Sonic Talk Podcast, Episode 76: The Year of Luigi of Sonic

This episode: Sonic on Series S, and Ian Flynn’s 15th Anniversary

Continue reading Sonic Talk Podcast, Episode 76: The Year of Luigi of Sonic

SEGA Reveals Sonic Announcement Stream for May 27th [Updated Again]

Just prior to Sonic’s anniversary month, the Sonic Twitter account has announced a YouTube and Twitch stream on May 27th promising “upcoming projects, partnerships, and events.”

While “projects” does not inherently mean new game announcements, there are several rumors and leaks from the past month for some form of Sonic game collection, and a remaster or remake of Sonic Colors. We also know of Dark Horse’s Sonic Encyclo-Speed-ia this November, IDW’s anniversary comic, and the previously approved LEGO Ideas Sonic Mania set.

We at Sonic Stadium will be tuning in Thursday to cover any news and announcements from this stream!

UPDATE: The HARDlight’s Twitter is teasing mobile game announcements during Thursday’s stream.

SECOND UPDATE: Ryu Ga Gotoku Studio (best known for the Yakuza/Judgment series) posted a cryptic reply. It’s unclear if this is them telling you to save money for upcoming games, suggesting there’s some sort of new Sonic arcade game, suggesting Sonic will have some sort of cameo in a future Yakuza/Judgment game, or that the studio itself will be involved in a Sonic game. Luckily we’ll know very soon:

Sonic and the “Super Game” Show Strong in SEGA SAMMY 2020 Investor Briefing

Who likes financial briefings! Now, don’t raise your hands all at once, I know we’re all really excited to get new financial numbers, but for those of you who aren’t already sifting through the 74-page 2020 Results Presentation on SEGA SAMMY’s investor relations site, here are the highlights.

Although several other sites latched onto the “Super Game” mentioned eight times in the report, the way it appears in the presentation suggests “Super Game” might just be a term they use for a game that they can sell to a global audience. It may include new IP considering they have a separate 3-year plan to globalize their existing IP, but it would be very weird for a 5-year plan to include making some sort of global omni-game containing multiple titles. Not impossible, but very weird.

Other notable bits from the report include:

  • The Sonic series led traditional software sales with 4.4 million units sold, followed by Total War (4 million), Football Manager (3.8 million), and Persona (3 million).
  • Sonic is used as an example of strengthening the brand through media mix, specifically citing the original Sonic movie, the upcoming sequel, and the Netflix series Sonic Prime.
  • Games highlighted for release during fiscal 2021/2022 are Humankind, Shin Megami Tensei V, Total War: Warhammer III, Lost Judgment, and Phantasy Star Online 2 New Genesis.
  • SEGA’s European studio is working on an unspecified FPS project.
  • SEGA is instituting an approach of Remaster-Remake-Reboot in regard to current and past/dormant IP. Examples listed under past IP include Crazy Taxi, Jet Set Radio, Space Channel 5, Rez, Panzer Dragoon, NiGHTS, Shinobi, Virtua Fighter, Altered Beast, House of the Dead, Streets of Rage, and Soul Hackers, all with the asterisk “*Under examination of which IP to utilize.”
  • Game software sales stayed strong, and Free to Play titles were really strong throughout quarantine/social distancing.
  • SEGA SAMMY reiterates that they were hit hard by the economic effects of Covid, leading them to restructure (voluntary retirement, sale/restructure of arcade divisions). Spaces most prominently affected were the arcade business, arcade machines, pachinko/pachislots, and their resorts.
  • If you’ve ever wanted to know how much SEGA SAMMY is worth, they report having 367.6 billion yen in liquid assets as of March 2021 (or roughly 3.4 billion USD, 2.4 billion GBP, or 2.8 billion EUR). This amount is just liquid assets, and does not include the value of property the company owns or the IP it holds.
  • SEGA SAMMY acknowledges responsibilities regarding environmental sustainability, diversity, job satisfaction, and addiction prevention.

