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  1. Ten colourful new screenshots of Sonic Heroes have been revealed, and not only do they show off gameplay from Team Dark, Team Rose and Team Chaotix, but they also feature a brand new stage that we haven't seen before! Until now, we've only been treated to Team Sonic gameplay within a seaside stage in press images. Now we see how the other Teams play - and it seems like the way they work in game is similar to Sonic, Tails and Knuckles, in that each character is designated a Speed/Fly/Power type that can be switched around at will. As for the new stage, it appears set within a mountainous region, with a lot of grind rail action. Could this be near Eggman's base? Guess we'll have to wait and find out! Check out all the screenshots below, courtesy of Gamingchart.com... See more screenshots on our Sonic Heroes Gallery page!
  2. AverageSRB2Fan

    OC SRB2 Mod (WIP)

    small dev thing for my SRB2 mod feel free to leave feedback the sonic sprites are a placeholder
  3. A 2001 press kit containing hundreds of images and a 36-page booklet promoting Sonic the Hedgehog's 10th Anniversary from Spain has been discovered, featuring long lost promotional images of Sonic Adventure 2. Community media archivist AstroSeedP shared the discovery of the retro media kit on social media, noting that it took some time to recover all of the files as the CD was partially unreadable. The full ISO is now available on the Internet Archive, and includes high-resolution PSDs of common Sonic Adventure-era character artwork, key art and logos - alongside a wealth of officially-captured screenshots of Sonic Adventure 2, many of which have never been seen before. We've included a couple in this article, but check out the Archive page for the full monty: The booklet itself offers a deep dive (in Spanish) the entire history of the Sonic the Hedgehog game series from 1991 to 2001, along with a lengthy overview of the Sonic Team and some words from then-studio head Yuji Naka. I have to say, this is all making me rather nostalgic - Sonic Adventure 2 was the first major Sonic release that this very website covered, waaaaay back in the day, so I personally remember a lot of these images as they were being distributed. It's very cool to see new media for this classic game being discovered, and I recommend everyone check out the full package for all the info! Original Post Content: View full story
  4. A 2001 press kit containing hundreds of images and a 36-page booklet promoting Sonic the Hedgehog's 10th Anniversary from Spain has been discovered, featuring long lost promotional images of Sonic Adventure 2. Community media archivist AstroSeedP shared the discovery of the retro media kit on social media, noting that it took some time to recover all of the files as the CD was partially unreadable. The full ISO is now available on the Internet Archive, and includes high-resolution PSDs of common Sonic Adventure-era character artwork, key art and logos - alongside a wealth of officially-captured screenshots of Sonic Adventure 2, many of which have never been seen before. We've included a couple in this article, but check out the Archive page for the full monty: The booklet itself offers a deep dive (in Spanish) the entire history of the Sonic the Hedgehog game series from 1991 to 2001, along with a lengthy overview of the Sonic Team and some words from then-studio head Yuji Naka. I have to say, this is all making me rather nostalgic - Sonic Adventure 2 was the first major Sonic release that this very website covered, waaaaay back in the day, so I personally remember a lot of these images as they were being distributed. It's very cool to see new media for this classic game being discovered, and I recommend everyone check out the full package for all the info!
  5. A fresh batch of screenshots for the third season of Sonic Prime have been released, ahead of its January release. Netflix has also shared a new synopsis of the series' continuation, which picks things up after the events of Season 2. Check out the Season 3 description, as offered by Netflix (via fansite What's On Netflix): It certainly looks like things are heating up in the Shatterverse - especially the suggestion that Sonic himself may shatter! And will Nine realise the error of his ways in time for our heroes to stabilise the worlds around them? We won't have long to wait to find out, as Netflix recently announced a release date of 11 January 2024 for Sonic Prime Season 3 during a showcase event earlier this month. Let us know how excited or intrigued you are in the comments section below! Sonic News Tips Credit: Blueknight V2.0 Original Post Content: View full story
