Earlier today, Paramount Pictures uploaded the latest trailer for the Sonic Movie, complete with a newly cut trailer and a redesigned hedgehog! We all remember how… unique the first one was, but this new trailer features a few of the same shots! Check out some comparison shots below.
SAGE 2019 had a ton of exciting entries, some of which continued to crack the tough egg that is controlling Sonic in a 3D space! One of those is Sonic Islands, and it’s one of the best ones since the Sonic Utopia demo in 2016! It’s changed a bit since last year’s entry, in fact it looks like they started from the ground up! To get to the bottom of this, we went to the developer himself to see what Sonic Islands is all about.
Sonic Racing was one of the first titles announced for Apple Arcade, a subscription service exclusive to Apple devices meant to provide mobile gaming experiences free of loot boxes and microtransactions. As one of the service’s premiere exclusives, does Sonic Racing make good on Apple’s promise for better mobile gaming?
In this month’s episode, Sonic is blasting off as a mascot for a Jupiter space probe. Jason and Chris discuss Mario Kart World Tour while Alex talks all about Apple Arcade including Sonic Racing and Chu-Chu Rocket. Sonic rolls up into Super Monkey Ball: Banana Blitz as a playable character. We discuss the passing of Sonic the Comic artist, Nigel Dobbyn and finally see if Genesis does what Nintendon’t as a plug and play, mini console. All that and much more!
Sonic Smackdown was one of the many games featured at this year’s SAGE event, and probably one of the more notable. The game pays homage to the Capcom style of fighting games, drawing it’s inspiration from the Marvel series of beat ’em ups.
It’s the 25th anniversary of Sonic & Knuckles! 1994 was the year of the Death Egg Saga, and on this day 25 years ago that saga ended with a rather innovative little cartridge. You might think of it as the second half of Sonic 3, but I think it deserves a more fitting title: the better half of Sonic 3! True, you can combine Sonic 3 & Knuckles to get the full experience, but today is Sonic & Knuckles’ birthday, not Sonic 3’s, and I say that if you look at them individually, you’ll find that Sonic & Knuckles has just a bit more to offer, and is the better game! Here are 7 reasons why this is the case.
Sega has just released a Mario and Sonic at the Olympics Tokyo 2020 demo onto the Japanese E-Shop. The demo is in full English and contains seven events. Five from the normal, Olympic games and two from the Tokyo 1964 mode. The events include 110m Hurdles, Surfing, Karate, Badminton and Archery on the Olympics side, along with Long Jump and 10m Platform Diving on the 1964 side. You can play as Mario, Sonic, Bowser, and Dr, Eggman in the Olympic events or just Mario and Sonic in the 1964 events. You can also add an analog mode to the 1964 events to give it that CRT TV look.
While you’re on the Japanese E-Shop, be sure to check out the demo for Super Monkey Ball: Banana Blitz too as Sonic will be a bonus character in the game.
Mario and Sonic at the Olympics Tokyo 2020 will be available on November 5th in the U.S. and November 8th in Europe.
This year is the 20th Anniversary of the Western release of the Sega Dreamcast and flagship launch title Sonic Adventure (its European anniversary was actually yesterday)! But, while everyone can talk about the game’s original release until the cows come home, a lot less remembered is its Gamecube/PC port, Sonic Adventure DX. Let’s take a Look Back at it! Continue reading Hero of Legend’s Look Back – Sonic Adventure DX: Director’s Cut
Another month, another (incredibly late) episode of Sonic Talk!
In this episode, we discuss Sonic’s appearance in OK KO!, and how he single-handedly caused the series to end (kidding). We also chat about Tangle and Whisper, a Mighty plush, Sonic #19, Mario and Sonic 2020 Olympics arcade and much, much more! So what are you waiting for? RECENT topics?!! Hah! Like we’d do that!
“Speed returns, in an all new 2D adventure built from the ground up.”