Oh, and hey, they’re working on a Gamera pachislot machine, which I personally like for esoteric reasons.

SEGA Shop (NA) Features New Tangle & Whisper Merch

The North American SEGA Shop is giving IDW’s dynamic duo, Tangle the Lemur and Whisper the Wolf their own line of official merch designs. Fans of the comic can grab shirts, cushions, and fleece blankets.

Items are available to shoppers in many North and South American Countries, as well as Australia and New Zealand.

Sega first dabbled in promoting the breakout team with collectable enamel pins back in 2019. Hardlight followed a year after, running limited time events to unlock them in both Sonic Dash and Sonic Forces: Speed Battle. Given the strict division between SEGA and previous Sonic comics, it’s a fascinating change of pace seeing SEGA’s North American team embrace IDW’s fresh new faces.

Sonic Dash Adds Pirates and Yogurt For Sonic’s Birthday

In a very weird month for the Sonic Dash series, data mining has revealed the latest version update includes event assets for pirate versions of Sonic and Shadow, as well as Bongo, the Danimals mascot.

Following up on last week’s out-of-nowhere addition of Vector to Sonic Dash 2, Sonic Dash Apple and Android updated to version 4.2.0 yesterday, promising two events for Sonic’s birthday month:

Version History
4.20.0
May 10, 2021
Ahoy! We have a double surprise lined up for a very special birthday this year! Keep a look out for our upcoming swashbuckling event!

Sonic Dash, Apple Store

But, as we all know, if the data is in there, data miners will find it, and we quickly got confirmation of two events included:

Sonic Dash has had some unusual promotional character choices throughout its long, long life, including the likes of Pac-Man, Hello Kitty, the Angry Birds, Longclaw, Teen Sonic, Baby Sonic, and Tangle & Whisper. However, I’m comfortable saying that that Bongo’s haunting stare may the least predictable and most visually startling guest character, even more than Andronic.

Look out for these events being officially added to Sonic Dash soon.

The Spin: So About Those SEGA NFTs… (Updated)

Update: On May 4, Double Jump.Tokyo announced plans to move onto an Asset Mirroring System to diversify cryptocurrency payment sources and move towards environmentally sustainable options.

Almost a week ago, TSS reported on SEGA buying a stake in Double Jump.Tokyo and announcing plans to mint and sell NFTs. According to the official press release, SEGA expects to sell NFTs of art and music assets from classic SEGA IP, and plans to incorporate the technology into new IP – to which the reaction from Sonic fans on social media were mainly negative.

Debates have since ensued over what does and doesn’t constitute an environmental impact, and whether or not NFTs themselves contribute to that environmental impact. The short answer is, no, SEGA’s NFTs won’t dramatically contribute to the massive global resource sink that is crypto mining. However, this investment indisputably moves SEGA into that economy, and that itself has caused concern for many fans, including myself with regards to what direction their business is moving. In this article, we will address what exactly the technology is, why it’s controversial, and why I personally am concerned.

So let’s address this by first starting with the baseline. What is the blockchain, what is cryptocurrency, and what is an NFT?

Blockchain technology is a manner of storing data where all new data is grouped into chunks (or “blocks”) and added to the end of a long running chain of data. Each chunk has a unique ID or a “hash,” and the blockchain knows what order all the blocks are in because each block contains the hash of the previous block. Because you can only add new blocks at the end of the chain, blockchains act as a running record, or a timeline, of the data. Every person participating in the blockchain keeps copy of the blockchain and becomes partially responsible for helping maintain the blockchain.

Bitcoin and Ethereum are two of the most widely used cryptocurrencies today, and they both currently require “mining” to sustain themselves. The currency itself is the reward users are issued for helping create new blocks and, in turn, helping maintain the blockchain. But the process of creating new blocks is like having your computer play a guessing game with every other mining computer.

