Retronauts - 701: Sonic Fan Games
Episode Date: July 7, 2025Stuart Gipp dashes into the long-running, passionate world of Sonic fan games at a hundred Miles Prower with guests Ryan Langley (Rlan) and Lewis Clark! Retronauts is made possible by listener suppo...rt through Patreon! Support the show to enjoy ad-free early access, better audio quality, and great exclusive content. Learn more at http://www.patreon.com/retronauts
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This week in Retronauts, I ran out of official games, but I would not stop.
Hello, welcome to Retronauts. You already know it's Retronauts. You've heard the theme song.
me say the word retranauts at the beginning. You don't need much of an intro. I'm
Stuart Jip and I'm here to talk about Sonic again, but I have this time sent both Shamey and Dave
into the shed. They're not needed for this episode because I have got what can only be
described as a vastly superior set of people in all respects. No, that's, I don't know. I don't mean
that. I'm just doing some of my classic jibes. But what I wanted to talk about is Sonic fan games,
because it's this, I mean, the Sonic community, we've talked about it before.
A lot of things get thrown at those people, not least bricks, stones, agibes, more cruel jibes, often by me.
But one cannot ignore the creativity there, and I will not be doing so either, because we're going to be a showcase now and hopefully a little history for the Sonic fan game scene, which is so enormous.
but it hosts at least one,
I think it's more than one,
a convention of sorts,
or online gathering of sorts,
every year,
because I see them pop up in my video feed,
many of them from Sega Driven.
In fact, that leads me to introduce,
who's returning this episode
to talk about Sonic Fan Games with us?
Hello there, I'm Lewis Clark,
otherwise known as Sonic Yoda,
from SegaDiven.com,
and I have been rendered entirely
within the Games factory,
meaning that I stick to surfaces, which is really annoying.
That does sound quite frustrating, but I mean, to be honest,
Sonic also in a lot of the modern games,
I find that he sticks to it, surfaces quite a lot.
So it's not inaccurate.
But joining us for the first time.
Who else is with us today?
Good day.
Yeah, I'm Ryan, Ryan Langley,
and I'm on a quest for 100 rings, exactly.
And what happens when you get those?
I get to, I guess, finish a game that was made by one guy,
in 1997 and was put online
and that's about it.
Isn't that ultimately what all of us
are striving for to
my striving towards?
But so,
Ryan, what's your connection
with this whole crazy
Sonic Fan Game world?
Yeah, so
25 years ago,
back when I was,
gosh, something like 13 or 14 years old,
I started a website
called Sonic Fan Games HQ,
which is a
website that still exists today and is still a prominent aspect of all these Sonic Fan
Games that are still made today. I like that name because it's just to kind of run the seal
of Sonic Fan Game website names and I mean that as a compliment. It's like where am I going
to find these Sonic Fan Games? Sonic Fan Games HQ, boom. Pretty much. It says it all. And
Lewis, also your connection with this crazy world of Sonic Fangus. I couldn't think of a second
description. I just used the same one again.
So I do extensive coverage of Sage every year
have been since around 2009, I think,
in text on Sega Driven, but then in video from 2012.
And when I first got online in probably like 1999, 2000,
one of the first Sonic fan sites I ever discovered
was Sonic Fan Games HQ.
So Ryan indirectly has an awful lot of thanks for me
to basically inspiring an awful lot of what I've been doing online for multiple years now.
I don't want to say that I'm like some sort of weird, like, arbiter of taste when it comes to fan games.
I just like covering them because I think they're fascinating.
I think it's amazing that people make enormous amounts of effort and time to make games that it can only give away for free.
I think that's a fascinating side of Sonic fan games that, you know, there's an awful lot.
lot of work and effort that goes into it, and it all has to be, you know, release for nothing.
And it's just nice, isn't it, that people are care enough to make something for absolutely nothing.