  6. After a whole week of rumors and speculation, Sonic X Shadow Generations has finally been announced to the world. And to coincide with the game's reveal, SEGA has released the first set of official images of the enhanced remaster in action. As you might expect from the title, Sonic X Shadow Generations is largely a modern remaster of the fan-favourite 20th Anniversary title that originally launched in 2011. In that game, Sonic the Hedgehog takes a trip through his own past and meets his 'Classic' self, as they both tackle 3D and 2D versions of old-school environments and bosses to take down Modern and Classic Dr. Eggman. However, this new release includes a whole new campaign dedicated to Sonic's doppelganger, Shadow. Introduced in Sonic Adventure 2 back in 2001, the angsty hedgehog arguably has just as storied a history as the blue blur himself, starring in his own game in 2005 and appearing in many action titles alongside Sonic since his debut. No doubt the slate of Shadow stages and bosses will be a trip down memory lane for all who remember his antics on the Dreamcast and beyond, with the official trailer teasing stages such as Final Chase and The Doom (or is it Lost Impact? We can never remember), alongside the iconic Biolizard face-off. Over on the PlayStation Blog, SEGA America's associate PR Thalia Piedra gave us some exciting spiel on what we can expect from the game. "Sonic X Shadow Generations combines Classic Sonic, Modern Sonic and Shadow gameplay, alongside a collection of beloved 2D and 3D stages from Sonic games over the past 20 years. Sonic Generations will now be modernized for PlayStation 5 and PlayStation 4 consoles, while Shadow goes on a standalone journey that explores his backstory and abilities in a way fans have never seen before. This ultimate celebration of Sonic gaming looks better than ever before with upgraded visuals." Sonic Team's Creative Officer, Takashi Iizuka, had something to say about the upcoming release. "With Sonic x Shadow Generations, we wanted to bring Sonic Generations to PS5 and PS4 while pairing a brand-new Shadow storyline to crossover with the original story. "With Shadow’s portion of the title, players will get to know him more as a character and understand his motivations. It will create the ultimate celebration of Classic Sonic, Modern Sonic, and Shadow gameplay that all fans will surely enjoy." Original Post Content: View full story
  7. After a whole week of rumors and speculation, Sonic X Shadow Generations has finally been announced to the world. And to coincide with the game's reveal, SEGA has released the first set of official images of the enhanced remaster in action. As you might expect from the title, Sonic X Shadow Generations is largely a modern remaster of the fan-favourite 20th Anniversary title that originally launched in 2011. In that game, Sonic the Hedgehog takes a trip through his own past and meets his 'Classic' self, as they both tackle 3D and 2D versions of old-school environments and bosses to take down Modern and Classic Dr. Eggman. However, this new release includes a whole new campaign dedicated to Sonic's doppelganger, Shadow. Introduced in Sonic Adventure 2 back in 2001, the angsty hedgehog arguably has just as storied a history as the blue blur himself, starring in his own game in 2005 and appearing in many action titles alongside Sonic since his debut. No doubt the slate of Shadow stages and bosses will be a trip down memory lane for all who remember his antics on the Dreamcast and beyond, with the official trailer teasing stages such as Final Chase and The Doom (or is it Lost Impact? We can never remember), alongside the iconic Biolizard face-off. Over on the PlayStation Blog, SEGA America's associate PR Thalia Piedra gave us some exciting spiel on what we can expect from the game. "Sonic X Shadow Generations combines Classic Sonic, Modern Sonic and Shadow gameplay, alongside a collection of beloved 2D and 3D stages from Sonic games over the past 20 years. Sonic Generations will now be modernized for PlayStation 5 and PlayStation 4 consoles, while Shadow goes on a standalone journey that explores his backstory and abilities in a way fans have never seen before. This ultimate celebration of Sonic gaming looks better than ever before with upgraded visuals." Sonic Team's Creative Officer, Takashi Iizuka, had something to say about the upcoming release. "With Sonic x Shadow Generations, we wanted to bring Sonic Generations to PS5 and PS4 while pairing a brand-new Shadow storyline to crossover with the original story. "With Shadow’s portion of the title, players will get to know him more as a character and understand his motivations. It will create the ultimate celebration of Classic Sonic, Modern Sonic, and Shadow gameplay that all fans will surely enjoy."
  8. Following its debut at E3 2003 last month, SEGA has released some new screenshots of upcoming Sonic Team original, Billy Hatcher and the Giant Egg. We get to see a few new eggs, a new penguin critter that follows you around, and a first look at a frosty snow level. It looks like, alongside massive bird enemies, you'll get to tackle humungous toads, snapping lizards and... purple cats? This can't be a reference to Big the Cat, can it? Check out the new screenshots below!
  9. We've seen lots of lovely press screenshots of Sonic Adventure DX over the last few weeks, but gaming website IGN has shared the first images captured from their own gameplay sessions, ahead of their review. Anyone who is familiar with Sonic Adventure probably won't be too surprised at the screenshots they've added here - it all looks largely the same - but it is interesting to see some of the graphical improvements Sonic Team has made to the game, as well as the differences in the Chao Garden and menus to accommodate the Gamecube and Game Boy Advance connectivity. Take a look at the screens below, and get excited for the release of an old classic on Nintendo's little purple box. Check out more on IGN's website here.
