Jump to content


TSS Member
  • Content Count

  • Joined

  • Last visited

Everything posted by Pengi

  1. Misleading thread. Does this sound like it's something Iizuka is actively looking into?
  2. Maekawa mentioned something about a feeling of connection between Sonic 2006 and Sonic Rush, but he was quite vague about it. https://twitter.com/mizuhano/status/1010563445068976128 Silver's chronology is fairly straightforward: Sonic 2006 (events get undone), Sonic Rivals (meets Sonic for the "first" time), Sonic Rivals 2, Sonic Colours DS (meets Blaze for the "first" time, but they have a sense of deja vu). The others are kind of vague. Sonic and Tails never interact with Blaze in Sonic 2006, and they don't (knowingly) interact with Eggman Nega in Rivals 1 and 2. But, since Sonic and Blaze appear in at least one scene together in 2006, but don't acknowledge each other, it makes more sense if they don't know each other at that point. It also makes more sense if Eggman and Eggman Nega's team-ups in the two Rush games take place before the Rivals games, where they are enemies. So: Sonic the Hedgehog (2006) Sonic Rush Sonic Rush Adventure Sonic Rivals Sonic Rivals 2
  3. https://sonic.fandom.com/wiki/Burger_King?file=Burger_King_Sonic_R_2.jpg Does anyone recognise the robot in the lower right? The one in the lower left is Cluck from the DiC Sonic the Hedgehog cartoon, so I imagine this is also from one of the cartoons. EDIT: I've found a screenshot of it: https://66.media.tumblr.com/b4b793d553de437732f72c62ee006383/tumblr_inline_pn5g6tHx2R1rupio6_500.png The walker robot in the lower left. Does it have a name? Does anyone know which episode(s) it appears in?
  4. As I said, "As long as you assume it takes place before Shadow the Hedgehog there's no real reason to dismiss it." Let's not forget that Sonic Battle was released slightly before Sonic Heroes, so its story was "out of order" from the beginning. Sonic Battle itself makes reference to Sonic Adventure, Sonic Adventure 2 and Sonic Heroes. Sonic Battle is then referenced in Sonic Advance 3. So it certainly has two-way ties to other games in the series. For whatever it's worth, Emerl's character profile (with new artwork) was added to Sonic Channel sometime between 9th April 2007 and 18th April 2007. So Sonic Battle's story was considered a relevant part of the Sonic series even a year and a half after the release of Shadow the Hedgehog.
  5. Sonic Team have never come out and said that Sonic Battle is non-canon. Obviously, the core series home console platformers will always take precedence over handheld spinoffs, but Sonic Battle fits as comfortably into the Sonic canon as any other game of that era. As long as you assume it takes place before Shadow the Hedgehog there's no real reason to dismiss it.
  6. The only order that makes sense is: Sonic Heroes > Shadow the Hedgehog > Sonic Battle There's nothing that majorly contradicts this, so it's best to consider this the correct continuity.
  7. The main prologue talks about Eggman's ambition to obtain the Chaos Emeralds, just like Sonic 1, 2, 3D etc. It doesn't say that he actually managed to obtain them before the start of the game. Re-read the Knuckles prologue. He notices the Death Egg near the lake, not in the sky. He doesn't encounter Eggman until a few days after the Chaos Emeralds disappeared. That is a bit of an odd one. After the credits of Sonic 3's bad ending, Knuckles is seen with the Chaos Emeralds that Sonic/Tails didn't retrieve from the Special Stages. So it can be inferred that Knuckles put the Chaos Emeralds into the Special Stages for safekeeping, to keep them out of Sonic's hands.
  8. The Chaos Emeralds vibrated and vanished. There's nothing in the text that says Eggman stole them.
  9. http://info.sonicretro.org/Sonic_the_Hedgehog_3_manuals#Translation_from_Japanese
  10. I'm not sure which translation you read, but this isn't what happened. The 7 Chaos Emeralds Knuckles was guarding on the Floating Island mysteriously disappeared. Eggman didn't steal them.
  11. That isn't from Bessatsu CoroCoro Comic Special, it's an additional feature from the December 1992 issue of Shogaku Yonensei (the magazine that ran the prose stories by Kenji Terada). It's the only time the characters appeared in colour in Shogaku Yonensei. Amy appeared with her correct pink colour scheme in some of the other magazines' manga published prior to this issue (although she was always orange-brown in Sango Morimoto's stories). There were a bunch of colour inconsistencies in the manga series.
  12. It's the American/European version of Sonic Jam that says Sonic is 16. The Japanese version says he's "15〜16".
  13. Naoto Ohshima and Kazuyuki Hoshino designed Amy after Sega requested a "Minnie to Sonic's Mickey". She just happened to appear in the manga and prose series first. The manga wasn't published in "Sega magazines", and it wasn't obscure at the time in its home country. It was published in well known children's comic anthology magazines with wide circulation.
