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About Miragnarok

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    Knouge shipper of tropes fame
  • Birthday 10/30/1996

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    Knouge, Sonaze, shipping
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  1. And also that the other characters still didn’t return after all this time.
  2. I just realized the pistons in the background of Metropolis look a lot like the Sonic 1 final boss.

  3. Miragnarok

    IDW's Sonic the Hedgehog

    Fleetway was bi-monthly, as well. Nice to see a comic that comes out at a faster rate. A companion book would be nice as well. Do you think we might get an entirely separate comic with a different vision (Classic, for example), annuals, mini-series, or even multiple companion books at once (which so far has never been done in Sonic)?
  4. Hmm... this reminds me... I think I should do a Boost topic soon enough. I believe that the Boost is kind of a mistake as well, to the same degree of the Wisps.
  5. Miragnarok

    IDW's Sonic the Hedgehog

    I wouldn’t say “a lot”, because of the restrictions they put on the RPGs, and before the Mario animated film, all of their main series with strong alternate media outside of Japan-exclusive manga were second party. And SMA did have cartoony emotions on everyone, at least. (Didn’t include Boom because it was right before they got really strict)
  6. Miragnarok

    IDW's Sonic the Hedgehog

    Well, there is the live-Action film (even though you may not count it due to being sucky, which if anything is likely to ensure Sonic Team’s death-grip remains in place or even tightens to Nintendo levels of oppression)
  7. Miragnarok

    IDW's Sonic the Hedgehog

    From what i’ve observed of it, this writing is even worse than Pontaff... But it’s still nice to get some story information on the delayed TSR. Eggman has no team? Is he a sixteenth character, or are there two more solo entry characters? And Jade Ghost is an interesting concept for the fourth Corrupted Wisp. This one having become a sickly pallid green, rather than purple or black. Plenty of room for speculation.
  8. Indeed, I already mentioned them as He evolution of the small animals and stuff like Little Planet. And fitting thematically is a major plus, unlike certain (admittedly most) OTHER things that popped up in the franchise this decade.
  9. I also wonder what would come and replace the Wisps if they ever left, if the characters truly aren’t returning after how Forces worked out. I disagree about them having the right to be staples just yet. They don’t have much ties to the established lore of the series, aside from their own. Their own lore even shows them to be outsiders to Sonic’s world, and the Chaos force itself. Even Flickies seem a little more connected, with their dimensional portals bringing special stages and the Sol Dimension behind. Wisps do expand the lore in a new direction, spaceward, a concept only previously explored by Sonic Team due to the Black Arms. They also reinforce the organic battery concept when used well, and placed into Eggman’s machinery.
  10. Miragnarok

    SegaWorld, theme park or Arcades? read first please.

    Further, SEGA made a few American destinations even before their popularity boom in the 1990s: https://segaretro.org/P.J._Pizzazz The First is P.J. Pizzazz, an attempt to match Pizza Time Theater and Showbiz Pizza. It had its own eponymous robotic mascot character, P.J. It regularly featured performances by Dixieland bands, cartoonists, and magicians, a stark contrast to their edgy 90s image. After 1982, the choice as made to not expand further, and P.J. now rots with Smart Alex, Professor Asobin, and SEGA-Chan, left forever in obscurity without any acknowledgement they once existed. Time-Out (or “SEGA’s Time-Out Family Amusement Centers”) was another chain established by SEGA during the Arcade interregnum of the later half of the eighties. However, SEGA’s newfound popularity and image in the 1990s made them quick to sell the chain, which they did in 1992. The one in Fox Hills Mall is notable for use in horror movies and an early interview with the late Carrie Fisher. Spain, Taiwan, and France have also received SEGA establishments over the years, with names such as Sega Park. https://segaretro.org/Category:Venues Surprised Sega hasn’t tried again recently...
  11. Miragnarok

