking “great, we know the names, what the hell did they do for 6 years? Tap their fingers?”, NO! The following as an astounding find by a talented research group who apparently is part of Kotaku called Superannuation. Superannuation ran their own website and they’d uncover stuff you wouldn’t believe, from canned games to who’s at where, etc. The site closed years ago and now mostly run their twitter account. They were a common source for neat finds. Shame they sort of stopped or at least went low.

So about what they found, well back a year ago Superannuation at Kotaku posted this fascinating article about various finds, including what on Earth Big Red Button was up to, and the bold reveals some juicy tidbits:

Big Red Button Entertainment is something of a rarity: a studio that has existed for five years and operated under the radar without having shipped a single game.

Founded in early 2008 by two Naughty Dog veterans—art director Bob Rafei and creative director E. Daniel Arey—Big Red Button had ambitions to become “the United Artists of games.” The duo wanted to use Big Red Button as a vehicle to AAA games that were genuinely accessible and solve the one of the major issues of contemporary games: players not necessarily completing the games they buy.

Arey seems to have left the company several years back to join Blizzard, and he currently appears nowhere on the studio’s list of employees. Curiously, a since-removed page of “Advisors & Consultants” listed him as a “Creative Consultant” alongside Doug Church, who apparently served as a “Creative Advisor” to Big Red Button prior to joining Valve.

Big Red Button spent the first few years of its existence creating a portfolio of original IP, and secured an alternative financing arrangement contingent on the signing of a publisher or similar partner. They briefly worked with the now-defunct Jerry Bruckheimer Games on an IP called “Ten Minute Man.” (The relationship between the two companies actually led a Jerry Bruckheimer Games production assistant to jump ship to Big Red Button.)

As of mid-2010, Big Red Button was pitching IP “to publishers such as Sony, Konami, and Activision.” By spring of the following year, Big Red Button landed an “unannounced major project with third-party publisher,” which seems to be the title they are presently working on.

Big Red Button’s recruitment copy describes the project as a “next-gen landmark AAA console project,” and job openings hint at a cross-generation “character driven, 3rd person action” title with co-op gameplay and some sort of mobile integration. The Big Red Button copy also mentions the company is keen on “delivering authentic gaming experiences that are as fun to watch as they are to play,” so perhaps the game is not too far removed from a cinematic action-adventure title like Uncharted?

Finally, a producer at the studio says the project has a “$19.9 million budget” with an estimated “34-month” production cycle and a present studio headcount of 28 people. Also, the domains itsasnowday.com and monstersurgeon.com—both registered in fall 2011—redirect to Big Red Button’s site, though neither of those quite sounds like a name of a AAA action title

So there you have it, we might know what the budget potentially was for Sonic Boom (granted said info could certainly have changed) and Sonic Boom may have been a cross-gen (meaning released on PS360 as well as Wii U, PS4, and Xbox One for instance), plus it was confirmed the game was multi-platform at one point.

And that’s that! For now. I may create a Part 2 if I find any more information about who may be at the company, there’s still so much to do, so much to see! Thank you very much for reading, hope you enjoyed it. 🙂

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.

Has Jazwares cancelled its entire 2014 Sonic Toyline?

So this is an update/article that I’ve wanted to make for a few weeks now, however I kept telling myself ‘wait until New York Toy Fair, just wait and see.’ Well… In the run up to Toy Fair,  few other bits of information came to light which didn’t fill me with much confidence… following images of their booth at Toy Fair, I think the party is over.

There is a lot of mounting evidence to say that Jazwares have cancelled or lost the rights to make new Sonic toys.

Back in September, we brought you news that Jazwares had cancelled it’s highly anticipated Metal Sonic & Classic Amy plush. Since then however, there’s been a development. Classic Amy has in fact been released in a so far very limited form from online retailers, SSMB member PatMac posted images of it a few days ago.

However… despite this surprise release, Metal Sonic is nowhere in sight, and another worrying sign is that Jazwares have changed their product page for their Sonic toys. Here is what it originally looked like after Jazwares redesigned their website in late 2013.

jazwaresnewproductgone

 

However, a few months ago, Jazwares since removed the ‘New Fall 2013 product’ from their site, there have been no additional products added to their Sonic page of any kind. See for yourself.

More significant a hint that the Sonic line is no more comes from the Jazwares Facebook page, in the run up to the New York Toy Fair, Jazwares has out rightly stated that multiple products in the Sonic line have been cancelled.

Rouge the Bat, Classic Knuckles and The Sonic & Shadow Reversible Plushies have all been stated to have been cancelled.jazfacebook

There has needless to say been quite a backlash on Jazwares’ Facebook Page to this news, this is quite understandable considering Classic Knuckles and Rouge have been teased and hinted at as far back as early 2012.

In fact, on the 28th of March 2012. Jazwares posted this on their Facebook page.

jazclassicknuckles2

 

So ladies and gentlemen, unless this was an outright lie. A classic Knuckles figure was not only in development and ready, he was just waiting for a release line to fit into. Since then there has been no mention of this particular character. So were we all lied to on this? Or was Knuckles ready to go?

As for Rouge? Well…

You might remember how we reported on this particular product page? The one which clearly shows a comic book pack of Shadow and Rouge with the word ‘new’ next to it, suggesting it was indeed on the way. Unlike Classic Knuckles which had nothing released to support it other than the Facebook outlet, Rouge had a product number and even this promotional material to back it up.

Which begs the question… why was this cancelled?

Following the huge backlash on the cancellation, Jazwares have been sporting this reason.

 it’s up to the retail stores for what products get made.

Placing the blame firmly on the retailers, if they don’t order them, then they don’t get made.

There’s just one thing with this reasoning that I question. That being there’s evidence to suggest that this isn’t the case. In the Sonic Black Knight line, the following figures were spotted and in some cases are still up for order.

  • -Sonic – Excalibur
  • -Knuckles – Sir Gawain
  • -Silver – Sir Galahad
  • -Shadow – Sir Lancelot
  • -Jet – Sir Lamorak

This information and listings dates back to June 2012 and can be found across several toy news and retailer sites.

This is also the case for some of the ASRT toys which were announced and even shown at last years Nuremberg Toy Fair. Many of those toys over 2013 appeared as pre-orders at the United States branch of Toys R Us… that’s one if not the biggest toy retailer in the world isn’t it? There was even a product photo of it, this is taken from the old listing on TRU.Com’s website.

trushadow

Anyone own that? Anyone ever seen that for sale outside of the internet listing? So why was it cancelled?

The same applies to Metal Sonic. Announced, then cancelled. Only this one is even more strange, not only has the Metal Sonic plush appeared on Jazwares’ website (and at the time of posting is still there). But it has also appeared as a product on the website for ‘Smyths’ who are one of the largest toy retailers in the UK.OLYMPUS DIGITAL CAMERAThere was even an official product photo of it on a UK site… this was very rare since normally there’s a 1 year gap between US and UK releases.

It’s around now you might be thinking… wait… they were announced in prior to 2014, what about this years toys?

There aren’t any.

So far we have The Black Knight Silver figure (just released) and a Silver Super Poser. And that’s it. Everything else, all those toys from Nuremberg last year, all those toys which popped up on retailers, not happening.

At least that’s based on what Jazwares itself are suggesting from their own booth at the 2014 NYTF. The following image are the press releases for Jazwares at NYTF.

jazpressreleases

Sonic has no 2014 product list.

In conjunction with this, we now thanks to figures.com, have photos of Jazwares’ booth at New York Toy Far. They show no new Sonic products aside from Black Knight & Super Poser Silver.

jazbooth

There’s even an image of the plush box which has appeared predominantly at 2013’s toy fair, only this time both Metal and Super Sonic are missing from it.

This is the biggest toy fair of the year for America, and Jazwares have no new Sonic products at it for 2014. If there were new products, it’s absolute madness that they’re not here, even if it were just a prototype or concept image. But there’s nothing. You can view more images of Jazwares NYTF booth at Figures.com, but there is nothing new, everything is already out or about to be released.

Even at Nuremberg, there were no new toys aside from Black Knight Silver and ‘that sign.’

So, what is going on? We went from being told ‘those figures are coming’ for over 2 years, we had so much new toys promised an shown in 2013, yet now the whole product line seems to have stopped.

You might be thinking ‘maybe Tomy is the reason?’ Possibly… but Tomy has a license for Sonic Boom toys, Jazwares has the modern and classic games.

