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Cancelled SegaSonic game SegaSonic Bros. (1992) found Found by guy who found and dumped the popcorn machine thing

#361 User is offline Prototype 

Posted 06 January 2019 - 02:53 AM

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So obviously the Sonic band colours are inconsistent between the game and concept art, but I gotta say that I just love the "White with Red Crest" colouring for Sharps. Makes him look like this little stout angry chicken man, which appeals to me more than a parakeet.

I suppose if he were a rooster, Sonic's band would be taking the phrase "rock out with your cock out" to the literal extreme.

#362 User is offline andredaileon 

Posted 07 January 2019 - 01:47 PM

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We could suggest to Taxman/Christian Whitehead to insert Mach the Rabbit, Max the Monkey and Sharps the Parakeet in a future sequel to Sonic Mania. :D
It would only have to define the shoes and the size of the characters/sprites, because we already know their official colors.

Here is my suggestion...

Mach the Rabbit (white/albino): Same size as Sonic, red eyes/nose;

Max the Monkey: Same color and size as Knuckles;

Sharps the Parakeet (blue - same color as Sonic): Same size as Tails, yellow crest/neb/legs, and gloves on their wings.


The shoes of each of them did not think of anything original...
This post has been edited by andredaileon: 08 January 2019 - 10:25 AM

#363 User is offline The KKM 

Posted 10 January 2019 - 12:32 PM

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We also know the sizes though, if anything their sizes are the most reliable thing, much more than their colours- we just have to look at the various artwork done at the time of them. Basically it's "they're all taller than Sonic except maybe Sharps, but they're not as tall as Vector".

#364 User is offline Prototype 

Posted 10 January 2019 - 07:38 PM

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Personally, I think that removing the band before going ahead with the Sonic series was a good choice. It allowed Sonic 1 to rightfully focus on Sonic, whereas I think things would get a little confusing if there was all this focus on the band in multimedia while still trying to promote Sonic as the lead. Of course, once the series was established, the time was right for multiple new characters to be introduced, and we all know about the ensemble cast of SatAM.

It's interesting how each adaption of Sonic handled ensemble casts in their own way, and how each market promoted Sonic differently.

Now, what I'm wondering is, due to the various localization attempts and series bibles and concept art, is there a direct line from "Sonic Band" through "Sonic has siblings" resulting in Sonic Underground? What I mean to say is, did DiC arrive at the Sibling Band concept entirely on their own, or were they reworking older concepts and localization pitches when it came time to crank out a new cartoon?

#365 User is offline Black Squirrel 

Posted 13 January 2019 - 03:05 PM

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GerbilSoft built a version of MAME that will play this, but the link I'm finding points to a corrupt file. I'd figured full fat MAME would have incorporated the game by now but it seems to be a week or two away (and I really don't want to build a copy for myself).

Can you help a certain wiki editor who might actually do something useful with this release? :v:
This post has been edited by Black Squirrel: 13 January 2019 - 03:05 PM

#366 User is online evilhamwizard 

Posted 13 January 2019 - 03:49 PM

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I don't think MAME will include this for a long time, if ever. Support was added for it once before it was leaked but the commit was purged from history. That was probably the catalyst for leaking it in the first place. The MAME devs aren't really happy this got out.

#367 User is offline Blue Spikeball 

Posted 13 January 2019 - 04:01 PM

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View PostBlack Squirrel, on 13 January 2019 - 03:05 PM, said:

GerbilSoft built a version of MAME that will play this, but the link I'm finding points to a corrupt file. I'd figured full fat MAME would have incorporated the game by now but it seems to be a week or two away (and I really don't want to build a copy for myself).

Can you help a certain wiki editor who might actually do something useful with this release? :v:

Are you trying to download it from here? I'm pretty sure that's where I got it from.

#368 User is offline Black Squirrel 

Posted 13 January 2019 - 04:03 PM

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View PostBlue Spikeball, on 13 January 2019 - 04:01 PM, said:

View PostBlack Squirrel, on 13 January 2019 - 03:05 PM, said:

GerbilSoft built a version of MAME that will play this, but the link I'm finding points to a corrupt file. I'd figured full fat MAME would have incorporated the game by now but it seems to be a week or two away (and I really don't want to build a copy for myself).

Can you help a certain wiki editor who might actually do something useful with this release? :v:/>

Are you trying to download it from here? I'm pretty sure that's where I got it from.

I am indeed, and neither WinRAR nor 7zip seem to like it.

#369 User is offline Blue Spikeball 

Posted 13 January 2019 - 04:06 PM

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It downloaded and extracted just fine for me, and I was able to run the game with it. Try downloading it again, perhaps with a different browser. If still no dice, I'll upload a mirror as soon as I can.

Edit: Ok, here's the mirror:
https://www.mediafir...segac2.rar/file
This post has been edited by Blue Spikeball: 13 January 2019 - 04:53 PM

#370 User is offline Black Squirrel 

Posted 14 January 2019 - 03:11 PM

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View PostBlue Spikeball, on 13 January 2019 - 04:06 PM, said:

It downloaded and extracted just fine for me, and I was able to run the game with it. Try downloading it again, perhaps with a different browser. If still no dice, I'll upload a mirror as soon as I can.