It's got to be, I mean, I don't know about outside of something like Mario, it's got to be the most
prominent fan game scene that there is surely outside, you know, not counting things like doom, you know.
Yeah, I think it helps obviously that, yeah, Sega have outright said in the past that we're happy
for you to do this as long as you don't, you know, charge any money for it because you're using RIP.
Whereas I think Nintendo
A little bit more
The house of Nintendo
Definitely seems to have things
Just a smitch
On under apps
You know like
Please don't use our property
Otherwise we will send people to your house
And
Yeah
Repossess everything that you own
There are quite a few
Mario games
But I think the other one
Would probably be Mega Man
Mega Man
Mega Man
Yeah that's a good challenge
People can just
It's just so easy
To make a Mega Man game
At this point in time
So
And yet they won't do it
Will they Capcom
What's going on
It's a good shout
You talk about Mega Man in regards to this
Because it's two franchises that totally had a slump
That inspired all of this fan game stuff, right?
Exactly, exactly
Sonic had a slump, I don't know what you're talking about
I thought the transition to 3D is
It's weird now where when you think about it
It's like it was only really two years
Where like a game didn't actually come out
Yeah, no, this is it right
It was like between Sonic 3D Blast and Sonic Adventure
There's not that much time
But we were like, no, we demand more
There was so much
I mean there was actually an episode
It may have gone out by the time this one goes out
Which we recorded me, Shea and Shemi and Dave
About Sonic's transition to 3D
Where there really was quite a lot of upheaval
And well, a drama, I guess you could call it
And speaking of upheaval and drama fan communities
Now, where's the best place to...
You know, something you said, Lewis,
though I think we should quickly tag on is Sage
because I think we should explain what that is.
Yeah, for sure.
So the Sonic Amateur Games Expo, Ryan has very kindly written some notes here.
So, yeah, started by Blaze Hedgehog in 2002.
Is that there, real name?
I don't think that's this real name.
No, that's Ryan Bloom.
Very active on YouTube still and on Tumblr.
Just a great resource for that sort of stuff as well, in himself.
Incredible modder to.
But, yeah, like, started as just a way.
to showcase Sonic fan games.
It's always been open to everybody.
I think people seem to kind of miss the fact that Sonic Amateur Games Expo
was always open to independents and homebrew staff and mods as well.
It's always just been that way.
It's just it was started by people in the Sonic fan game community,
which is why it gets its name that way.
But obviously, it attracts an awful lot of Sonic fan games every year.
And, yeah, during event week, I always like to cover it
because there's always just loads of really cool stuff happening.
Just really fun to see what creativity is out there.
It was really started at the time because we basically, people would try to make Sonic Fan games and they would never finish them.
And that was pretty much how all that sort of stuff worked.
And so Blaze sort of started this because, like, we need something to make it so that we have, like, a timeline to actually, like, release this stuff.
Because otherwise, we're just, you know, never going to finish anything.
And it's since been run by, you know, it's still running today.
it's a huge thing with like hundreds of different opportunities
and what you said there of like Sonic fan games
and now a lot of indies a lot of that is just because
you can actually make an indie game and release it
that was something that you just could not do back in those days
it was either make a fan game or you know
or try to make an actual game with actual programming languages
there was no game maker there was nothing there
but now people who have made fan games can actually go
and oh I can actually do this for a living
and I can probably make some money off it on Steam
because I can just upload it on there.
Yeah, because Sage predates Steam and stuff, isn't it?
So you couldn't even just, like, publish a game.
You had to do it all independently.
You have to have your own hosting, your own way to charge people for the price of admission if you want to do that sort of thing.
Whereas nowadays, it's just a nice way to, here's a demo, and we're going to release it on Steam in a year or whatever again.
Before sort of diving in, I want to mention real quick, just in case anyone's wondering what I'm doing here, other than posting, obviously.
