#I want the early 2000’s tech we though we would have sonic sonic
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Ending of frontiers got me thinkin, you know what that means
FOREVER WIP HELL (Ref. Amy design)
#imagie kid draws#told ya sonic would be back#sonic the hedgehog#sonic#I want a small time jump#small#something fun#these are not concrete. but pretty close#we agree knuckles with the hat right#knuckles the echidna#knuckles#amy#amy rose#tails#miles tails prower#tails the fox#I want the early 2000’s tech we though we would have sonic sonic#ref his canon human design bc it’s PEAK#so much cool gadgets that def do NOTHIN#brb I’ll finish this after my dbd fixation#sonic au#au#sure why not it’s just designs#wip#work in progress#doodles#sonic frontiers#sureeeee
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I was interviewed to be part of this article over at Cultured Vultures! It talks about the history of Sonic fan games in the wake of Sonic Mania. Give it a read! I’m actually genuinely impressed the author (Ryan Atkinson) managed to track down Aytaç Aksu. That’s a name I haven’t heard in a very, very long time. That alone makes the article worth checking out, if you ask me.
I also checked in with Atkinson and he’s okay with me posting our full interview. I’m hiding it behind the “Read More” tag because as always I tend to be pretty longwinded (as usual; but that’s the entire reason I asked if it was okay for me to post)
Atkinson: How did you first get into fan games? Sometime in middle school, I started to wonder just how video games were made. My friends and I wrote up some very barebones documentation for a game we called "Sonic: In Your Face" and mailed them to the address Sega printed on the back of their game cases. Unsurprisingly, we received a rejection letter shortly after. But the idea of making your own games stuck with me; I started learning QBASIC on my home PC (an old hand-me-down 33mhz desktop running Windows 3.1). Starting high school, we all had to buy TI-8x calculators for Algebra, which came with TIBASIC. Using what I knew about QBASIC, I taught myself TIBASIC by reverse-engineering games other friends would send me. I started out by making simple text adventures (which I called "Moviegames," usually involving whatever my favorite movie was at the time -- Jurassic Park, Men in Black, etc.) and eventually started learning how to do ASCII graphics. The only problem was, if your batteries died, all software you had written would be erased. So it was a challenge to make anything substantial.
High school meant better access to internet-connected PCs, and eventually I stumbled upon something called "Sonic 2000." It was a Sonic game running in DOS, created by a fan. Or it was going to be, at any rate; I don't think it got very far. Either way, it piqued my interest, because there hadn't been any real Sonic games for a few years. It linked to a website called "Sonic Fangames HQ." Here was a whole community of fans making their own games, most primarily using a piece of software called The Games Factory (which was also available under a different name, "Corel Click & Create" -- same software, different brand). The talk of the town when I got there was the final release of the original "Sonic Robo-Blast," made in an earlier version of The Games Factory called "Klik 'n' Play." I wasn't impressed. The graphics were incredibly simple, the game didn't even have scrolling, and it was plagued by a bug called "Killing Death." It meant that sometimes, when Sonic would bop an enemy, it'd also kill him at the same time, even if you had rings. It was bad. I knew I could do better. So, after acquiring my own copy of Click & Create, I set about learning. The rest is history.
Atkinson: How has the fan game community changed over the years? The advancements in tech are probably the biggest change. A lot of 2D Sonic fan games still use the great grandson of The Games Factory -- now called "Clickteam Fusion." That's because there's now a pretty robust open source code base called "Sonic Worlds Delta" that closely mimics how the Genesis games worked. Sonic fan games today can look, sound, and feel almost like the real thing, and Sonic Worlds Delta has gone on to power games like Freedom Planet. Back when I originally joined SFGHQ, we were all using The Games Factory's built-in "Platform" movement setting, which not only does not play like anything even close to Sonic, but is also just really buggy and terrible in general. It's amazing how much mileage everyone's gotten out of Clickteam's software. That tends to happen with these [easy] game creation tools; I've heard people doing crazy things with RPG Maker, too. The complexity of today's fan games versus what everyone was capable of 18 or 19 years ago is insane.
