SEGA Reveals Sonic Free Riders TGS Trailer

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

SEGA has revealed a few new trailers via their Tokyo Game Show USTREAM account, where they will be streaming events at their booth live. The trailers are for Korohyo, Shining Hearts and Sonic Free Riders. The Sonic Free Riders trailer gives us our first footage of Rocky Ridge and a previously unseen shortcut or two in Dolphin Resort. Also shown is the co-op element that the games Xbox.com product page has listed since the games announcement. In this mode it appears that you can hold hands with another player and pull off some joint tricks on jumps, but unfortunately that’s all that is shown in regards to co-op for now. We also get to hear some new music for the game, which is just as catchy as we’ve come to expect from the Sonic Riders series.

What do you think of the trailer? Speak out in the comments.

Thanks to Doctor Eggman at the SSMB for the heads-up and to Woun at the SSMB for uploading the trailer to YouTube.

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Sonic Adventure PSN Release Date Revealed

According to a post made on SEGA’s Twitter account on Friday during a giveaway event, the PS3 version of Sonic Adventure will be hitting PlayStation Network the same day as the Xbox 360 version, which was announced a couple of weeks ago to be available for download from September 15th on Xbox Live Marketplace.

The post reads:

We are all out of shirts! Congrats to @evilslash13 and all our winners today! Reminder – Sonic Adventure on PSN / XBLA on 9/15/10!

Will you be downloading this Dreamcast classic? Let us know in the comments.

Source: SEGA’s Twitter

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2-8 Players Online Confirmed For Sonic Free Riders

SEGA has revealed on its Tokyo Game Show website that their upcoming Xbox 360 Kinect title, Sonic Free Riders will support 2-8 players in its online multiplayer mode. This is 4 players less than Xbox.com originally stated on their website, before the information was quickly removed, but it’s still a good total that most racers support. This is an exciting new feature for the Sonic Riders series, but with the game being restricted to Kinect, will the lobbies remain very busy for long? That will depend on the success of Kinect.

Has this feature gathered your interest in the game? Let us know in the comments.

Source: SEGA’s Tokyo Game Show website

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SEGA Updates Tokyo Game Show Line-up

Those disappointed with SEGA’s earlier line-up for this years Tokyo Game Show will be glad to hear they have updated it with more titles, and its good news for Sonic fans. On top of already announced Sonic Colours (both Wii and DS), Sonic the Hedgehog 4: Episode 1, Sonic Free Riders and Sonic Adventure (XBLA) will now be available on the show floor. Other SEGA titles added include Crazy Taxi (XBLA) and Virtua Tennis 4 (PS3).

The full line-up is below:
PS3:
Vanquish
Sonic the Hedgehog 4: Episode 1 (PSN)
Virtua Tennis 4

PSP:
Phantasy Star Portable 2 Infinity
Black Panther Yakuza New Chapter
Shining Hearts
K-On After School Live

Wii:
Sonic Colours
Sonic the Hedgehog 4: Episode 1 (WiiWare)

DS:
Sonic Colours

Xbox 360:
Vanquish
Virtual-On Force 360
Sonic Free Riders (Kinect)
Sonic Adventure (XBLA)
Crazy Taxi (XBLA)

The Tokyo game Show will be open between September 16th and 17th for press and September 18th and 19th to the public.

Source:
SEGA-Mag

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SEGA: “Sonic Colours is for everyone”

Sonic fans have been very vocal within the last month, since an interview retailer GAME held with Takashi Iizuka hit the net. The reason being, because Iizuka stated that Sonic Colours is being targeted at the six-twelve age group, while Sonic the Hedgehog 4: Episode 1 will cater to older fans. This comment worried and angered many fans, making them feel isolated and lead them to believe that this game will be too easy or won’t be any fun at all for them.

Well, now concerned fans can put their fears to rest. When asked by Destructoid about Sonic Colours‘ target audience, Sonic senior brand manager Judy Gilbertson said “Sonic Colors is for everyone! Let’s say that right out of the gate,”

Gilbertson then went on to say:

“But to clarify further, we definitely don’t want to isolate any of our fan base — we’re absolutely thrilled to see the positive reaction Sonic Colors has gotten from fans and the excitement in the community about its upcoming release on Wii and Nintendo DS.

“Obviously, everyone at SEGA has a deep-rooted love for the Sonic franchise, and we’re always working on bringing new and exciting Sonic experiences to our fans. This year, we have three very different but equally great Sonic titles coming out; each with their own unique design philosophies and approaches to gameplay and all of which are created for Sonic fans and gamers, both those new to the franchise as well as those who have followed these games from the very beginning.”

Gilbertson explains that the game is being developed to be accessible to younger gamers as well as ‘core’ fans, that their mission is to try to cater to existing fans and potential new fans.

“With Sonic Colors, we’re looking to deliver a fast and fun Sonic experience that blends both 2D and 3D game mechanics in a way that a lot of fans have desired for some time,” Gilbertson adds. “But we’re also looking to create a game that is accessible to younger gamers as well as our ‘core’ fans.

“In short, Sonic Colors is designed first and foremost to be fun; the emphasis is still on everything that makes Sonic great, so there will be things there that will please long time fans in addition to elements in the game designed to bring in new Sonic fans as well. We expect that all of these aspects of gameplay will result in an experience that gamers of all ages will truly enjoy. And the game is a great compliment to both Sonic 4, a title that focuses on that retro style of gameplay and is also being released later this year as the first true sequel to the SEGA Genesis line of games, and Sonic Free Riders, which is the first game of its kind on Kinect this fall.

“Sonic fans continue to be vocal and supportive of their favorite franchise and we’re very aware of, and appreciate, that loyalty and dedication. In short, there’s something for everyone in our Sonic line up this year.”

What do you think about this new development? Discuss in the comments.

Source: Destructoid

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New Sonic 4 Lost Labyrinth Trailer & Preview At IGN

[youtube]http://www.youtube.com/watch?v=QFNIgxtLBho&feature=player_embedded[/youtube]

A new trailer for Sonic the Hedgehog 4: Episode 1 has just been released by IGN. The trailer shows us gameplay footage of the recently revealed Lost Labyrinth Zone and the updates made to the game in action, such as the torch mechanic, faster acceleration and running animation. No solid release date yet (just a change from Late 2010 to Fall 2010), but downloadable games don’t usually get a release date until about two weeks before release.  SEGA, in their last Sonic 4 update said we could expect more updates “early September,” and with this new trailer released, we expect they will be speaking more about the game sooner than expected. To accompany the trailer, IGN also posted a preview of the latest build.

Source: IGN:
Trailer
Preview

Thanks to Woun at the SSMB for the heads-up and the YouTube HD upload of the video!

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SEGA Reveals Tokyo Game Show Line-up

SEGA has revealed their line-up of games that they will be bringing to this years Tokyo Game Show, which will be open between September 16th and 17th for press and September 18th and 19th to the public. Sonic fans will be pleased to know that both Wii and DS versions of Sonic Colours will be at SEGA’s booth, but Sonic the Hedgehog 4: Episode 1 and Sonic Free Riders won’t be making appearances.

The full list of games and formats are as follows:
PS3:
Vanquish

PSP:
Phantasy Star Portable 2 Infinity
Black Panther Yakuza New Chapter
Shining Hearts
K-On After School Live

Wii:
Sonic Colours

DS:
Sonic Colours

Xbox 360:
Vanquish
Virtual-On Force 360

Source:
SEGA’s Tokyo Game Show Official Site

Thanks to Michael Myers at the SSMB for the heads-up!

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SEGA To Attend Penny Arcade Expo 2010

In a blog entry posted on Friday, SEGA of America announced they will be attending the annual Penny Arcade Expo this year in Downtown Seattle, WA. The event will run from September 3rd until September 5th. SEGA will be bringing along playable demos of their upcoming releases for attendees to try out, which include two Sonic titles, namely Sonic the Hedgehog 4: Episode 1 and Sonic Colours. No details are given regarding what platforms will be there and whether the demos will be of newer builds.

In addition to this, SEGA will be hosting a community event in their Gameworks arcade, located right across the street from the PAX venue at 8pm on September 4th.

