Though no new NiGHTS game was on the horizon by the late 90s, Sonic Team and SEGA still had plenty of love for the purple dream jester, and they demonstrated that a lot. Sonic Adventure featured an entire NiGHTS themed pinball table, which likely served as many Sonic fan’s first exposure to the character. When Dreamcast party game Sonic Shuffle’s multiplayer was played on December 24, NiGHTS replaced Lumina. Sonic Adventure 2 featured NiGHTS on numerous level assets and featured a chao based on them. The cameos continued even after the Dreamcast.
Sonic Pinball Party gave NiGHTS a second pinball table, and the character was playable in both the Sonic Riders games and SEGA Superstars, a mini game collection for the PS2’s Eyetoy. NIGHTS popped up in Billy Hatcher as a special unlockable character, and also starred in NiGHTS Score Attack, a special mini game that could be downloaded to the GBA over a link cable from both Billy Hatcher and Phantasy Star Online.
For over a decade, this was essentially how NiGHTS stuck around. It wouldn’t be until 2007, eleven years after the original game’s release, that this finally changed.
Takashi Iizuka had often talked about wanting to do a NiGHTS sequel, and finally got his chance in late 2005, after the completion of Shadow the Hedgehog. My mid-2006, NiGHTS Journey of Dreams was in full production for the Wii. Though some have speculated JoD may have been originally planned for HD consoles, Iizuka later confirmed it was built from the ground up for Nintendo’s system.
After a small delay, JoD launched in December of 2007. It would not be as well received as its predecessor, receiving mixed-to-positive reviews. The game also likely didn’t sell especially well, though sales numbers appear to be hard to confirm.
JoD kept several aspects from the original, including its 2.5 perspective, its focus on flight, the timer for NiGHTS, and the ability to link rings and blue chips together for higher scores. Unlike the previous game, players needed to chase down nightmarens riding large birds in order to collect keys to free NiGHTS, and there is no incentive to run the timer down. Instead, JoD encourages players to simply complete its stages as quickly as possible.
JoD also introduced a lot of brand new features, such as multiple missions per level, a significantly more fleshed out plot, an online multiplayer mode, and most infamously, platforming levels starring the children. It also has an area where Nightopians can be interacted with called “My Dream,” which is essentially a barebones chao garden. This open space can be filled with random objects from the game’s levels, as well as Nightopians and Nightmarens, which are sent here via paralooping.
JoD does a lot to try to modernize NiGHTS. While it has the same number of levels as its predecessor, it stretches those levels out by giving each five missions that reuse assets, including the aforementioned platforming sections. It also features loads of cutscenes and voice acting for all the characters.
JoD’s plot is essentially a reboot of the previous game, but with new kids: Helen and Will. The game features a new helper character, “Owl” who essentially serves the same purpose as Tikal and Omochao. Aside from NiGHTS, Wizeman and Reala also make a return. Everyone is sporting new, more complex designs.
There is a lot I could say about JoD, but that’s best left for another article. To this day, it continues to serve as the only other full game in the NiGHTS franchise. It would not be the last NiGHTS game released, however. The original would soon be getting a remake.
Just a few months after the launch of JoD, SEGA launched a full remake of the original NiGHTS for the PS2, exclusively in Japan in February of 2008. It featured completely remade visuals, Christmas NiGHTS, and a complete port of the Saturn original. Each copy of the game also came with a second printing of the rare NiGHTS story book. The PS2 version featured additional timed events in Christmas NiGHTS, including special summer and Halloween outfits for Claris and Elliot, and a special Halloween skin for NiGHTS. Unfortunately, the game didn’t sell particularly well, charting just over 6,000 units. The remake version of the game is also infamous for featuring somewhat slower speeds, as well as inferior (potentially 8-way directional) control instead of full analog.
This version would later become the basis for the HD remake, which as released on Xbox 360 and PS3 four years later in 2012. This remake presented NiGHTS in HD for the first time, and featured true 16:9 widescreen as opposed to the stretched 4:3 widescreen of the Saturn and PS2 games. It included all the special features of the PS2 version, as well as all the control issues. These issues would later be patched, though.
NiGHTS into Dreams… HD continues to be available for both Xbox and Steam users, and can also be played by anyone who has Game Pass or PS Now, making it far more accessible then it once was.
NiGHTS hasn’t had a single release of any sort in nine years, but as with before JoD, the character hasn’t disappeared.
NiGHTS was a playable racer in 2012’s Sonic & All-Stars Racing Transformed, and inspired a whole DLC level in 2013’s Sonic Lost World. NiGHTS, Reala and Wizeman all returned to Archie as part of their World’s Unite crossover event. They appeared as “buddies” in 2015’s Sonic Runners, and inspired a costume in 2017’s Sonic Forces. Elements from the games even popped up in Sonic’s 30th Anniversary Comic and orchestra just last month!
Finally, NiGHTS as a brand has recently made a return…as a slot machine in certain casinos. I can’t say I’m exactly happy about that, but it does show that someone somewhere still sees value in NiGHTS as a franchise.
With Iizuka expressing an interest in returning to NiGHTS yet again, there is yet hope that we’ll be seeing the purple dream jester again in a proper game. Until then, we’ve still got 25 years of games and legacy to remember them by.
Well, that was a decade and a half wasn’t it? So much has changed in the last ten years, it’s difficult to wrap it all up in a very succinct way. But don’t worry, The Sonic Stadium is here to help you remember. Let us take your hand and chuck you down this hellish warp zone we call a Retrospective, and blitz past all the crazy stuff that’s happened since 2010. Continue reading Sonic Decade in Review 2010 – 2019: The Games
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.
Ah, Sonic Runners. We really did like you, you know. And then, almost as soon as you were released (well, about a year after the initial launch in 2015 actually), SEGA killed you off. So we’re pretty excited to hear that a bunch of mobile-loving fans have taken it upon themselves to bring you back to life again. That’s pretty awesome! Continue reading Sonic Runners Fan-Led Revival Project Goes into Open Beta in July
As we reported earlier today, news of a new Sonic mobile game from Gameloft, Sonic Runners Adventure, appears to have been leaked. Amongst the leaks was a support page on Gameloft’s website detailing much of the gameplay which, if true, suggests this new Runners game will bring some significant changes to the original game’s formula.
As we mentioned in our news article earlier today, this game will only need to be connected to the internet once, when it is launched for the first time on a device – surely welcome news for anyone who has poor internet signal or commutes on the subway. The original Sonic Runners was free-to-play, but included a premium currency in the form of red rings which were used to unlock special characters, continue after death, and to play a roulette mini game that could be used to win characters or items; Sonic Runners Adventure instead employs a system in which everything within the game is purchased with normal rings, which can be collected in levels or earned by completing achievements. The roulette mini game, the source of much contention in the first title, is not mentioned in the FAQ.