It does sound like the Jazwares run of Sonic toys is at or nearing it’s end, no press releases, no new products on show and cancellation notices. It seems that the party is over on this one. Which is a shame because despite what you may say about the quality of the products, Jazwares did give us figures that fans have been crying out for since 1991.

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.

TSS Discuss: Sonic Boom

boom

It’s been a little while since Sonic Boom’s initial unveiling, which fans were surprised with a totally new branch of the Sonic franchise, boasting new character designs, a new video game, television show and merchandise. If you missed anything important this week, be sure to check out our Sum-Up Sunday where all the important stuff is noted down in one handy dandy article. Now as avid Sonic fans ourselves, some of the writing team of The Sonic Stadium wanted to weigh in on our own initial thoughts regarding this brand new, re-imagined Sonic, as well as the possibilities the future may hold for this brand of the franchise we know and love.

HoL

So, what do I think of all this? Well, let’s go back to the teaser last year. When they showed the silhouettes last year, I was really confused and concerned. Knuckles was the biggest concern with how he had a radically different shape then ever before. Sonic was also a bit concerning with the extra spikes, but Tails and Amy had pretty much no different changes, just different clothes, so that was fine to me. Also the news of the show made me worry it was going to be some cheap flash cartoon akin to My Little Pony, and I’m not crazy about modern flash cartoons, they just feel like a cop out and cheap work-around versus the traditional cel animation of old.

But I realized they indeed meant it was going to be CGI, so my imagination turned more towards Sonic’s peer Pac-Man who was also rebooted in the same way, and I’ll say this right now; I adore Pac-Man & the Ghostly Adventures, there I said it! Hey, it has Canadian voice actors (many of whom were in the old DiC Sonic cartoons, bet you didn’t know that!) and it’s written by Ken Pontac, go figure, he rocks in this show, not as much in the recent Sonic games.

So fast forward to the present and… I’m super excited! When we first got our taste via the leaked Sonic and Knuckles designs, I was really impressed, they looked closer to the modern designs than I expected, I was worried we were going to get Nickelodeon-esc designs.

So then finally the full unveiling came via the leaked trailer, and it indeed is the 3rd Nintendo exclusive! And I’ll say this right now also, that just makes it even more exciting to me, the fact that Sega’s putting what is arguably Sonic’s biggest evolution since Sonic Adventure 100% on Nintendo is just effing incredible. Kudos Sega, kudos.

I’m a diehard Nintendo fan and only play on Nintendo’s systems (I was introduced to Sonic most specifically with Sonic Adventure 2: Battle on GameCube), and I always appreciate any exclusives that are designed from the ground-up, fully tailored to the strengths of Nintendo’s hardware, because lord knows virtually every port ever on Nintendo systems is gimped as hell.

And crazier still is that Sonic Boom is being shaped by none other than key members from Naughty Dog, who created Crash Bandicoot and Jak & Daxter. The founder is Bob Rafei, who was the big art director and character designer on both! And the 3DS version is by the same folks who took over from Sucker Punch and made Sly 4: Thieves in Time, just wow. I hope they use their experience and make the 3DS version their own and not a copy of the Wii U version. Make it cel-shaded!

I can’t finish without talking about the TV show clip now can’t I? I was very impressed, while the dialogue didn’t really have much to it, the delivery (especially by Mike Pollock as Egghead I MEAN Eggman) was really great. And the animation is fantastic! It’s at least direct to DVD quality, which is a good thing.

Well, that’s it for now. I’m super excited for this and can’t wait to see more! I hope you liked my opinion piece. 🙂

DMK

I think it’s fair to say SEGA certainly weren’t kidding when they hailed 2014 as a year to remember for Sonic the Hedgehog. As the announcements trickled out from New York on Thursday, I was perhaps one of the lucky ones, away from my computer and missing the inevitable explosion of immediate reactions. But that’s not to say I was completely calm and collected about the scenario – when I caught my first glimpse of the new character designs, I was absolutely ready to toll the death knell and proclaim “Sonic Doom!”. What had they done to my beloved series? Why was Sonic covered in tape? And what on earth had Knuckles been taking to get those muscles?

But the more I read up on things, and the more I analysed the TV and game trailers… the more I liked what I saw. My knee-jerk reaction to the new look was undoubtedly out of shock and fear of change – after all, let’s face it, Sonic’s not exactly had the best reputation when it comes to reinventions – but once the dust had settled and I collected my thoughts, Sonic Boom actually sounded like a rather appealing proposition. A well animated CG cartoon with top notch voice work and some decent writing? Hell yeah! A brand new teamwork-based game giving each character individual abilities and being developed by some of the industry’s finest in the genre? Shut up and take my rings! I’m very intrigued to see what this new take on the franchise has in store, and whether it manages to reach its full potential will be a key factor in deciding just how good a decision SEGA have made in revitalising their mascot.

To put it simply – Sonic Boom, you’re growing on me. Well, everything but Knuckles, anyway. Sorry Knuckles.

Jono

The hit of new information when all the details about Sonic Boom were revealed initially left me feeling alienated as a fan. It seemed like the Sonic I’d known for so many years was gone, and that those who may have seen themselves as veterans of the series now had no place in the new territory that the hedgehog would be moving into. More details came about, and now that I’ve had time to reflect, I’m actually eagerly anticipating the direction that this new canon can go.

I almost think that the best thing SEGA have done is how they’ve handled Sonic Boom’s reveal. In a way, showing the silhouettes off such a long time ahead of this reveal was probably the best decision they had at their fingertips. It gave the fan base some kind of expectation on what we would be seeing, and I dread to think what the reaction would have been like if these designs and universe suddenly came as a bolt from the blue.

As far as the game goes, it still looks a little ways to go before it’s ready. Character models and animations etc definitely need tightening up, and we haven’t yet been shown any real idea of how the game will play. That will come to light when the time comes, though. The main thing I’m excited about is the TV series. The teaser that’s been shown is a joy to watch and has remained consistently so on all my subsequent re-viewings. It’s witty, full of action and it keeps the Sonic most of us know intact.

As far as Sonic Boom goes, I think that Sonic’s audience focus is definitely shifting now. I’m sure many readers of TSS are those who grew up loving either Sonic’s classic era or his recent outings. I think a lot of people forget that yet another new generation of fans are also getting into the series, and SEGA would be wise to tap into this new wave of fans that may be discovering Sonic for the first time.

Basically… GIMME MORE!

Hogfather

Cartoon: Looks awesome, except for when Sonic runs in his scarf.

Game: Filter out all the PR stuff and talk about how ‘we completely understand the characters…’ this is what you get.

Battles with normal enemies take place inside arenas, 2 player co-op mandatory, Sonic uses a whip to attack certain enemies, no chaos emeralds so no Super Sonic, which is kinda ok with me since it’s a very overused mechanic that lost any special value years ago… though watch there be some kind of super form through whatever Deus Ex Machina device is thrown into this one.

Daddy Longlegs Sonic with that scarf which looks cool in the concept art, but looks ridiculous in motion.

That doesn’t mean it’s going to be bad, but you can call it a new branch of the franchise as much as you like, some people will still go into this thinking ‘Sonic game’ and end up being disappointed when they find out it’s not one. A lot of this reminds me about other instances where it feels like a new IP is trying to use an old IP to try and sell an idea instead of trying to make an original game that would have been a perfectly strong series on its own.
At the moment, my expectations and hopes are low for this. There are a bunch of glaring problems such as ingame character models looking awful, barren stages and why does Tails look like a zombified flying chimp in ‘that one screenshot?’

When we actually get details on the gameplay, see it in action instead of being told what the characters act like (seriously, this is a Sonic game, everyone knows what the characters are like). Then maybe everyone will be in a much better position to make judgements. But right now, do not expect a Sonic game, because this isn’t one. Give us more details before anyone can decide if it’s a good game or not.

P.S. Stop complaining about how Knuckles looks, yes he has become a giant. But if you read his bio on the official website, for once he actually sounds like a decent character.

vedjf

I’d be lying if I said I hadn’t gone through the song and dance of redesigns before. Also being a Crash Bandicoot, Spyro the Dragon and Rayman fan, I’ve seen my fair share of drastic changes within my favourite franchises. And…in none of the cases was it ever particularly too bad. Sure, I pretty much lost interest in Rayman with Origins, but that was because I was brought up on Rayman 2 and the franchise went to the gameplay style of Rayman 1. Crash I stuck with, and for the most part turned out fine (I have a few gripes with Coco for personality, but the others were okay and I prefer new Tiny to old) and would have loved one of the redesigns planned in 2010 before it was cancelled. Spyro I stuck with, and while the Legend series was too dark for me (literally; I couldn’t see what was happening on-screen which is why I haven’t done New Beginning or Eternal Night), Skylanders has been enjoyable if not really pricey, and the series takes more and more cues from the classics with each instalment.