We’re throwing a community event to celebrate all the fun we’ve been having in the SEGA community; if you are at PAX or around the Seattle area, we want you to attend! The event kicks off at 8pm on Saturday, September 4th right across the street at the SEGA Gameworks Arcade. It will be first-come, first-served, so get there early if you want to be guaranteed a spot inside. Attendees will have access to free food & drinks, exclusive SEGA swag, musical performances, free Arcade play, and raffle prizes throughout the night from SEGA’s past and present.

You can RSVP for the community event at the Facebook event page.

For more information about PAX 2010, head over to the event’s website.

Thanks to Shaddix at the SSMB for the heads up!

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More Sonic 4 Changes Revealed

SEGA have today revealed more information about Sonic the Hedgehog 4: Episode 1 today, as they promised they would yesterday. Todays focus is on Lost Labyrinth Zone Act 2, particularly the changes made to the controversial mine cart sequence seen in the leaked version of the game. The whole of Act 2 has been revamped for the console versions with the torch mechanic seen in the recent screenshots. The mine cart will now only be at the end of the Act and won’t be motion controlled. Could this mean that the iPod Touch/iPhone version is keeping the old Act 2?

Other smaller tweaks have been made to the game, tweaks that many fans have been requesting for ages now. The edits include a balance to difficulty to make tougher sections easier, Sonic reaching full speed and ‘wheel-of-feet’ faster, and an update to Sonic’s running animation.

You can check out the list in full at the SEGA of America Blog and Sonic City Blognik. SEGA promise another update with more changes will be released early September. Some hi-resolution versions of recent screenshots have also been released, check them out below.

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Sonic Free Riders Not Publically Playable At Gamescom?

[youtube]http://www.youtube.com/watch?v=CP93zD4SQYs[/youtube]

UPDATE: SSMB Member and Spindash.de staff member Spark has informed us that the booth seen in the above video is the public booth at Gamescom and will inquire with fellow staff still at the event about whether the demo is playable by the public. We’ll update you when we hear more. /UPDATE END

Sonic fans looking to try out Sonic Free Riders for Xbox 360 Kinect at Gamescom over the next few days are out of luck. The above video has been posted at YouTube this morning by theREALshoesy, in which we can see the demo is sealed off in an enclosure, very similar to the one at E3. SEGA staff are on hand again to show how the game is played, while the public can only watch from a distance through glass walls.

Yesterday however, the press got to try out the demo’s single track in full. You can check out a few of their videos below. GameTrailers also has a play test of the demo at their website.

GamesWorldGR
[youtube]http://www.youtube.com/watch?v=iQypT7QADo0&feature=player_embedded[/youtube]

XboxFRONT
[youtube]http://www.youtube.com/watch?v=Duvbb30gwTY&feature=player_embedded[/youtube]

Gamer365On
[youtube]http://www.youtube.com/watch?v=PLWYvLrYrFk[/youtube]

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More Sonic 4 Updates On The Way

RubyEclipse has announced at the SEGA of America Blog that today’s new media releases for the Lost Labyrinth Zone in Sonic the Hedgehog 4: Episode 1 aren’t the only updates planned. From tomorrow, fans can expect more info on changes made for the final build of the game, with footage of the Lost Labyrinth Zone coming soon, too. RubyEclipse says updates will be posted exclusively on the SEGA Blogs and the Sonic City Blognik. We’ll be keeping an eye out for the updates and post them here at TSS soon after. The above new screenshot has also just been released in hi-resolution.  In it, we can see that Sonic will still be able to spin jump while holding a torch.

What changes to the game are you hoping for? Speak out in the comments.

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Sonic 4’s Lost Labyrinth Zone Officially Revealed

UPDATE: The UK, AU and U.S. official Sonic 4 websites have also been updated with music for Lost Labyrinth Zone Act 1, three new badniks, concept art and more screenshots. The concept art and new screens have been added with the Japanese ones at the bottom of this article.

Thanks to Shoryuken for the heads up and thanks to Woun at the SSMB for obtaining the screens! /UPDATE END

SEGA has officially revealed the Lost Labyrinth Zone in Sonic the Hedgehog 4: Episode 1  today.  The update arrived on their official Japanese Sonic 4 website with eight new screenshots. The screenshots show that there has been a major overhaul of the stage, including new elements, such as dark areas in which Sonic will need to carry a torch to light up his surroundings. Sonic will also require the torch to light dynamite packs in certain areas to advance. The mine cart seen in the leaked footage of this level is still present, but it looks like it will only be used for a short period of time rather than take up a whole act. Judging by the screenshot, the mine cart moves forward without the need for tilting the screen.

We’ll keep an eye open for a U.S. and European update and let you know of any new info/media that may get released. Meanwhile, you can check out the screenshots below. If you saw the leaks, are you happy with the changes? If you didn’t, do you like your first glimpse? Let us know in the comments!

Thanks to Blue Blood at the SSMB for the heads up!

UK, U.S. and AU website:

Japanese site:

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Sonic Colours: New Trailer, Box Art and Release Dates

[youtube]http://www.youtube.com/watch?v=d5myak7EvRU&feature=player_embedded[/youtube]

SEGA Europe and SEGA of America have just unveiled an exciting new gameplay trailer for Sonic Colours with more CGI cutscenes and musical goodness. Also unveiled are release dates and box artwork for both versions of the U.S. copies of the game. European fans will be able to get their hands on both versions later this year on November 12th and U.S. folks can go grab it November 16th.  We’ll keep an eye out for the Australian release date which was revealed yesterday to be sometime in November.

Interestingly, the box art appears to reveal the Wisp roster for each version of the game.  The Wii version will have Cyan, Yellow, Orange, Blue, Pink, Green and Purple, while DS version will have Cyan, Yellow, Orange, Red and Violet.

The below press release has also been issued by SEGA Europe –

SEGA® Europe Ltd., is excited to confirm that Sonic Colours™, a brand new high speed action adventure in which Sonic the Hedgehog races through incredible theme park inspired worlds, will hit stores across Europe on November 12th 2010 for the home video game system Wii™ and Nintendo DS™ system.

In addition to this news, SEGA has today released their first gameplay trailer for Sonic Colours, showcasing the amazing new Drill and Laser Colour Power, as well as two vibrant theme park inspired worlds – Tropical Resort and Sweet Mountain.

Sonic Colours™ will be released for the home video game system Wii™ and the Nintendo DS™ system on November 12th 2010. For more information about the game please visit www.sega.com/soniccolours.

Don’t forget, we’ll have the E3 demo of Sonic Colours Wii & DS at Summer of Sonic tomorrow. If you haven’t got a ticket, you can still join in the fun an hour after ticket holders from 11:30am onwards providing there is space inside the venue.

Are you looking forward to Sonic Colours? Speak out in the comments!

Source: SEGA Europe Blog and SEGA of America Blog. Thanks to Blue Blood at the SSMB for the heads up!

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November Release For Sonic Colours In Australia

SEGA Australia have issued the above release date schedule(click to enlarge) for their upcoming games and on the list we can see both Wii and DS versions of Sonic Colours are planned for a November release, which fits the original Late 2010 plan perfectly. No exact date is given, but at least Australian fans know what month to save their money for. Sonic titles don’t usually have a big release gap between regions, so hopefully the rest of the world will see a November launch too. We’ll update when we know more.

Source: GoNintendo
Thanks to Hero of Legend at the SSMB for the heads up!

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Sonic’s Birthday Contest Winners Announced

Edit

SEGA has announced the UK and U.S. winners of Sonic’s Birthday Contest along with a full statement regarding the course of action taken in regards to selecting a winner after the contest’s voting was stopped due some irregularities found in the voting system.

The full statement from the contest’s official website is below:

Today we are very pleased to announce the winners of Sonic’s Birthday Contest! The contest challenged the community in coming up with a video that showed the passion and excitement of being a Sonic fan and we were completely blown away by the 300+ videos submitted by everyone! Having enjoyed watching each and every one we finally picked our top 10 videos. And today, at long last, we are very proud to announce the winners of our first, second and third place prizes…

But before we announce these, and to keep you in suspense, we would like to address the concerns with the user participation portion of the contest. As you know we discovered voting irregularities on July 16th and ceased user participation a few days later. It was our original goal to create an opportunity for a winner to be picked by the community but due to these voting irregularities we have had to come up with a different solution. It’s important to all of us at SEGA that this process is made as transparent as possible because we respect and admire all the hardworking fans that created videos in the Birthday Contest.