I’m oversimplifying this, but here’s basically what happens:

The blockchain needs to get its next block because it contains all the new transaction data that it needs to store (stuff like “Sonic transferred 0.01 Ethereum to Tails”). It does so by incentivizing miners to figure out what the next block’s hash will be. Using an algorithm, your computer processor churns out guesses as quickly as it can. If it can correctly guess what the new hash will be, the new block is created, and the first person to do it gets awarded with some cryptocurrency for doing so. To find the “right” guess for the next hash, miners could be attempting tens of millions of incorrect guesses before a new block is made.

So if you have a computer that can process hash guesses faster than others in this constant worldwide lottery, you have a better chance at “winning” the next block’s reward. Or if you have a really nice GPU capable of mining. Or a whole rack of computers. Or an entire warehouse. Or an industrial complex strategically located near a cheap coal-fueled power grid. All of those processors doing all that computing work to produce tens of millions of wrong guess calculations just so the blockchain can process another ten or fifteen seconds of data, and only one person or business (or pool of people) gets rewarded each time.

Much like cryptocurrency, NFTs are a kind of data that can be stored in a blockchain. NFTs are a piece of metadata that specify a URL to a file, and an owner. So, for example, if I’m a digital artist, and I want to sell my work, I can host it on a server (or find a hosting service), use a service to create an NFT of that art, and sell it on a marketplace with whatever selling rules I choose attached to it. The catch is, it will be bought with cryptocurrency, because NFTs are generally sold in cryptocurrency marketplaces. However, any NFT runs into at least one important risk: if that file specified by the NFT ever disappears from the server, or if the server outright goes away, (or if you run into complications with marketplaces and terms of service) you may eventually wind up owning a dead URL.

Because the whole crypto economy is still in wild flux, a lot of companies are making very public, often cynically motivated moves into crypto to wrangle quick profit out of it, to establish themselves as impact-making players in the crypto space, or to just avoid being left behind. Kodak tried and failed to gain foot in that space, right before moving into pharmaceuticals (no really, they actually did that). You may remember that time years ago when a New York iced tea bottler spiked their stock value by changing their name to “Long Blockchain Corp.” The current NFT boom was in part sparked by the NBA selling collectable video clips, the rarest of which are reselling for literally hundred of thousands of dollars. You can bet every entertainment company is discussing NFTs internally whether they actually intend to mint them or not. And if they aren’t discussing it, their investors are.

Maintaining a blockchain does require a certain amount of power across all the computers working within it, but when people discuss the ecological impact of cryptocurrency and NFTs, they usually mean mining. So long as cryptocurrencies hold significant monetary value, there will be an arms race to get them, and the only ways to compete are through either size or efficiency, and both come with huge caveats.

The majority of mining still uses some combination of renewable and non-renewable energy, with more half of all energy consumption coming from non-renewable sources. More miners and bigger miners mean more demand on power plants. Hydroelectric stations can only produce power at a certain rate, while wind and solar can only generate power when conditions are optimal. However, mining is a process that demands consistent and intensive power 24 hours a day, 7 days a week. Thus miners turn to fossil fuel plants, like coal, oil, or natural gas.

When these fossil fuels burn, they release toxins and great amounts of carbon dioxide into the atmosphere (this is what people mean when they refer to a “carbon footprint”). Far, far more than we normally make with our lungs. More carbon dioxide in the atmosphere means higher global temperature because carbon dioxide traps the heat generated by our sun’s radiation. Higher global temperature means disrupted weather patterns. Hotter hots, harsher and more frequent storms, and the oceans slowly encroaching on coastline. On top of the environmental impact, electricity is subject to supply and demand, so higher electrical demand means higher cost for everyone on that electrical grid.

Continued development of more efficient mining technology may, at best, only briefly mitigate the problem. Many cryptocurrency blockchains are designed in such a way that the complexity of the algorithm needed to find the next hash increases once a certain number of blocks are formed. More complexity means more computing power needed, and thus the only possible way more efficient mining could actually work is if advancement itself outpaces the rate that blocks are mined.

