Sonic Fans at Comic Con Photo Gallery

Hey folks! Jason here and I just got back from comic Con where I had one of my best years yet! Since Sonic Generations and Sega had such a strong precense at the con this year, I thought I’d check and see how many Sonic fans I could find. There were more folks in blue hats than I could possibly take pictures of! Here’s some fellow fans hanging out at the con.

This young lady was working the freebie table in the badge pick-up area.

A Sonic fan through and through.

For the Shad/Amy fans

Sonic fan hanging out at the Nintendo lounge.

A Shadow fan at the Sonic/Mega Man panel

Another Sonic fan hanging out near the G4 booth.

A Tails fan is pondering…….something.

Just before I left on Sunday, I found a fan in full Sonic cosplay armed with a sword.

That’s it for now! I’ll have an interview with Archie editor Paul Kaminski up later this week followed by a new interview with Aaron Webber.

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Summer of Sonic 2011: Sonic Team on Stage

The Summer of Sonic may have taken place three weeks ago now but that’s not the end of my coverage of the event. Quite a lot happened on the day after the Stadium’s exclusive interview with Yuji Naka and Takashi Iizuka. If by some small chance you missed it click here and drink it in. if you’re already familiar with that then I suppose you should read on. A lot happened on the Summer of Sonic stage but few things could live up to Naka-sand and Iizuka-san appearing on stage for a rather lengthy chat with one Mr Joscelyne. Well if didn’t feel very long listening to it on the show floor but let me tell you it felt a hell of a long longer writing this up for you all! But enough of my moaning, here is the first stage interview transcribed in full.

Svend Joscelyne: Can you briefly describe how you both got into the games industry and what it was that really got you excited about working with video games?

Yuji Naka: I joined the games industry when I was 18 years old and the reason I joined was probably the same as everybody else; I really liked games! At the time I used to go to game centres (arcades) a lot and I really wanted to create the games I saw in them. I happened to take an interview with SEGA and they accepted my interview. I’ve now been in the industry 27 years and I’ve really enjoyed my time.

Takashi Iizuka: From a young age as a child I really enjoyed drawing and I used to draw Manga and staple the pages together and create my own little Manga book. So I really enjoyed coming up with new stories and the whole process of creating a Manga. I actually moved away from this for a time and during University I thought to myself I want to be in a job where I’m creating something and a story. That’s why I joined the games industry.

SJ: So Takashi Iizuka, how would you say it’s different to create games between modern and classic Sonic titles given that you’ve been involved in level design in Sonic 3 & Knuckles and also that you’ve been in charge of the modern games.

TI: Classic Sonic was first on Megadrive and we saw Sonic 1,2 and 3 in the Classic Sonic style. With that you just used the d-pad and a single button so it was very accessible and simple to pick up and play and get a taste of what Sonic is all about. With modern Sonic it’s all about the high speed action and the level design is created in such a way to allow the smooth and speedy sensation you are intended to get from the modern style Sonic. I think this is really Unique to Sonic, it’s the only game in the world where you can get that sort of sensation of speed in platform action. I think this is something we’ve built upon for the past 20 years.

SJ: So for Mr Yuji Naka, you worked closely with a US development team for Sonic The Hedgehog 2. Given that Sonic was designed for a western audience what was your experience working with SEGA Technical Institute as opposed to a domestic development team?

YN: In Sonic 1 we were a purely Japanese development team so all the staff were Japanese. In Sonic 2 we saw a mix of this, so we had some foreign staff and some Japanese staff working together. The difference I experienced was the overseas staff had a very different way in using colour and level design. So in Sonic 2 I think you see some very unique levels and these are really good levels. They tended to be created by the overseas staff. At the moment I’m here speaking in Japanese and I’m really sorry that I’m not speaking to you in English but as you may notice my English is not native! So we had some communication issues working with the overseas staff. In Sonic 3 we saw the arrival of Iizuka-san and the return of an all Japanese development team. This was due to the issues I mentioned earlier regarding communication. If the opportunity arises and if we have the time we would really like to work with overseas staff again on a Sonic title.

SJ: It’s a good thing you mentioned Sonic The Hedgehog 3 because I was just about to get onto that. Iizuka-san you were the level designer for Sonic The Hedgehog 3 and lot of kids remember that game for one specific thing; the Carnival Nights Zone Barrel (Queue laughter from Iizuka-san and the crowd) where the only way to proceed through the level was to press up, down, up, down many times to proceed through the stage. Were you involved in that part of the level design process and do you look back on that now and think “How many kids lives did I ruin by implementing that barrel?”.

TI: The short answer is no, that wasn’t me (The crowd laughs and applauds)! The person responsible for that level is the lead level designer for Sonic 1, 2 and 3. His name is Yasuhara.

YN: I presume people found that level quite difficult to understand and I would actually be the person responsible for programming it. I am so sorry! Thank you (The crowd laughs and applauds again)!

SJ: This next question really goes to the both of you. What was the feeling within the Sonic Team that made you decide to dramatically change Sonic’s appearance back in 1998. Was there a feeling that Sonic was becoming unpopular? What was the feeling there?

YN: This change came about when the game moved on from 2D to 3D. At this time the intention was for Sonic to be a loved character for many years like Micky Mouse. Micky Mouse has been loved over the many years he’s been in existence and he’s been completely redesigned around five times. So when we regarded it like that we wanted to change Sonic to continue his appeal. I think being here after 20 years of Sonic being around makes me extremely happy that people have continued to love and support Sonic.

TI: Those are the reasons that Naka-san mentioned earlier but from a technical point of view classic Sonic’s design was created so that he’d be seen from the side in 2D. So when we created the game in 3D we had to have the camera angle from behind Sonic. If we carried along with the old design his arms and legs would have been very difficult to see because the old design was only created to be seen from the side in 2D. So that is a technical reason why we decided to change the design.

SJ: and for Naka-san, when Sonic The Hedgehog 1 was released for the SEGA Megadrive, SEGA Japan and SEGA America and even SEGA Europe had their own different back-story for the reason for Sonic The Hedgehogs existence. Do you know much about the western storyline that SEGA created and what do you think about it?

YN: To be honest I’m quite surprised to hear this. I didn’t know there was such a big gap in the storyline between the Japanese Sonic The Hedgehog and the Western Sonic The Hedgehog. Were they that different?

SJ: There was a whole storyline that SEGA created on the American side that involved how Sonic went from a brown hedgehog to a blue hedgehog and involved a scientist called Dr Ovi Kintobor transforming into what we know as Dr Robotnik using the power of the chaos emeralds to turn him into a negative character. I believe it was slightly different to the Japanese back-story.

YN: I’m very surprised to hear this story, where is this written?

(The crowd laughs)

SJ: SEGA of America and SEGA Europe wrote it back in 1991! It’s not in game, it’s within comics, marketing, press and PR materials.

(Svend addresses the crowd)

SJ: You guys have heard the back story, right?

(The crowd replies with a unified “Yeah!”)

SJ: It exists, I didn’t make it up.

YN: Aaaaah! Back in the early days we didn’t have the internet or e-mail so communicating globally was extremely difficult. we were having to communicate over the telephone and with faxes so it was really hard to control what was going on globally and to keep a unified direction. Looking back now hearing this after 20 years I can laugh about it and think it’s great that this has happened. I think if I’d heard about it at the time I would have been very angry!

(The crowd laughs and applauds)

SJ: I’m glad I brought it up now and not back then! So Iizuka-san, it’s the 20th anniversary of Sonic The Hedgehog but it’s also the 10th anniversary of Shadow The Hedgehog (Queue cheering from the crowd!). We have some fans here! Clearly when you directed Sonic Adventure 2 he was only intended for that one game but were you surprised as to how popular he’d become?

TI: The Shadow character idea was something that we all had in our minds in the dev team when we were creating the first Sonic Adventure. When creating that game we had the intention of creating a rival character for Sonic Adventure 2 and we didn’t really talk about it that much but we were all thinking about it. When we were working on Sonic Adventure 2 we all did a bit of brainstorming and we brought this to the table and prepared the storyline for the Dark side and the Hero side. As you know in the story Shadow was only meant to appear in that single title. But because of the reaction of the fans we decided to bring him back in Sonic Heroes and eventually you saw him in his own title.

(The crowd responds with a mix of cheers and boos)

SJ: Don’t boo Shadow, he deserves some love too! That’s why he’s so angry. In some ways, well actually in many ways, Sonic has inspired a generation of, shall we say copycat animal mascots; Bubsy the Bobcat, Crash Bandicoot, Aero the Acrobat. Have you guys ever played any of those games and what do you think of them?

(As the translator repeats the question in Japanese Yuji Naka looks confused and asks for the names of the characters a second time. The crowd is amused).

YN: Of the those games I’ve only actually played Crash Bandicoot. When I was creating Sonic 2, my boss was called Mark Cerny and this person moved on from the team half way into development. He’s actually the guy responsible for creating Crash Bandicoot. As he worked really closely with us he could see the flow of how we created Sonic and what Sonic was all about so you may draw some similarities between these games. For example as he saw us placing rings and really putting a lot of effort and creativity in placing them in their locations I heard from him that he was putting a lot of effort into placing apples all over his levels as well.

And with that both Naka-san and Iizuka-san would exit the stage to a round of applause. Come back later though for the second stage interview where they would both field questions submitted by the fans, with the added bonus of Jun Senoue joining them.

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Sonic Boom: Behind the Scenes

One of the most frequent questions we get asked every year is whether or not Summer of Sonic would ever be held in the United States, but due to many reasons “SoSUS” never come to fruition. Unsurprisingly though there has been a huge demand for a Sonic convention state-side, and it was really only a matter of time before one materialised.

With the Sonic’s 20th anniversary around the corner, SEGA of America spearheaded plans to create their own official convention, the appropriately named Sonic Boom. Aaron Webber, the newly appointed Sonic Brand Manager took on the role of chief coordinator for Sonic Boom and got in touch with Dreadknux and myself a few weeks back, and cordially invited us both to the event.

We didn’t need to be asked twice!

The convention had been carefully timed to coincide with the E3 Electronic Entertainment Expo in Los Angeles’ downtown convention centre venue. Sonic Boom was scheduled to take place in the moody and ambient environment of Club Nokia, a versatile bar come night club within walking distance of E3; a perfect site to celebrate twenty years of Sonic the Hedgehog.

I arrived at the venue early in the afternoon with Aaron, and before we’d even made our way upstairs we were greeted by fans queuing outside Club Nokia; some of them had been camped out since 6am that morning in order to score a place inside the venue as they had not been able to acquire a ticket. If that’s not dedication, I really don’t know what is! Kellie and Julian from the American community team (who you will know from the Free Stuff Friday videos!) were running around upstairs in the venue coordinating the setup of stands, pods and making sure everything was in place – a familiar scene to anyone who has been involved in the organisation of Summer of Sonic!

Even more familiar faces were up on stage as Jun Senoue, Johnny Gioeli and Alex Makhlouf (from Cash Cash, the band involved with the Sonic Colors soundtrack) were performing a dry run of the tracks they were going to be playing later on that evening. After a warm reunion with the guys I sat back to take some snaps and enjoy the privileged position of being an invited guest backstage at an event. I must have looked pretty dumb, but nevertheless I could not get rid of the huge grin on my face as the guys blistered through their fresh new set list, which included a brand new version of Sonic CD’s “Sonic Boom” and Sonic R’s “Super Sonic Racing”. What’s more, Alex’s accompaniment on synthesiser added another layer of ecstasy to the already monstrous set, and took the lead on the funky fresh new version of “Escape from the City” which will be gracing the in-game soundtrack for Sonic Generations!

I got an opportunity to briefly catch up with Johnny after rehearsals, and as always was up for a bit of laugh, as you can see from the picture (although I don’t think SEGA will be taking him on as their new mascot – stick to your day job, Johnny!). Another act rehearsing on stage before the doors opened was the cast of Needlemouse the musical. American fans will remember this bunch as the winners of the 19th anniversary competition last year, and were the lucky recipients of a trip to Japan to play Sonic the Hedgehog 4: Episode One. These guys were fantastic and incredibly animated on stage, so much so most of us assisting set up had to pause to watch and laugh at the jokes they were cracking. AJ and the bunch came to talk to me after their run-through, and were even kind enough to let me have my picture taken with them – an absolutely great bunch of guys and gals and well-deserving of the incredible ovation they received later in the evening (watch their performance here!).

By 5 o’clock the venue was taking shape, with the merchandise stands set up (each entrant received a Sonic hat, a special edition Sonic Generations T-Shirt and badge set) and nearly twenty gaming stations were primed and ready to give the throng of rabid Sonic fans outside a chance to play the demo of Sonic Generations. A number of photo booths had also been established to allow fans to record photographic postcards and video messages for Sonic’s birthday (you can check out Aaron and my postcard here, Dread’s postcard here and Yuji Naka’s here). Outside a huge queue of fans had formed, eagerly awaiting entry into the venue. Aaron and I went outside to rattle the crowd up a bit, and got to shake the hands of a few fans that had recognised Aaron and me.

At 6 o’clock sharp the doors opened and the mass of fans piled in. I took a brief trip upstairs to the VIP lounge, where the likes of Iizuka-san, Oshima-san and Naka-san were meeting other industry members at an exclusive VIP event. Unfortunately I was not introduced to Naka-san, but I was reintroduced to Iizuka-san, who smiled courteously as we had already met that week! Dreadknux appeared at the venue after his busy day at E3 (and was fashionably late as always!) and we proceeded downstairs to the main event floor.

A heap of guys came to greet Dread and I (there are far too many of you to mention!) and it really made our day – so if you came up and said hi, thanks loads; it really a pleasure to meet you all! TSS staffer, Sonic Retro writer and Sonic Show star Brad Flick was down on the time trial competition station hastily jotting down top scores on Green Hill Zone – you will have to keep an eye out for some hilarious pictures of Brad and Dreadknux in their bronik poses! Similarly to Summer of Sonic, there were a massive variety of cosplayers at the event too, including SSMB’s own mikeblastdude who came in an awesome Metal Sonic getup, and an excellent Charmy the Bee cosplayer. We also caught up with Scarred Sun from Retro and Shayne representing TSSZ news. I’ve never met either in reality before so we got to have a good chinwag and posed for a few photos for posterity – both are fantastic people and I certainly hope we get to all meet again in the near future.

Aaron appeared on stage to welcome all of the guests to Sonic Boom, and it wasn’t long before Jun, Johnny and Alex were on stage blowing the socks off all those in attendance. A lucky few spotted Naka-san on the event floor and managed to grab his autograph and a photo before he disappeared backstage once more. Jun, not one for passing up the opportunity to meet fans, came down off stage with the legendary Sonic guitar to sign autos and pose for pictures with a handful of fortunate fans.

Following Needlemouse: the Musical, the best of the cosplayers were invited on stage to participate in the cosplay contest, and Iizuka-san, Miyamoto-san and Senoue-san were all invited up to wish Sonic a happy birthday and to sing him a happy birthday song…and of course, Sonic was present too, along with his birthday cake! It wasn’t long before Dread and I found ourselves up on stage, telling the Los Angeles crowd all about Summer of Sonic. I had been really nervous beforehand about how the crowd would receive us on stage (especially considering the acts we were following!) but the audience were really receptive, and cheered us on – thank you all for letting us talk to you briefly, and hopefully we’ve enticed some of you to come to Summer of Sonic!

Naka-san and Miyamoto-san, along with Oshima-san joined the cast on stage at the end of the show once again and were presented with the graffiti artist’s drawing of classic and modern Sonic which had been created over the course of the evening. I’m sure most will agree the evening past all too quickly, and before long it was time to close up the evenings proceedings.

Dread and I pitched in to assist with the clean up, and ended up collapsing in the dressing room to have a chin-wag with Alex (who is also a massive Sonic nerd by the way!) After moving a precious cargo of guitars, we emerged on the street next to the Nokia theatre and ran into our good friend Richard Jacques, who was just as surprised to see us as we were to see him! Exhausted, we crashed for a few drinks at a local bar as well as a few last photographs of the day, and toasted the success of Sonic Boom.

I’d like to end by applauding the fantastic job Aaron and the team at SoA did putting together an event of this magnitude in such a short period of time, and all those involved in the stage entertainment over the course of the evening. America has now had a taste of a Sonic convention, and I’m sure this won’t be the last we hear of Sonic Boom. I’d also like to thank Aaron on behalf of Dread and myself for sponsoring our trip to Sonic Boom; I’m sure I also speak for both of us by saying we are both honoured and flattered to have been considered during the creation of this event to represent Summer of Sonic; we’ve had the time of our lives, and I’m sure I speak for hundreds of other fans when I say…

SONIC BOOM ROCKS!!!

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Teaser Image of Sonic 20th Anniversary Statue Appears

SSMB forumer Woun has kept their finger to the pulse with SEGA Japan’s 20th Anniversary twitter feed, who treated followers to a sneaky peak of a piece of official 20th anniversary merchandise we will be hopefully able to get our merch mittens on soon! There’s no indication of sizes, costs or availability yet, so I all of you fans hungry for some anniversary goodies will have to wait for more details to come to light. Still, gotta love that nice shiny base!

Stay tuned for more details!

UPDATE 1: Looks like this item will be a Japan UFO catcher figurine, roughly 18cm tall, and will be released i late June.

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.

SEGAWorld Sydney: The Forgotten Sonic Puppet Show

Many of you will no doubt have heard of SEGAWorld Sydney, that once stood proudly on Darling Harbour. Although housed in a grand building and offering a variety of attractions, SEGAWorld Sydney was only open for four brief years during 1997 and 2000, with the park closing November 2000 and the building being demolished in 2008. The park was host to many rides and a whole bunch of merchandise that now goes for crazy prices on ebay, but one of the main attractions was a live hour-and-a-half stage show involving actors dressed as a host of characters and a plot loosely based around the SatAM universe (with some pretty cheesy songs which you can hear if you’re lucky/unlucky enough to own the “Sonic In Sydney” soundtrack CD).

