Tag Archives: Sonic

‘Sonic the Hedgehog’ Spinoff Series ‘Knuckles’ at Paramount+ Sets Cast, Including Adam Pally, Tika Sumpter – Variety

  1. ‘Sonic the Hedgehog’ Spinoff Series ‘Knuckles’ at Paramount+ Sets Cast, Including Adam Pally, Tika Sumpter Variety
  2. Scott Mescudi, Edi Patterson Among Those Joining Cast Of ‘Sonic The Hedgehog’ Spin-Off Series, ‘Knuckles’ For Paramount+, Adam Pally Reprising Role As Wade Whipple Deadline
  3. Sonic the Hedgehog spin-off Knuckles gets new cast and first story details Gamesradar
  4. The Knuckles TV series now has its cast and has started production in London | VGC Video Games Chronicle
  5. A ‘Knuckles’ TV Show Is Coming to Paramount+ ScreenCrush
  6. View Full Coverage on Google News

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WATCH | Green meteor blazes across Oklahoma’s sky, people wake up to sonic boom

The cameras installed in the doorbells of residents captured a celestial light passing through the night sky which appeared like a meteor in Oklahoma, United States. 

According to the footage shared on social media platforms, a green meteor is seen flying through the sky like a blazing fireball as residents reported that they woke up to a sonic boom that they heard in Friday morning’s early hours. 

Fox 23 meteorologist Laura Mock shared the footage captured in her dashcam on Twitter. In the video, a bright green blazing meteor is seen passing through the sky.

Meanwhile, various residents also shared videos of the meteor on social media platforms. Some even reported that they felt their house shake when the meteor passed. 

The footage captured in the doorbell camera is being widely shared on social media and is attracting comments from netizens across the world. One user said it was, “Optimus Prime’s return,” while another commented, “I told you Hogwarts is real.” One user wrote, “That’s Superman.” However, an inquisitive user quizzed, “Where it landed though?”

However, an official statement was released by the National Weather Service in Tulsa on Twitter after it was sent multiple reports on the appearance of a meteor in the night sky and stated that it was spotted by a lightning detector over Wagoner country. 

WATCH | Meteor lights up the sky over Norway: Spectacular sight of meteors burning up in the atmosphere

“We have received multiple reports this morning, including videos, of a meteor that occurred over northeast Oklahoma this morning. This was detected by the Geostationary Lightning Mapper (GLM) shown as a blue dot over Wagoner county,” the department wrote. 

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According to the meteorologist, an explosion of the fireball took place in the atmosphere which led to a sonic boom that woke up the civilians.

(With inputs from agencies)

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5 Retro Games You Didn’t Know You Could Play For Free

Screenshot: 3D Realms

In the down moments of playing a distressingly long Mario Party 2 game this weekend—my friends get a garbage truck full of NES and Super NES games with their Nintendo Switch Online membership—I started wondering what other retro games were only a download away on publishers’ official storefronts.

By that I mean the Microsoft store for Xbox-compatible games, Nintendo’s store for the Switch, and so on. There are actually some hidden freebies therein, and you might not have realized these five games were so directly within your grasp. So hang your hat, partner. The long night is over. Keep reading and check out five throwback games you can download now for free.


1943: The Battle of Midway

In 1987, Japanese developer Capcom published Street Fighter, Mega Man, and, among other arcade games, the vert shoot ‘em up 1943: The Battle of Midway. It was a somewhat disconcerting followup to Capcom’s also-disconcerting shooter 1942, released in 1984. Both games center, oddly, on the players’ U.S. army planes gunning down Japanese fleets during World War II.

But if you don’t often analyze the presence of war in games and aren’t concerned with why a company decided to kill off its own country’s soldiers to appeal to Americans, then, well, 1943: The Battle of Midway is kind of cool.

It’s simple—make the evil planes explode!—but its colors are vivid, its music is dynamic , and its repetitive shooting will make you feel so zen that you’ll instantly forget the plot of any anti-war documentary you’ve ever seen. It’s available for free when you download Capcom Arcade Stadium on PlayStation or Switch, and you can add on four other 19XX games for $2 each.

Download from the PlayStation Store or the Nintendo Store.


Pac-Man

Fortune cookie-shaped Pac-Man started eating his way through a ghost-lined maze in 1980, and publisher Bandai Namco is still trying to stave off his endless hunger in its often-updated mobile version of the arcade phenom.