Ten years ago, on September 8th, 2009, mere hours before the 10th anniversary of the Dreamcast, SEGA dropped a teaser trailer for “Project Needlemouse.” Catching the gaming community by surprise, this mysterious project promised to bring Sonic the Hedgehog back to its 2D roots with a new 2D platformer in the style of the Mega Drive games. This project would later be officially titled Sonic the Hedgehog 4, an episodic download game that hoped to please the older Sonic fans who grew up with the classics.
Sonic 4’s two episodes have since been filed away as a mediocre experiment on SEGA’s part, with very little love and fondness in its legacy. The entire Sonic 4 saga left disappointed and bickering fans in its wake, with the general gaming community and even some newer Sonic fans wondering what the fuss was all about. For these people, Sonic 4 delivered point-blank on it’s promise of providing a 2D Sonic game in a style similar to the older games. To the target audience however, Sonic 4 was an insult, and they made sure SEGA knew that.
The story behind SEGA’s Project Needlemouse is an interesting one. The way it was marketed throughout its lifespan and its impact on the Sonic fanbase, and even the gaming community at large, is noteworthy. While the games themselves are generally considered to be mediocre at best, the development and release of Sonic 4 may very well be a watershed moment of the franchise, impacting how SEGA would handle the series and its fanbase moving forward. Making the narrative of Project Needlemouse even more intriguing is how the context of which it was released, sandwiched between other Sonic games doing similar things, would impact audiences’ expectations.
In this special multi-part series, we’ll take you back in time to a world where 2D Sonic only existed on Nintendo handhelds, Classic Sonic was nothing more than a tee-shirt emblem, and the Sonic Twitter as we know it didn’t exist. We’ll see how fan feedback impacted the course of Project Needlemouse, we might get a sense of why many Sonic fans are so judicious about everything SEGA releases starring the blue blur himself, and we’ll better understand why SEGA markets Sonic the way that they do now. This is the Needlemouse Debacle.
The “Retro” Age
Prior to Project Needlemouse’s first teaser, there had already been a ‘retro renaissance’ of sorts in the gaming industry. The New Super Mario Bros series was raking in cash on Nintendo’s Wii console, and Mega Man 9 set the bar for retro throwbacks. Surely, Sonic was also entitled to participate in this trend. It made sense, after all. Sonic’s origins were 2D, the past few 3D releases were received poorly, or at least had a mixed reception between fans and critics, and Sonic Unleashed’s integration of sidescrolling elements could be seen as the harbinger of the franchise’s focus on going back to the basics.
When Project Needlemouse’s teaser trailer dropped with the promise of “an all new 2D adventure built from the ground up,” it was a delightful, if unsurprising, event. It was also a little nerve-wracking for fans. Did SEGA really have the chops to pull it off? There was a sneaking suspicion that they would hand development onto Dimps, who at the time was responsible for a majority of Sonic’s modern 2D outings on handheld consoles. The Advance and Rush series were all developed by Dimps, and while they were generally well-liked, they didn’t exactly nail the “classic” feel, either in controls or level design.
Certainly enough, Dimps was indeed responsible for the bulk of Project Needlemouses’ development, with some oversight from Sonic Team. Meanwhile, SEGA’s marketing team soon began to promote this mysterious project of theirs. Taking advantage of their burgeoning social media presence, they would do anything from trivia contests to concept art teasing to raise awareness that old-school 2D Sonic was coming back. There was even an “elimination round” that featured the names of popular Sonic characters that would be gradually crossed off, until only Sonic’s name remained; this would be a title where only Sonic was playable. Notably absent from this tournament were Tails, Knuckles and Dr Eggman, implying that they could make an appearance.
SEGA Announces a Saga
In February of 2010, Project Needlemouse was unveiled to be Sonic the Hedgehog 4: Episode I, and it would be a downloadable, episodic saga for consoles, PC and mobile devices. A short teaser with no more than 3 seconds of footage of Sonic running along a Green Hill Zone inspired level proved to be everything the fanbase needed to form an opinion. This footage would be dissected and scrutinized to hilarious lengths.
