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  1. Yes; I wonder if they have considered some type of specialty console? For retro and quasi-retro releases there are some options, usually Switch, but i could see SEGA realizing there is a fairly huge opening to make a console especially for retro developers!! A basic example would be: 16bit graphics and audio chips accessible by a present-day CPU? I am not sure that would work , but the idea is that the graphics and audio wouldn't be merely emulated, yet the processes running could be very different from the original Genesis' capabilities; such as online play, as well as the programming and memory/space used by the games!
  2. Yes; it seems at least plausible to me that one or a few of the announcements planned for SxSW have been moved to this event! something was ready to announce both in March and April; i think they did really delay the announcement due to the eventual release being shifted, but, simultaneously they may have found out about this ign event and saw that it would be a logical later time to announce!
  3. I am remembering vaguely an interview perhaps in 2016 or at the latest 2017 in which Iizuka-san responds to a question about "Adventure 3" as a concept, saying basically that it wouldn't have that name. Maybe the primary anniversary game really could be, after so many speed-based games, a dynamic, creative, maybe puzzle-centric game that would take place in either a fairly similar or exactly the same world as the Adventures!
  4. Are you already familiar with this one?? It is not randomized, but, patiently reconstructed zone maps for Sonic 3 & Knuckles! http://mrjester.hapisan.com/07_DAGarden/S3DAGE_102.bin It is like a parallel universe's version of the game! It is really special, i am still amazed that it was possible to create! D.A. Garden has described trying to add a bit more platforming and puzzle influence from Sonic 1 than existed in the original, but there are also basically countless new fast sections that were carefully made from scratch!
  5. Maybe the animation episodes are complete and can be released this year?! it is definitely a major and fully surprising reveal!! For some of us, myself definitely included, the twitter announcement about the reveals being postponed made it feel like a possible animation was in fact something that was being delayed. Now it seems like quite the opposite is true! the release itself could be months away, but, this is a very positive sign!!
  6. it is really interesting, in a fun way, to wonder about how Adventure did basically bring in an additional realm of the Echidnas' civilisation rather than display anything that was seen in S3K. i think prior to writing this post I used to consider them to be loosely parallel universes, and to some extent I still do. Yet I am also sort of realizing that S3K was implying that there were several waves of Echidna cultures who had different building styles and technologies. these posts by Mr. Lange are very satisfying in referencing to the overall concept of the earlier civilisations and reminding us how much room there is to learn about them in future games! (Any new game either official or fanmade in which the Time Stones could be brought to the Master Emerald to become Super versions, and allow time travel to occur outside of Little Planet, would be exceptionally wonderful!!) https://twitter.com/GreatLange/status/1229477367422173184 https://twitter.com/GreatLange/status/1229478289460187140 https://twitter.com/GreatLange/status/1229479034075021312
  7. I am reading the Sonic April 2020 conference thread and am starting to consider, if they were to recreate Sonic Adventure 1 somehow, it could be a new beyond-Adventure-style game based around the same hub worlds, with a few additional ones that would be crucial to the new story taking place. The adventure stage hub worlds could perhaps be made into larger open world realms or otherwise expanded a bit. The action stage zones could include many new versions of areas from SA without having to tell the same story to reach them. Time travel would be a very welcome surprise!! Perhaps we would have to visit Little Planet as a hub world and would go back or forwards in time from there, then leave to access the other main locations and zones in different times (rather than time travel being within the zones?) Yes Somewhere i remember reading that it was intended to give Sonic fans, including themselves, a chance to experience something akin to the castle grounds of Super Mario 64.
  8. Yes; I am almost curious if this time around it will be the 3D game developed with help from the Lange/Fox team's engine and hopefully in person or digitally transmitted collaboration. Perhaps Sonic Team themselves will make the new 2D game using the Mania engine; that is, i think they would like a chance to make one themselves especially if it is the story followup to their original series. I am sure they might ask for help from the Mania team, and that Tee would still be involved musically! It is just like, something as miraculous as Sonic Mania in the first place other than Mania 2 would be Sonic Team making their own fully new pixel game using the engine. I would sort of wonder about special involvement of any semi-retired members of Sonic Team too!
  9. That is a significant development; I looked to see if there is any discussion at all about it on the Sonic Retro forum or twitter and there doesn't seem to be, which is probably much better than if it became big news, in case Mr. Graff (and perhaps also Pontac?) is feeling bittersweet to have completed his time with the series! This does make it seem a lot more like a new era of Sonic will happen!! That is the weirdly wonderful thing about the boost games era, it literally leaves a lot of ground yet to be covered..!!
