The once long-elusive SegaSonic Cosmo Fighter Galaxy Patrol has finally been found, dumped, released, signed, sealed, delivered by the good folks of the Dumping Union, a group dedicated to preserving old arcade games that may have otherwise been lost to time. Cosmo Fighter was released in celebration of MAME, a notorious emulator that aims to recreate the hardware of thousands of arcade titles, which turned twenty years old on February 5th. An entire playthrough was uploaded to YouTube by ashthedragon, as seen above. If we’re doing our math correctly, every known, officially released Sonic game has been dumped as of this release, meaning all that’s left are prototypes/tech demos and any rare unreleased games.
Sonic the Hedgehog 4 has been previewed, played, reviewed, picked apart, dissected and a whole host of other actions. We’re not here today to do any of those things. This article isn’t about how Sonic 4 Episodes I & II played or the behind-the-scenes politics of how the game came about. This article is about how a few fans with too much time on their hands bothered SEGA enough about silly little details.
Way back in 2010, SEGA revealed Sonic the Hedgehog 4, and speculation ran rampant. How would it play? How would it tie to Sonic 3 & Knuckles? Could we expect a Sonic 4 Happy Meal? These and many more questions were asked. Now, six years later, many of those questions have been answered and with the upcoming Sonic Mania, fans are looking towards the future while Sonic 4 Episodes I & II remain in the past. But one little question has always gone unanswered, and that question is “What is the name of the island in Sonic 4?”. Following the game’s release, I reached out to SEGA for an answer, but I came back with just a few names of the bosses from Episode II. We tried again last year in an interview with Aaron Webber, but aside from his own head canon answer there was no apparent official name.
In the Sonic Internet community, there have been few stories that have captured the imagination like the tale of Sonic the Hedgehog 3‘s music. With a feel unique from the previous two entries in the series, the discussion of just who composed what have filled untold pages of conversation for well over a decade.
The reason behind that infatuation? Michael Jackson, one of the biggest pop stars of all time. A man who not only defined a decade with the release of Thriller, but also unknowingly inspired the belt buckle of Sonic’s shoes. The idea that a musical icon that large was connected to the gaming sensation of the 90’s in any way was incredibly tantalizing. It wouldn’t be long before audio files, YouTube videos, and snippets of interviews would fill in the gaps. From Qjimbo to GameTrailers, everyone sought to find the answer to what seemed the impossible – confirmation that the King of Pop had been involved in the soundtrack of Sonic 3 at some point, as SEGA’s official line to this day has been to deny or leave no comment.
While it has been almost certainly determined that Michael Jackson was not only involved but that some of his contributions made it to the cartridge, the Huffington Post’s Test Kitchen released today a brand new look at the entire Sonic 3 Jackson story. From what happened behind the scenes to the fandom’s unending interest in the truth, “The Michael Jackson Video Game Conspiracy” by Todd Van Luling covers it all.
With new interviews from Roger Hector, Doug Grigsby III, Brad Buxer, Cirocco Jones and Matt Forger, to comments from Ben Mallison and Steven Nipper that illuminate the community’s part in the story, the article is definitely worth a read for those with even a passing interest in the subject matter.
The only question I’m left with is…who has ever called a Sonic fan a “Blue?”
Source: Huffington Post
We all know the story. 19 years ago, everyone was getting super excited about the upcoming release of Sonic X-treme, which would mark Sonic’s first fully three dimensional adventure. Long story short, the game was never released, and the Sega Saturn always had a hole in its library, no main Sonic title ever being released.
While bits and pieces of what the game would have been have leaked/been released over the the years, last November JollyRodger showed up with a plethora of material from defunct gaming studio Point Of View, including the source code for a variety of Sonic X-treme builds on both the Saturn and the PC. Being as the code could only run natively on hardware very few people have access to, Jolly took it upon himself to begin the process of porting the code to modern PC’s. Earlier tonight, the first public release of this labor of love was been released, “version 037” of X-treme now fully operational.
Download links and more after the jump.