  10. Sonic Team has a funny way of making games these days. This morning The Sonic Stadium broke news of a forum post leaking images pertaining to be from Sonic Unleashed. We can now confirm that these images are real. This will be the next Sonic game. And yet, we don't know quite how to take the news. On the one hand, we're excited about the promise of gorgeous levels and a Sonic that we actually want to associate ourselves with. On the other hand... well, read on. Sonic Unleashed will be the next Sonic 'canon' game, if you will, intending to follow on from Sonic 06's Iblis disaster ('disaster' in more ways than one), hence the weird unimaginative dark creature git in the screenshots this morning. You see Super Sonic attempting to stop Eggman once more, but a new trick up his sleeve results in Sonic having to deal with a rather unnatural curse. A werewolf. Sonic has to fight a werewolf alter-ego of himself. Yeah. But hey! Look how gorgeous this is! Makes it all better in a weird way, right? The locales look stunning, and Sonic has never looked better. During the Sonic stages you can expect to encounter levels in a mixture of tried and tested ways, including Sonic and the Secret Rings style running and switching to 2.5D platforming on the odd occasion. At various points he will change into his werewolf form, where a new gameplay gimmick will come into play - something we've been told isn't exactly in keeping with trying to make a Sonic game... well... let us say, 'good'. We have our suspicions. The blue hog won't be alone on his adventure either, as another new character (that will probably be dispensed of in ten minutes) will make a no-doubt unwelcome and unnecessary appearance. Just who or what this character will be is unknown as of yet. Finally, Sonic Unleashed is currently said to be a working title and, like Sonic Wildfire before it, will likely change before its release. We weren't told what consoles the game is destined for, but if we were to put our speculating caps on we'd say the SatSR elements would point to the Wii being a likely candidate. Sonic Team appear to want to continue the trend of adapting old stories into the Sonic universe, let's hope the werewolf thing doesn't bring things down a peg or three. To see some official art of the were-hog, check out SEGA-Portal's archive of screenshots that were added throughout the day. Links: SEGA Portal (DE) UPDATE: Due to many people misinterpreting simple English, here's a clarification. Sonic Unleashed has not been confirmed to follow directly from Sonic 06's story. It is simply to be considered the next 'real' mainline Sonic game in the series, after Sonic 06 - which itself was the next canon game after Sonic Heroes. There is, however, clearly a 'big dark creature' involved in Sonic Unleashed that reminds us of Iblis from Sonic 2006 - much like there was a dark evil Iblis-esque creature in Sonic and the Secret Rings (the Ifrit). This suggests - but doesn't confirm - that SEGA is once again being influenced by similarly 'dark' storylines for this game. Thank you for your misunderstanding. If English is not your native language however we'll let you off. Further, we should make clear that The Sonic Stadium has obtained this information via its own sources and the only information that lies under 'speculation' is the information that immediately follows the word 'speculating'. END EDIT.
  11. A fresh batch of screenshots for the third season of Sonic Prime have been released, ahead of its January release. Netflix has also shared a new synopsis of the series' continuation, which picks things up after the events of Season 2. Check out the Season 3 description, as offered by Netflix (via fansite What's On Netflix): It certainly looks like things are heating up in the Shatterverse - especially the suggestion that Sonic himself may shatter! And will Nine realise the error of his ways in time for our heroes to stabilise the worlds around them? We won't have long to wait to find out, as Netflix recently announced a release date of 11 January 2024 for Sonic Prime Season 3 during a showcase event earlier this month. Let us know how excited or intrigued you are in the comments section below!
  12. Sonic made a big splash at Gamescom 2023, with SEGA's consumer booth featuring a treasure trove of blue blur goodies. From a restored 1990s UK statue to a massive LEGO Eggman Robot, there was a lot to get excited about. Of course, the upcoming Sonic Superstars was also on show, both with a Summer Game Fest demo for the public and a special look at the game's multiplayer mode behind closed doors. While we have already covered the public demo's contents from our platters back in June, I can add my own personal experience as to how it all plays and feels. In general, the game really does offer the same kind of inertia and physics that we are accustomed to in the 16-bit Sonic games (and re-introduced to perfection with Sonic Mania). Given the Mania development team's involvement in the initial pitch phase of what would eventually become Superstars, it's nice that - even though Christian Whitehead and Evening Star are not actually involved - the game feels like Arzest has taken the gameplay template from Mania and ran with it. Bridge Island Zone promises a great time as a new 'Green Hill' style opening level, and for the most part it pulls it off! Curves and loop-de-loops aplenty, easy introductions to new concepts such as the Water Chaos Emerald power up, and a few imaginative tributes to scenarios you might recall from Sonic Adventure and others. The game plays with depth quite a bit as well, with Sonic and friends spinning and dashing from foreground to background and back again. The only thing that dulled things to a degree were the floating dash loops that shot you automatically from place to place - a novel gimmick on first play, and forgivable as a first Zone object, but did have a slight twinge of the game wanting to play the stage for me at certain points. Speed Jungle was much more of a hi-octane stage, with various elements feeling very reminiscent of Chemical Plant Zone. Loads of opportunities to blast ahead at pace, with Sonic and pals automatically grinding on vines once they reach a certain running speed. These vines will curve up and down and you can choose to timely jump to switch lanes, just like the tubes at the start of Sonic 2's second level. But there will be speed traps in the form of cleverly-designed Badniks - frogs that will stick you with their tongues, and rocket-powered enemies that chase you while dashing along the vines. I was able to find time to play as all four characters and each one was a treat to play - and watch. The animations on these classic heroes are simply adorable, and really illustrate a level of love and care made to each model. Seeing Sonic go from open-mouthed confusion to determined frown as he starts running is exactly the kind of attention to detail I imagined for these characters when I was a kid playing the 16-bit prequels. Amy Rose in particular is a great character to play, and would be a good