Unbeknownst to most this show was not the only to grace the SEGAWorld Sydney stage. Forumer SonikkuForever has been doing some digging and has been in touch with Philip Einfeld of Philip Einfeld’s Puppetoons, who was comissioned to produce an puppet show to replace the stage show. Philip has been kind enough to share photos from the show along with a description in his correspondance, and considering I think very few have heard of this, or even know this show existed, it deserves mentioning here on TSS.

The Sonic the Hedgehog Puppet Show performed 3-4 half hour shows daily in Sega World Sydney throughout 1998-99.

It was performed on center stage, pretty much in the middle of Sega World next to the food court. People could dine at their tables while watching the show.
The show was designed, written, produced and performed by Phillip Einfeld Puppetoons. It involved 2 puppeteers and a live hostess.

Dr. Robotnik had devised a plan to finally defeat his arch enemy Sonic. He has concocted a robot making machine that would build the ultimate, evil, robot with every device needed to catch Sonic. With the help of his buddies Tails and Princess Sally, Sonic defeats the robot (Grounder) who turns out to be a bit slow physically and mentally. Robotnik blasts off back to his secret laboratory in anger and everyone lives happily ever after.

Originally, a show with dancers and costumed characters performed on the stage. The soundtrack you have heard is from that show. I think I may have the puppet show sound track in my files somewhere but it could take some time to find it.
When Sega decided to disband the original stage show, due to it not being very dynamic, late 1997, I was brought in to replace it with the puppetshow and some animatronic displays.

I redesigned the stage to represent planet Mobius, on either end were magic mountains, every 15mins except during show times, audio animatronic Sonic and Tails characters rose out of top of mountains and spoke to each other and audience, anouncing show times and upcoming events in Sega World. In center of stage stood the large, fully sculpted puppet theatre. Perched above the theatre was a big ,purple, animatronic bird that spoke to the audience. Above the stage was a large vid screen. Segments of the puppet show where filmed and appeared on the screen i.e when Robotnik blasts off in his space ship he is seen flying across a planet strewn sky above the audience (on the screen).

The puppets were large, muppet style creations, Sonic, Tails, Princess Sally, Dr. Robotnik and Grounder the Robot. A large ‘Robot making Machine’ prop was made along with special Sonic hats for children chosen from audience to wear. The show included much audience participation. I had 3 original songs recorded (I attached the lyrics).
I used all my own people for the voices (all approved by Sega) From memory I voiced Grounder, Dennis White voiced Dr.Robotnik, and Sonic, Tails and Sally were voiced by Alexis Nagy. The original music and songs were written and produced by myself and Mark Rosenberg.

Here are a selection of photos also sent by Philip:

Many thanks once again to SonikkuForever and Philip for giving us a peak into one of the many forgotten chapters of SEGAWorld!

Did you ever witness this show or any other on a visit to SEGAWorld Sydney? Let us know in the comments!

For more discussion, head to the thread in the SSMB.

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TSS Vault: Season’s Greetings

The Sonic Stadium has been around for over ten years. That’s quite a milestone for a humble fansite dedicated to Sonic the Hedgehog. Especially one that’s done so much over the last decade for the community. But there’s a lot that we haven’t done – stuff that we have been sent in the past that we meant to add to the site, but never found time to do so. Take this series of articles as a way of me finally being able to show off some of the best of people’s creativity, as well as funky stuff in the Sonic world.

As there’s a lot of random things, it’s going to be difficult to categorise them all, but I’m going to give it a go anyway. I may also throw in some classic TSS stuff that we have added in the past too, just for posterity. So, welcome to the first Vault article, dedicated to festive things.

TSS Christmas Image, 2007

This celebratory image was created by hatted superstar T-Bird, and was to wish all of our readers a Merry Christmas back in 2007. It’s a true sign of the times, with renditions of pretty much all of the TSS and SSMB staff at the time. DiZ, Roareye, Turbo, Flint, B’man (the balloon), Violet and Strong Bad are all included here, along with presses to Iceman, Shazra and Sarge.

Christmas Don’t Be Late, 2007 [Download]

The previous art piece was part of our incredible Christmas event at The Sonic Stadium, where we replaced the front page with an advent calendar and gave away little things every day until the 25th December. Towards the end, we unleashed this – a music recording of most of the TSS/SSMB staff covering ‘Christmas, Don’t Be Late’ from Alvin and the Chipmunks. The result is quite terrifying, but it was a nice gesture all the same.

The NiGHTS Stadium, 2003

Of course, we started celebrating Christmas at TSS long before the advent calendar. In 2003, the entire site was changed to the theme of NiGHTS into Dreams. Well, Christmas NiGHTS to be more exact, but hey it fit the time of year just perfectly. Unfortunately, all we have left to show for the design is this banner image, but you can get a good idea of how we decorated TSS on the back of that. The original, large chequered background turned purple and was highlighted with snow effects. Gorgeous. I updated the site with a load of NiGHTS info at the time as well.

CosmicFalcon – My Favourite Hedgehog, 2005 [Download]

Not particularly Christmassy, but equally festive for another reason – this was the winning entry for The Sonic Stadium’s massive 5th Anniversary competition. It only seems like yesterday when we heard CosmicFalcon singing about buying all of Sonic’s games “even if they are so very craaaap.” Listening to it today, it still makes us chuckle, and was well-deserving of the Sonic Gems Collection (Japanese Gamecube version) and arcade stick that he ended up winning. Click here to see the original contest page.

Merry Christmas and Happy New Year from Slovakia, 2006

Now these pictures are absolutely incredible, and I feel so stupid for hanging onto them for this long, so I’m putting them up here now so I can somewhat redeem myself. On two occasions in late 2006, I was sent an image from Ľuba Marcinová from Košice, Slovakia. The first one is a Christmas celebration, with Sonic manning a sleigh driven by Silver and Shadow. The second was sent to see in the New Year in 2007. Both were made with the help of Kristy & Tom and Eva & Emil Wessely, according to the original emails.

“Sorry again it came a bit late, but like they say – better than never,” read the New Year email. Er, likewise, Ľuba. Sorry!

‘Yuji Naka’s Christmas Message, 2006 [Download]

During a random era of The Sonic Hour live broadcast, Roareye and myself took to ‘inviting’ ‘Yuji Naka’ to our show for a special ‘interview.’ What happened was the birth of a brilliant parody character that took to the airwaves to cheer Roareye and myself on, and to denounce everyone’s games but his own. This was a little Christmas message that ‘Yuji’ sent out to Sonic Hour listeners back in 2006, but unless you try and dig out that particular episode there’s only one other place you can hear it – this recording. Enjoy.

TSS’ Christmas Visit to SEGA, 2005 [Read]

These days, plenty of community websites make a habit of visiting SEGA’s offices to see the latest games and grab some free goodies for their dazzling loyalty to their brands. It’s a world away from the situation in 2005, where nobody besides professional journalists ever went near the company offices. The winner of our innovative Shadow Week competition – the first in which a fansite teamed up with SEGA for prizes – was able to get a tour of the London HQ and so Roareye and myself tagged along to chronicle the day. It’s a fantastic look back to an event that was a real rarity before the establishment of SEGA’s community department and ArchAngelUK’s appointment to community manager.

If you want to see a video of myself and Roareye pratting around on the day as well, watch this classic TSS video.

Darkspeeds’ SSA Thank-You, 2006 [Download]

Elson ‘Darkspeeds’ Wong earned himself quite a few awards during 2006’s Sonic Site Awards, and he took the time to record a thank-you message to everyone who voted for him. It quickly turned into a Christmas message at the same time, due to the time in which it was recorded. He used the theme song from NiGHTS into Dreams, Dreams Dreams, as the backing track for his message. Which is funny, because…

Dreads Dreads, 2006 [Download]

You can’t have a coverage of TSS over the Christmas years without including this ‘gem’ of a karaoke song. Yes, I decided to absolutely butcher the theme song to Sega’s NiGHTS into Dreams for the first Wrecks Factor competition back in 2006. My approach was to sing in a decidedly crap ‘swing’ style, and the judges deemed my attempt at being crap authentic enough to come last place. The forfeit was to sing the DK Rap, but as I never found the time to do it after the event, AAUK picked the debut Summer of Sonic convention for myself and Roareye to perform it…

I’ll be adding a lot more lost submissions and remnants from the past over the next few weeks! In the meantime, have a great run up to Christmas and don’t get swamped by the snow/store sales!

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 Soundtrack Squad Review: Sonic 4: Episode 1 OST

Sonic the Hedgehog 4: Epsiode 1 OST Review

by JezMM

With veteran Sonic composer Jun Senoue taking the musical helm for Sonic the Hedgehog 4: Episode 1, many interviews inquired into how the inspiration from Masato Nakamura’s works from the original games would be shaping Sonic 4’s soundtrack; fans of the classic era began looking forward to future, and the music that would inevitably accompany the title.

Generally speaking, almost every track uses a blend of old 16-bit style samples and synthesised instruments as appropriate, such as the jazzy horns of Casino Street or atmospheric pipes of Lost Labyrinth. This works well and is very appropriate, reflecting the way the game also uses a mix of old and new visually. In a rather different move for a 2D Sonic game, each act has its own melody, rather than traditionally remixing the zone’s theme. However each melody generally keeps in style which the rest of the zone with regards to instrumentation, with vague hints of melody shared between acts. Likewise, each act has its own unique and memorable gimmick, so unique and memorable melodies for each one is a great idea.

However, while there are a fair few ear worms (Splash Hill Act 3 and Lost Labyrinth Act 1 are sure to stick with you) I found a few songs quickly forgettable, or just simply too repetitive, especially considering almost every act is between 3-6 minutes long. Repetitive music certainly reminds one of the old days, but I felt there are still certain standards to adhere to considering this is a modern game being released in a modern market.

Of particular offense was the downright dreadful Final Boss theme. In light of the episodic nature of Sonic 4, a ridiculously epic boss theme would have been inappropriate (well, not that it was a problem for Sonic 3), but frankly Episode One ’s grand finale is just boring sound-wise. The boss is long and difficult, requiring many, many re-attempts – a 20 second loop just simply does not cut it for these circumstances. This might have been forgiven had there been a more dramatic “pinch” version for when Eggman goes nuts half way through (as with the other bosses), but not even that happens. A crying shame as a great, memorable piece of music would have been just what this boss needed to smooth the frustration threshold after frequent failure.

The soundtrack feels like Jun tried too hard to capture the original soundtracks – including what little was wrong with them. Additionally, while several of his melodies have that classic almost melancholic Sonic 1 aura to them, several don’t quite pull it off for me. For example, Lost Labyrinth Act 1 and Act 3 really pull it off in a way that slightly reminds me of Marble from the original game. Meanwhile, I can clearly hear the Special Stage theme trying to emulate the Sonic 1 version’s melodic style, but it fails to grasp quite the same magical something the original had. I also feel that the classic Sonic 1/Sonic 2 tappity-tap percussion severely limited the potential “oomph” factor any track could have possibly had. Using some more modern beats – at least in a few songs – wouldn’t have gone amiss.

In my opinion, Jun’s style was hampered by his attempts at mimicry. When I think of other tracks of his, in particular Azure Blue World from Sonic Adventure, I think it’s very possible for him to come up with an enthralling melody that wouldn’t sound out of place in a classic Sonic game, yet using modern instruments for that extra edge. I’m hoping the reliance on classic elements was purely in celebration of Sonic’s roots, just as the game’s graphics and level genres were, and that we’ll have a much more exciting soundtrack for the next episode. In summary, Sonic 4’s soundtrack does its job. It is a good soundtrack. But being appropriate is the bare minimum a soundtrack should do, and to me that is all Sonic the Hedgehog 4: Episode 1’s soundtrack is – good and appropriate – when it could have been so much more. [6]

Thumbs Up: Perfectly fitting to the content of the game and theme of each zone.
Thumbs Down: Plays it a bit too safe, making for a wholly unsurprising aural experience.
Favourite Track: Splash Hill Act 3

Extaticus
Though it originates from a wholly god-awful source, (the game from which the soundtrack comes is, quite frankly, an absolute travesty) Sonic the Hedgehog 4: Episode 1’s fantastic BGM is a monstrously marvellous electro masterwork, with fiery synth, rockin’ retro beats and a shining and prominent influence from the styles and moods of the tunes of the classic titles – it truly is a glorious flashback to the halcyon days of chippy-trippy MegaDrive music, and is an absolute godsend to anyone who’s been hankering after a taste of a fresh, modern, Sonic-style take on the genre since the series changed its musical fashions so dramatically when guitars took over the audio side of things in Sonic Adventure.

With blindingly awesome tracks such as Splash Hill Zone Act 3 (which truly is the alpha of the pack, sporting supremely catchy chord sequences and a massively memorable melody) and Mad Gear Zone Act 1, (a far jumpier, more dance-orientated affair, which contains more saw-wave licks and syncopations than you can shake a glow-stick at) the Sonic 4 OST is most definitely an album to be remembered and revered as one of the true greats that the Sonic series has managed to produce, and despite a couple of minor niggles, (the instruments aren‘t exactly what I‘d call “authentic“ in terms of their ability to re-create a realistic retro sound, and, right from the off, it’s crystal clear that the track entitled “Boss 1“ was booted from the final cut of the Sonic 3D Soundtrack for a very, very good reason) is the epitome of excellence in modern electronic video game music – it’s by no means perfect, but extremely good and wonderfully well-formed nonetheless. [8]

T-Bird
The stand-out quality of the Sonic 4 soundtrack is that they do a bang-up job of being reminiscent of the older classic tunes. The majority of the compositions are instantly synonymous with Sonic, and while not exactly replicating the Megadrive soundcard, there is a definite fresh, regenerated feel and pace. I’m particularly glad to see Senoue has borrowed from the later Megadrive titles to revive the evolution of each stage’s sound from one to the next.

While I disagree with any consensus that the classic kick-drum and snare is used too much (they were used in the original as frequently), they don’t seem to have been used with much originality ; for example, the Casino Street percussion is extremely similar to that of Casino Night from Sonic the Hedgehog 2. Having said this, I would love to see the Sonic 3 drum set utilised in future titles…but that’s personal preference! Mad Gear’s vibe lands itself perfectly at a transition point between classic titles and the post-Sonic Adventure style, a format I think sound be maintained for Episode 2. [8]

Thumbs Up: A vibrant new sound to compliment the new title.
Thumbs Down: You’d be forgiven to think you’d heard some tracks before.
Favourite Tracks: Lost Labyrinth Act 2 & Mad Gear Act 1.

BlitzChris
When he isn’t busy being chased by flocks of beautiful woman, Jun Senoue composes music for SEGA. His latest soundtrack for Sonic 4 doesn’t disappoint, immersing you into sonic’s new 2.5D environment. I’ll start off by being completely honest. I LOVE the title theme to Sonic 4. It’s short, catchy and whenever I hit an invincibility box I hum along to it.

One of the things I love most about the soundtrack is that the music for each of the four zones is very different, but the acts all have a similar buzz to them. The Casino Street stages all have a little Casino Night charm in them but are distinctively different from the more Metropolis sounding Mad Gear acts. The album isn’t without its faults however, with the drum set being a constant annoyance. As much as I liked the throwback to the genesis/megadrive sound font, it quickly begins to stick out like a sore thumb and can really get on your nerves. The E.G.G. Station track is also disappointingly short and can begin to irritate your ears as it loops 5-6 times every time you play the level.
Getting the limited low points out of the way, it’s difficult to pick out a favourite track in Sonic 4 because the rest all have their own charm. I absolutely love the flute in Boss Fight and it helps give it an almost “Banjo Kazooie” feel. I am also a huge fan of Splash Hill Act 1. It’s such a catchy tune, and I think it is well worthy of being the next “First Stage” tune alongside the other classics like Emerald Hill and Angel Island. On a side note, be sure to check out the range of Sonic 4 Remixes sprouting up all over the place. Overall, the music is really appropriate for the game, and I hope Jun can hold back his huge female fan base long enough to produce some Episode 2 magic. [8]

Thumbs Up: Each acts music is noticeably specific to that zone and complement each other really well.
Thumbs Down: Drums can drain the brain, Egg Station really isn’t long enough
Favourite Tracks: Title Music & Boss Fight

A formidable collection of catchy beats that capture concepts of the older titles and blend them with the new.  Although there are many examples of memorable tunes, some fans will grow tired of the recycled drums and the shorter looped tracks.

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NYCC: Archie Creator Tell All Panel Video

Well, it’s been a long time coming, but it’s finally here: Archie’s Creator Tell All Panel. Truth be told, I haven’t watched it myself, but it’s got Ian and Spaz so it’s gotta be good, right?

Aside from maybe a Sonic Colors video, this concludes are NYCC coverage. I hope you enjoyed are in-depth, fun, info filled interviews, exclusive pics, and videos of the event. Don’t think this is our last event though. We’ve taken you to E3, Comic Con, PAX, and NYCC, and we’ll be taking you to those places and more next year. This year was a test run in a lot of ways, as we found our footing, learned how to cover such events, and how to improve on what we’ve done to bring you even better stuff.

This also isn’t the end of our Archie coverage. Over the course of the summer we’ve gotten into contact with people within the company, and we intend to use these contacts for your benefit. Stay tuned.

With that said, some more exclusive pics have slipped through the cracks of all the coverage. This is stuff From Ian’s second non-Sonic project, Cosmo:

Without further ado, the Archie Creator Tell All Panel!

