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it is very funny and depressing that somehow they manage to ken penders themselves twice by keeping these late 90s contracts in somebody’s sock drawer or something (maybe thrice if you assume this is the sonic 3 music situation)
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this is the second silliest discotek licensing situation after the fact that they were actually able to license every single expensive top 40 pop song on the english dub of “digimon the movie” but could not manage to license the angela anaconda short before it
i think i already made the"saved a few marriages" joke regarding that last one
Remember when Frank Cifaldi told Sega in an interview that they still have the original tape recordings that Masato Nakamura made for the music of Sonic 1/2 and then like a year later they included those tracks on a new album compilation lol
this is an official character costume
California Sega studio founded by Mark Cerny (Marble Madness, later architect of PS4, Vita, PS5), who had moved to Sega and worked on Master System games after Atari. Cerny hires Yuji Naka at double his old salary when Naka quits Sega of Japan after Sonic 1, feeling he wasn’t being treated as well the game’s success warranted. Sonic 1 lead level & gameplay designer Hirokazu Yasuhara is assigned to work in US, joins STI. They eventually get go-ahead to make Sonic 2. Meanwhile, Sega of Japan will start on Sonic CD, meant to show off Sega CD hardware.
Culture clash between American and Japanese Sonic 2 team members at STI (JP used to staying all night, sleeping in cubicles; STI US locks doors at night), language barrier, Naka seen by US members as arrogant. After Sonic 2, Naka refuses to work on another Sonic game with Americans. US employees moved to Sonic Spinball while JP team makes Sonic 3, absorbs large share of studio resources. Given 9 months to make Spinball, STI switches Spinball’s dev language from Assembly to C–faster development but slow performance on the hardware; gets poor reviews but sells well.
Yasuhara leaves STI for Sega of America after Sonic 3 (1994), citing differences with Naka. Naka returns to Japan at the end of the year.
Over the next few years, Sega put out Sonic Triple Trouble (GG), Knuckles Chaotix (32X), Sonic Blast (GG, MS), Sonic 3D Blast (Gen, Sat) Sonic Drift 1 & 2 (GG), and Sonic R (Sat), but no main-line Sonic game until Sonic Adventure on Dreamcast; meanwhile Sonic Team had done Nights into Dreams and Burning Rangers on Saturn. I wonder if Naka didn’t have confidence he could pull off a Sonic game without Yasuhara.
Yasuhara had started as planner for Altered Beast and the roguelike Fatal Labyrinth. After leaving STI, he did some non-lead design work on Sonic 3D Blast and Sonic R, which were primarily developed by Traveller’s Tales. He was a designer on Floigan Bros. (Visual Concepts). He reunited with Cerny on Jak II at Naughty Dog, where he was also a designer on the first Uncharted.
After that he did a Pac-Man party game at TOSE, then a Mario and Donkey Kong puzzle game at Nintendo Software Technology in Redmond–Nintendo’s Digipen grad studio.
StarDrop, who made the fan game Sonic and the Fallen Star, just posted a dev blog video about their next game, Sonic and the Moon Facility:
They say level design was Fallen Star’s biggest criticism, so they’re putting a particular emphasis on level design for Moon Facility.
Maybe I should give Fallen Star another look anyway. I noticed in this interview about it
that they said they were inspired by the Sonic Before the Sequel and Sonic After the Sequel fan games; maybe I should give those another look, too. : D
Update:
Tried Fallen Star again, first levels are boring and the boss fights are annoying, so, eh, I’ll wait for Moon Facility.
Before the Sequel and After the Sequel seem promising. They’re from 2012 and 2013 and run in 640x480, but there are later revamps by other authors that run them in high res
I couldn’t get the swf OR revamped wmv cutscenes to work, so I deleted them which frees up like a gig of space. : P
Their original Brazilian developer, LakeFeperd, who went on to make the Sonic-like (but rather eye-flashy 8o) “Spark the Electric Jester” games
and is now working on a futuristic racing game
made two more Sonic fan games related to the “Sequel” games: “Sonic Before the Sequel Aftermath,” which became a prototype for and is included in the download of “Sonic Chrono Adventure” (Sonic Chrono Adventure - Download page), which people call a Metroidvania–and like Metroid, I found myself lost and confused in it, so I suppose that’s accurate. ; D
These are not very good. Spark 2 is pretty neat and I have Spark 3 but haven’t sat down with it.
Hm yeah that was my earlier initial impression. They’re legendary in the community but they came out in the early days so by current Sonic fan game standards would probably be outdated if people didn’t remember them so fondly. Eh, I’ll probably give 'em a bit of a try eventually. The layout of the first stages is at least slightly novel and the music is all right.
seems like a remake(?) of sonic generations is being announced tomorrow called Sonic X Shadow Generations. not sure what the shadow factor entails be it playable or having levels from shadow the hedgehog or what. which i guess it’s the year of shadow because of movie 3 which is why they are also putting him in superstars.
maybe people have misinterpreted and it’s a rerelease compilation of sonic adventure 2 and shadow the hedgehog
you mean:
Shadow is casting a big … Shadow … over this year?
show us classic shadow you cowards
Shadow the Hedgehog is back with Classic and Modern Sonic in SONIC X SHADOW GENERATIONS, an all-new collection featuring two unique experiences!
Play as Shadow the Hedgehog in a brand-new story campaign featuring never-before-seen powers and abilities that prove why he’s known as the Ultimate Life Form!
SONIC X SHADOW GENERATIONS also includes a complete remaster of the classic hit SONIC GENERATIONS, featuring newly remastered versions of iconic 2D and 3D stages with upgraded visuals and new bonus content.
SONIC X SHADOW GENERATIONS is coming to PlayStation®5 and PlayStation®4, Xbox One, Xbox Series X|S, Nintendo Switch, STEAM, and Epic in Autumn 2024!
Visit ShadowGenerations.com to learn more!
Web site:
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(Generations on PC did need a remaster or well at least a patch, which I think I read previously the original devs seemed incapable of doing; anyway it hiccupped, crashed, and routinely disconnected controllers. Graphically though it was fine.)