I'm going to bit my hands up and say my experience of Sonic Fanxie.
games is much more limited than users because I've played some of these games. That's the best
I can offer. I've got some opinions about some of these games. But I've never really been
immersed in it. So the education aspect of this podcast is not going to become from me. There's
me shock regular listeners, but I have nothing to teach you on this subject. But if we start
with the very sort of earliest stuff that's been sort of noted down here, because I was quite
fascinated with this first one, which is a mini
Sonic the Hedgehog,
which
was for the Sharp X
680s. I just
pronounced that at 68,000.
Yeah, that's the way I heard of it. I heard it.
And I had a look at this, and
I think this is really, really,
really cool looking. Not just
the fact that it's got this kind of
your 2D Sonic
kind of gameplay, but also
they managed to implement
a sort of a 3D special stage as well.
I was pretty impressed with this
and this was
this comes from a sort of a star background
as well. Yeah, so
I mean, there are a couple, so in terms of
like fan games and like what we're talking about
as well, there are, you know,
a lot of the stuff that we'll end up talking about are
things that were made in things like click and play
and stuff like that. But there
are now, we now know
that there were a bunch of sort of
fan games made prior to
a lot of what we sort of stuff.
So we're mentioning like Mini Sonic the Hedgehog
it was made by umihawa kawase who is the uh sorry sorry kiyoshi sakai who made umahara kawase
which is a weird it's a very prominent game where it's a girl with a fishing rod in a really
hard platformer yeah like a physics space sort of for sness game initially and then it's it came
to be a bit of a franchise there's quite a lot of switch titles and steam titles and
under that banner now yeah it was like a sness game and then playstation
and then I think there was a DS one
but they made a little
like a little prototype demo thing
back in 1993 of all things
that basically was like
can I make a Sonic game in this
and apparently the answer is yes
it's really quite impressive
it's fascinating who it comes from
and it makes me wonder if
I'm not sure what if I think
Umahara Kawasei wasn't that much longer
after 93
I think it was a reasonably
late Snowsket
No, it was 9-4, it was the next year.
So I do wonder how much of the physics idea sort of, of course, carried forward.
I mean, Sonic's a physics game at its heart, so I do find that quite fascinating.
And that's always been the hardest thing for fan games to actually try to figure out.
And if anything, that's like the driving force behind people, especially in early fan games.
It was like, how to actually make this feel like a Sonic game is part of where we got to.
Yeah, no, I think that's the real fascinating thing with minisonic, for sure, because there is that momentum-based physics in it,
which is just so absent in the early click and play in Games Factory stuff.
So that's really cool.
I like as well that if you look at Minisonic the Hedgehog
and compare it to the look of Umihara Kawase,
it's like, oh, of course it's the same person.
You know, like you instantly can see the similarities in their style,
that sort of pastel colored look to it.
And yeah, obviously a similar use of physics and momentum
because Zumi Hara's got that sort of ninja rope style thing like worms
for getting around, which obviously.
uses a lot of momentum physics-based stuff
and minisonic
does the same sort of thing where you have you have
slopes that he interacts with and actually
gain speed and momentum through it's
it's very impressive. I never really thought of
in my hara-coa say it's having any sonic
sort of DNA whatsoever until now and now it seems
so obvious you know it's like oh yeah
yeah but that's yeah
but what others were there this sort of this early on
what else was cropping up right
before this was kind of a thing
so Ryan's put down
Blaze, which I'm really chuffed
he brought up, actually, because
I forgot about this. I've got it on my little
Amiga 500 Mini.
So, yeah, the Blaze was developed by Keith
Bugager, I think is how you pronounce
that, and
prototyped in 1993.