So, how is Sonic Boom shaping up compared to those reboots? Pretty tame actually. The characters don’t look that unrelated if not for a few design quirks. And the personalities we’ve seen are pretty much what they were in Colours onwards. My main gripe with what we’ve seen so far is that I didn’t particularly enjoy the humour in the clip of the show, but that’s all down to taste. I don’t think I’ve seen enough of the game to make a comment on it too specifically.

And that’s generally the attitude I’m taking with Sonic Boom right now; I want to wait until more information comes to light before I make a more solid opinion on what is being offered with this so-called renaissance. Since I’m very much a character fan, I’ll be keeping an eye on whether other Sonic characters return (moreso for the show than the game since the game is set-up) and how their dynamics play in the new branch, as well as seeing what the inevitable new cast bring to the table. I’ve held back like this in the past and have been pleasantly surprised at the other end (Dino-Rang the fruit kebab fiend is adorable!), but who knows if this will end up being as well-liked. If not, I have the option of ignoring Sonic Boom and sticking to SEGA Sonic unlike the other redesigns which is a nice cushion to have. It’ll be like the Mega Man franchise where there’s more than one series you can be a fan of!

I also hold some reservations over the success of the push on a broader scope, but that’s neither here or there…

Sym

When I applied for the writing job on The Sonic Stadium, I wrote a blog post which expressed my desire to see Sonic establish himself more uniquely and become more relevant, fearing he wouldn’t be around much longer if he didn’t. And then, 2014 comes around and we’re greeted with this. A whole new, re-imagined Sonic the Hedgehog. I was surprised to see Sonic Boom be greeted by such positivity overall by the fanbase, including myself.

From what I’ve seen so far, I feel that Sonic Boom has some huge possibilities resting on its shoulders. Boom stands as a potentially huge success story for our blue hero – one that can capture the hearts of a whole new generation of fans and re-engage fans of old. Its desire to be new without hesitation feels refreshing. Whilst games in the past few years have, to me, felt the need to rely on older mechanics and nostalgia to keep fans engaged, or take too much inspiration from existing successful franchises *ahem*, Boom strives to separate itself from his Japanese counterpart and truly try to craft a whole new 3D Sonic experience. The fact Boom will be launching with four main characters, which are all playable, cements this idea of confident reinvention to me.

The only thing that I fear for with Sonic Boom is the chance that the developers strive too much to be different from traditional Sonic and lose sight on what once made the franchise special to begin with. But from what I’ve seen from the show and game so far, it doesn’t feel like I have reason to fear yet. This goes for the show especially. With its seriously wonderful looking CG animation, top notch voice acting and spot on writing which feels more faithful to these character’s personalities than ever, I have a feeling it could be the best on-screen adaptation Sonic has had yet. I don’t feel like I’ve seen enough of the game yet to lay down proper judgement, but I do hope those character models are worked on, since the rest of the visuals and art direction looks beautiful.

Overall, I am truly looking forward to seeing where Boom takes us. Let’s hope it’s onward and upward!

There we go! You’ve heard what we think so far – but we wanna hear your thoughts too. What do you think of Sonic Boom? Are you worried or are you excited? A little bit of both? Are we doomed forever because of blue armed Sonic? Sound off in the comments below and let us know! We’ll be sitting at our writer’s roundtable waiting patiently for your responses.

(Psst – also, don’t forget! You can also check out the new Sonic Show Podcast which Sonic Boom is also the topic for discussion. Enjoy!)

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 List: The Top Official/Semi-Official Sonic Pairings (Valentine’s Special)

SX16

 

I hate you Google Image. I put two Sonic characters in your search bar and you provide me with these horrifying images of Sonic couples. The safe search, it does nothing! Why are they inflated?! Why are they centaurs?! Why are those things a fetish?! GAAAAAH!

Anyway, it’s Valentine’s day, love (or some other foul stench) is in the air and it’s the perfect time to talk about everyone’s favorite Sonic relationships. While I’m sure there are many of you who like to ship their own fictional Sonic couples be it straight, gay or “call the police”, I wanted to focus on the ones that have been made official or even semi-official through the games, comics or cartoons be they full blown couples or just one-sided love interests. I’m not much of a shipper myself, but I wanted to look at them from a writer’s perspective to see what works about them. So in no particular order, here’s my list of what I personally think are the best couples in the Sonic Universe.

Continue reading Sonic List: The Top Official/Semi-Official Sonic Pairings (Valentine’s Special)

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 Boom or Sonic Bust?

SB_LOGO_RGB_WHITEBG_1391691188I remember a time not too long ago where one could wake up to find out that their favourite blue hedgehog had taken up the hover board, had decided that swords were cool, or had a accumulated another new friend to add to the already brimming roster of colourful critters. At the time, Sonic had suffered a spate of mediocre to down-right poor titles, the most notorious being Sonic ’06. The prevailing morale of the online community was pretty low and on the morning of the announcement of Sonic Unleashed, images of the Werehog did nothing to inspire or reassure fans that a title of note was in the making. Forums lit up with debate, sites quizzed their audiences with “will it be good, won’t it be good?” polls and comment boxes became an arena for conflicts of opinion.

Many fans at the time, including myself, were certain that the train of thought implemented in the making of Sonic titles had become intrinsically flawed, with focus on graphics and sheen, rather than gameplay. Many desired to see a return to the roots of what made the classic Sonic titles so good, which ironically backfired somewhat with the development of Sonic the Hedgehog 4: Episode I. The last thing we were interested in was another gimmick, and this is what it looked like SEGA were about to present us with. On this occasion however, I couldn’t have been happier to be proven wrong. I love Sonic Unleashed, from the diverse soundtrack, to the lush worlds, to the level design to the Pixar feel of the characters. While not a perfect game in many respects, it was fun, and had elements to please both old and new fans. Not only that, Night of the Werehog was a fantastic little bonus; ten minutes of distilled genius and beautiful animation.

Fast forward six years and we seem to be back at this juncture once more.

sonicboomSonic the Hedgehog fans have had a lot of new information to assimilate over the last 48 hours with regards to the announcement of Sonic Boom, which will hit screens later in the year in both TV show and videogame incarnations. Scanning through my facebook feed, the general vibe from a lot of the younger members of the community is one of excitement at the prospect of another TV show, after all it has been a decade since Sonic X premiered on western screens (has it really been that long?). However, these announcements have been completely eclipsed by the news and images of the new character designs, which have in the cases for some characters, been fairly drastic.

But haven’t we been here before? If so, what is all the fuss about? Well, a few months back, we were all given a glimpse of some familiar shadows set against a wall. It was obvious that the main characters of the franchise were looking to get a makeover, and internet speculation about whether or not Knuckles had been hitting the gym exploded onto every Sonic-themed forum.

Boom10It seems almost seems surprising therefore, that the community has reacted in the way they have, given there was fair warning substantial changes to the character models were on the horizon. Indeed, Knuckles looks like he has now swallowed the Master emerald in a last-ditch attempt to prevent it from getting nicked. Other characters seem to have been less drastically altered, in most cases proportions have been subtly tweaked, and many would be forgiven in suggesting the team have had a recent run-in with the Andrex puppy. Admittedly, I’ve had a good giggle at some fan parodies and interpretations of these changes. Fortunately, fan reaction has been tempered by a follow up announcement that Sonic Boom would remain an isolated “sub franchise” and that these changes would not be canon.
So again, we come back to the question: what’s the big deal? Why has something like a change in the colour of Sonic’s arms hit such a nerve amongst fans?