Sonic Runners included a feature in which friends could send gifts and be competed against via leaderboards; this currently appears to have been dropped for Runners Adventure. The story and timed modes look to have been retained, although the way progression works in story mode will be different, with new chapters unlocked through earning stars, which can beobtained by completing missions in each level.
The FAQ also details three different types of levels, each of which will have their own means of completion:
Finite levels can only be beaten by crossing a finish line and any stars earned in them can only be kept if the level is beaten
Looped levels can only be beaten by completing a certain number of laps around a short stage
Infinite levels go on indefinitely until all mission goals in that level are completed, or until the player dies or runs out of time
In addition to these three level types, there are also bonus levels that can only be accessed by collecting a bonus item and beating the stage; in these stages the player flies around and collects rings. The controls are simple: hold or tap the screen to go up, release to go down. These levels have no enemies or obstacles.
Similar to the first game, characters are divided into three types: speed, flying, and power. However, the characters no longer have “personality” types, but instead are designated a team: Hero, Chaotix, and Dark. Each team has a unique skill that can be temporarily activated after 300 rings are collected:
Team Heroes has invincibility and magnetic abilities
Team Chaotix can turn 30 percent of their rings into 10x rings
Team Dark can turn their enemies into golden enemies, which count for two enemies each.
A team screen can be used to purchase and equip “buddies”, purchase and equip boosters, purchase characters, and find out character attributes. The number of equippable boosters goes up as more characters in a given team are unlocked and much like the original game, that number tops out at three.
Characters level up over the course of the game, with the character level determining the duration of the booster item’s effect; the maximum level a character can reach is level 5.
Finally, the game makes mention of a “camera angle” that will shift when a character is performing certain stunts and cannot be controlled. This particular detail is rather unusual, given that the original Sonic Runners was a sidescrolling game and didn’t have camera angles. This would seem to suggest that Sonic Runners Adventure might have some sort of 3D polygonal component, though this is pure speculation.
It’s pretty rare for a new Sonic game to get an info dump the day it is announced, let alone before its announced. Stay tuned to Sonic Stadium for more information as it comes!
It’s the end of Sonic Runners! In rather surprising news given the publisher’s exploration into the mobile space, SEGA has announced that the endless runner will be shutting down, only a year after it launched worldwide. Continue reading Sonic Runners Shutting Down Next Month
In this month’s Sonic Talk, join Jason, Alex and GX Echidna as they discuss the Ratchet and Clank movie, Star Fox Zero, the Lego Dimensions Sonic rumor, Jon Gray leaving Archie comics, Sonic conventions, the new Sega Genesis hub with mod support on Steam (while driving Alex nuts about Bubsy mods) and…Sonic facial Cream? Continue reading Sonic Talk 37: Bubsy Modded
An episode 24 years in the making! But not really. Join Alex, GX and Jason as they talk about Yo-Kai Watch and Street Fighter 5 in “Stuff talk”. We also talk about the long lost SegaSonicBros arcade prototype, the Sonic movie coming in 2018 and why are Sonic comics facing such huge delays. All this, a comedy segment with GX and Reef from Spindash and more! Continue reading Sonic Talk 36: Super Talk Bros
Now depending where you sit when it comes to this kind of game, this news will actually not surprise you, or it may take you completely by surprise. Sega considers Sonic Runners a failure, in terms of how much money it’s making. This comes as a bit of a surprise as the game appeared to be profitable and doing rather well.
Now, in the past, I have been quite vocal regarding my stance on a certain ‘free’ to play mobile game staring Sonic, however, one thing which was hard to deny, is that Sonic Runners was being downloaded, it was being played and people were spending a lot of money on it.
Though at the same time, I’m not that surprised, the game has been heavily criticised for poor technical performance, an intrusive and invasive micro-transaction strategy and in some cases, randomly banning players for utterly no reason. Why would people want to give money to this?
However, another issue which is a little strange is that, according to the report, Sonic Runners on average was making 30 million yen per month, which is around £180,000, that sum is considered a failure? How much money went into developing the game for that sum to be considered a failure?
To put it into perspective, Sega considers games which make 50 million yen, or £300,000 per month to be successful.
UPDATE: Operationgamer17 points out that apparently it’s been gone since at least yesterday as of when TSSZ first mentioned it on their twitter. Also, Ming Ming Yuigahama clarified that the game is actually not on the US Google Play store either (I misunderstood that part, my mistake) and even snapped a screencap of what she sees when you access it:
And she points out in the same post that this is not so unusual and may simply come back on Monday. We’ll see what happens. Also I forgot to mention that Komodin first brought that part up. Thanks again go to both for the clarification.
It has come to our attention that Sonic Runners has been removed from the US iTunes store. This was first brought up on our forum by Operationgamer17. Our own writer VEDJ-F afterward mentions that it’s still up on the UK Google Play store, and another member Soni mentions it’s still up on the Canadian iTunes store.
Another member Ming Ming Yuigahama also linked to and confirmed that the game, while indeed gone from the US iTunes store (the link now redirects you to the iTunes store if you have it installed saying it’s not available), is still available on the iTunes store in the UK, Canada, and Japan. Ming Ming Yuighama also shows that the game is still up in the US Google Play store under “SEGA Corporation”.
So far we have no idea what the reason is for the game’s removal from the US iTunes store. We’ll have a follow-up report if we hear more.
Thanks goes to all the users mentioned above for their help in checking the stores to see if the game is still available in their respective regions.
To celebrate Sonic’s 24th anniversary, SEGA was internally working on their own take on the endless runner genre with their new mobile game, Sonic Runners. While the game was released early in smaller markets for testing, it finally dropped internationally on iOS and Android devices towards the end of June, and with it came the release of the first volume of the game’s soundtrack.
And now, just in time for Christmas, the EP-length Sonic Runners: Original Soundtrack Vol. 2 has finally arrived on digital streaming services!
The second volume, like the first, is solely composed by Tomoya Ohtani himself, and is mainly comprised of some of the music featured in recent in-game events – unsurprisingly, the music is gorgeous and an absolute blast to listen to, making the second volume a must-have for any Sonic OST fan’s library.
The track listing is as follows:
“Going My Way” (1:01)
“Go Quickly!” (3:09)
“Fiery Passion” (3:34)
“End of the Summer” (3:48)
“Strange Parade” (3:42)
“Magical Snow Day” (4:11)
The second volume is available now on iTunes (UK / US) and Amazon (UK / US), with individual tracks costing £0.79 / $0.99 a pop. If you choose to get the entire 7-track album right away, the price sits at an affordable £5.53 / $6.93 – with Vol. 2 sounding as beautiful as it does, it’s an absolute steal!
Planning on downloading this gem for yourself? If you’ve already bought the album, which track is your favourite of the bunch? Sound off below!