I think it was sort of, the
idea here was that it was being demoed
and shipped around to publishers
to see if they would, you know, take it on as
an actual full game. But it didn't
find one. But yeah, he dumped
a prototype that he made
fairly recently
and it's an incredibly
accurate physics-based
momentum-based Sonic clone essentially
it doesn't have rings as
you know they're the main source of health
you do actually have a three-point health gauge
in this instead
but you're running around stages using momentum
and physics you can go around loops
it's just remarkably
well achieved for something this
early in the history of fan games
yeah there was quite a lot
I mean, there was quite a lot of Sonic blood on the Amiga
in things like their version of Mr. Nuts
and I'm pretty sure Sonic himself turns up in...
There's a game where he just randomly appears.
Oh, Adventure's a Quick and Silver?
Yeah, Eventually Quick and Silver, yeah.
That's a real fun one.
Yeah, so it's interesting to see
that there was something so close running on the Amiga.
Do da-da-da-da-da-da-da-da-da-da-da-da-ha.
But this is a sort of example.
of something that's like
I don't know how to describe it
I mean Blaise that the character
if the character is named Blaze
which of course Sonic
Sega later ripped it off
yeah they've ripped it off later
with the cat obviously
but it's it's very obviously
got those kind of
those it's got DNA
from a few different games in there
there's visuals that I look very familiar
in this that aren't just from Sonic
but I assume if it had ever become
like a full thing than some of those
serial numbers would have been filed off
to a greater extent
than they were.
But there's also
Samaria has been mentioned here
and I think you've got to talk a little bit
about Samaria which was this
kind of hacked together
Ness version of Sonic 1
which I think a lot of people
who are on the emulator
train at a certain time
will be familiar with this
because it was still very much
a novelty to have Sonic and Mario
interacting long before the Olympics in this way
although this is
significantly less official
I mean I was looking at this again
because I played this back in the day
and I have to find
I mean the Mario Sprite is so comical to me
He's got such long legs
Yeah
Mario is terrifying me long legs
And I think there are more enemies on the screen
in this than are in the Megadrave
in places
It's a relentless onslaught but it's an impressive effort
I guess you'd call it I mean then if you would call it
bootleg in the same way that
something like Super Donkey Kong
94 or whatever would be.
Is there a story behind this one?
I mean, it just seems so
because it's a, say, an ES game,
it's not like a PCA, it's not a DOS thing,
it's not, it's just an ES game.
Yeah, I mean, at the time, like,
this was an unlicensed port, I think,
made by a Hummer team, I think they're
in, are they in Taiwan or...
I think so, yeah, yeah, very, very
prolific, um, like, bootlegging
team. Yeah, yeah, official.
So it does have that bootleg, sort of DNA, then it's not like, air quotes, fan game in the same way as...
No, how much it released lots of homebrew stuff that, you know, was very much inspired by other things.
I think there's an episode in bootlegs, to be honest.
There's at least one episode in bootlegs.
I sort of bring it up as, mainly because, like, at the time, like, the people who are trying to make fan games or any sort of games at the time, they didn't have, you know, they weren't working on PC.
They were just making stuff for whatever they could actually try to sell.
and part of that would be the NES in Taiwan in like 94
where you could
they had enough energy to make lots of weird
knock off games and stuff like that
and someone decided to try to port
Sonic 1 to the to the NES
which is already a pretty wild feat
to try to do that at all
I think it's interesting that if you've gone to all the effort
of recreating Sonic 1 that you'd then not try and recreate Sonic
you'd just put Mario in there I mean I sort of get it
but like if you're already doing that
then maybe it's plausible
deniability I don't know
it just seems very kind of like
no it's not a ripple of Sonic C
there he is very
In fact there are actually
there's like lots of different versions
of this game
and there is ones which actually have
Sonic in it
instead of Samari
and they like mix up the levels
like sometimes the levels
are in a completely different order
and stuff like that
but they just did like I guess
iterations of this at some point
but Sumari is definitely the more iconic one
of why is Mario in this Sonic game?
and this is something they were pressed to a cartridge
and they would sell
which is again difficult to justify it as a fan game as such
but at the same time
I guess the whole point of putting in Mario as the face of the game
is because well that's more recognisable to that audience
right if you're releasing on the NES
I applaud their enterprising nature
I think
the plucky bootleggers
But, um, that's not all the very early stuff. But, um, that's some of the very early stuff. But then, uh, where do we go from here? Like, when did the scene kind of kick off?
