Just as on Saturday, we have a Sonic Colours-centric Mash-Up Monday as we bring you a very special guest, providing us a very special mash-up!
Some of you might recall the name DJ EAR. Whether it is for his musical contributions to The Sonic Stadium Music Album or the brawler fan game Super Sonic Knockout, this artist has a massive talent for music. One such display of his prowess is a mash-up compiling various tracks of Sonic Colours, highlighting every zone and then some, appropriately titled “Every Colour Has A Sound”.
You won’t have to guess which tracks in specific have been used; the songs used are listed on screen as they play. Very cool!
Found an interesting mash-up? Made one of your own? If you’ve answered yes to either question, then send them over to firstname.lastname@example.org!
‘Sup, chumps? You like good fangames? Me too. So, today, I managed to get my buddy VexusVersion (the artist formerly known as “Project ShadowBlaze”) to spill some details on the past, present, and future of his Sonic fighting game, “Super Sonic Knockout.” Amidst the walls of text, you’ll see some awesome new screenshots of the 2009 build of the game, debuting right here on TSS.
Brad Flick: What it do, PSB?
VexusVersion: It’s actually VexusVersion now. The name “Project ShadowBlaze sucks too much.” XD
BF: Fair enough, dawg. So, before we get to what’s new with SSK, there might be some TSS readers who have never heard of it. Would you mind briefing us on what the project is?
VV: Sure! “Super Sonic Knockout” is a platform-fighting styled fangame, which has been in development for over 3 years now. The game is an expansion of my first project, “Sonic Knockout,” which was to get many Sonic characters and have them fight in many places across the Sonic universe. When people think about SSK, the Smash Bros. series is usually the first thing people compare it too, which is funny, because that was never really the priority.
So, I guess that it’s fair to say that SSK is kind of like Smash Bros., but just with Sonic.
BF: Yeah, I’d wager that a Smash Bros. comparison is fair. I had never heard of “Sonic Knockout” before.
VV: That’s probably a good thing.
BF: Haha! Anyway, what is the development history of SSK?
VV: Back in 2005, I almost finished my first fangame project, “Sonic Boom.” I already had an idea for a sequel to continue what I started, only better. On September 23rd, 2005, I officially started programming the new project, titled “Sonic Boom 2.” However, progress stopped for a long time on both titles because of other commitments.
However, in 2006, the first Summer of Sonic event was a few months away and I thought it would be a good idea to try my hand at fangaming once more. I renamed the first game to “Sonic Knockout,” hastily put together all the pieces, rushed the ending, and submitted it on SoS 2006.
BF: S0S 2006 is a blur to me. I don’t even remember there being fangames there aside from BlazeHedgehog’s Sonic 2K6 2D-adaptation.
VV: Well, it was and since that the original was finished, I began continuing work for the sequel, which I renamed to “Super Sonic Knockout.” I think that the first demo was released in January of 2007.
BF: You gave me such a specific date for “Sonic Boom” and for your current project, you say, “I think?”
VV: *shrugs* XD
BF: Speaking of whens, when and what was the last demo that you released to the public?
VV: The last demo I released? That was way back in March of last year. It was a bug-fix of the last beta that I made and was titled “Beta 3.3.” I released the last beta one month before, and I had quite a list of glitches to fix. Unfortunately, I made one new glitch that people STILL mention as if they were the first to find it.
BF: Heh, it’s the Internet. People have a tendency to be complete fuck-ups and not read anything.
VV: I still find it funny, too.
BF: Are you looking to erase that famous glitch in your next demo, along with other developmental strides?
VV: Well, people who have been following the project probably know that I have started a new engine from ground zero, which will eliminate the glitches in the previous builds. I’ve dubbed it the “2009 engine.” The old engine was showing its age. It was built around code that I developed over 2 years ago, so it was unorganized and had a lot of unused stuff. That, and some features had to be cut because they just wouldn’t work.
The new engine solves that though. Basically, everything that I wanted from the beginning is in the new engine, from throws and arial combos to tag-team and multi-stage elements.
BF: That’s the gameplay side of things, but I know that you have a story lined up for this game as well. Are any story surprises going to surface in the next build?
VV: Surprises? I look back at my first game and I see the story as a disaster… it didn’t make a lot of sense. As a result, I’m rewritting the original game’s story and putting that as a secret story in SSK’s “Story Mode.” The improved story should make much more sense than the original did, plus it would help shed some light to story elements in SSK’s story, too.
BF: You ever going to tell me what that damn, red fancharacter is doing there?
VV: You and fancharacters. I swear.
A video package of Beta 3.3.
BF: Sue me. I digress. After you release a demo with the 2009 engine, what are your future plans?
VV: I plan to continue working on SSK and to make sure it gets done and done right, of course. I’m also helping STi work on Sonic Firestorm, working on zone backgrounds. I’m also going to be working on refining my art skills, so I’ve always got something to do.
BF: I know what STi is, but again, some people might not. What is it?
VV: Sonic Technical Institute is the formerly named “Sonic Cage Dome Technical Institute.” We work on SSK and Sonic Firestorm, two popular fangames. If anybody wants to join our team, visit our website and inquire. Make sure that you have skills!
BF: Mad skills?
BF: Well, I’m done here. Say “hi” to your mother for me, ok?
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