While I have dreams of lightsabers dancing in my head (this was recorded on Dec 17 so I was pretty anxious to go see Star Wars), Alex and GX talk all things Xenoblade while I zone out. Then, We discuss the latest game from Yuji Naka “Rodea the Sky Soldier”. Other topics include Sonic Boom DVD coming to the UK, updates for Sonic Dash 2 and Sonic Runners, my opinion of Sonic Lost World on PC and much more! Merry Christmas and a Happy Life Day!
Friday saw a swathe of changes made to Sonic Runners with the release of the second version of the mobile app. Along with a number of superficial changes, a rather sizable overhaul of the game rules have been made. Continue reading Sonic Runners Version 2.0 Released
It’s been no secret that Sonic Runners isn’t afraid to swing the ban hammer, one of the earliest exploits from the soft launch resulted in many early players finding themselves locked out of the game for discovering that they could effectively get an infinite wisp power for an entire run.
But in the last week, even legitimate players have found themselves victim of the ban hammer, in the last 7 days, we have received a very high number of reports from Sonic Runners players who claim they have been effectively banned from the game or had major restrictions placed on their accounts, the reason according to Sega is that they detected ‘irregularities’ in their accounts which violated the terms of service.
This is despite the fact that they claim to have never cheated or used any other exploits in order to gain an unfair advantage in the game. When users dispute this with Sega, Sega’s response is either completely vague, non existent, or in some cases suggests that the reps they are speaking with have absolutely no knowledge of the game and are in fact making up their replies to get rid of the customer and their complaint.
How are Sega Banning Players?
Previously, Sega were just banning players, there was no ‘well you can still access this…’ banned meant banned, the most memorable case of mass bans was from an early exploit which allowed users to get a near unlimited wisp power up.
People who abused this exploit found this message when trying to access the game. But sine the worldwide launch, this seems to have changed.
How Are Sega ‘Banning’ Users Now?
Sega are now moving users who break the TOS onto a ‘cheaters server,’ think of it like the ‘bad sport’ servers that RockStar use for GTA V or the ‘cheaters servers’ for Max Payne 3, you can still play the game, but you have to compete with other people who have also cheated in some way, this could be by using save file exploits/hacks, or a shippable bug/exploit which has come about in an update.
The problem is that being in this server/group also cuts you out of getting weekly ranking rewards and may also restrict future special events/rewards. You’re effectively banned from accessing rewards for legitimate play, but you can still play the game, and yes you can still spend real world money.
Why Are Fans So Angry/Upset At Sega’s Support?
Let’s start with the most unbelievable part of all this, Sega’s own support team apparent lack of even the most basic knowledge of the game, to the point where you have to question if the staff are in some cases making up advice to customers asking for help.
This is the support ticket that one user sent to help.sega.net.
Seems reasonable and easy to understand right? The game is clearly listed, details of the device and operating system are present. The problem is also clearly listed, it shouldn’t require in-depth knowledge of the game to answer this question.
So how did Sega reply to his problem? With this.
Lets just put aside the ‘did this person really cheat’ question for now. Let’s just look at what Sega said. “After cheating has been discovered, they will not be able to participate in […] joining or creating a guild.”
I am at a loss as to how someone can make that mistake, especially given that position that they work in, you don’t even have to play Sonic Runners, just start it up and get to the main menu to see that you can’t join, or create, or participate in a guild…
Because Sonic Runners doesn’t have guilds.
The second issue here is that Sega offered no details as to what this person allegedly did, they just said ‘our system said you cheated, the restrictions will not be reversed.’ So even if this person did cheat or use an exploit, they have no means to inform anyone else exactly what is or isn’t allowed.
Now, this is just one persons claim, they might be making it up or trying to claim innocence right? Well… that might be the case, however it’s a lot harder to dismiss this case.
After filling a support ticket with Sega, this was Sega’s reply.
There’s that phrase again, irregularities in the account. No details as to exactly what this user did, no details as to what part of the TOS they broke, absolutely no useful information, despite their system being able to tell that they did break the TOS.
These are all screenshots from players who claim to have been banned from Sonic Runners, despite never having cheated or using any kind of exploit in the game. All of these have come from the last few days.
Why Are People Being Banned?
Based on the reports that users are posting on our own forums, twitter and various other social media outlets. Sonic Runners appears to have in place some kind of auto ban function, when a user obtains a high score, unsure if it’s within a specific period of time, or if there is a so called ‘magic number’ which when hit results in the user being banned.
But every report made so far indicates that the users obtained a super high score or a huge personal best which resulted in a ban from the main game, they now have to play with users who have cheated in some way.
How Is This Happening?
At the moment, nobody can say for sure, but some people are pointing the finger at Sega’s own events.
Currently there is a Halloween event taking place and one of the companion rewards ‘King Boom Boo’ is apparently very broken, especially when paired up with a power character who offers an enemy destruction bonus, like Halloween Omega.
For example, before Halloween, a good player might be able to hit the 1 million point mark by the time they reached the first Eggman boss fight. Following the Halloween Event, due to the nature of the new Halloween Companions bonuses, it’s possible for a novice player to get over 3 million points in the first 3 seconds of the game. You can imagine how much an expert player can get in a 30min long game.
But the madness doesn’t end there. On top of this, there is/has been a 2X ring event, so scores are going even higher and with new characters/companions who boost ring scores, they too are falling victim to the ban hammer.
The problem here according to some long term Sonic Runners players, is that the new companions are so badly balanced, combined with the new character bonuses, that they’re obtaining mega high bonuses/huge amount of points in a short period of time, that the game things they are cheating and as a result they are being put into the cheaters server and are restricted from reviving weekly rewards from their rightful ranking board.
With Sega’s support offering no help or even any indication as to what exactly players have done to break the TOS, many users who have found themselves in the cheaters server are advising other users not to use any new companions or characters, some are going as far to deliberately keep their scores below 10 million which seems to be a safer means to play the game long term.
However the key here is Sega, they need to be a lot more open with exactly what is going on in Sonic Runners and be much more open with how players have apparently broken the TOS because right now many players are baffled as to what it is they did wrong.
We’ll keep you upto date with any new information as and when we get it.
Dare I ask if anyone reading this has found themselves victim of the Runners ban hammer? Let us know in the comments.
[ Feature image is Super Sonic vs. SSJ Goku, by Lamar Wells! ]
As though Akira Toriyama’s Dragon Ball hasn’t garnered enough success during its initial run in print and on television the world over, the famed manga and anime series is having quite the revival period in recent years.
Sequel films Battle of Gods and Resurrection: F have since contributed to the series mythos with the introduction of the Super Saiyan God, and a new sequel anime series – Dragon Ball Super – continues to add to Goku’s many adventures, following the defeat of the alien warlord Frieza, Doctor Gero’s Androids and his ultimate creation in Cell, and Bibbidi’s evil, planet-levelling monster of eons past, Majin Bū.