[youtube]http://www.youtube.com/watch?v=9wNGbZMt3iE[/youtube]

[youtube]http://www.youtube.com/watch?v=X2LHWvuLgY4[/youtube]

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

[youtube]http://www.youtube.com/watch?v=WEImBWqyr8k[/youtube]

[youtube]http://www.youtube.com/watch?v=MKCiaGAS9c8[/youtube]

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NYCC: Archie Creators Tell All Panel As It Happened

Hello everybody, and welcome to TSS’s second live blog for the Archie Creators Tell All Panel. Much like the last panel, we will both be covering it here, and recording it via HD camera. We don’t expect much in the way of new news today, and we suspect some of what’s said here may be derivative of what we’ve gotten in the interviews Selinka recorded yesterday, but what news that there will be at this panel, you will get here.

Enjoy!

The Panel has started.

Right now, review of the works that have been published in the past year.

Man From Riverdale, Life From Archie, Jughead,

Coming soon to be published:

Betty and Veronica mag, similar in format to Life with Archie

Archie and reggie running for school president, Obama and Palin get involved
Tania working on Archie Double Digest

Sabrina is back!!!!!  Issue of Archie and friends to be a follow up to Jughead 200

Kevin Keller to receive a 4 part mini-series

MEGAMAN TIME!

Ian Flynn:  Mega Man exciting project,

Coming out early spring 2011

New Ongoing series running concurrent with Sonic the Hedgehog for publication

Spaz! to draw covers and at least the first issue

SONIC 20th

StH 225, SU 25, Sonic’s 20th alignment

SU 25 will start Silver Arc, Cover drawn and colored by Spaz!

225 covered broke on friday is only a fraction of the cover

225 huge milestone issue

Sonic Colors tie in issue, running in StH 219.  Will be another time another place scenario

Battle Bird Armada brought in to give Tails a chance to show his stuff and to bring in a new villain to the book

No immediate plans for the classic badinks for StH

No adaptation for Sonic 4

Sonic is now able to be sold world wide!  Go to archiecomics.com for international shipping

Young Salem: a strong possibility, write in to archie to let them know how much you want it

Stand Alone Archie App for itunes coming, should be live by November 1st

No tie-in for Sonic Free Riders

However possibility for game elements to be added in later on

Mega Man tone:  possibility as light if not slightly lighter than StH

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Sonic Stadium Soundtrack Squad Review: Tales of Knighthood

Tales of Knighthood Review

JezMM
To me, Black Knight was a disappointing game to play, but it had a saving grace of being presented beautifully – the script, interface, and music being my favourite things about the game. Maybe it’s just because I’m a sucker for orchestral being mixed with modern styles such as rock, but I found it to be one of Sonic’s best soundtracks to date. Particular stand-outs for me were Misty Lake – that saw Jun’s signature style taken from guitars to violins, Deep Woods with its enchanting layers of instruments and beautifully melancholic melody, and the epic and exciting trio of tracks that were Crystal Cave, Molten Mine and Shrouded Forest. The cut-scene songs are also notably good, with Calm After the Battle… Arondight and Merlina – The Queen of The Underworld being favourites of mine. To the Rescue… A Knight’s Law is also a highlight – it’s so catchy and uplifting I almost wish it could be some kind of recurring “Sonic’s theme” in future games! Even the menu themes are expertly composed – The Ash Grove, Name Entry, and Option are wasted on the small amount of time you hear them in-game!
My only non-personal-taste-driven criticism for the soundtrack would be the oddities that are Titanic Plains, Faraway Avalon and Knight’s Passage. These stage themes have a surprisingly short running time before repeating and somewhat outstayed their welcome after a minute or so. Camelot Castle also drags on a bit longer than it should on the CD. [9]

Thumbs Up: A huge variety of tracks and styles, despite the comforting “Ye Olde English” vibe overseeing every theme.
Thumbs Down: Variety however does come at the cost of there assuredly being a fair few dud tracks for each individual listener.
Favourite Track: Deep Woods

BlitzChris
While I wasn’t too phased by the lacking game play or dull predictable story to Sonic and the Black Knight, the music saved the game from being a complete shipwreck. When you play a stage in a Sonic title you want music that engages the ears; the stage themes to SatBK do just that. I do love a good guitar and it was great to see Senoue back to his finest, accompanying the almost orchestral sound the entire album takes. I was a little ticked at the over use of violins throughout the album. I understand that they are a great orchestral instrument and that they are quite fitting for a ‘knights-themed” game, but to have them in almost every song does begin to drain the individuality of each track. Most of the ‘event’ music sounds the same, but are excused as every other track is a stage theme, and they are bloody fantastic. If a track on this album is shorter than 1:58, I wouldn’t bother listening to it.
Being a lover of remixes and covers I was relieved that they included the It Doesn’t Matter guitar/violin cover used in the fan art area of the game. [7]

Thumbs Up: Stage Themes. Fitting for the stages and just plain fun to listen to.
Thumbs Down: The overuse of violins..
Favourite Tracks: Molten Mine and Shrouded Forest.

T-Bird
In the same vein as Sonic and the Secret Rings, the soundtrack cleverly plays on a rockier take on the archetypal music from the region; with Secret Rings there were a lot of middle-eastern scales used along with sitars and associated percussion. Unsurprisingly with Black Knight, grandiose orchestral pieces are the primary framework for the majority of the pieces composed for the game. In many places this works; for example Howard Drossin’s Dragon’s Lair is a hard hitting rock track with cleverly used synth vocals to emulate a horn section, while Senoue’s Camelot Castle retains his signature guitar sound while pounding ahead with a rather militaristic snare drum. However I am slightly disappointed by the frequency of the hard hitting tracks, with the large majority of the music featuring on this soundtrack falling into the trap of becoming generic incidental tunes. Hopefully with the up-and-coming titles such as Colors, we can expect to see a bit more variety. At least you can enjoy some reworkings of classic tracks like It Doesn’t Matter while you enjoy fan art, eh? [6]

Thumbs Up!: A fitting selection of grand tunes and hard-hitting rock anthems!
Thumbs Down:
Another album full of samey incidental tunes that could have featured on any soundtrack from the past four years.
Killer track:
Dragon’s Lair

A collection of songs with some entertaining rock tracks and orchestral scores. Some fans may find the soundtrack formulaic with the heavy reliance on incidental pieces,  and may be disappointed with the lack of originality in places.
Completely disagree? 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.

Archie Comics Panel Live Coverage @ NYCC (Ended)

The New York Comic Con starts today, and you guys know what that means: interviews, news, and media galore! This is all being brought to you by TJ Selinka, who’s first stop at the con will be today’s Archie panel “Archie Comics Means Business!”, which will be followed by a visit to the Archie booth to talk with Ian Flynn and a few other members of the Archie Comics staff.

This news post will provide live coverage for the “Archie Comics Means Business!” panel, which will run from 3:15-4:15 EST. Expected at the panel are some exclusive Sonic the Hedgehog comic related announcements, as well as details on Sonic scribe Ian Flynn’s upcoming secret project. Selinka will be updating this news post with all announcements relevant to either of those subjects. This will all be followed by a complete video upload of the panel later today, as well as a promised interview with Ian Flynn!

It has begun:

Archie Comics has partnered with Capcom and will be publishing MEGAMAN comics in 2011.

Betty and Veronica will be receiving their own magazine comic similar to Life with Archie.

Archie is bringing back their Superhero Comic lines, in 2011.

Back to Mega Man.  Chad Thomas and Spaz are working on Mega Man.

Within the next few weeks more Sonic Comic apps are going to be available through itunes itself.

lottery tickets starring archie charcaters

Ian flynn is writing MEGAMAN, and a reboot of Cosmo the Merry Martian.

SEGA loved the Sonic Encylopedia, and are trying to figure out what to do with the marketing. Encyclopedia is over an inch and a half thick. Has been put on hiatus because SoA has gotten more invovled.

Aaaaand THAT’S IT! Stay tuned for pictures from the panel, as well as a full video, later in the day! We’ll also be bringing you an interview with Ian Flynn!

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.

What Happened to Getting Crush 40 on the Rock Band Network?

For those of you in attendance at Summer of Sonic this year, you’ll all remember the first question I posed to Jun in the Q&A session regarded Crush 40 songs on Rock Band Network. Some of you may also remember a little while ago that Ozone Entertainment had mentioned via many sources that they would be bringing a selection of classic Crush 40 tracks to RBN. You will probably also remember that after these announcements were made we heard nothing more.

Now, in an article by the Examiner.com, Owen Douglass, owner of Ozone, speaks about about what happened. According to Douglass, things had been going well with the organisation and he was in contact with Jun Senoue; three tracks had been chosen (Live & Learn, Open Your Heart and Knight of the Wind). Apparently a snag had been hit when it came to distribution rights, as these are owned by Wavemaster entertainment. In the wake of this, several comments were made on Douglass’ Twitter regarding unprofessionalism on Sega and Senoue’s behalf, with the comment that “Sega has their heads up their asses.”

Douglass claims that these comments were made due to a complete cut-off in communication with SEGA and Senoue, and that he was frustrated in the fact that so many fans were requesting Crush 40 tracks for RBN, and there was nothing he could do about it.

“No, I really don’t (feel that I mishandled the situation). When you disrespectfully leave a potential business partner who is trying to benefit you more than themselves (they wanted all the profits from the sales of the tracks, I wouldn’t have made a single penny) waiting for half a year with no explanation or contact at all, I believe I have the right to be ticked off. It was at the half year mark I publicly gave up on them. The reason I held on for the second half of the year was because of the fans. They wanted the music in the game, I didn’t care anymore. I had ill feelings about Sega and all involved, but I’d swallow it for the sake of getting the deal done.

Yeah, in a previous article you quoted me saying that Sega has ‘their heads up their asses.’ I stand behind that statement 100%. That’s how I feel, and if it hurt the feelings of a multi-billion dollar company, that’s their fault for making business choices based on that. I will always put my personal feelings aside for the sake of making deals to give the public what they want. That’s the only reason I’ve still tried to get the situation figured out all this time. And it’s why I’m relieved this is over and now off my shoulders. Now I can go and work with people who actually care about what we’re working on.”

It also transpires that since then Douglass’ statements SEGA have made it clear that they have no interest in working with Douglass or Ozone after these comments, to which Douglass responded:

“And now finally they claim they were hurt by what I said and don’t want to work with me. Which is great, because the feeling is mutual. They wasted my time, and I feel they just don’t care what the public wants. Why do you think they haven’t made the a good Sonic game in over a decade, despite their very vocal fanbase continually laying out a near-perfect blueprint? I don’t know, that’s just my opinion. I bet I’ll get another email from them. Or maybe a letter soaked with their tears. But probably not, since I’m not even worth 2 seconds of their time.”

Douglass released this final statement after the publishing of the examiner.com article:

Over the past couple days there’s been a whirl of controversy that surrounded Ozone Entertainment. It stems from an article in which I was quoted giving out details regarding contacting an artist for involvement in the Rock Band Network. I would prefer not to link to it here, but I would like to address this here.

Ozone Entertainment has never used conventional methods in our operations. As you may know, I am very open regarding what I do to the public. This is because I believe this builds trust between the consumers and the company, and eliminates any fears of shady practices and deceit.

Unfortunately, a year-long frustration on my part directed my answers to the questions posed in the article. Looking back, I may have crossed some lines and I apolgize to Martin [webmaster of junsenoue.com – T] and Jun personally. I did not intend to offend you personally by any comments made.

However, I do not take back the main focus of the article. The situation was handled poorly with a lack of communication and I knew this partnership would not work out six months ago. I never signed a non-disclosure agreement when entering talks, so I believe there is nothing wrong with sharing any details now that the deal is officially closed.

I have also received comments personally attacking me. To those people, that is your opinion and I respect your right to say it. Just know that even if I am a horrible as you make me out to be, I will continue to attempt to entertain you and provide people with quality products and services to the best of my ability. If I fail, as I have done here and likely will again many more times, I will simply get up and try again.

Thank you very much for your time, and I hope you guys continue to enjoy at least some of the things Ozone Entertainment produces.

So, although it looks like there won’t be any Crush 40 tracks released through Ozone, it does not rule out the possibility that there may be tracks released on the Rock Band Network sometime in the future through another publisher.

To read the full article on the examiner.com follow this link.

If you didn’t catch the Q&A session at Summer of Sonic, watch it here!
[youtube]http://www.youtube.com/watch?v=LgDlssQs0WM[/youtube]

So, do you have an opinion on these matters? Sound off in the comments section!

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.

Pictures from Summer of Sonic 2010

Welcome to my pictorial roundup of Summer of Sonic 2010! Here are a collection of photos from the day, taken by my sister, who was there as official Summer of Sonic photographer (do go check out her website!) If you stopped and posed for a photo thank you; being busy on stage meant I didn’t get an opportunity to take photos for myself, so these are all fantastic captured moments of what was a fantastic day for all.

Over breakfast the day before, Johnny Gioeli leaned over the table and asked me how many people were coming to this little shindig he would be performing at tomorrow. I proceeded to explain that we were expecting between eight-hundred and a thousand people to show up, travelling from all corners of the world, and he was simply staggered. Although I knew the numbers myself, the reality of it all didn’t sink in until the countdown began on stage, and looked down onto the vast throng of people. It still seems like another lifetime to me when Dreaknux, AAUK and myself were huddled around a little table in a Nottingham café fantasising about the prospect of a Sonic convention, yet not four years later we have accomplished a third successful Sonic event.

First off I want to thank all of you guys; you all showed up for starters, supported the event, and behaved impeccably. I didn’t hear one complaint on the day that you had to wait an extra half an hour outside of the venue (an unfortunate setback because of the thefts of electronics), You all waited patiently in queues for Sonic 4, Sonic Colours and the Sonic & SEGA All-Stars Racing tournament, in some cases for over an hour. Although we managed to get over twelve pods on the day, more than twice the number we had last year, we could have done with more – the popularity of the games available was incredible! I also didn’t hear one moan about the heat during the Crush 40 performance either, even from those of you who aren’t used to attending hot and sweaty rock gigs; everyone was far too busy enjoying the rare opportunity to watch Jun and Johnny perform live. I also want to thank you all for treating our guests with respect and politeness throughout the day.

Although I was pretty much running from point to point for the entirety of the event, what really made my day was the brief pauses I had in between my dashes, chatting to you guys. Even if it was only for a few minutes it was awesome to catch up with you lot, have my photo taken with you…or even signing things! I had a few minutes to catch up with Aaron “RubyEclipse” Webber, the community manager at SEGA of America, who is a fantastic and pleasant fellow, and is probably just as busy when he’s away from his (now Green Hill Zone themed!) desk. It was also marvellous to catch up with folks from the SSMB, Junsenoue.com, SonicWrecks.com, NiGHTSintoDreams.com and EmeraldCoast.co.uk amongst many sites, and to finally put some names to faces! Thanks to everyone who has sent the staff and I a thank you via PM, email or facebook, and a MASSIVE thank you to everyone who bought me a drink or a bottle of my favourite poison – my whiskey cabinet is now well stocked!

I want to also convey my heartfelt thanks to our guests Nigel Dobbyn, Jun Senoue and Johnny Gioeli. For starters these guys are incredibly busy folk, and yet they took time out to come along and perform, draw, talk and sign items for you, for free. I’m always stunned that at the end of every event our guests always ask if they can come back next year, sometimes with their kids because they love coming out to meet you lot, and because the atmosphere is always so friendly. A huge cheer for the guys and gals at Archie Comics and First4Figures too for their extremely kind donation of literally hundreds of comics and action figures! I must also extend my thanks to Richard Elson of STC fame for donating some fantastic artwork to give away as well – all very much appreciated!

I think I speak for the majority of attendees when I say the Crush 40 performance totally blew everyone away. Organising all of the pieces that went towards creating the performance involved many sleepless nights on my behalf – I had nightmares of cabs blowing and microphones failing, but yet in the end it all came together miraculously. I give my infinite gratitude to AAUK, Dreadknux, Jun Senoue and SEGA for assisting me in putting it all together. I don’t think even in my wildest dreams I’d ever imagined introducing Crush 40 on stage…so Summer of Sonic really has become a place in which even my dreams have become reality.

Before I conclude, I think thanks are in order to all the members of staff this year, some of whom have, for a third year running, have given up their time to provide a fun-filled day for everyone. Not only that, some of these folks have donated substantial quantities of money towards the running of these events, and so I’d like to end with a few words of thanks to a few of them:

The DJs; FastFeet, Turbo, BlitzChris and Gavvie: The boys kept the turntables hot all day. This was the first year I haven’t commanded the DJ booth, so I tip my hat to Mr. Graham “FastFeet” Seward who took up the reigns and kept the wheels turning, and who also provided a spot-on job with backing tracks for Jun and Johnny’s performances – simply amazing dude.

The Store Staff: Flyboy, WayPastCool, Speedknux, Char & Nemain – My NiGHTS in shining armour! These guys manned the stores selling all those of wonderful bits of merchandise that no doubt grace many of your shelves and wardrobes. From Jun, Johnny, Tracey Yardley and myself, thank you all so much! A special thanks to Nemain who is probably the person responsible for propping me up the past few months!

The Tech Guys: B’man, Discoponies & Roareye – Even with a massive blow to their arsenal with the theft of equipment the night before, they provided excellent on stage support with feeds and visual magic for the third year running. I honestly don’t think there are any limits to what these guys can achieve on the day!

The Doors and the Games: Urtheart, Vger, Jay Zeach, Shadzter & Blake Draco – The ever present Urtheart once again resided over the doors flanked by his cronies, allowing us all to have another safe day at Summer of Sonic, while Shadz and Blake both kept the crowds moving on the pods. Cheers guys!

Sonic the Hedgehog: He always shows up year in year out with no complaint. And year in year out SonicYoda is nowhere to be seen…we thank him for staying in touch with him and getting him along every year!