Well, the likely answer to that is probably many fold. Firstly and most obviously, many fans probably fear that SEGA are back on down the gimmick route to promote new games. Sonic Lost World didn’t quite achieve the accolade many thought it might, and it’s understandable that there is apprehension over whether this is the dawn of the second era of the so-called “Sonic cycle”. Secondly, and more importantly I think, is the change in the base properties of the franchise. There aren’t many other fandoms that command such a loyal legion as Sonic does, and many are invested in the characters, the stories and the universe on the whole. So when something fundamental is modified, no matter how trivial it may seem to someone on the outside looking in, fans are going to react negatively; after all, why change something that isn’t broken? Indeed, most fans are questioning the necessity of equipping a hedgehog with a scarf and a copious quantity of sports bandages. Perhaps in some cases it is purely personal opinion. More curiously, many have noticed how pedantic SEGA have been in the past with regards to attention to character models, what they are allowed to be doing, and how they are represented in any media. Many perceive this as an almost complete U-turn on this previous ethos, and has opened up speculation to whether or not this is the result of a shift in those who call the shots when it comes to the franchise globally (although a recent statement from Iizuka picked up on TSSZ News announced that Boom will only be available to western markets).

soniclegsThe counter opinion of course, is that sometimes, change is good. You probably wouldn’t be seen dead in the clothes you were wearing a decade ago, and indeed, it could be seen as logical in this sense that over time, some things will inevitably update in order to remain fresh, keep with trends, and of course, interest a new generation. Back in 1998, Sonic underwent his transformation from a short fat spike-ball to a more athletic, green-eyed iteration of himself; that metamorphosis seemed on the whole a successful transition. Examining the timescales between those character models, it does seem like Sonic is well overdue a cosmetic overhaul.

Those of you who, like me, pine for another title with the same DNA as Unleashed, will no doubt be as giddy as I to see stunning pieces of concept art of environments, and some extremely amusing facial expressions from the cast, which lead to believe we will be getting a game with rich worlds to explore akin to Unleashed. Those worried about the game have had some reassuring news in that the development is in the hands of those behind the Uncharted and Jak and Daxter franchises (now developing under the name of Big Red Button), and if the quality of these titles are a reflection of what the next Sonic game will be like, we have nothing to worry about. The attitudes of SEGA have also markedly changed in the past half-decade, with the growth of an extremely competent and capable community team who have been receptive of fan feedback.  On top of this, the connection to fans has been reinforced through events such as Sonic Boom in the states and Summer of Sonic in the UK, which have both received an incredible reception from attending patrons.

I think as a community we have matured in many aspects; after all, many have now been fans for over twenty years; some are now employed in the video game business and are more able to understand the intricate nuisances that go into making a video game. That said, I think we shouldn’t fall into the trap of becoming grumpy old women and men, and forming opinions on changes purely because they “aren’t as good as they were back in the good old days”. There isn’t a right or wrong answer to whether or not you think the new direction Sonic is taking will be good or bad, as after all the main component at the end of the day is personal preference. I hope as an older and somewhat wiser community, we can hold final judgement of the “Sonic Renaissance” until we’ve seen the final product.

After all, we’ve only just read the first page of this new chapter of Sonic the Hedgehog.

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

The Sonic List: Predictions for 2014

OracleofDerpus
“EEESH! And here I thought the other fate was bad!”

Well, 2013 is behind us, the first month is almost over and Hedgehog day is drawing near. The year 2014 is here and it’s time to look towards the future and see what possibly lies ahead of us. Yes, it’s time for me to make up some crap to act like I know what I’m talking about and make my personal predictions as it pertains to Sonic this year. Let’s see if I’ll be able to say “I told you so!”. Remember, these are all opinions so repeat to yourself “it’s just an article. I should really just relax!”

Continue reading The Sonic List: Predictions for 2014

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

The Sonic List: Defending the Less Loved Characters

Even Sonic can't stand some of them.
Even Sonic can’t stand some of them.

The Friday Five is gone. Welcome to the Sonic list! Why the change? Well, for one, I was unintentionally stepping on the toes of one of my co-workers at Segabits who has one of their own top five lists on Fridays. Also, I wanted to not limit myself to exactly five at any time. I realized as I was thinking of some topics that I had up to 8 and as little as 3 subjects on some lists. Also, while I’m still planning to be Bi-Weekly, I don’t have to update on a certain day. Anyway, onto the topic for this week.

“Sonic’s shi**y friends” they’re called. Characters that have not only annoyed some, but have single-handedly made a game WORSE with their presence. Some, only liked by the most die-hard of fans were hated the moment they were introduced. They’re annoying, they bring nothing to the franchise and they have no reason to exist.

Or do they?

I want to give you more die-hard fans some fuel for the characters I feel get a little too much disrespect. Yes, I’ll start by why I feel they’re disliked by others, but I also want to show why you should give them a chance. To slightly misquote Charlie Brown “It’s not such a bad little character, it just needs some tender loving care.” Or was that Linus? I forget. Who cares? Let’s get on with it!

Continue reading The Sonic List: Defending the Less Loved Characters

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.

Friday Five: Reasons it sucks to be Charmy Bee

 BeeTrippin'

 

Let’s be (or “bee”) honest here….nobody cares for Charmy Bee much (and yes, I’m sure that there are some who’d say otherwise and like my head on a platter. All three of them).

What is he good for? What does he even do at the Chaotix? Is he their secretary? Vector’s youthful ward? Does that helmet thing even come off of his head? What?! He hasn’t been a playable character since Sonic Heroes and even then he was just one of three you controlled at the same time. He has no real personality so you can’t even relate to him in any way. Look at the other kids. Tails? Young super genius. Cream? Polite little girl who tends to have the strongest morals. Marine? Immature, bratty little girl who annoys people because she’s probably lonely and seeks attention. Charmy? Little boy. That’s it. (Not counting Sonic X where he at least had a Bart Simpson-like “prankster” personality.) Frankly, just listening to him gives me the hives.

At least the comics give you a reason to feel sorry for him. Lots of reasons. This poor little bastard’s life has been absolute hell. Read on to see why life as a bee can totally suck. But beeware honey, his tale is so tragic it may sting your eyes.

Continue reading Friday Five: Reasons it sucks to be Charmy Bee

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

The Top 10 Sonic the Hedgehog Collectables of All Time

IMG_2766The Sonic Stadium’s list of affiliates increases on an almost daily basis, and we are very proud to say that we are now also affiliated with Forbidden Planet International, who many in the UK will know as one of the biggest retailers of sci-fi comics and collectables.

This month we’ve teamed up this month with the Forbidden Planet blog to bring to you my personal “top 10” Sonic the Hedgehog collectables, where I will be taking about what I think are the coolest and rarest pieces of Sonic merch ever produced…how many items on the list do you have?

You can check out the article here.

Hopefully over the coming months we hope to bring you even more blog posts that will pique your collecting interests!

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.

Friday Five: Worst Sonic games of the past generation

"I wonder how hard it is to get vomit stains off of quills?"
“I wonder how hard it is to get vomit stains off of quills?”

Surprisingly, as hard as it was coming up with five good games from the past generation, it was even harder to come up with five bad ones!….With one exception of course and you all know what that one is and yes, it’s #1. In fact, some of the games on this list are actually fairly enjoyable. So I took off the “No spinoffs” rule this time and had to go with more “disappointing” or “blah” than outright “bad”. This does help show that Sonic’s been more on an upswing since the horrible 2002-2006 era, but it also shows were Sonic has fallen back.

Remember folks, these are just my personal opinions and yours may vary. Also remember that the previous generation is only Wii, 360, PS3, PSP and DS. Enjoy!

Continue reading Friday Five: Worst Sonic games of the past generation

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.

Friday Five: Best Sonic Games of the Past Generation

sonic_generations_cityescape2

While we’ve had the Wii U for a full year now, the PS4 and X-Box One have made their debut. Since Sonic Lost World is part of the new generation of systems, I thought it would be a good time to reflect back on the best Sonic games of this past Generation. It was a hard list to make, not because there was a ton of great Sonic games to choose from but because there were so few to be brutally honest. Also, I have one rule to this list, no spinoffs. This means no Mario and Sonic or All-Stars Racing. (I should have been stricter with the staff pics and added no remakes or fan games but too little too late.) I wanted this to focus solely on Sonic. This means there’s a game in here that wouldn’t normally make any top five list. So prepare for the good, the great and the…..meh.

NOTE: This is an opinionated article and everyone’s gonna have their favorites, so if your list is different from mine that’s fine but let’s make a huge fuss over it okay?

Continue reading Friday Five: Best Sonic Games of the Past Generation

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’s 10th Anniversary: Merchandise and Memories

A few years back, a wineglass emblazoned with the Sonic 10th Anniversary emblem cropped up for sale on eBay. While most seasoned merch-hogs were aware of the trinity of 10th anniversary items that had been offered by the Sonic Factory in 2001 (the statue, the crystal cube and the pewter ring), this was the first time most had seen this item; its authenticity and origin (along with that of the 10th anniversary lighter) has been much debated amongst Sonic collectors.

