#Sonic Robo-Blast 2 2D
Explore tagged Tumblr posts
Photo
'Sonic Robo-Blast 2 2D' (1998) by @SonicTeamJr (Demo) The intial start to 'SRB2' before it went 3D. https://archive.org/details/srb22d
146 notes
·
View notes
Text
Modded Left 4 Dead 2-inspired Doodle Collection 2
Remembering this series exists to share more doodles I didn't include in the last one. Some of these I would have liked to work on more but never really got around to it... These drawings are mainly from August-September 2023.
Full art and extra details under the read more
Akechi in the Hope's Peak Academy uniform doesn't exist it can't hurt you. Akechi in the Hope's Peak Academy uniform:
Group costume ideas are fun. And no I did not give him a sweater vest I didn't want him to basically just be like Nagito...
The Left 4 Dead 2 Modded Team dressed up as my Sonic Robo Blast 2 Persona Team, which consists of:
Myself as the President from Pikmin 2 (Because he's my main)
Goro Akechi as RTGame (Brick em')
Bowser Jr. as The Noise from Pizza Tower
Teruteru Hanamura as Yosuke Hanamura from Persona 4 (Shout out this Pixiv post for giving me the idea a while back)
I had thoughts of modding this into SRB2P but that game looks too intimidating to learn how to mod.
Mario Party 10 at home. Morgana is the Bowser Jr. substitute because he's the only special infected I still have modded.
A group pic inspired by this Dead Estate promo art. Yes, Teruteru's posing was intentional.
When I got to the parkour section of Glubtastic 4, it reminded me of that 2D parkour section at the beginning of Danganronpa V3. This is an unfinished doodle of that idea stopped because side angles are weird.
Deploying cat! Based on a meme by zerometric:
youtube
"Akechi what the hell, you shot the pilot!" This was meant to be a visualization of Nick Akechi shooting the pilot prior to the start of Swamp Fever. Angles are hard.
#modded l4d2 team#the drawings of blushrooms#Bowser Jr.#Bowser Jr#Teruteru Hanamura#sdr2 Teruteru#Goro Akechi#ah no the brainrot is leaking#Youtube#round chef teru#akechi posting
5 notes
·
View notes
Note
what sonic game should i play first, and which ones should i avoid, if there are any
hmm... depends on what you want!
If you want a more 2d platforming experience, Sonic 1, 2, or CD are my go-to recs! just stick to the IOS/sonic origins versions that support widescreen! Sonic 3 & Knuckles/Sonic 3 A.I.R. can also be good, but you should play through at least 1 or 2 to really appreciate just how much went into it comparatively!
if you want 3d platforming with focused and refined gameplay, i'd recommend sonic adventure 2! if you want 3d platforming that's less polished, with a splash of a bunch of different gameplay experiences, sonic adventure 1 is super diverse thanks to its hub worlds and how differently every character plays (big is a charming change of pace for example, ignore the idiots that call all sonic fans furries and say Big sucks)! (i'd also recommend emulating Sonic Adventure 1 on dreamcast over playing the DX port on steam/gamecube, but the PC/steam SA2/SA2B Port is fine!)
If you want "Boost" gameplay, which is essentially a 3d platformer if it was more like a racing sim (think Forza or Need for Speed), I'd recommend Generations or Colors! There's drifting, and generally the stages are more like giant race courses with simple obstacles that rely more purely on reflexes than controlling the character in a space!
Lastly, if you wanna try some open world stuff, apparently Frontiers is considered pretty good! It still mostly plays like a "Boost" game but considering the reception of most sonic games since 06, the fact that I've never really heard bad things about it since its release is nothing to sneeze at!
Avoid Sonic the Hedgehog (2006) (unfinished, and the gameplay between the 3 characters is boring and stuck between platforming and the future "Boost" gameplay), Sonic Unleashed (has good Boost gameplay but you have to deal with the Werehog Beat Em Up stages which are Not Worth It), and Shadow the Hedgehog (not as tightly designed as SA1/SA2/Heroes, a lot more Grungy which may or may not interest you)! I will say though, if you get into the Sonic series, you can enjoy pretty much any game released outside of purely unfinished or poorly made ones like 06 and Sonic Boom! The core focus of "Platforming but Fast" is pretty consistent!
Ooh and highlights for spin-off games for me are Sonic Riders (absurdly good mascot racer/snowboard hybrid game and a sort of precursor to Sega All Stars Racing) and Sonic the Fighters (really fun and simple 2d fighter that can be bought and played on the Xbox Live Arcade), and Sonic Robo Blast 2/Sonic Robo Blast 2 Kart (SRB2 is a fanmade 3d platformer that's been actively worked on for 20+ years, and SRB2Kart is a fanmade mod of that platformer that's super popular for being a rly good mascot racer!)
I'll also pass it on to followers if they have personal reasons for recommending some games!
9 notes
·
View notes
Text
Idle Sprites for Wikee and SPEEN
I'm trying to make a game in a similar style to Sonic Robo Blast 2 which means that the characters will be 2D while the environment is 3D. Wikee is one of my characters from Two Dimensionals, a fictional universe with colorful characters! More about the game will be shown in later posts. Tell me what you guys think about it!
5 notes
·
View notes
Text
a very specific thing i like in video games is me being able to import 3d models/create my own character COMPLETELY for it. 3d or 2d. no premade stuff i mean MADE WITH MY OWN HANDS.. but i know very few games that let me do this. all i know is like. sonic robo blast 2 for modding stuff. roblox sometimes. vrchat. but i cant play vrchat very well with my old and weak quest 1. i know basically any game has that option if you can mod it. but it feels different in a way.. i like it in multiplayer games specifically
2 notes
·
View notes
Note
The funniest thing about that anon, I've talked to an old Sonic Cult and Sonic Retro Admin (Sazpaimon), and even he noted that good Genesis Romhacks in the "golden years of the hacking Sonic fandom" are stupidly rare, or just a rehash
Hell, he and Drx despite having involvement with Sonic Megamix have admitted how mediocre it actually was, mainly thanks to CD based level design and overall rehash. And Megamix was cited as the best hack back then!
3D Sonic fangames took forever to get decent due to severe lack of support and negative bias in the beginning, with most never finished other than....Omens
Which yeah, real nice bar you have, fandom
Heck, 2D fangames got so exhausted, SAGE interest was dying before Covid forced everyone to have time to kill. The elitism and rehash was close to killing the scene
I'll give props to Spark the Electric Jester, it's done and plays well, despite meh story and characters, but it's not a Sonic fan game. Nor self boasted on being one
One of these days I'll do a breakdown on the fandom and Sega, it's legit depressing the more I dive into it
The thing is, I have enjoyed my fair share of fangames over the years. Last year alone, I really liked Triple Trouble 16-Bit, then when I got around to Sonic and the Fallen Star, I enjoyed that one too. And I've always admired how far Sonic Robo Blast 2 has come over the years. So it's not like I'm unwilling to give credit where I think it's deserved.
But the fangames that are actually high quality pale in quantity to the not-very-good ones, or the ones that show off an identical Green Hill demo and then get abandoned or stuck in development limbo. And it's worth pointing this out because, as evidenced by the way the Omens developers and other creators have acted when making their games - including actual criminal activity in some cases - this has caused some fans to buy into their own hype, to poor and occasionally comedic results.
It's telling that for all the fandom's pining for SEGA to put passion and vision in their projects, many fangames end up being born out of an obligatory duty to one-up SEGA, and be propped up for (not) doing so.
9 notes
·
View notes
Note
(anon who talked about dragonball from a couple days ago) yoo i didnt expect someone w a sonic background would resonate so much with early dragonball..!! but admittedly i dont know much about sonic, outside of like . snapscube, wayneradio, general common knowledge, etc. i couldnt find if someone asked this before erm but do you have any recommendations or favorites in the sonic franchise? i have always wanted to get into it + its like cultural exchange :) lmao
YEAHHH im liking it so far! if u dont know about it yet then once you learn the lore about the chaos emeralds specifically you'll see what i mean by the amount of inspiration sonic takes from dragonball LOLLL
my #1 recs for sonic will always be the games - for the majority of the series, sonic isnt really the type of thing where you absolutely Have to start from the beginning to understand its stories so u can just start anywhere! my personal favorites are both of the adventure games (especially 2), frontiers, generations and unleashed. the adventure series were the first 3d sonic games and where story started being more upfront. frontiers is the most recent and its story actually builds up on the chaos emerald lore in a way they hadnt done in decades. (this one has 2 prologues! the knuckles animation, divergence, and the comic tie-in, convergence.) generations is the one getting a remaster + new story content with shadow this october BUT the original game's story is very light and it's basically just a real nice glorified collection of levels from past games. i havent actually played unleashed since i was a kid (i might again soon) but this is the one with werehog sonic. its story is one of my favorites :)
im not much of a classic/2d player but i had fun with mania! origins is a collection of the classics that i havent played but ive heard it's pretty good and has a mechanic that makes losing lives less punishing than the originals. sonic 1, 2 and cd also have free mobile ports. the murder of sonic the hedgehog is also free on steam, it's a cute and casual little murder mystery visual novel and a real nice introduction to the cast of secondary characters!