Numerous parallels exist between Dragon Ball and Sonic the Hedgehog – a set of seven magical artifacts said to grant miracles, Super transformations, time-travelling heroes sent back to the present to save their future, just to name a few – but there’s only one such parallel we explore here on Mash-Up Monday (or would a “Fusion Friday” have worked better for this one?), and that’s music!
Our first mash-up – “Dragon Spring” – was submitted to us by TrueBlueFuse, combining the opening to Dragon Ball Z Kai with one of my favourite tracks from the mobile endless runner, Sonic Runners! Takayoshi Tanimoto’s “Dragon Soul” fuses with Tomoya Ohtani’s “Spring Emotions” below!
Thanks for sending it in, TBF!
On the other hand, Dragon Ball fans in the West are likely to have grown up to Bruce Faulconer’s score, so perhaps the next mash-up, “Knight of the Power” by Hyper-Shan, might suit your fancy!
Faulconer’s “Gohan Powers Up”, first played during the Z Warriors’ climactic battle with Cell (heck, some of you might even recognize this tune from Chakra-X’s Sonic: Nazo Unleashed animated fan film!), combines with Crush 40’s “Knight of the Wind”, from Sonic and the Black Knight, and the end result makes for a rather mystical take on an otherwise rock-heavy track. On one hand, it’s easier on the ears, but on the other, it sounds otherworldly!
Found any other interesting Sonic music mashups out there on the web? Maybe you have one of your own you’d like to share? If so, you can either share your suggestions in the comments section below (as well as your thoughts on TrueBlueFuse and Hyper-Shan’s mash-ups above!), or you can reach me via any of the following to see your choice next Monday:
Sonic Runners continues it’s steady stream of event announcements with a halloween themed event centred around Zazz. However, this event is unlike any previous events held in Sonic Runners so far.
Typically, players have been asked to rescue animals or collect certain special items in a bid to get various rewards. However this new event appears to be very different as it’s described as a ‘raid event.’
Roughly translated the text warns players of a ‘strong enemy Zazz Raid,’ traditionally, raid enemies are powerful enemies which drop a huge number of rewards when defeated.
As it stands right now, Sonic Runners doesn’t remove any old event data or notification data, even if it’s totally worthless. e.g. notifications with dates on them. This means that if you have had the game since day 1 and never performed any maintenance, then the game is actually storing nearly 2GB+ if you have never cleared the cache/redundant memory files from the game.
Well it appears that there will now be an option in the game to actually perform this task without having to connect your device to a computer and manually doing it.
It also seems that Facebook options/settings will also be enabled in this version too.
It’s expected that this update will come within the next week or two.
Ever since Sonic Runners first launched, users have been divided as to how if there is a way to manipulate the roulette wheel, for instance, tapping the screen whilst it’s rotating seems to influence when it will stop, but nobody was able to nail down a precise method to stop it at will or at a specific point.
Well it seems that those who were convinced that there was a way to manipulate the wheel so that it stops in a specific spot were right. A YouTube video posted by Premydaremy illustrates the trick in action, in the video the user is able to land the wheel on the character spot at will, multiple times in a row.
Now, the user calls this a ‘hack,’ however this isn’t correct, a hack would be the right terminology to use if you had to manipulate the games code or use some kind of modification to perform this. Call it a cheat or a trick at the most, however given how we’ve been able to make the wheel stop early since the soft launch, this seems to be deliberate behaviour left on the wheel from the developers.
There are two methods to doing this, I have managed to get the first method to work exactly as show in the video, the second method didn’t work at all.
Spend 50 red rings and let the wheel start to spin.
On the first spin, when the dial reaches the 6 O’clock position on the wheel tap once.
Then on the second spin, rapidly tap the screen/wheel with your finger.
If done correctly, you will land just inside the character egg space.
Spend 50 red rings and let the wheel start to spin.
Let the wheel complete 2 full rotations.
On the third rotation, when the dial reaches 6 O’clock, rapidly tap the screen again.
If done correctly, you will land just inside the character egg space.
In both methods, odds are you will land on either the character egg or the golden eggs. I have tested method 1 and it worked first time. However as pointed out this is not a 100% guarantee, but from feedback from other users and my own testing, this seems to work most of the time after you’ve mastered the trick.
Whilst this trick is designed to work for the character and golden eggs, odds are if you adjust the timing as to when you first tap the screen, you can manipulate the wheel to land on whatever spot you want, including the daily spin wheel.
Give it a try and let us know if it works in the comments.
Disclaimer:The views in this piece may not reflect the views of TSS or other writers on the staff team. The intention of The Spin is to promote debate and discussion of an issue or something that’s happening in the fandom or the world of Sonic.
*During this article I will be writing about information which is based on secondary research which I cannot personally test or verify, I have used the information in good faith that it is correct, however should evidence come to light which puts that information as being wrong, take that information over the one detailed in this article.
I really hate having to do updates like this… I utterly hate it, I also find myself saying this a lot but my god it’s becoming harder and harder to say it with sincerity. Believe it or not, I want Sega to do well, I like Sega, I like the people who work there, I love the games they put out and they’ve entertained me for hours.
Everyone’s second favourite Sonic cat (Big being the first) joins Sonic Runners. Earlier today Blaze was added to the roulette wheel in Sonic Runners for a limited time.
Sharing the character slot with Rouge, this gives players a 3% chance to get her. Oddly, Blaze is described by Runners as being a power type character, so she joins the likes of Knuckles, Omega and Big. Even stranger, she’s now a member of Team Rose.
Blaze is available only for a limited time so if you want to get your hands on her you’d better act fast and be lucky, she’s only there until August 28th.
Earlier this week, Sega announced that their free to play title Sonic Runners had hit the 2 million downloads figure.
To celebrate the news Sega are offering discounts to users who purchase red rings from the in-game store. However if you don’t fancy spending any money, Sega are holding a daily promotion. From now until August 3rd, if you log into Sonic Runners, Sega will reward you with 10 red star rings each day until the promotion ends.
Can they make it three million? Lets hope so! Then we might get more free stuff!
Sega have been on a bit of a streak with their support of Sonic Runners since the game launched worldwide. New content and events have been a monthly occurrence, in fact, Sega have just added three new characters to Sonic Runners which you can actually buy through the character select screen as opposed to gambling via roulette wheel.
Big the Cat, Cream and Silver have been added to the game, however they come with some very unique abilities.
For starters, fans have already dubbed these characters easy mode, due to the fact that they cut the speed of the game by 10% if you use a single character, or 19% if you use two. However, as a consequence, they also cut your score by either 50% or 75% depending if you use two or not.
Sega have said these are designed for new players who may not be used to the high speed sections in the game. However, those new players will have to spend money in order to get them. Each of these characters costs 250 red star rings to unlock, or 5 million golden rings.