Luckily, one fan account reveals the origin of these items, and details the happenings of the “Sonic 10th Anniversary Birthday Party in Japan” which took place a day after Sonic’s 10th birthday on the 24th of June, 2001.

Continue reading Sonic’s 10th Anniversary: Merchandise and Memories

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

Iizuka: Lost World is a “Must-Buy” Title

Lostworld7

Ahead of Sonic Lost World’s release,  Nintendo Life have sat down with the one and only Takashi Iizuka to talk exclusivity, hardware limitations and the current reputation of the franchise among other interesting morsels for you to get your hedgehog-hungry teeth into!

Continue reading Iizuka: Lost World is a “Must-Buy” Title

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.

Freak-Out Friday: Knux Row the Third – A Fistful of Emeralds

With the unveiling of the upcoming CGI-based show Sonic Boom, accompanied by a teaser picture of the cast, many were quick to point out the bulky design of Thrash SoreAss Knuckles the Echidna.

The verdict? Popular opinion said “we love it”! I mean of course, he’s finally rougher than the rest of them, the best of them, tougher than leather – and at long last, we may now see him flex his muscles (because unlike Sonic, he doesn’t chuckle).

So because we all crave Beefy Bara Knuckles and are aching to see the fighting freak in action once more, I’m bringing you some of that today, by way of TripleKyun!

You ready?

httpv://www.youtube.com/watch?v=dFPZfNM7bPg

Special thanks to Indigo Rush of the SSMB for the tip~

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.

Check Out This Amazing Sonic the Hedgehog Tattoo!

There are many folks out there with Sonic-themed inkings, but this could possibly be the greatest (if not most elaborate and detailed) tatt out there!

SSMBer Boosted-Vulpine has spent more than 120 hours over the course of 3 1/2 years under the needle. The result? This fantastic full leg sleeve!

Check out the gallery below to see the fantastic detail that has gone into this piece!

Got any Sonic tattoos of your own? Let us know in the comments!

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

My Trip to The Sonic Boom US West Chapter

Oil Ocean's 13
Oil Ocean’s 13

Like many of us, I was disappointed to hear that Sonic Boom was heading to St. Louis. I can totally understand though. Many Sonic fans back East miss out on these things. As a Southern California native, I’m lucky enough to go to events like E3, Comic Con and have an annual pass to Disneyland. So I was happy that people in the mid-US got a chance to enjoy some Sonic fandom, but still, many in other US regions feel left out. So now, Sonic meet ups are starting to spring up in a few states. The first of them is the Sonic Boom US West Chapter (to be called Sonic Revolution next year). Was it a homing attack hit or a Death-Egg disaster? Read on.

Continue reading My Trip to The Sonic Boom US West Chapter

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.

Freak-Out Friday: Winter Run – Join with perfect Bob the hedgehog in this endless running game

winterrunbob1

Winter Run – Join with perfect Bob the hedgehog in this endless running game

…I’m not kidding. That’s the actual title.

In a move that surprised absolutely nobody following the god awful monstrosity that was “Jiffy and the Super Hedgehogs” in YOLOLabs’ now nonexistent A Hedgehog Dash (feel free to check out Sonic Retro’s review on that particular Sonic knock-off), yet another faker has emerged on the iOS market – introducing perfect Bob the hedgehog!

But you need not hear me spill out the questionable contents of this completely original game! Here to provide commentary is our special guest from The Sonic Show, my good friend “Let’s Player of the North” Tanner!

httpv://www.youtube.com/watch?v=lIKbr72ZMxg

Thank you Tanner, for your great and noble sacrifice. I will carve your face into a continent in remembrance.

Oh, and get this. There’s actually an in-app purchase in this title, “copyright” to Lambro Solutions. Just one.

Remove Ads.

Pay a dollar to remove the one and only thing that makes up Winter Run.

WELP, let’s break this down real quick, TSS Review style!

YOU’LL LOVE
+ Absolutely nothing!

YOU’LL HATE 
– Ads everywhere that you have to pay to remove;
– ‘Solo Bobico’;
– No single player mode, bad news bears for those without internet;
– Collision detection out the wazoo, floors don’t exist;
– “THOSE ARE ‘RINGS’, NOT ‘COINS’, GAH!!”
– No really, literal stacks of ads;
– “Oh my freaking god, how does that thing even LOOK like a hedgehog!?”
– Yourself if you actually used up iPod/iPhone memory space for this (unless you’re Tanner for the sake of this article);
– “THIS IS NOT A ‘GAME'”;
– Did I already mention ads?

I don’t know about any of you, but I’m not willing to “join with perfect Bob” on his winter run anytime soon. 

Back to Soleanna for me then!

winterrunbob11winterrunbob10winterrunbob2winterrunbob3winterrunbob4winterrunbob5winterrunbob6winterrunbob9winterrunbob8winterrunbob7

 

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.

Mash-Up Monday: Generations of a Lost World – TENDERONI Cinema

And now, for something completely different, here’s a quirky yet pretty cool mash-up TailsChannel put together not too long ago!

When Sonic Generations was formally announced by SEGA through a trailer showcasing Sonics classic and modern in action, many were quick to discover that the track used in the anniversary title’s first preview was Kele’s TENDERONI.

With the trailer to Sonic Lost World gone online via a pre-E3 Nintendo Direct, it was soon pointed out that the tune accompanying the video was none other than Benny Banasi and Gary Go’s Cinema.

I don’t think I have to tell you much else about what we’re showing off for Mash-Up Monday!

httpv://www.youtube.com/watch?v=v0OE0N6gly0

Don’t forget to send your mash-up tips over via vizardjeffhog@sonicstadium.org!

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.

Freak-Out Friday: ParadoxPowerPlays Syobon Action with ShadowRemix

This particular Freak-Out Friday was a long time coming.

Syobon Action, also known as Cat Mario or Neko Mario, is a notoriously difficult platformer which parodies the original Super Mario Bros from the NES era. It’s cheap in the worst possible manner, it plays dirty, it betrays every convention of the platforming genre…

…and it makes for awesome cases of schadenfreude. One brilliant example right from the community!

Cue the folks at ParadoxPowerPlays, who have decided to tackle this unholy monster! ShadowRemix (from SS:R’s radio affiliate SonicRadio) takes on the many abominations littered throughout the game, as CelestOrion, SSF1991, and Cosmic_Eternity poke fun at his every failure for Rage Night – Syobon Action!

httpv://www.youtube.com/watch?v=hOaOlUg1VO0

httpv://www.youtube.com/watch?v=mKm3JTuE8Ec

Head on over to Part 3 and Part 4 for more unadultered rage! Send your Freak-Out tips over to vizardjeffhog@sonicstadium.org!

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.

Mash-Up Monday: Toot Toot Green Hills Warrior

Hey, TSSers! Long time no see!

To those who’ve been asking what happened to the mash-ups, well, my health plummeted, I got bedridden, this, that, a little bit o’this. Didn’t have a ton of energy to even write, but hey, kicked pneumonia square in the rear since then! It’s good to be back!

So, it’s Labour Day today! Cozy? Good. Relaxed? Great! Well rested? Awesome! Bored? Outstan–wait, wait, not outstanding! We can’t have that, not at a time like this! With that diagnosis, there is only one known cure… The return of Mash-Up Mondays, of course! And what better way to celebrate than to highlight a game with some of the cheesiest theme songs ever, like Sonic CD?

Now, it’s no mystery that You Can Do Anything, the Japanese main theme to the time-travelling SEGA CD escapades of the Blue Blur, and Green Hills of Sonic 2 8-bit fame share the same melody. This shouldn’t come across as much of a surprise, seeing that both tracks share the one and only Masafumi Ogata as the composer. Many have wondered of a possible combination of the two songs, and many others have attempted at mixing the two together, but there is one arrangement that I feel stands above the others!

Put together by Hyper-Shan of the SSMB, this particular mash-up not only combines the two aforementioned tracks, as it incorporates the similar sounding Mecha Green Hill from Sonic Chaos as well into a 5 minute masterpiece! So plug in those headphones and enjoy what many consider to be the definitive version of You Can Do Anything! Sing along, now!

httpv://www.youtube.com/watch?v=hESP_C6n0Eg

Don’t forget to keep sending your Mash-Up tips and creations at vizardjeffhog@sonicstadium.org!