In looking at the voting data we learned we could not discern the difference between legit and non-legit votes with any accuracy we were comfortable with. We felt it would be unfair to scrub the votes down to the first day or two of voting and award based on that. We also briefly discussed creating a new voting system – but the delay in crafting this new tool would take some time and be extremely limiting; quite the opposite of what we wanted initially.

The goal of this promotion was to do something big, something new and something that would reward the ceaseless efforts of the Sonic community that we are so regularly impressed with. Therefore we decided the fairest option would be for the Sonic Team themselves, along with a team of SEGA employees from our Japanese, American and European offices who worked on the Sonic Birthday Contest, to choose the winners.

Each person within this group has voted on their top videos from the 10 that were pre-selected. And so, after much deliberation, we are very proud and hugely excited to announce the US & UK winners:

Here are the winners (which include TSS and SSMB founder Svend ‘ Dreadknux’ Joscelyne, congrats dude!) :

UK
Grand Prize Winner
“Blue Sky Dreams”
Joe M. from Glasgow, Lanarkshire
A trip for two to Japan to meet Sonic Team and be of the first to play Sonic the Hedgehog 4
[youtube]http://www.youtube.com/watch?v=58sTptVl3Mc&feature=player_embedded[/youtube]

1st Place Prize Winner
“Mobiuscard”
Kristian F. from Warrington, Cheshire
A 32 gigabyte iPod Touch with Sonic the Hedgehog 2
[youtube]http://www.youtube.com/watch?v=JSWNAQ0Qv28&feature=player_embedded[/youtube]

2nd Place Prize Winner
“Sonic & Me”
Svend J. from Southend-on-Sea, Essex
A 32 gigabyte iPod Touch with Sonic the Hedgehog 2
[youtube]http://www.youtube.com/watch?v=7EKHkAfWe0c&feature=player_embedded[/youtube]

U.S.

Grand Prize Winner
“Needlemouse the Musical”
Nathan M. from Los Angeles, CA
A trip for two to Japan to meet Sonic Team and be of the first to play Sonic the Hedgehog 4
http://www.youtube.com/watch?v=48zUHUNFWr4&feature=player_embedded

1st Place Prize Winner
“Past Cool Birthday”
Tabitha W. from Galveston, Indiana
A 32 gigabyte iPod Touch with Sonic the Hedgehog 2
[youtube]http://www.youtube.com/watch?v=94YRdocD8Dc&feature=player_embedded[/youtube]

2nd Place Prize Winner
“A Day in the Life”
Andrew S. from Walnut Creek, California
A 32 gigabyte iPod Touch with Sonic the Hedgehog 2
[youtube]http://www.youtube.com/watch?v=PWgtfaY-2do&feature=player_embedded[/youtube]

Congratulations to all of the winners from everyone here at The Sonic Stadium!
Did your favourite get picked? Do you agree with SEGA’s decision for selecting the winners after what happened with the voting? Discuss in the comments.

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Sonic 4 Birthday Contest Voting Suspended

After suspicions were raised around the Sonic community regarding abnormalities in the voting patterns in SEGA’s Sonic 4 Birthday Contest, the company has suspended voting on the contest’s poll page. A statement says that SEGA has looked into the situation and confirmed the alleged abnormalities. More details are expected in a future update. SEGA’s statement from the contest’s website reads:

SEGA has been monitoring the voting patterns and discovered irregularities on July 16th. On review, we have confirmed the irregularities and have therefore suspended all voting. Please stay tuned for a more detailed update.

We’ll keep an eye out for that update and inform you of SEGA’s plans for the contest’s future. Voting for the contest was originally scheduled to end July 27th and the winners declared soon after. Where do you think SEGA should go from here? Let us know in the comments.

Thanks to ENVY16 at the SSMB for the heads up!

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More Sonic 4 Contest Loonies Dressed As Sonic

[youtube]http://www.youtube.com/watch?v=PWgtfaY-2do[/youtube]

I must admit I’m now a bit bored of watching Sonic 4 contest entries that generally comprise of a helium-filled child giving a tour of their untidy bedrooms filmed on a 400 pixel camera. I’m also growing tired of the formula of grown men with dyed-blue hair running around in public receiving scornful looks from the elderly, supporting their views that all of today’s youth are doing drugs. Moans aside, there are still odd entries that are popping up that are making me smile. Although this film falls in the latter catagory, the badniks are really, really awesome, so watch it. TSS would like to mention we do not condone the use of pick axes to break open monitors.

I dare you to not laugh when the Buzzbomber gets a shoryuken to the face.

And because I’m not shameless at all: If you’re all tired out from these entries, why don’t you sit back, relax, and join me in the art corner…

[youtube]http://www.youtube.com/watch?v=kzXoKAQj7Ig[/youtube]

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cdrom1019’s Trip To GameWorks

SSR DJ cdrom1019 recently visited SEGA’s Las Vegas GameWorks arcade and managed to grab some exclusive inside footage for TSS, something the management don’t normally allow but kindly made an exception for us. The photo’s and video are taken on a mobile phone camera so the quality isn’t great but those who have never been to a GameWorks or live outside the U.S. where they aren’t available should get a good glimpse of what’s on offer. If reports going around indicating SEGA are closing all of their GameWorks arcades are true then this is a good time to take a look before they’re shut down and if you live near a GameWorks but have never been then maybe this tour will persuade you to visit while you still have the chance.

Check out the photo’s and video links below –
Video 1
Video 2
Video 3
Video 4

Big thanks to cdrom1019 for the coverage and thanks to GameWorks for allowing it!

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1UP Interview Yuji Naka

1UP have posted up an interview today with a man the entire Sonic fanbase may have heard of, the legendary Yuji Naka who brought our favourite blue hedgehog into the lives of gamers worldwide. The interview has a big focus on Naka’s Prope studio and their most recent game Ivy the Kiwi? but in the 3rd and 4th pages 1UP bring out some questions about classic Sonic title Sonic the Hedgehog 2 and it’s multiplayer feature aswell as development with SEGA Saturn titles NiGHTS into Dreams, Sonic Jam, Sonic Xtreme and how time restraints resulted in development for Sonic’s first true 3D jump shifting from Saturn to Dreamcast.

The interview is an interesting read into Sonic 2’s production and the struggle inside SEGA and Sonic Team during the Saturn era, you can check that section of the interview out below but if you want to read about Yuji Naka’s creative Ivy the Kiwi? title too you can read the whole interview at 1UP.

Sega Days

1UP: I’d like to do a bit of time traveling, now, and go back through your career at Sega. I have a small list of games that you were involved in, and I’d like to ask for at least one memory from your time making them that stands out. First is Girl’s Garden, your very first game for the SG-1000 console.

YN: Yeah, it was the first one I created after I joined Sega. Back then, the [SG-1000] hardware wasn’t really selling to girls, so my boss at the time came up to me and said, “come up with a game that can relate to the female audience,” so I started making it. I thought it was just a little test for me, but my boss really liked it and was like, “OK, we’re going to make this into a product.” Altogether it took four months to make that game, but the first two months were just me nonchalantly putting it together, since I was still in that “test” phase. The next two months were really hectic, since I had to finish it all up. Looking back, I really don’t want anybody to go in there and look at the programming, because as a game, it looks like it’s working, but inside it’s just awful. [Laughs]

1UP: Well, we were all young once.

YN: I was 18, in fact. That’s when I joined Sega. I wasn’t that bright, so I couldn’t get into college, but I was able to join Sega.

1UP: It worked out, though.

YN: Indeed. I was lucky. [Laughs]

1UP: Next is Phantasy Star, certainly the first one on Master System, but even all the early 2D installments. Since it was from a more innocent time, and this was a relatively large-scale game, an RPG, I’d imagine there might be some good memories.

YN: Actually, the very first Phantasy Star only took four and a half months to create, so it was in no way a big title.

1UP: Well, compared to Girl’s Garden…

[Laughs]

YN: That’s true. Girl’s Garden was the first, and then I had a little more experience, a few more games under my belt, so in that case, Phantasy Star was a big title. [Before that,] there was a Commodore 64 game called 3D Dungeon, and the motion and animation was very smooth, and I was blown away by how that worked. I wanted to create something similar on the Mark III/Master System. Maybe a dungeon or maze you could fly through to communicate a sense of speed, but the only problem was that it was moving too smooth and people started getting motion sick. So we decided to make it a little slower and maybe put an RPG around it, like Phantasy Star.