…and the Rest: SoA, bcdcdude, Iceman, Rachael, ENVY, Gnasher & SonicMark – I still maintain Iceman is the coolest bloke on the Earth, doubly so as he jumped in when the going got tough and was a huge help setting up the day before. I also tip my hat to the dudes from junsenoue.com who also pitched in, especially in bringing me much needed sustenance in the form of a cheese burger. Rach was also running around much like my sis taking loads of snaps during the day as well. ENVY is the very tallented young chap who provided the fantastic art for the Buzzbombers quiz, and Gnasher for once again running the show. SonicMark has become affectionately known as my caddy as he ends up lugging my stuff around – I just need to find him an appropriate hat. Thanks loads fellas, you all helped make my life easier throughout the organisation of the event.

The Dynamic Duo: AAUK & Dreadknux – Let’s face it, Summer of Sonic only happens because these two guys have the drive to propel it forward. Kevin has once again gone so far beyond the call of duty that we’ve had to send out a search party for him. Svend somehow manages to coordinate a fantastic website every year and continues to be our shining standard bearer. Even though this event is nothing short of an organisational nightmare, they keep coming back year after year to entertain you lot, and I hope your remember that.

So, Summer of Sonic is done for another year, but we’ve already got a date in our diaries for 2011 (25th of June, folks!). Who knows what will be going down on the day, but with it Sonic’s 20th birthday racing towards us, anything could happen!

Thank you all for an awesome SoS ’10.

T

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Review: Sonic & SEGA All-Stars Racing R.C. Car

Hey, folks! While all you lucky Brits are checking out Summer of Sonic, I was checking out the newest Sonic toy from Toys ‘R’ Us. the Sonic and SEGA All-Stars Racing R.C. Car!

The car comes from NKOK Toys, a company based in The City of Industry.  That’s only 5-6 miles from my house!!

The car is nicely detailed and nothing is left out, from fake glass over the headlights and windshield to the speedometer on the dash panel.  It’s a good size, too. I’d say around 30% larger than the Jazwares Sonic car.  The car itself goes at a good clip down the driveway.  With the right skills, you can make it do skids.  There’s a Knuckles R.C. car as well, but he’s a bit more rare.  Also, the price can’t be beat at only $19.99!

There are some small downsides, though. It’s takes a whopping 6 AA batteries to run, but that’s standard for most R.C. cars out there.  There is not much to the remote control either.  It’s shaped like a tiny Playstation controller. It has two D-Pads on either side, one for going forward/backwards and the other for turning. No analog for this one.

Overall, I think it’s a quality R.C. car for such a cheap price and it’s well worth your money, especially if you’re a Sonic fan.

Enough of that though, you want to see it in action!  Sorry for my cruddy looking garage.  Also, it should be noted I had to hold both the remote and the camera in one hand for a short time.

Enjoy!

[youtube]http://www.youtube.com/watch?v=ML1heLwB9L8[/youtube]

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Interview: New Sonic Editor, Paul Kaminski

This year was my first Comic Con and it certainly was a sight to behold. It’s the only place you can see Darth Maul feeding his kids Cheerios. It’s the only place where you can see grown, hairy men dressed as a blue hedgehog. Most importantly, it’s the only place where you can find every single awesome comic book creator ever to exist in the same place, with some celebrities like William Shatner and Natalie Portman sprinkled in for good measure.

We had the titans of the comic book industry, DC and Marvel, there. Though really, a true comic book fan doesn’t come to Comic Con just for the big two. They also come to visit the small guys, like Slave Labor Graphics and Red 5 Entertainment. Among the little guys present at the show, nestled in a small corner of the convention behind Antarctic Press , was Archie Comics, the publishing company responsible for one of my favorite reads: Sonic the Hedgehog.

Paul Kaminski really is a great guy. Though I do stutter and pause quite a bit through this article, Paul Kaminski is thankfully very accommodating and nice, allowing this interview to go a bit better than it might have otherwise! Hope you all enjoy the sweet bits of new info Mr. Kaminski spilled for us!

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

[youtube]http://www.youtube.com/watch?v=z3WACJItxz0[/youtube]

As you can see from my introduction, I was going a little out of my way to name drop the publishers of some of my favorite comics! Hope you all don’t mind if I name drop one more publisher, who created a very different animal based blue super hero you all should know and love: New England Comics.

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.

Ken Penders Interview Transcript

This transcript was transcribed by RemiRemi of the Bumbleking forums! So for those of you who couldn’t make out what Penders was saying, or don’t have access to YouTube, here’s the entire interview in it’s written form:

Jason: Hey, it’s Jason Berry here from Sonic Stadium. I’m here with former Sonic writer Ken Penders. He’s got a few new projects in the works. Uh, one of them is “The Republic.” Can you tell us a little bit about that one?

Ken: “The Republic” is an online webseries starring Marc Singer and Sean Young and it’s going to premier in four fifteen-minute episodes, and we’re looking to go beyond that once we get past that sort of stage of production there.

Jason: Alright, now uh, on “The Lost Ones: The Movie,” how’s that coming along?

Ken: Uh, “The Lost Ones Movie” is coming along really well. We’ve done a number of test shootings and various special effects. We have — as you can see by our board there — we have several actors already cast. The costumes are made by Mike Philpott, the same gentleman who made costumes for “Spiderman 3,” and uh, mostly we’ll be working on one of the costumes for one of Marvel’s upcoming movies as well. He also did costumes for “Night at the Museum” and several other features, so…we got some really high-quality talent working with us on “The Lost Ones.”

Jason: Great, now um, you started on the Sonic books back in, say, around issue eleven, correct?

Ken: I started submitting stories back in October of 1993, and the first of which saw print in issue eleven, correct.

Jason: Now, when you first come on it was when Mike Gallagher was writing it, and it was a little sillier back then, full of cheesy puns, and I guess you wanted it more like the “SatAM” cartoon?

Ken: Well actually…actually, no. What really happened was, editor Paul Castiglia had contacted Mike Kanterovich, ’cause he and Mike had been hanging around various comic conventions together, where they knew each other from…and Mike didn’t have a clue what Sonic was. But he knew I did, so he came over and we started batting around some ideas. And we submitted them, and we were told to orient our stories into eleven, six, or five page format, so along the lines of what Mike Gallagher was doing. And it wasn’t until editor Scott Fulop came on board that I made the suggestion to him, having discovered the Saturday morning cartoons, that we should make the comic more adventure-oriented – you know, more in-tune with the Saturday morning series than the weekday series, and he was very agreeable with that, so…

Jason: Well, was it very hard getting around a lot of the Sega mandates? Like I imagine they wanted a certain place for their characters to act or behave?

Ken: Uhm, I was never really given that much direction with regards to any of the characters. The only thing that we were told was Sonic is Sonic, he had to be cool, he had — you know — he had to be fast, just like with, you know – he had to have attitude, okay. That was probably the only direction we got with Sega. For example, when we – Mike and I – submitted our initial story ideas, we submitted like four story synopses, and only one was rejected. And the one that was rejected was because, we did “Sonic versus the Mario Brothers” type of scenario – and instead of plumbers they were dentists. And Sega said, “Nah, let’s not go there.” But beyond that, uh, they never really told me what stories to do or how to treat the characters.

Jason: One of the ones that surprised me was Knuckles. I mean, his official game canon is, he was the last of his kind, he’s, you know, alone on Angel Island…and when you came along you introduced, eventually, a whole hidden city, tons of echidnas, all the other Guardians…Sega didn’t have any problems on that one?

Ken: Well, you see, the thing was with Knuckles – the history with Knuckles in the comic books was this: Mike and I were directed to do an adaptation of the “Sonic and Knuckles” game, uh, for a story introducing Knuckles which saw print in Sonic thirteen. Actually, it nearly didn’t see print because just as we were going to press with that issue, Sega started having second thoughts, ’cause they really weren’t certain what to do with the character. And it was only because we were right there on the presses, and said “Lookit, we’re gonna miss an issue if you don’t go along with this.” They backed off, let us go to press with it, and then they wanted to sit and think what they wanted to do with Knuckles. And because originally, the first miniseries Mike and I were supposed to work on was a Knuckles miniseries, but they decided they wanted to go with Princess Sally. So shortly after we did the Princess Sally miniseries, editor Scott Fulop called me up and he said, “Start coming up with some ideas what to do with Knuckles as a series,” you know, “Sega has no idea what they want to do with the character. Let’s see what we can do with this.” So I started developing several concepts – what to do with the series. The problems with the games were, okay, there was not enough material whatsoever to base a series on, okay, and I decided that I wanted to set up a scenario where we get to explore the character and his environment and his history – how did this character come to be, okay, to be the last of his kind? And in setting up the elements to explain how he was supposedly the last of his kind, it turned out he really wasn’t. And they pretty much let me run with it, you know, as they saw the stories starting to progress and develop. Nobody told me what to do whatsoever with Knuckles, never. That was purely my concoction. And it worked. You know, people seemed to gravitate to it and it became a strong seller for Archie.

Jason: Alright, uhm…who is your favorite character of the Sonic series?

Ken: (Laughs) That’s like asking a parent, you know, who’s his favorite child? You know. There are so many! I mean, I love Geoffrey St. John, I love Julie-Su, I love Locke! I would have to say those are my three favorites but I could easily just as much gravitate towards Archimedes or Lara-Su or Dimitri or Lien-Da or Kragok or…you know, it all depends, but…there’s just so many!

Jason: Okay, things have certainly changed around this year. I know, like, in the past five years after you left Archie, you just kept – you hid it to yourself, you didn’t wanna kick anybody else’s stuff and everything, but…this year, along with a few other things, you decided to let your points be known. One thing you said was, “At this point if I were to go back to working on something like Sonic, I’d pretty much pick up where I left off, ignoring everything that came after since…” Now are you saying you’d ignore the past five years of continuity, or you would start where the other writer left off, and continue from there?

Ken: Okay, first off, my comments are not meant as a sleight to the creative team on the book. It’s just that I’m at a point in my life where I only want to work on my own material. I’m not interested in anybody else’s, in terms of storytelling, okay. It’s why I wouldn’t pursue something with Marvel or DC, because they have their own established mythology, okay, so…

Jason: So you’re not interested anymore in working on somebody else’s franchise?

Ken: Nah, not, not really, no. I mean, if I – if they said, “Here, we’d like you to come back and do Sonic” – it’s hardly likely at this point, but – but if that were to happen, um, I would be so inclined to pick up right where I left off, because whatever direction anybody else took the characters in, it’s not the direction I would have done. But it’s just a difference in opinion.

Jason: What is your favorite story that you wrote yourself?

Ken: That I wrote myself? Wow, uhm…that’s a real tossup because I – “Brave New World” would have to be up there…I would have to say “Knuckles – The Dark Legion” was definitely up there…I would say “The Forbidden Zone” was another one…”Father’s Day.” I would have to say “Father’s Day.” That was an intensely personal story for me to write. Uh…yes.

Jason: Okay, what would be your favorite story that someone else other than you wrote?

Ken: (Laughs) You know, that is really tough because Karl wrote some good stuff, Mike Gallagher wrote some fun stuff…and to be fair to Ian, I haven’t read ANY of his stuff – I really haven’t followed the book at all, since I got off it. As a matter of fact, the only reason I followed Mike’s or Karl’s stuff primarily is more a matter of, I had to know some of the things, working on my own stories. Otherwise, I tended to stay away from being too close to anybody else’s material. Uh, if you noticed, Mike Gallagher really didn’t rely on my stuff, you know, any more than I relied on his…you know, as well as Karl. Karl didn’t really…you know, he had his own thoughts how he wanted to do things as well, so…

Jason: Yeah, it’s kind of with the comic trait that when you’re dealing with a franchise, a lot of times you have to pick up where somebody left off on a story. I mean usually a story will end but, as far as the canon and continuity goes, it usually still goes in that direction.

Ken: Well, yeah, but the thing was, I was establishing a lot of the canon and continuity. For example, Prince Elias. Yeah, he was strictly my character. I started him up in “Tales of the Freedom Fighters,” where – establishing the lead-up to the Knuckles story “The Forbidden Zone,” where I actually bring the character on stage. And thus I set him up for Karl, to run with him in the pages of Sonic. So that’s pretty much where I was in the continuity. Hand in it? I was DEVELOPING most of it. Like “Brave New World,” okay. That was a result of “Endgame.” “Endgame” came about primarily because around when I was writing the script for issue 36 or so, editor Scott Fulop gave me a call, told me that the Saturday AM series had just been canceled. And he anticipated, based on his previous track histories of other comic series, based off of a TV show or toy or any other, you know, medium, that the Sonic title was probably gonna be canceled within six to eight months once the cartoon went off the air. So, I was essentially hoping for the series to run at least to issue fifty, and “Endgame” was essentially designed to be the final battle – the ultimate battle between Sonic and Robotnik, if we close out the series with issue fifty. Funny thing happened on the way to issue fifty however, is once the cartoons went away and the video games were coming out very irregularly, that the comic book became the only game in town…and the sales went up, and people took a second look, they said “Whoah, this is really selling,” you know. “We’re not going to cancel it!” So here I had submitted the “Endgame” storyline, and Princess Sally was killed off, in the storyline, and all of a sudden there became this big debate: what’s going to happen now that we’re going to continue the book? And so, it was agreed that Sally would still be kept alive. I was going to do “Brave New World” to set up the storylines that would introduce the next era for the book, where the Sonic stories were gonna go, because we were essentially…at that point we were considering going beyond, you know, beyond season two. This was like our season three. Could you hold for a second, please?

Jason: Sure.

Ken: (Runs off briefly) Kay. So, I was doing the assignment to “Brave New World,” to essentially take Sonic in a new direction, and it was at that point that they also decided they wanted to do Knuckles as a series. And I decided at that point, I would rather take something like Knuckles and build it from the ground up rather than work round-robin on the Sonic book with other writers like as had been done up to that point…you know, every now and then. It was just, they didn’t want to rely on a single writer on the Sonic book whereas Knuckles I would have complete freedom so I said, “Gimme that book!”

Jason: Okay, I wanted to talk a little bit about artists — a few different ones. One of the things that’s most mentioned on your site is uh…you were saying that, oh, “One (aspect) of the criticism of Ian’s run I find highly disturbing is laying the blame for the book’s current weak sales solely at his feet. Artist Tracy Yardley is due for his fair share of commentary as is cover artist Sanford Greene, based on the criticisms relayed to me by various retailers and readers. As this is a comic book, art plays an important part in attracting a readership, and I don’t believe neither measures up to the standards of many of the artists who previously worked on this book. Neither would be my choice of artist if I were working on the book today.” Now, I’m all for you on the Sanford Greene. I do not care for his covers. But, personally myself, I love Tracy Yardley’s work since he’s been on it, and I just want to know, what is it about Tracy Yardley’s art you don’t really care for yourself?

Ken: Well, first of all, you have to understand, okay, I come at this from a very different perspective, say, than Sonic fans. I have seen Sonic fans tear apart EVERY artist who has worked on the book. I mean, I’ve seen – I’ve even seen Spaz come in for criticism.

Jason: Yeah, Spaz is absolutely my favorite.

Ken: But he has coming for – there have been fans who’ve said, you know, “He’s terrible!” They were making it sound like J. Axer was better than he was! And, knowing how the book is produced, I greatly differ with those sentiments, you know, as well. So, from my perspective, there were – I had two favorite artists that I worked with for a long time: one was Spaz, and one was Art Mawhinney. And, this is not to denigrate any of the other artists I worked with, like Jim Valentino, Jim Fry, or Steven Butler, ’cause I thought all three were top-notch artists.

Jason: Steve is still on the book, too.

Ken: Steve was a lot of fun to work with. Steve and I were supposed to do Knuckles together, had it gone beyond issue thirty-two. So I really regret we never got to that chance. But, the thing is, given the demands of production, okay, when I wrote certain stories I usually had them with either Spaz in mind or Art in mind, and then once it went beyond that I would gravitate to either Steven or James Fry. And, because these guys deliver what I wanted for specific stories. For example, when I did “Sonic – The Director’s Cut,” and we had that round-robin of artists there, okay? When it came time to insert the page of Sonic kissing Sally, the only artist I wanted for that shot there was Art, simply because I knew he was going to give me the emotion that shot needed. And this is not to take away from, again, from any of the other artists, it’s just that each artist has their own strengths and weaknesses, and I would tend to play to the artist’s strengths. Uh, Tracy…this is not to say I think he’s a bad artist, okay, it’s just that having worked with the other artists…I – just, I have a preference, simple as that! The other thing too, is, back when I was working on the book with the early issues, Sega had more of a say. You know, you had to actually submit samples to Sega for their approval before you could even become an artist on the book. And then…oh, I’d say about the time James Fry’s work came on, nobody was submitting samples to work on the book.

Jason: Yeah, I still find just that, uh, Fry’s is – where I think it’s the closest to SegaSonic next to Spaz. And it looks like they’re trying to keep it that way, like Bunnie Rabbot looks almost like Cream the Rabbit in the… (points to ears) sort of way. Speaking of artists, uh…well I guess you already said which one, who your favorite was, is Art Mawhinney and Spaz. And least favorite, you’re not gonna make any mention of that…?

Ken: Ehh, you know, everybody has a bad day.

Jason: (Whispers something about Ron Lim)

Both: (Laughing)

Ken: I am not saying, you know, no…no, that wouldn’t be fair. Actually, it would surprise you to be somebody else, but no.

Jason: Now, beyond the fact that people like to visit your site and other Sonic sites, how do you feel about people who are inspired by your work and do, like, fan fiction or fan copies?

Ken: I’m still…not used to — it’s been so many years. I have people coming up to me all the time, “I was inspired by you,” “I got into Nickelodeon because you inspired me as a kid” or that sort of thing, and I’m still having a little bit of a problem dealing with that because…to me, I was just doing the story and I never thought about, you know, who was reading them or how it was affecting them or anything like that. I just hoped that they were having a good time, you know, getting their money’s worth going to the stores.