Edit: Ok, here's the mirror:
https://www.mediafir...segac2.rar/file

Yours is being reported as corrupt or damaged too - I've tried through three different browsers and even sought help from the internet wayback machine on the off-chance something had screwed up the file since it was first uploaded. Even the online extractors won't take it.

#371 User is offline Blue Spikeball 

Posted 14 January 2019 - 03:56 PM

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Probably because it's a RAR5 archive, not a regular RAR. Update 7zip or WinRAR to the latest.

#372 User is offline Black Squirrel 

Posted 14 January 2019 - 04:00 PM

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View PostBlue Spikeball, on 14 January 2019 - 03:56 PM, said:

Probably because it's a RAR5 archive, not a regular RAR. Update 7zip or WinRAR to the latest.

That would be it - ta.

#373 User is offline Black Squirrel 

Posted 16 January 2019 - 03:34 PM

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To put this into context - I was going to write a more detailed "how to play" section on the wiki, similar to what I did with Puyo Puyo (spoilers: I didn't understand the scoring system there either), but I'd only played with the Mega Drive conversion.


Having played a lot of puzzle games of this type, particularly from this era, I can see why this one failed its location test - it's far too difficult to understand. Yes there's a tutorial, yes you can work it out over time, but in an arcade environment, gameplay needs to be immediately obvious - you can't assume people will return to the machine multiple times, but that's what SegaSonic Bros. seems to do.

It doesn't help that it also both looks and sounds sub-standard. You can get away with it for popcorn machines and rides for toddlers, but compared to some of the heavy hitters at the time on the System 32 and Model 1 boards, it looks outdated, and there's maybe only two good tunes in the game (one being the Sonic 3 special stage theme, which you don't even get to hear until level 40). When you own your own arcades in Japan like Sega do, it's less of a concern, but you'd struggle to excite people overseas (outside of the "Sonic" brand).

The instinct is to stick blocks of the same colour together - not to think about "loops" as the game demands. The fact pieces come in sets of 4 also makes the game feel a bit more clunky, especially when you're about to lose and can't physically reach areas of the playfield - perhaps having pairs like Puyo Puyo (or maybe sets of 3) would be better (although I suppose then it might just feel like a reskin of that game (which btw looks much better despite running on the same hardware)). When half the playfield is filled, the game becomes a lost cause, particularly later on when you've only a tiny fraction of a second to distinguish between colours.


It's also got a similar issue to the earlier Puyo Puyos, where the game starts being unresponsive when the speed gets too fast. So it becomes less about the "puzzle" aspect, and more about how good the joystick is. As I pointed out above - the game will probably punish you in due course anyway, so it doesn't need to use high speeds to kick people off the machine.



But it's also really close to being a good puzzle game. I find it more entertaining than Columns or Sonic Eraser, but that might be because I can emulate money. On my first go, I didn't know what I was doing - it's only on repeated tries that I've actually started seeing other stages.




I would love to see people experiment with this game - see if they can make it a more pleasant experience all around.

#374 User is offline Dark Sonic 

Posted 16 January 2019 - 04:26 PM

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I'm curious if the inspiration for the Blue Spheres mini game in Sonic 3 actually came from this game now that I think about it. If you make a loop around a group of Blue Spheres they'll disappear as is the objective of this game, plus the music for the mini game of course came from this game as we now know.

#375 User is offline Blue Spikeball 

Posted 16 January 2019 - 06:10 PM

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View PostBlack Squirrel, on 16 January 2019 - 03:34 PM, said:

The instinct is to stick blocks of the same colour together - not to think about "loops" as the game demands. The fact pieces come in sets of 4 also makes the game feel a bit more clunky, especially when you're about to lose and can't physically reach areas of the playfield - perhaps having pairs like Puyo Puyo (or maybe sets of 3) would be better (although I suppose then it might just feel like a reskin of that game (which btw looks much better despite running on the same hardware)). When half the playfield is filled, the game becomes a lost cause, particularly later on when you've only a tiny fraction of a second to distinguish between colours.

I disagree with the bolded parts. My instincts had no trouble adapting the game's rules once I learned them, and if there's a "falling blocks" game designed to allow you to make a come back after half the playfield was filled it's this one. With most games of this kind, you usually can only clear small portions of the screen at once, and after you let most of the area get filled, you feel you're going to have to work extra hard to clean up your mess. Here, you can clear at once areas as big as you want, up to the playfield (in theory). And you don't have to worry too much about the colors of the blocks below the "surface"; you can just form a line (that doesn't even have to be straight) on top of your pile of blocks that goes from one side of the playfield to the other.

I do agree that it goes too fast to let you think and plan your actions at times, though. That's the one thing I would definitely change.
This post has been edited by Blue Spikeball: 16 January 2019 - 06:37 PM

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