This version contains the traditional Pac-Man maze you probably associate with arcades—a midnight blue map spotted with edible dots and bonus-point fruits—along with additional “story mode” mazes, themed “adventure mode” events, and a leaderboard for its “tournament mode.” Submit to the sounds of whiny ghosts and download for your Apple or Android device.

Download from Apple’s App Store or Google Play.


Sonic the Hedgehog Classic

1991 Sega Genesis side-scrolling platformer Sonic the Hedgehog gets another life on mobile while retaining, for the most part, its original look and feel—pixelated waves and trees, tufts of grass and blocky dirt patches that frame the way to taking down bad baldie Dr. Robotnik.

This refreshed version features a remastered version of the original, the classic sparkly soundtrack by Dreams Come True, and is compatible with Xbox controllers. You can play on Apple and Android devices.

Download from Apple’s App Store or Google Play.


Pinball FX2

Microsoft Studios published Pinball FX2 in 2010, not reinventing any wheels, but providing a solid virtual pinball experience with different-themed tables (the aquatic Secrets of the Deep, a Las Vegas take on Rome, etc.). Flicking switches won’t feel or sound as snappy as in a real pinball game, but then again, you can’t typically play those from the safety of your couch. You can play Pinball FX2 on Xbox, and download free trials of additional themed boards like Star Wars and Aliens vs. Pinball, too.

Download from the Microsoft Store.


Shadow Warrior Classic

Former Zilla Enterprises bodyguard Lo Wang gets a wakeup call in the 1997 first-person shooter Shadow Warrior: Megacorporations are bad. He learns this after his power-tripping former boss sends a slew of demons after him as punishment for quitting, which he responds to by blasting them in the face as he runs across Japan.

Good for him. Though, Lo Wang is undoubtedly a racist caricature, with stilted dialogue lines delivered in an awkward accent. And though the game was built with the same engine as Duke Nukem 3D, a modern audience might instead note how simplistic the graphics look by modern standards. It’s far from perfect.

But, like in Duke, Shadow Warrior’s fast-action gunplay holds up, and developer 3D Realms’ obsession with packing every square inch with secret rooms and unexpected (sometimes crude) references provides an enlightening trip back to the weird early days of first-person shooters.

Download from Steam.


What other official freebies have you found in your sojourns through the Switch, PlayStation, and Xbox app stores? Tell me your best finds in the comments.

 



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Webb Space Telescope Reveals Sonic Boom Bigger Than the Milky Way

A team of astronomers using the Atacama Large Millimeter/submillimeter Array (ALMA) and the James Webb Space Telescope (JWST) discovered a recycling plant for warm and cold molecular hydrogen gas in Stephan’s Quintet, and it’s causing mysterious things to happen. At left: Field 6, which sits at the center of the main shock wave, is recycling warm and cold hydrogen gas as a giant cloud of cold molecules is stretched out into a warm tail of molecular hydrogen over and over again. At center: Field 5 unveiled two cold gas clouds connected by a stream of warm molecular hydrogen gas characterized by a high-speed collision that is feeding the warm envelope of gas around the region. At right: Field 4 revealed a steadier, less turbulent environment where hydrogen gas collapsed, forming what scientists believe to be a small dwarf galaxy in formation. Credit: ALMA (ESO/NAOJ/NRAO)/JWST/ P. Appleton (Caltech), B.Saxton (NRAO/AUI/NSF)

ALMA and Webb Reveal Galactic Shock is Shaping Stephan’s Quintet in Mysterious Ways

Shockwaves resulting from the violent collision between an intruder galaxy and Stephan’s Quintet are helping astronomers to understand how turbulence influences gas in the intergalactic medium. New observations with the Atacama Large Millimeter/submillimeter Array (


Astronomers used the Atacama Large Millimeter/submillimeter Array (ALMA) and the James Webb Space Telescope (JWST) to uncover just what is going on in Stephan’s Quintet, where hot, warm, and cold molecular gas are acting a little strange. This animated video highlights observational fields 4, 5, and 6, the areas where the team discovered that turbulence caused by a giant shockwave has created a recycling plant for warm and cold molecular gas, and is enabling the Quintet’s strange structural behaviors. Field 6 revealed the first indications of a recycling plant, with the area stretching a giant cloud of cold molecules into a tail of warm molecular hydrogen gas on repeat. Field 5 shockingly revealed a high-speed collision where a bullet of gas struck through a molecular cloud, creating a ring and connecting two cold gas clouds together. Field 4, the most normal, is a relatively steady environment, allowing for the growth of what may be a small dwarf galaxy. Credit: ALMA (

“The power of ALMA is obvious in these observations, providing astronomers new insights and better understanding of these previously unknown processes,” said Joe Pesce, Program Officer for ALMA at the U.S. National Science Foundation (NSF).