Back then, when we were making a 3D dungeon, we thought we could turn it into an arcade game, because that was when everything was 2D, and to see a big 3D dungeon on [a monitor] was pretty refreshing.

1UP: But making an arcade game of it never got past being an idea.

YN: Right, they [the arcade division] didn’t consider it.

1UP: Next is Sonic the Hedgehog 2, which I bring up especially because it turned into such a big deal at the time, and you were making it in America.

YN: The main reason we had the team over here [in America] was to figure out how to best appeal to the U.S. Sega also wanted to make the Mega Drive a bigger hit in Japan, so we wanted to put a label on Sonic 2 saying it was a huge hit in America. We were starting to create Sonic 2 in Japan, but were kind of guessing; “maybe they’d like something like this, maybe we can do it this way.” I decided the best way was to go to America and get their feedback directly. We went to San Francisco, and watching the kids in the focus groups play it and see their reactions was really helpful. And that certainly changed my game creation style — my concept of game design was on a more worldwide scale, and that was a really important highlight of my life.

Another thing I thought of: In Sonic 1, it was all about how fast you could move, and so one thing we wanted to add was a race where you could compete against someone else. We made the two-player mode with a split screen, but the only problem was the screen was too small back then. So, after we started on Sonic 2, I thought we really needed a two-player mode as part of expanding on the original. We did a lot of fine adjustment in the speed and such, but I think it turned out how we envisioned it.

1UP: The split screen was pretty impressive back then.

YN: Especially with the Genesis resolution, all the games are usually 320×224, but for Sonic 2, it’s in the 400 range, so programming-wise, it was a lot more difficult [to pull off the split screen]. There’s a lot of hurdles that we had to go through, but when it worked, it was something I was really proud of, and as a programmer, I’m really happy about that title.

1UP: I’d like to jump forward in time, with a little more obscure title: Sonic Jam on Saturn, the collection of the Genesis Sonic games. Basically, I just want to know what was the idea in making that at that time.

YN: We were actually creating a 3D Sonic for the Sega Saturn, but right when we were in the thick of development, Sega was getting ready for the next console, Dreamcast. It was at a crucial point where, if we were going to move ahead with the project, we’d better move it to Dreamcast, or else we wouldn’t be able to finish it [for Saturn] in time. But we did have a certain amount of 3D graphics for the Saturn version, so we decided to [keep that and] pull in and emulate the Genesis games. For the Sega Saturn users back then, I’m sorry we couldn’t create a 3D Sonic for them, but [in Jam] you were able to have a glimpse.

1UP: Right, and there were other Saturn games from Sonic Team like NiGHTS and Burning Rangers that had clear passion behind them, so maybe it wasn’t a great loss. But regardless, is there part of you that regrets not making a “real” 3D Sonic for Saturn?

YN: Honestly, I was making so many Sonics, I wanted to make something new. But after NiGHTS, we were making Sonic, but it just would have been too late for that period. Because there’s only me, there’s no other Yuji Naka, I could only be the main programmer for NiGHTS, I couldn’t do many projects at once. But after NiGHTS, Sega wanted me to oversee more projects, so that was the last game on which I was main programmer.

Every hardware launch, there’s those crucial moments of timing. Saturn didn’t have Sonic, and the GameCube had Luigi’s Mansion; no Mario at the beginning. But Dreamcast did have Sonic from the beginning, and I think that’s why it did well. Now that I’ve grown and can look back at those days, yeah, I think I should have thought more about the company, but back then I didn’t care. I just wanted to create what I wanted to create.

But it’s the same with Nintendo: There are times when Mr. Miyamoto isn’t involved with [all] projects. And with 3DS, I’m surprised they’re using Kid Icarus for launch, and not Mario. [Of course,] at the booth, you can see Mario Kart and Paper Mario, and maybe the public will view it differently, but in my opinion, I thought it would be better to have [a traditional] Mario with 3DS.

1UP: Speaking of Dreamcast, how did you feel about the Dreamcast years and the games you produced for it? It really seemed like a time when Sega was at its most creative, and I was wondering if maybe you felt “renewed” as a game creator in those days?

YN: Yeah. From whatever failures came from the Saturn, we didn’t want to repeat our mistakes, so we had a lot of executives and software creators get together and figure out what to do; how to sell the next console. There were sooo many meetings, and we had inside advisors and outside advisors all giving us comments. But more than anything, I think [former Sega presidents] Irimajiri and Okawa had a lot of passion back then, and they were really pushing ahead to make a new console, and all the employees really felt that. So we wanted to meet their expectations, and I think as a team we worked really well.

I was remembering the “dream team” meetings that happened every week. We were deciding what kind of hardware to do, what kind of software, the specs… all of that was done in those weekly meetings.

1UP: Those were the same collaborative meetings between the hardware and software teams?

YN: Yeah. Usually when you talk about hardware and software, there are different teams that don’t really communicate with each other, but back then, I think that was one of the things that really worked well for our company. And on top of the business team [joining], there were the outside advisors, and another thing that was interesting is that we often changed the venue of the meeting rooms. We used the advisors’ offices, basically to stimulate inspiration, because when you’re in the same meeting room every time, you can’t think too differently.

1UP: Well, thank you for time traveling with me. I have one last big question, from one of our readers. Gixman asked: if you had the chance, what classic Sega franchise would you like to work on again for a next-gen system?

[Naka thinks for a moment]

1UP: Did you have a favorite Sega game that wasn’t one of your own?

YN: I really like Yu Suzuki’s games, because I feel like I want to play his games again.

1UP: Yeah, a lot of people do. I loved it when OutRun 2 came out.

YN: He might be able to use his talents more on the arcade side. Well, I’m not sure I want to make Sonic again, but… Girl’s Garden! It’s a really fun game. Maybe I shouldn’t say this, but I was using an emulator to play it recently, and I was really surprised how much fun it was. [Laughs]

1UP: Even though you weren’t completely satisfied with the programming?

YN: Well, I was young, and it was one of those projects where we all put our minds together and were joking around, just having a good time making it. One other thing is that, because I was so young back then, I had so much flexibility and ideas. And it goes back to Ivy the Kiwi?, where it was the young employees bringing their ideas together. As you get older as a creator, your thinking tends to be one-sided, or not as flexible as it used to be. So when I hear what the young creators are coming up with, it really inspires me, and I want to expand that as much as possible. And I’ve been called a “game creator” for a long time, but it’s not like I come up with everything. It’s all a team effort, and saying “that’s a good idea, how can we use that?” and putting all the good parts together into a good game. My thinking isn’t necessarily making something new and moving forward from there, but based on my experience, I get to see what has potential and can expand it from there.

1UP: So to answer the original question: You’d remake Girl’s Garden?

YN: Yeah, maybe with a super hot girl! [Laughs] The game itself was about a girl trying to win this guy’s heart, and all these other girls are trying to get him, so you bring him flowers while he’s waiting at his house. Doesn’t that sound like a fun game to you? From a guy’s point of view, all you have to do is stay at home and all these girls are fighting over you, so what else could you want?

1UP: Yeah, it’s a nice idea. Sounds like it reflected your youth.

YN: I guess so, huh? [Laughs]

Source: 1UP via GoNintendo

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Sonic 4 Website Updates With Fansite Kit #1

SEGA have updated the official Sonic the Hegdehog 4: Episode 1 website but not with the usual content you’d expect, instead they’ve unveiled a surprise Sonic 4 Fansite Kit #1 which contains artwork, Xbox 360 version screenshots, music and a wallpaper. The content isn’t anything we haven’t already seen on the website but you have to admit it’s still pretty cool of SEGA to bundle it altogether for you to view, listen to and use however you wish on your computer outside of the internet.

Thanks to Crash at the SSMB for the heads up!

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Sonic 4: iPad Version Confirmed? and RubyEclipse Teases New Info

According to a report from IGN an iPad version of Sonic the Hedgehog 4: Episode 1 has been confirmed by SEGA and will be appearing in playable form at E3 alongside the other versions. With the iPhone and iPod Touch versions recently confirmed it would make sense to add support for Apple’s new device during the extra time acquired by the delay of the game to Late 2010, the more the merrier as they say. Since iPad can load iPod Touch and iPhone games could this be a specific version for iPad, perhaps in HD?