You will also be pleased to know that Mash-Up Monday is also part of the now active #SSRisBack revival campaign – assembling a new crew of DJs was only Phase One; social media presence is Phase Two! For all sorts of music updates, including latest discoveries and occasional previews of The Sonic Stadium Music Album 2013 & Knuckles, and for a roaring good time altogether, don’t delay! Follow us today at SEGASonic:Radio!

And if everything goes according to plan…

project24phaseIII
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.

Summer of Sonic 2013: Kazuyuki Hoshino Interview

Kazuyuki HoshinoIn the second part of our Summer of Sonic interviews, I sat down to talk robots and character design with Metal Sonic and Amy Rose’s creator – Kazuyuki Hoshino!

TSS: First of all, what does it mean to you to be here at Summer of Sonic?

Kazuyuki Hoshino: It’s great to be here and meet the fans who have continued to love the characters that I have created!

TSS: How do you go about the process of creating the Badniks and other enemies for Sonic games?

Kazuyuki Hoshino: Other than creating some of the key central characters I’ve also created lots of sub-characters. Whenever I create a main character, someone that’s central to the story or series, I always fully immerse myself in that character to really put myself in their shoes. When I was younger I always dreamed of my creations being sold as figurines in shops so people could buy some of the things that I had created. I’ve always kept this in mind when creating characters so I can design them to look great not only for their purpose, but so they would look good as figurines too.

TSS: Out of all the enemy characters you have created, which would you say is your favourite (Metal Sonic excluded!).

Kazuyuki Hoshino: Although he’s not as much of an enemy anymore, I’d definitely have to say Shadow the Hedgehog.

TSS: How did designing for NiGHTS differ to designing for Sonic games?

Kazuyuki Hoshino: When I’m creating characters for Sonic, I always have in mind that it needs to be appealing to millions of people. Sonic has such a big mass audience so I try and design to meet that taste. With NiGHTS, it has a very particular theme with quite a specific and niche market so I can push the boat out a little further to make designs that are more dream-like and psychological.

TSS: What were your biggest challenges in terms of design when making the transition from 2D to 3D games?

Kazuyuki Hoshino: When designing in 3D, you have to make sure that you create everything so that even the parts that weren’t visible before in 2D are now visible in 3D and they look good. You have to figure out how every part of the design would look from different angles and make it work. In the classic Sonic games he only had to be shown from the perspective that made him look best, now that everything is in 3D, you see Sonic from behind a lot more than you ever would have in 2D so now you have to make sure he and all of the other characters look good from all angles. Shadow has a red stripe going down his back and this is because we wanted to make him look both cool from behind and distinctively different from Sonic.

TSS: If you were to re-design Metal Sonic today, what new features would you give him, if any?

Kazuyuki Hoshino: When we originally created Metal Sonic, the thing I really had a focus on was making him look metallic because he is, of course, called Metal Sonic. If I were to re-design him, I would potentially challenge this and try to give him a different feel and texture that you would pick up just from looking at him. For example, a new feature I would perhaps give him is the ability to become invisible. You know in Sci-Fi films where they have the light-reflection technology that camouflages  the user? I’d love to experiment with things like that and incorporate that technology into not only his skillset, but his visual design too.

TSS: You’ve created many iconic and memorable characters over the years. Do you think that we might see an art book dedicated to your works one day?

Kazuyuki Hoshino: I’m honoured that this question has been asked several times already today! I don’t have any plans at the moment to create a compilation of all the art that I’ve created so far. It would be great to have though and my Mother actually looks at art books quite often so she would be incredibly proud!

TSS: Thank you very much for your time, Hoshino-san!

Thanks again to Bobby Wertheim for translations!

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.

TSS Preview: Sonic Lost World

soniclostworld_guardians2

At this years Summer of Sonic, I managed to get some hands on time with Sonic Lost World. I have to be honest, I’ve been looking forward to trying this one out, if only because ‘it looks so different’ and… it’s the first next gen Sonic game, why wouldn’t I want to try it out?

Fellow TSS staffer Doctor MK also got some time with the game, you can find his impressions in this article too. Our views are based on the Wii U version of the game, running on the SDCC/SOS/Sonic Boom build.

How many times have you seen someone complain about a Sonic game or any long running franchise? How many times have you seen them start their complaint as if they’re standing on a block yelling in a bombastic voice “I’ve been playing games for *insert a year here* and I have managed to complete them all!” You know the kind, and you’ve all seen it before in some degree.

Following my experience with Sonic Lost World, I can see this being said by a great many people. If you don’t include spinoff titles, Sonic Lost World is unlike any Sonic game I have ever played, and the moment I’d finished with it I took a breath and said ‘this game is going to divide a lot of fans.’

I should probably say, I do not own a Wii U, I have never ever played on a Wii U until I touched Lost World, so my experience with using this system is completely fresh. If I were to buy a Wii U, Sonic Lost World is my launch title. But… According to a recent interview with Sega, they see this game as being something that can help save the Wii U, we’ll come back to this later, but it’s something worth keeping in mind, especially when we get onto the part about ‘how easy is this game to pick up and play?’

The day before SOS I was with someone who also hadn’t played on a Wii U before, but also, hadn’t played a Sonic game for a number of years, she’d played Sonic Adventure through to Heroes, but not played Generations or Colours. I have played every main 3D Sonic game, so we had quite the range of expertise, our only common factor was, neither of us owned a Wii U.

28020SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_4

So she has the first go and picks Windy Hill, after a few moments of play she calls me over and asks me a question I never thought I would hear from someone who plays a Sonic game “How do I go fast?” followed by another question I never thought I would hear…. “How do I attack the badniks?”

Before you all mock… If you have to ask that, something is very wrong. Is it with the player or the game? Offering to help her out I quickly discovered why she was having problems.

She wasn’t aware about the whole ‘hold down the trigger to run’ so I showed her that, and sure enough Sonic was running, but there was a new problem, how to attack enemies. Watching this girl play it was near random, she would sometimes do a homing attack, other times it was almost random. Sometimes Sonic would attack multiple targets, other times one. So about halfway through the level, she turned to me and said ‘Do you want to play? I think I’ve had enough.’

I want you to remember this line. ‘Do you want to play? I think I’ve had enough.’ Remember it well. So I took the controller… and instantly, I could see and feel the problems she was having.

Holding down a trigger to make Sonic run feels for lack of a better word, weird, as well as being overly complicated, here’s an example. I want to ‘run’ forward. I hold ‘up’ on the analogue stick (as usual), I start to walk, and I only walk. I want to go as fast as I would do in Generations, Unleashed and most other games without boosting. The only way I can do that is to hold up on the analogue stick, then hold down a trigger button and I can ‘run’ not at boost speed, but at normal running speed similar to Generations and Unleashed, it’s actually a lot slower than normal running speed in past games.

So say I then want to go at ‘boosting speed’ which happens to be the spin attack… I then have to keep those buttons held down and now press and hold another button to do the spin dash/boost.

I am now holding down 3 buttons down just to go at max speed in my desired direction.

Sonic Lost World July screenshots 10

in previous games, I only had to hold up on the analogue stick, and then press and hold the boost button if I wanted to use it… here I have to hold down 3 buttons for the boost, and 2 just to run.

This might not seem like much, but after so many years, this is one hell of a control change, and it’s not user friendly. It makes doing something as simple as running much more complicated than previous. We’ve all heard the joke ‘hold right to win?’ Well here we have to hold ‘up’ a ‘trigger button’ and sometimes a boost button just to get moving.

When you eventually do get moving, a new problem presents itself, that being, why is Sonic moving so slowly? With the run button held down, Sonic feels like he’s running against a force-field, it’s just not fast enough, please increase the speed cap.

Attacking enemies is also much harder than before, and it feels close to random as to how it works. I played both Windy Hill and Desert Ruins 2 (the honey comb level). In both these stages, the homing attack feels like it operates differently. It’s not a universal method of attacking and I still can’t figure it out.

Example, in Windy Hill, there are 3 enemies ahead of me; I jump towards them. Suddenly there’s a lock on target on all three, I push what I think is the homing attack, Sonic attacks only 1, so I try again, this time Sonic doesn’t attack any of them. I try again, he attacks 1, I try again, he attacks all three. It was the same with every cluster of enemies, it was close to random as to if Sonic would attack them all or none at all, there was nothing in the games hints as to what to do either.