(honorary mention goes to fangame dr. robotnik's ring racers, it's a pretty hard kart racer with a bunch of mechanics to memorize but is real fun once you get the hang of it and the tutorial has real cute interactions between eggman and tails. modding characters into this game is pretty easy and ive been working on putting in an oc of mine lol. this game is a sequel to sonic robo blast 2 kart, which is a mod for 1998(!) fangame sonic robo blast 2. another one i like is sonic and the fallen star, a 2d/classic style fangame with a cute artstyle and i know it has a sequel in the works!)
outside of games theres the idw comics! these take place after forces (the game before frontiers) but i think they establish an understanding of prior events pretty well that, again, u wouldn't Need to know everything before reading them. the archie comics are a beast i havent personally touched much of, they ran from 1993-2017 so theres a lot to them LOL
out of all the sonic shows and movies, sonic boom, the sonic ova (also known as the OG sonic movie) and sonic x are my favorites. all of these have super different takes on the world sonic lives in - boom is a silly little sitcom series w really funny meta humor, the ova is a 1996 pilot for an anime series that never happened, and sonic x is an anime series that DID happen where sonic is actually from a different world and gets isekaied to earth. (i recommend jp with subs for this one)
I THINK THATS IT...... i could keep going and be here all day but i will leave it here. theres way more stuff u naturally find getting into the series! the thing i like most about sonic is that i personally think theres something in the franchise for everyone. i hope all this info isnt too intimidating cause truly u can take this series at ur own pace. i hope u have fun anon ^__^
1 note
·
View note
Text
youtube
This entire video played muted in a banner ad on a gaming site I was on while I was half-asleep and thought I was having a stroke. That might sound mean, but this game actually looks great. Just thought I’d share that.
Anyway, I’m looking at this and thought to myself, “did they mod the fuck outta Sonic Robo Blast 2 and are trying to sell it?” I mean the action moves super fast like something made in the classic Doom engine, and the flat 2D characters just add to that feel. At any rate, the aesthetics in this game are charming as hell and are right up my alley. I’ll keep an eye on this one.
0 notes
Text
so sonic robo blast 2 is peak sonic and let me explain why
sonic robo bast 2 (srb2) is a fanGame that started development in 1998. yes you heard that riGht 1998. this Game predates the existence of shadow the hedGehoG and it's still beinG updated!!!!! not in the "oh God it's still not finished?" way more in the "HOLY SHIT THEY'RE ADDINg MORE? THEY'RE MAKINg IT EVEN BETTER???" way
this Game aims to translate the 2d sonic Gameplay to a 3d format in the doom enGine. once aGain yes you heard me riGht, the doom enGine. and it does it SPECTACULARLY
you see this? yep that's the Game. i'm not fuckinG with you here this was oriGinally doom but throuGh HEAVVYYY modification we have this now
the Game features 6 playable characters but has INSANE mod support so if you can think of a sonic character they probably have a mod that puts them into the Game. miGhty, vector, shadow, silver, espio, blaze. all playable throuGh mods even stuff like adventure sonic exists as a mod and it emulates the adventure Games so well like the physics are spot on the community support for this Game is insane
you wanna know how far the community for this Game Goes?
a team is moddinG persona 3 into the Game, fiGht system and all, the whole shabanG. i'm not fuckinG with you here someone took this fanGame which was oriGinally a doom mod and modded it to be persona
they also turned it into a fuckin kart racer and a really damn Good one at that, srb2 kart has just about as much support as the oriGinal srb2, this mod of a mod has mods of it's own
you can tell how much the team behind this Game and the community for it absolutely adore it. it's truly incredible how far sonic fans will Go. would hiGhly recommend GivinG this Game and it's mods a try and maybe even lookinG into it's history because it is very interestinG! or just ask me about it please ask me about it i would be so happy to tell you more anyways here are some screenshots!
some games arent fun unless an autistic trans girl is explaining at great length why its their favorite game ever. some games are just good enough that if i had an autistic trans girl telling me to play it i would love it, but without that its just kinda meh. wo long fallen dynasty is cool but its boring without a girl explaining why the boss i just beat is her favorite boss in like 12 paragraphs and 3 links to youtube videos
#here's your autistic trans Girl explaininG why it's their favorite Game#except this is my favorite sonic Game not my favorite Game in General#that would be a hat in time#i could talk about a hat in time too#if someone wants to hear that
10 notes
·
View notes
Note
What's your favorite game aestheticly
Sonic robo blast 2 and games in general that mix low poly models with 2d sprites.
7 notes
·
View notes
Text
I'm astounded Sonic Frontiers ain't shit
This ain't right! Sonic and Sonic Team are the pinnacle of promising too much and delivering next to nothing. So how is it that Sonic Frontiers not only feels great as an open-world game, but Sonic's super fast speed is perfect for any kind of open world game?
Any other Sonic game gives you a course-complete level that results in you either executing every second perfectly or you crash and burn. Many people (i.e. "gamerz") argue this is how Sonic is supposed to be, but Sonic ain't supposed to be shit. Sonic is goo! Sonic is malleable. Furthermore, Sonic should not be synonymous with frustrating levels of perfectionist course completion.
Put this dude in a big ass world and make him bounce off stuff, with a surprisingly tight level of control. Pretty much all 3D Sonic games have had some level of disconnect in the controls. When glitches aren't halting gameplay, you'll often find yourself running at break-neck speed before hitting a blade of grass and slowing down a tip-toe. When you want to land on platforms, you risk jittering on edges or falling through floors. This was the expectation of older Sonic games, so imagine my SHOCK when I fell off a building in Frontiers and quickly used the speed boost, jump, and homing attack in a split second to leap back to the top of the building without even hitting the ground floor.
Also the voice acting is good. Great even! I've only gotten through small amount of the story, but I'm surprised just how subdued and believable the acting is. One of your first missions is following Amy from side-quest to side-quest, helping ghosts pass on to... heaven?? These interactions could have easily been boring text boxes like Sonic 06, but we get fully directed cutscenes with Amy showing genuine admiration for these ghost babies. Amy hasn't really been a character outside of Sonic Boom, so this almost felt wrong? I want more of it. I wanna see how characterized these guys get.
That kinda sums up my first impressions honestly. I just wanna play more. Just looking at the game makes it look shitty, I know. The graphics still look hella dated. I wish Sonic's art-style would change. He looks the exact same he did in Sonic Unleashed right down to his flat texturing. I wanna see cell-shaded, high res Sonic! Or 2D animated Sonic is 3D level-- oh wait that's Sonic Robo Blast 2 and it's free and peeerfect also...
Regardless, you need to look past the visuals and give this game a try. If you like Sonic, you'll love this! It needs more support so we can get more of it. This style needs more life and love!
Also holy shit, Knuckles is somewhere and I fucking loved that trailer they gave him, so he fucking better be just as cool. I haven't seen him yet, but I wanna hold his hand! >,>
#sonic#sonic the hedgehog#sonic frontiers#knuckles#knuckles the echidna#amy#amy rose#video games#gaming#review#jraddy
5 notes
·
View notes
Photo
'Sonic Robo-Blast 2 2D' by @SonicTeamJr (Canned) Sonic Robo-Blast 2, prior to the 3D final game, was originally a sequel to the original 2D game. https://archive.org/details/srb22d_201909
6 notes
·
View notes
Text
SAGE 2020: Fan Games
I’d hoped to have this article out a little bit sooner, but I overestimated how long it would take to write about some of these games. Whoops! Like I said when I outlined the posting “schedule” on the first day, we’re playing it fast and loose, so this is just what you get.
Today is the day I talk about fan games! And even though SAGE has “Sonic” right there in the acronym, it’s always hosted fan games from all types, so today we’ve got Mega Man, Mario, Rayman, and even fan games of fan games, if you can believe it.