Jason: Alright. One more thing: what happened to your little mustache there? (Laughs) It’s disappeared now!

Ken: (Laughs) That was more a personal thing for my mother, more or less. She absolutely hated it, and…I said “Fine, you know, whatever,” and this was shortly before she passed away, so…

Jason: I had the same thing with my aunt (Pat?). Before she passed away, she couldn’t stand my little goatee, so when we went to the funeral I just shaved it off for her.

Ken: And the thing was, you know, once I got into producing and directing “The Republic” I just kept it off and now it seems to be my new “image,” you know, quote unquote.

Jason: Speaking of, how soon do you think we’ll be seeing “The Lost Ones”?

Ken: Right now, uh, we’re putting together footage showing both story and special effects, how it all pulls together, because we’re gonna need a considerable budget to really pull off directing. You know, I’m not talking a hundred million dollars by any stretch of the imagination, but we’re gonna need SOME bucks, you know, especially when you consider the budget that we filmed “The Republic” from. And we have nowhere near the amount of special effects that we’re gonna need for “The Lost Ones” – nowhere near the stunts, number of costumes and everything, so…it’s gonna need a considerable budget. And so, we’re hoping that with “The Republic” out there, and we see the reel that we’re putting together for “The Lost Ones” that we should be able to fund the – uh, to go on to make the finished feature film.

Jason: Alright, well thank you so much for your time!

Ken: It was a pleasure, Jason.

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Sonic Fans @ Comic Con

Hey, folks! I just got back from the San Diego Comic-Con!  I got to see lots of cool comic and movie related stuff and played tons of games. Sadly, Sega had no booth this year. Outside of a small presence at the Marvel booth, where they showed off Thor (which I’ll have an interview up at SegaBits on Sunday or Monday), there was no real Sega or Sonic happenings.

However, that doesn’t mean there wasn’t a presence of Sonic at the show. Lots of retailers had Sonic merchandise on the floor and there were quite a few Sonic fans out there. Not just a guy in a Sonic T-Shirt, but some hardcore Sonic fan boys and girls. Take a look!

Sonic and Me

Here’s a fan in Sonic cosplay and some incredibly stupid-looking dork in a cardboard Galactus hat!  Oh wait… that’s me!  That’s the beauty of Comic Con, though. You can dress as silly as you want and you’re one of the crowd.

Sonic fangals

Here’s two fangals. What you don’t see is that the girl with the Shadow hat also has a Shadow bag slung over her. Think she’s the top fan at the show? Check out this guy…

Sonic Yo!

BAM! This guy has got on a Sonic cap, Sonic t-shirt, Sonic jacket AND a Sonic buckle! Not only that, he still manages to do it with some style! That’s one cool fan.

As for me?  I went on to fight Darth Vader after winning the WWE championship.

Mega dork.

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E3 2010: Eyes on Sonic 4 for iPhone UPDATED

I found a new video with Sonic’s idle animation and a nice video coutrtesy of slidetoplay.com

Around the Sonic 4 area of the Sega booth, we found a Sega rep showing off the iPhone version of Sonic 4. The first thing he showed us was Splash Hill: Act 3 in virtual D-Pad mode.  He says this particular D-pad works much better and is more advanced than the one used in Sonic 1 & 2. It apparently doesn’t have any kind of “Slip-off” if your fingers slide away from the D-Pad area. The virtual jump button was on the bottom right of the screen and performed like it should. It looked like it would play pretty much the same as the console versions in this form.

[youtube]http://www.youtube.com/watch?v=qm0CCq_ZGTQ[/youtube]

The other control form he showed us was a much more arcade-like “Tilt Mode.”   In Act 2, he controlled Sonic by tilting the iPhone left and right and made him come to a complete stop by having it level. Also, you make Sonic jump by tapping anywhere on the screen. This motion control also makes it a different experience on certain obstacles. For example, when he got to the jungle vines, he had to swing the iPhone back and forth for momentum on the vine before jumping off. One thing I found very odd, however, was the way to perform the spin dash. Simply put, you tap Sonic himself. This means you have to tilt with one hand and tap him with your finger completely blocking your view.  Hopefully, they change this function for the final version.

One last thing to report on is the graphics. Currently, the game runs at 30fps. That’s half of what the 360 and Wii versions run.  It’s a smaller, less powerful system, so that’s to be expected. One thing I really like is when Sonic runs on loop-de-loops. The entire screen loops around with him. This feature would be dizzying on a larger console version, but here, it looks cool.  One awesome thing that he showed us (that wasn’t shown to many people on the floor) was Sonic’s exclusive idle animation. When bored, Sonic whips out an iPod and holds it to his ear, tapping his foot and snapping his fingers to the music.  Talk about your “Sonic Jam”.

[youtube]http://www.youtube.com/watch?v=ffIWniPnPdM&feature=related[/youtube]

The iPhone version of Sonic 4 looks like it will offer a unique experience that will help separate it from its console brethren. If you have an iPhone or iPod touch, check it out when it arrives this fall.

Thanks to Reno4 and slidetoplay.com for the youtube videos.

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.

Monday @ E3!! Under construction.

Sorry folks, if you’re looking for Sonic news, move on.

I picked up Alex around 1 PM, and we head straight for the Convention Center. He had a little trouble getiing his. Badge. I guess the printed invite and page proof wasn’t quite enough, but in the end, they decided to let him pass. Not me though. Alex had to pay $500 to get me in!! I owe him big time. Lunch and parking is on me all week.

In the meantime, wee looked around the empty lobbies. Banners were up and everything is still under construction. I did manage to get some pics though. Here’s a look at a more empty E3…

The front

Car

APB

FF

EM1

EM2

EM3

sony

Tron

Yes, he made me make him a sign to pick him up at the airport.
Looking like a dork.

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RETRO REVIEW: SONIC 3-D BLAST (SATURN)

Is this game as dull as you remembered? Or did circumstances surrounding it give it a bad rap?

Review by: Jason Berry

I’ve recently been on a bit of a retro gaming kick as of late. I’ve just had the urge to play some of the games I loved in the past that I can’t find on recent collections or on Virtual Console. I’ve recently picked myself up a model 2 Genesis with a Model 2 Sega CD. Also, I managed to pick up a Sega Saturn for $30 American and a few games. One of those being Sonic 3-D Blast. Now, many of you may only know Sonic 3-D Blast through the Genesis version which you either played back in the day or on the Mega Collection. If that’s the case, then sadly, you’ve been playing the far inferior version. Yes, the level design is the same, but Graphics and sound can make a big difference in your enjoyment of a game.

Sonic 3-D Blast was originally intended to be a Genesis only game developed by Traveler’s Tales with some help from Sega of Japan. However, the Saturn was suffering not only in sales, but from a complete lack of any Sonic titles. Sonic Extreme was in development Hell at the time and would not make Christmas release. (Then again, it would not make ANY release as it was cancelled shortly afterwards.) In seven weeks, Sega managed to port the game over to Saturn, polish up the graphics, change the music from Jun Senoue’s tunes to new,  jazzy ones by Richard Jaques and add what is arguably one of the best bonus stages in Sonic history.  That’s quite a feat for a seven week port!

In Sonic 3-D Blast, Sonic goes to Flicky Island to visit his bird buddies. But once again, those Tweety Bird wannabes have been turned into Badniks by Dr. Robotnik. He wants to use their special dimensional warp rings to help him find the Chaos Emeralds. It’s up to Sonic to free the Flickies and stop Dr. Robotnik before it’s too late.  The graphics are made of CG Rendered sprites similar to Donkey Kong Country and other games of that era.  In the game, Sonic roams around seven different lands jumping on Badniks to free the Flickies while dodging lasers, traps and spikes.

Probably the best thing about 3-D Blast that stands out from its Genesis version is the music. Richard Jaques compositions are wonderful and is easily in my top 5 Sonic soundtracks of all time. Of course, Jaques gets a big advantage here, as Jun was stuck composing with the Genesis sound chip. The graphics are much more colorful and clean compared to the Genesis version and on certain levels, have some cool effects like fog. There are some cool power-ups scatted throughout the game. Mostly in the from of shields similar to ones you got in Sonic 3. A standard shield that lets you take one hit, a fire shield that of course, protects you from fire and a gold shield that gives you a homing attack. Yes, even in the first “technically 3-D” Sonic game, he’s got a homing attack. Also, there’s a nice feeling of exploration to it. The levels are laid out as a sort of large, isometric maze. Your constantly wandering around for Flicky’s to free, shields to find and rings to collect. It’s the latter part that’s important. Hidden in the levels, you will find Tails and Knuckles just standing around looking bored. (Tails even yawns.) Give them 50 rings, and they will send you to what is absolutely the best part of the game, the Saturn exclusive Bonus Stage!!

[youtube]http://www.youtube.com/watch?v=5wbcuAKgAHg[/youtube]

For me, these stages alone are worth the price of admission. The music is one of the most funky tunes I’ve heard in a Sonic game and the levels play like a slightly improved version of the Sonic 2 Bonus Stage. No Tails to steal your rings, it’s a bit easier (AKA less frustrating) and the ability to roll or jump higher adds a new twist. It’s because of these bonus stages that I’m more cautious during the game. It sucks to have over 50 rings just to get hit by a Badnik or get knocked into a trap. This also helps bring me to my complaints about the game.

The main problem I have is with the controls. They’re not horrible, but just imprecise enough to be annoying. The game takes place on an isometric field giving the game a “psuedo 3-D” look to it. This allows Sonic to go in any direction, but it also kills any sense of speed. You’re constantly being careful of how fast you go so you don’t run into anything. I’m taking it slow in a Sonic game! With the clunky controls on the D-Pad, it’s too easy to run too fast and go right into an enemy or go bouncing of the walls into a trap. If you have a 3-D pad on your Saturn, I’d highly recommend it. Occasionally, you’ll get an imprecise attack that will knock out all of your rings and send your Flicky’s running from you. You’d think your fine, feathered freinds would come running back to their savior. But no, they go scattering and you gotta go pick their sorry butts back up even when they’re flying around a pool of lava. Also, the animation on Sonic is way off when he runs. Almost as if he’s sliding (which makes sense on the ice level) or he’s pinching a loaf the whole time (Sorry to give you mental image). Besides that, Sonic has lost his sense of speed. Only in the bonus stages does Sonic run  fast. For the rest of the game he’s barely doing a jog. Furthermore, the game just doesn’t feel like a “Sonic” game. With Sonic’s speed gone, you could swap Sonic with anyone from the Mario cast, or even Crash Bandicoot and the game would feel no different. Lastly, they left out the important save feature. Something that was prominent even in the Sega CD era! If you want to go back to where you left off, you have to use a cheat code. There’s no excuse for any game during that time not to have a save state.

Overall, I enjoyed this game much more than I remembered. It’s definitely not the best Sonic game by any stretch, but I think it gets a bit of a bad rap due to it  being a poor replacement for Sonic Extreme and  having a much weaker Genesis version out at the same time. However, I played it for 4 hours during my first play though and found myself enjoying it quite a bit. If the Genesis version is the only one you’ve played, you haven’t played the REAL Sonic 3-D Blast.

OVERALL: 7/10

DID YOU KNOW?
The warp rings seen in 3-D Blast are used often in current Sonic comic storylines. Especially by Dr. Finitivus.

An unused Dr. Robotnik tune by Jun Senoue on the Genesis version of 3-D Blast is being used for the first time as boss music in Sonic 4.

The music in the first level of Rusty Ruins was remixed and re-used in Sonic Adventure?

By the way, allow me to introduce myself. I’m Jason Berry. Some of you may know me as JasontheJackass on the forums. I’m also the writer of the Sonic X parody comic, Sonic Eggs and the newest staff member here at Sonic Stadium.

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

The Sonic Stadium Soundtrack Squad Review: Crush 40 – The Works


Jun Senoue – The Works
by T-Bird

Released last November, “The Works” is as much a collection of Senoue’s best pieces , as it is a real celebration of some of the masterful work Jun has produced not only during his long reign working for SEGA, but with his many unique side-projects as well. What really puts this compilation on a pedestal over the similar releases last year (True Colours, Best of C40) was the quantity of material that wa previously unheard of on western shores. I think the first thing that becomes apparent with this album is the incredible range of talent Senoue has worked with over the years. I’m sure many would kill to have worked with the likes of Eric Martin (of Mr. Big) and Ted Poley (Danger Danger), as well as to have produced some memorable power anthems of this calibre in the process.

The album blasts off with three such fine examples including “American Dream”, “Sons of Angels” and “Batter Up!” which ooze that definitive Senoue guitar, thunderously supported in vocals by Martin. Again the frustrating matter for me regarding these these tracks is that  (particularly with the tracks taken from the Japanese Baseball  title Pro Team Yakyu wo Tsukuro! 2) there are more of these tracks out there that have not yet made it to print on any CD. As well as these examples of collaborative work, the album plays host to a selection of acoustic and instrumental pieces. What is most notable here particularly during the absence of guitar-heavy tunes is the sheer diversity of what Senoue can produce – from the gorgeously plinky-plonk piano piece in “Afternoon Tea”, to the ambience of “Dusk of the stadium”.

Although I don’t particularly judge this to be a negative, the album does not contain a large number of Sonic related tracks. Personally, this is refreshing considering the hardened music collector would find this simply a repetition of material they have heard time and again. Even in this case however, those tracks we have come to know and love have been totally revamped and reworked. “After the Adventure”, as the name insinuates is a reworking of material from Sonic Adventure, the emphasis here being the Station Square theme composed a-la 70’s lounge stylee. Not only this, “Cheerleaders A-Go-Go” mashes up Space Channel 5’s theme with the likes of “Open Your Heart” and (again as the name suggests) “Skydeck A-Go-Go” from Sonic Adventure to create an incandescent harmony of favourites.  If you were lucky enough to pick up the JXJ album a few years back, you’ll recognise “Where I want to be” , with Junko’s vocals replaced by Sweetnam. I must admit this is the only track I remain polarised on, as I think the English lyrics sound more forced than their Japanese counterparts.

There seems to be no loss of steam as you plough through the track listing, with the up-tempo Daytona USA and SEGA Rally tracks keeping the pace all the way through to the end, before ending on “My Own Destiny”, a beautiful mid-paced , ambling-lead finisher.

In my opinion this collection blows the winter 2009 competition out of the water, speaking purely from the standpoint of someone who has heard a lot of Senoue’s previous work. If you desire something more Sonic-filled, I’d suggest you might be better off going for a Sonic soundtrack, but if you’re half the Senoue fan I am, you’ll find it very hard to fault this near-perfect array of tunes. One can only hope there is more of this to come… [9]

EXTATICUS
From the AC/DC-influenced guitar licks of the stylish rock version of “The Star Spangled Banner” to the serene and sublime solos of “My Own Destiny”, The Works is yet another classy compilation from SEGA’s favourite – hell, everyone’s favourite – axe-wielding guitar god, Jun Senoue. Featuring a massive spectrum of styles and sounds, this awesome album will have even the most ardent and experienced rock fanatic slavering and salivating over its powerful melodies and captivating riffs; it truly is a wonderful display of what real rock should sound like, and is also a prime example of why the guitar (however non-mainstream it may be) remains a force to be reckoned with.

The Works is another work of genius from this guitar prodigy, and should be regarded as one of the best (if not THE best) SEGA-related compilations ever to have been produced. It’s a magnificent mix of styles and emotions and creates a first-rate blend of both calm and adrenaline-fuelled rock, whilst managing to retain all of its freshness and originality throughout the entirety of its highly enjoyable duration. Make no mistake: this is Japanese guitar-based music at its absolute finest; bereft of nigh-on nothing and filled to the absolute brim with truly timeless classics, The Works is an exceptionally excellent compilation that just “works” – it’s work that Jun should be well and truly proud of. Aside from the marginal (and, indeed, ignorable) low-point, The Works is – to be as blunt as possible – perfect. What else is there left to say? [10]

Thumbs Up!: The nigh-on orgasmic guitar solos in Dreams of an Absolution; as Admiral Ackbar would have said it: “Your ears can’t repel guitar-power of THAT magnitude!”
Thumbs Down: Hearing Where I Want to Be, and truly wanting to be somewhere else. God only knows what was going on in Senoue-San’s head when he ousted Junko Noda and replaced her with a sickly-sweet-sounding Miley Cyrus clone…
Killer Track: Open Your Heart

BLITZCHRIS
Jun Senoue. No matter how you pronounce his name, you have to respect all that he has done for Sonic. His latest solo album features some of that Sonic you love, but would be more accurately described as a pallet of his work over the years. From sports games (J League Pro Soccer) to driving simulators (Daytona USA), you’re likely to find a song on the disc from a genre close to your heart. Being a Sonic remix lover, “Cheerleaders A-Go-Go” and “After The Adventure” do stand out as two of my favourite tracks. The first is a remix of Space Channel 5 with the “Live & Learn” riff, which strangely grows on you, while “After The Adventure” is a relaxing, more acoustic sounding rendition of “It Doesn’t Matter”. The JS vs LB remix of “Dreams of an Absolution” is there too if you haven’t heard it on any of the other Sonic albums it was released on. Not being very familiar with the rest of the games, I found “Soul on Desert” to be the most exciting track on the album; it really does have a desert racing feel to it that is hard too describe.

