For the past month we’ve had a lot of retailers listing what appears to be a physical edition of Sonic Mania on the switch, so far Sega has been completely silent on the subject despite multiple retailers listing the game for pre-order.
SXSW 2017 have announced they’ll be hosting a second Sonic panel for this year’s event, set to reveal news about the upcoming Sonic Mania and Project Sonic 2017.
Gotta Go Fast: The Official Panel of Sonic the Hedgehog will be hosted by Takashi Iizuka (Head of Sonic Team), Roger Craig Smith (Voice of Sonic), Mike Pollock (Voice of Eggman), and everyone’s favourite social media manager Aaron Webber.
The panel, set to be an hour long, confirms that we’ll be seeing a new behind-the-scenes look at the new Sonic titles debuting this year — and a few more surprises could be in store.
Dive into the world of Sonic the Hedgehog in this exclusive behind-the-scenes look at both Sonic Mania and the upcoming Sonic 2017! With presenters from SEGA and Sonic Team’s Takashi Iizuka, this panel will answer questions about both games, showcase a new reveal for each title, and will discuss Sonic’s resurgence in the world of gaming since the reveal of both games. Of course, with Sonic involved, who knows what other surprises might be in store?
SXSW 2017 takes place March 10th to March 19th in Austin, Texas. Gotta Go Fast: The Official Panel of Sonic the Hedgehog will begin at 5:00pm CST (23:00 GMT) on March 16th. Get excited!
Source: SXSW 2017
Yes, you heard right, a retail release for Sonic Mania, at least on Switch, could actually happen if this listing over at EB Games Australia is true. Continue reading Rumor: EB Games AU lists retail release for Sonic Mania on Switch [UPDATED]
Looks like that retailer listing was accurate after all. Sonic Mania has been spotted on Nintendo Japan’s official Switch website, as a confirmed software title for the platform. Continue reading Sonic Mania Confirmed for Nintendo Switch
The January 2017 issue of Toy World Magazine contains two interesting bits of Sonic related news, first we have an article which not only comments on Sonic Mania and Project 2016, but also that Sega apparently have a roadmap for Sonic games for the next few years, suggesting that plans for 2018 and even 2019 are already on the drawing board (though honestly that’s not really too surprising). Continue reading ToyWorld: “Solid Roadmap of Sonic Games for Next Few Years”
We already know that ‘Project Sonic 2017’ will be heading to Nintendo’s next home console, Switch. But if this supposed photo of a retailer’s March release schedule is any indication, there might be another Sonic game heading to the platform. Continue reading Rumour: New Nintendo Switch ‘Sonic’ Game Discovered in Gamestop Listings
UPDATE Oct. 27: Additional commentary-free footage of Mirage Saloon, Tails, and Knuckles has been added to the original story, courtesy of Polygon and GameSpot.
At the 25th anniversary party, the debuting Sonic Mania trailer confirmed that Tails and Knuckles would be returning as playable characters for the retro celebration title. Today, we finally have footage of the pair, along with the reveal of a brand new desert-type Zone, seemingly inspired by the cut Desert Dazzle stage from the Sonic CD remaster.
See Mirage Saloon Zone in action in Kinda Funny Games’ playthrough—featuring Sonic Mania producer Lola Shiraishi—as well as additional gameplay below!
What seemed to be an eternity of waiting since its announcement on March 17th, 2015 has finally passed on October 20th, 2016, as Nintendo had at long last lifted the curtain on the “NX,” or should I say the Nintendo Switch. Even before that day, Sega officially announced that Sonic would indeed be making an appearance on the system. It won’t be just any game, but the even longer-awaited next main game from Sonic Team called Project Sonic 2017, provided the Switch version is the same as the PS4/XBO/PC versions. Continue reading HoL’s Musings: Sonic’s Future and Potential on the Nintendo Switch
Ladies and gentlemen, it is good to be back.
Long time readers might remember an old weekly feature called “Sound Test Saturday,” where I highlight Sonic music remixes from across the vastness of the Internet—either found by me or submitted to the site by you—bringing you double the audio goodness alongside Mash-Up Monday. I’m happy to announce that this feature is a-go once again!
Tcommemorate this occasion, we’re kicking things off with two unique takes on the theme for Studiopolis Zone, composed by Tee Lopes from the upcoming Sonic Mania. First up below is a freestyle rap by Smooth4lyfe over the original song, with catchy lyrics that I can guarantee you won’t be able to listen to the song again without!