Sonic Pinball Panic!
Pinball is one of those things where I’ve always been obsessed with it, but never very good at it. And now, with access to digital pinball collections like Pinball Arcade and Pinball FX, I don’t actually find myself playing as much pinball as I thought I would when I was 14 years old. Still, I find myself fascinated by a good pinball table, and this honestly caught me off guard. This could very easily be an official DLC release for one of those aforementioned pinball collections and I wouldn’t even bat an eyelash (in fact, if you ask me, this is better than Pinball FX, which has always had weird ball physics). This looks, sounds, and functions exactly like a real pinball table should. My complaints are minor: for starters, the table feels kind of easy. I’ve never been a pinball wizard, but I was losing balls left and right here and it still took a good 15 minutes before I finally got a game over. Score accumulation is also pretty slow; most pinball tables will dump millions and millions of points on you, but here, it felt like a struggle just to reach the 379k I finished with. Both contribute to the fact that the table feels a little flat, like it’s missing a spark to really put it over the top. And, third, it would be nice if it had controller support. The keyboard works just fine, here (it’s just pinball, after all) but I find that the triggers on a controller feel really good with pinball flippers, and mapping the plunger to the right stick is great, too. This is a Unity game, so I wouldn’t think it’d be that hard to hook it up to the controller mapper. Still, I came away impressed.
Mega Man: Perfect Blue
There are two things out there that always give me pause: fan-made Doom level packs, and Mega Man fan games. Fan made gaming content generally has problems when it comes to difficulty balancing anyway, but these games have earned a certain reputation for their difficulty, which creates a problem when you have content made by fans, for fans. This insularity means these things are usually way too hard for what I would consider “normal” people (read: casual fans and outsiders). Add on to the fact that I’d even say that there are official Mega Man games with bad difficulty balancing, and you have a recipe for frustration. Sadly, this is how I’d characterize Perfect Blue: though this introductory level isn’t impossibly hard, it’s definitely pushing that edge where it’s not very accommodating to someone who hasn’t played and finished every Classic Mega Man game ever made. It almost immediately throws you into scenarios where you have jumps you can barely reach, insta-kill spikes, and enemies that not only actively dodge your shots, but invincible enemies that launch counter attack homing missiles. And then it starts making you juggle all of this stuff, together, at the same time. None of this is insurmountable as long as you’re paying attention, but as a very casual Mega Man fan, it’s an unfriendly first impression and makes me worried about what the rest of the game is going to be like as the challenge naturally ramps up. For those hardcore Mega Man fans among you, the rest of this is solid, at least. The presentation and controls are excellent, and the new sprites are beautiful. It’s a game I’d love to enjoy when it’s done… but I’m assuming I’ll be left out in the cold. A shame, really, because there’s so much promise here.
Sonic and the Mayhem Master
There’s a lot to like about this game, but there’s a part of me that really wonders if this should even be considered a Sonic fan game. Mayhem Master’s depictions of Sonic and Amy Rose are atypical to put it mildly. Here, Sonic seems to be a bookish nerd of sorts, a sidekick to Amy Rose, who has been turned into a burnt out, cigar-smoking detective. Most of the game plays out as half an adventure game, half an RPG, where you roam around the world talking to NPCs and gather clues while being assaulted by random battles. The battle system is super off-the-wall, too, perhaps taking inspirations from games like Mario & Luigi and Undertale. This means that battles aren’t passive -- you spend most of each fight dodging or nullifying incoming attacks with simplistic action-based commands. It’s weird, and different, and occasionally even a little bit overwhelming. That’s kind of the whole game, really. It’s the sort of thing that really doesn’t feel like a Sonic game at all, but it also doesn’t feel bad. The artwork is very charming, I’m interested in seeing the characters develop, and there’s plenty of worldbuilding and mystery. Would this still be as intriguing if you removed the Sonic connection, even if it’s so threadbare? That’s a hard question to answer. I know that some of my interest in this game is seeing how it spins more familiar Sonic elements into something that’s completely different. Worth checking out, for curiosity’s sake if nothing else.
Sonic and the Dreamcatcher
This is a fairly brilliant little game with two unfortunate quirks. If you didn’t know, the special stages in the original Sonic the Hedgehog were inspired by an arcade game of the era called Cameltry, published by Taito in 1989. Now, Sonic’s special stages were different enough from Cameltry that it wasn’t a case of Sega outright stealing the gameplay, but there’s a clear lineage there, and it only becomes clearer when you compare the special stages in Sonic 4 Episode 1 to Cameltry (spoilers: in that game, they’re nearly identical). Dreamcatcher is also from this lineage, but is infinitely more charming than either Sonic 4 and maybe even Cameltry itself. The idea is that you must collect a specific number of blue spheres in order to reveal the Chaos Emerald, after which you have a limited amount of time to find and collect it. It’s very simple, but the presentation really sells the game’s charm. It’s just a game that looks good and sounds good, with an interesting premise executed very well. Also, you get a dedicated “& Knuckles” button to spawn infinite Knuckles to help you collect blue spheres and bash enemies. Being able to have unlimited numbers of these guys sounds like it would break the game, but once that countdown clock begins, the last thing you need is 20+ echidnas clogging up the route back to the emerald. The first quirk this game suffers from is that there’s only two levels. Parts of this have a very “game jam made in a weekend” vibe to it despite the rock-solid music, sound, and gameplay, and only having two levels contributes to that. Hopefully more are coming in the future. The other quirk? You can’t actually download this game -- it’s embedded in a webpage. I’m sure this is to make it easy to play on any platform with a web browser (phones, PCs, etc.) but I find myself greatly desiring a hard copy of this game that can live on my computer forever.
Sonic Galactic
Now here’s just a good old fashioned Sonic fan game. Though it clearly takes inspiration from Sonic Mania’s aesthetics in some places, it’s clearly doing its own thing, featuring not just the core cast of Sonic, Tails, and Knuckles, but also Fang the Sniper, and even a brand new character named Tunnel the Mole. Unlike a lot of Sonic fan games at SAGE, this appears to be using something besides Clickteam Fusion, Game Maker, or Unity. Here, it’s the “Hatch Game Engine,” whatever that is. Whatever the case may be, the game runs very well and is basically indistinguishable from just playing Sonic Mania. Visuals are sharp, music’s good, the two included boss fights are surprisingly fun to fight -- everything seems to be in order. As a result, there’s not really a lot to say. This is just a good, fun game. Anything else I’d say would come off sounding like nitpicks. For example, there’s no way to set graphics options yet, so the game is stuck in 2x Windowed mode. Fang and Tunnel are cute additions, but I wonder how much utility they have as characters. Unless I missed something, Fang’s pop gun is mainly for a weak double-jump ability, and Tunnel’s ability to dig and ricochet off floors, walls and ceilings is cool, but it doesn’t have quite the universal utility of Tails’ flight or Knuckles climbing and gliding. It’ll be interesting to see how or maybe even if their abilities have a chance to grow into something special. Anyway, like I said, those are nitpicks, so try to give this a shot if you can.
Sonic Robo-Blast!
Remasters seem to be a bit of a theme this SAGE, between Sonic Triple Trouble 16-bit, Sonic 2 SMS, Sonic 1 Revisited, but this is perhaps the most surprising of them all: a loving remaster of the original Sonic Robo-Blast. SRB1 was perhaps one of the first true “landmark” fan games, given that it was basically a whole entire game that people could play. It's not a stretch to say that SRB1 probably helped kickstart the fan gaming community that still survives to this day -- I certainly owe my involvement in the community to seeing SRB1 for the first time. The problem is, as historically significant as the game might be, it’s nearly impossible to go back to nowadays -- it’s much, much too dated to be any fun. This remaster completely re-envisions SRB1 as a regular Sonic game, while also pulling in gameplay elements from Sonic Robo-Blast 2. It’s a bit of a time paradox mindwarp, but it helps give it a bit more personality than just making a bog-standard 2D Sonic. It works, aided by the fact the sprites, music and overall presentation are fantastic. The only downside is the Act 2 boss, which commits the cardinal sin of taking away player agency and making you wait around far too much. Here’s hoping this gets finished, because it’s definitely on my radar now.