In other news SEGA of America Community staff member RubyEclipse has been doing a little Q&A at SEGA’s official forums with forum member Yeow95, here are quotes from the conversation –

Yeow95:

3 Questions, Ruby….

1. We know that Sonic 4 will be available on the App Store, for the iPod Touch and iPhone….but does that include THE iPAD?!

I don’t even HAVE an iPad, but I know that Sonic 4 with it’s high-def, colorful graphics and gameplay would look GORGEOUS on that thing.

2. Will you guys start updating the website weekly again? We want to see new timers, and see them reveal new badniks, new concept art, new zones, and new sections of the website again! BTW the Splash Hill page still says new video coming soon, may want to fix that! And I know we DO NOT want to wait ALMOST 3 MONTHS for “big” info again!

3. So what have we covered here?
a. 4th platform revealed – App Store for iPod Touch and iPhone
b. Sonic 4 delayed for extra development time to “enchance” the game.
c. JUST ADDED: Project needlemouse T-Shirt.

That’s not really big news. Is there anything else than that? I mean any footage of the other zones, announcements of DLC, playable characters, future episodes, a new Sonic game, etc.? Because I bet I can speak for the whole fanbase that at least some or one of these most of us were expecting.

Ruby Eclipse:

I’m a bit late to the party here, sorry, but I’ll go ahead and answer the questions I can speak to.

2 – Yes, the website will be updated again soon, though it may not be weekly. Instead, since the wait will probably be just a little longer, the updates themselves may be slightly larger than before. We’ll be able to confirm the time between updates soon.

3 – I think point B is huge news, personally. Part of that might be because I’ve seen some of the specific things that are being changed, as opposed to the somewhat vague statements that have gone out, but regardless I really do think the action itself speaks volumes.

There won’t be any announcements of “new characters”, as we confirmed Sonic being the exclusive playable character there long ago. The other Zones, however – those we will be talking about more in the near future.

Yeow 95:

But what about the iPad thing? I don’t get Clumsyorhard’s “iPad nano” joke.

Sorry about putting the new characters, my mistake, but this:
We confirmed Sonic being the exclusive playable character there long ago.

So does that mean Tails and Knuckles WON’T BE IN SONIC 4?!

RubyEclipse:

I can’t speak in detail on your iPad question, so I’ll have to wait on that one until I have a definitive answer for you.

No worries on the new characters part! You’re partly correct though, Sonic will be the only playable character in Sonic the Hedgehog 4: Episode I.

Note how RubyEclipse bolds the title, perhaps a hint at playable characters in future episodes?

RubyEclipse again:

Sometimes, even the smallest of changes can make really big (and positive) impacts.

I’m not able to tell you guys specifically what is being changed just yet, but from the small stuff to the fairly big stuff, I think it will all play a part in making the final experience for the fans worthwhile.

So we could possibly be seeing playable characters in future episodes and Sonic 4’s official website could be seeing more larger updates but in smaller doses than the weekly entries we were once used to. RubyEclipse also gives the impression that changes to the game during the extra development time will be quite significant and a vast improvement on what the leaks have shown us. Hopefully we’ll see some of these changes at E3, we’ll keep an eye out for new info and media during the show then keep you posted on everything that surfaces.

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Sonic Colours Announced For Wii & DS

Well colour us surprised! SEGA have announced Sonic Colours for Nintendo Wii and DS together with the above teaser trailer and a press release which you can check out after the jump! Continue reading Sonic Colours Announced For Wii & DS

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Sumo Digital Have New SEGA Ideas Brewing

Steve Lycett Executive Producer of Sumo Digital who are known for developing SEGA Superstars Tennis, F1 2009 and most recently Sonic & SEGA All-Stars Racing among other titles popped by the SSMB yesterday where he informed they are working on new things that can’t be talked about right now, a new game perhaps? Steve also in another post stated that they have some SEGA ideas brewing.

You can check out both posts quoted below –

Hello,

I’m not dead, honest

I’d have a job playing the PS3 version, I don’t own a PS3! So sadly I’ll have to decline this for the moment. I’m also mad busy getting new stuff off the ground here at Sumo, nothing we can talk about just yet, just free time’s not been something I’ve had in abundance these last few weeks…


S0L

Link

We’ll call it a draw I think

I’m not working on the Dr. Who game, I’m actually pretty jealous of the guys who are! I can’t go into any details sadly on the new stuff, right now we’ve got a few ideas brewing SEGA wise though


S0L

Link

Time will tell what these new yet to be announced things are and E3 is coming up next month so we’ll keep an eye open to see if anything is announced there then report back. For now let the speculation commence in the comments section below.

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ASR DLC Ball In SEGA’s Court Now

After returning from a holiday in Japan (welcome back) Steve Lycett Executive Producer at Sumo Digital has begun his community support in the SEGA/Sonic community forums again and today revealed the current stance on future downloadable content for Sonic & SEGA All-Stars Racing in a post at the SSMB.

Yep, you’ve missed one. Switch the leaderboards to Local only and then play through the tracks, if any have the ‘Staff Ghost’ racing on them, you need to beat it still. If it says ‘Sumo Ghost’ you’ve beaten the default ghost and can skip that one.

On the update, ta for that Mr. Casanova. Pretty much as I expected really

Someone else has a Ryo Forklift toy then? We got ours the other day, I was expecting something… nicer! Still, can’t complain, it’s now in our trophy cabinet – boxed up and never to be opened. Ours also didn’t come with a number painted on it. So therefore I can only assume it’s 1/1000 and Doctor Eggmans’s is 2/1000. You can quote me on that

Future DLC is all up to SEGA now. They’ve put out all the bits we’ve done, personally I think they’ll now look to see how the existing stuff goes and decide if they want some more. Not seen any figures yet, but then I’m only nicely getting back into the groove!

S0L

So it looks like the ball is in SEGA’s court as to whether future DLC will happen, currently for the game fans can buy Ryo Forklift and a Metal Sonic & Death Egg pack. Outside of the game Xbox 360 fans can buy Avatar items and a Premium Dashboard theme, there were reports of a PS3 Premium Theme being released on the 22nd April but that never appeared. Will sales of the current DLC be good enough to peek SEGA’s interest? Only time will tell and if we hear anything we’ll let you know.

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ONM’s Sonic 4 Interview With Takashi Iizuka

Official Nintendo Magazine UK have posted up their Sonic 4 interview which contains questions fans sent into ONM staff to be put forward to SEGA’s Takashi Iizuka.

Here’s the list of questions and answers below –

Why has Sonic 4 taken so long to come about? – BADGERGAMER

Takashi Iizuka: Ever since Sonic Adventure was released in 1998, Sonic has evolved into a game which is faster and features new actions for Sonic. On the other hand, the sense of speed from side scrolling means that the popularity of ‘classic’ series still remains high. Even now a lot of fans enjoy playing those classic games via the Wii’s Virtual Console. The aim for Sonic 4 is to provide a ‘new classic series’ using modern techniques that have only been around for the past few years for fans from all around the world who love the ‘classical’ series.

How long has Sonic The Hedgehog 4 been in development and how has the approach for designing a downloadable game differed from the way you design other Sonic games? – MK Skillz

TI: About a year including concept development. As this is a downloadable title, the data size and price is very different from a packaged title. We just focused on old school classic game content to minimise data size and price.

Why did you decide to make it episodic? – Aki-toriko

TI: The object of this project was to make a game with a lower price which can be played and downloaded easily from the beginning. We are exploring making each episode volume small and having an increased number of possible episodes.

Why did you decide to use the WiiWare service rather than releasing the game on one disc? – Deku Scrub

TI: As stated previously, this was always planned as downloadable exclusive title. We thought the users who purchased classic games like ‘Sonic 1’ and ‘Sonic 2’ through the Wii Virtual Console would be the most interested in the downloadable titles.

Were you inspired by the success of New Super Mario Bros on both Wii and DS? In terms of giving the retro fans what they wanted? – FlibyFlow

TI: At first we weren’t aware of it. At the beginning of the development we wanted to create a downloadable exclusive title but knowing that the Wii version of New Super Mario Bros. has become a major hit in Japan and also around the world, it encouraged us as even now 2D platform action is loved by a lot of people.