The Internet changed forever in November 2014 when Vinesauce made the great discovery that was GRAND DAD, and thus, SiIvaGunner and their bed-rocking high quality rips were born. In July, SEGA celebrated Sonic’s 25 year-legacy by revealing the throwback 2D title Sonic Mania to the world with a hype-inducing debut trailer, accompanying music “Checkpoint” courtesy of Hyper Potions and Nitro Fun.
Now, put them together and what do you get?
There’s almost no argument against Sonic the Hedgehog social media being among the most—if not outright being the most—notorious of all media outlets with its high quality memes and humorous posts. That said, fans should also be keeping an eye on the official Sonic YouTube for occasional skits, such as the recent Sonic the Hedgedog videos, as well as a new miniseries premiering today called Sonic Whiteboard Adventures.
Some might remember Sonic’s simpler “Sketchhog” apperance, as he reprises it once again at the start of the video in an adorable fashion, at least before switching with his most recent Sonic Mania design from then on. Sonic must reach the end of Whiteboard Blast Zone Act 1 to fight a mysterious foe! Give it a watch below.
News concerning all things fast and blue over the past few weeks has started to pick up quite a bit, and since a lot has transpired following the release of Sonic Boom: Fire & Ice, I think it’s fair to say that a quick recap of recent events is in order!
Read on below for the full breakdown of our Sonic coverage since the Fire & Ice launch:
[UPDATE 4 – Oct. 18] The CE is back in stock again, hopefully for good this time.
[UPDATE 3 – Oct. 17] The Collector’s Edition is now out of stock. As a note, this happened with the North American listing as well shortly after availability, so this may open up again in the near future.
[UPDATE 2 – Oct. 17] Pre orders have returned at Amazon, to coincide with the official announcement.
[UPDATE 1 – Oct. 16] Links to the pre-orders have been removed – we will keep you up-to-date when they return! Amazon is currently still honouring all orders placed. Original story follows:
SEGA showed off a very tongue-in-cheek infomercial two weeks ago for the Collector’s Edition of Sonic Mania, which starred familiar faces such as Aaron Webber and Kazuyuki Hoshino. Fans of old loved the nostalgic infomercial parody advert for parodying the original Sonic 2 commercial… which was also a parody of infomercials in itself. The rabbit hole gets so much more nauseating from there…
If you were interested in the filming process behind the Mania infomercial, then have no fear: Sonic’s got you covered. Check out the behind-the-scenes below!
So it’s no great secret that the Canadian dollar has flopped quite a bit over the past decade, with prices on imported goods having seen a major increase in order to make up for the drop in our currency’s worth. Meanwhile, Amazon Prime members in the US of A have enjoyed their exclusive 20% discount on the latest and upcoming hits in gaming while their northern neighbours wondered why they were still subscribed to this service in the first place if no such incentive was available to them.
It handles stubborn stains. That is all.
Earlier today the Sonic the Hedgehog Twitter announced the Sonic Mania Collector’s Edition for North America.
In addition to a download code for the game itself (of course!) on a metallic collector’s card, the pack features a 12 inch statue of Sonic standing on a Sega Genesis console – with added “Sega!” chorus when you flip the power switch – and a mock Genesis cartridge for Mania that opens up to reveal a golden ring. It’s about at close as we’ll get to an actual Sonic Mania cartridge!
The Sonic Mania Collectors Edition is priced at $69.99 ($89.99 in Canada), and is now available to pre-order at Amazon US/Ca:
Sonic Mania Collector’s Edition (Xbox One) (Canada)
Sonic Mania Collector’s Edition (Playstation 4) (Canada)
Sonic Mania Collector’s Edition (PC) (Canada)
The PS4 version briefly appeared as sold out, so supplies may be limited.
The Amazon listing also mentions a release date of May 31st 2017, which I believe is the first indication we’ve had of a solid release date. Time will tell if it turns out to be true.
No word on what (if anything?) the rest of the world is getting, but I can only hope it looks as good as this pack does!
Sonic Mania keeps looking better the more we see from it, and all the more so with every little bit of footage sprinkling forward towards its Spring 2017 release. With that in mind, what if we looked better the more Sonic Mania we have on ourselves? Your dreams can come true today, as SEGA is selling a pair of official Mania T-shirts through Amazon – a Studiopolis Zone-based shirt and a “Triple Theat” tee starring icons of the game’s three playable characters.
