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Dr Robotnik

Lego Sonic Mania – It’s Happening!

February 8, 2021 By ausretrogamer

Remember when we told you to vote for the Sonic The Hedgehog (Sonic Mania) Lego set on Lego Ideas back in 2019?

Well guess what, your vote helped, as this creation garnered over 10,000 votes, meaning Lego has approved this set to become an actual product you can buy – woohoo! Lego is tweaking and finalising the set’s design, we just hope it is as close as possible to the original Lego Ideas submission! Can’t wait for this to be on store shelves and build Sonic’s world out of Lego!

 

Filed Under: Announcements, Retro Gaming Culture Tagged With: 16-bit, Dr Eggman, Dr Robotnik, Green Hill Zone, Lego, LEGO Ideas, Lego Ideas Sonic, Lego Ideas Sonic The Hedgehog, Lego Ideas vote, Lego Sega, Lego Sonic Kit, Lego Sonic The Hedgehog, Mega Drive, sega, Sega Genesis, Sonic Lego, Sonic The Hedgehog, Tails

Lego Sonic Mania – Green Hill Zone: Vote Now

June 7, 2019 By ausretrogamer

Whoa, on the back of the cool Lego Sega Classic Arcade Machines idea we shared with you last week comes the Lego Ideas based on Sonic The Hedgehog!

Titled Sonic Mania – Green Hill Zone, you can show your support for this set on the Lego Ideas site right now!

This Lego Ideas set includes:

  • “Classic” Sonic the Hedgehog minifigure, with additional “running blur” build
  • Dr Eggman, Motobug and three Flickies as brick-built figures
  • Green Hill Zone “Spring & Palm Tree” and “Loop & Extra Life” modules
  • Egg Robot mech
  • Phantom Ruby and Ring accessories
  • 612 pieces, with 11 new prints (excluding minifigure).

If you still need convincing to support this awesome Lego set idea, here are a few play features to tickle your fancy:

  • Connect the Green Hill Zone modules together to design your own set pieces, mimicking the power of the Phantom Ruby warping the world!
  • Use the “Spring & Palm Tree” module to launch Sonic and his Flicky friends into the air, using the Technic lever to move the spring!
  • Use the Sonic the Hedgehog minifigure to run through the environment, collecting the ring and Extra Life (representing this being Sonic’s second try after his virtual journey through LEGO Dimensions!)
  • Dr Eggman can sit inside the Egg Robot mech, which can pose with its articulated arms and legs.
  • Use the handle on the end of the Egg Robot’s arms to extend its hands and use the drill attack on its enemies!
  • The Motobug can catch Sonic by surprise, making him lose his ring!
  • Have Sonic and Eggman fight for the Phantom Ruby!

image source: Lego Ideas – Sonic Mania

 

Filed Under: Announcements, Retro Gaming Culture Tagged With: Dr Robotnik, Eggman, Geek, Green Hill Zone, Lego, Lego Green Hill Zone, LEGO Ideas, Lego Sega, Lego Sonic, Lego Sonic Mania, Lego Sonic Mania - Green Hill Zone, Lego Sonic The Hedgehog, Lego stuff, Old School, Retro Gamer, Retro Gaming, Retrogamer, retrogaming, Sega Lego, Sonic Mania, Sonic The Hedgehog

The Existential Horror of Sonic Adventure

September 24, 2018 By Guest Contributor

Since his debut in 1991, Sonic the Hedgehog had been more than a mascot for Sega. He was the lifeblood of the company, a saving grace that finally allowed the Mega Drive / Genesis to gain a foothold in a market utterly dominated by Nintendo. Next to their portly Italian plumber, Sonic was a revelation, a zippy speedster filled with rad 90’s ’tude.

Flashforward to 1998. Nintendo and Sony had entered the 3D space with spectacular results due to Super Mario 64 and Crash Bandicoot, their dominance further cemented by the likes of Banjo-Kazooie and Spyro the Dragon. Thanks to these titles, a solid formula was emerging for 3D platformers. Create a vibrant world, pop a cutesy character into it, and give the player responsive controls with which to steer them.

While these genre defining works were being released, Sonic the Hedgehog was suspiciously absent in the 3D realm. He’d failed to make an appearance on the Sega Saturn, due to a dysfunctional development cycle that caused his 3D debut to be cancelled. In turn, the Saturn died a quick death on the market, which some attributed to the lack of a Sonic title on the system. With the imminent release of their 6th generation console, Sega were not going to make the same mistake.

Hell or high water, Sonic Adventure would be the flagship title for the Dreamcast at its Japanese release, even if that meant a mere 10-month development cycle. In a post-Mario 64 world, Sonic Team sought to create large adventure fields for Sonic to travel through between the more traditional action stages. There would be a greater emphasis on story, quests and exploration. The action stages themselves would be expansive and frantic, fully exploiting Sonic’s foray into the 3rd Dimension. This would be a Sonic game for the next generation, proving that both Sega and their blue mascot were here to stay.