Stephan’s Quintet is a group of five galaxies—NGC 7317, NGC 7318a, NGC 7318b, NGC 7319, and NGC 7320— generally located about 270 million light-years from Earth in the constellation Pegasus. Credit: IAU/Sky & Telescope

The region at the center of the main shock wave, dubbed Field 6, revealed a giant cloud of cold molecules that is being broken apart and stretched out into a long tail of warm molecular hydrogen and repeatedly recycled through these same phases. “What we’re seeing is the disintegration of a giant cloud of cold molecules in super-hot gas, and interestingly, the gas doesn’t survive the shock, it just cycles through warm and cold phases,” said Appleton. “We don’t yet fully understand these cycles, but we know the gas is being recycled because the length of the tail is longer than the time it takes for the clouds it is made from to be destroyed.”

This intergalactic recycling plant isn’t the only strange activity resulting from the shockwaves. In the region dubbed Field 5, scientists observed two cold gas clouds connected by a stream of warm molecular hydrogen gas. Curiously, one of the clouds— which resembles a high-speed bullet of cold hydrogen gas colliding with a large thread-like filament of spread out gas— created a ring in the structure as it punched through. The energy caused by this collision is feeding the warm envelope of gas around the region, but scientists aren’t quite sure what that means because they don’t yet have detailed observational data for the warm gas. “A molecular cloud piercing through intergalactic gas, and leaving havoc in its wake, may be rare and not yet fully understood,” said Bjorn Emonts, an astronomer at NRAO and a co-investigator on the project. “??But our data show that we have taken the next step in understanding the shocking behavior and turbulent life-cycle of molecular gas clouds in Stephan’s Quintet.”

Perhaps the most “normal” of the bunch is the region dubbed Field 4, where scientists found a steadier, less turbulent environment that allowed hydrogen gas to collapse into a disk of stars and what scientists believe is a small dwarf galaxy in formation. “In field 4, it is likely that pre-existing large clouds of dense gas have become unstable because of the shock, and have collapsed to form new stars as we expect, ” said Pierre Guillard, a researcher at the Institut d’Astrophysique de Paris and a co-investigator on the project, adding that all of the new observations have significant implications for theoretical models of the impact of turbulence in the Universe. “The shock wave in the intergalactic medium of Stephan’s Quintet has formed as much cold molecular gas as we have in our own Milky Way, and yet, it forms stars at a much slower rate than expected. Understanding why this material is sterile is a real challenge for theorists. Additional work is needed to understand the role of high levels of turbulence and efficient mixing between the cold and hot gas.”

Prior to the ALMA observations, scientists had little idea all of this was playing out in the Quintet’s intergalactic medium, but it wasn’t for lack of trying. In 2010, the team used



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NASA’s James Webb Space Telescope Spots a Sonic Boom Bigger Than the Milky Way

One of the most stunning images taken so far by NASA’s powerful James Webb Space Telescope is of Stephan’s Quintet, a group of five galaxies roughly 290 million light-years away. While the first pristine snapshot released last year was jaw-dropping on its own, the Webb team is also teaming up with other telescopes to uncover new insights into the group—including a cataclysmically enormous shockwave caused by an intergalactic collision.

Astronomers using observations from Webb along with the Atacama Large Millimeter/submillimeter Array (ALMA) have discovered a sonic boom several times larger than the Milky Way, caused by colliding galaxies in Stephan’s Quintet. The findings, which were presented at an American Astronomical Society press conference on Jan. 9, revealed insights into gas clouds in Stephan’s Quintet along with the potential formation of a new galaxy.

At the heart of the observation is a galaxy dubbed NGC 7318b—which is in a collision course with its sister galaxy NGC 7318a. However, NGC 7318b is also colliding with the rest of Stephan’s Quintet, creating massive disruptions to the surrounding hydrogen gas clouds.