Along with the trailer was a press release reiterating how Sonic 4 would be the crucial “first step” of bringing Sonic back to his roots, and that it would be “Sonic 4 as you truly imagined it.” Sonic 4’s public advocate would be Ken Balough, digital brand manager for SEGA at the time. He would interact with the fans on SEGA’s official (and currently defunct) online forums as well as with the press to give details and drop hints on what Sonic 4 would be all about.
Some concerns were raised on the nature of the game being download only, as well as episodic. It seemed to be taking cues from the New Super Mario Bros series in terms of its presentation as a modern game, but it also appeared to look to Mega Man 9 for inspiration in it’s naming convention as well as the decision to be distributed digitally rather than physically. It would certainly not be a conventional release. It was a concern for fans that it be treated with the respect a game called “Sonic the Hedgehog 4” demanded. There was also discussion about the use of Sonic’s modern design rather than his short, stocky “classic” look. At the time, Classic Sonic wasn’t a major pillar in the franchise, yet the debate raged on and petitions were signed to include him in “Modern” Sonic’s stead.
Adding to fans’ concerns was the presence of the “homing attack,” a targeting move that was never present in the original games. Such a seemingly innocuous design choice would prove to be a major point of contention in the ongoing discourse. Although seen as one of Sonic’s signature moves in the 3D games where jumping on an enemy can be difficult at high speeds, it was almost never featured in modern 2D games as it wasn’t seen as a necessary addition. The presence of this move alone would provide enough fuel to the already kindling fire of fear and fury that fans were stoking: would the homing attack dictate the nature of the level design? How would that interact with Sonic’s momentum-based physics? A few of the more seasoned “retro” fans were already convinced the game would be a disappointment from the short teaser alone. Many questions were raised, but weren’t immediately answered by SEGA’s PR.
Then, the “PartnerNET” leak happened.
Of Leaks and Dying Cats
Not too long after Sonic 4’s official reveal, footage of the game in its entirety was leaked. Xbox Live Arcade used PartnerNET, a system used for game developers to test products, and unfortunately it was not a tightly run ship in regards to security. What started off as blurry screenshots effectively turned into footage of the entire game being leaked. This would be the catalyst that changed the course of Project Needlemouses’ life.
Many of the retro fan’s fears were confirmed, and then some: the level design centered around the use of the homing attack as well as featured automated and linear level design with an overabundance of boost pads. It was extremely common to see “Bubble Chains,” where the badnik “Bubbles” would be laid out as stepping stones for Sonic to dash into, especially over bottomless pits. The renowned momentum-based gameplay of classic Sonic was rendered inert with a physics engine that gave Sonic no sense of inertia. Sonic’s “spinball” mechanics were totally inert: he didn’t gain speed while rolling downhill and didn’t bounce off of enemies or item boxes.
The game was so poorly programmed that it was possible for players to stand sideways along curved walls. It was frighteningly reminiscent of Sonic the Hedgehog 2006’s disregard for the laws of physics, and it was embarrassing to witness a game that bore the title “Sonic the Hedgehog 4” to err in so many ways. It was speculated that this wasn’t even a new engine at all, but the same gameplay engine used in Sonic Rush, which had similar issues.
There were other strange design choices as well. Although the well-loved Jun Senoue would compose the music, the overabundance of synth instruments and muffled drum snare samples gave rise to a plethora of “dying cat” jokes which would be a hallmark bullet point on why the game was not up to standard. The game would boot players out of the campaign to a level select screen after completing a single act to where they would need to select the next one, rather than the expected level-to-level transitions. Sonic’s iconic “blurry feet” were rarely seen, even when at top speed. There were strange “gimmick” acts that utilized unconventional controls or otherwise had weird clear conditions; mainly a score attack pinball level and a level where Sonic is trapped in a mine cart and the stage needed to be tilted to progress.