That was the idea at least. In practice, it tells a very different story.

Walking through the adventure fields, the player is immediately hit with an eerie sense of isolation. They’re huge, sprawling areas for sure, but for the most part, utterly devoid of any landmarks or NPCs. It’s easy to lose sight of your objective or overlook the key needed to open the next progression point, so the player often wanders aimlessly through the dull, lifeless environments. For a game starring Sega’s famous speedster, you spend a lot of time trapped in areas, going around in circles. Metaphorically, someone’s put lead in Sonic’s boots.

It doesn’t help that the longer you stare at the adventure fields, the more unsavoury questions raise their head. Why is Sonic suddenly a giant blue hedgehog living amongst humans? Why are ancient Inca ruins a train ride away from an American metropolis? Why is there a ladder that leads down to a solitary wooden pier, seemingly daring the player to jump to their watery doom? Beneath the bright colours and cheery J-pop, there’s the ever-present sensation that Sonic doesn’t belong in this strange world.

When you finally unlock a new action stage you feel nothing short of relief, though it’s short-lived. Simply put, Sonic is way too fast to control in a 3D space, and the fixed camera angles often have a stroke trying to follow Sonic at top speed. These issues are exasperated by a multitude of glitches that cause Sonic to get trapped in tight spaces, or plummet through platforms to his death. This makes later levels like the Egg Carrier and the Mystic Temple an utterly tortuous ordeal.

image source: Nerdbacon

Sonic Adventure feels like a surreal nightmare from which its titular character is trying to escape, and that’s quite fitting. Mario 64 and Crash Bandicoot had proven that 3D platforming was the future, but for Sonic, it was his greatest existential threat; his iconic speed proving too much to handle in a 3D space. It makes sense then that Sonic doesn’t fit in this odd world of Inca ruins, garish casinos and lumpy looking humans, because in retrospect, he never should have abandoned his 2D origins.

The dissonance between Sonic and his game world are captured best in the unskippable cut-scenes. The dialogue and voice acting aren’t fit to lick the boots of the worst Saturday morning cartoon, but it’s the lip sync that’s truly abominable. Mouths pulsate and stretch in all directions, like a snake unhinging its jaw to eat an egg. Eyes enlarge and bulge. Nothing comes close to matching the dialogue spoken. In moments like these, the game feels like a horror-show, as Sega pushes these simple characters into dark areas they’re not equipped to handle.

In 2001, the Dreamcast was discontinued, and Sega exited the hardware business, surviving to this day as a third-party developer. For the first time, Sonic was not enough to save Sega from its financial woes.

Though Sonic Adventure continues to be remembered fondly, it’s patient zero for the problems that have plagued the franchise for the last 20 years. The dull adventure stages, the broken gameplay, the insipid storytelling – this is where it all began. In fact, it may be the first existential horror game in the platforming genre, in which a revered icon faces his complete obsolescence in a new era. The real antagonist of the game isn’t Dr. Robotnik or a cranky water god or even the horribly broken controls, but rather the steady march of technological progress. And that’s something not even Sonic could outrun.

Special thanks to Shannen Hogan for introducing me to the madness that is Sonic Adventure on the Dreamcast.

____________________________________________________________________________________________________________________

Jack O’Higgins
Jack is a freelance journalist based in Dublin. He covers music, film, comics and video games. If this article angered you, please complain to him on twitter at @jackohigginz, as he really needs to raise his social media profile.

Follow Jack O’Higgins on Twitter

 

 

 

Filed Under: History, Retro Gaming Culture Tagged With: 16-bit, 3D game, 3D platformer, Dr Robotnik, Dreamcast, Eggman, Jack O'Higgins, Retro Gaming, sega, Sega Dreamcast, Sega Genesis, Sega mascot, Sega Mega Drive, Sega Sonic, sonic, Sonic Adventure, Sonic Team, Sonic The Hedgehog

PUMA x SEGA RS-0 SONIC

June 22, 2018 By ausretrogamer

UPDATE: Please note that these sneakers are now sold out!

Just in case you’ve just arrived back to this planet, Puma has collaborated with Sega to bring us some very cool Sonic The Hedgehog inspired shoes, sneakers, runners or whatever the hell you wanna call them.

We couldn’t resist so we went online and bought the Puma x Sega RS-0 Sonic sneakers. It was a tough choice but we decided to go with Sega’s blue blur shoes instead of the Eggman (Ed: getting both pairs would have been the right answer!).

What do you guys think of these Sonic inspired shoes? Do you like both pairs or do you prefer one over the other? Join in the conversation on Twitter or Facebook.

 

Filed Under: Retro Gaming Culture Tagged With: Dr Robotnik, Eggman, Puma, Puma RS-0, Puma RS-O, Puma X Sega, Puma x Sega RS-0 Eggman, Puma x Sega RS-0 Sonic, Puma x Sonic, PUMAxSega, PUMAxSonic, runners, sega, sneakers, sonic, Sonic sneakers, Sonic The Hedgehog

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