However, this promotion is running for this month only, up until September 30th, and at the moment is only available through Amazon US. The Studiopolis tee, as well as a Triple Threat design with the Sonic Mania logo printed on it, were previously available on Amazon UK, though their listings appear to have vanished.
Have a closer look at the shirts themselves in the gallery below!
Sonic Mania is the return to form classic fans have sought after for years, and expectations are high since its debut appearance at the 25th anniversary party in San Diego, revealing a remixed Green Hill Zone from Sonic the Hedgehog as well as a brand new stage with Studiopolis Zone. With this year’s PAX West winding down, more footage from the game has surfaced, all direct feed and featuring both Zones on full display!
Check out GameXplain and Polygon’s differing playthroughs of these levels after the jump, and be sure to leave us your thoughts in the comments.
At Summer of Sonic I managed to get some time to play Sonic Mania. Here is my initial response… Sonic Mania is probably one of the best platforming games for years, it’s probably better than the original classic series, it’s probably that and more… probably.
Now let’s talk about why that is.
This podcast was (not) brought to you by Totino’s!
Alex takes over hosting duties this month as we talk about our trip to the Sonic 25th Anniversary celebration and San Diego Comic Con along with our impressions of Sonic Mania, along with our thoughts on Project 2017 and Sonic in Lego Dimensions and our thoughts on Sonic Mega Drive from Archie comics. We only focus on one major topic this week so this episode is mercifully shorter than usual. Enjoy!
We knew it was going to happen. We just weren’t prepared for how quickly it was going to happen. As you may know already, SEGA formally unveiled a new 2D adventure called Sonic Mania – and everyone’s been going crazy for it. Including, it seems, YouTube user DonkeyDude, who decided to mashup the theme from Studiopolis Zone with Justin Timberlake’s I Can’t Stop.
Continue reading Someone Has Already Mashed Up Sonic Mania With Justin Timberlake
This is the Sonic game classic Sonic fans have dreamed of for at least a decade.
Well, probably. As with any game, there are a lot of boxes Sonic Mania needs to tick to ensure it lives up to its potential. What will the quality of the level design be? How much content will there be and how much will it cost? Are there any unknown game play elements that could mar the experience?
Normally, I save these sorts of cautionary warnings for the end of the preview, but I think it’s necessary to put them front and center because, at least on the surface, this has all the right elements to excite every old-school Sonic fan on the planet.
First of all, the physics: one of the first things I did in this game was attempt the wall-stand that Sonic 4 became infamous for. I am happy to say that not only is gravity-defying traversal nearly impossible (by the standards of a classic Sonic game anyway) but many of the new areas in the demo require momentum to traverse. Without it, you aren’t going anywhere. There are no spring pads, few auto-running segments, and loads of opportunities to build momentum on hills and half-pipes to reach higher areas, or mess up and fall into lower sections. That said, the physics still aren’t quite what you may be used to from the classic Genesis titles. They feel like they fit somewhere between the Genesis titles and the slightly looser physics of Sonic CD. Of course, this shouldn’t be surprising: the stages take a lot of inspiration from Sonic CD.
The game had two levels on display: the remade Act 1 of Green Hill Zone and the all-new Studiopolis Zone.
At first glance, Green Hill hasn’t changed much. If you just run through it as you normally do, chances are it may feel just like the original stage with some slight tweaks. But that’s because you didn’t look hard enough: when I played the level, I decided to explore, and I eventually made my way to a completely new area that runs directly over much of the level.
The design for these new areas feels reminiscent of Sonic CD stages, with loads of pipes, mobius strips, and areas that let you really move in a way old-school Green Hill never quite allowed. There are also hidden secrets, including a bubble shield and a fire shield. The level ended with a boss that was simultaneously reminiscent and new, putting a new spin on Eggman’s ball-swinging egg mobile from the original game. In this case, the two balls took turns swinging from one another, with one vulnerable to attack and the other dangerous to the touch. If this boss is any indication, we will probably see a return of the mid-level sub bosses from Sonic 3 & Knuckles in Sonic Mania.