So with ALL that out of the way, let’s get back to SEGA.

SEGA entered agreement with and bought a stake in Double Jump.Tokyo, a blockchain/crypto-focused company whose central game My Crypto Heroes allows users to buy and sell game characters and items on crypto marketplaces. My Crypto Heroes’ economy runs on Ethereum, the second most prolific cryptocurrency, just behind Bitcoin. Ethereum is a Proof-of-Work blockchain where anyone’s chance of getting a payday is proportional to the amount of processing power they’re contributing, thus, it is a currency that encourages competitive mining. Ethereum has expressed interest in moving towards a Proof-of-Stake structure that limits who can mine and how much, but they haven’t fully executed on that yet, plus even Proof-of-Stake systems still requires some amount of mining.

We do not yet know what cryptocurrency system SEGA will be operating in, but Ethereum remains at the heart of the NFT marketplace as we currently know it, and Double Jump.Tokyo itself currently deals in Ethereum. Even if SEGA does not do any mining themselves, they will likely be entering an economy that is built on the back of mining.

Thus, opinion splits here:

Do you believe that any engagement with a wasteful mining system is tacit acceptance or approval of that system? OR do you believe SEGA should only be held accountable for what they are directly doing?

Wherever you fall with that will be purely philosophical.

My personal feelings on SEGA selling NFTs is in how it represents them as a business and how they treat their own legacy of games. There isn’t any need use NFTs to make digital collectables. SEGA has made both physical and digital collectables for years through their mobile games, their MMOs, and their partnerships with toy companies. NFTs in concept aren’t a hot new idea. They’re an old idea in a much more obtuse package with a lot of strings attached.

While most of SEGA’s traditional customers don’t own or use Bitcoin or Ethereum, SEGA still sees NFTs as enough of a priority to buy part of a company and get in on crypto. I don’t know if SEGA legitimately sees a long-term plan for positioning themselves in the crypto space, but if they are, selling scans of classic game art is an unambitious and uncreative start.

Optimistically, I’d say that this is just a business diversification that they can divest out of if (when) the bubble bursts. Pessimistically, this is SEGA joining the blockchain to make investors happy or to chase a big pay off. I am not implying in any way that this is SEGA moving away from publishing traditional video games. But companies build reputation by having a clear, strong philosophy, and using that philosophy to drive decisions; I’m concerned that SEGA is buying into this somewhat dubious one – and hopefully they won’t be following in the shallow footsteps of companies like Atari. Nobody should follow in the footsteps of Atari.

Celebrate Golden Week With Sonic & Sega Deals On Steam

Even if you don’t celebrate the four Japanese holidays between April 29 and May 5 that comprise “Golden Week”, Steam wants you to spend it buying games from Japanese developers and publishers, Sega included.

Though a vast number of games are getting solid discounts, you may want to check out these Sonic-centric deals (All prices USD):

Sonic Mania – $4.99
Sonic Mania Encore DLC – $2.49
Sonic Forces – $9.99
Sonic Lost World – $7.49
Sonic Generations – $4.99
Sonic Adventure DX – $1.19
Sonic Adventure 2 – $2.49
Sonic the Hedgehog – $1.24
Sonic the Hedgehog 2 – $1.24
Sonic 3 & Knuckles – $1.24
Sonic the Hedgehog 4 Episode I – $2.49
Sonic the Hedgehog 4 Episode II – $2.49
Sonic CD – $1.24
Sonic Spinball – $1.24
Sonic 3D Blast – $1.24
Sonic & Sega All-Stars Racing – $2.49
Sonic & All-Stars Racing Transformed – $4.99
NiGHTS Into Dreams – $1.19
Dr. Robotnik’s Mean Bean Machine – $1.24
Puyo Puyo Champions – $4.99
Puyo Puyo Tetris – $11.99
Puyo Puyo Tetris 2 – $20.09
Super Monkey Ball: Banana Blitz HD – $14.99
Sega Bass Fishing – $1.19

You can check other deals over on Sega’s Golden Week page, if you’re looking to get some Yakuza games, or Persona, or just if you’ve decided it’s finally time to buy Shining Resonance Refrain.