Super Mario Flashback
This has been floating around for a few years now and I’m glad to see it’s finally starting to get some more substantial content as it moves towards becoming an actual game. That being said, this is also one of those games that’s kind of hard to talk about because it’s just… really polished. The art is incredible, it controls exactly like a Mario game, and there’s already a decent mixture of ideas at play in the demo. Anything else I’d say would sound like nitpicking -- like, for example, the backseat game designer in me wonders if maybe the game is prioritizing aesthetics a little too much. This is a wonderfully animated game, absolutely gorgeous, but some actions, like the butt-stomp and the wall kick, feel a bit sluggish, and I think it’s because they show off fancy animations. Even if it’s a split second, waiting for Mario to attach to a wall to kick off of it feels slow. Really, though, that’s an insignificant complaint. This demo is still well worth checking out.
Sonic Advance 4 Advanced
This game seems like a greatest-hits of Dimps best ideas, spanning the first Sonic Advance all the way to Sonic Rush. There’s just one problem: the game seems broken. Now, my desktop PC is starting to show its age. I built it four and a half years ago, and though it can handle game like Gears of War 5 on high settings at 60fps, slowly, newer games seem to be leaving it behind. That being said, I don’t think a game like Sonic Advance 4 here should be running at what appears to be half its intended speed. It also originally launched in a teeny-tiny window (we’re talking, like, smaller than a postage stamp) and even though the options menu has a toggle for full screen mode, it doesn’t want to work. Something about this game under the hood seems to be struggling very, very, VERY hard. It’s a shame, because if this actually played at the proper speed, it seems like it might actually be an alright game, if a bit complex and busy.
Sonic 2 SMS Remake
Here’s a game I was all buckled in expecting to enjoy. Like it says on the tin, this is a remake of Sonic 2 for the Master System (and Game Gear), but with wide screen visuals and huge expansions to the mechanics, roster of playable characters, and levels. On the outside it seems really impressive, and to a certain degree it is, but something about the controls feel a little off. Sonic’s heavier here than he is on the Master System, perhaps to simulate “real” Sonic physics a little more accurately, but you can also pretty much stop on a dime, and the combination of the two feels awkward. The camera also needs a lot of work, as it’s basic at best and does a poor job of letting you see what’s below (to the dev if you’re reading this: there’s actually video tutorials out there on how 2D scrolling cameras work, it might be worth looking a couple of them up). It also leans into some of the tech limitations of the Master System, like how you aren’t given any rings for boss fights (and even hiding the HUD, a move done to save on resources for the large enemy sprites). I could be picky on a bunch of other little stuff, too, like how the flight mechanics feel, but there are other games to play at SAGE and I’ve got at least two more articles to write. Needless to say, this is a solid (impressive, even) foundation but it’s missing a lot of late-stage polish to clean up the tiny little rough edges.
Rayman Redemption
I tell this story every so often, but it was about three quarters of the way through Rayman 2 on the Sega Dreamcast when it struck me, suddenly: I love this game. I was being chased by a pirate ship through some rickety bridges and even though I was dying over and over and over again, I realized I had been enjoying Rayman 2 enough that I might put it in my top ten Dreamcast games. But that was 2002, and the years haven’t been so kind to ol’ Rayman. From the strangely celebrity-infused Rayman 3, to the tragedy of Rayman 4 (eventually becoming Raving Rabbids) to the endless, careless ports of Rayman 2 to every platform under the sun, one gets the impression Ubisoft maybe didn’t know what to do with Rayman. Especially now, when most of Ubisoft’s games are some form of online live service or cookie cutter open world experience (or increasingly both). But the fans know what they want. Rayman Redemption takes the original 1995 Rayman game and lovingly gives it a fresh coat of paint. The results are akin to what Taxman and Stealth did for Sonic CD in 2011, with wide screen visuals, improved controls, touched up level design, but gameplay that still feels faithful and accurate to the original experience. Except that Sega charged money for that, and here, fans have released this for free. Ubisoft’s loss, I guess. I didn’t play Rayman 1 until well after I’d finished Rayman 2, and I’ll admit, I kind of bounced off of it back then. It felt slow, and awkward, and when the difficulty ramped up, it got very hard, very quickly. Now, admittedly, I’ve only put about 30 minutes into Redemption here, but just the addition of a run button is incredibly welcome, and the retooled level design and powerup mechanics helps the game feel way less obtuse overall. It’s just a cleaner, tighter, more accessible and more polished version of Rayman.
Stay tuned for the next article: Indie games.
#sage#sonic amateur games expo#writing#review slew#rayman redemption#sonic pinball panic#mega man#perfect blue#mayhem master#dreamcatcher#sonic galactic#sonic robo-blast#super mario flashback#sonic advance 4#sms remake#sonic the hedgehog#sega#sonic team#review
10 notes
·
View notes
Text
The Master of Blasting
Months ago, once I realized my Retron had a save-state feature, something got into me. I realized I could go back to old retro games and actually finish them. Sure, I played 100s of games in the 8 & 16-bit eras, but I’ve never been that good at anything with a steep difficulty. Most games of the late-80s, early 90s were punishingly tough and typically, without cheat codes I never got to see the end of them.
After playing through all the old Donkey Kong Country games and Sonic the Hedgehog 1, I turned my eye towards a peculiar series I had only dabbled in before, Blaster Master. With the release of Blaster Master Zero on Switch, I was extra interested in diving into the well-regarded B-tier NES original.
With a little research, I found that a total of 8 Blaster Master games have been released...that’s when the classic Sergio completist kicked in. I convinced myself that I shouldn’t play the new Switch games until I’ve completed all of the retro titles. When I began my journey I didn’t realize it would be such a headache. Here’s my run-through of all the Blaster Master Games.
1988 - Blaster Master (NES)
Ah, the original. This little game has a charm to it that most games of the late 80′s don’t have. It was clearly inspired by Nintendo published games like Metroid and Zelda. Blaster Master’s key gimmick is the ability to play as the armored tank Sophia the 3rd or as an on-foot character named Jason, the pilot of the tank. As needed, Jason jumps out of the tank and enters human-sized doors.
Blaster Master is a 2D platformer, but once Jason enters a door, the game switches to an overhead perspective for navigation through maze-like dungeons. None of the mazes are particularly hard to solve, but all of the game’s bosses are found in these dungeons. As a kid, having a game that completely switched perspectives was rad. I never owned it as a child, but I vividly remember my time with it through rentals and such.
This first game is super hard and I found myself using known glitches to get past the game’s harder boss sequences. In true Metroidvania-style, there’s heavy backtracking throughout Blaster Master and if you don’t know where you’re going getting to the next level can be quite annoying. Having played the whole game, I can finally say that despite a super strong first impression, Blaster Master isn’t that great.
It's WAY too hard and by the halfway point the luster had worn off the unique gameplay. For some reason, this is the point where I decided to dive headfirst into the rest of the Blaster Master games. I’m a glutton for punishment I guess.
1991 - Blaster Master Boy (Game Boy)
Prior to playing the original, I had no idea there were so many titles in this series. I definitely didn’t know there were multiple portable entries. Blaster Master Boy is less a Blaster Master game and more a Bomberman game. Technically its a sequel to the Bomberman spin-off Robo-Warrior. A quick trip over to Youtube can confirm that the gameplay and music are lifted directly from Robo-Warrior. To add even more confusion, in Japan, Robo-Warrior was called Bomber-King, Blaster Master Boy was Bomber-King Scenario 2 and it wasn’t even published by the same company.
Because of this weirdness, I didn’t spend too much time with Blaster Master Boy. It also didn’t help that there isn’t a decently priced copy anywhere on the internet.
1993 - Blaster Master 2 (Genesis)
Five years after the original, Blaster Master returned to the console market with Blaster Master 2. It was a Sega Genesis exclusive and the only title in the series released in the 16-bit era. Playing this immediately after the original really made it quite hard. The controls aren’t as precise and the difficultly level is somehow ratcheted up. Blaster Master 2 is a more straight forward platformer without the backtracking of a traditional Metroidvania.
Unlike the first game, when you enter the human sections of the game, you don’t start a top-down sequence. Instead, the pilot levels are 2D platform shooter areas. All of these seem half-baked, clunky and compared to the game’s contemporaries, quite sad. Fortunately, top-down gameplay wasn’t completely abandoned, before the end of each level there’s an odd top-down sequence, where you pilot Sophia. This mechanic never returns in future games, but taking the rest of the game into consideration, it really isn’t terrible.
Unfortunately, there’s not much good to say about Blaster Master 2, It hits most of the design notes that the first one hits but the entire experience feels like it was made by a completely different team. Funny enough, after saying that, I looked it up and Blaster Master 2 was, in fact, made by a completely different team. Ha!