Yeah. So, I mean, let's all travel back to the early, to the late 90s, where the internet, we had our AOL, AOL discs that gave us 100 hours of internet. I was in Australia, so I had AOL. I did actually have AOL disc, but it was called AOL Australia, which is weird. America online Australia.
I think they just change the A from America to Australia. That's, that's what I'm saying. I just don't understand.
That's why I don't understand.
But once I was able to get online at the time, like, there were some Sonic sites that were around at the time.
There was Sunit's Sonic Zone.
That was a prominent one at the time, which would have information about, like, Sonic Games and stuff like that.
There was Sonic HQ.
There was the Sonic Foundation.
A lot of these were websites that would, like, post have artwork that people would send in, information about the games.
games. This is a time where people were still confused as to what Tails Sky Patrol was
because it never came out in America. And the only proof that it existed was going through
the Sonic Jam Museum. And there was one image there going, oh, that's weird. What the hell is
that? And part of this at the time when I went on the internet was that they would have a
fan game section. And they would have like maybe three, you know, two or three games on
there that were the prominent ones at the time.
And, you know, going through web rings, as we all did in 1997, I turned, I popped up
to a website called Danny's Sonic Fan Created Games.
This was a website made by Danny Russell, who has actually been on the podcast before.
He used to work at Sega and on the Sega Forever stuff.
And so there was an episode of that.
he ran this website
and that was
had quite a few little games on there
and it was really cool at the time
and then in my correction is
it suddenly disappeared
it just went offline
whatever no way to really particularly contact
with it and I was really sad about it
and so it probably only went away
for like a month
it did come back
but at the time I was
you know yeah again
13 14 and it's like
I'm going to create a Sonic fan game website
Sonic HQ exists, I'm going to make Sonic Fan Games HQ and that's going to be how this works.
I originally started this website on, there was a hosting service called Zoom.com, X-O-O-O-M.
It was one of those, you know, similar to Fortune City or like all those sorts of ones where it's like you have five megabytes to put stuff on.
Oh, yeah.
And puts all that, put a bunch of games on there.
staffed that sort of stuff up, but also around the same time, one of the prominent Sonic
websites was the Sonic Stuff Research Group.
This was on EmulationZone.org.
This was started by Andy Wollon, and he owned Emulation Zone.
And so it was a website that had lots of stuff about prototypes for Sonic stuff.
That was really interesting for everyone.
So that had the secrets of Sonic the Hedgehog.
Area 51 by Jan Abaza.
It had the Sonic Hacking Guide, lots of, like, different little websites that were sort of trying
to go through screenshots of the game from magazines or maybe hacking to find where
hidden palace zone is and all this sort of secret stuff.
And so I sent him an email, I sent Andy Wallen an email, and I spoke to him recently,
and he still has all these emails that he had.
So I will now tell you, I'll now speak this email to you.
And this is how Sonic Fan Cage HQ starts.
Okay, I have a site up on Zoom, but Zoom sucks rather bad, and I like all your ways of
emulation.
My site is completely based on all capital letters, Sonic Fan Games, five exclamation marks.
There are so many of hem, in not them, that I made a site of them, smiley face.
Pulled it back at the end with that second then.
Hold on.
Yep, exactly.
I really want to be par of emulation zone
as many of your people make fan games
and to put them all on one site is a great idea.
How about it?
Outstanding stuff.
Fuller spelling mistakes, it's just awful.
That's how they pulled it.
I honestly think that how about it is what sealed the deal.
Yep, exactly.
It's honestly such a perfect encapsulation of, like, Sonic fans, like, communicating in the early days.