choice for new players. She has a similar moveset to her last appearance in Sonic Origins Plus, only there are some significant tweaks. Jumping will have Amy spin with her Piko Piko Hammer, and this can protect her from certain obstacles and destroy spiked enemies when in this state - but after the mid-point of her jump she will revert to a standard jump spin, making her vulnerable (but still able to bop regular enemies like Sonic and co). She also has a Hammer Attack that works like Sonic's Drop Dash, but unlike Origins Plus Amy doesn't automatically rush forward when she lands, meaning you can choose to have her mash her hammer in a standing position or while running along, depending on how you're moving the character when you land. Behind closed doors, I was able to experience two new stages that haven't been played before Gamescom - Pinball Carnival and Cyber Station. The former is your typical bouncing Sonic stage du jour, with bumpers, flippers and roulettes dotted throughout. It kind of reminded me of a cross between Carnival Night Zone from Sonic 3 and Sonic Advance's Casino Paradise. It was certainly a lot of fun. Cyber Station was the more interesting stage though, allowing Sonic Team and Arzest to really get creative with the gameplay. Offering almost Techno Base vibes (only a little less dramatic), this vibrant Zone has Sonic and pals run around a wireframe-decorated world with special areas that transforms the gang into strange voxel-based creatures and objects. Each transformation presented a different way of traversing the level - turning into a squid (or is it a jellyfish?) to float around the map, for example, or becoming a little pixelly mouse that can ride on electric power lines to jet from one platform to the next. You can even turn into a rocket, which sees you having to fight through obstacles and hit dash pads to reach a horizontal goal. Two new Chaos Emerald powers were available to me during this demo build as well - a purple ability allows you to see invisible platforms and objects in the stage, giving you a chance to temporarily explore new areas, while a red 'fireball' skill turns you into a flaming rock of destruction that can be angled and shot in any direction you please. All of this would have been great to experience alone, but at Gamescom I was given the opportunity to play both of these new stages in the game's multiplayer co-op mode. Sonic Superstars allows for up for four players to run manically around together, but here I was only able to find one friend to play two-player. Now, multiplayer modes in Sonic games have been extremely hit and miss - especially co-op modes, where you find that your Sonic will often outrun your sibling's Tails, making play pretty boring for at least one of you. Superstars tries to fix this by taking the 'New Super Mario Bros Wii' route and designing the game so that it tries to track all players at once on the same screen. When a player inevitably gets left behind, they can press a button to teleport straight to where the player of focus is, in order to catch up. In my playthrough, this 'rescue' feature was used very often by both my game partner and myself. We both found it quite fun (and funny) that we kept losing each other, but I suspect that SEGA will want to spend more time on the game's player-tracking algorithm to make sure there is a consistency in which player it ultimately tracks and why. It was sometimes difficult to understand why one of us was being picked as the focus character when the other ran too far forward or up/down. But to be honest, I don't think this will be a mode that hardcore Sonic players will be bothered by too much. I can see this co-op mode being extremely fun and engaging for short, light-hearted gaming sessions with casual friends and family, so I don't think anyone else will be frustrated by the change of pace such a mode will introduce. One thing I will say though, is that to help account for the tracking of multiple players, the screen is actually zoomed out a little in the co-op mode compared to the single-player. And that may be my only gripe with playing Superstars solo at this point - maybe draw that camera back a little bit so I can see more of the environment around me, Sonic Team. Besides that though, Sonic Superstars is shaping up to be a very special 2D platformer indeed. It seems to have the spirit of Mania's in terms of gameplay philosophy, and the heart and soul of the personality-steeped 16-bit classics. We'll have to wait until launch to see if the whole package makes the grade, but so far I like what I'm seeing. Here are some more of the latest screenshots from the game, courtesy of SEGA PR:
  13. Sonic made a big splash at Gamescom 2023, with SEGA's consumer booth featuring a treasure trove of blue blur goodies. From a restored 1990s UK statue to a massive LEGO Eggman Robot, there was a lot to get excited about. Of course, the upcoming Sonic Superstars was also on show, both with a Summer Game Fest demo for the public and a special look at the game's multiplayer mode behind closed doors. While we have already covered the public demo's contents from our platters back in June, I can add my own personal experience as to how it all plays and feels. In general, the game really does offer the same kind of inertia and physics that we are accustomed to in the 16-bit Sonic games (and re-introduced to perfection with Sonic Mania). Given the Mania development team's involvement in the initial pitch phase of what would eventually become Superstars, it's nice that - even though Christian Whitehead and Evening Star are not actually involved - the game feels like Arzest has taken the gameplay template from Mania and ran with it. Bridge Island Zone promises a great time as a new 'Green Hill' style opening level, and for the most part it pulls it off! Curves and loop-de-loops aplenty, easy introductions to new concepts such as the Water Chaos Emerald power up, and a few imaginative tributes to scenarios you might recall from Sonic Adventure and others. The game plays with depth quite a bit as well, with Sonic and friends spinning and dashing from foreground to background and back again. The only thing that dulled things to a degree were the floating dash loops that shot you automatically from place to place - a novel gimmick on first play, and forgivable as a first Zone object, but did have a slight twinge of the game wanting to play the stage for me at certain points. Speed Jungle was much more of a hi-octane stage, with various elements feeling very reminiscent of Chemical Plant Zone. Loads of opportunities to blast ahead at pace, with Sonic and pals automatically grinding on vines once they reach a certain running speed. These vines will curve up and down and you can choose to timely jump to switch lanes, just like the tubes at the start of Sonic 2's second level. But there will be speed traps in the form of cleverly-designed Badniks - frogs that will stick you with their tongues, and rocket-powered enemies that chase you while dashing along the vines. I was able to find time to