Are you still playing Runners? How you finding it? Let us know in the comments.
Sonic Runners recently launched worldwide for those who’ve been out of the loop – it’s an endless free to play running game where you aim to get the highest scores possible. Higher scores push you up the Runners League and get you better rewards, companions, and bragging rights among your peers.
So you want to be a Runners expert? Say no more. Here’s our tips and tricks on how you can bag those big scores.
1: Use your boosts!
First off, before you even start your run – let’s go over some important stuff. Booster items are pretty great for helping your score. Primarily the Score Boost and Character Switch. Score Boost is an obvious choice and will really aid your total, and Character Switch will give you a second chance to keep your run going by switching to your sub character selected through the character menu. And for a limited time(?) you’ll be able to use these for free once a day, so take advantage!
2: Level up, go far
Sonic Runners sports a level up system on the characters you use, applied through spending rings or earning EXP on runs. It’s important to keep at least a single character high up to make sure that your overall bonuses help you hit the high marks. Wisps and power-ups will last longer when you use them too as an added bonus to it all. But your Score Bonus, Animal Bonus and Ring Bonus are what you want to increase – this is why I normally opt to just focus on one character at a time. Sonic easily adapts to most level environments which is why my primary focus is on him.
3: Crack the Eggman
Though it can get pretty repetitive, it’s best to make your confrontations with Eggman last as long as the timer will allow. Not only do you have the possibility of seeing Red Rings pop out of him, but the rings he’ll drop will boost your score with the help of your Ring Bonus quite a bit. This can be used in turn to help level up your characters and increase your overall boosts. Not to mention, you can get quite a few score gems which increase in value the further you are into the run.
4: Do a trick!
Something the game neglects to tell you is that Runners sports a small trick system within similar vein to that seen in Sonic Colours. When you approach these red spring-esque contraptions, make sure you tap the screen to leap high into the air – but don’t stop tapping once you’re flying high! Repeatedly tap the screen to do up to five trick poses, giving you that familiar “good, great, awesome, outstanding, amazing!” response!
5: Be an animal advocate
Like always, defeating the classic badniks throughout the stage will earn you points and release the little critters inside. But unlike the old games, they’ll bounce around on screen until you manage to catch them. You might want to try reaching out for them before they vanish off screen if you can. They’re worth quite a few points, and those points only increase with the Animal Bonus you level up.
6: Keep that combo
An extremely important aspect of any run is the combo and bonus number you can see above. Combos are maintained through collecting score gems, rings, and animals (not badniks!), and once you get over 1000 you’ll have the maximum bonus of +50. This will go a long way once you reach higher scores. Combos can be broken through damage or too much time between collecting combo items listed above. Power ups can help you out – the shield will prevent damage from ending your combo, and Combo Bonus will prevent damage and time from doing so.
7: Wisps are wonderful
Wisps return in Sonic Runners, and they’re mostly a fantastic help to boosting your scores. Asteroid is arguably the weakest as it moves slow and provides no multiplier to your bonus, but in can tear through all obstacles in your path. Laser lets you blast through sections of the stage at lightning speeds and collect every gem, ring, and animal on screen by tapping. Drill could arguably be the greatest score increaser, as it multiplies your bonus massively. At its max, you can gain +500 – combine this with magnet, and the specific Drill designed sections which can appear in levels (seen above), and you’re looking at a gigantic overall score boost.
8: Companions are key
Companions could be your life saver when it comes to runs. They can provide anything from boosting the overall length items last, granting you a wisp when you reach a certain combo number, or giving you the last boost at the end of the level. They can level up to increase the effectiveness of their abilities too – sadly, the only way you’ll be able to earn them is through the premium roulette wheel. To spin, you’ll need Red Rings you earn through placing on the Runners League, completing story events, or other promotions.
Outside of that, there are a few other ways to earn some helpful buddies to help push your scores up:
You’ll earn Shahra every time you advance a rank in the Runners’ League. Each rank has three levels before you advance a letter, but she’s completely free and provides a great ability – granting you a random item when you hit certain combo numbers.
Look out for promotions held by Sonic Team where you’ll be able to earn Buddies through normal gameplay. For example, the Sonic Birthday event has you collecting cake to unlock the Genesis buddy and various other power ups and items.
Finally, completing a Showdown without taking dying once will give you a Special Egg – collect ten of these, and you’ll be able to spin the premium roulette wheel for free with increased odds on better eggs.
9: Aim high
Classic Sonic games usually sport a level design which has both a high and low path – the higher path providing better goodies but harder to stay on, and the lower being easier to stay on but less rewarding. That concept carries into Sonic Runners, since all the best rewards are usually found by keeping on the higher paths. Though the obstacles you face are more dire and will test your ability, you’ll get much better results if you manage to keep on that upper road.
10: Practice, practice, practice
A certain element of Runners will always come down to memorisation, and the only way you’ll memorise these zone layouts is to keep playing. Knowing what’s coming will instantly put you in a better position to prepare yourself and make each run go further – you’ll soon come to recognise familiar placements of the slopes, hoops, enemies and score gem trails. It might be difficult to play for long sessions due to its design, but playing a few times daily will go a long way. It’s all a learning curve and soon you’ll be able to do Top Speed without breaking a sweat, trust me.
Have you got any helpful advice for your fellow Runners players? Or did you find some hand advice in our little guide? Sound off below and let us know. Happy running!
Hey, didn’t you guys already review this game? Why yes we did, and we’ve been talking about if we should take another look at it since with every update it seems to change. Well, following the worldwide release, we feel that Runners has changed enough that our previous review really doesn’t apply or match up with the experience you’ll get with this game.
So here is my review on Sonic Runners, based on the worldwide release build. This will focus more on the changes between the original review and the technical performance of the game since the plot is the same and the premise of the game is the same. That said however, a lot has changed… sadly a lot has changed for the worst.
So I’m not sure how some will react with my next line but here goes… On a technical level, this is probably one of the worst Sonic game made. Yes, I am including Sonic 06 and Sonic Boom in that, it is awful, it really is. The worldwide release is plagued with issues ranging from freezing, stuttering, lag, game breaking/ruining bugs, as well as overheating issues which can potentially put the device you’re using at risk.
For full disclosure, I have used a range of different Android devices to try and play the game. Primarily I have used a Samsung Galaxy S5, however I have also tested a Nexus 7 and a Sony Xperia Z3, all of which suffer from the same and in some cases more serious problems. All of these devices could previously run Sonic Runners during the soft launch period with virtually no problems.
So lets start with the basics, though odds are you already know this. Sonic Runners is a side scrolling endless runner in which you start off as Sonic before unlocking Tails and Knuckles.
The premise of every stage is to run as far as you can and collect as many rings and gems as possible in order to get a huge score which progresses you further along the map before you reach the end of the episode/level.