    IDW's Sonic the Hedgehog

    Also, didn’t Flynn mention he’d be demonstrating how the link between the worlds works?
  12. Above, I explain why that explanation actually opens up more questions than it answers. For example, why do corrupted Wisps continue to exist even though they were cured in Colors? They have also regressed gameplay-wise as well. Also, FFWF, they’re even worse than Chao. Their early returns kept all the original mechanics and even expanded upon them. And even when they were reduced to collectibles, material relating to their original lore showed up (Angel Island was still the basis of the last two stages). And Sonic Team knew when to keep them out, as shown with games like 06. But Wisps? They’re EVERYWHERE, and even when nothing relating to their lore is present. I’m also starting to think that they’ve been mandated into other media after the failure of Boom, and wouldn’t be surprised to see them in the live-action film.
  13. Miragnarok

    IDW's Sonic the Hedgehog

    Why? Why can it not be a mistranslation? Sega is fairly ill-organized, which means a mistranslation is indeed possible.
  14. I personally have come to the conclusion that the Wisps are perhaps the biggest missed opportunity of the series, and one of the worst things present in the franchise as of this date. Over the years, the Wisps have lost any redeeming factors they have had, one by one. Now, they do not even remotely resemble their original selves in purpose at all. The original portrayal of the Wisps was actually a great idea, decently executed, but with some degree of flaws. Sonic Colo(u)rs In their debut appearance, Wisps had several factors that made them quite interesting. In gameplay, players would be able to find and unlock Wisps to open up new areas of levels to find collectibles and earn better ranks, and in the multiplayer, combine Wisps for devastating results. Wisps could be hung on to and saved for later in the level, and had multiple uses. Spikes, for example, could be used either to harm enemies, scale walls, or activate mechanisms. Seeing old abilities added by them was necessary due to the limitations of the Wii controller and the demand for simplicity, but only the Spin Dash and Light Speed Dash were brought back. However, the Wisps were still somewhat flawed in the end. Wisps were well-known for supplanting the various other characters in the series with their abilities. SEGA claimed that they would add other characters back when they perfected Sonic’s gameplay, but Lost World evidenced that this was perhaps merely a euphemism. Wisps were also exclusive between versions. A Pokemon-esque transfer gimmick could have worked to bring Wisps from one version to another to unlock more and optional new paths. This game was also notable for being one of very few times Wisps were plot-relevant. Sonic befriends a wisp named Yacker, who serves with Tails as mission control. To begin with, Yacker is not as prominent as similar characters from Sonic’s “Young Adult period”, like Shahra. Hence, he ends up being less developed, and ultimately less likable and relevant. What we see of him includes that he likes to dance around and… that’s basically it. No real history or motivations. Sonic isn’t really bonding with him, and Tails doesn’t get enough focus to see how his connection to Yacker is like. The Wisps are shown as semi-sapient creatures with a language of their own that Tails can translate using the Miles Electric. His initial translations were poor, and resulted in strange phrases, with words that would likely have no equivalent in their language. (Maybe Tails was using a roundabout translator?) Tails’s translator could have become a more major device, eventually discovering more secrets about the Wisps and their world. A major point of the Wisps is how they return environmental messages to the franchise, especially in their homeworld. Their homeworld, and it is implied the other planets, were overtaken by Eggman’s industry, as the Wisps are pressed into capsules and Badniks. Perhaps, these Badniks would gain increased power from the Wisps, gaining new abilities? This is not really explored. Later, Eggman discovers the ability to taint Wisps, resulting in the Void and Frenzy Wisps, plus one more Wisp, the Black Bomb, that will be discussed later. This is in pursuit of a Hyper-Go-On Energy, said to perhaps be stronger than the Chaos Emeralds (to the point where they are squirreled away in Game Land), that Eggman desires. This energy is never lusted after again, only the specific powers of them, by Sonic. Of all the overtaken planets, only Planet Wisp is shown freed before the end, with the rest merely released from the center that Eggman ostensibly constructed. Their additions by Eggman are never demolished, nor purified like they were in CD. Even with the boost gameplay