All The classic games since Sonic 2 have featured Miles “Tails” Prower. Will Tails be featured in any one of these episodic adventures? – SuperKnightAI

TI: Tails won’t appear in Episode I. I’ll leave it to your imagination whether he’ll appear for further episodes!

What made you decide to include the Homing Attack, and does it have any impact on the classic- gameplay? – MK Skillz

TI: As you know, Homing Attack was an action featured from ‘Sonic Adventure’ and it didn’t appear in the classic series. In Sonic 4 the Homing Attack is added, and this provides sense of speed that none of the classic series have.

Can we expect only levels or enemies inspired by the original games or will there be anything completely new? – bleedOrange

TI: Sonic 4 stages have motifs that remind us of previous series, but they have been designed to be completely new for this game. We prepared many gimmicks and devices that are classic and also some you have never seen before!

Now Sonic has returned to his old roots, will he remain this way from now on or will we still see him return in his 3D adventures such as Sonic Adventure and Sonic Unleashed? – Dooby

TI: I think Sonic 4 is positioned as a game which provides simple classic gameplay, so it is not considered the same as something which evolved as a 3D action series. I cannot answer how 3D action series will expand from now on unfortunately.

Will Super Sonic be available to players who collect all 7 Chaos Emeralds? – Sonic Boom

TI: It is one of the biggest characteristics of the classic series but whether it is in this game or not, I’ll leave to your imagination.

In your opinion does this game have most in common with the Sonic the Hedgehog trilogy, the Sonic Advance games, or the Sonic Rush games? – spambot404

TI: Of course Sonic the Hedgehog trilogy is the one this has most in common with. With the DS Sonic series, you have various actions like grind or boost. What I am creating with this title is a simple platform action game that you can enjoy with one button.

Any chance we could see a return of the Vs Mode from Sonic 2 and Sonic 3, where you have to race a mate to the end of the zone? – Random_guy_14

TI: We don’t provide Vs Mode in Episode I. Unfortunately, I cannot answer about further episodes at this point.

Will the Wii version offer something different to the PS3 version? – The Batman

TI: Basically we prepared identical game content so users could enjoy playing with their preferred hardware platform. However, some hardware specific capabilities are implemented. For Wii, you can enjoy a special stage by using the Wii Remote’s tilt control.

What is your favourite thing about the game so far? – Flash7

TI: What I like most is being able to provide new [games like the] classic series after 16 years. Developing a classic Sonic world that used to be pixel art and making it high-res by using CG rendering means a lot for me as I was one of the developers of the original classic title.

Source: ONM

Thanks to Velotix Lexovetikan at the SSMB for the heads up!

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[Wii & DS Boards Fixed]Sumo Digital and SEGA Fixing ASR Time Trial Cheats/Glitches

UPDATE: After fixing the Wii leaderboards, the DS online leaderboards have now been fixed too. /UPDATE END

You may have heard word about a glitch in Sonic & SEGA All-Stars Racing revealed yesterday that can be abused to rank high on the time trial modes online leaderboards with very short lap times. The glitch is in all 3 home console versions Xbox 360, PS3 and Wii but the Wii version aswell as the DS version also contain times achieved using cheat devices.

Good news is that Sumo Digital and SEGA are aware of the glitchers and cheaters and are hard at work to fix the problems. The Wii version has today had the problem players times removed from the leaderboards and the names of those players filed so if they try to cheat/glitch their way onto the leaderboards again they will be banned.

Here are some statements from Sumo Digital Executive Producer Steve Lycett at the SEGA Forums –

I’m trying to decide, is this a thread bemoaning an exploit, or the Wii online?

I’m taking a look into this now with SEGA, then we’ll decide what to do to address it.

Watch this space


S0L

Link

Whilst you’re busy bashing the Wii – I’ve just cleared all the hacked times and glitch times from the Wii leaderboards

I’ve got a log of the folk doing them too. Don’t make me break out the ban hammer

Just looking into the other platforms now.


S0L

Link

A response from Shadi Wulf –

Yeah =P but how long is that gonna last until people start uploading more glitched times.

Link

Back to Steve Lycett –

“I’ve got a log of the folk doing them too. Don’t make me break out the ban hammer ”

*cough*

As above


S0L

Link

Another post from Steve at the SSMB –

Yeah, I’ve sorted the Wii out, just looking into sorting the others. I don’t want a few people ruining the fun for the majority


S0L

Link

We don’t condone the glitch and cheats so to not encourage people to perform them we aren’t posting the methods of how to perform the glitch or info for the cheats. We’ll let you know if and when the Xbox 360 and PS3 versions get a fix.

In other news, Sumo Digital staffer SumoRex at the SEGA forums has made a comment regarding the upcoming DLC –

Well. It’s impossible to please everyone, with people who love, and others who hate the same content. That was one of the things that made me quit. You can’t please everyone. No matter how hard you try.
Anyway, without giving anything away, the stuff you’ll get is nice. IMHO.
I dunno what the price is, but it’s not just an unlock, it represents LOTS of man hours.

Link

Thanks to Starlight Rage Zone at the SEGA Forums for the heads up on SumoRex’s statement.

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[UPDATE: Pt 2]CVG Interview SEGA’s Mike Hayes

UPDATE: CVG have just posted up part 2 of their interview, though nothing Sonic is included but it’s still a good read. Check it out here. /UPDATE END

CVG have posted up part 1 of an interview they’ve had recently with SEGA’s head of the western territory Mike Hayes. The interview discusses SEGA’s game plans for 2010 covering all IP’s including Sonic the Hedgehog where questions about Sonic 4 arise. Mike Hayes reveals the following game plan he holds for Sonic in 3 franchises, Sonic, Mario & Sonic and the All-Stars. Mike Hayes informs that Sonic 4 is being made for the ‘legacy’ fans which should make people who fall under that category happy to hear as long as the final product is what they hoped for. The question about episodes as seen in many interviews pops up again to which Hayes responds with a number of reasons such as low costs which means it is a better option to test how this kind of game is received.

You can check out the Sonic related section of the interview below:

Talking of classic Sega IP, we’ve seen the new Sonic game…
Doesn’t it look great?

For a 2D fan – yes, it does. What was the thinking behind its creation? Bizarrely, it’s a next-gen, old-school title…
The thing with Sonic you need to understand is that there are different parts of the Sonic family. This is how we’re building the whole strategy. In one corner you’ve got Mario & Sonic franchise, in the next you’ve got Sonic The Hedgehog. Then you’ve got the All-Stars – that’s pretty much everybody. Then you’ve got something we haven’t seen for a while, which is like Sonic Heroes, multiplay-type game.

Those are the four areas we want to develop. Interestingly, each of those is going to have different audiences. With the Sonic The Hedgehog brand, we have a lot of people who are legacy fans in a way. And that’s where the new game came from: Wouldn’t you like to play in the style of your old Genesis or Megadrive but in the beauty of re-enhanced high definition? It doesn’t mean we won’t tap into the All-Star games, or we won’t take Sonic in other directions in future.

Why make it episodic rather than a standalone New Super Mario Bros-style release?
Kind of a mixture of reasons. A lot of it is the whole digital entertainment part. We like everybody else are trying to learn how best to deliver entertainment in the future to consumers. This was a relatively low cost part of Sonic. We wanted to see how it was received via that delivery.

For something like Sonic 4, the consumer will often be quite core. They play a lot of multiplayer, a lot of downloads off XBLA and PSN. We’re feeling our way if we’re perfectly honest, but it seems to make sense.

We’ll keep an eye out for part 2 of the interview and let you know if anything Sonic is discussed.

Full interview at CVG

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Choose Which New Sonic 4 Info You’d Like In SEGA’s Poll

SEGA of America community staffer RubyEclipse has posted a new topic at the SEGA forums informing the Sonic community that SEGA are ready to reveal new information about Sonic the Hedgehog 4 but they want to get the fans involved again. SEGA are holding a poll with two topics to choose from, either the homing attack or music and sound effects.

RubyEclipse’s post is below –

Hey everyone,

In the near future, we’re going to get a chance to talk to you guys more about Sonic 4, including some in-depth discussion about the finer parts of the game.

So, we’d like to let you guys decide which parts you’re most curious about and would like to hear more info on. There may be even more polls like this in the future, but this time around we’re letting you choose between more details on how the Homing Attack works in the game, or, alternatively, the Music / SFX in the game.