The Sonic CD inspirations are even more evident in the second level on display: Studiopolis. The stage is sprawling, loaded with different routes and secrets to find, as well as plenty of hills, ramps and other types of terrain that make use of the game’s physics. One key difference between this stage the levels in Sonic CD seems to be level cohesion: I’ve always felt most of the the level design in Sonic CD was a bit of a mess. Here, everything seems to be placed a little more intelligently, making the level itself a little easier to navigate and memorize. Of course, I’m sure Sonic CD fans will completely disagree with me on that point, but they should love this level nonetheless.
Both levels rewarded exploration in a way no other modern Sonic game does. Since I knew my time with the game would be limited, I decided to take my time and explore both stages, and there was a lot to see. Backtracking and trying to reach higher areas that I had missed on my initial pass was how I discovered that one entirely new portion of Green Hill. Backtracking in Studiopolis revealed a spring that sent me careening towards the right of the screen, and further exploration revealed an absolutely massive stage that I simply didn’t have time to fully explore during the demo. This is the sort of level design I’ve been wanting from my sidescrolling Sonic titles for awhile: large levels that reward people who do more than press right and take the easiest and most straightforward paths. Exploration not only revealed hidden paths, but also power ups (including the aforementioned shields) and the outlines of giant rings that weren’t accessible in the demo. While nothing about them has been confirmed, it seems pretty likely that they lead to Mania’s special stages.
While there wasn’t much genuinely new game play mechanics to find in the game, there was one thing that could drastically change how people play the game: the drop dash. Anyone who’s seen the trailer should have an idea of what the drop dash is, but let me elaborate on it: you activate the drop dash by holding the jump button as Sonic jumps through the air. The higher up you are, the more you can charge the drop dash, and when you hit the ground you immediately spin dash in whatever direction your trying to go. It’s a fun move that looks like it should be useful for hardcore players, since it isn’t exactly the easiest move to use.
I tried using it as often as I could throughout one of my playthroughs, and discovered it was only really useful in areas when Sonic could both gain a lot of air, and had a place to spin dash through once he landed. This neat little move is a little more interesting than other attempts at giving 2D Sonic an extra move, such as the insta-shield and homing attack that have been utilized in previous titles. The move won’t always be available though: when Sonic has an elemental shield, it is replaced by that shield’s special move.
Graphically, the game seems to answer the question, “what would a real Sonic game on the 32X have looked like?” Studiopolis is a gorgeous level, full of color and neat details, including a cute little 1930s inspired dancing Eggman animation. It’s loaded with different shades of blues and purples, with some oranges and yellows thrown in for good measure. It actually kind of reminds me of this old Sonic folder I had when I was a kid. Overall, the level just oozes with 90s nostalgia.
The sprite animations themselves have more inbetween frames then you’d normally see in a Genesis title. The sprites also sometimes have interesting little touches, like the orbinaut badnik becoming more desperate as you destroy the little orbiting balls that protect it from your attacks. Studiopolis updates the graphics just enough to make them look great by today’s standards, without completely losing that Genesis feel. They don’t completely make the jump to the more advanced 2D graphics you might find on systems like the Saturn, but the Genesis certainly wouldn’t have been able to handle them.
The Studiopolis theme was also some really great stuff. It’s fusion of jazz and midi sounds like something ripped from the best of 90s SEGA soundtracks. It’s definitely got a Sonic Team flavoring to it, and would fit in fine with not just any Sonic game, but even NiGHTS into Dreams stuff. If the rest of this game’s soundtrack is as fine as this, it ought to find its way into any Sonic fan’s playlist.
This has the potential to be Sonic’s best game since the Genesis era. Better than already great stuff like Sonic Colors and Sonic Generations. Better than the Sonic Boom mediocrity we’ve gotten over the last few years. Better than SEGA’s 2D Sonic console game, Sonic 4. I just hope the rest of the game lives up to what I played at that party.
While Sonic Mania has only been announced for PS4, Xbox One, and PC so far, that doesn’t mean that some other developers in the industry wouldn’t mind bringing the game to other systems. One such developer is interested in doing a 3DS version of the game.
Just announced at Sonic’s 25th party, a new 2D game for the PS4, PC & Xbox One.
Christian Whitehead is behind the project along with Takashi Iizuka. The game is due Spring 2017.
Sonic, Tails & Knuckles are playable.
More details as we get it!
Edit: Because this is going live, we will update this with more information once we get time to go through everything.