I remember when I first started my Sonic fan fan site, like, back before Sega Driven.
It was me just emailing other fan site owners and having conversations and being an annoying teenager.
But, yeah, it's how we communicated, right?
It's almost identical to the email I sent Jeremy Parrish when I wanted to do Redmond's in 2018.
just cold emailing everyone yeah absolutely and so yeah somehow i convinced him to give me some space
on his on his website and the website was pretty much at the time had unlimited space in comparison
at the time so i was able to start this uh this setup and it really kind of blew up we had like a
pro board and then an easy board there was like huge amounts of things
At the time, I think just based off of links, it was like one of the top five Sonic websites on the internet at the time.
You know, people would email me their games and then I'd have to download them onto 56K modems and then upload them and then upload them to the site directly and, you know, not exactly having like a pHP or anything.
I had to just really just edit the HTML directly to just add a game and just everything in that.
sort of regard and how are these early games being made exactly like what was the software
behind me so they would be a lot of these games were made through a software called click and play
and so click and play was made by click team which is still around today it was this really
simple software that allowed kids to make games it was it's a one where you can
plop a sprite on the thing, and plop a background, like a platform,
and you can go, if Sprite hits platform, then stop.
Yeah, I have to confess at this point.
I also did use this, and in fact, it occurs to me that I did, in fact, make
what could technically be called a Sonic fan game with it.
So even I'm part of the history.
I'm wasn't into the very fabric.
No, I've still got it.
You can have it if you want.
It's really shit, though.
Hey, look, I mean, look, not many of these games were actually that good.
at the time but for a 13 year old to make a game that's solid and that's you know some of the
best part of that i love click and play it was very if i had it if i could still get it working i'd
probably still be using it now it was very just like yeah the logic was so simple to implement
that it just took all of the pain out of it it was faster fantastic pieces of software yeah so click
and play and that the the thing really with click and play is that you could only make uh single
screen games uh so you couldn't it didn't have any scrolling or anything
like that. But then that then evolved into the sequel program that they make called Click
and Create or the Games Factory, which I think is what it. They had different names depending
on which country you're in. And then that then merged into Multimedia Fusion and Multimedia
Fusion too. And now, even now, you can get like Click Team Fusion on Steam and people are still
making games with that today. And the fun thing is that you can actually like load in Click
and play files and it will actually load it up into the more modern platform.
There's still, there's a lot of little bugs and stuff that don't necessarily work
because the computer's not made in Windows 95 anymore, but you can still actually
load up some of these games in that.
It's surprising how well older sort of click and play and games factory stuff still
runs on modern Windows.
Yeah, I'm pretty sure mine still runs.
I'm going to have to check it live.
Yeah, because an awful lot of 16 bits of.
software just doesn't run on, you know, modern windows without having to force it through some other piece of software.
And a lot of these fan games, just because of the windowed nature of them, I think, just to still natively run through that.
It's pretty crazy.
Yeah.
A lot of timing issues, I think.
Yeah, I know, for sure.
And MIDI files are just very different.
Yeah.
They're obviously using some default sound font now for middies, but yeah, it's one of those things, isn't it?
But, yeah, I remember discovering something fan games, HQ, and just being enamored with it, trying to download things.
on a 56k modem.
I remember it would always be a bit of a crapshoot
if you tried to download anything above
3 megabytes, whether we're going to
like download fully.
Absolutely. I just want to reveal
live that it does in fact
work. It works perfectly.
It just immediately started playing as a pulling
MIDI of when the Saints go marching in
that I chose to use on level one.
So yeah, I'm pretty pleased with that.
I'm never going to upload it because it turns out that
it's about one on my exes, so it can't be happening.
Oh, it's nothing but praising, but nonetheless, the pain cuts too deep.
But yeah, like Sonic Fan Game H.Q would have full games, it would have demos.