in mind, this is a bit of a missed opportunity to see how the planets look like cleared of the Eggman. Some more subtle elements of environmental messages occur, such as Eggman mentioning the exotic plants are endlings, trivializing the oceans, and releasing pollutants. Polluting even asteroids for his sense of vanity. Leaving guests in danger in his attractions and even parking. This message actually goes both ways, with raw nature being said to endanger guests in certain areas of the park, such as the parking lot. Starlight Carnival even represents light pollution, perhaps? The very resort is an example of excess, as Eggmanland has already been made. All in all, this is the Wisps’s best showing, and their only good one in my honest opinion. A well-welcomed return to the environmental messages of the series, with several fresh twists. Sonic Generations Wisps made an appearance in one stage of each game. While they were simplified greatly compared to their past role, it is understandable given that they both only appear in one stage and in a game without multiplayer. What’s not understandable, is that these hamperings were carried over to Sonic Lost World, with no excuse for this. Sonic Lost World The Wisps return, minus every interesting game mechanic, quality of life factor, or story relevance. Gameplay-wise, the Wisps have lost a lot of their concepts from Colors. The combination maneuvers have vanished, with multiplayer Wisps being as static as they have become in the campaign. Wisps lost most of their multiple purposes, with one of the new ones having only one possible use. Wisps could no longer be unlocked and brought to old stages to find secrets. Rather than being held onto and activated in seamless fashion, Wisps had nag screens demonstrating their usage. Worse still was that they now had motion controls needed for use, and worst of all is what happened with them story-wise. The Wisps had no relevance, no explanation for their appearance. No-one except Sonic notices them or uses them. This stings much greater when we get to one of the new Wisp types added in this entry. The Chaos Emeralds lost yet more relevance as a result. Now they are, rather than hidden away in Game Land, simply appearing as a prize for Red Ring collection. Why would anyone here pass them up, especially a so-called “Master of Chaos’ like Zavok? Eggman, now Baldy McNosehair, has gone back to using the Small Animals in capsules and Badniks, when the Wisps have been shown to be superior in providing energy. Badniks have become smaller, plainer, and simpler compared to their predecessors in the past games, or so large and cumbersome they are barely motile. The small animals are shown to be ineffective at powering them, and Eggman’s entire operation has become ridiculously inefficient. Wisps are only placed into individual pods, rather than into Badniks or large capsules, which is made a whole lot more confusing when we get to the ham-fisted Voodoo Shark that came up two years later. Wisps could also be obtained through a Socialization Bonus. The game introduced new breeds of Wisp to the series. Of these, two are prime material for discussion, the first as a massive missed opportunity, and the second as perhaps the very worst Wisp ever created. The Black Bomb Wisp appears to be a corrupted Wisp, so corrupted in fact that its color has been totally drained, leaving it black with a jagged, red maw. It has no eyes, only protrusions resembling eyeballs, bulging outward. The continued existence (or even manufacturing) of corrupted Wisps, Wisps even more corrupt and wretched than those Sonic has encountered before, with a power so destructive as to be utterly suicidal in its explosive fury, and yet… it’s only a social trade bonus with no in-level appearances and no story relevance. Sonic never noticed what makes it so different from even Void and Frenzy, which are absent here. He never sheds a tear over their corruption, never fears for his own life as he uses their demented power. The other, Rhythm, is a Wisp so utterly useless that it is only good for some weird, mandatory puzzles to cross gaps. This Wisp, was even argued as one of the few Wisp species that should be abandoned entirely due to being so awkward and contrived, by the120cxx on the SEGA Forum. While Yacker shows up as an item delivery man, he has even less to do with the story than Knuckles. Knuckles! The guy who’s more or less turned into Squidward, a prideful loser who is pushed around by small animals and barely does anything else. Both could easily have been removed. Sonic never comments on his presence in the game at any point, nor does anyone else. Small animals even power the invisible level gates of the game, making it seem more of the obvious paywall without the paying that it truly is. The small animals have become a premium