play as all four characters and each one was a treat to play - and watch. The animations on these classic heroes are simply adorable, and really illustrate a level of love and care made to each model. Seeing Sonic go from open-mouthed confusion to determined frown as he starts running is exactly the kind of attention to detail I imagined for these characters when I was a kid playing the 16-bit prequels. Amy Rose in particular is a great character to play, and would be a good choice for new players. She has a similar moveset to her last appearance in Sonic Origins Plus, only there are some significant tweaks. Jumping will have Amy spin with her Piko Piko Hammer, and this can protect her from certain obstacles and destroy spiked enemies when in this state - but after the mid-point of her jump she will revert to a standard jump spin, making her vulnerable (but still able to bop regular enemies like Sonic and co). She also has a Hammer Attack that works like Sonic's Drop Dash, but unlike Origins Plus Amy doesn't automatically rush forward when she lands, meaning you can choose to have her mash her hammer in a standing position or while running along, depending on how you're moving the character when you land. Behind closed doors, I was able to experience two new stages that haven't been played before Gamescom - Pinball Carnival and Cyber Station. The former is your typical bouncing Sonic stage du jour, with bumpers, flippers and roulettes dotted throughout. It kind of reminded me of a cross between Carnival Night Zone from Sonic 3 and Sonic Advance's Casino Paradise. It was certainly a lot of fun. Cyber Station was the more interesting stage though, allowing Sonic Team and Arzest to really get creative with the gameplay. Offering almost Techno Base vibes (only a little less dramatic), this vibrant Zone has Sonic and pals run around a wireframe-decorated world with special areas that transforms the gang into strange voxel-based creatures and objects. Each transformation presented a different way of traversing the level - turning into a squid (or is it a jellyfish?) to float around the map, for example, or becoming a little pixelly mouse that can ride on electric power lines to jet from one platform to the next. You can even turn into a rocket, which sees you having to fight through obstacles and hit dash pads to reach a horizontal goal. Two new Chaos Emerald powers were available to me during this demo build as well - a purple ability allows you to see invisible platforms and objects in the stage, giving you a chance to temporarily explore new areas, while a red 'fireball' skill turns you into a flaming rock of destruction that can be angled and shot in any direction you please. All of this would have been great to experience alone, but at Gamescom I was given the opportunity to play both of these new stages in the game's multiplayer co-op mode. Sonic Superstars allows for up for four players to run manically around together, but here I was only able to find one friend to play two-player. Now, multiplayer modes in Sonic games have been extremely hit and miss - especially co-op modes, where you find that your Sonic will often outrun your sibling's Tails, making play pretty boring for at least one of you. Superstars tries to fix this by taking the 'New Super Mario Bros Wii' route and designing the game so that it tries to track all players at once on the same screen. When a player inevitably gets left behind, they can press a button to teleport straight to where the player of focus is, in order to catch up. In my playthrough, this 'rescue' feature was used very often by both my game partner and myself. We both found it quite fun (and funny) that we kept losing each other, but I suspect that SEGA will want to spend more time on the game's player-tracking algorithm to make sure there is a consistency in which player it ultimately tracks and why. It was sometimes difficult to understand why one of us was being picked as the focus character when the other ran too far forward or up/down. But to be honest, I don't think this will be a mode that hardcore Sonic players will be bothered by too much. I can see this co-op mode being extremely fun and engaging for short, light-hearted gaming sessions with casual friends and family, so I don't think anyone else will be frustrated by the change of pace such a mode will introduce. One thing I will say though, is that to help account for the tracking of multiple players, the screen is actually zoomed out a little in the co-op mode compared to the single-player. And that may be my only gripe with playing Superstars solo at this point - maybe draw that camera back a little bit so I can see more of the environment around me, Sonic Team. Besides that though, Sonic Superstars is shaping up to be a very special 2D platformer indeed. It seems to have the spirit of Mania's in terms of gameplay philosophy, and the heart and soul of the personality-steeped 16-bit classics. We'll have to wait until launch to see if the whole package makes the grade, but so far I like what I'm seeing. Here are some more of the latest screenshots from the game, courtesy of SEGA PR: View full story
  14. Now this is a treat! A trio of original, never-before-seen screenshots of cancelled SEGA Saturn game 'Sonic X-treme' have been uncovered and shared on social media, courtesy of SEGA's retro team at SEGA Forever. According to the SEGA Forever post, these are the real deal - original screenshots of the game in action that were prepared for use in promotional material and magazine articles. These aren't scans of existing images either. If you've never seen us harp on about the game (and we've been doing so since 2001!), Sonic X-treme was an ill-fated Sonic the Hedgehog platformer that was destined for the SEGA Saturn before it was unceremoniously cancelled. It was being developed by SEGA Technical Institute in the US, as Sonic Team was busy at the time working on NiGHTS and other projects, and as a result it would have been the key Sonic title for the system if it had released. Unfortunately, a number of production issues - including stressed developers working themselves to sickness under tight deadlines and a refusal from Yuji Naka to leverage Sonic Team's NiGHTS engine - ultimately led the project to its doom. Which is a shame because as you can see, it brought Sonic into the 3D space using some interesting visual and gameplay approaches. You can see in these crisp new screens a number of enemies planned for the game, as well as two specific stages and the use of one of Sonic's new moves for the game, the Spin Slash. There are rings littered across the stage geometry, pointing to one of the project's gameplay gimmicks - being able to run up walls and have the camera follow you around as you go. It's always nice to see high quality material from SEGA's vault, and even better when it's long lost content concerning unreleased games. We appreciate SEGA Forever's work to keep fans informed of lovely new media like this, and we hope they have more to share up its collective sleeve in the future.