  14. They'd need to both distinguish it from the Sonic games and distance it from the original Shadow game (so no guns, vehicles). That's no small feat. The three big things that distinguish Shadow from Sonic are his jet skates, energy attacks and teleportation. With all that in mind, an action skating game with melee combat could be interesting. Think Jet Set Radio as a brawler.
  15. Arin loves Sumo Digital's Sonic Racing games and Jun Senoue's Sonic music. He's said so several times on the show.
  16. They're using the imagery of "old Sonic" to communicate what type of Sonic game it is, under the fair assumption that the audience will associate that design with the Mega Drive games, more than Sonic R. Since bringing Classic Sonic back, they've stuck with streamlined 2D gameplay for that version of the character, because that's what that version of the character is best known for. It's similar to how Wario wears his biker outfit in WarioWare games (and mega-crossover Smash Bros), but not in any other Wario or Mario titles. There's nothing stopping Nintendo from using the biker gear Wario on the box art of a Mario Kart or Mario Party or Wario Land, but they've chosen to build and maintain an association between that design and a specific type of game. Or for a Sonic example, it's like how all three Sonic Riders games had the entire cast wearing extreme sports gear instead of their usual attire, but those design choices didn't carry over into the mainline games. Imagery and association is all part of branding and marketing. Coca-Cola comes in a red can, Diet Coke comes in a white can, Coca-Cola Zero comes in a black can. There's absolutely nothing stopping them from swapping the colours around, but why would they?
  17. Because they’ve explicitly branded it that way. Why doesn’t Nintendo do WarioWare as a platformer? Why don’t they do Wario Land as a mini game collection? Why don’t they do a 2D Metroid Prime?
  18. Classic Sonic was brought back because the classic gameplay was brought back and it was a good way to communicate the "back to basics" approach visually. The correlation isn't a coincidence. Using the classic designs in Mania did help signal that it was a game that played like the Mega Drive titles. A fully 3D platformer would not be a game that plays like the Mega Drive titles. The classic designs wouldn't communicate the type of game being sold. All it could do is muddy the waters, and defeat the purpose of even having "Classic Sonic" as a sub-brand. For many people, they might as well be. A lot of people just don't get on with 3D games, they find them confusing and disorienting. The New Super Mario Bros games were very welcoming to lapsed gamers who enjoyed the old games as kids, whose tastes hadn't been catered to for a couple of console generations. The barrier of entry was lower. When Nintendo released "Super Mario 3D Land", they didn't call it "New Super Mario Bros ___", because that would sent mixed messages, it would have undermined the "New Super Mario Bros" sub-brand and pissed away the goodwill they'd built with that segment of the audience. They're not going to do a 2D "Super Mario Galaxy 3" or a 2D "Metroid Prime" either. What does this even mean? The first proper 3D Sonic game was Sonic Adventure, which brought in the "new look" Sonic. There aren't any 3D platformers associated with the Classic Sonic design. Sonic R was a racing game, Sonic the Fighters was a fighter, Sonic 3D was fixed perspective isometric and sprite based, Sonic World and Sonic into Dreams were bonus features. All of those games are obscurities to the general public. The original pre-Adventure Sonic designs are associated with the Mega Drive games, period. Whatever you're imagining "classic gameplay in 3D" is, would be a different beast to the Mega Drive titles. The messaging of Sonic Mania was very, very, very, very, very simple and very, very, very, very, very, clear - "Here's the Mega Drive style Sonic with Mega Drive style gameplay". "Here's the Mega Drive style Sonic in a fully 3D game that's a new take on the 3D Sonic formula" is confused messaging. The 2D Sonic games had drifted further and further from the original formula in the 2000s. When they eventually brought back Classic Sonic, the idea was that they were returning to the original formula. Between Sonic Generations and Sonic Mania, there hadn't been any proper 2D "Modern Sonic" games. "This looks like the Mega Drive Sonic because it plays like the Mega Drive Sonic" was the message. "This is the thing you remember." It wasn't my idea, it was Sega's idea. So far they've been consistent about it. Mega Drive style Sonic is used for 2D Mega Drive style gameplay. If a game is going to be a new and experimental 3D thing, then it makes more sense to use the mainline Sonic, rather than the one of the Mega Drive era that's specifically associated with the 2D Sonic platformers of the Mega Drive.