Before I should go any further, I should mention that Sonic Runners uses multiple forms of currency. There are normal gold rings which are in plentiful supply. Then there are red rings which are much rarer. We’ll cover both of these later.
At the end of each stage you are given a small reward: normally gold rings or red rings, though sometimes you get an item. The rings you can use to level up characters which improve their stats. Stats are for things like score bonus increases or item effect durations increase. You’ll find you’ll need to level up characters if you want higher scores and find it easier to progress in later stages.
However, the worldwide release differs from the initial release with the inclusion of an experience bar. This bar will fill based on how many rings you pick up in the game, which means you can save on spending those rings if you regularly use a character. By level 20 however, you’ll find it’s not worth waiting and will just spend those rings on your power level. Which again, do you do this from rings collected, or once more, there is that micro-transaction system hint hint wink wink.
Whilst the level cap is 100, the gains from level 50 onwards are so poor there is absolutely no point in waiting to level up, so spend those rings.
What else can you spend rings on? Nothing. Just levelling up characters. I will talk about red rings near the end of the review. Needless to say, I am not happy.
Levels are split into three types: Speed, Flight and Power. Each is designed to be played by a specific character type, though you’ll quickly find that you’ll only ever want to play as either speed or flight since Power characters are so useless compared to the other two. They’re only useful for their own stages, whereas the other types are great on every stage, with flight characters taking the top of the character tier list.
As you progress through the game, you start very simple stories involving Sonic, Tails, Knuckles and various other characters. Normally it’s “Eggman is doing a thing! Lets go stop him.” “Help! This character is missing, lets go find them!” Whilst the climax does build up into something more dramatic, this type of story is rare and a one off.
Some may find it nice that we’ve gone back to a simple story in which it’s just “Sonic goes after Eggman because Eggman did something bad.” though others may find these stories far too basic to enjoy. Personally I began to skip some of the stories since they were so repetitive and dull.
The stage layout is the same as the soft launch version. No changes. It’s a decent layout combining challenge, flow and multiple paths, however I’m not sure that in some places the higher path is the most rewarding. In some stages, the lower path is clearly more viable in terms of score.
It should be really enjoyable, and in the pre worldwide version it is. It’s a great example as to how you can adapt a classic Sonic game for a modern mobile market place, slap a small price tag on it and you have a great experience for the daily commute or for killing a spare half hour.
It’s fun and addictive. If the game had a price tag of say £2.99, I would buy this in a heartbeat. It’s a really nice charming game which is bloody good.
So what’s the problem?
Pretty much everything underpinning that which turns Runners into a near unplayable mess which is designed to rob the player of their time and money, turning runners into a gambling machine.
The game has very poor optimisation. It’s so poor in fact that after only 5 minutes it starts to stutter, lag and in some cases completely freezes. How bad is it? Well remember how I said I tested this game on three different devices? Here is how Runners used to perform.
Galaxy S5: Flawless, phone was slightly warm, but otherwise flawless.
Sony Xperia Z3: Near Flawless, phone got hotter than the S5, but otherwise fine, however battery drained quicker than the S5.
Nexus 7 (2013): Wasn’t tested, but is compatible with the game.
Here is how those devices performed with the worldwide release.
Galaxy S5: Initially, the game runs fine… but after 5 min of play time the phone gets very hot, gameplay begins to stutter, lag, some occasional freezing in areas with lots of objects. Game eventually becomes near unplayable.
Xperia Z3: Same as the S5, however after 5 min the temperature of the phone increases by 16-20°C (value taken from built in battery monitoring app) the game will then completely crash. Battery life is drained by 20% after only 5 min.
Nexus7 (2013): This was a fresh install so we only played the tutorial. We couldn’t accurately test the lag effects with lots of objects on the screen… But after 5 minutes of play, the device became too hot to comfortably hold and we had to turn it off to cool the device down. We were afraid it would cause lasting damage to the device and the owner then requested we immediately delete Runners and never install it on again.
You want to know something even more head scratching? These were running in streamlined mode, which is designed to take pressure of the processor and make the game perform better…. however our soft launch versions did not have streamlined mode turned on! Yet it’s performing this badly with streamlined mode on!?
Sega… What the hell happened!? How do two of the most advanced phones on the market go from playing the game flawlessly to struggling and in one case failing after 5 min of gameplay time?
The Nexus 7 can probably be explained by the fact it’s older hardware and Runners does demand a lot. But still, the heat generated was worrying to the owner of the device so if you have a Nexus 7 2013, avoid runners like the Black Death.
This is just bad optimisation, pure and simple. There is no way a game like Runners should be causing this many problems on these devices. Whilst I personally haven’t been able to test an iOS build, I’ve been told it’s a lot better, which suggests to me the Android version is a port which got little development or tooling. I would say that this claim is further supported by the fact that the Android version on launch crashed during start up due to a major problem the always online DRM, questioning how this got past the Q&A if the game had been optimised for this platform.
So technically, the game is bad. It’s really bad. In fact I’d go as far as to say it’s there with Sonic 06 and Rise of Lyric, because for as buggy as those games are, at least they allow you to play for more than 5 min and do not melt your system.
Other noticeable bugs: Buddies no longer pick up animals, the asteroid wisp will sometimes spiral to the top of the screen out of control, totally ruining a run.
Then there is this odd thing…
Yes it’s funny, but you add this will the other technical problems and you really do question if any optimisation or QA took place.
Aside from it’s technical performance, are there any other problems. Yes… dear lord yes.
Lets get onto the Red Rings. Red Rings are the second form of currency that this game uses, they are much harder to come by and when you get some, it’s in very limited stock. Red Rings are used to by normal rings or extra lives, but their primary use is to use on the roulette wheel and gain buddies.
What are buddies? They’re small characters that accompany you in stages which add a bunch of effects ranging from score boosters to ring recovery and other positive effects. The vast majority of them are pointless, but some of the rarer ones are highly valuable and the key to doing well on the leader boards.
The catch is that the only way to get them is from either a special event, or from spending 50 red rings on the roulette wheel, at which point you are granted a random buddy. If you get the same buddy, it levels up before capping at level 5. The problem now is that following the worldwide release, Sega has drastically slashed the number of red star rings you can get.
How bad is it? Well under the soft launch version, completing all parts of the final scenario rewarded you with 90 red rings. 10 for each episode, 50 for the final boss. To complete the final scenario, you need a total score of 50 million, so 50 million = 90 red rings.
But in the worldwide launch, you only get 5 per episode and only 10 for the final boss! So now you only get 30 for completing the 5 hardest levels in the game. A total point requirement of 50 million, so 50 million = 30 red rings!