It had a section for furry games, which at the time Furry just made.
a fun cartoon character that you just made at the time.
This is a very different era where, you know,
we were told not to put our actual real names online.
You know, it was like, don't use your real name.
This is a prior to Facebook and stuff.
So you pretty much had a couple of different options.
You could either make a South Park character that kind of looked like you and use that
or as a South Park wrestler character of some sort.
or you would make a sprite edit of a sonic character
and just use that as your avatar online.
Yeah, the sort of spriting scene has to be hand in hand with this
and the comics.
Absolutely.
Oh, big time, big time.
Yeah.
There was a huge...
I'm trying to remember the major, the name of the page
that had a load of sprite sheets on.
There was, it was size, like psycho or size something.
Okay.
I think, I feel, I'm not exactly 100%.
but I feel like Sprite's resource sort of started from that.
Big time. Big time. Yeah, that's the one.
And then sort of expanded out on that.
And so Sonic Fan Game HQ had a huge Sprite section as well and background sections.
But the main difference really between the two was that people would make sprites and backgrounds
that were in Click Team files already.
So rather than just be a Sprite sheet where you then had to like rip it out and put them into everything,
someone would make, for example,
and most prominently,
like an Angel Island Zone pack
and that just has a bunch of like blocks
from Angel Island Zone from Sonic 3 and Knuckles
and therefore probably a good 50% of the games
just use that as the first level
as part of that aspect.
But then people would make edits of,
like, I'm going to make my own badnicks.
That's just a badnik pack.
Here you go.
I've done some fun.
It's a mixture of the buzz bomber
around a crab meat together.
And they would just send that to me
and I'd upload that for that.
And then people could use all this stuff
to then make their own fan games as they wished.
So it's a very sort of share and share
or like maybe like, you know, credit the original
like, like, if a Sprite at these,
but feel free to use them.
It's like the Wild West.
I love it.
Yeah.
Some people were just like, hey, I'm just an artist.
I don't really want to make the game,
but I love making these Sprite edits and stuff like that.
And yeah, so it was all a pretty good time.
I mean, there were some flame wars, and there was some, you know,
flame wars between Danny and Solopan game HQ.
But that's all good.
I don't really remember half of that anymore.
To be honest.
Water under the bridge.
Water under the bridge.
I've worked with Danny directly in the last five years.
So this has been, so we're on good terms.
I just had a chat with him last week.
But yeah, do you want to talk about Clickopia?
Yes, absolutely.
Yeah.
So this was a.
another one that's been kicking around for an absolute god knows how long now it's still
live a big resource for anything made in click and play in games factory that sort of early
early stuff not just sonic fan games but there is a dedicated sonic fan game section on there
it mirrors an awful lot of stuff that was already on sonic fan games HQ if i remember correctly
but it it seems to still get updates i don't know who is running but it's it's nice that
there's still some stuff being added to it and it's a nice little archive of for for older sonic
fan games from, you know, late 90s, early 2000s.
Scaly Foxy is another more modern, recent
development. A really, really cool resource for older Sonic
fan games. They've really dug deep and found an awful lot of
what's kicking around demos. I hadn't seen archived anywhere else,
not even on Archive.org, which is also a great resource for
non-time games. But yeah, Skaly Foxy is, I mean, it's a very
amateurish-looking website, don't get me wrong, but like it's lovely
that there is a place where there is just an enormous list
of archived Sonic fan games on there that you can browse.
And yeah, it's just nice that someone is doing that work
because, I mean, as we've discussed,
you know, the history of fan games now is just so long in the tooth.
You can look back at these older games
and class them as retro games now
because they're just, yeah, they've been kicking around for so long.
And some of these earliest games have been,
I mean, as well as, not that I want to get ahead of us,
there must have been in flash games as well.
There was.
There is, the thing with the flash game, though, is that I will talk about it when we get to the games list.
There is one in particular that really stands out, and that came a little bit later than what is being developed at this point.