Sonic The Card Game – Release Date, Price, and Details Revealed

After last month’s announcement of Sonic: The Card Game, Steamforge Games has revealed further details about the game and its box art. The boxed product is expected to launch in September, 2021 at a suggested price of $19.95, £14.99, and €17.95.

The 20-30 minute game allows 2-6 players to play as Sonic, Tails, Knuckles, Amy, Shadow, or Blaze, as the deck produces a level for the characters to race through. While no specific mechanics have been revealed, Steamforge implies there will be some form of press-your-luck element, stating, “Each time a new card is placed, they must decide whether to keep racing to try and grab a bigger pot of rings, or to retire and collect their share of the rings and bonus cards on the table. If players keep racing, they risk running into enemies and losing lives, but the chance to win more rings and bonus cards could be tempting enough to keep racing on.”

Steamforge Games‘ previously published works include board game versions of Dark Souls, Horizon: Zero Dawn, Resident Evil 2, PAC-MAN, and Ni no Kuni II. Expect a detailed review when the game launches later this year.

Source: Press release via Cision PR Newswire

Sonic The Card Game Announced by Steamforged Games

Following the 2019 release of two IDW tabletop games, one Hasbro game, and the Shinobi 7 Kickstarter game, Sonic once again returns to tabletops in 2021 with Sonic The Card Game.

The publisher, Steamforged Games, maintains an extensive catalog of licensed titles including Dark Souls: The Board Game, Dark Souls: The Card Game, Devil May Cry: The Bloody Palace, and most recently Horizon Zero Dawn: The Board Game. The majority of the company’s library is kickstarter-funded games with high production value, extensive miniatures, and focus on theme; however, the company has also published several smaller, self-funded projects such as PAC-MAN: The Card Game, and Ni no Kuni II: The Board Game.

While we do not have any details on the game as of yet following the company’s Game Manufacturers Association preview, the blog describes the project as a “competitive card racing game where you’ll collect power-ups and rings to win.” Expect the game to launch this calendar year.

TSS IMPRESSIONS: Balan Wonderworld Demo

I came to Balan Wonderworld with a lot of skepticism. The last time a Yuji Naka game really grabbed me was 2003’s Billy Hatcher and the Giant Egg, and while PROPE developed a handful of cool novelties, the studio’s most significant work ever was a Wii game smuggled inside a Wii U game case. Now with Square Enix, Yuji Naka has been given “one chance” to make a platforming game for the RPG giant, and we have our first taste in today’s new demo.

And having played it, I struggle to be optimistic. At all. Moreso with each platform I played the demo on.

Screenshots and animation taken from Switch version.

Despite the style and story and world and characters that scream “NiGHTS into Dreams,” Balan Wonderworld is a basic-to-a-fault 3D platformer. The male or female protagonist in a bout of emotional strife find themself entering a magical theater. Your character is greeted by the ever energetic and whimsical Balan, given a bird, and told to find his or her heart in a fantasy world of memory and emotion.

The demo presents four levels and a boss: the whole of Chapter 1, as well as individual levels from Chapters 4 and 6. The levels themselves are presented as dreamlike sky islands themed around someone external to the story who is also experiencing difficulties in their life. Chapter 1 focuses on a farmer whose corn crop is ruined by a freak tornado. Its levels are full of giant corncobs, haybails, pumpkins, and picket fences. The chapter eventually pits you against the farmer himself, tainted by his depression and transformed by a mysterious masked being.

Balan Wonderworld’s controls are reduced to standard analog movement and a single action such as jump or attack. The costumes your character can equip are the game’s main gimmick, each with a special ability that replaces your action.