The game’s only saving grace is its vivid color pallet and solid sprite design. Like the first game, the music solid, but unless you’re taking a trip through the whole series like me, Blaster Master 2 can be skipped.
2000 - Blaster Master: Enemy Below (Game Boy Color)
It took Sunsoft awhile to get around to the Blaster Master series again, but in 2000 they came out swinging. Blaster Master: Enemy Below was released for Game Boy Color and of all the games on this list, it is the game that most resembles the original. Much of the art is designed to look nearly identical to the NES games’, even down to a nearly pixel-perfect recreation of the SOPHIA tank.
The top-down Jason segments return as does the extreme difficulty and fantastic soundtrack. It’s hard to really complain about the execution of this title. It was clearly an attempt at just trying to make the closest thing they could to the original and in many ways, it is a tighter and more consistent experience. Unfortunately, that’s also a strike against it. Enemy Below doesn’t bring anything new to the table. The bosses are basic re-hashes of the originals, the levels feel like a “lost levels” DLC pack and the game being portable doesn’t really encourage innovation.
I guess the coolest thing I can say about Enemy Below is that it's still available for purchase. On the 3DS Virtual Console, you can pick up Enemy Below for about $5. At that price, it’s easy to recommend, especially since it comes with built-in save-state functionality.
2001 - Blaster Master: Blasting Again (Playstation)
Also, released in 2000 (in Japan, 2001 in North America), is the weirdest game in the series to date, Blaster Master: Blasting Again. For those of you too young to remember, the Playstation/N64 era of video games was full of 2D series trying their hand at 3D games. Blasting Again is an egregious example of this frustrating industry trend. You still pilot a tank, with all the same features, like homing missiles, and hover, but you’re dropped into a fully realized 3D world with painfully bad anime cut-scenes.
The “Jason” sequences are still here, but they too are 3D and mundanely boring. Also, with this being an official sequel to the original, you play as Jason’s son Roddy, not Jason. Much of the music from earlier in the series is remixed, and rerecorded, so not all is lost in the odd one-off. Unfortunately, the antiquated tank controls and punishing difficulty makes Blasting Again hard to recommend. I was able to play it on PS3 with no issues, but the toggle switch for the digital and analog controls was initially hard to find.
I ended up sinking about 40 hours into finally beating this tragedy. I wasn’t able to use save states and despite it being objectively bad, I grew to love it’s janky and unfair presentation. As a whole, these games have really tested my ability to control my anger, but Blasting Again was the first one to truly get all the way under my skin.
2010 - Blaster Master: Overdrive (WiiWare)
Notice, I have yet to say any of these games are good, that’s because they aren’t. What they have is a charm to them that conjures the aura of the scrappy beginnings of gaming and the forced appreciation of only owning 4 games that had no checkpoints. Thus far, despite initial misgivings, I’ve enjoyed my time on this journey. Blaster Master: Overdrive is where that joy ended. The fun I was having with the series was taken out back, brutally beaten, and left to die in the town square as an example to anyone daring to play this absolute nightmare.
Overdrive starts innocently enough. It does it’s best to try and evoke the gameplay and tone of the original and for what it's worth the art style isn’t terrible. The Sophia and Jason gameplay loops are in-tact and even the gun-upgrades are more important than ever. Where Overdrive falls apart is its difficulty and embarrassing lack of control options.
I’m sure most of you are at least familiar with the Wii-Remote. With this being a Wii-Ware only game, it could only be played with the Wii-Remote. The real downside is that the developer either ran out of time or opted not to explore the myriad of control options the Wii offered. There’s no classic controller support, no Gamecube controller support, there’s not even a way to map buttons to a nun-chuck. You are stuck playing with the Wii-Remote turned sideways.
This wouldn’t be that big of a deal if they had found a better way to implement strafing into the controls. To strafe, the player must hold the B button. That’s the button underneath the Wii-Remote. In a world where the player is using the remote like an old-school NES controller, B button usage is a legit finger-bending-nightmare. Couple this broken control scheme with punishing difficulty and you have the perfect recipe for rage-quitting. I‘m not proud of my behavior during my time with this game and let’s just say I own 1 less Wii-Remote now.
The last thing I want to say about Overdrive is less about the game itself and more about its availability. The Wiiware marketplace is 100% closed, which means there’s no legit way to purchase this game, outside of buying someone’s Wii who had already bought it. This is an ominous foreshadowing of things to come. I would have paid for this game. Hell, I’m deep enough into this BM adventure I would have paid a premium to play this dumb game, but Nintendo’s shut-down of the Wii-Ware shop is a low-key attack on game preservation that us archivist, CANNOT forget. *steps off of soap-box*
2017 - Blaster Master Zero (Switch/Steam)
With the release of Blaster Master Zero, the series got the most attention it’s had since the original game. Most of that attention was because Zero was basically a launch game for the Switch. The best way to describe Zero is to say that it’s developer Inti’s attempt to take the Blaster Master formula and actually make a decent game. For the most part, they succeed. Oddly enough, almost 30 years later, Zero is the first legitimately good Blaster Master game.
Much like Enemy Below, Zero tries its hardest to evoke the look of the original NES game. Some refer to games like this as pixel art, others refer to it as lazy...I float somewhere in the middle on it. It was great playing a Blaster Master game with a proper controller where the mechanics actually work. However, it was frustrating seeing a game, based on a design aesthetic that hit its ceiling in the late 80s, try to beautify itself. Many attempts were made to make the design stand out, but it just kept hitting the ceiling established by its predecessors.
Alternately, by Inti making the game super-playable, the flaws of the older games stand out even more than before. Typically, good Metroidvania’s have an intuitive way of hinting at where you need to go next or a good way of telling you what access you’re new power-ups give you. Due to Zero’s obsession with evoking the original, that intuitive gameplay is replaced with a red box on the map screen. This turns the game into a “drive to red box, shoot things, drive to next red box and shoot more things, experience”, rather than the naturally explorative nature of other games in its genre. The anime story seemed unnecessary from the start, but I’m sure someone will enjoy it.
While playing Zero I honestly asked myself, “Is this game way easier than the older games, or can I finally control this little tank properly?” I’m sure the real answer is somewhere between those two extremes, but ultimately Zero was a blast, albeit WAY too easy. I’m really looking forward to seeing how the sequel improves upon this wonderful jumping-off point. However, I’m positive I’ll be disappointed that more wasn’t done to bring the series into the modern 2D-platforming space.
2019 - Blaster Master Zero 2 (Switch)
Zero 2 is very much a sequel to Zero. In true anime fashion, the story immediately gets super self-serious and consequently superfluous. I’m sure some players will love the dialog between protagonist Jason and all of the various anime-faced characters, but that’s not what I’m here for. Needless to say, the story gets involved in ways other Blaster Master games haven’t. That’s not a strike against it, it’s just a characteristic that may not actually matter.
All previous mechanics are intact here and new ones are introduced almost immediately. If Zero was truly the first good Blaster Master game, then the refinements introduced in Zero 2 make it...wait for it...THE BEST BLASTER MASTER GAME EVER MADE! It controls well, the levels are interestingly built, and where previous sequels in the series lacked innovation, Zero 2 is full of cool and weird, new stuff. The bosses are fresh and interesting, the Jason sequences have been enhanced with a brand new counter mechanic and the space travel segments add a level of depth not seen in previous games.
I hate that I’m being so positive about the game. It’s been so much fun talking shit about Blaster Master games. Unlike the previous game, developer Inti found a way to modernize the gameplay and still make a genuinely challenging experience. I had trouble with multiple bosses, but never did I feel like the game was unfair, or something was broken. Many of the additions to the story also benefited the gameplay. Something as simple as making the Frog from the original game the reason Jason can immediately leave dungeons serves both the story and gameplay.
This has been a long journey, and the real hero is Inti Creates. Hopefully, Zero and Zero 2 have done well. The work put in by Inti deserves praise. They have perfected a formula that’s been pending since 1988. Both titles are only $10 on the Switch shop, and at that price, you are basically stealing them. Anyone with a Switch has no reason not to pick at least one of them up and check it out.
As for the series itself...I have very mixed feelings. There are very few good Blaster Master games. It's a series that trades in loose nostalgia for a widely forgotten NES game. From that, a bunch of often half-hearted sequels were developed trying to capitalize on the little bit of cache the original game still has. I don’t regret my time with the series and I think more titles deserve the Blaster Master treatment, but subjectively, I wouldn’t recommend anyone pick up any games outside of the original and the 2 newest Switch titles.