  15. Now this is a treat! A trio of original, never-before-seen screenshots of cancelled SEGA Saturn game 'Sonic X-treme' have been uncovered and shared on social media, courtesy of SEGA's retro team at SEGA Forever. According to the SEGA Forever post, these are the real deal - original screenshots of the game in action that were prepared for use in promotional material and magazine articles. These aren't scans of existing images either. If you've never seen us harp on about the game (and we've been doing so since 2001!), Sonic X-treme was an ill-fated Sonic the Hedgehog platformer that was destined for the SEGA Saturn before it was unceremoniously cancelled. It was being developed by SEGA Technical Institute in the US, as Sonic Team was busy at the time working on NiGHTS and other projects, and as a result it would have been the key Sonic title for the system if it had released. Unfortunately, a number of production issues - including stressed developers working themselves to sickness under tight deadlines and a refusal from Yuji Naka to leverage Sonic Team's NiGHTS engine - ultimately led the project to its doom. Which is a shame because as you can see, it brought Sonic into the 3D space using some interesting visual and gameplay approaches. You can see in these crisp new screens a number of enemies planned for the game, as well as two specific stages and the use of one of Sonic's new moves for the game, the Spin Slash. There are rings littered across the stage geometry, pointing to one of the project's gameplay gimmicks - being able to run up walls and have the camera follow you around as you go. It's always nice to see high quality material from SEGA's vault, and even better when it's long lost content concerning unreleased games. We appreciate SEGA Forever's work to keep fans informed of lovely new media like this, and we hope they have more to share up its collective sleeve in the future. View full story
  16. Now that we've had a small taste of Sonic Frontiers gameplay, we can now show you some high-quality screenshots and the logo for the game, courtesy of SEGA Japan. If you haven't seen it already, check out the Sonic Frontiers gameplay tease from yesterday. It shows off the blue blur running rings around enemies (literally), grinding on rails and tackling obstacles in a multi-directional universe. These screenshots, from SEGA Japan PR, show off some of the action seen in that video in high quality. Take a look. First off, let's see the new logo for Sonic Frontiers. The broken 'Frontiers' text really helps illustrate the strange new power that Sonic seems to wield in this game. Could it be a dimensional rift of some kind? A high quality snap of the Sonic model running through the forest. This was originally seen in the initial reveal trailer for the game many months ago, but it's great to be able to see the character in such detail now. One of the gimmicks that Sonic can take advantage of in the open world. This is like a hamster wheel of sorts, generating electricity from Sonic's speed. It appears to unlock some sort of event when the wheel is completely filled with energy. Sonic has a whole host of new combat moves in this game, it seems. One of the new abilities available to the blue blur is this 'loop' manoeuvre which can be used to encapsulate enemies and trap them, ready for a further pounding. It also looks like Sonic Team has developed some more close-range combat moves as well, as seen here. Sonic is using some sort of tornado-twist ability to kick nine types of stuffing out of this mysterious robot. The opportunities for grinding seem to be plentiful in this new open world. Sonic can hop on one of the many, many rails littered around the area to help get to new areas. We're still not sure what this is exactly, but it has been said that Sonic will need to visit and take on various structures around the game world in order to unlock special zones and progress. Perhaps this is one of those structures? More information will be coming later today, thanks to an upcoming extended gameplay video from IGN. We'll be sure to report on that when it drops.
  17. Somewhere among the many farming games, the 3000 hours of Persona games, and revisionist history PAC-MAN, we got a few more details on Sonic Frontiers during today's Nintendo Direct showcase. The Nintendo Partner Showcase featured about 20 seconds of new Sonic Frontiers footage, and our first look at the game's linear Cyber Space stages, a new character, and its general Switch performance. Image from Official Press Release While all of Sonic's combat tricks here had been revealed in previous videos, the absolute highlight was two of the game's Cyber Space stages, including a wild spaghetti-tangle of highways with glitched-out road signs, and the familiar Green Hill landscape (yes, internet, we all know you have strong opinions about where Green Hill is and isn't used, you don't need to remind us). Image from Official Press Release Sonic enters the stages via stone portals, and as the Summer Game Fest impressions state, they're in the format of forward-running boost-style platforming. In the Green Hill section, Sonic isn't beholden to his open world combat mechanics. One hit is enough to dispatch each of the Motobugs. The stages shown take place on an abstract geometric backdrop while wavy and twisted trails decorate the sky. The foreground is stylized with chromatic aberration in Green Hill and vertical scanlines in the highway environment. Upon leaving the level, Sonic is awarded a key. Image from YouTube Video We've also got our first... vaguely-story-related cutscene, introducing "Sage," a strange girl associated with Starfall Islands' overarching mystery. At the end of the footage, she's seen emanating a red "cyber" glow and hovering just above a geometric metal Palkia. Image from YouTube Video "Kronos Island," according to the official press release, is the first island of the game, and likely the one we've seen exclusively in the promotional footage thus far. Sonic arrives there upon escaping a cyberspace portal that engulfed him and his friends. Image from Official Press Release For those looking to get a glimpse of the game actually running on Switch (or within general Switch parameters), the compromises are in line with other open world games on the platform. Landscape fidelity drops at a bit closer distance, the visual effects are a little less flashy, and textures can be blurry up close. If Switch is your primary platform, these are the sacrifices that you've come to expect. The footage shown ran at 30fps in spite of the 60fps feed, but for better or worse, the same could be said about the majority of other titles in the Showcase. I'm hesitant to judge certain aspects of the visuals too harshly, since YouTube compression tends to add artifacting and blur, but if graphics are your priority over portability, just expect to go for the PS5, Series X, or PC versions regardless. Image from YouTube Video We have a number of screenshots throughout the article, differentiated between official press release shots, and those taken from the YouTube video. The press release shots were provided in 4K, so it's safe to assume they're not from the Switch version. Recent hands-on impressions vary wildly, from the absolutely positive to the utterly dire, and everything in between. Suffice to say this new footage will be controversial (as was the previous footage, and the footage before that), but we'll all be able to check the game out for ourselves when it launches this Winter.