There's also the simple fact that the community changes naturally. There seems to be kind of a cutoff point for Sonic fan games -- usually you get experienced enough that you try your hand at entering the game industry proper (for instance, the founder of SFGHQ, Ryan Langley, worked at Halfbrick on mobile games like Jetpack Joyride, and now he works at Pikpok games on games like Doomsday Clicker) or you realize game development just isn't for you and you move on. SFGHQ seems to be a very "generational" place that you don't really stick around forever, though you do occasionally end up with people like me that never seem to want to leave.
Atkinson: How does it compare to other fan game communities? I think it's just in general more advanced. To my knowledge, SFGHQ was the first website specifically dedicated to fan games. It opened in either 1997 or 1998. It took a really long time for any other fan gaming communities to crop up, and they've struggled to gain traction for various reasons. SFGHQ was already a pretty busy place by the time I got there in 1999, and it only kept growing.
SFGHQ gradually slowed down when Rlan (Langley) left in the mid 2000's, primarily because it was difficult to find someone who wanted the herculean task of maintaining the database of games and resources. In the interim, other fan gaming communities have gained power in its wake, most notably the Mario Fan Games Galaxy (MFGG), which is far closer in spirit now to what SFGHQ was back in its heyday. But SFGHQ is currently trying to stage a comeback; the forums recently relaunched with the ability to publish games to the database yourself with an almost wiki-like functionality, eliminating the bottlenecks that were strangling the community in years past. Hopefully it bounces back.
Atkinson: When you first got involved with Sonic fan games were there many games available and were they easy to find? One of the benefits in those early days was how easy it was to make a game. Making games isn't easy by any stretch, but especially nowadays, there's a lot of work involved in making a good fan game. Standards are very high. Back then, the bar was considerably lower -- you could throw together just about anything in a few days and that would be good enough. I don't remember exactly how many games were available when I got there, but I know I was never short on new things to try out from my new friends.
Atkinson: Why did you start SAGE? I loved all the games my friends and I were making, but trying to talk to anyone outside of our community about them always resulted in funny looks at best. Many wanted to stay away from our games because they viewed them as an extension of piracy. They thought we were making illegal bootleg games, like that "7 Grand Dad" NES game or whatever. Technically, we kind of were, but I always hated that terminology. By that definition, fan art is "illegal bootleg artwork" and fan fiction is an "illegal bootleg book." It's all about your point of view. So, I figured I would change that point of view. The original goal of SAGE was to create enough of a focal point on our community to generate press coverage and destigmatize fan games. I wanted to show the world all the cool stuff we were making and get people to realize these games were actually okay to play. That was a struggle, but SAGE ended up serving a good secondary purpose in that it gave the community a milestone to revolve around. Suddenly the "when it's done" deadline became "get something ready for SAGE." I think that's the actual driving reason why it's still going today.
Atkinson: Please could you describe some of the 2017 SAGE games. Well, the big one would be Sonic 2 HD, a game that went through some turmoil a few years ago due to trouble with an unscrupulous coder. They're back now, having changed out a number of team members, and the end result is a gorgeous 2D game that I think puts even some professional efforts to shame. If you ever looked at Sonic's box art and wished they'd make a game that actually looked like that, well, that's basically what Sonic 2 HD is. It's still got some rough edges, but for what it is, it looks and plays incredible. If Sega ever wants to take another fan project under their wing, it should be that one.
Sonic World (not to be confused with Sonic Worlds Delta mentioned earlier) is one of a growing number of 3D Sonic fan games. It's been in development positively for ages, and has a big focus on community feedback. The game in its current format is almost too big; we're talking dozens of playable characters and something like fifty levels, many of which were made by the community. It's very impressive, but has sometimes had issues with accessibility. It's very easy to be overwhelmed by how much stuff is in that game, but that's the way that community prefers it. Watching this game in the hands of a good speedrunner like DarkspinesSonic is a sight to behold.