I’ll agree it is not the dream album for every sonic fan, and probably not what most fans were expecting. It is however a solid album full of juicy guitar goodness, and any fans of Jun will enjoy it. The tracks do grow on you, so before you criticise, give the album a shot. Lastly – Jun, if you’re listening, we NEED an instrumental of Cheerleaders! [8]

Thumbs Up!: The first time listening to “Cheerleaders A-Go-Go” and wondering if I was going mental. Then squealing like a little girl when I realised the riff was intentional!
Thumbs Down:
I would have loved more representation from the Sonic franchise, you can never have enough remixes.
Killer Track: Soul on Desert

JEZMM:
Similar to Crush 40’s recent compilation, I found myself phasing in and out of this because a good deal of the songs are very similar in style. However at the same time, despite this there were still certain songs that really jumped out at me and I loved from start to finish. “Lift You Up!”“Road to Win” really reminded me of some of the stuff he came up with for SA2; really energetic and uplifting (as the name suggests!). also grabbed me with its almost magical and nostalgic quality to it, another fantastic cheerful track with some lovely piano work too. As another bonus to Sonic fans, there are neat lounge remixes of Station Square and It Doesn’t Matter within “After The Adventure”, and the surreal “Cheerleaders A-Go-Go” features a few sneaks of memorable Sonic tunes. I also found myself loving the short acoustic guitar instrumentals of “Afternoon Tea” and “British Rain”, and “My Own Destiny” was a brilliant ending.

Overall this is a fantastic album – there are just a few tracks I found so similar in vibe, a couple could have been cut for a more concise listening experience. Having said that, if you’re not familiar with where the songs came from, reaching track 11 and suddenly realising “hang on… the last 6 tracks were ALL about baseball” is certainly a unique experience to get from an album. [7]

Thumbs Up:
The fantastic selection that really shows off Jun’s versatility – from his classic rock stylings to relaxing acoustic and catchy techno mixes.
Thumbs Down: Track order can be a little uninspiring as an overall album experience, with many similar songs grouped together too.
Favourite Track: Lift You Up!/Road To Win (I can’t choose!)


A fantastic collection of pieces, including some wonderful reworkings of old classics and huge selection of new and unheard material. Don’t be put off by the lack of Sonic tunes if you are a Senoue fan!

The Works is still available for purchase from play-asia, and CD-Japan.

Got your own opinions on the album? Think we’ve got it all wrong? 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.

The Spin: The Folly of the Sonic Fan

It sounds totally cliche for a journalist to start a Sonic-related article in this manner, but Sonic fans like myself have understandably had plenty to moan about in this past decade. I don’t need to make a list, you know the drill. But 2006 was a long time ago. Now it’s 2010, and it seems like the fanbase at large is actively trying to pick a fight every five minutes. The target? Take your pick – Sega for not getting it, Sonic Team for losing it, Bentley Jones for having a life, Dimps for screwing up 2D (despite actually being good)… even fellow fans and fansites. It’s slightly ridiculous.

Continue reading The Spin: The Folly of the Sonic Fan

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The Jun Senoue Interview – Part 3

My busy schedule (which has included scoping out potential locations for Summer of Sonic) has meant this has been heavily delayed, but here it is! The illusive final part of the Jun Senoue Interview! Because there were so many questions asked by the fans, Jun agreed to answer some more of the other frequently asked questions:

T-Bird: BlueHedgehog25 asks are you planning on having any Crush 40 or similar songs featuring on the Rock Band Network?

Jun: I’m hoping that we can have some Crush 40 songs on Rock Band in the near future.

T-Bird: Exciting! Sure the fans will be please to hear that! Waaurufu asks who was the designer of your Sonic the hedgehog guitar?

Jun: Yuji Uekawa Sonic Team illustrator and character designer provided me with the artwork. Hiroki Hayashi, one of the people who is in charge over at ESP guitars took care of the rest!

T-Bird: Here’s a good question from SuperStingray: Where did the name Crush 40 come from, and what happened to Crushes 1-39?

Jun: I picked the word “Crush” up because of my favorite soda drink and Johnny added “40” onto the end. You will have to ask Johnny about other numbers!

T-Bird: A less Sonical pair of questions now! Pelon13 asks what is your favourite food, and what is your favourite colour?

Jun: Mexican food is my favourite, but it is very hard to find really good Mexican restuarants in Japan. Talking about colors, my favorites are Red, Purple, Black.

T-Bird: Moving back to technical preferences, Kasey asks what your favourite guitar is and what amplifier set-up do you preferentially use?

Jun: I like the combination of ESP guitar with Schecter pick-ups and Soldano amplifier with Soldano or Bogner cabinets. I only have small ones from Bogner at this moment though. With regards to “Knight Of The Wind” on “The Best Of Crush 40 – Super Sonic Songs”, I tracked all backing guitars once again with Soldano amplifier and Soldano cabinet.

T-Bird: Gwiz210 wants to know if Bubblicious Blvd. are planning on recording an album or an EP in the near future?

Jun: Nope! Bubblicious Blvd. is not a serious project at all. We [Jun, Mike etc…] just try to have play any dates we can in our spare time at the moment. Jan. 9th was the first day we were introduced to each other and we played the gig without any rehearsals! We’ve only met twice since then back on February the 20th to rehearse and to play another show a day later on February 21st.

We have played just three times, two shows and one rehearsal!

T-Bird: With regards to that gig, how did it go?

Jun: Talking about the show on Feb. 21st, it went much better than 1st gig since we’ve learned the songs 🙂 I was really surprised that a singer I used to work with back in the early 90’s came to the show to say hi to me! We had a dinner the other day, discussed several things and we will have a show on May 16th in Shibuya, Tokyo. The band was not famous but we had some good memories!

We will have a show with my drummer and bass player this time but I hope all four members from that era can share the stage in the near future.

T-Bird: Sounds like a very busy schedule! Nozwhompolton asks are there any plans to give Blaze the cat a theme? If so, will it be similar to the Sir Percival theme or something different like the Vela-Nova track from Sonic Rush?

Jun: When I worked for “Sonic And The Black Knight”, I had a plan to make her theme song and yes, my idea was to make a full-length version of “Sir Percival Theme”. I could not make it for several reasons…. the main reason being the short instrumental I composed for “Sir Percival” was good enough for the scene, and we didn’t need the longer one for use elsewhere in the game.

And that’s all folks! Hopefully we will be speaking to Jun again in the summer with regards to the Sonic the Hedgehog 4 soundtrack…and maybe some other things too!

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The Sonic Stadium Soundtrack Squad Review: Ice Cap Remix Month

Remix Month: Ice Cap April
by BlitzChris.

Ice Cap. Two Zones, many remixes. Thats right, as of right now more than 50 remixes of Ice Cap available online, recorded by a plethora of community artists. As TSS’s resident expert on sonic remixes, It’s my job to not only introduce the good, but also some of the bad and downright ugly mixes.

The Good:
DCT – Memories Frozen in Time

Ive listened to this song A LOT. Im at the point where I’m confident to sing the majority of it in the car on the way to work even though I havent got every word down right. Interstingly enough, the vocals to this song, written by “Noodle the Innocent Child” were originally written for Eminem’s “MockingBird”. For those who havent heard the song, this is a 5-minute track covering issues facing the youth of today discussing the often greatly underestimated effect of social support. In terms of music, it is a simple slowed down remix of Ice Cap, which softly compltiments the rap. It is a remix of top quality, so much so I managed to trick my girlfriend into believing this track was fresh on the pop-charts!

Aurium – Ice Cap Zone (Instrumental Remix)
For those who like their club-style beats and are looking for a remix of a similar nature, look no further than this little beauty. One of the most clean and clear Ice Cap remixes you’ll hear, Aurium keeps the track down to earth, holding it true to its roots. Its nothing fancy, but the simplicity of it in all the right places makes for a remix you’d be proud to call your own.

TheBlox – Ice Dream
Essentially, a mish-mash of two well known tracks, Ice Dream compiles Ice Cap with the much “fanwhored” Dreams Of An Absolution, to create something which just shouts SPECIAL. The track opens up with an acoustic stumming of DoaA, followed by a synth pad and then three sets of piano. The two pianos play seperate parts of the DoaA, followed by the third one with a segment from ice cap. After a few loops and the introduction of sythetic drums, the song will have you entranced with its perfect proportions of retro and new gen.

The Bad:
Shael Riley – Music of My Icecap Zone (TRACK 17)
Leis Miller – Your Loves Like Snow (TRACK 11)
Liontamer – Wild Wild IceCap (TRACK 18)

While Recapitated (The OCRemix Ice Cap Project) did some great things for the Ice Cap remix scene, these three tracks straight off it should be avoided at all costs. Shael‘s song exploits toilet humour, while Leis‘s remix sounds like somthing he put together within the time it took to read this article. Liontamer‘s mix is that bad I would have trouble actually reviewing it, seeing as its not really a remix. For those that understand the underlying joke, you may want to check out Liontamer’s LIVE version of the track.

The Ugly (also known as “and now for something completely different”):
Smh – Gwilym Running Naked Across the Frozen Tundra (TRACK 7)
This is my favourite 8-bit sounding Ice Cap remix, which can be found on the Recapitation Album. Although simple, it doesnt mimic the Ice Cap tune completely, and its quirks make it special. An “end of stage” jingle and a “pause button” sound at 0:48 just adds to the charm of an otherwise plain remix. The track finishes with a quicker pace and a darker tone – a nice touch which certainly conveys an air of a boss at the end of the stage. All in all, an excellent little package worth investigating especially for all you Master System and Game Gear fans.

ThePianoSkitFiasco – Polar Face
I couldnt review remixes without bringing you a mash-up so here is one for all the Lady Gaga fans. It seems to work surprisingly well, its just a shame the author was lazy towards the end and made Ice Cap loop too soon, mixing up the Ice Cap heard during each chorus.

T-Bird Recommends:
LightKeeper – Ice Cap Final Act
Sonic Remixes are incredibly hit-and-miss in my opinion when it comes to Ice Cap Zone, as I feel on the whole there is a lack of originality in most of what is offered, particularly which regards to the more generic dance remixes. For those of you inclined towards a heavy metal mix, I’d point you in the direction Brazil’s “Videogame metallers” Megadriver, the Metalhog album and the Ice Cap mix therein, but even I think this suffers a fate of being metal for the sake of metal.

My choice track by far is by LightKeeper from Newgrounds, who manages to blend a great variety of percussion and triggered kick-drum along with some interesting tempo changes. I think what I most like about this track though is the bass line that deviates from the usual tedium of that of the original, yet still retains some elements of the scales. That combined with the range of synth instruments utilised creates a rich, atmospheric take on this rather overused track, that I think really does stand head and shoulders above most of the competition out there.

Extaticus recommends:
The Cynic Project – Fire and Ice

The Cynic Project is a hugely respected remixer amongst many members of the Sonic fan community; his countless renditions of the Marble Zone theme and “remastered editions” of specially selected classic Sonic tunes are all of a truly high quality, and his remix of the famous and iconic Icecap Zone theme – entitled Fire and Ice – is also excellent: Right from its sublime synth bass intro, Fire and Ice is a sure-fire winner; its superbly innovative uses of melodic piano, tinny PSG and gentle woodwind make it an absolute joy to listen to, and the decidedly brilliant way that it blends all of these fabulous elements together gives off an utterly incredible and all-round stunning effect that completely eclipses any other remix of the Icecap theme ever to have existed. Hell, it’s even better than The Cynic Project’s alternative (and newer) remix of the same tune!

Starting off slow and eventually escalating to an ultra-climatic concord of both electronic and natural instruments, Fire and Ice offers a pin-point perfect example of how the famous and celebrated Icecap theme should be re-created with modern technology; totally awesome on absolutely every conceivable level, the whole tune quite simply fails to disappoint in any way, shape or form. It’s the epitome of musical excellence – a perfect remix, and a perfect blend of the elements.

JezMM Recommends:
WillRock – Snowboardin’ Sonic

I’ve never been a huge fan of the Ice Cap track; I understand the appeal and it’s a great melody, but it’s just so repetitive that once you’re only 40 seconds in you’ve pretty much heard all the song has to offer.
So, I decided to seek out a fan remix that treads into some original ground to stray away from this dislike of mine, and I found a great one by Willrock.
While most mixes keep the repetitive style of the original song with just a mixture of the underlying beat and the main melody (usually slowly building up to an exciting finale), this mix decides to take on the route of extending and building upon the original theme. All is normal until 1:10 where the mix slowly warps out of the original melody in a very cool way.
Very occasionally the new melodies do stray a little from the Ice Cap vibe, but the tune itself is great throughout regardless. It also doesn’t have a particularly built-up finale, but thanks to the original material it doesn’t really need one. This is a more than solid remix that should please those looking for an extension to the original Ice Cap theme.
What do YOU think? With so many Ice Cap remixes out there, which Ice Cap remixes really send a chill down your spine? Lets us know in the comments!

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T-Bird’s Tour of the Sonic the Hedgehog Room at Alton Towers

[youtube]http://www.youtube.com/watch?v=eNGjSSJWgq0[/youtube]

Well, I’ve just spent a weekend at the Alton Towers theme park in Shropshire, UK. As well as sighting Jonathan Ross, skipping past the rest of the crowd and getting into the park before the rest of the public, and riding Nemesis 5 times in half an hour (no queue! Insane!), I was there, in true T-Bird style, for the Sonic experience. I was lucky enough to be the first member of the general public to book into the Sonic the Hedgehog Room (which Dreadknux got to stay in a month ago for nothing…lucky badnik he is!) and once I’d stopped running around the room screaming like a child, I recorded a little video tour of the room – enjoy!

Also it seems like my UFO plush machine luck has taken a full turn, as I’ve come back with quite a handful without having to sell any kidneys for money! All the hats, keyrings etc are available from the Alton Towers gift shop.

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 Stadium Soundtrack Squad Review: Sonic the Hedgehog 2 – 8-Bit vs. 16-Bit


Classic Clash: Sonic the Hedgehog 2 (16-Bit) vs. Sonic the Hedgehog 2 (8-Bit)
byJezMM.

The soundtracks to the 16-bit and 8-bit versions of Sonic the Hedgehog 2 are quite tough to review this long after their release, what with all the nostalgia involved. These are not just soundtracks to games, but to childhoods after all! The biggest thing that both versions brought was a sense of urgency that the first Sonic the Hedgehog titles lacked. Both 16-bit Emerald Hill and Chemical Plant Zone tracks say “this is cooler than Sonic 1” from the get-go, with their faster tempo, snappier percussion and simpler melodies. The bold choice to start with an intense lava level – and an equally action-packed tune – gave 8-bit Sonic 2 a similar feeling. Green Hills Zone features a fast-paced masterpiece that Sonic fans would soon hear reprised in “You Can Do Anything” for Sonic CD. While the original Green Hill theme will always bring a tear to every nostalgic eye, this one just screams “I’m Sonic; I run around very fast and it’s awesome”. The Scrambled Egg Zone features a touch of surreal by layering lots of interesting sounds throughout and a downright epic solo of bleepy-bloops serving as the main melody.

Then we come to the chilled out songs. 16-bit has the likes of Aquatic Ruin, Hill Top and Oil Ocean Zone themes. Now this is just my opinion, but I found the slower tracks to be the weak spot of 16-bit. They all felt either repetitive or just a bit dull, not quite fitting in with the rest of the soundtrack. 8-bit however, had some much funkier tunes for the slower levels, such as Sky High and Aqua Lake Zone. While Aqua Lake’s melody meanders around a bit more than Sky High, they’re both very catchy, toe-tapping tunes. The Gimmick Mountain Zone theme is incomparable with anything in 16-bit counterpart can offer, and perfectly captures a far more surreal tone than most Eggman strongholds, with many fades, and a mysterious and sinister melody. 16-bit has Casino Night, Mystic Cave and Metropolis, all three of which escape the problem I had with the other slower tracks, thanks to their fantastically written melodies.

Coming to the finale tracks, 8-bit’s Crystal Egg Zone is one of the more surreal endings in the franchise. A totally wacky and chirpy tune portrays this strange zone fantastically. I find 16-bit’s finale to be a mixed bag though. Sky Chase is a beautiful song, but I can’t help but think its all “sky” and no “chase”, making it a little unfitting. In a similar manner, Wing Fortress perfectly represents Eggman’s triumphant creation, but not the fact that Sonic is running about messing the thing up. Death Egg is also a bit of a funny track. The bit you hear is great but the unused portion of the song is just weird and loses the sinister feeling of the start. I’m glad that Death Egg was not a full stage with this looping in the background.

To close, we come to the boss and ending themes. 8-bit’s boss theme is used for every boss, including the final one. The Game Gear uses a very fast-paced tune, whereas the Master System is a more scrambled sounding manic theme. Both are very fitting, but certainly not something you’ll be humming the next day whereas the boss themes of 16-bit version have become legendary melodies. The 16-bit ending uses the classic medley formula, whereas the Master System goes for a very sombre piece with a gorgeous melody (getting the good ending on Game Gear grants a different tune which, while not quite as memorable, is also a very pleasant listen).

8-bit has fewer tunes of a consistent quality, which likely means you either love or hate the whole thing, whereas 16-bit is larger and more varied, making it more likely for one to love or hate individual tracks. I do however feel that both soundtracks are still fantastic, and paved the way for an all new tone of cool for Sonic in his first sequel.

Favourite 16-bit track: Chemical Plant Zone
Favourite 8-bit track: “Bad Ending”
Personal Favourite: Sonic the Hedgehog 2 (8-bit version).

BLITZCHRIS:
“It’s really quite a difficult task to compare the soundtracks from both of the 1992 versions of Sonic The Hedgehog 2, especially when there is an existing bias already in position for one of them. All things aside, each soundtrack brings something different to the table. Nakamura’s work on the MegaDrive version is brilliant. Each piece really captures the atmosphere and mood of each stage, whether it be the simulated brass and slap-bass in Casino Night, the scratching and popping of the mechanical Metropolis or the eerie wails of the dark Mystic Cave. One of my greatest joys about the soundtrack are the 2-Player tracks, which use essentially the same instruments as their “1-Player stage” counterparts, but tune to something more suitable for competition.