  18. In the September 13th, 2022 Nintendo Direct, Sonic Frontiers (seemingly the Switch version) made an 8-second appearance... but only in the Japanese version for some reason. You can see the clip of the footage itself in the YouTube video below, for your viewing pleasure. Also, it was never shared here, but Nintendo actually uploaded some screenshots of the Switch version on their various eShop pages earlier (such as on the NA page). Check those out below: We also have a comparison between the Switch version (on the left) and the higher-end version (on the right): How are you finding the Switch version to be turning out so far? Let us know if the comments below. Via Nintendo's Japanese Nintendo Direct website
  19. Sonic Superstars looks absolutely gorgeous. We should know, we said it. But that’s on the most powerful hardware - if you’re wondering whether the game also looks great on the Nintendo Switch, we now know the answer is ‘yes’, kinda. The first still images of Classic Sonic’s latest outing running on Nintendo’s hybrid gaming console have arrived, and you can take a gander for yourself below. Now, it clearly doesn’t look as sharp as its PS5 or Xbox cousins, but that is often the case with Nintendo Switch versions of cross-platform games. But at least the colour, character and charm doesn’t seem to have been impacted. As with most things of this nature, it’s best to wait until we can see the Switch version moving and in action. Sometimes these lower-IQ situations aren’t as noticeable while actually playing. In the meantime, what do you think? Source: Nintendo Everything
  20. https://nintendoeverything.com/sonic-superstars-reveals-first-switch-specific-screenshots/ Not gonna lie, this looks rough at some places. Downgrading always kinda stinks but it is what it is.
  21. Sonic had a big showing at E3 this year, but let's not forget that Sonic Team also introduced a brand new character at the show as well. Finally, we're getting a proper look at Yuji Naka's latest, which was first announced a month ago - Billy Hatcher and the Giant Egg! Judging by the screenshots, the game definitely has that iconic Sonic Team art style. Bright and colourful, with interesting environments to roll around in as you save the world from evil. Wait, "roll around"? Yep, as the name suggests, you play as a human called Billy who takes control of eggs dotted around the stage and uses them to beat up cartoon cat-like creatures. You can roll around using these eggs to pick up speed and dash around to higher places, which sounds an awful lot like Sonic to us. According to a preview on Kikizo, eggs are more than just toys. They're your primary source of protection in a world filled with monsters. "Without an egg you're vulnerable to enemy attacks and can't progress very far at all... you can launch [eggs] at enemies to kill them. Each enemy releases a orb-like fruit, so you can quash several enemies and then you'll be able to roll your egg over the orbs, increasing the size of your egg each time." Once the eggs get big enough, Billy "can hatch it to get an animal. In the spirit of the game's bizarre theme, these animals can be anything from flying chickens, to penguins, cows and seals. The animals you hatch often follow you around afterwards, and some will give you advice or help you when you interact with them, for example advising or helping you to tackle an imminent puzzle or obstacle." There will be lots of egg-based puzzles to work through as well. Kikizo mentions one example where Billy has to get himself and an egg across a chasm, and to do so he has to use a hatched animal's power to reveal some rails which the egg needs to be set on in order to roll ahead while Billy jumps across using an alternative route - before running round to pick the egg up before it falls into some lava. All in all, it really sounds like Billy Hatcher is turning out great. Check out the other screenshots that we got from SEGA below, and underneath that some artwork of the main character... Here's some artwork of Billy... Kikizo also got a short gameplay video from SEGA, you can watch it below: e3-2003-billyhatcher1.m4v It's certainly looking very cool! We'll definitely be keeping an eye on this. Source: Kikizo
  22. While we’ve uploaded a significant amount of off-screen snippets of Sonic Superstars, IGN Japan has uploaded an HD quality video containing both acts of one of the game’s levels, “Speed Jungle.” You can find the video here, but we’ve decided to take the time to highlight some interesting details from the video below: The level has a grappling hook gimmick, which can be activated by hitting a yellow switch floating above it. It is then possible to run up it! There are also some badniks that disguise themselves as ring boxes, and fly when you get close. Later on in the level, we see a few more gameplay elements. There’s a holographic pulley that the player needs to hold onto while a timer counts down to earn rings. There are four pulley, meaning up to four players can use it at once. We also see a spinning blue portal above a checkpoint post, which likely leads to some sort of bonus stage. Finally, there’s a part of the game level where you can see Tails running in the background. In footage our own Jason Berry took of this level, we saw Sonic running in the background at one point while someone played Amy. So maybe these moments are meant to convey other characters participating in the adventure during single player? Next up, we see the first of those “ginormous creatures” mentioned in the PR materials: a fat flicky! He appears in a cutscene introducing Speed Jungle’s first mini boss, which utilizes a grappling hook similar to what was used in the level earlier. Sonic must spindash up it in order to hit the boss. Afterwards, the flabby flicky celebrates with Sonic at the end of the level. Act 2 introduces a new gimmick, where Sonic must use a glowing butterfly to illuminate a darkened area of the level. We also get our first look at Sonic’s edge-of-the-platform animation! Next up, we get to see how physics work on the games grinding vines! Rather than being automated segments with automatic momentum, or something you can fall through if you lose speed, Sonic will instead simply walk when he loses momentum. This is demonstrated when a frog badnik slows Sonic down and he has to regain his speed to grind again. The final boss attacks Sonic with a extendo arm that goes through the ground, and missiles. Rather than attack the boss directly, Sonic has to avoid the arm until it eventually strikes the boss on its own, and can also damage the boss by knocking blue missiles into it. Finally, we got a look at an end level cutscene! We got to see this game’s version of an animal capsule, as well as the in-game models of Fang and a mysterious new character (almost certainly the one that was designed by Naoto Ohshima). Fang and the newbie got a humorous little cutscene that also calls back to a trap utilized by Eggman in the first episode of Sonic Mania Adventures!