Okay look I was gonna make this Monday Links thing more about Sonic but then Atlus put out this amazing trailer for Persona 5 and oh gosh it looks so good. The style and the graphics and the characters and everything oh gosh. It’s like they took the swag levels of drunk Charlie Tunoku from Persona 4 and multiplied it by like ten or one hundred and then also made him introverted by day and oh gosh the game just looks great.
Sonic Retro stuff
- A video of Sonic X-treme’s level editor was released by Jolly Roger and Andrew75 [First official Sonic level editor that’s not that weird Play SEGA thing that was made in Java]
- Gene made a funny front page post [Okay not much happened here this week sorry]
- We got those Sonic Runners details we wanted to hear about so badly [It’s cause I complained about it last week]
- Some guy called eLicense caused drama by putting illegitimate copyright claims on Sonic/SEGA Youtube videos by people [It was dumb]
- Ken Penders continues to horrify everyone with bad CG renders of his characters from his not-Sonic comic [Say hi to Knuckles with weird robot eye, weird lips and tiny hands]
- Meanwhile in actual Sonic comic news, here are the preview pages of the Free Comic Book Day issue of Archie Sonic [Apparently Sonic Rivals 2 needed more representation]
UPDATE: The animator who made this video, Joel MacMillan, has pointed out in a comment on the video that it wasn’t meant to be used in Sonic Chronicles but was instead a personal project a couple of people at Bioware made in their free time and thus is not officially made by Bioware. He also said that he’ll see if he can find the fully scored sequence.
Turns out that Sonic Chronicles: The Dark Brotherhood was going to have an opening with some very nice looking 2D animation. Shadzter from the Sonic Stadium did some digging around and found a demo reel by Joel MacMillan, an art director at Bioware who worked on the game. The video contains some clips of this opening starting at 1:12. The animation made use of both screens on the DS, with stuff happening on both of them.
Why the final game didn’t have this opening isn’t known. Our best guess is that it’s because the stylistically it looks incredibly different from the game. It’s a shame, because it’s clear that a lot of work was put into making this.
Sonic X-treme. Just the name can send a shiver up the spine of anyone who anxiously awaited the release of the game, reading the Red Shoe Diaries over and over again, trying to dissect each screenshot and guess what obstacles were in store for each new zone. Meant to be Sonic’s first foray into the world of 3D gaming, the title was quietly cancelled during 1996, a Sega Saturn port of Sonic 3D: Flickies’ Island filling the hole in scheduling. For years, speculation ran wild as to what happened, and over time many of those involved in the project have spoken about it, including Chris Senn who created an entire compendium chronicling the development history of the game.
But with all we’ve come to discover in the last 18 years, there are still aspects that have been hidden away, the most glaring being how it would feel to hold a controller in your hands and move Sonic about in his fish-eye world. The only playable build thus far had been the test arena from Christina Coffin’s boss engine, a green hill-esque terrain with not much more than random Flickies populating a finite plane with no end goal. That, however, is about to change in a very big way.
Read more after the jump.
Back in 1998, our first glimpse of Sonic Adventure showed what would be the first true 3D experience with Sonic and friends. After the game’s release, the level we were told was Windy Valley was nowhere to be found in the final game, instead having been completely reworked before hitting store shelves. Even though shots of the original design were used to advertise the GameCube rerelease Sonic Adventure DX, the original look and feel of Windy Valley became one of the holy grails for Sonic enthusiasts interested in the development process.
After the retrieval of the AutoDemo, work has been performed by several people including many dedicated members of the Retro community, who have pooled their efforts to get these stages back up and running. Finally, after fifteen years we can witness this one of a kind experience with a mod for the 2004 PC edition of Sonic Adventure DX, with a fully playable beta version of Windy Valley. With recreated graphics and fully functioning camera angles, CorvidDude wants you to jump over to his YouTube video for more information as well as instructions on how to download and install the mod. Special thanks go to CorvidDude, MainMemory, ItsEasyActually, Catley, Melpontro, and many more who were involved with this project.