Contrast this with the Master System collection of tracks. The tracks are hearty for an 8-bit based soundtrack, but I’m not convinced that if the tracks were recreated 16-bit style, they would have the same flair. Using what he had, Tomozou Endo created the very jerky and sporadic Scrambled Egg which lives up to its name, while Sky High is just too simple a track to enjoy and really doesn’t spark enthusiasm. However, Green Hills Zone will always have a special place in my heart as the music that eventually grew into the theme song for Sonic CD, “You Can Do Anything”. Having said this, Tomozou Endo hasn’t really done a bad job with the technology he had. Nakamura just set the bar way too high. ”

Favourite 16-Bit tune: Casino Night Zone 2P.
Favourite 8-Bit tune: Green Hills Zone
Best Soundtrack: Sonic the Hedgehog 2 (16-Bit Version)

T-BIRD:
“I think some would see the comparison of these two soundtracks as a bit one-sided in favour of the Megadrive/Genesis score. Granted, the 16-Bit iteration is close to superb, but guys, go back and listen to the 8-Bit version. The Yamaha sound chip on the MS may not be up to its big brother’s standard, but Endo’s pushed that to the limit. Crystal Egg and Gimmick mountain have nearly four “voices” in each track (percussion, bass, rhythm and lead melody), and that is extremely cool consider most other titles on the console rarely utilize more than two. Plus, I dig anything vaguely rock, and I’m pretty sure that both Scrambled Egg, Underground Zone and the boss themes were all written with a thrash metal vibe in mind, so Endo-san rocks!

What starts to really rake me back though is listening to Chemical Plant and Mystic Cave, with an incredibly convincing slap-bass synthesised by Nakamura-san. Each track shines in its own respect with a real clean sweep across a huge range of emulated genres and all maintaining an allegro I think no other Sonic game has managed. Who can say the mechanical resonance of Metropolis (what with that wonderful scratch and guitar-riffic chorus!) doesn’t send a shiver down their spine? So how do I choose between these two soundtracks? I think actually can’t…but because I have a feeling it won’t get as much love (and I have to make a decision!), my vote goes to the underdog!”

Favourite 16-Bit tune: Mystic Cave Zone
Favourite 8-Bit tune: Scrambled Egg Zone
Best Soundtrack: Sonic the Hedgehog 2 (8-Bit Version)

EXTATICUS:
“Undoubtedly, the main problem with the soundtrack to the 8-Bit iteration of Sonic the Hedgehog 2 soundtrack is the boredom factor; there just seems to be a distinct lack of any kind of excitement or variation throughout the whole thing, and it almost sounds like a lethargic and dull version of Sonic Chaos’ superb music. It even uses similar note sequences to its successor, although they were far more polished and improved in the latter game than they were in Sonic 2. Save for some points of Underground Zone (the intro was rather repetitive and dull) and the Boss theme (Master System version only), the entire OST was generally monotonous, uncreative and uninspiring; a huge disappointment for all who were expecting a stunning follow-up to the first game’s awesome soundtrack.

The MegaDrive version‘s musical score, on the other hand, is a marvellous concoction consisting of nothing but purely excellent electro and synth-pop, played out on the astonishingly outstanding YM2612 synthesizer chip. Masato Nakamura really outdid himself with the likes of Chemical Plant Zone and Emerald Hill Zone; making excellent use of the vip-vip-vow synth sounds of the MegaDrive and conveying shockingly good melodies and basslines, they both shine out from all the other tunes as the absolute finest pieces of music on the game, and completely blow the 8-Bit version’s soundtrack out of the water and into orbit. Additionally, catchy classics such as Aquatic Ruins Zone and Metropolis Zone will be lodged into your brain for years; you’ll doubtlessly find yourself involuntarily humming them in public toilets for all the world to hear!”

Favourite 16-Bit tune: Chemical Plant Zone
Favourite 8-Bit tune: Boss Theme (Master System Version)
Best Soundtrack: Sonic the Hedgehog 2 (16-Bit Version)

Well, it looks like we can’t reach a unaninous decision folks, so I guess this means you guys are going to have to settle the debate for us once and for all! Do you have a favourite out of the two soundtracks? What is your favourite track and why? Let us know in the comments!

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The Jun Senoue Interview – Part Two

9:00PM on Sunday, 7th of February 2010. Shibuya, Tokyo. Jun Senoue, Jeriaska from Gamasutra and myself have just enjoyed a couple of really good pizzas, and had finished discussing video game music as well as music remix projects (see my other post regarding the Game Music 4 All project!). Jun had answered my questions regarding Crush 40 and Sonic the Hedgehog 4: Episode 1, but thanks to you guys, I still had a heap of questions for him…

T-Bird: Ok Jun, I’ve got some questions from the fans here! First off is from ibbod0; how did you meet Johnny and the rest of Crush 40?

Jun: Wow, good question…actually, I was a huge fan of Hardline. Usually when I compose the songs and write the melody, I think about who would make a suitable singer for the song or a good singer for the melody or something like that. With the song “It Doesn’t Matter”, the original version for Sonic Adventure, it has a very high note-melody. When I was writing it I thought Tony Harnell would be the ideal singer, and in the end he performed on that song; this in now my way of composing. Talking about “Open Your Heart”, I had Johnny in mind, but I did not have any direct contact with him. Actually my friend who lives in Los Angeles knows Doug Aldrich [The guitarist for Whitesnake these days! – T] . For a short time Doug played in one of Johnny’s previous bands, Brunette, and I knew they still had a good relationship and that Johnny had appeared on Doug’s first solo release [on a track called “Face Down” on the album Alter Ego – T]. That meant maybe Doug could get in contact with Johnny, and so I asked my friend to get in contact with Doug, then Dough got in contact with Johnny…and that’s how I first got in touch with him.

T-Bird: Ok, so SoA, Admin for the js.com forums asks, if say you had to replace Johnny, and of course that would be an impossible task, who would you ideally want as your dream replacement?

Jun: Replacement?

T-Bird: Yes…if you had to.

Jun: That would mean Crush 40 would be disbanded, seeing as Crush 40 is the teaming of Johnny and myself, in which case you would need to find a replacement for both of us! The lack of me or lack of Johnny would mean…yeah (laughs).

T-Bird: Great answer – I honestly don’t think you could replace him either! Thirdly, Sonic1991 asks how did the collaboration with Emma Gelotte, Tinna Karlsdotter and the legend that is Marty Friedman [Legendary because he was the guitarist on my favourite Megadeth album! – T] come around for the track “With Me”?

Jun: I wrote that song for the final boss in the Sonic and the Black Knight, and I so first I tried to find the female singers for that song. One of my friends in a Japanese record company takes care of dealings with All Ends [Tinna & Emma’s band – T], and so that’s how I got in touch with them. With Marty, although he was now living in Japan, I didn’t know him personally. I didn’t know his manager or any of the other business guys who dealt with him, so I asked him directly. Originally I planned to ask him to play all of the guitar stuff, but when he came into the studio, he said “hey, we should just keep these backing tracks!” We booked the studio here in Tokyo to record the lyrics and Marty’s guitar solo, but then the other guys came into the studio and wanted me to change the key, so I said “please give me one hour!” Since we use Pro-Tools, it was easy enough to raise the track one note, but it did not have very good clarity. We changed the key digitally anyway, then tracked the vocals, then Marty tracked his guitar. I went back later on and tracked all of the backing guitar in the correct key.

Originally my idea was to have that song in a lower key, and in fact we [Crush 40] did the demo in that much lower key, and that was featured on the Sonic and the Black Knight “Face to Faith” album and it is much heavier.

T-Bird: I think a lot of fans liked hearing a heavier version…and thanks for sharing the story! Short question: BlueLightning asks, what was your first guitar?

Jun: He wants to know my first electric guitar? Actually, before I started playing electric guitars, I got an electric bass, since I was into Duran Duran at the time.

T-Bird: Haha! That’s awesome!

Jun: Andy Taylor the guitar player didn’t play any solos with Duran Duran or anything and the bass player was so much more…

T-Bird: …Interesting?

Jun: Yeah! Originally I played the keyboard, but the drummers and the keyboard players were always at the back of the stage, and I always wanted to be one of the guys in front of the stage. I’m not good at singing, and I was not interested in singing, so I picked up the bass. However, after watching some MTV videos by the band called Ratt [Rock history lesson right here kids! – T] and Night Ranger, I got really into those bands, and so my very first guitar was a duplicate of the guitar the Ratt guitarist had…and I still have it.

T-Bird: Do you remember what make it was?

Jun: I think it was Fernandes, but these days I’ve replaced the neck with a performance neck…I will post a picture of it sometime!

T-Bird: Haha! Definitely! So, Sinister Swiss asks after the remixing of the Angel Island Zone track for Super Smash Brothers: Brawl, have you considered going back and reworking any other classic songs from those classic titles?

Jun: Interesting! It  was very fun to do the remix for Angel Island, and also I made another arrangement of Sky Sanctuary from Sonic & Knuckles for the Mario and Sonic at the Olympic Winter Games, and if I get a chance I want to try to do more of those kind of remixes.

T-Bird: Any particular tracks?

Jun: Ummm…talking about Sonic the hedgehog 3 and Knuckles music…*starts humming*

T-Bird: HAHAHA! YEAH! Death Egg Zone from Sonic & Knuckles! I think that would make a lot of the fans would love that!  I know we’ve covered this in the previous half of the interview, but Michelle Palmer asks if you are considering any tour dates?

Jun: As I was saying, I am going to try and organise some Crush 40 dates around August time. [As a side note kiddos, Jun has a new band Bubbilicious Blvd. And is playing shows in Tokyo! Check out the TSS article on them! – T].

T-Bird: Ok, last question…Hawkz asks, what would you say has been the defining moment of your career?

Jun: Hmmm…I’d have to say there are several. The first one is back in ’96, the moment I teamed up with Eric Martin. It was a very special moment for me. From that point I started trying to find direct connection with the artists, and that’s the way I’ve been doing it for years now.

Both Sonic Adventure and Sonic Adventure 2 are very important games for me and very important titles for me, since Sonic Adventure was the very first time I was the sound director for a Sonic title, and I changed the sound of Sonic music drastically. With Sonic Adventure 2, some of us moved to the States, which changed our lives, and this time around we tried to make the music for the American market. It was very fun, and a very special time for not only me, but for the team too.

Finally, with Super Smash Bros: Brawl We provided several pieces of Sonic music to be used in the game, and lots of new fans – by new fans I mean the players who did not have any experience playing Sonic games – listened to the music for the first time while playing the Smash Brothers game…to me that was a great experience.

T-Bird: Lots of fond memories, and I’m sure a lot of fans hold some of those moments close to their heart too! Thanks loads for taking our questions Jun…hopefully we can talk to you again soon with more burning questions!

And we will have more questions answered very soon! Stay tuned for Part 3…but before you do, a quick message to someone…

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The Jun Senoue Interview – Part One

Shibuya, Tokyo, 7:30PM on a Sunday evening. Night time means nothing in this city, as the streets are still rammed full of shoppers going in and out of the many music, entertainment and fashion stores that line every main street and side alleyway. A sign and a menu is all that marks the rather uninteresting entrance to a well-known Italian restaurant, and three floors down, I’m sitting with the legendary Jun Senoue. Jun has been at the forefront of Sonic the Hedgehog music since 1993 and has since redefined the face of Sonic music with the formation of Crush 40 and their soundtrack to Sonic Adventure. TSS and junsenoue.com have been lucky enough to grab Jun for an exclusive interview

T-Bird: So Jun, how are you, and what projects have been keeping you busy?

Jun: I’m working on several projects, at this moment I can only tell you that I’m working on Super Monkey Ball: Step and Roll which was released this month. I was not the composer; I took care of finding the singers and talent in a similar way I did for Sonic Unleashed and Sonic the Hedgehog 2006. The composers were Tomoya Ohtani and Mariko Nanba. There are eight vocal songs which meant I had to find eight singers; In the end these were two Japanese singers, three North Americans and three from Europe, with the genres of the tracks focusing on dance and club tunes.

T-Bird: To sort of follow on, can we expect any new material from you this year? I think “The Works” went down exceptionally well last year, and the burning question on everybody’s lips is when is the second Crush 40 album due out?

Jun: Yeah…we [Jun and Johnny Gioeli] are discussing when we should start work on the next album, or the next show. Originally I had a plan to do other Crush 40 shows here in Tokyo in early May, but Johnny is quite busy with Axel Rudi Pell [the German rock act Johnny performs with] so maybe we will get around to doing some shows. We had a TGS (Tokyo Game Show) performance in 2008, and a lot of kids wanted to be there. Unfortunately they could not attend as the event was during school time, so the aim is to do some shows during the summer or spring vacations.

T-Bird: Wow, that’d be very cool for the Japanese audiences! I think one of the most impressive soundtracks from last year was the Sonic and the Black Knight OST on the principle it was so musically diverse – how did you go about getting in touch with Tommy Tallerico, and what was it like working with him and Richard Jacques amongst others?

Jun: Talking about Sonic and the Black Knight, I ideally wanted to work with the guys who provided the songs to previous Sonic titles instead of teaming up with the SEGA composers I usually team up with. I asked Richard Jacques, then spoke to Howard Drossin. Talking about Tommy though, he was not an original Sonic composer. I’ve known him for years and we are good friends, and I thought this would be a good opportunity to team up with him and have him as a composer on this title.

Tommy provided us with ten ideas for tracks, and basically I selected three ideas from his list. He composed one of them from the start to the finish, and then the other two tracks I used the ideas and took care of them, arranged them and tracked the music with my band. It was a very fun experience!

T-Bird: I bet! Ok…(laughs) I guess this would be a good time to bring up Sonic the hedgehog 4: Episode 1 which has just been announced this week. Any thoughts? Anything you can tell us like, are you involved with the soundtrack?

Jun: Uhh…Ok. My answer is this; I hope I can tell you all the details in late spring or early summer!

T-Bird: Haha! Ok, I guess we will just have to wait then! As we mentioned before, you’ve heard of the Summer of Sonic. In 2008 we had TJ Davis and Richard Jacques, last year we had Bentley Jones return to perform…any chance in the near future for a Crush 40 appearance?

Jun: Talking about the shows we’ve done so far: with had a TGS performance back in 2008, and for that we played along with some backing tracks. For our next shows in Japan (more later!) we plan to have full band. If we come over to the UK, we will probably do something similar to what we did at TGS, but yes, we [Jun and Johnny] will be talking about it!

Don’t miss the second part of the Jun Senoue interview tomorrow, where Jun has answered some of the burning questions posed to him by you, the fans!

A massive thank you to Jeriaska from Gamasutra for the excellent photos!

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Alton Towers & The Sonic Suite

As you may have already read, I was the first person to sleep in the brand-new Sonic the Hedgehog themed hotel Suite at UK leisure resort, Alton Towers. My stay was earned by winning a quiz on the coach to the theme park on Friday; a coach that contained a bunch of community luminaries, bloggers and press (with myself in the unique position of both press and community). Except T-Bird, who is still in Japan. I missed his hat.

The special trip to Alton Towers was arranged by Sega, to celebrate the opening of the new Sonic Spinball rollercoaster (and of course, the Sonic Suite). After a three-hour coach journey, we all huddled around the ride entrance where Sega representatives and ‘Sonic’ officially cut the celebratory ribbon. We were then free to stumble in curiosity towards the rollercoaster itself. It was the day before Alton Towers opened for the new season, and so we were the very first people to try this attraction out.

Sonic Spinball may well be an older ride with a new lick of paint, but the nature of the rollercoaster seemed like a perfect fit for the blue blur. Four-seater pods periodically pass through the track, which start rotating as the ride begins and you turn the first corner. Then you meet the initial climb upwards, which was really quite fast, giving you barely any time to soak in the impending drops, twists and turns that lie ahead.

The following events involve high-speed belting around tight corners, V-shaped curves which force you to face the drop as you go down, and a zig-zag of highs and lows sporting a camera at the end. In the free hour given, we must have jumped on the ride six or seven times each, with free unlimited photo prints to keep those high-octane memories forever. To the side of the photo booth were two UFO catchers with Sonic plushies up for grabs – so our time was adequately split between riding the Spinball and attempting to win a Tails doll.

It had to end at some point though, so we all caught a coach back to the hotel where we all stayed; as everyone else took a tour of the special Sonic Suite, I was at reception signing out all of the gear that goes in it – two PS3 controllers, two Xbox 360 controllers, two Wii Remotes, one Wii Nunchuk and a bunch of Sonic games. These included Sonic Unleashed (PS3), Sega Superstars Tennis (360), Sonic 06 (PS3), Sonic and the Black Knight (Wii), Mario & Sonic at the Olympic Games (Wii) and Mario & Sonic at the Olympic Winter Games (Wii).

Once everybody else had taken their Sonic Suite tour and saved all their photos, it was mine and Jemnezmy’s turn to step in and soak in the room that we would be sleeping for the night. And despite it’s rather pokey size, it’s a rather impressive room for the big-time Sonic fan. Opening the door activates a sound clip that welcomes you to the room – ‘Sonic’ (in a rather trying American accent) introduces the Suite with different phrases each time the front door is opened, including “Hey-Hey! Have you tried Sonic Spinball yet?” and “Watch out for Dr. Eggman! Let’s Go!” alongside boost and spring sound effects.

The wallpaper is a colourful print which takes its design from the recent Sonic the Hedgehog 4 trailer, although there are new elements that you have probably noticed already. Extra platforms, springs and Sonic 2-esque dash pads all feature on the Sonic Suite walls, but none of them look like in-game segments of the game – rather like higher-quality images that have been imposed on top of the landscape seen in the three-second gameplay clip.

The widescreen TV is pretty snazzy, alongside the Wii, PS3 and Xbox 360 consoles that are all hooked up to the unit. A drawer underneath the consoles reveals a couple of Sonic plushies, chocolate coins and a Priority Pass for up to 6 people to ride on Sonic Spinball. Yes, we totally cleaned that drawer out.