#blaster master#blaster master zero#blaster master enemy below#blaster master blasting again#blaster master overdrive#blaster master 2#blaster master zero 2#blaster master boy
14 notes
·
View notes
Link
A few weeks before SAGE, I was interviewed by Corentin Lamy of french newspaper Le Monde. I answered questions about why I started SAGE, what I think makes Sonic unique, the origin of fan games, and various community history stuff. It was a lot of fun! You can click above to read the full article, which was published in french (translated, its title is something like "When There's No Good Sonic Games, Fans Develop Their Own"). Corentin also interviewed folks like Rlan for the article, too!
But, well, you know me: I’m long winded as heck. I ended up writing nearly TEN PAGES of text in response to my interview questions. I went on some kind of deep dives. So, with permission, I have been told it’s okay to publish my responses in full here on my blog. Just follow me behind the “read more” tag...
Corentin: Could you tell me more about the fangame scene? Is it as active nowadays than it was 5, 10 or 20 years ago?
Back in the day, SFGHQ was a huge resource hub. It hosted things used to make games, like graphics and sounds, as well as games themselves. When Rlan (Ryan) moved on, SFGHQ slowly fell into disrepair for a long time. Maintaining the database of files was more work than most people wanted to deal with. The forum community was always active, but people were gradually starting to move on. Maybe not even move on, but spread out a little more. Back in the day, it was difficult to host large files by yourself, so submitting your game to SFGHQ was the only way to put your work out there. That was a big draw. As services like Dropbox grew in popularity, hosting your game on SFGHQ began to matter less, and you started seeing more fangame projects show up in other corners of the Sonic fan community.
As SFGHQ's forums began to slow down, some of the people in charge wanted to revive it by merging with other Sonic fan communities. At one point, SFGHQ merged with another forum called Sonic United, and there were also suggestions being floated about trying to make SFGHQ a part of Sonicretro.org (one of the largest, oldest Sonic fan sites). Eventually the Sonic United merger was undone after Sonic United itself was bleeding users and shut down due to a lack of activity, and Sonic Retro opened their own fan gaming subforum in partnership with SFGHQ, which kinda-sorta meant SFGHQ as a stand-alone entity ceased to exist. SAGE went on like normal, and even grew, actually. Big names started making guest appearances, like a Q&A sessions with Naoto Ohshima (original character designer for Sonic and Dr. Eggman) and Mike Pollock (the current English voice of Dr. Eggman).
SFGHQ itself laid dormant, with years worth of promises about relaunching the site. Last year, as part of SAGE 2017, SFGHQ finally, actually relaunched. Instead of having an administrator manually add content to the site, users are now free to publish and maintain their own files. Unfortunately, it's a forum in the year 2018, so it's been kind of quiet. Most of the discussion tends to happen in the SFGHQ Discord, which is almost always active.
Of course, this is just the Sonic side of things. SFGHQ had a knock-on effect and others tried to make their own fan gaming websites for other gaming franchises. I think the only one that's still around is MFGG (Mario Fangame Galaxy), which even today still remains very reminiscent of what SFGHQ used to be like back in its golden age.
Overall, I'd probably say the fangame scene is more active than ever, though. SFGHQ's rise to fame was helped by the availability of easy-creation tools like Clickteam Fusion and Game Maker. Now, there's even more options for first-time developers getting in to game development, what with Unity, Construct, and even stuff like Twine. Everybody makes games nowadays it feels like, and you can draw a lot of parallels between how a lot of professional creators got their start drawing fanart or writing fanfiction. The more tools there are to make games with, the more likely somebody's first game development project will be a fangame. These people may not all be centralized at SFGHQ anymore, but they're still out there.
Corentin: How big is it? Do most developers know each other? Help each other? Sometimes are jealous of each other?
Back in the day, when everyone was centralized in SFGHQ, everybody knew each other, yeah. We were like one big family (in both good ways and bad). Nowadays, with everyone so spread out, it's almost impossible to keep track of it all. There's always a bunch of games at SAGE I've never heard of before, because they come from Gamejolt or some other fringe community I don't frequent. As a result, I imagine the fan gaming community is fairly large.
People don't usually help each other very much. Not for any kind of rude or territorial reasons, but generally because fangames tend to be a very personal, focused thing, and most people have tunnel vision regarding what they want. Everyone's trying to fulfill their dreams and that usually means going it alone, as everyone else is doing the same thing, with their own dreams. There are always exceptions, though. For a long time, Sonic Epoch, a fangame that continued the 1993 Sonic Saturday Morning Cartoon, was a team of three or four people writing the game's script and two or three musicians. Sonic Robo-Blast 2, one of the oldest fangames still in active development, has probably had dozens of people work on it over the years (I personally worked as a texture artist for them briefly). I also helped out on Sonic Time Attacked, one of the most famous classic fangames. Its developer, Jamie Bailey, was nearing completion on the game, but was struggling to produce the small handful of cutscenes he planned to have. I was kind of known for having nice cutscenes in my games, so I helped him out. Also, nowadays, with the advent of Unity making 3D games more viable, teaming up with multiple people is starting to become increasingly necessary. Sonic Utopia is being developed by at least four or five people, I think. Sonic World, a fangame written in Blitz3D, has probably had a dozen contributors by now. You can't really be a solo developer on those kinds of games, they take too much work.
Jealousy is definitely a problem. It's unsurprisingly difficult to draw the line on what's okay when you're making games that are 99% made from content borrowed from official games. If we're borrowing sprites from Sega without asking, why can't we borrow sprites from each other? The answer was always because that person was a member of the community, and they went to great lengths to custom-make something for their game, so obviously they weren't going to let anyone else use it. But, then, nobody had ever asked Sega if it was okay, so why should any of it be okay? That was occasionally a debate, and never with clear answers. Regardless, there were always accusations flying about who was stealing what from where. In particular, I remember a huge war breaking out over the usage of sprites created by a user with the handle "N8Dawg." He had custom-made a set of sprites all by himself, practically professional quality, and after abandoning his own project, decided to turn his artwork over to the community. But he did not do so publicly; he selected a few individuals that he thought would benefit from his sprites, and very quickly, access to these graphics turned in to sort of status symbol in the community. It was a nightmare. There was a lot of arguing over who got to use those sprites, and who had obtained them officially and who had stolen them from another fangame. Eventually, I think N8Dawg agreed to just release them publicly to stop all the arguing. I still have the files.
Corentin: How do you explain than the Sonic fangame scene is so active? What make Sonic so special? Is that because of the characters? Of the mechanics?
Generally speaking, I think fans make content to fulfill a need they aren't getting from the source material in question. This is why you get fanfiction that is so centered around romantic pairings. If nobody is giving it to them, people will always make what they want to see. Fans started making their own Sonic games after the franchise was more or less put on pause for five years in the mid-1990's. Sonic Team stepped away from Sonic games after making Sonic & Knuckles to try and let things rest, but there were a lot of people out there that were clearly hungry for more. So, they simply started making it themselves. You saw the same thing more recently with AM2R (Another Metroid 2 Remake). By the time that project finished, it had been something like 12 or 13 years since the last 2D Metroid game. Fans just made their own, because that's what they wanted to see.
The funny thing about Sonic is that Sega hasn't really kept the franchise under control. There are many, many different versions of the character, each one unique to itself. The Sonic from the Saturday morning cartoon is a different character from the Sonic in the classic games, which is a different character from the Sonic in the Archie comics, which is a different character from the Sonic in the Fleetway comics, so on and so forth. What this ultimately means is that you have tons people who come to Sonic the Hedgehog for wildly different things. Even narrowing it down just to the games, the Sonic franchise has had enough variance that there's a lot of debate over which games are "the good ones." When you consider what I said earlier about people making things that they want to see, there are a lot of Sonic fans out there who feel as though they aren't being served. Fangames end up a very good way to work out those frustrations.
Unfortunately what this means is that everyone has a different answer for what makes Sonic special. For some, it definitely is the characters. A lot of people were upset when Sonic Adventure 2 was first announced, because early media implied Tails wouldn't be making an appearance in that game. There are people upset right now because characters from the canceled Archie Comics haven't made it over to the new IDW Sonic comics. Other people are more about the game mechanics. The biggest splits there are between people who like the Classic 2D Sonic games, people who like the Sonic Adventure games, and people who like the super fast modern games like Sonic Generations.