“As this intruder crashes into the group, it is colliding with an old gas streamer that likely was caused by a previous interaction between two of the other galaxies, and is causing a giant shockwave to form,” Philip Appleton, an astronomer at Caltech’s Infrared Processing and Analysis Center and lead investigator on the project, said in a statement.

He explained that the shockwave creates a “highly turbulent” layer, resulting in “unexpected structures” to form as well as the recycling of molecular hydrogen gas. This gas can be used to form stars and, eventually, more galaxies.

However, Appleton also adds that the team doesn’t quite fully understand the science and data behind the gas cycles yet. More research is needed in order to suss out its underlying mechanics and implications.

Luckily, astronomers are more prepared than ever. Now that Webb is in orbit and being paired with powerful radio telescopes like the ALMA, researchers are armed with the best tools in history to study far-flung phenomena occurring in places like Stephan’s Quintet. The team now plans on using spectroscopic telescope arrays in order to study the galaxy group’s X-ray signatures—thereby providing even more insight into the mysterious, chaotic celestial body.

“These new observations have given us some answers, but ultimately showed us just how much we don’t yet know,” said Appleton. He later added, “Essentially, we’ve got one side of the story. Now it’s time to get the other.

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Sonic Co-Creator Charged Over Illegal Final Fantasy Stock

Photo: Kevin Winter (Getty Images)

Last month, the legendary co-creator of Sonic the Hedgehog was arrested for allegedly purchasing shares in a development studio before its involvement in a Dragon Quest game was announced. A month later, he was arrested a second time for reportedly buying stock in a company that was set to work on a Final Fantasy spinoff. Yesterday, Tokyo prosecutors formally charged Yuji Naka for inside trading roughly $1,080,000 in Final Fantasy stock.

According to NHK, the Tokyo District Public Prosecutors Office determined that Naka had been making a profit on insider trading (Thanks, VGC). For the uninitiated, insider trading is when someone with non-public knowledge of a company is able to use that information to trade stock at an advantage. Doing so is illegal in Japan. So Naka ran afoul of the law when he purchased shares in ATeam before the studio had announced that it would be developing the mobile game Final Fantasy VII: The First Soldier, a battle royale that was exclusively released for mobile devices. Though the game was announced in 2021, Naka was arrested on December 7 of this year.

This was a month after he had been arrested the first time for buying shares in Aiming, the studio that created Dragon Quest Tact. In both of these incidents, he was arrested alongside Square Enix employee Taisuke Sasaki. Sasaki was indicted for trading roughly $782,000 in stock.

If the two made a profit off the ATeam stock, it was presumably before The First Soldier was canceled less than a year after its launch. Square Enix had clearly been hoping to capitalize on the popularity of Fortnite and other battle royales. Instead, First Soldier suffered severe performance issues and was exclusively available on mobile.

Naka had joined Square Enix in 2018 to direct Balan Wonderworld, a strange action-platformer that was near-universally panned as a flop. The game was unfocused and confusing to many reviewers, and Kotaku included it on a list of the year’s biggest gaming disappointments. The director departed Square Enix in June 2021. Maybe Naka would have been better off if he had been focused on directing a good game instead of manipulating the stock market.

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NASA’s new X-59 supersonic plane gets engine for quiet sonic booms

NASA’s supersonic plane is now one step closer to its flight demonstration over U.S. communities.

The X-59 supersonic plane of NASA’s Quesst mission just got its 13-foot-long engine, according to a recent announcement from the space agency. This crucial piece of hardware will deliver 22,000 pounds of thrust and fire up the X-59 to fly faster than the speed of sound. NASA hopes the data collected during flight, sometime around 2025, will prove that its new supersonic technology will produce just a “thump” as heard by people on the ground, and not a sonic boom. This will then be brought to regulators to change rules about how fast a plane can be allowed to fly over land, and perhaps get used on future applications of commercial aircraft to reduce travel times, according to NASA. 

The engine comes from General Electric Aviation (opens in new tab), a subsidiary of General Electric. According to a Nov. 14 update (opens in new tab) from NASA, the engine will deliver X-59 to speeds up to Mach 1.4 and altitudes around 55,000 feet (16,764 meters).

In photos: NASA’s amazing X-planes from the X-1 to XV-15

“Through Quesst, NASA plans to demonstrate that the X-59 can fly faster than sound without generating the loud sonic booms supersonic aircraft typically produce. This thunderous sound is the reason the U.S. and other governments banned most supersonic flight over land,” NASA officials wrote in a mission description (opens in new tab) back in May. 