What about other red ring methods? You can randomly find one in a stage, Eggman may drop one if you’re lucky, and if you spam your friends Facebook accounts you can get 10 if they sign up to Runners and use your referral… oh wait hang on… that feature is currently broken.
You are therefore forced to use real world money to buy red rings. And how have Sega welcomed new users to this? By ripping them off.
Prior to the worldwide launch, the highest red ring price was £24.99 for 700 red rings. In the new worldwide version it’s £30 for 481, yet they still have the gall to claim that this is a sale price! But wait? What’s that bonus +1019 red ring amount, that apparently gets removed if you are actually silly enough to buy rings from the store? They call it a ‘first time buyers bonus.’ After you make your first purchase, it returns to 481.
For new players who have just picked up the game, sorry to say this but you are totally screwed. You won’t ever be able to touch those who have been playing this game for months. Their buddies are too well levelled up and they have the special limited edition characters which boost score. Don’t even try, it’s over.
…Unless you spend several hundred pounds in red rings. Then you ‘might’ have a chance, but you won’t. You won’t because you won’t have the limited edition characters who have better bonuses, so why even bother?
And now we get to a major problem with Sonic Runners in terms of it’s design and ethical issues.
The game has now forced you to use the micro-transaction system. The only thing worth spending that on is the roulette wheel, which is no different than playing real roulette in a casino. You pay money, then take a chance at the wheel to get a reward.
Sonic Runners essentially becomes a miniature gambling machine, you are enticed to put real money in, then spend that money in the form of red rings, you gamble those rings for prizes, this is gambling, there is no other way to describe it. Then we get into the very murky waters of the fact that the game is aimed at children. This is a miniature gambling game aimed at kids. Surely this should have a higher ESRB rating than it currently does given that it has gambling in it?
Before you say ‘well it’s not really gambling’ explain how? It’s no different from any other form of gambling. In fact it’s just a virtual form of casino chips, if you spend money on this game, then use those rings on the wheel, you are gambling, think about that for a moment. Some of you will be ok with it, but I know a few won’t be.
Were red rings common in the original? No, you still had to work to earn them, but you could get them for playing and doing well if you were dedicated and were generally good at the game. Now, they’re virtually non existent. So few are available that you’ll be crying out for special events or bite the bullet and spend real money to gamble with.
Your chances to get rings are further restricted due to the life/revive change. Whilst this change came during the soft launch, it was done so close to the worldwide launch it’s worth mentioning; you are now only given 3 lives. 1 life will recharge every 30 min. After which you’re told to buy more or wait until they recharge.
Even more pathetic an insult, Sega have been releasing new characters. The only way to get them is by using the roulette wheel. There’s a mere 6% chance at getting said characters. The catch is that their bonuses are much better than the default characters, so if you want to compete, gotta get these characters.
Even Amy is dangled in front of your face like some kind of bait. Spam your Facebook friends who might have no interest in the game, hope they’ll use your referral and you might get Amy… except Facebook links are currently broken so this is impossible.
You want more examples of how the free to play nature ruins what is a decent game? Adverts… everywhere, even for completing a stage, you now get an advert, say goodbye to your mobile data limits as these are video files, the majority of which are 30 seconds long. So far I’ve not seen one which relates to Sonic or Sega, and some have nothing to do with gaming.
This brings me onto another change. When you die in a stage, you can continue if you watch a video advert (there is a limited number per day). This sounds like a great idea… but like most other parts of the game, there are problems. Sometimes the adverts don’t play, sometimes the adverts crash or freeze your game, forcing you to quit, taking with it your life and doesn’t compensate you in any way, and sometimes the adverts are for things not available in your region. I got one advert for medication which isn’t available in the UK!
The always online requirement is still here, and once again it’s proved how pointless it is, players are already cheating and have been cheating for months, asking the question, why the hell is this even a thing? The game would be so much better if this wasn’t even here, it’s just pointless and restrictive to how and where you can play.
So I’ve complained for a while, might as well offer some solutions to these problems.
Scrap the online only requirement, it doesn’t do anything and isn’t preventing cheating.
Optimise the game. For the love of god optimise the game for Android.
Return the red ring rewards for completing the final episode to the soft launch levels.
Stop putting characters on the roulette wheel and give us a store to buy them from for a limited period of time.
Overall, Sonic Runners was once a really great little game. It was really fun to play and I got lots of enjoyment from it. Then something happened called the Worldwide launch and Sonic runners was turned into a broken mess littered with adverts and the very worst of methods to try and extract money from you.
That’s not a browser advert, I just felt you all needed to see a Game of War advert, since Runners wants you to see them all the time, maybe it’s viral marketing for Eggman’s army having a cross over in Game of War?
Don’t do it, do not waste your time with this, there was a great game here, it’s gone now, it died with the worldwide release. Unless they fix the blatantly broken android version, radically overhaul the red ring system and cut down the adverts avoid this game.
You’ll Love: + When it works, the simple gameplay which is fun. + The moment you manage to unlock a new character. + Knuckles threatening to kill Eggman.
– In terms of its technical performance, it’s easily one of the worst Sonic games of all time. – Stuttering, lag, freezes after a short period of play. – Adverts. – Always online. – It’s a gambling machine aimed at children. – Designed to take money from you, not reward your ability to play. – Overheating of your device. – Trying to explain to your partner why their expensive phone has melted/no longer performs well due to overheating. *Review based on the Android version of the game, running on Galaxy S5, Nexus 7 (2013) & Sony Xperia Z3.*
Second Opinion by Brad
Played on the iPhone 5C, using the latest version of iOS.
When I reviewed the initial build of the game, I had nothing but praise for it. In fact, I called it the best Sonic title we’ve seen since Sonic Generations. While I hold to what I said regarding that soft launch version… there’s no way I can continue to hold that opinion with this new worldwide release.
First, I want to go over the positives – the game is still simple and fun in terms of its gameplay. It inherits some of the classic design philosophies but modernised for a new platform and it’s fun to experience. Furthermore, the production values haven’t gone anywhere either. The music from Ohtani is still top notch (if not slightly repetitive by the game’s nature) and the visuals are still great.
Something I highlighted as a positive in my initial look was how it was fair with its freemium nature. This has, unfortunately, become quite the opposite. Runners’ worldwide build finally is using in game advertisements to a mixed approach. I don’t mind having the ability to use a free revive by viewing an ad, but I don’t appreciate them appearing when I try to see my results or return to the main menu.
Red Rings have also become a true premium currency with a questionable approach. The soft launch version not only was more generous in terms of how it rewarded players with them, but I also never felt pressured to spend them. This version has cut rewarded Red Rings in half for defeating most boss encounters in game and upped prices in the store – this, alongside the awful luck based system to earns new characters and buddies, only discourages me from playing the game or purchasing premium currency.