Sonic faces some very interest design challenges, I think. The controls in those classic 2D games are still very unique, even among today's games. I think that also contributed to the sense that some fans were being under-served, because for the longest time, through games like Sonic 4, Sega was quite clearly trying to replicate those old games, but they weren't getting it right. Because it's not an easy thing to get right, really. Sometimes, it can almost feel like Sonic is successful by accident, like the stars and the planets align in just the right way at just the right time to produce something that could never exist at any other point in time. That'd certainly explain some things.
Corentin: According to you, Sonic fan games are popular because it's been a while since the last decent old school Sonic game. That's probably a big part of the explanation, but that can be the only one : Metroid fan games aren't as popular, F-Zero fan games aren't as popular, etc. How do you explain than Sonic resonate so much with his fans?
Not to dodge the question more, but I think that’s the riddle a lot of people have tried and failed to solve, even Sega themselves. As I said earlier, Sonic almost seems to be successful by accident. There’s a long story to be told here about Sega in the 90’s, some of which was told in Blake Harris’ “Console Wars” book. The gist is that Sega of America and Sega of Japan didn’t get along. Information I’ve read suggests that Sega of Japan saw themselves as genius artists and Sega of America pushed back against their esoteric ideas because they weren’t seen as financially viable. The two sides were constantly disappointed by each other’s demands, and Sonic was born out of this clash of ideals.
The entire reason it’s been so difficult to nail down what makes Sonic special is because Sonic was not the product of a single person, a single art style, or a single anything. It was more like an inexperienced chef haphazardly adding ingredients to a meal and accidentally making something amazing, but never being able to replicate the recipe.
In Sonic’s case, by the time anyone asked what the recipe for Sonic the Hedgehog was, the whole thing had gained too much momentum to be stopped. When something gets popular enough for a long enough period of time, it ends up taking on a life of its own. Once enough fans embrace it, it cannot be killed or destroyed. Think about Transformers, and how sometimes there were many years between movies or TV shows, but were still Transformers fans out there on message boards or at conventions. There will always be Transformers now, in some form or another, until the eventual extinction of the human race. The same is likely true for Sonic the Hedgehog. I mean, the Sonic franchise has already weathered some pretty dark times, but it’s still here. You couldn’t destroy it if you tried.
If you really want me to define what I think makes Sonic special, I think it’s because there’s never been anything like it. Not in 1991, not in 1999, and not even now. It really comes down to two things:
One, Sonic was one of the first true “characters” in gaming. You had guys like Mario, or Mega Man, that were duty-bound to be heroes. They didn't have much personality beyond that, if they had any personality at all. Sonic had that smirk, he was always waving his finger at the player, or getting visibly impatient if you made him wait around. Sonic brought the next level of characterization to games. That continued through games like Sonic Adventure; having that many playable characters, each with their own narrative threads that wove together in to a larger story was unprecedented in 1999.
Two would be how Sonic plays. We've had games like F-Zero, or Burnout, games that are really really fast, but never anything like the way Sonic does it. Sonic gives you the ways to interact with the world that most fast games shy away from. The best Sonic games make you feel like you're driving a rollercoaster, combined with the controlled chaos of a pinball table. You're supposed to be bouncing off stuff, getting thrown into the air, and feeling a little overwhelmed at first. The danger of losing control is part of the fun, but it's a difficult line to walk, and it has to be in balance with the other elements like platforming or enemy combat. It’s a unique blend of high-speed action with a sharp personality that you can’t get anywhere else.
Corentin: What are the biggest difficulties of developing a Sonic fangame?
Specifically regarding Sonic games, the biggest hurdle is probably control. It's such a big problem that a lot of fans have banded together to write programming guides and even create collections of code to make it easier for newbies to wrap their heads around how it all works. The physics and momentum of how Sonic moves are so tricky to properly implement that not even Sega really does it right, for example with Sonic 4, and they're the ones that invented those physics in the first place.
In general, I also think a lot of people underestimate how much work it takes to finish a game, even when most of the coding is already done for you. A lot of fangames get started, but never finished, because people lose interest before they cross the finish line. Staying focused and keeping perspective are probably the two most important things when it comes to developing any sort of game. You have to know and respect your own limits. You aren't going to make a game in a weekend. Depending on how ambitious you are, you won't even finish making game over a single summer vacation. You have to be ready to commit for the long haul. The best fangames take years and years of work.
Understanding criticism would be another difficulty. Over the years as I've reviewed games at SAGE, I occasionally find someone who gets really upset when I criticize their game. If somebody doesn't like your game, you have to learn to not take it personally. Criticism is valuable data that can be used to make better games in the future, so pick yourself up, dust yourself off, and use that information to improve. There can always be a next time, so don't get discouraged.
Corentin: Few fan games come to fruitition. Do all developers of fan games hope they will finish their game, or are they aware that's very unlikely?
Yes, I think nearly all fangames are started with the intention they’ll be finished some day. I can only speak from my experience, but it really seems like everyone, including me and all my friends, initially gravitated towards fangames when we were young. Especially in that youthful innocence, you never really think about how much effort goes in to something. I remember sending letters to Sega in the Saturn era, 1996 or so, regarding the cancelation of Sonic X-Treme. I tried to give them reasons to keep working on the game, and the things I was suggesting were so incorrect it was beyond the point of comedy and was actually a little bit sad. How movies, or video games, or whatever actually get made seems like a kind of magic until you’re faced with the reality of it all. It’s easy to see how somebody might decide to make and finish a video game without fully realizing how long that’s going to take.
It also depends on your definition of what “finished” means, I guess. I’ve created fangames that are not complete, full games, but I consider the project done, because I finished what I set out to accomplish. Even if that was only a couple of levels and a boss fight.
Corentin: Is Sega ok with fangames?
They seem to be, at least for right now. A few years ago, there was an Unreal Engine fangame, "Green Hill Paradise", and the official Sonic the Hedgehog Twitch account left a comment in their stream chat congratulating them on a job well done and encouraging others to keep making fangames. Sega operates that account, so while it was not a legally binding document, it was at least some kind of official statement of approval.
But I say "at least for right now." Fangames are, according to copyright law, illegal. Technically speaking, so is fanart and fanfiction, because any unauthorized use of copyrighted content is illegal. Fair Use mostly covers educational or academic purposes, which don't apply here. So the only reason fangames, fanart, and fanfiction are okay is if the company in question turns a blind eye to the law. Sega is turning a blind eye to the law right now, but that might not always be the case. Obviously we've had decades worth of fangames at this point, but it only just recently lead to something like Sonic Mania. Hypothetically speaking, a few years from now, maybe somebody changes jobs and now there's a different person overseeing how Sega handles protecting their copyright. Then, this hypothetical person decides fangames are no longer okay and shuts the whole thing down. That could happen, and the law would support it.
Something like that actually happened very recently. Sega opened an online shop where they sell t-shirts and other merchandise, which triggered a wave of cease & desist notices directed at fans who were selling their fanart on shirts through sites like Teespring and Redbubble. Fans have been doing this kind of thing for years, even bringing their custom-made shirts to conventions and selling them there. Again, the law says this is illegal, but Sega never seemed to care before. They turned a blind eye to it. But now Sega is selling their own official shirts, they have manufacturing partnerships they want to protect, and the circumstances changed. They stopped turning a blind eye to it and shut the fans down. So, really, who knows what the future holds.
Corentin: In your Sonic Mania review video, you regret that Sonic Team relies too much on nostalgia. But doesn't nostalgia what drive you as a developer of fangames?
Not always. The very first fangame project I started back in high school was called "Sonic Infinity," which imagined a future where Sonic was brought back to life with cybernetic implants in a world that resembled Mega Man X. I just wanted my games to be popular, so I figured by merging Sonic and Mega Man together, I could be popular in two places at the same time. That was around 1998 or so. I ended up getting bored of that pretty quickly, and a new project caught my attention: a fangame called "Sonic: The Fated Hour" which was to be a Metroid-style Sonic game where you'd explore an open world and find gear upgrades. I started that project around the year 2000. Everyone else was still making fangames that continued the story of Sonic 3 & Knuckles, but I wanted something that felt closer in tone to the Sonic Adventure games, which were current at the time. So it had a lot of story and cinematic sequences with artwork I drew myself.
I spent nine and a half years on The Fated Hour trying to figure out the best way for Sonic to work as a Metroid game before I gave up. When you work on something for that long you start to forget why you even started the project in the first place, so I decided it would be best if I just moved on. I still think about that game from time to time, about ways I could do certain things, but I refuse to let myself get trapped in that cycle again.