  23. While we’ve uploaded a significant amount of off-screen snippets of Sonic Superstars, IGN Japan has uploaded an HD quality video containing both acts of one of the game’s levels, “Speed Jungle.” You can find the video here, but we’ve decided to take the time to highlight some interesting details from the video below: The level has a grappling hook gimmick, which can be activated by hitting a yellow switch floating above it. It is then possible to run up it! There are also some badniks that disguise themselves as ring boxes, and fly when you get close. Later on in the level, we see a few more gameplay elements. There’s a holographic pulley that the player needs to hold onto while a timer counts down to earn rings. There are four pulley, meaning up to four players can use it at once. We also see a spinning blue portal above a checkpoint post, which likely leads to some sort of bonus stage. Finally, there’s a part of the game level where you can see Tails running in the background. In footage our own Jason Berry took of this level, we saw Sonic running in the background at one point while someone played Amy. So maybe these moments are meant to convey other characters participating in the adventure during single player? Next up, we see the first of those “ginormous creatures” mentioned in the PR materials: a fat flicky! He appears in a cutscene introducing Speed Jungle’s first mini boss, which utilizes a grappling hook similar to what was used in the level earlier. Sonic must spindash up it in order to hit the boss. Afterwards, the flabby flicky celebrates with Sonic at the end of the level. Act 2 introduces a new gimmick, where Sonic must use a glowing butterfly to illuminate a darkened area of the level. We also get our first look at Sonic’s edge-of-the-platform animation! Next up, we get to see how physics work on the games grinding vines! Rather than being automated segments with automatic momentum, or something you can fall through if you lose speed, Sonic will instead simply walk when he loses momentum. This is demonstrated when a frog badnik slows Sonic down and he has to regain his speed to grind again. The final boss attacks Sonic with a extendo arm that goes through the ground, and missiles. Rather than attack the boss directly, Sonic has to avoid the arm until it eventually strikes the boss on its own, and can also damage the boss by knocking blue missiles into it. Finally, we got a look at an end level cutscene! We got to see this game’s version of an animal capsule, as well as the in-game models of Fang and a mysterious new character (almost certainly the one that was designed by Naoto Ohshima). Fang and the newbie got a humorous little cutscene that also calls back to a trap utilized by Eggman in the first episode of Sonic Mania Adventures! Original Post Content: View full story
  24. A new batch of screenshots for Sonic Adventure DX on Gamecube have been released for E3, and have to say it's looking incredibly clean. These images focus mostly on the opening scene of Sonic's story in the game, where he does battle with Chaos 0. You can really see how the Gamecube's added power is being put to use on the improved Sonic model here. These improvements also extend to the other characters in the game, as other screenshots show off Tails, Knuckles, Amy and Big in various scenarios. Many of these images really want you to notice the character models here, as there are a lot of close ups. Do you think SEGA has done a good job here?
  25. With all the excitement around Sonic Heroes and Sonic Battle, it's easy to forget that there are even more Sonic games coming even sooner! Sonic Pinball Party looks to bring the 'pinball' spinoff genre back to the Sonic series, and this time the blue blur is joined by fellow Sonic Team heroes NiGHTS and Amigo. Take a look at the logo and a whole load of screenshots released today, below. ^ The official logo. Looking at the screenshots, it looks like a more 'serious' pinball affair than Sonic Spinball (where you actually played as the 'ball'). In Pinball Party, you control traditional pinball tables that are themed after Sonic the Hedgehog, NiGHTS into dreams and Samba de Amigo. It looks like the game comes complete with a story mode where Sonic has to fight other characters in a pinball showdown! And for the Chao raising fans out there, Tiny Chao Garden makes a reappearance here, alongside a bunch of new minigames that look inspired by casino games. Don't get addicted, now!
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