An artist’s illustration of NASA’s X-59 supersonic plane built by Lockheed Martin. (Image credit: NASA/Lockheed Martin)

But Quesst is still just in its first phase, focused on assembly. Engine installation happened at Lockheed Martin’s Skunk Works facility in Palmdale, California in early November. 

“The engine installation is the culmination of years of design and planning by the NASA, Lockheed Martin, and General Electric Aviation teams,” Ray Castner, NASA’s propulsion performance lead for the X-59, states in the November update. “I am both impressed with and proud of this combined team that’s spent the past few months developing the key procedures, which allowed for a smooth installation.”

The Quesst mission will end in 2027, when the data collected from the flights across yet-to-be-announced U.S. communities is brought to regulators in the U.S. and internationally, according to NASA. 

“With the information gathered during the Quesst mission,” space agency officials wrote in May, “the hope is to enable regulators to consider rules based on how loud an aircraft is, not based on an arbitrary speed.”

Follow Doris Elin Urrutia on Twitter @salazar_elin. Follow us on Twitter @Spacedotcom or on Facebook.  



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20 Years Ago, Sonic Advance 2 Perfected Sega’s Beloved Series

“Faster, Faster, until the thrill of speed overcomes the fear of death.”

Hunter S. Thompson

In much the same way that ancient peoples looked up at the night sky and imagined other worlds, the first video game developers looked at a thingy on a screen and imagined it moving really fast.

Who could blame them? Computers, since their inception, have been iterated upon with speed as a fundamental driving factor. Scour any historical rundown of the earliest computational devices and you’ll invariably discover some factoid about how a five-dollar Staples calculator can perform operations several orders of magnitude more efficiently (and it’s not even the size of a house!). Charles Babbage’s failure to complete the Analytical Engine was an implicit promise to his future understudies: some day, someone would complete it, and they’d make it better. Faster.

A century and a half later, they might even give it blast processing.

1993 Sega Genesis Commercial: Blast Processing

The early nineties marked a major inflection point for video games. 8 bits shot up to 16; color palettes entered the triple digits; Konami made a Simpsons beat-em-up. Once the fourth console generation was well underway, developers gradually shifted from revolution to refinement, trimming the fat from established design philosophies while doubling down on what already worked. Of course, increased processing power meant increased speed, and several of the era’s most acclaimed titles pointedly cranked up the velocity on their respective genres. Doom was a faster Wolfenstein 3D, Daytona USA was a faster OutRun, Chrono Trigger was a faster Dragon Quest, and—leading the vanguard in 1991—Sonic the Hedgehog was a faster Super Mario Bros.

Sonic—as a character, as a franchise—is a crystallization of video game hardware’s perpetual forward momentum. Here was a game created for the express purpose of literally outpacing the competition, a giant flashing “PICK ME” sign pointed at the Sega Genesis. It wasn’t marketed for its level design, and it didn’t need to be. Sonic was fast. He was named after fast. Level design doesn’t matter when you’re moving too quickly to see it. The novelty didn’t lie in the control itself, but in the notion that something so fast could be controlled at all.

At least, that’s what the commercials would have you believe. The first three mainline Sonic games (four, if you count Sonic & Knuckles as its own entry) drew audiences in with the promise of high-speed thrills, and then, with a wink, gave them physics homework. They were fast, but speed was a reward, not a guarantee. It could only be achieved via a combination of sharp reflexes and a thorough understanding of how Sonic responded to subtle changes in level geometry. Slopes, springs, and circular loops all affected his momentum in distinct ways, and oftentimes the quickest beeline through a level involved the most measured consideration of how to interact with it.

Nevertheless, the idea that Sonic was speed incarnate persisted. Maybe the marketing worked too well, or maybe people sensed, buried within this design, the possibility for something even faster. Why slow down at all? This is what computers are for. Hell, this is what life is for. Constant acceleration, wind whipping through your hair, pavement screaming past your feet. It’s why people become F1 drivers, and it’s why they play Sonic the Hedgehog. So let’s cut the crap. We’re all adrenaline junkies here. Juice that speed dial until it bursts into flames.