Sonic Lost World July screenshots 27

Then you get to Desert Ruins 2. You’ve seen those videos of people doing huge homing attack chains on multiple targets? Yeah… that’s random.  I could perform the huge chains, but I couldn’t figure out how I was doing it, sometimes it just didn’t work at all. At one point I thought, ‘if I jump and hold up at the same time he’ll do the chain attacks?’  But this wouldn’t work every time. There was no clear instruction or method as to how you attack enemies in the mach speed levels or the 3D platforming levels. It felt completely random at times.

And when you do connect a full badnik chain successfully, you don’t feel like you’ve done anything, bringing us back to the age old problem of ‘Am I actually playing this game?’ It feels so automated that which it looks nice, as a player, you don’t get any satisfaction since you didn’t actually do anything, especially when the success rate of performing an attack seems to be completely random.

I’m still not sure as to what you have to do, it’s not a case of ‘double jumping’ and Sonic will auto lock on enemies any more. You do something else, but the game never explains what. At times it felt like in Metal Gear Rising where you have to master the perfect parry. Jump and hold the analogue stick in the direction of the enemies then push jump again at just the right time? Is that how you do it? I don’t know, because it seems to have a random effect each time and there’s nothing in the game that explains what you have to do.

I’m not surprised that the girl who started the game before me had enough, it was so  random and complicated just doing the most basic of actions, actions which have been so easy for years are now drastically different and the game in its present state offers so little to help you.

Like I said at the start, I am not a Wii U owner, this was one of the main reasons I would get one, and according to Sega, they hope this game will help turn around the outlook of the system, but how do you hope to do that if you have made your controls this difficult for new players to both the system and the franchise? It puts you off from continuing because it feels so random, with no ingame help for such a radical change in control I can’t help but wonder why I would continue playing?

You can’t just pick up and play this game; the learning curve is so high I suspect many people will give up on it since it feels far more complicated than it needs to be. Even the werehog combos were not as complicated as this game is. Just something as basic as ‘Why not hold a trigger to walk instead of run?’ would improve this game so much, over holding it to run at a speed expected when one plays a Sonic game.

The control issues don’t stop there either… there’s another very annoying problem in the form of the Wisps.

Sonic Lost World July screenshots 3

I for one don’t particularly mind the Wisps that much, what I do have a problem with is how you use them in Lost World. Who thought it would be a good idea to aim/activate/control the Laser Wisp using the gamepad? This is ridiculous, I have to take my eyes off the screen just to use a wisp, I have to activate it using the gamepad as opposed to a button on the controller itself, (and it’s not like there aren’t any it could be mapped too), I have to aim it using the gamepad screen, and this is not an easy thing to do at all. I saw people flying off in the wrong direction and it took me a while to aim it at the desired target. When I used the power I had no idea if I’d done it right or if Sonic just happened to blast off in a direction which happened to avoid any hazards which meant my time trying to pull off a laser wisp was completely pointless.

It’s not an easy thing to do either, aiming the wisp feels like trying to stack a house of cards on a bouncy castle full of kids going ape after eating all the ice-cream, it’s really difficult, you feel like you’re righting against the game at times just to aim it right and then launch it.

I am becoming really sick of developers trying to convince me of problems that touch pads, motion controllers, kinect’s, touch screens and all these other control schemes are solving, which don’t exist in the first place. Why is such a fundamental part of the game forced onto us by the use of the game pad? What problem exists with the control scheme which means I cannot push a button to trigger the wisp, then use the analogue stick to aim followed by the jump button to activate? The game locks you into using the Wisp once you touch the second screen anyway so why force this onto the player? It solves a problem that doesn’t exist!

The use of the game pad is so badly designed that when a Wisp is ‘activated’ the action of the television freezes in such a way that I thought the game had crashed and was just about to call one of the reps over before I noticed that action had changed to the second screen on the gamepad. But the ‘lock up’ on the main screen is such a mess first time players who had no idea whats going on might easilly mistake this for a system crash. There isn’t even a message informing the player that the action has now gone to the game pad. I could go through an entire thesaurus as to how bad the Wisp activation and useage in this game is.

I don’t know if there’s some kind of Nintendo conspiracy which means all games have to use the game pad in a way, but the way you use Wisps in this game is terrible. This should not be tied to the game pad at all. But hey at least the game tells you how to use them right…? Oh wait… IT DOESN’T! Yeah, the only way I knew how to use a Wisp power is because I happened to watch a random live stream a few weeks prior in which a Sega rep told the player how to use it. Nowhere in the game does it tell you how to use the powers or control them!

It was such a bad experience trying to use the Wisps afterwards I thought ‘it has to be me, theres no way it’s this bad, it’s got to be my inexperience with the Wii U?’ I asked several people, both Wii U and non Wii U owners, every one of them said the same thing ‘The Wisp activation/control scheme is awful.’

There have in the past been complaints about the ‘tutorials’ and Omachao, but if you are going to change a control scheme which has been in place for the past 10 years that has had barely any changes and then radically alter it, might be an idea to tell players what they’re supposed to do?

Continuing with the control problem, though this might actually be a camera issue, wasn’t quite sure. This game sees the return of ‘mach speed’ levels, before people panic, they control so much better than Sonic 06. But they have problems.

You’ve seen how you have to run into the honeycombs that are hollow? Well, think back to a game like Unleashed where you use ‘the quick step’ you know how when you used this, Sonic would jump/move to a left or right ‘path’ and both the camera and Sonic would ‘lock’ to that spot unless you moved the analogue stick or pressed the quick step button? Here you have more freedom… but it brings with it problems.

28022SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_6

Sonic is constantly moving forward in these stages, and when it came to aligning up with a tunnel, I held left on the analogue stick, found myself perfectly aligned and then let go of the stick… Sonic kept moving to the left, and I went crashing into the wall, even though everything from the last 10 years has told me Sonic wouldn’t do that. He would stick and lock to the fixed path I’d just sent him on.

Eventually I imagine you can master this camera ‘drift’ but when you start these stages, you WILL be frustrated. I just cannot understand why there’s this drift, especially when hitting the walls is a 1 hit kill.

There is another huge problem with the game that I admit might just be how I was playing, but when I realised what was going on, I realised that there was nothing in the game to suggest I could do this.  As a fan of Sonic, as someone who watches the live streams and the video demos and the trailers… I know, this game has multiple paths… I know that you can explore the stages. I know this, because I’ve looked it up.

However, if you play this game without any prior knowledge… the game offers nothing to suggest that is the case. The way Windy Hill is presented, your natural sense is to run forward and not change direction. You can change and go down an alternative path quite early on, but the design of the stage means unless you know it’s there, or unless you know the game has multiple paths, there is no reason at all to explore the stage. Due to the design of the stage, you will naturally stick to the default path. There’s no reason at all to explore. Maybe this will change in a later build, but right now had I not known the game has multiple paths or I could explore, I wouldn’t have done as I had no reason to.

The parkour system, the big seller for this game, it’s a nice idea on paper, but in reality, it’s it feels like… I don’t want to say easy mode, but it feels like it was designed not to make platforming more a focus as much as it was made so that everyone has a chance to beat a stage. Even then, the Parkour system has it’s problems. There are apparently people who have complained that Sonic goes too fast so he crashes into walls. The parkour system is designed to keep Sonic moving as well as help him run on walls. Which in theory is a really good idea, we’ve all seen the trailers of it in action and it looks great.

28018SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_11

The reality however is different, imagine you are playing as Sonic and you walk upto a wall, you stop, you hold down the parkour button… you can now walk up this wall without building up any momentum… see that tree, you can just walk up it from a dead stop, that wall, not a problem. Parkour in this game should be renamed ‘Sonic the Hedgehog’s magical anti-gravity shoe mode’ it doesn’t break the game, nor does it make it easier, but it really is just ‘walk on walls mode’ as opposed to being what parkour actually is, using ones momentum to perform amazing stunts and skills.

That said, the parkour system isn’t bad, it’s really satisfying when you do actually use it to perform a stunt or difficult move. It gives the game much more platoforming focus, so if we’ve really been crying out for a slow platforming game, then I guess this one is for you. But for me, it just feels strange how it seems that for years we’ve wanted better momentum in Sonic games, yet now we’ve got parkour which requires next to no build up in speed or movement to be able to defy gravity, hence why I’m going to call this “Magical anti-gravity shoe mode.”

When you run as Sonic and you have ‘Magical anti-gravity shoe mode’ activated, you’re gonna get frustrated, I started off Windy Hill running at a great pace, when suddenly I started running up a tree because I had ‘Magical anti-gravity shoe mode’ activated, I don’t wish to climb this tree, yet due to the nature of the controls, you’re not pushed to the side and continue on, you start to climb up objects if you want to or not unless you release/hold specific buttons during your sprints, again, adds to the controls being very complicated.

