Headcannon Working on Sonic Origins Plus DLC Sprites, Enhancements

In a tweet that went up a few hours ago, Headcannon confirmed that they have contributed to the upcoming new content for Sonic Origins Plus, including Amy Rose’s new sprites and Knuckles’ campaign in Sonic CD.

Headcannon specifically calls out the work of team members Andy A-Start and DashPadSPD for design and data management in the expansion. In addition to the character updates, Headcannon also supplied additional enhancements which were not specified. Closing out the thread, the team thanks SEGA for their openness to the developer’s feedback and suggestions, and they appreciate the level of trust SEGA put in them.

Headcannon was responsible for bringing Sonic 3 & Knuckles to the Retro Engine in Sonic Origins’ initial digital release. While our staff has had very positive experiences with collection, some members of the community and members of Headcannon itself have expressed dissatisfaction with its technical shortcomings.

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Sonic Origins Video Shows Off Drop Dash, Missions & Other Features

UPDATE: We now have confirmation that this video is 100% official, and was posted on the official Korean Sonic the Hedgehog Facebook page.

While we don’t quite know this video’s origin, we do know this Korean language version gameplay video shows off some significant features in Sonic Origins the reveal trailer didn’t share:

We are marking this as rumor purely because it isn’t through official or confirmable sources at this time, but every other aspect of this looks pretty authentic. Treat this as we have high confidence but not 100% confidence in this. The button layout in the videos use ABXY, so the footage itself was taken from a Switch, an Xbox, or a PC.

While those who have played the other Retro/Star Engine ports will be quite familiar with some of these features, this gives a very brief overview of ones not present in the original 16-bit releases, including the Drop Dash and Super Sonic in Sonic 1, Tails as Knuckles’ sidekick in Sonic 2, and the prototype Hidden Palace stage connected to Mystic Cave.

Further, the video shows off a bit of the game’s interface, including Missions. In one, the player has to collect 50 rings in 50 seconds as Tails in Palmtree Panic, and another puts Super Sonic in Metropolis with a similar goal (but with the challenge of your rings being slowly depleted). In both cases, the stages are modified from their original 16-bit versions, changing formations of platforms, rings, and blocks. The rank letter in the top corner (shown in previous official screenshots) updates in real time, letting you know how well you’re performing.

If those bonus missions or getting to team Knuckles with Tails on a console platform gets you excited, Sonic Origins releases June 23 with these and many other announced features.

Thanks to Indigo Rush on the forums for the tip.

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Sonic Mania Team Form New Game Studio

Christian Whitehead today announced via Twitter the formation of a brand new “boutique” game studio, Evening Star Studio. Continue reading Sonic Mania Team Form New Game Studio

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Christian Whitehead Confirms Sonic CD Port Involvement, SEGA Gives More Details

[youtube]http://www.youtube.com/watch?v=EJa-4tMqVNc[/youtube]

Christian Whitehead (aka The Taxman) confirmed to Sonic Retro upon the official unveiling of the Sonic CD port on Thursday that his Retro Engine is powering the game. Whitehead also says the game will feature a proper looping soundtrack and an option to play using the original Sonic CD Spin Dash or one similar to Sonic 2. You can see the Retro Engine running a proof of concept demo of Sonic CD on an iPod Touch in the above video Whitehead recorded back in 2009.

UPDATE: Sonic Retro has informed us that it was actually SEGA’s Ken Balough that was interviewed below, not Patrick Riley.

In other news, SSMB and Sonic Retro forum member Shade Vortex attended PAX 2011 and interviewed SEGA staff member Ken Balough about this new Sonic CD port and got some interesting bits of information. You can read the full details below courtesy of Sonic Retro.

SONIC 2 SPIN DASH AND MUSIC

Regarding the functionality of the Sonic 2 spindash, Riley said that the feature could still be removed from the final game if it is found to cause problems within the game, going on to say that developers shouldn’t talk about features so early on for this reason.

More on that point, when asked about the inclusion of the U.S. soundtrack, Riley stated that it is not currently planned for use in the full release, due to licensing issues in using Spencer Nilsen’s soundtrack. However, Sega is trying to work around that and come up with a solution. Meaning, if an agreement is reached, this may include paid DLC, if the game can support it. For now, the game is International soundtrack only.

DOING THE TIME WARP IN THE TIMELINE

When asked about the curious use of Sonic 4 assets in the reveal trailer for the game, Riley confirmed that Sega has retrofitted Sonic CD‘s place in the timeline as after Sonic 3 and Knuckles but before Sonic 4: Episode 1. The rationale behind this was that Sonic CD’s developers never put any direct mention of Sonic CD‘s place in the timeline.

Even if a slight nod to its place exists within the original game itself.

So how exactly does this work? When Sonic CD is released later this year and Sonic 4: Episode 2 is announced, there will be a trailer where Sonic escapes from his time-travelling detour. In all the Sonic 4 trailers, Sonic is chasing Eggman from the left of the screen to the right. In the Sonic CD trailer, there’s a signpost instead, and when he hits it, he takes a detour and does the story of Sonic CD. Once his CD adventure is over, his detour ends, and he goes onto Sonic 4: Episode 2, coming out sometime next year.

Wait… so Sonic 4: Episode 1 happens, Sonic CD, then Sonic 4: Episode 2? I guess this fits with the whole “after Sonic 3 and Knuckles” thing, but wouldn’t this technically make it a side-sequel to Sonic 4: Episode 1 then? Just hit me with the Hazama cameo. Blast you and your odd time travel logic, Sega!

Opinion injection aside, there’s one more point that was tackled.

SONIC 4: EPISODE 2 RUNNING ON THE RETRO ENGINE?

With The Taxman’s earlier details revealing that Sega now owns a license to his Retro Engine, used to power the popular fan game Retro Sonic Nexus, fan speculation rocketed if Sonic 4: Episode 2 will throw away the criticized physics engine it used in favor for the Retro Engine.

And with the precision of Sonic shooting down one of Eggman’s many airships, Riley responded with a flat “No,” continuing by saying that Sonic 4 “will never” use the Retro Engine because the code base is incompatible with the existing Sonic 4 engine, which they are still using for Episode 2.

Hopefully with quite a few tweaks and lessons learned from Sonic Generations. I know, opinion injection again. My apologies.

Special thanks to Shade Vortex for conducting the interview because some of us couldn’t make it to PAX this year.

Source: Sonic Retro – Link 1, Link 2

What are your thoughts on this information? Let us and others know in the comments section below.

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