Finally, the decision to re-use level concepts from Sonic 1 and 2 caused a stir all its own. It was strongly contended that a game billed as a sequel to Sonic 3 & Knuckles ought to follow suit in introducing unique new places to explore. The starting Zone, Splash Hill, was considered harmless enough as a Green Hill callback, but lined up alongside knock-offs of Casino Night, Metropolis, Labyrinth and Death Egg Zones, it started to feel less like inspiration and more like unimaginative copying.
Damage control was put into place, and the game was delayed to the latter half of 2010 to incorporate fan feedback from the leaked footage. Ken Balough reiterated their intention of pleasing the targeted audience of old school fans and continued to state that it would be “Sonic 4 as you truly imagined it” by the game’s release. Unfortunately, despite the fact that this was an early build of the game, this did little to ease the concerns of fans. Debates on the forums and the heckling of Ken Balough would continue onto the game’s release.
Poor Pilot Episode
Sonic the Hedgehog 4: Episode I would release to generally positive feedback from major gaming publications on October 7th, 2010. “Sonic is back, baby!” Declared IGN. Most were pleased with its gameplay, highly saturated graphics and chiptune soundtrack (cats and all), but unfortunately the target audience failed to be impressed. While some would argue it was a fair attempt at a modern sidescroller, it was nearly unanimous among critics that they failed to replicate a traditional Sonic experience.
This wasn’t Sonic 4 as you truly imagined it.
The game was very much unchanged from its early leaked development build. The physics weren’t fixed. The automated level design remained unchanged. Players were still booted out of the campaign after every level (unless they pressed a button to opt otherwise). The only major changes would be the removal of the two “gimmick” acts which were replaced with more fully-featured platforming levels, and the implementation of Sonic’s blurry feet animation at running speed. Curiously, those gimmick acts would remain in the mobile version, raising speculation that Project Needlemouse may have started off as a mobile spin-off before turning into Sonic 4 altogether.
Sonic 4’s first episode would compete with Sonic Colors that same year, and it was not uncommon to find comparisons between the two platformers. Despite being targeted to a younger, presumably easy-to-please audience, Sonic Colors would be cited as the main game that allowed the series to finally break the so-called “Sonic Cycle”. It would appear that the first attempt at reviving classic Sonic gameplay was less than successful, but this wouldn’t be the last we would hear of Project Needlemouse.
Stay tuned for The Needlemouse Debacle: Episode II, where we’ll cover SEGA’s attempt to appease the criticism from their target audience, and the impending release of Sonic 4’s second entry.
With all the hype surrounding Super Mario Maker 2 for the Nintendo Switch, there’s no doubt the thought of a Sonic-esque equivalent is on the minds of Sonic fans around the world. Indeed, what if there was a Sonic Maker?
Well, if you haven’t heard, one Sonic fan has gone above and beyond to bring this fantasy to life, and The Sonic Stadium is proud to provide you with an exclusive interview with the brains behind the project known as Sonic Studio!
Today marks 30 years since the SEGA Genesis (known as the SEGA Mega Drive elsewhere, the name was changed in North America due to trademark issues) made its debut!
This name would turn out to be quite fitting, as the SEGA Genesis became the system that would not only make SEGA and many of its franchises household names on the continent, it would also serve as the birth place for the company’s most successful character: a blue hedgehog named Sonic!
We caught caught up with IDW Publishing Sonic the Hedgehog comic artist Jennifer Hernandez at San Diego Comic Con 2019 to get the lowdown all things Sonical and comical!
While at Comic Con last week, I managed to grab a SDCC exclusive copy of Tangle and Whisper issue number one, The very first IDW spin-off mini series based on comic exclusive Sonic the Hedgehog characters. Written by Ian Flynn with art by Evan Stanley.