Over the course of the following two decades, this line of thinking metastasized into Sonic’s current design ethos: playable theme park rides that let players immediately go full throttle at any time with a press of the “boost button.” Boosting—which also turns Sonic into a moving hitbox, automatically razing most obstacles in his path—tickles the same part of the brain that likes watching sped-up GoPro videos, and not for nothing. It’s a visceral, inborn thrill, one that the best modern Sonic levels make compelling use of. Yet somewhere along the way, the friction vanished. Geometry stopped resisting player input in ways that encouraged creative play. Speed was no longer something to work towards, but something given freely. If Sonic the Hedgehog was about trick-or-treating, Sonic Unleashed and its progeny are about buying a discounted bag of mixed candy on November 1st.

But there exists between these two approaches an exact midpoint. A game that made good on the franchise’s dual promises of high speed and deep skill, blending the two so seamlessly and emphasizing them so severely that its innovation is overshadowed by its lucidity. Of course Sonic should be like this. Why was it ever not? Why isn’t it now?

Sonic Advance 2 was first released in Japan on December 19, 2002, for the Game Boy Advance. It’s the perfect Sonic game, and maybe, by extension, the perfect video game. It refined all of its predecessors and influenced all of its successors, yet it remains the only installment of its exact kind, a 2D side-scroller released in the midst of Sonic’s uneven transition to 3D and met largely with subdued praise. In hindsight, we should have been louder. This was as good as it would ever get.

Developed as a collaboration between Sonic Team and then-nascent studio Dimps, Advance 2 followed up 2001’s more traditionally-designed Sonic Advance; in 2004, it would receive a sequel in Sonic Advance 3, which capped off the sub-series. As with most of the classic Genesis games, Advance 2 features seven zones, each with two “acts” and a boss battle. There are five playable characters, a gracious but altogether empty gesture. Always pick Sonic. He’s the fastest one.

This is the first Sonic game that I’d feel comfortable describing as “being about speed” (though I wouldn’t go so far as to say it’s all about speed, because if it was all about speed, it wouldn’t be about anything else). Characters are exponentially faster than they’ve ever been. The difference between how they control in Advance 2 versus Advance, let alone the original trilogy, is staggering, as though the development team was hit with a sudden, explosive realization that they had the tools at their disposal to finally make the game people had been expecting (consciously or otherwise) for over a decade. And then they took it a step further. They wondered what would happen if, after speeding up, you never had to slow back down.

Enter “boost mode,” Advance 2’s load-bearing mechanic. It works like this. First, start running. Then, keep running until you hit top speed. (Rings, the series’ longstanding collectible currency, now act as more than just a damage buffer–the more you have, the faster you accelerate.) Finally, maintain top speed for long enough and the tension will snap: you’ll enter a unique state, visually indicated by what appears to be the sound barrier shattering, in which your speed cap is raised even further, allowing you to airily zip through stages almost too quickly for the screen to keep up. As long as forward momentum is sustained, so is boost mode; stop too suddenly or take damage and you’ll need to work your way back up. The flow of this design—wherein a sort of zen-like mastery over one’s environment is achieved through intense focus—is not unlike meditation. Advance 2 understands that boost mode can’t be free, because meditation isn’t easy. If everyone could meditate, nobody would argue about video games anymore, and I’d be out of a job.

Sonic entering boost mode.
Gif: Sega

The game’s stages, which have been expanded in size by a factor of six to accommodate higher speeds, fluctuate accordingly. Levels will feature long, relatively uncluttered stretches of flat or sloping terrain that might barely give players enough room to activate boost mode, followed by more precise platforming segments that challenge them to keep it. The majority of these segments are meticulously designed to allow momentum to carry over between jumps, so long as one’s understanding of Advance 2’s movement is sufficiently honed. And that movement, even disregarding boost mode, is astonishingly complex.

It’s worth noting that Dimps was founded by Takashi Nishiyama and Hiroshi Matsumoto, two fighting game alums whose greatest claim to fame was their co-creation of Street Fighter; they were also involved in varying capacities with Fatal Fury, Art of Fighting, and SNK vs. Capcom, among others. It’s a God-given miracle that these guys—who may understand video game movement better than anyone else on Earth—not only decided to take a crack at Sonic, but more or less perfected it on their second try.

Advance 2, put simply, has options. Each character comes equipped with multiple unique grounded moves, aerial moves, boost mode-exclusive moves (useful for clearing away enemies that would otherwise knock your speed (and rings) back down to zero), and, most ingeniously, aerial “tricks” that propel them along set trajectories when used in certain contexts. Mastering Advance 2 means intuiting exactly which tricks will strike the best balance between progression, momentum, and evasion, the goal being to bypass as much of the stage as possible without ever slowing down.