Cast your votes between now and this Friday – there’s not an “all of the above!” option just yet, but we’d like to see what interests you the most.

Thanks all!

If you are interested in taking part you will need to sign up for a SEGA Pass if you don’t have one already.

Source: RubyEclipse’s topic posted at the SEGA Forums

Thanks to Dusk the Biohazard Keeper at the SSMB for the heads up.

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Eggman In Financial Crisis Claims Latest Sonic 4 Webpage Update

It’s Thursday and it’s 7PM GMT so what does that mean? You’re right, it’s the official Sonic The Hedgehog 4 Episode 1 webpage content unlock. What goodies do SEGA have in store for us this time? More in game Badnik art and Concept art? Correct again. This time it’s a “new” version of Marble Garden’s floating spiky fish thing; Bubbles. So yeah, it looks like the dude from Sonic 3 but more so. The description seemingly reveals the global recession has also hit Eggman so “budget cuts” mean some versions of the Badnik don’t even have spikes. I swear I’m not making that up. We are warned about the “Red Ones” though, which sounds like a more vicious variant. Check out the website for full sized images and hold on tight for next weeks update of, you got it, more Badnik and Concept art!

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ASR DLC Coming Sooner Rather Than Later, No All-Star Moves Online Explained

Steve Lycett Executive Producer at Sumo Digital has posted over at the SSMB an explanation as to why why All-Star Moves are disabled in online play on Sonic & SEGA All-Stars Racing(all versions) after forum members questioned the absence, here is what Steve had to say –

There’s no All-Star moves online on any platform. Basically those moves are quite complicated and extremely difficult to network. We did a few of them too, and the latency we were seeing didn’t work very nicely. Rather than put something in that didn’t work to everyones expectations – we thought it better to disable them online for a better play experience.

If you’re seeing someone do All-Star moves online, they’ve hacked the game. Kick them out of the lobby

Steve also confirmed at the SSMB that DLC will be coming very soon rather than later, the DLC will be announced by SEGA instead of Sumo Digital but Steve did say he’s been playing it and in his oppinion its awesome –

You’ll hear more about DLC very soon. I don’t want to steal SEGA’s thunder on this. But you’ll be seeing some sooner than you expect – and it’s AWESOME. I’ve just played it 🙂

Also of note we may be seeing more concept art from the game if SEGA of Japan give the green light –

I’ll see what I can do on this. Traditionally it’s quite hard to release art that’s not been approved by SEGA Japan, as we need to make sure any ‘official’ release of art is consistent with the ‘expected’ looks of their characters.

The Xbox 360 has already received a frame-rate patch but both Xbox 360 and PS3 may be getting a patch when the DLC is released –

There already is on 360. We’re still tweaking with the engine, so you may well see further improvements when we launch the DLC. It’s pretty smooth now though for the final release, don’t expect a jump to 60fps though…!

UPDATE:
A deeper explanation from Steve Lycett regarding no All-Star Moves online at the SEGA Forums

Right I’m back.

I was down in London for two days, attending a Microsoft Dev conference. Only access I had to the web was my iPhone. Have you tried posting a long and complicated forum post on one of those? Trust me, it’s not easy

Also remember I do this in my free time, I don’t get paid for it, I don’t get thanked for it, and I do have to spend time with my family now and again!

Anyway, on this topic. As with all decisions, don’t think we made this one lightly.

The first point is that all the All-Star moves work differently, so we’d effectively have to code each one with specific network code. With all the differences in characters, that’s 23 different bits of code to write there.

Then lets look at what we have to work with. Whilst most of you have super fast download speed, what you don’t realise if you don’t have superfast upload speed. Our target for game communications is 64 kilobits. Note bits not bytes. In that very small amount of data we have to send everyones current position, projected vector, all weapon fire as well as voice chat. Not everyone is on fiber optic broadband you know!

So we’re already sending lots of data, and the ASM’s mean that we’d have to compress this down even further for extra weapon fire.

Of course a lot of the All-Star moves also include increased speed, so in cases with high latency where we’ve already got to be sure we’re not jumping cars around all over the place, we then would have even more extremes of movement -which under high lag would result in false positives for ASM hits. I.e. you maybe nowhere near Super Sonic – but you get blatted off the track as someone has dropped packets and the dead reckoning *thinks* you might have been hit.

Finally, when it comes to network games, you have to be sure that all the systems are deterministic. Basically that if you fire a weapon on one machine, it will fire the same way on another. If this isn’t the case you wind up with synchronisation issues, quite simply what you see on your screen, won’t be what other player see on theres. Not all the ASM are deteministic as they’re all different, the best example is length of use. Depending on where you are in the pack, they last for varying amounts of time. So if we’ve got any latency causing the positions to be out of sync – even for a millisecond – on one machine it may last for 4 seconds, on the other 10. That happens, and oh oh, we’re really out of sync. Cue everyone gets booted back to the lobby.

So with much reluctance, we conceeded that rather than ship it with things that could go wrong down to latency, especially with cross continent play, it would be a better experience to ship it with the ASM disabled during on-line play.

So that is why it’s not available, as we didn’t want to ruin the online experience with All-Star moves that didn’t work consistantly and fairly. I think when you understand this – the decision makes a lot more sense.

Will we add it back in the future? I think it’s unlikely. In the future when everyone has an internet connection that runs at LAN speeds, it’ll be doable, but not for a few years.


S0L

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Sonic 4 “Characters” Section Unlocked, Reveals Nothing

Epic Fail?

Last week  the official Sonic The Hedgehog 4, Episode 1 website was revealed but a lot of information on it was obscured by black boxes, some with a timer counting down.  On Thursday at 11am GMT the Intro section of the site became available but like a lot of things had actually been leaked early. The next countdown in the “Characters” section was due to end at 11am today and while the black box was removed it’s revealed nothing underneath. A lack of information? It’s exactly the opposite problem that the site had been experiencing up to date thanks to it’s number of small leaks.

This has caused a small amount of confusion in the SSMB as some members have reported their countdown clock to still have another five hours remaining. Others reported that the countdown clock had vanished before 11am anyway. Whatever the overriding issue it’s just another problem in the short life of the Sonic 4 website. It’s possible that the content hasn’t been uploaded yet to avoid more leaks but content going up late is arguably worse.

Other posters on the Official SEGA Forums are reporting a variety of different times that their unlock is scheduled to run to zero. The popular theory there is that the countdowns are tailored to the time zone you live in. While that may be the case it doesn’t explain the problem as the first unlock appeared as promised last Thursday.

We’ll be monitering the situation all day to see if anything appears later on.

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Preview: Sonic & SEGA All-Stars Racing

The same two questions seem to be asked over and over whenever Sonic & SEGA All-Stars Racing gets mentioned. “Why is Sonic in a car?” and “Is it going to be better than Mario Kart?”. If you read this site often enough you’ll know the answer to the first; it’s to keep things fair as out of a vehicle Sonic would easily win any race. Sumo Digital went the first step to answer the latter question by releasing the demo for Xbox 360. TSS has been putting the game through it’s paces for the past few hours so do we think it’s shaping up to be faster than the speed of light or slower than a plumber arriving on time for an appointment?

The demo offers up the chance to play as either Sonic in his sports car or Banjo & Kazooie in their dilapidated nuts and bolts mobile. The only track available for racing is called the Lost Temple and is set in Sonic Heroe’s Seaside Hill, music and all. In fact the race course is chock full of SEGA and Sonic related paraphernalia. NiGHTS is the man in charge of the checkered flag for example and the crowd is made up of a number Chao. Crabmeat Badniks roam the sands scurrying sideways to try and block your path while Choppers leap from the sea in between jumps. Power-ups are contained TV style capsules and springs are deviously placed to shunt you off the racing line should you get too close. Any SEGA fan will be happy to soak in the detail track-side and bask in the charm of it all but when you’ve finished sightseeing it’s time to race.

This is where things may start to feel a little familiar to anyone who has played that other kart racing series. The trick to getting boost is by drifting and if you hold the accelerator down at the right time during the start you can even gain a head start. Some weapons propelled forwards bounce along the side of the track a little suspiciously like shells might elsewhere and traffic cones dropped behind you have the chance of slipping up the competition, if you get the reference. But just when you start to feel a sense of Deja-Vu creep over you the  excitable announcer will shout about someone having hold of an “All-Star” and your world is about to be rocked. Every character in the game has their own unique all-star move and rather than just being this games blue shell taking out the player up front they all differ which could be a huge factor in deciding which characters become your favourite.