My other negatives still stand also. The game does lack variety (don’t expect to be playing Runners for long periods of time without becoming bored), the story is still abysmally uninteresting/poorly written, and some obstacles in the game feel very cheap. But aside from what I’ve mentioned above, there’s still one more gigantic negative the worldwide version has brought – which is performance issues.
Never during the game’s soft launch builds did I ever experience issues with how the game performed. It ran smoothly and meant that generally, players at fault would be punished fairly. The worldwide version has brought very noticeable stuttering and lag to the gameplay. And this wouldn’t be much of an issue… if it didn’t cause your runs to mess up completely. Lag will make your jump go a little too high, or for you to miss an enemy, or to hit that obstacle you had dodged a thousand times before suddenly smack you in the face. This issue affects the experience immensely.
A few other things I should mention about this worldwide version of the game, as it stands:
A great fix the game made was showing players what level they would be facing before they entered regardless of the progress you made. This allows you to be much more prepared, and not feel cheated when you enter a level with Tails and fail immensely in a power based stage.
Revive tokens have been completely nerfed. Not only have they been cut to three, the recovery time for them has been increased. This could be to encourage players to connect with their Facebook friends so they can send revive tokens to one another.
A new experience system has been introduced. A great idea in concept and would encourage you to perform better in your runs – however the experience system feels limited and not generous on any level, even at just level 10. It makes you think it may just be another nudge to spend more rings, which in turn may make you want to use premium currency to attain…?
I’d quite frankly call the worldwide launch of Sonic Runners a bit of a failure – not only have they made a fun little mobile game a money hungry monster, they’ve introduced new problems to soft launch players that never existed before. This version of Runners is not the same experience anymore, and that truly saddens me.
Sonic Runners, the mobile exclusive endless running game developed by Sonic Team, has finally been released worldwide following a soft launch period. This comes following game update 1.1.0. The game became temporarily available to users on June 24th before its official launch which provided some updates to the title.
The game challenges players to run as far as they can against randomly generated level obstacles on a 2D plane in three different zones. Collect rings, score gems, and use items while you run to help give you that extra edge. Aim for the highest score so you can keep climbing up the Runner’s League and get promoted!
The game currently sports three main characters: Sonic, Tails and Knuckles, with several more on the way. They can team up with up to two “buddy” characters a run, which features familiar faces such as Chip and Caliburn, each with their unique abilities. Wisps also return here, providing abilities in stages to help you score massive bonuses.
Players can participate in daily roulette spins for free items, or tackle the premium roulette wheel using 50 Red Rings to gain new buddy characters, or unlock special characters during unique events.
The team behind Sonic Runners had been celebrating the worldwide release by giving away Red Rings, revive tokens, and more to existing players. Starting June 26th, a special event will begin which will allow players to have chance in unlocking Classic Sonic and some Mega Drive themed buddies. There will also be an event stage available where players collect cake in a celebration themed Windy Hill Zone.
For existing players, here’s what changes have come from the 1.1.0 release:
You can now compete with users all over the world in a multitude of languages.
Interface was redesigned
Players can now transfer data to a new device.
・Score Display Adjustments
Scores will be displayed, including bonuses, in real time.
Item button added so players can activate item effects.
Players can now continue twice. When continuing players get 1000 Rings and a Combo Bonus, Springs, Shield, Magnet, and 1 randomly selected Color Power activated.
Earn experience in accordance with your score and level up your characters!
Equippable Items and Boost Items will be free to use once everyday.
Animation will show you when you move up in the ranks.
Useful tips will be displayed during load times.
■Others, Bug Fixes
・iOS 7.1.2 no longer supported. After updating, players using iOS 7.1.2 will no longer be able to play the game.
Make sure to update your OS to the most recent version.
・Minor Bug fixes
Sonic Runners was originally made available to Canadian and Japanese users back in February as a soft launch before its worldwide release. The game is free to download and available on the App Store and Google Play, featuring in-app purchases for game currency. You can read our initial impressions when the game first launched here.
The mobile exclusive Sonic Runners finally makes its worldwide debut tomorrow on iOS and Android devices – and to celebrate, SEGA are pulling out all the stops by releasing the first volume of the game’s original soundtrack on iTunes and Amazon in the UK and US.
All six of the tracks on this initial release are composed by Tomoya Ohtani, who has worked on a number of Sonic titles during his career – most notably Sonic Lost World and Sonic Unleashed in recent years. Even when the standard of a Sonic game is up for debate, the soundtrack often stands out as an undisputed highlight and the usual trend of catchy rhythms and quality compositions continues here, with some excellent level themes and other tunes on offer for your musical pleasure.
Sonic Runners OST Volume 1 consists of the following track listing:
1. Beyond The Speed Of… 2. Fly Away 3. Power Ride 4. Theory Of Attack 5. Spring Emotions 6. Where To Today?
Whether or not you intend to try out Sonic Runners itself, you can download the soundtrack right now from iTunes (UK / US) or Amazon (UK / US) – individual tracks cost £0.79 / $0.99 apiece, or the full six track collection will set you back a rather affordable £4.74 / $5.94. Not too shabby!
It is expected that further volumes of the soundtrack will be released at a later date – watch this space, we’ll let you know as soon as details are announced!
Are you all ears to hear this news and plan on downloading the Sonic Runners OST? Got a favourite track from this first volume? Let us know in the comments!
Sonic Runners, Sonic Team’s first mobile Sonic game, will finally be debuting worldwide on June 25. Just in time for Sonic’s 24th birthday!
This was revealed minutes ago on the official Sonic Runners twitter account. The tweet promises more details in the coming days. Sonic fans have been waiting for a worldwide release of the game since its limited release in Canada and Japan back in February.
Sonic Runners, as the name suggests, is a free-to-play endless running game, where the player tries to get as far as possible before dying. The game will be launching on both iOS and Android.
Well Sega must be pretty happy with how Sonic Runners is doing if this pic is to be believed. Later this month, Joypolis will be hosting a Sonic themed birthday party for Sonic’s 24th birthday, in a post on the Sega’s Joypolis website, there are what appear to be new Sonic Runners themed merchandise.
To launch at the event & to be given away as gifts to attendees, there will be new Sonic Runners themed ‘clear files’ (folders), and a Sonic Runners drinking flask.
Odds are these will never be seen outside of Joypolis, however, the fact they have been commissioned says that Sega definitely view Sonic Runners as being a success even though it’s still in a Soft Launch testing window period.
We have a great episode this month. Lidice and I got not one, but TWO special guests! First up is Sonic Boom co-executive producer and writer on Sonic Boom #5, Bill Freiberger. We discuss all things Sonic Boom including the more minor characters. Next, with the release of Sonic Runners soft launch, I got Big Fish Games narrative designer and die-hard Sonic fangirl, Joanie Rich to talk with me about the new game and how successful the mobile industry can be. This is easily the best episode of Sonic Boomcast yet, so tune in!
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