Who doesn’t like the constant reminder that Sonic the Hedgehog owns so much of our free time and money? As if our shelves weren’t already stacked high with game cartridges, many companies go out of their way to create a huge array of irresistible merchandise that become objects of desire amongst large parts of the fanbase. Entities such as First 4 Figures have established themselves as one such company that goes the distance and create highly detailed statues of video game and anime characters, Sonic and friends included, in gravity-defying and dynamic poses true to their source material. But as the complexity, scale, and limited nature / scarcity of these pieces of merchandise increase, so does the cost…
Forgive the lateness of our podcast as we recorded this one a few weeks ago, but that doesn’t mean it’s not chock full of Sonic-ey goodness! In this episode we discuss Jason’s trip to E3, the fan revival of Sonic Runners, Sonic Revolution 2019, Funko Pop Sonic cereal, an unofficial Sonic book that uses fanmade images and much, much more. Because hey, who needs copyrights when you can just slap a bunch of images together, right?
Special Note: We used the cover from the plagiarized Carlton Sonic book for this month’s podcast image. That render on that plagiarized book was created by Deviant Art user FinnAkira, and you can find it here.
Good things tend to come in threes, and this is certainly no exception with Sonic-themed music releases of 2019 so far; the phenomenal Team Sonic Racing soundtrack saw general release with the launch of the game in May, a new Crush 40 compilation is due in July, and sandwiched between these is Jun Senoue’s third instalment of “The Works” collection. Continue reading TSS Review: Jun Senoue’s The Works III
Every year in June, Sonic fans and press alike (and the guys at The Sonic Stadium happen to be both!) descend unto the arid, star-studded land of Los Angeles to take on the ‘Video Gaming Superbowl’ that is E3. But, every year, on the Sunday before E3 festivities begin, there’s a whole other party happening in the same city just for Sonic fans. Continue reading Talkin’ Bout a Sonic Revolution: We Visit the 2019 Fan Convention
Ex-SEGA European Product Manager Tony Takoushi has recently created an account on instagram, and has shared an array of incredible images from early 90s Sonic merchandise, to original and development artwork from Sonic the Hedgehog designers.
TSS was given the opportunity at E3 to get a first hands-on look at the Sonic at the Olympic Games – Tokyo 2020 mobile title, set for release to coincide with the event next year, and although this date is still some time away, we were permitted to play a few rounds on an early demo of the game! Continue reading TSS Preview: Sonic at the Olympic Games – Tokyo 2020
While a good chunk of Sega’s booth was dedicated to Mario and Sonic at the Tokyo 2020 Olympic Games, there was a corner showing off some of Sega’s other properties slated for release later this year. Among them was the Sega Genesis Mini, Sega’s answer to the NES and SNES Classic. I sat down in a bean bag (which means my fat rump had a hard time getting back up) and sampled SEGA’s miniaturized console.
The first thing you’ll notice when playing the demo at E3 is that the part of the booth you’re at looks like a living room, complete with a bean bag to sit in. Much like the virtual living room in some of the recent Genesis compilations, there are posters of Genesis games everywhere, along with with old VHS tapes with cheesy labels like “Cartoon collection! Do not erase!!” on them. They really went all-in on the “90’s bedroom” aesthetic.
The nostalgia doesn’t stop with the booth aesthetic, as the mini console itself gets a lot right. Its controller has an ergonomic feel and shape that perfectly replicates the original, and the console itself is a faithful, shrunk-down recreation of SEGA’s 16-bit system. Once you boot the mini console up, you’re treated to a screen filled with about a dozen Genesis titles, with the rest coming into view as you scroll down. I don’t know if I care for this, as it shrinks down the box art and makes each game feel less important. Hopefully, the interface can customized in the final product.
Despite the September release date, the console already feels ready for release, as all 42 games were playable on the show floor. I went with Mega Man: The Wily Wars and Road Rash 2 for this preview. Both played great and judging by Road Rash 2 alone, are identical to their original versions. The emulation is perfect.
Holding start for five seconds brings up a menu where you can make a save state and exit back to the main menu. There’s your usual options such as screen filters and what aspect ratio you want the game in, but one of the most interesting features is the language menu. You can set the game menu to many different languages and the games will play in their original language as well. Going back to aspect ratio, another neat feature is that many of the games feature a more natural 16:9 aspect ratio by zooming in on the game while keeping the UI in place. Sonic 2 was shown off as an example of that. It keeps the sprites from looking stretched, but at the cost of zooming in on the picture a bit.