An excerpt from the game’s instruction manual, detailing the trick system.
Photo: Sega / Internet Archive

And then there’s Sonic, the sole character with an air dash, which can be executed by double-tapping forward in midair (an input immediately recognizable to anyone with even cursory knowledge of fighting games). To me, this move—the only one not mentioned in the game’s instruction manual—is proof positive that Advance 2’s designers thought of speedrunning as a feature, not a bug. Its execution is just difficult enough to appeal to higher levels of play, but not so difficult as to feel unreasonable. The result, once all of these options are successfully melded, is poetry in motion, a hypnotic string of lightning-fast jumps, flips, dashes, spins, and sprints. Advance 2 speedruns are all the convincing I need that Sonic never had to enter the third dimension: everything the series ever needed is right here, in this tiny, unassuming, 4.3 megabyte GBA cartridge.

In fact, if the game has any glaring flaws, it’s that its ideas are quite literally too big for the system it’s confined to. The Game Boy Advance’s screen clocked in at 240 x 160 pixels, or 5.7 x 3.2 inches–considerably less real estate than the Genesis, which displayed at a resolution of 320 x 224 pixels. Take into account Advance 2’s breakneck pace, and the criticisms initially leveled at it—too hard, too unpredictable, too cheap—start making sense. Even with the game’s economical visual presentation (rendered, I might add, with absolutely stunning sprite work), the screen size is limiting. There are several instances where an enemy might come at you just slightly too fast, or you may not be able to make a jump without a bit of guesswork.

I acknowledge these shortcomings, but I also can’t help but respect the ambition that spawned them. The designers could have easily made the game slower. They could have eliminated boost mode altogether; the game plays fine without it. But they must have known, deep down, that the integrity of their ideas was far more important than a dinky piece of plastic. Advance 2 was the tinderbox for something new. Sonic Adventure reinvented Sonic in 3D, and this would reinvent it in 2D. Two parallel design paths, budding in tandem, each continuously fulfilling the medium’s most primeval purpose—to go fast—in fresh and exciting ways. God, imagine it. Wouldn’t it be great?

Screenshot: Sega

Frustratingly, this actually did happen, just not in any of the ways it should have. The following 2D and 3D Sonic titles—Sonic Advance 3 and Sonic Heroes, respectively—bore several hallmarks of their immediate predecessors, but were too encumbered with superfluous ideas to meaningfully build upon them. Going forward, things were generally messier on the 3D side of things, and still are. Sonic’s most recent 3D outing, the open-world Sonic Frontiers, is an admirably big swing, but it ultimately does little to justify itself.

The 2D entries were more promising, but still trended downward. SEGA’s handheld follow-up to Advance was Sonic Rush, also co-developed by Dimps. As much as I enjoy Rush, it was the death knell: the game was the first to implement a boost button, clearly aiming for the highs of Advance 2 but vitally misunderstanding what made that game’s boost system so appealing. Nearly every 2D (and later 3D) Sonic game since has featured this mechanic, and none have fully nailed it. Maybe it’s a dead-end design, or maybe Advance 2 just casts too long a shadow.

A bit of trivia, and then an anecdote. Advance 2 was the first side-scrolling Sonic game without a single water level. This is great, because water levels in Sonic games are terrible, molasses-slow misery gauntlets that grind like sandpaper against everything that makes the series fun. But there’s an additional wrinkle. The first stage of Advance 2, Leaf Forest Zone: Act 1, does actually contain two separate pools of water, both of which are fully explorable. Characters move more sluggishly underwater, and if they stay submerged for too long, they’ll drown—two mechanics dating back to the original Sonic the Hedgehog. These mechanics never once matter here, because water doesn’t show up anywhere else in the game, and the pools in Leaf Forest are small enough that players can exit them with ease (or even avoid them altogether). They are, perhaps, the most personal flourish in Advance 2. Vestiges of its early development, likely implemented before its creators had fully cracked the code on what a perfect Sonic game should look like. A reminder, however small, of their growth.