currency, gathered in mini-games and over the course of play. During the final duel, Eggman uses the life energy of the Earth as a weapon. Sonic, this time, doesn’t even accept the “aid” of the Wisps, on top of his previous friends, and rushes headlong into battle. Eggman’s machine uses attacks previously provided by the energy of Wisps, without their influence. This battle is a duel, pure and simple. Yet it doesn’t seem like Sonic would win this duel, especially with how Eggman uses the energy of the whole planet. The only way Sonic won was because he’s the protagonist and he has to win all by himself with no aid. Pure and utter Kishimoto/Kishimontaff logic to the extreme. We do not see any influence of the complete outrage and total loss of all respect for Eggman that Sonic must now feel due to his actions here. Sonic and Eggman have now become mortal enemies. And it’s the Wisps’ fault. Sonic Runners While the Wisps shared their job with Chao and many, many others, they received a strange explanation for their presence in other titles. They apparently “decided to stay on Sonic’s world” due to their sheer gratitude towards Sonic for saving their realms. If this is the case, why then, are the Wisps still in bondage when we see them? Why do the corrupted Wisps continue to exist, to the point where new ones are discovered? Sonic Forces This game was really the straw that caused cancer in the already broken back of the camel for me, with the Wisps being weaponized as “Wispons”, which is overall a good idea, but one quibble… WHY IS THERE A VOID WISPON? The Void is a corrupted Wisp, something made by Eggman. Why would everyone feel so casual about using them, even shaping weaponry to resemble them? The Wisps, however, have largely made their exit from Sonic’s gameplay, with the White Wisps being a generic pickup for boost power. The Chaos Emeralds hadn’t returned either, which in this case actually makes sense; in a situation this big, and with the Phantom Ruby this powerful, the Chaos Emeralds were better left out entirely if they weren’t relevant, which is why I agreed with the concept of making them paid DLC. Otherwise, it would raise more questions. If the Chaos Emeralds were there, why wouldn’t the Resistance make a grab for them? Non-Sonic Team Media In Team Sonic Racing, Wisps return as the pickups for the racers. This makes sense in a spinoff racer, especially that Planet Wisp is now a stage. And apparently the planet is being overrun by technology anyway, though more subtly than before, as lampooned by Rogier Van Der Weide. Another corrupted Wisp also appears, this one a sickly cyan. The Wisps’ environmental message has been ignored, and is now contradicted by SEGA. IDW comics also feature Wispons, including Whisper and her Variable Wispon. They give the same ham-fisted explanation as in Runners there. Otherwise, they've been largely decoration, with a backstory inferred to be the same as the game ones. Even post-reboot Archie had Wisp-inspired creatures called Dark Arms. In Sonic Dash 2: Sonic Boom, Wisps gained an equivalent species known as the Sprites. These entities have a few interesting mechanics to them, but no plot relevance whatsoever. Sprites can be matured to form better ones. Spirits can also be sold off or leveled up. Some are one-use, others can be used multiple times. Hey, doesn’t this feel like the Chronicles Chao Garden a bit? These beings remain exclusive to Dash 2, and never popped up anywhere else in Boom. Repairing Wisps How could the Wisps be repaired, rather than dumped? Go back to how they were used in Colors, in the gameplay and in story relevance. They should only appear if the story dictates that they should. If they have to be involved gameplay-wise, their mechanics from Colors are still the best mechanics they have had. Such as finding and unlocking Wisps, combining powers, etc. Making them compatible with other characters may not actually be that difficult. Though really, the120cxx once pointed out that most of the Wisps were redundant with the other characters, to which I replied to him that every single one was. The few Wisps he did not find redundant were Void, Rhythm, and Cube. I then posited that Tikal could be Void, Big could be Cube, and Vector could be Rhythm. Another user debated the argument, saying my analogies make zero sense. Maybe explore more of the lore of these creatures, even tying them into past lore as well? Planet Wisp could become a fascinating locale. Even the other worlds they’ve come to inhabit could be nice to see. Any other things you’d like to see done with the Wisps?
  15. Miragnarok

    Sonic Headcanons

    Eggman’s Interstellar Amusement Park and Eggmanland are one and the same. Hence why Forces never gives it a mention; it was sucked into the black hole.

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