Overall, with a great controller, cool menu features and pixel perfect emulation, the Sega Genesis Mini is something to get hyped for. It blows the old AtGames Genesis consoles out of the water in every way, and should definitely be worth picking up come September.
In addition to the regular kiosks, SEGA also had a Genesis Mini running on a giant, 5-foot-wide Genesis controller that folks could play Streets of Rage and Sonic 2 on. When I tried to play Sonic 2’s Chemical Plant level, I had to stretch my arms out and punch the A button with my first just to get around. While it was a neat novelty, it wasn’t exactly the most wieldy controller, since I couldn’t even spindash with it.
Still, even on this giant cumbersome monstrosity, I was able to get enough rings to enter the special special. As I began maneuvering Sonic and Tails through the half-pipe, a crowd formed around me. Despite the massive controller, I made it through and even got a small amount of applause! Here’s hoping SEGA’s booth features and equally cool gimmick next E3.
Three years after they last went head to head, Sonic, Mario and friends are finally back at the Olympics with Mario & Sonic at the Tokyo 2020 Olympic Games. SEGA is making sure everyone is aware of this, as the two mascots are not only on the E3 badge insert this year, but take up a huge chunk of real estate in the LA Convention Center’s West Hall. To anyone entering the West Hall, the booth leaves a heck of an impression. It not only shows the game on giant screens, but has a climbing rig for attendees to try out. With Sony and Microsoft doing their own thing, this is the first time in over 20 years that the West Hall belongs mainly to Nintendo and Sega. Continue reading TSS @ E3 2019: Mario and Sonic at the Tokyo 2020 Olympic Games Hands-On Impressions
No “what we’ve been playing” this time. We get straight to the Sonic Talk as there’s a lot to discuss. From the Sonic movie delay to terrifying Sonic children’s costumes to new Sonic voice actors to finally, the all new Team Sonic Racing (or Sonic Team Racing as GX keeps saying by accident). Continue reading Sonic Talk 61: Sonic Team Sonic Racing Team Racing Sonic
If you aren’t already feeling ancient at the prospect of Sonic the Hedgehog turning 28 next month, here’s a fact that’ll age you; it’s been 7 years since SEGA Sound Director Jun Senoue led the creation of a Sonic the Hedgehog soundtrack (Sonic the Hedgehog 4: Episode 2, for those who can’t remember!).
Senoue’s absence has been by no means a sabbatical, having been involved in several other SEGA titles – as well as peripherally with most Sonic games – and regularly performing with a multitude of live acts across four continents. Those who have taken the reigns in the meantime have accomplished some phenomenal feats, particularly Sonic Mania composer Tee Lopes who pulled a rabbit out of a hat with a perfectly blended score of old and new material, while simultaneously tipping the hat to the synonymous tones of the 90s titles. But with the classic itch well-and-truly scratched, many have longed for the return of Senoue and his trademark rock sound, in the context of a modern Sonic game.
As such, the anticipation for MAXIMUM OVERDIRVE, the Team Sonic Racing Original Soundtrack, reached fever pitch. Expectations have flown high based on the calibre of the tracks that had been drip-fed to us via Sonic the Hedgehog’s social media channels over the last few months. Now that the full OST has been released, we can firmly say that it does not disappoint.