Along the way there was also a fangame I was working on called "Shadow of Chaos" that would have parodied how self-serious Sonic games are sometimes. That game didn't even really play like a Sonic game at all. You controlled Shadow, who could shoot guns and drove a Vespa scooter. It was intentionally ridiculous. I ended up getting a lot of friends to help me make levels for that one, but I lost a lot of the files to a hard drive crash. Many years later I ended up finding a backup of those files, but by then, the moment had passed.
And those are just my games. In my Sonic Mania review I had footage of other projects from my friends. There was “Thirdscape”, which was part of a trilogy of fangames about an alien invasion. The game took place many years after Sonic Adventure, and featured a grown-up Tails that was taller than Sonic. After Sonic Adventure 2, a lot of fangames were Sonic and Shadow working together, like Aytaç Aksu’s “Chaomega” and Showoffboy’s “Sonic Ki”. Then you had truly weird games, like TLSPRWR’s “Sonic Bible Adventure”, which fittingly takes Sonic through the events of the bible, or RC’s “Crazy Cabbie Sonic” where Sonic must deliver pedestrians to their destination before time runs out, like in Crazy Taxi.
Then you even have games like “Freedom Planet”, which originally started out as a Sonic fangame starring “Lilac the Hedgehog” as she traversed Dragon Valley collecting gold rings. Now, Freedom Planet is an original game starring Lilac the Dragon, available to purchase on Steam, Wii U, Playstation 4, and soon, Nintendo Switch, with a sequel in active development.
The connecting thread is that these were all side-scrolling games, but that was more about the limitations of the tools than any real desire to focus on nostalgia. The fangaming boom happened because of easy-to-use game creation software, but that software was universally limited to making 2D games only. Making 3D games often meant knowing real programming languages. The only 3D fangame for the longest time was “Sonic Robo-Blast 2”, which itself mainly started as a mod for Doom 2. In the big picture, Unity is a fairly recent invention, and we’re only just now starting to see a larger number of fangames using it.
If there was a focus on nostalgia, it was largely because those old Genesis games are the most universally beloved. It’s like I said earlier, fans tend to create the things they want to see. So you had a lot of fangames over the years about returning to Green Hill Zone. I think it was that fact by itself that probably pushed Sega to invest so much more heavily in nostalgia with Sonic 4, which in turn sparked even more nostalgia-focused fangames from fans determined to right Sonic 4’s wrongs. In a sense, that’s sort of why we have Sonic Mania now.
Corentin: What are the 3 or 4 best fan games people should absolutely give a try?
Sonic Robo-Blast 2 is unique to fangames insofar as it’s big enough to support its own community. It’s worth looking in to just to see how far the development team has taken the Doom engine; they converted a first person game in to a fairly decent 3D platformer. There’s also a huge modding community for the game, and an active multiplayer scene. Though it’s not ready yet, the next big update to SRB2, version 2.2, will finally overhaul the entire game to add proper support for sloped surfaces, something Doom didn’t originally support. It’ll probably be the most significant update the game’s ever had in its 20 year development. (trailer for 2.2: https://www.youtube.com/watch?v=3cfK3EWnn2E)
I don’t want to be negative, but a lot of people would probably say Sonic: Before the Sequel or Sonic: After the Sequel. Those are two games by LakeFepard, who managed to crank them out in record time. Something like a year each, maybe less. They’re very creative games with incredible soundtracks that rival even official Sonic games. But something about them has always felt a little “off” to me in a way that’s hard to describe, and recently Lake has apparently had a falling out with SFGHQ. I’m not really in the loop on the drama, though, which is probably for the best.
I’d recommend Hez’s “Sonic Classic.” It’s a massive fangame that was inspired by Sonic 4. It can feel a little messy, but its heart is in the right place, and there’s tons of stuff in it. It was almost like having Sonic Mania before Sonic Mania even existed.
That’s already four, but gosh, there’s more. Petit Hedgehog is just a demo, but it’s a cute Sonic-Advance-inspired game with 100% original graphics. I’d also recommend OzcrashSonic’s Sonic World, which I mentioned earlier, because it’s so big and complex; it has something like 30 playable characters and 50 levels, it’s nuts. Sonic vs. Darkness is also just a demo, but it’s a fantastic game in the style of Sonic Rush. There’s probably more, but those are the games I think about a lot.
Corentin: Could you tell me more about SAGE? Why did you start it? You're not responsible of it anymore, right?
No, I’m no longer responsible for organizing SAGE. The people handling SAGE now still check in with me from time to time when they want my opinion on big decisions, but I mostly just cover the event by writing reviews for the games available. It’s been long enough that I my memory is a little fuzzy, but I think I did the first four events, two every year, until I gave it up. I was going through some difficult emotional things in my life at that time, and the additional stress of putting together something like that was having a negative impact on my life. Since then, it’s grown to become much bigger than something I could have accomplished on my own.
The first SAGE was on September 9th, 2000, one year after the launch of the Sega Dreamcast in North America. I was still in high school at the time.
I started it because it was hard to talk about my fangame projects with anyone who wasn’t already in SFGHQ. There was a long-running stigma fangames faced; many people thought they were a form of piracy. They were put in to the same category as pirated bootleg games you’d see on the black market. So it was impossible to have a conversation or get much coverage on gaming-oriented sites.
I think it was around this time I started reading a website called Insert Credit and learning of what Japan called their “doujin gaming” scene. Doujin is a Japanese word often used to describe fan-created content, and in Japan, you can sometimes find doujin manga sold on shelves right next to the official thing. Now there were doujin games -- Japanese fangames -- that were gaining traction on the internet. That kind of acceptance was fascinating to me.
So I started SAGE to try and bring that kind of acceptance over to what my friends and I were doing. I wanted to dispel the stigma that fangames were a type of piracy. Or, at least, not any closer to piracy than fanart or fanfiction.
It didn’t really work. We got a couple smaller sites to post a small blurb about the very first year SAGE launched, but nobody bigger than that would touch it. The stigma remained.
SAGE ended up being successful as a secondary function, as it gave the community milestones to orbit around. Instead of just making games and releasing them whenever, now people were working to get things ready to show at SAGE. Milestones like that are something professional studios use throughout game development to measure progress, and SAGE gave the fangaming community something similar to strive towards. It created a healthier structure for making fangames, and to be honest, it had done so kind of by accident. It wasn’t until many years after I stopped doing SAGE that I realized the entire reason it’s still around is because it became that anchor for development.
And, in the long run, I think SAGE lasting for 18 years did end up helping fight back against that stigma, even if it wasn’t immediately apparent back when I first started. The stigma still exists, you still get comments from people who don’t understand why someone would risk spending all of that time on a fangame that might get shut down, but at least the conversation is more open now than it ever has been.
Capcom sponsored a fangame a few years ago called “Street Fighter x Mega Man”. Microsoft has openly stated they’re fine with fan-content of their original properties, which has lead to things like the “Red vs. Blue” Youtube series and Halo fangames like “Installation 01.” Valve has been increasingly open with its fan community, even co-publishing a fan-remake of the original Half-Life, called “Black Mesa.”
And, of course, we now have Sonic Mania, whose team is made up almost entirely of old SFGHQ users.
Somewhere along the line, SAGE may have helped bridge some of those gaps. That’s pretty cool.
#sage#sonic amateur games expo#le monde#corentin lamy#fan game#sonic the hedgehog#sega#sonic team#sonic mania#interview
20 notes
·
View notes
Text
Yume Nikki is a free spooky atmospheric game where you explore the dreams of a person in a cute top down 2d pixel art world
Sonic robo blast kart 2 is a free really fun racing game with sega characthers and music (don’t forget to go into Addons in the title screen and activate the extra characthers :) )
Hylics is a cheap groovy turnbased RPG with claymation graphics and a funky guitar soundtrack
Yo Noid 2 is a free fanmade dominos pizza platformer game made for a gamejam which is a heck of a lot of fun and is very funny with a bangin soundtrack (contains a lot of pizza puns)
okay I’m gonna do something Absolutely Shocking and take a day off work tomorrow. I think I’ve worked every day since end-January, and that maaayyyy be contributing to my shit mental state lol.
are there any cool computer games folk can recommend? my past favourites have been Undertale, Deltarune, Oxenfree, Lisa the Painful, Doki Doki Literature Club, Ladykiller in a Bind, Return of the Obra Dinn, Stardew Valley, and Night in the Woods
#hope any of these are of help#all of these are relatively short so you can complete them in a day or two which is useful :)#some of these aren’t on steam and so check google and you’ll find them#If you need any help DM me and I can provide links : )
577 notes
·
View notes