Awesome Sonic references are everywhere in this room. The lampshades are Chaos Emeralds, the bed’s headboard is a giant ring, and there’s the most awesome palm tree in the corner that I tried to steal the next day. People would have probably noticed it under my arm, though.

Other festivities that took place outside of the Sonic room included dinner in Alton Towers’ beach resort room (complete with steel drum band and playtests of Sonic & Sega All-Stars Racing), an open bar until 2am, giant Connect 4, and a day’s VIP pass at the theme park on Saturday. It was truly a delicious day, and I met several people who attended Summer of Sonic last year who came especially to ride Sonic Spinball. No doubt they all had as much of an awesome time as I did on the ride.

Head to the Alton Towers website to find out more about the theme park and Sonic Spinball ride, and to learn more about booking the Sonic Suite for yourself. You’ll have an awesome time, trust me. Gallery of all images below, go take a look.

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The Spin: Why Abhor Sonic 4?

Sonic the Hedgehog 4’s reveal has had a huge impact on the Sonic fanbase. As I wrote in a similar piece, sitting in my position at the forefront of the community, it’s clear that this game has had the biggest impact in the fanbase than anything Sega has announced before. If more proof was needed, just look at forums such as Sonic Retro – who are pulling apart those short three seconds of gameplay and trying to eke as much information as possible beyond the official line. That shows how excited we all are about the announcement of this game, positive or otherwise.

Earlier today, Brad wrote his own feelings as to why there’s a reason to be worried about the upcoming ‘return to the classics’. It’s a topic that I have been debating with him and others who share his view on the SSMB Forums. There are two sides to every argument however, and as much as Brad was right in posting his feelings, so too should I write something of a friendly counterpost detailing why I think there’s nothing to worry about. Yet.

Continue reading The Spin: Why Abhor Sonic 4?

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Sonic 4: What’s In A Name?

The following is the opinion of a man who is conflicted and about a company that chose the wrong name.  If you don’t want to read any negativity about Sonic 4 (or you don’t like to read), turn back now.  If you’re going to read on, you’re going to read parts that you might agree with and parts that you might not agree with.  So is the nature of opinion.

My first Sonic forum was Sonic Fan Games HQ and it is where I rose to the community status that I have today.  My first administration job was there and it is also where I met a lot of people to get me in the position that I’m in today.  SFGHQ is where I began development on Sonic Nexus, a project that I began because I did not think SEGA would provide another classic romp ever again.  When college allows me to work on it, Nexus is my only gateway to an “all-new adventure.”

SFGHQ is also the home of many “Sonic 4” fangames that have come and gone over the years.  People have always dreamed of making the direct sequel to Sonic 3 & Knuckles and have either given up, lost interest, or have changed the name of their game to rid themselves of the high expectations that they have set for themselves.

SEGA is now guilty of setting their own bar too high.

I kid you not, there is a Sonic Retro wiki article for every pixel of this screenshot.

 

Before you stop reading the article to comment on how 3-seconds of gameplay cannot justify an opinion as critical as mine, I’ll remind you that classic Sonic fans only need a little to break down anything and everything within a single frame.  Sites like Sonic Retro, SFGHQ, and Zone:0 exist for a reason.  We have perfected analyzing every pixel, color, and motion in the classic Sonic games.  If anybody’s going to not fall prey to the hype monster… it’s us.

You might say that we’re ungrateful for not being completely sold or hating what we have seen thus far of a project that Ken Ballough, SEGA’s brand manager, said is finally intended for us.  In reality, are we really unappreciative for dogging on it?

The game is called Sonic the Hedgehog 4, a direct sequel to a trilogy made famous on perfection.  We do not have ridiculously high expectations.  When you name the game Sonic 4, it has to be perfection.  If it’s not, you might as well piss all over my Genesis.  SEGA PR giving reasons as to why I’m not pleased is making excuses for something undeserving of a title that they gave it.  It’s not us… it’s them.

Isn't "concept art" supposed to help conceive new ideas? I saw this spinning flower 19 years ago.

 

The original games are also built on creativity.  Where one game came up short, the other expanded upon and surprised you with more.  Sonic 2 introduced a spindash, another character, and Super Sonic.  Sonic 3 had a “tropical green  trope” zone to begin the game, but broke precedent and set it on fire almost immediately. Sonic & Knuckles introduced a playable Knuckles and lock-on technology, which even breathed new life into Sonic 2.  The bar was raised whether you were prepared for it or not.  With 3-seconds of a Green Hill rip-off and an Emerald Hill corkscrew, along with old badniks, Green Hill palmtrees and flowers, Sonic 4 currently does not surprise or rise above the three games before it.

The blatant rehashing of old materials is fangame quality at best.  Even the story admits that this game will be bringing back “Eggman’s finest creations.”

Yes, “official fangame” is an oxymoron, but that’s what Sonic 4 looks like thus far: an average bit of fan-service that ultimately does not live up to its choice of name.  Aside from the aforementioned “fangame n00b mistake” of a name, the game is rehashing old stuff and updating their looks to make it all seem “new.”  For most of fangame creators, that is all we really do to make level art and badniks, since we lack the skill to sprite original things ourselves.  Observe:

The art style of the classics is there in the trailer, but we saw Green Hill nearly two decades ago.

With the talk of art style also comes Sonic’s appearance and where the train really comes off the tracks.  The pudgy, short-spined, black-eyed original doesn’t return.  What a sequel to the Genesis games gets is the lanky, floppy-spined wannabe that has been romping around King Arthur’s court as a werehog with Shadow, Cream, Marine, Silver and the ruffles.  I do not care about confusing the children and being consistent with Sonic’s modern design.  The Sonic I knew has a spirit attached to him that no other character can match.  Even a re-design of Sonic would have sufficed because, hey, we are rebooting, right? If the game was called something else, modern Sonic wouldn’t be an issue.  However, the game is called “Sonic 4.”

The face of failure... or someone who just farted.

 

“Modern” Sonic’s appearance hit me the hardest.  SEGA had lied to us.

They invoked the winged ring back on 9.9.09.  They made a whole forum skin around the Genesis sprites. The “Hedgehog Day” flash ditty was classic Sonic coming out of a hole.  Classic Sonic was coming back.  Even the trailer had a classic Sonic retrospective!  My hopes were dashed when the face of an underwhelming decade faded up at the end of the trailer.  SEGA’s commitment to finally pleasing its original fanbase after sixteen years was a front.

Ken Ballough said it himself: Sonic 4 is our game.  When a new Sonic game came out with 10 new characters and laser guns, we clamored for a return to form and SEGA has finally obliged.  The kids have had their games and they were mediocre at best, most being the butt of jokes across gaming websites.

If Capcom can commit to classic Mega Man to the point of fully embracing its past by making awesomely bad box-art, then so can you, SEGA.

Here's a fan's altered "Sonic 4" model. Looks like a winner to me.

 

Last week, I had chastised a few people at SFGHQ for an absurd amount of complaining over the Needlemouse contests and the eventual recycling of old badniks.  My posts were along the lines of, “Shut up, you guys.  Classic Sonic is returning.  This is what we want!  Can’t you be happy?”

Unfortunately, now I’m the one doing the complaining.  What Sonic 4 appears to be isn’t what I want.

SEGA, you owe it to your legions of 20-something and older fans to make a change.  Our commitment to you when we were still wetting beds in tacky windbreakers is why you are still around today.   We defended you on the playground against those Mario-loving, Super Nintendo owning sons of bitches.  We followed you to consoles that were complete failures.

Either change the name and respect what are still Sonic’s best games or fix what I saw in that trailer.  I will not settle for anything less than perfection.  We’ve been settling for a decade now.  Provide throwbacks while expanding and innovating.

The time is now.  The choice is yours, SEGA.

You might think I’m overreacting (hell, I think I am, too), but that is just how close the name “Sonic 4” is to me.  Again, if the name wasn’t “Sonic 4,” I would be completely sunshine smiles right now, but that’s not the case.  There is a weight so heavy tied to “Sonic 4” that I doubt anybody will ever be able to pick it up.

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I’m prepared for the flaming below.  Let me have it, fellas.  I’m aware that this is probably not the time nor place for such an article, but with a subject so close to me, I had to get my two cents out there.  You’re entitled to your own opinion, too.

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Official Needlemouse Party Thread

I think that you’ll agree with me that the Needlemouse reveal will be the biggest announcement that SEGA has made in nearly a decade.  It is huge.  Site stats have tripled, servers are crashing from traffic, and excitement has reached a fever pitch.  In just under 8 hours, GameSpot and SEGA will reveal what exactly “Project Needlemouse” is.

Let’s have a fuckin’ party!  Post links to images, music, YouTube videos, or just your pure excitement in the comments!  Celebrate with your fellow Sonic fans!

[youtube]http://www.youtube.com/watch?v=5pyxHnQa4uc[/youtube]

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The Sonic Stadium Soundtrack Squad Review: Crush 40 – True Colors: TBOStH Part 2

True Colors – The Best of Sonic the Hedgehog Part 2

JEZMM:
“If True Blue was about the quality of the music in the franchise, this compilation is about the wider variety of the music, covering almost every genre that modern Sonic has touched upon to great success. My only disappointment with the album was that there was only one song that was an entirely original, never-before-heard remix, and it was a song that has been remixed several times already –” Dreams Of An Absolution”. Having said that, it’s a beautiful and inspiring remix, and while we have heard a bit of the almost-new Open Your Heart remix before, that’s still an amazing track too. The other bonus tracks however either aren’t huge deviations from the originals, or are simply rarer tracks from Sonic’s history. On the plus side for long-time fans though, this is the first official release of “E-102’s theme” to have a definitive finish, and “Cosmic Eternity” has a slightly extended ending. As a fan of all varieties of Sonic music, I found it to be a fantastic musical celebration of the extended cast, although those who would rather Sonic stick to one genre may have mixed feelings.” [8]

Thumbs Up!: Fantastic variety of tracks. The new stuff ranges from “nice” to “awesome”.
Thumbs Down!: One too many Shadow-related tracks. New content may disappoint some.
Favourite Track: Dreams Of An Absolution (Starry Night Remix)

BLITZCHRIS:
“Both True Blue and its more recent brother True Colours, interest me for one major reason. Remixes. True Blue did well, but has True Colours stepped up to the plate? I dare say it has, bringing home 4 new and 1 previously released but unobtainable remixes. The long awaited Lee Brotherton remix, “Open Your Heart” attempts to modify the more rock-driven song into something suitable for a club, and does so with flare. Crush40 return with Mike Szuter of Magna-Fi fame to produce a mix most fans will appreciate with a combined cover of All Hail Shadow. There is something almost, ‘complementary’ about the grouping of Mike’s voice with Jun’s guitar. Ohtani’s ‘Starry Night’ remix of ‘Dreams of an Absolution’ was the low point of the album for me, destroying one of the songs that saved Sonic06 from complete embarrassment. It sounded like a mash between two songs that just didnt ever belong together. Lastly, the original demo for Lazy Days just wasn’t as cheesy and doesn’t have the same energy as its original. It was interesting however to hear how the song has evolved since its original release. It’s not a bad mix, just something different. A listenable version of the “Sonic3 MegaD Mix” was a cause for celebration, with the track only previously obtainable through the menu background music of another game. I’m a massive fan of “look-a-like” and I would have loved to have seen a more complete version; it was nice to see its inclusion anyway. ” [8]

Thumbs Up: The track selection for the rest of the disc was fairly spot on.
Thumbs Down: Ohtani’s ‘Starry Night” remix did not impress at all.
Killer Track: All Hail Shadow

T-BIRD:
“Again, like I did with my review for the C40 album, I’m going to pitch from the collector’s end of the pitch. While I can’t faulter the selection of tracks here (indeed, nice to see some unexpected stuff like Gamma’s theme), and a double-whammy of Shadow tracks in the form of Julien-K will always go down well. However it’s the same old Sonic tunes re-packaged, and I think there’s only so much of this the fanbase will lap up. Where are all the classic chip-tune tracks? If I was in marketing i’d be putting together a “Best of Classic Sonic” and stuffing it full of Sonic 1,2, 3&K tracks, and surfing the demand of even the non die-hard fans wanting to purchase a little bit of their childhood in CD form. Am I right? The remix and demo tracks are nice little touches to the end of the album, and it’s good to see some of the more obscure pieces like “Look-A-Like” haven’t been forgotten by SEGA as again this is probably a definitive track for a number of people in the fanbase. I think the real destroyer track on this album is the “K-Club mix of Open Your Heart” as it tears up both the melody and tempo of the original and makes something brand new – something the fans want and this album on the whole fails to deliver. If you’re gonna buy one of the new albums from last year kids, go for the C40 compilation, or better yet Jun Senoue’s “The Works”. [6]

Thumbs Up!: A thoughtful selection of non-Sonic character themes from through the ages.
Thumbs Down!: You’ve probably got most the tracks already.
Killer Track: Open Your Heart (K-Club Mix)

A “truly colourful” collection of new and old tracks. Yet, this is another album on which re-released tracks feature predominantly, with the mixed bag of six new songs splitting opinion.

True Colors is still available for purchase from the Jun Senoue Official Store, as well as play-asia, and CD-Japan.

Are we totally off the mark again?  Or… do you agree with us? Let us know in the comments!

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T-Bird’s virtual tour of SEGA JOYPOLIS in Tokyo, Japan

[youtube]http://www.youtube.com/watch?v=gOLmK-pV6XQ[/youtube]

Greetings from the land of the Rising Sun, TSS! I’m currently over in Tokyo on business, but in between the conferences, work, and copious quantities of sushi, I’ve found some spare time to do some exploring, and like all good merch hunters, I made SEGA JOYPOLIS in Odaiba Tokyo one of the prime places I needed to visit!

Within the halls of the Aqua City Mall lies SEGA Joypolis,  probably the last bastion of SEGA’s hayday in the 90’s. The walls are covered with the signatures of the famous actors and artists who have made a visit to the park over the many years since it’s opening. There’s even the odd advert, picture or fixture that remains, and you can see throughout the park if you look hard enough. Over the years the park has evolved, as has SEGA, with their shift from a market dominating company through to a software developer. Unlike the Trocadero in London though, the park seems to have survived through the hardships and remains a bustling hive of activity and a popular destination for families (and couples on dates!).

As well as the bristling shop full of Sonic plushes and the COSPA line Sonic and SEGA paraphanalia, there’s a whole host of UFO catchers stuffed with Draemon, Disney and other goodies…and unlike UK UFO catchers, these actually let you win occassionally! Upstairs on the second level are the ball games, and this year (to my utter delight) you could pick yourself up a Sonic Mobile plush…which I did after only 600 yen worth of tries. You can also exchange your real money for SEGA Tokens emblazened with Sonic’s face…and so I had to keep a few in my pocket for posterity.

What I didn’t know Was that Night of the Werehog has had a 3D makeover for Joypolis viewing. For a mere 600 yen (about £4/$8) you can sit in on a state-of-the-art showing of the animation that came out just after the release of Unleashed year before last. Some might argue that is quite a steep price to watch a 10 minute short (although the added annoyance is the poor exchange rate), however I am personally overjoyed this little piece of awesome is getting general acclaim in Japan.

The top two floors of Joypolis include a plethora of sit-in rides (including a Prison Break themed-ride) and a line of really, really retro stuff, including some Typing of the Dead cabinets which I think you can actually play for free. These are also complimented by the usual bandit machines and obligatory gambling that seems to prevolent in Japan. Unfortunately the restuarant level called “Joypolis Decks” does not include any Sonic themed food. Disappointing.

The one thing you can be sure of at Joypolis is that if you win something, they will make a fuss, and will insist you take many photos to mark the ocassion! If you’re in and about Tokyo, I think that the 620 yen train ticket and the 500 yen entrance fee is small price to pay to come and check out this place!

  

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Sonic Show: Top 5 Biggest Assholes

There are a lot of assholes in Sonic games.  A lot.

Ben and I meet up again to rank our personal top 5 biggest assholes in Sonic games.  What ensues is a list featuring frustrating badniks, notoriously difficult levels, and seemingly unpassable objects.  Who will take the top spot?  Watch it all below, knuckleheads.  (Be sure to watch in high quality!)

[youtube width=”560″ height=”340″]http://www.youtube.com/watch?v=ISXg8N263oI[/youtube]

What are your top 5 biggest assholes in your Sonic experiences?  There are plenty more assholes to rant about!  Let us know and stay tuned for more cool shit from The Sonic Show.

Watch the Top 5 Biggest Assholes at The Sonic Show

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Sonic Show: The Marcus Minute, Ep. 1

TSS’ vidcast, The Sonic Show, has a new face… and it’s the face of a generation.

If you were anywhere near SAGE 2009 this past July, you should know Marcus.  He had a few hours of air-time that everybody loved.  If you are unfamiliar with him, here’s his story of how he ended up on The Sonic Show:

Marcus was born in 1995.  Marcus’ first Sonic experience was Sonic Adventure 2 for the Dreamcast.  He didn’t know what a “Genesis” was until last year.  He decided to play the games that started it all.

One day, Marcus decided that he wanted to be like everybody else on YouTube and review classic games.  Nobody watched him and those that actually did hated his guts.  Marcus locked himself in a closet of Shadow plushies and cut his wrists with the instruction manual of Sonic ’06.

We saw him in action and, quite frankly, he’s the best at what he does.  Jay (DiscoPonies), head of the Sonic Show, decided to pick him up.  Marcus emerged from his closet a new man.  Today, we bring you his first review as he takes a retrospective look at the original Sonic the Hedgehog.

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

Watch “The Marcus Minute” at The Sonic Show.

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Also new at The Sonic Show is #47, a behind the scenes look at the making of a film that you probably didn’t even know existed.  It’s a sequel to boot.  What?

[vimeo]http://vimeo.com/8655190[/vimeo]

Watch the behind the scenes footage of “Return to Little Planet II” at The Sonic Show.

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.