  10. Yes, it is slightly puzzling but seems promising!! It is hard to tell if the Sega of America Sonic stream is coming back this year or not, this may replace it? otherwisae eventually there will be both!!?? Sonic Station Live: February 20, 2020 February 20 @ 6:00 pm - 7:00 pm JST Sega will host the first in a monthly series of “Sonic Station Live!” broadcasts on February 20 at 18:00 JST. You will be able to watch it on YouTube. The live stream will feature introductions to everything from Sonic the Hedgehog game topics to the latest apparel and goods.
  11. Yes!! I sort of think that the creative teams would be able to make something work that wouldn't be quite as automatic as what i described! yes!!!! Any situation like planetoids (or various sizes of islands) are hopefully where we are headed for the next 3D game! Designing zones/environments to be entire would be very exciting and among other things make replay value much higher! What you are describing would have at least 30 different paths to explore and maybe several more hybrid ones!! And, I am not sure about procedurally generated zones as a whole but maybe parts of zones would change over time either through internal coding or patch updates to simulate it: like water levels etc! Sonic as a pioneering gameplay experience is primed and ready to happen again!! With forgiving and immersive zones, completely free movements would be possible! I have suddenly remembered the Game Gear Sonic items which were very playful and even somewhat chaotic (The rocket shoes and personal springs!!). wisps are of course in that realm, but I feel like they would come up with some new sorts of mechanisms that would give lots of potential to move in unusual and effective ways!
  12. This is definitely one of the best threads on this subject that has happened!! It even may be a good sign as far as goes what discussions and decisions have been happening over time while developing the new 3D game! What I realized very recently about the Genesis (and thus Retro engine and similar variants') gameplay is: most button pushes/control inputs have a satisfying, interesting result. Stringing these together can even feel like we are painting the motions and actions of each character with brushstrokes! To say it another way, the gameplay is like the player is playing the role of the character's mind/thought processes!! If there is any way that the Zones/environments can be adapted in 3D to actually include more quasi-scripted elements, but have many options via the controls for what that would be, it could be very interesting: The various parts of the landscape and present objects would be interactive depending on what button combinations/pressure/direction were used, and they would be arranged/placed so that there would be very few dud interactions. An example would be, say there is a platform within range and maybe a shoulder button would cycle through which one was highlighted (not obtrusively but some way that would be visible), Different buttons would allow, say, Tails to automatically approach this platform in unique ways. One button would have him jump from where he is standing or moving forwards: up to the platform and start flying to an additional height depending on button pressure, and stay above that platform (Falling off platforms in 3D is a lopsided challenge, i think the characters being able to have smart platforming behavior but still with some exceptions would be excellent!) Another button would have him jump and land under the platform, another would have him jump exactly onto the platform in attacking mode(s). There could be "levelup" moves that would allow Tails to flip or push some platforms! The idea being that Tails can see the platform so he can decide what to do with it before jumping; it might be weird for it to be somewhat automatic, but it would feel for the players like the characters have minds again (Honestly a good working title for this type of project would be SONIC MINDS)!! The cycling through surrounding objects using the controller sounds like it would be too powerful but we would also have to move the characters near to them on our own so they would be in range. Whole segments of landscape could be selected too, again there would surely be a visually pleasant way to do this, in which different running styles could be selected for Sonic. With a big slope that turns almost vertical, different buttons would have Sonic choose to clear the slope, use the slope to gain momentum back in the other direction; here is one that sounds tasty: maybe set up a quasi-quicktime event in which Sonic would jump off in a direction you choose when you press the button during the run up the slope!! Many different potential places to jump would be adjacent to the slope, but it would be impossible to miss all of them, however tricky to get to some of them depending on timing! It is sort of like extending the homing attack method but making it more beautiful and creative. Platforming/navigating their world is implied to be a breeze for the Sonic characters because they have been doing it for a long time now: and so the controls could somehow reflect this. If I had to choose a code name for development teams for what this overall system would be called it might be "Ultra Wall Jump"; to try and see if it is possible to make most parts of the zone environment interactive in multiple ways that would allow lots of functional brushstrokes of momentum and rather fluidly incorporate creative offensive and defensive moves when needed! Honestly this is sort of what we see in any of the cutscenes and of course the Sonic CD intro animation including interactions with badniks which have been mentioned in this thread already!! Sonic makes decisions about where and how to jump, and what to do when landing, ahead of time. The controls we use are essentially simulating that the characters have an idea of where to go and what to do. Now I am also remembering the pinball physics ideas from Sonic Fan J: It would definitely be possible for amazing pinball interactions to happen by allowing some level of automatically reaching platforms; I