The two pools of water, as seen in the level’s map data
Screenshot: Sega / Sonic Retro

I’ve been playing Advance 2 since I was seven. I know I was seven, because the game launched in North America on my seventh birthday. I’d never played a Sonic game before, and at the time, it seemed endless. The stages were colossal, their mystique bolstered by the fact that seven “special rings”—which unlocked bonus content—were hidden inside each one. I played Advance 2 until I beat it, then I beat it with every character, then I combed through every level until I’d discovered all the secrets, then I did that with every character, and then I just kept playing it, repeatedly, with no particular goal in mind. (It’s a pristinely replayable game, less than 45 minutes if you’re hurrying, which you obviously should be.) Over time, largely through sheer practice, I learned everything about it: the layouts of its levels, the movesets of its characters, the intricacies of its movement. It became akin to a fidget toy, something I’d pick up whenever I wanted to occupy my hands. Eventually, I felt like I’d hit a plateau. The first game I’d ever loved had finally run out of things to show me.

Several years later, I found out about Sonic’s air dash.

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Sonic Frontiers Has Sold 2.5 Million Copies

Sonic frontiers has sold more than 2.5 million copies since its launch on November 6.

An official tweet from Sega (below) revealed the 2.5 million figure, which presumably takes into account units sold globally across PlayStation, Xbox, Nintendo, and PC platforms where the title is available.

Sega unveiled the 2023 roadmap for Sonic Frontiers earlier in November, showing that the open world action game would receive three updates throughout the year. These will bring new challenge modes, a photo mode, a new playable character, and fresh story content to the fast-paced adventure title.

Sonic Frontiers’ launch didn’t go entirely without issues, however, as the game suffered from significant pop-in issues when it was released.

Regardless, the positive fan reaction to Sonic’s move to an open world format was enough to make the title a serious contender for the fan voted Player’s Voice category at The Game Awards 2022.

In our review, IGN gave the game a 7/10, stating that “Sonic Frontiers is a delightfully weird and experimental evolution of the Sonic games so many of us grew up with”.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer



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Sonic Frontiers sales top 2.5 million

Total sales for Sonic Frontiers [21 articles]” href=”https://www.gematsu.com/games/sonic-frontiers”>Sonic Frontiers have surpassed 2.5 million units, SEGA [2,472 articles]” href=”https://www.gematsu.com/companies/sega”>SEGA announced.

Sonic Frontiers launched for PS5 [3,934 articles]” href=”https://www.gematsu.com/platforms/playstation/ps5″>PlayStation 5, Xbox Series [3,057 articles]” href=”https://www.gematsu.com/platforms/xbox/xbox-series”>Xbox Series, PS4 [24,361 articles]” href=”https://www.gematsu.com/platforms/playstation/ps4″>PlayStation 4, Xbox One [11,691 articles]” href=”https://www.gematsu.com/platforms/xbox/xbox-one”>Xbox One, Switch [12,692 articles]” href=”https://www.gematsu.com/platforms/nintendo/switch”>Switch, and PC [16,526 articles]” href=”https://www.gematsu.com/platforms/pc”>PC via Steam on November 8.

Here is an overview of the game, via SEGA:

In Sonic Frontiers, Sonic, Tails, and Amy set off on a new Adventure [626 articles]” href=”https://www.gematsu.com/genres/adventure”>adventure in a mysterious new land searching for the missing Chaos Emeralds. Players will battle hordes of powerful enemies as they explore a breathtaking world of Action [815 articles]” href=”https://www.gematsu.com/genres/action”>action, adventure, and mystery. Sonic fans can accelerate to new heights and experience the thrill of high-velocity, open-zone platforming freedom as they race across the Starfall Islands with no predetermined path. Within the open-zone landscape, players can complete side quests, solve puzzles, scale enormous structures, go fishing, and test their 3D platforming skills in Cyber Space.

With nothing but a handful of questions and a disembodied voice to guide him, Sonic sets out to save his friends and the enigmatic inhabitants of the Starfall Islands from a colossal, mechanized threat.

In addition, to make Sonic Frontiers more exciting, SEGA will provide multiple free downloadable content that will add many new elements, playable characters, modes, and costumes. The first piece of downloadable content will be Sonic’s Holiday Cheer Costume, free on December 21, 2022. SEGA is committed to making every effort to ensure a long and enjoyable experience for our players.

Sonic Frontiers is the newest addition to the growing portfolio of Sonic media initiatives, including projects like the upcoming Netflix [72 articles]” href=”https://www.gematsu.com/companies/netflix”>Netflix animated series Sonic Prime, Paramount’s Sonic the Hedgehog films, and a collection of high-speed action games since 1991.

(Image via.)



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