  19. "They're appealing" isn't a strong enough argument. Sega presumably thinks the mainline Sonic designs and cast are appealing too. If an off-shoot version of the brand is going to be used, there needs to be a compelling argument for why it's being used instead of the mainline version. If an off-shoot version of the brand is being used for a specific purpose, and you want to use it for a different purpose that's already being served by the parent brand, you need a very, very, very compelling argument. "Customers liked X, so let's do more X." is a sound approach to business. What you're suggesting is "Customers liked X, so let's do Y." A 2D platform game is an inherently different experience to a 3D platform game. Your argument is built on the premise that a 3D platformer is "doing more and going bigger" than a 2D platformer and that 2D platformers are "relics". That may have seemed like conventional wisdom in the late '90s, when the 3D platformer was the new and exciting dominant genre, but the past decade has shown that there's an audience for both, and that audience isn't 1:1 on the Venn diagram. Take Mario, for example. On the Wii, the 2D New Super Mario Bros Wii outsold the 3D Super Mario Galaxy, despite Galaxy being released earlier. On the 3DS the 2D New Super Mario Bros 2 outsold the 3D Super Mario 3D Land, despite 3D Land being released earlier. On the Wii U the trend reversed - Super Mario 3D World came later and just barely outsold New Super Mario Bros U, 5.8 million vs 5.77 million. But the Wii U also had additional 2D series installments, Super Mario Maker and New Super Luigi U, both of which made it into the system's top 10 best sellers list. Right now, the Sonic brand has New Coke and Coca-Cola Classic, and they're co-existing fine. Changing the recipe of Coca-Cola Classic to be more like New Coke, just after bringing Classic back, to a hugely positive reception, would be a colossally bad move. Then you'd just have two New Cokes.
  20. Reputation absolutely does build an inform identity. Harvard University's reputation is a big part of its identity. Citizen Kane's reputation is part of its identity. A 3D Sonic game would be whatever the developers made it to be. Sonic's eye colour and Eggman's outfit wouldn't affect the gameplay, it's a cosmetic choice, that's currently being employed in a very specific manner and marketed as its own sub-brand. So if Sega, or an outsourced development team, starts working on a new 3D Sonic game, what would be the the benefit of using the old 1990s designs rather than the current designs? How would they pitch it to Sega's management and marketing? What idea would it communicate to the potential customers? How would it affect what they're currently doing with the Classic Sonic sub-brand? The Sonic Mania dev team have already proven that nostalgia isn't their only tool. If the key players behind Mania return to make sequels, then the series is in not just safe hands, but talented and creative hands. I think you're conflating references with fundamental gameplay elements. I don't think future "Classic Sonic" games need to re-use much content from the Mega Drive games, just that it needs to keep the fundamentals. Sonic 1, Sonic CD and Sonic 3 & Knuckles all offer different experiences while maintaining the fundamentals. Otherwise there's no point in using the '90s designs at all.
  21. I disagree with the premise that nostalgia is inherently bad. It's a tool that can be used either effectively or poorly. Sometimes it's just a matter of fact of something that hasn't been around for a while. The idea behind Generations, Mania etc. was "let's return to the traditional Sonic gameplay" and "let's use the traditional Sonic character designs while we're at it". The old design was used to communicate the kind of game being sold. If the argument is that anything perceived as nostalgic is inherently bad, then the Classic Sonic sub-brand should be discarded completely. Of course they do. The build a reputation.
  22. Sonic Mania exceeded Sega's sales expectations and became their best reviewed game in the series in over 15 years. That doesn't sound like being held back, to me. It showed that there's still a market for traditional Mega Drive styled Sonic games, as long as they're well designed and feel authentic.
  23. Modern Sonic is the core brand, it's flexible. Classic Sonic is an old, formerly retired version of the brand image from the early-mid '90s that they brought back for nostalgic purposes to help sell games nostalgic of that era. It's a tool to communicate to customers "this is an early-mid '90s style Sonic game".
  24. Right now, they're using the Classic Sonic design exclusively for 2D platforming gameplay in the style of the Mega Drive titles. That's a pretty straight forward message. Retro Sonic Designs = Retro Sonic Gameplay Standard Sonic Design = Everything Else
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.