These special abilities add some variety, but they quickly go from novelty to obligation.  On their own, the protagonist can only jump, but donning the wolf suit turns your jump into a spinning jump that can break blocks or damage enemies. Soon after, you encounter a kangaroo that replaces your jump with a single flutter-jump, akin to the jump in a Yoshi game. You’re never asked to get clever with these costumes; it’s always obvious which you need to use to move forward. Late costumes in the demo include a gear robot that can activate special gear boxes, a bat that can perform Sonic’s homing attack, and a fox that, and I am not joking, will periodically turn you into an invulnerable, uncontrollable box, but when the game decides to, not when the player decides to. The first time I got this costume, I immediately died, as my character became a box whose momentum slowly slid it off the edge of a narrow platform and into the abyss.

That inexplicable box might be the best metaphor for this game. It feels simple, yes, but also sloppy, unrefined, and aimless. As soon as you control your character, you’ll feel an incredible disconnect as their animation shows them sprinting at top speed… as they slowly trod forward at an agonizing pace. No matter what costume you wear, the character’s dismal speed and anemic jump barely change. Enemies appear infrequently, rarely pose a threat, and are dispatched with the most basic head-jump or suit power. Stage design gives some room to explore, but blocky layouts and ledges only give the illusion of scalability and hem you into the places where the game expects you to go. The game sells itself on the themes of expression and choice but doesn’t give the player the tools to accomplish either.

I opted to try the Switch version of the demo first, and was met with muddy textures, no anti-aliasing, and periodic framerate drops. The jaggies are noticeably worse on handheld mode’s 720p screen. I hoped moving to my Xbox One S would resolve this, and some of the lighting does indeed seem slightly better, but the game retains its incredibly cheap and unpolished visuals. Chapter 1’s stage geometry uses an effect that warps the level towards or away from you as if on the inside or outside of a sphere, but the seams where the stage deforms are incredibly noticeable from a distance and may actually be one of the culprits for the jerky framerate. NPCs constantly dancing in unison vanish when you get too close, and props that litter the stage don’t react to your presence or interactions. The whole environment feels static and detached from your character.

The Steam version came with its own complications. Running it on a 2080 at 1080p, anti-aliasing off and graphics set to their lowest, the game struggled to reach above 20 frames per second. The only exception was when I Alt+Tabbed to another window, at which point, the framerate shot up to 60, until I brought the game back into focus.

The back half of the demo shows some promise. It increases the complexity a bit, but the gameplay in this demo fails to grasp the most basic expectations of modern 3D platformers. If it hopes to deliver on a satisfying experience, the game has huge hurdles to overcome.  It’s a $60 game competing with modern benchmarks like Super Mario 3D World, A Hat in Time, and New Super Lucky’s Tale.  Keep an eye on reviews when it launches in March, but if you want to test it out now, you can do so on most major platforms.

Stadium Events for week of Jan. 17 2021

Good day, and welcome all to the inaugural Stadium Events, our upcoming special events, streams, podcasts, and assorted miscellanea.

Are you not on our Discord? You should probably be on our Discord. You can do so here (and don’t forget to read the #rules!).

Did you know Sonic Stadium has a Twitch channel? It does, with content every week! If you can’t watch live, the VODs are archived for two weeks, and later on YouTube (eventually, there’s still a lot of uploadin’ work to be done).

Here’s what you can catch this week:

Sunday Jan 17
7 PM EST / 4 PM PST / (Mon) 12 AM GMT
Almost Every Sonic
GX and guest attempt to play every Sonic game, no matter how obscure!
Lego Dimensions – Main Story Part 3
Saturday Jan 23
7 PM EST / 4 PM PST / (Mon) 12 AM GMT
Sonic Mania on Luna
Shigs tests out Sonic Mania on Amazon’s new streaming platform
Sunday Jan 24
7 PM EST / 4 PM PST / (Mon) 12 AM GMT
Almost Every Sonic
GX and guest attempt to play every Sonic game, no matter how obscure!
Lego Dimensions – Main Story Part 4