Sonic for example is turned Super and is propelled down the track at an increased speed knocking other racers out of his way. Banjo and Kazooie make the sky rain “Jiggies”;  Over-sized jigsaw pieces as deadly to front of the pack as to the back. Shadow turns super himself and dishes out a liberal dose of Chaos Spears and Ryo Hazuki  swaps his motorbike with a fork lift truck to power down the track. On the games default difficulty setting you’ll see your rivals use these moves several times during a race. Sometimes they can be avoided while others will bring you to a standstill and potentially ruin your chances at victory.

All the All-Star moves in the world won’t get you very far until you master the basics though. As previously mentioned it’s still all about drifting which is done by holding down a drift button (The left bumper or trigger). After a few second you’ll see some boost spew out of the exhaust of your vehicle at which point you can let go of the drift button to be propelled forwards. The only other way to boost is by pressing the drift button while jumping which will trigger a trick in mid-air and a boost while on solid ground. The trick is to make sure you’re heading in the right direction for a boost as it’s all too easy to career into a wall or off a bridge by accident.

Once you have your brain around those concepts you’ll notice, on the default difficulty at least, that you’ll either just win races after a fierce battle or spend all race being every other drivers punching bag. For example, despite coming first quite in quite a few races and having the optimum driving technique more or less mastered there were still occasions where I would finish dead last or close to it thanks to a perfect storm of punishment. Being hit by missiles and boxing gloves is bad enough but getting up to speed for a ramp only to be hit by something and falling off the track is infuriating, especially as when you re-spawn you’re basically not moving forwards. Another time while taking the only short-cut on the track which involves taking a jump to a boost pad on an island, Knuckles landed on me squashing me cartoon style and sending me to a watery abyss. This re-spawned me back on dry land BEFORE the jump meaning I was last by a mile.

It’s this unpredictable nature of  ‘kart’ racing games that could really sour the experience for some. The flip side is that all the damage you take you can deal out to your foes and hitting someone with a missile and watching them fall behind you is as sweet as it sounds. Lowering the difficulty to it’s easiest has everyone just wait behind you which is no fun at all while the hardest setting is the maddest of the bunch as you fight tooth and nail for every position, the bad luck visiting almost every driver in equal measure. The balancing of the games difficulty to make the punishment exciting but not unfair will be crucial.

The frame rate in the demo isn’t the most stable but as it’s taken from an older build of the game. Steve “S0l” Lycett has promised in the SSMB that such issues had yet to be fully addressed in it’s optimization stage so hopefully the proper game will be a smoother driving experience. The game will ultimately live or die by the variety of it’s characters and it’s racetracks though and how different Sumo Digital has been able to make them feel. Seaside Hill looks pretty enough but the textures of foliage leaves a lot to be desired. Then again it’s not something you notice while you’re attempting to avoid the chaos. Other levels would do well to be packed with more SEGA references but will need some neat tricks to stop from feeling the same despite the change of scenery.

At this stage Sonic & SEGA All-Stars Racing has just enough promise, madness and ideas of its own to carve a hedgehog shaped niche in the Kart racing genre. With Mario Kart  Wii flirting with the mainstream; wide tracks, Wiimote control and all, ASR could actually find itself in first place as the hardcore Kart game of choice if everything comes together.

Sonic & SEGA All-Stars Racing is due for release February 23rd in the States and 26th in Europe for 360, Ps3, Wii and PC.

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Hedgehog Week, Day 1 Update Inside!

Thats it, the wait is over, SEGA have finally released their first daily update of Hedgehog Week which comes in three parts. The first part is the promised concept art which is below, as are words from SOA blogger RubyEclipse.

The Sunflower has long been a defining feature of Sonic’s beginnings ever since it first appeared in the original Sonic The Hedgehog. Along with the Badniks, it returns in the first zone of Project Needlemouse – and, yes, it actually spins.
If there’s one thing we know about Palm Trees, it’s that they tend to hide hidden boxes with power-ups like invincibility. We do not question how exactly such a box managed to find its way to the top of a palm tree, but we do know that finding such boxes hidden in Palm Trees is still pretty awesome. So, consider it official – these guys are coming back, too.

While we know that these two pieces of concept art may literally only be a sunflower and a palm tree, and aren’t exactly the most action-packed pictures you’ve seen this year, they express a spirit of the game that we feel is even more important. From Badniks to Zones, there are some things that mean a lot simply because they exist within a game.

The second part is the chance to win a very special copy of Sonic 3, and more besides!

Today we are going to be giving away a ton of Sonic merchandise, including an exclusive signed copy of Sonic 3, autographed by Iizuka-san, one of the Senior Level designers from the original Sonic The Hedgehog 3 / Sonic and Knuckles team! If collectable merch from Sonic’s early days is your thing, or even if you’re only interested mostly because it’s both rare and awesome, then here’s how you can score it:

1: Post a comment on this blog!
2: Be the person who makes the 333rd Comment.
3: Win signed copy of Sonic The Hedgehog 3, boost coolness by +10.

Additional prizes will go out to people whose comments hit milestones along the way, including the following comment numbers:

1
5
10
25
50
100
150
200
250
300
330
331
332
333
334
400
450
500

Which means we’re going to be giving out at least 17 different pieces of Sonic swag today, including the signed game! Items you could win include a Sonic & Metal Sonic Wall Scroll (Featuring classic Sonic – who has black eyes), a brand new Sonic the Hedgehog Clock, a Sonic Towel and more! All you have to do is be the lucky person who gets their comment in one of the places above, and you’ve won the goods!

Q: Can I spam? What if I just post “ASKDJFLASDJFLKASDJF over and over again?
A: No spam, please! Comment with your thoughts on Needlemouse, your hopes for the game, what you thought about the concept art, etc. Spam comments won’t be approved, so only people who take the time to write out real comments will win the swag!

Q: Do responses to previous comments count?
A: Yes!

Q: Can I post more than once?
A: Yes!

The prize is said to contain some hints of it’s own about Needlemouse, let us know in the comments section what you think that might be

Finally…

Also in celebration of Hedgehog Day, we’ve added up a shiny new piece of flash to the front page of our website! We highly suggest checking it out – after all, it includes the first sneak peak at a few seconds of music from Project Needlemouse! Oh, but don’t go thinking that’s the big bonus – this Thursday, when everything finally goes out, we’ve got something extra special for you guys to complement the game’s real name.

Until then – awesome job once again on the amazing concept art you guys have sent in! We’re going to feature even more of it tomorrow and throughout the week as we celebrate Hedgehog Week, and the upcoming reveal of Project Needlemouse!

From all of us here at SEGA – Happy Hedgehog Day!

If you live outside the UK on SEGA’s homepage you have to select the flag in the top right hand corner and select the US flag. Only then will you hear the music and see the flash animation.

That seems to be it for now so get posting on SEGA’s blog to win some stuff!

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SEGA Opens Tracks Section Of ASR Site

SEGA have finally opened the doors to the Tracks section of its official Sonic & SEGA All Stars Racing website.

Tracks listed are as follows –
Whale Lagoon (Sonic series)
Icicle Valley(Billy Hatcher & The Giant Egg)
Pinball Highway(Sonic series)
Outer Forest(Curien Mansion)
Turbine Loop(Sonic series)
Shibuya Downtown (Jet Set Radio)
Jump Parade(Samba De Amigo)
Treetops( Super Monkey Ball)

Each have a small bit of information about the track aswell as a video so you can get a little feel for the environment you’ll soon be speeding around in. We’ll keep tabs on any further developments on the site and report our findings back to you.

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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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Want Lego Batman In ASR?


“Sega/Waner Bros. Int”
So according to this chart Sega had something to do with Lego Batman, so it’s possible to get Lego Batman in ASR as DLC. Come on people, this need’s to happen! Lead Environment Artist at Sumo Digital for ASR under his SumoRex tag over at SEGA forums is up for it –

LOL I’m game for that. Maybe, to be ironic, he could drive a car made from meccano too?

But seriously, that game was developed by Travellers Tales and published by Warner Bros so…WTF?

Source:
Industry Gamers

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