It says a lot about Sumo Digital’s developing competence when the team can create a sequel to a much-loved racing spinoff series, nearly seven years after the last entry, on (seemingly) a much tighter budget, and yet still manage to find ways to make the experience appear like a full-priced premium package. Continue reading TSS Review: Team Sonic Racing
Team Sonic Racing is officially out tomorrow, and everyone is super-excited to get behind the wheel with the blue blur once again. But perhaps the person most excited about the game’s release is Sonic Team head Takashi Iizuka, who will now get to fully enjoy playing multiplayer kart racing games with his son. Continue reading TSS Interview: Takashi Iizuka Hints At Dodon Pa’s Return as ‘Master of Ceremonies’
To say it has been a tumultuous week in the Sonic the Hedgehog fandom is something of an understatement, with the first movie trailer seeing release and receiving a less than favourable reception (at time of writing, dislikes outweighed likes by 2-to-1 on YouTube). Continue reading The Spin: Why Sonic’s Movie Design (Probably) Shouldn’t Change
We didn’t want to wait until the end of the month to talk about this one. Recorded the day after the trailer’s release, Jason, Alex and Chris discuss their opinions on the Sonic the Hedgehog movie trailer. We may have seen leaked images early, but we weren’t going to pass judgement until we saw the hedgehog in motion. Well we did and…..it’s even worse than we thought. Join us and listen to what we thought of Sonic, James Marsden, Jim Carrey and more.
You can listen to it here:
Sumo Digital has been a close partner of SEGA’s for many years, ever since the Sheffield-based studio worked on a console port of OutRun2 back in 2003. But in recent years, the developer has worked on several racing games featuring Sonic the Hedgehog – Sonic & SEGA All-Stars Racing and Sonic & All-Stars Racing Transformed, which were released to critical acclaim.
For the third outing, the company’s new Nottingham studio has taken a brand new direction with the series, focusing on Sonic’s friends and co-operative teamwork. We caught up with Derek Littlewood and Ben Wilson to find out more about the creative process that went into making Team Sonic Racing! Continue reading TSS Interview: Sumo Digital on Team Sonic Racing
We were invited this month to attend SEGA’s Team Sonic Racing Preview Event, hosted deep in the heart of London’s Shoreditch, and get our hands on the game’s latest build! What happened was an action-packed day filled with tournaments, time trials and a LOT of gameplay impressions. So, let’s get right to it!
On this latest episode of Sonic Talk, hosts Jason, Alex and GX talk about all the latest Sonic news, including the library of the SEGA Genesis Mini, the return of Mario & Sonic at the Olympics, the development materials for Sonic 2 released by game artist Tom Payne, and the last few issues of IDW’s Sonic comic. Continue reading Sonic Talk Episode 60: Super Smash Butts
With the launch of the Super Smash Bros. Ultimate’s Stage Builder this week, fans have set about creating a multitude of distinctly Sonic-themed stages.
Check out our favourites in the article below!
This episode of Sonic Talk is experimenting with a new, slightly different audio-only format. This episode, we discuss some news out of the Sonic panel from SXSW 2019. We also discuss (as this episode’s name implies) the latest leaks from the Sonic movie!
Don’t blink! Don’t think! Just go-go, go-go, g-g-g-g-go-go down to your local video store on May 28 to pick up Sonic X: The complete series on Region 2 SD Blu-Ray! (God, that was corny.)
The good folks at Disctek Media are bringing all 78 english language episodes in one volume. (Sorry Japanese sub fans, you’ll have to stick with Hulu for now.) This includes the extras from the DVD version as well as the original pitch video where the world of Sonic X had a lot less humans.
On this much shorter episode of Sonic Talk, Jason discusses Apex Legends (that other game with Roger Craig Smith) only for GX to suffer a power outage which results in about half an hour of our discussion being cut off. We still have plenty of Sonic news and a review of the first dozen issues of IDW’s Sonic the Hedgehog. So prepare for 45 minutes of Sonic-y goodness!
Last month, the Sonic community was dazzled by an incredibly creative sight – a design pitch for an official Sonic Mania-themed LEGO set. The creation, by Sonic Robo Blast 2 Kart developer ‘toastergrl’, featured a Sonic Mini-Fig alongside some custom Badnik models and a huge Death Egg robot – and has been the talk of the town ever since. With a concerted push to drum up as much support as possible to make the design a reality, we spoke with ‘toastergrl’ herself to learn more about the project. Continue reading Community Interviews: LEGO Ideas Sonic Set Designer, ‘toastergrl’