There are a number of other annoying things that really need looking at, one such example would be the bells, you know that bell you hit a few times to get a reward? Well, say you knock the bell and it flies forward, you then catch up with it, if the bell hasn’t ‘rested’ even if you hit it, it will not register as a hit. So you are forced to stop and wait for this bell to rest before you can strike it again. It’s not like this is a difficult task, yet it forces the player to stop and wait until it’s ready to be hit again.

Sonic Lost World July screenshots 21

You might have noticed, I’ve not exactly praised the game so far. Before you wonder, yes there is praise to be had, quite a lot. Remember at the start when I told you about the girl who said ‘Do you want to play? I think I’ve had enough,‘ remember that? The problems I’ve talked about are all problems you will face early on in the game, high learning curve, dodgy control schemes, core abilities mapped to the game pad, no help to the player.

Now you might think ‘well I’ve played lots of Sonic games in the past I’ll be fine,’ this game is completely different to past Sonic games, you might be a master at Generations, Colours, Unleashed, but everything you know from that game will not help you here because the game plays so differently. Not just the fact its more platform focused, but basic controls are so different you are learning from scratch, and it’s far from easy.

‘Do you want to play? I think I’ve had enough?’ a quote from someone who Lost World should be appealing to, the first game on a ‘next gen console’ the first chance to win fans which Sega hopes will help save a floundering console. That is the first impression from someone semi new to the modern era of games. And I fully understand where they’re coming from.

This game is going to divide people. Some are going to hate it, others will like it. Some will stick with it because they want to beat it, but an equal number are going to give up due to how random, complicated and inaccessible the controls are to both veteran Sonic fans and new players. Nothing feels right, it feels wrong to hold down so many buttons just to make Sonic run at non boosting speeds.

Sonic Lost World July screenshots 26

So is this a bad game?

No… In fact there’s a lot here which makes this a very good game.

I have been concerned when this game was announced that the ‘tube’ stages would make me feel a tad dizzy from the motion sickness generated by how the camera and the terrain moves. However, playing this in person, it’s not a problem mainly because you’re the one controlling it and you know when the camera and the terrain is going to turn and change.

Another big piece of praise comes from the art direction. Now I’ve not been that big a fan of it. I don’t hate it, but I just don’t like it… but in motion, this game looks fantastic, the complaints about the art style don’t really have any merit when the game is in motion and you’re actually progressing through the stages.

But by far the biggest praise, sixty frames per second! In the PS3 version of Sonic Unleashed, there are parts of the game which do hit this mark, and it’s glorious, but it lasts for a few seconds at the most. But now, the full game, with only tiny drops, oh my… welcome to the future. It looks fantastic and all future Sonic games must hit this mark, it just looks too good not to aim for this mile stone.

Praise also needs to go into the appearance of the levels themselves, each stage looks radically different from the other but maintains a high level of beauty about them. If there’s one thing Sonic Team have been excellent at lately it’s making their stages stand out and look unique whilst maintaining a high level of quality.

The game still has a fair way to go, some of the problems might change for the better, but things like the forced use of the game pad, that’s here to stay. It’s annoying because, there really is an amazing Sonic game here, you can see it crying out for you to love it. But right now, the high learning curve, the frankly random and sometimes broken controls utterly destroy this and will end up causing many people to simply give up or avoid the game altogether.

Would I buy a Wii U just for this game as it stands right now? No, there are too many problems and issues with the controls to justify buying a console just for this game. Far too many problems with the controls, the Wisp system needs to be completely redesigned and Sonic is too slow.

28017SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_1

Second Opinion: But of course, thats just my opinion from what I played. Fellow TSS staffer Doctor MK was also able to try out the Wii U version of the game.

As a devoted Wii U owner as well as a huge fan of Sonic Colours, you’d think Sonic Lost World would be right up my street – and for the most part, you’d be right. I played Windy Hill Zone 1 and the first thing I noticed about the blue blur’s latest outing was just how good it looks. The colours are bright and vibrant, really capturing a classic Sonic feel that harkens back to the days of the Megadrive, yet still somehow managing to feel fresh and new. Not everyone will like the game’s more simplistic art style compared with the more detailed landscapes in Unleashed and Generations, but Lost World most definitely has a charm of its own and when you see it running in full motion, it’s hard not to be at least a little impressed.

The new control scheme for Sonic’s tweaked moveset also left me with a positive impression. If you’ve played the recent high velocity, boost-orientated games in the series then you’ll definitely need a moment to adjust to Sonic walking of all things, but holding down ZR to run and ZL to spin dash feels far more intuitive than it may initially sound. The twisty, tubular level design accommodates for Sonic’s new moves with plenty of opportunities for proper platforming (which the tight controls and double jump more than allow for), and pulling off a successful parkour trick is a very satisfying feat indeed. As far as gameplay is concerned I have faith that this is heading in the right direction, striking a balance between speed and precision that hasn’t truly been seen since the 16-bit era.

However, not all was well in the demo, by which I specifically refer to one very particular fly in the ointment. I may have loved Sonic Colours, but I am certainly not loving the way the Wisps work in Sonic Lost World so far. Put simply, trying to use the GamePad’s touch screen to activate the Cyan Laser Wisp was infuriatingly difficult. The aiming was imprecise and the quick flick used to activate the laser just would not register, however hard I tried. In the end I had to resort to the traditional stick and buttons combo – yes, you can actually use them, though you wouldn’t know it from the game’s instructions – but even then it was slower and more clunky than it was in Sonic Colours. It pains me to find fault with Lost World after it left me feeling so optimistic in every other aspect, but this is too big an issue to ignore. If the other Wisps control as poorly as this one does, the game could really suffer.

All in all though I had a blast with the one level I got to play, and I’m eager to get my hands on the finished product. If the few niggling issues that exist in the demo can be ironed out before release, then the future is looking bright for our plucky hedgehog hero. Roll on October!

Sonic Lost World is due for release this October for both the Wii U and 3DS.

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.

Freak-Out Friday: S3&K.exe with ParadoxPowerPlays

We’ve had a few Sonic oddballs brought to us by ParadoxPowerPlays (Sonic Paradox’s gaming channel) for Freak-Out Friday. With the Kaizo Trap CelestOrion accidentally set upon himself in Metropolis Zone to playing All Blanks Racing Transformed, the fun doesn’t end there!

The gang recently attempted another playthrough of Sonic 3 & Knuckles… but accidentally got the game running with CPU at 100% usage. Complete with commentary and messed up sound beyond belief, we’ve got the first two parts for your viewing pleasure right here! Watch as CelestOrion, Cosmic_Eternity, WhiteSonic, Dr. Mack Foxx, SSF1991, ShadowRemix, Recorderdude and Duskye tackle the perils of Devil Island for this week’s Freak-Out Friday!

httpv://www.youtube.com/watch?v=7Xq-ESCscMA

httpv://www.youtube.com/watch?v=Xp0Xb4nFYV4

You can check out the rest of the ongoing Let’s Play (along with a regular S3&K run) in this playlist.

We’ve got more PPP goodness lined up for next week, and don’t forget to send in your Freak-Out tips at vizardjeffhog@sonicstadium.org!

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.

Summer of Sonic 2013: Takashi Iizuka Interview

SoS13-Iizuka

I once again had the amazing opportunity to sit down with the head honcho over at Sonic Team – Takashi Iizuka! In the interview we talk Summer of Sonic, Lost World, Colour Powers and Sonic’s future. It’s quite a read so you definitely don’t want to miss it!

Continue reading Summer of Sonic 2013: Takashi Iizuka Interview

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

Mash-Up Monday: You Rock My World’s Stardust Speedway

It’s been proven time and time again that Michael Jackson songs mash-up with Sonic tunes, and it’s not limited to Sonic 3. At this rate, it’s basically scientific fact!

So, for this week’s Mash-Up Monday, Ao Erizo, just like others before, has successfully applied this theory in the following mash-up combination. The vocals to the King of Pop’s You Rock My World gets thrown together with Sonic CD US’s Stardust Speedway – the Cash Cash vs. Jun Senoue edition, to be precise!

httpv://www.youtube.com/watch?v=b52xRu7QpNs

Got a mash-up of your own you’d like to see on the site? Or found one you think deserves the spotlight? Either way, send ‘er over at vizardjeffhog@sonicstadium.org!

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.