am visualizing now Knuckles is rolling down a slope in a natural area in pinball mode and as landscape areas alongside pass by they are highlighted: and at the press of the corresponding buttons, he could spring up and land there without it being possible to mess up (It would be a lovely option to be able to turn on a setting in which characters could not walk over the edge of platforms, but they might fall very quickly or present similar challenges that would not come down to the controller itself being clumsy), and in midair or soon after landing (to the point that it would feel seamless) additional button(s) could be pressed based on what types of terrain are now within reach. The joystick/D-pad would no longer be an invisible leash on the characters, instead, their minds and sequences of unique choices (with plenty of areas for fully free motion) would be what is seen hopping through the levels. Difficult platforming would still be very possible as far as having to choose the correct options within a limited window of time, including the new challenge of having to select the platform in time, rather than having to use the directional controls to drag the character there based on a clumsy levitating default jump. Maybe this would even keep Knuckles and Tails from breaking the flow, there really might not be a way to just climb or fly over everything: the player would always be choosing somewhere to land, free jumping would be unnecessary based on level design. That could still be between maybe as many as 15-25 different locations which previously would have been between 1 and 5 at most discrete locations that the characters could reach by jumping, and multiple branching options of actions to take depending on the complexity of what the locations and objects are! I see that I didn't mention rings, and maybe that would be something interesting to consider! Ring collecting is special but it is also very much like a minigame pick-em-up when it comes to controlling the characters to touch them. So, maybe there would be fewer clusters of rings, they could instead switch their role to being selectable as a place for the characters to jump and maybe even activate different moves or other options during or after collecting them? They could be switched to the medium-sized Chaotix/Mania ring type through some type of plot device, and then, even when losing them, it would be possible to select them and choose a movement to recollect them: in order to recollect all of them it might take a well honed level of selecting and choosing the right motion types for each one including in which order to be able to grab the next one very quickly! ~ ~ TLDR: Brushstroke-esque motions could be selected to happen within the environments and reflect the characters' active, actual internal wisdom of how to interact with their environments. Lots of space for free movement of many different formats (walking, running, pinball rolling, unique defense and offense motions per character) would be available but jumping (also gliding/flying type lifting motions) could be limited to having selected a place to land. Most or all aspects of Sonic-tier platforming challenges would still be possible without the least sensible and most limiting aspect of 3D Sonic, having to control complex movements through the air and in essence, through the environment, every time when in truth that is an intuitive ability of each character! They themselves should basically be incapable of messing up the direction and strength of their jumps!! : ) : ) But with that level of difficulty removed: the environments can offer all new challenges and new levels of detail too!!
  13. Yes!! It might turn out to be something like a 2D game that will have a new episode/story released every year for multiple years, with the first one maybe arriving in 2020?? That would remove pressure from the team to make an end-to-end "new classic" that is also a single release ; i think 2D Sonic could become exponentially more creative if it did not have to fit into the traditional game length! (The format would then also be fully free to not be varied zones -> showdown at Eggman's current fortresses! ) Perhaps with Eggman still absent, the current group probably also adding Amy will be able to visit many of the other islands and locations and take care of any problems happening there! certainly ones that would still result in zones with obstacles and some sorts of enemies, but the types of situations that previously would have been too specific or small for them to find out about. I guess we haven't had that moment in 2D yet where word of the existence and abilities of Sonic and companions has spread and different requests for assistance are being received. And, the history of Sonic's world in 2D has never really been explored, but we have seen in every game, signs of massive ancient cultures!!!!
  14. There really is a specific aspect, that they had not yet (although maybe it is happening as we speak!) found the 3D level design genius/geniuses who can help produce a full game's worth of compelling and functional environments! In some ways, making the zones into true environments, however in the world that is possible, will naturally have spaces for and really welcome the additional characters to be part of them; it is just a true puzzle and journey getting there!
  15. Yes :) :) The current still ongoing "teleported" status of Eggman is probably the most interesting cliffhanger since Sonic 1 (although i am not sure anyone at the time thought that it was a final victory by Sonic, it was made to look like it) Now there is the potential for the next 2D game to have new antagonists; alongside the lingering uncertainty of when Eggman and the Ruby could suddenly reappear! I do think Omelette or a similar character gradually yet astutely taking over Eggman's equipment would allow for a logical reason why badniks and boss-level robos could have new/very different behavior patterns! it would be less than fun if they became too complex, but there are a lot of potentially weird and wonderful options!
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