Crash N. Tense Adventure is an example of how, even early on, SAGE was never entirely about Sonic. I don't know if there's a hugely robust Crash Bandicoot fan gaming scene, but even back when I personally ran and organized SAGE by myself in the early 2000's, I made sure that this was more a community event than just a Sonic event. If somebody was working on a Mario fan game, or even a totally original IP, that kind of stuff was always welcome at SAGE. N. Tense Adventure is fantastic; I love the animation. All of the characters have so much personality that you can't help but laugh at them, and it helps that it plays exactly like the PS1 Crash Bandicoot games. Honestly, this beats the heck out of anything involving Crash Bandicoot since 2001.
Clash Force 2 is an interesting beast in that the original Clash Force game just went up for sale on Steam. This developer actually seems to be using SAGE as a way to promote the upcoming sequel, which is something I don't think has ever happened before. Sure, we've had games like Freedom Planet show at SAGE, but that's because Freedom Planet started out as a Sonic fan game. This is the first time a published indie developer has shown a game at SAGE, though that kind of praise probably depends on how much you value Steam's publishing system these days. It's a fun game though, blending Sonic and Contra with character designs that feel like distant cousins to something like the Battle Beasts figures released in the 80's.
Forces of Mobius is a game I feel like I should have spent more time with. It's one of the rare few non-platformer games at SAGE, being a role playing game starring Princess Sally from the Archie Comics series. I'm a little in the dark, but it sounds like there's a growing sub-community of people making Sonic RPGs in RPG Maker, as the author mentions other games not only in his series, but games made by his peers, as well. These sorts of games don't show up very often at SAGE, but maybe they should.
And I just can't avoid mentioning SONIC THE HEDGEHOG, a remake of the notoriously bad Sonic 2006 Xbox 360 game. I think there will always be at least one modder out there who is obsessed with "fixing" a broken game, often by creating an unofficial patch. Here, the solution is apparently to just strip the game down to its spare parts and completely rebuild it in Unity. It's an interesting proposition, though I'll admit I'm more befuddled than anything else, especially given how close it's sticking to the source material. I'll still try the finished product, though, if it ever gets that far.
Atkinson: What does you believe the future looks like for Sonic fan games? I think as things continue, 3D games will grow in numbers. Sonic fan games are dominated by 2D games because those are the easiest to make. But with the availability of programs like Unity, and the existence of open source code bases like SonicGDK (Unreal Engine 3) and HedgePhysics (Unity), more and more people are trying their hand at building 3D Sonic games, and the tools are only going to keep getting easier to use from here. Perhaps some day, we'll get a 3D equivalent to Sonic Mania -- a game built by the fans, for the fans, with the blessing, support, and budget of an official Sega title. That'd be nice.
Atkinson: Is there anything you would like to add? I'm not kidding around when I say I really want to help fan games grow. It makes me sad and angry every time yet another news story comes around about a notable fan gaming project getting hit with a "Cease & Desist" shutdown notice. These stigmas are still alive and well, when the people making these games are honestly some of the biggest, most passionate fans out there. Making a fan game is not something to be taken lightly these days; it takes months, more often even years of dedication to finish. AM2R was in development for something like 11 years, and one of the oldest Sonic fan games still in active development, Sonic Robo-Blast 2, is probably over 15 years old at this point. That kind of dedication doesn't come easy. It takes these corporations minutes, maybe even seconds to invalidate a decade or more of work. There is no bigger sign that they don't really care about their fans -- they just want their money. A "Cease & Desist" is like watching your hero rip up your love letter to them. It's awful, and it needs to stop.
A few years ago Sega actually gave their blessing to Sonic fan games, so I think the community will only continue to grow. Hopefully, maybe, my original goal for SAGE will come to pass, and the sheer volume of Sonic fan games will make it a little easier for all fan game creators to make whatever they please without restrictions. If Nintendo can have a whole wall of fan art in their offices, why can't they celebrate fan games too, right? Maybe they're still just lacking the right point of view.
#sonic the hedgehog#cultured vultures#sega#sonic team#sage#sonic amateur games expo#sfghq#fan game#clickteam fusion#clickteam#nintendo#am2r#interview#history#sonic mania
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