And it's quite heavily momentum-based, which is not the case for an awful lot of these Click Team and Games Factory games.
They're very sort of, yeah, they don't have the momentum and physics-based.
gameplay that you'd expect from a Sonic game.
They're very sort of like place blocks on screen, interact with block,
because the engine doesn't know how to interpret surfaces as ceilings or floors.
If you jump into a ceiling, you get stuck to it, you know, that sort of thing.
It's, it, it, the development of fan games from this point is very much a case of chasing
that more accurate feel of a Sonic game, whereas at the moment, yeah, late 90s, early 2000s,
it was very much a case of, right, well, we've got this bit of software.
It sort of works.
So what can we do?
Let's just force through what we can make sort of thing.
Yeah, exactly.
And, obviously, inspired by that sort of dead period,
where it was, like you say, between Sonic 3D glass and Sonic Adventure.
But then things really sort of take off with Sonic Adventure,
and then all the 2D Sonic fan games start to be inspired by Sonic Adventure,
and that seems to inspire a new wave of interest in making Sonic fan games as well.
It's a really interesting time.
yeah uh sprite wise like it was all like okay i'm going to make a sonic adventure version of i'm gonna make a
sonic sprite oh yeah oh yeah that uses uh sonic three sprite but now he's got green eyes and he has like
new shoes yeah and all that sort of stuff it just became oh yeah and um everything like that
Thank you.
So, so what were the son of the big games?
from this sort of period?
What were people talking about
what were people playing?
So what I'll talk about
is what we define
as like the first Sonic
fan game
that was online first.
These were those games
that would have been on
Sonic HQ and Sonic Zone.
But the first one
that we know of
was a game called
Sonic Boom.
This was a game
in 1995
by Martin Braide
in Click and Play.
It was a,
it's a three-minute game.
At the time,
you know,
there was no sprites available.
so he just drew all this Sonic thing.
It is a game where Sonic and Tails run from left to right
and there are bees after him just using the click and play bee
and you have to throw tomatoes the other way to kill all the bees.
And if you die, there's a quick animated cutscene of Sonic standing next to a wall
and then tails in the tornado smashing into him and killing.
and if you do get past that you fight metal Sonic
and then that's the end of the game
it goes yeah you won
but this is the first sort of Sonic fan game
that was made in Click and Play
and available online
and yeah it was it's just like
it's a weird little thing
but it's kind of funny
and it's been made sort of future proof
like you can play it again in another game
called Sonic Robo Blast from the past
which is sort of like updated it to at least like run on a more modern machine.
In widescreen, no less.
Oh, yeah.
Absolutely.
So that's like, that was sort of the first one.
The next sort of big one, I would say, is Tales and the Quest for a hundred rings.
This was a game in 1997, 98 by Magnus Anderson.
It's actually kind of neat where, again, he had to draw all the sprites himself.
it's sort of set up in, he's inspired by the Sonic Saturday Morning cartoon.
So it's Tales and it's got like the sort of Satam Robotnik and Sally and all those characters.
Yeah, it's got a sort of multi-genre thing going on as well.
Yeah, it's quite, yeah.
It's quite like, you know, they put a lot of effort into this, which is actually quite cool.
And, you know, you can play it.
It probably takes about 15 minutes to actually finish.
But it's kind of brutally hard.
you're going to need to use the passwords and everything to get through it.
But it's a game where, yeah, the first level, I think it's like your tails,
you sort of walk up and down.
You have to collect, basically, you have to collect 100 rings total.
There are 100 rings in the level in the game.
There's maybe like 10, 15 in each level.
You have to avoid the robots or kill the robots and collect them all without dying.
And the first level, you're sort of running around, jumping up and down.
second level I think you're in a
submarine
and there's like a boss fight with
Robotnik where he just kind of bounces around the screen
like the screensaver
and you just got a blast him
it's all very impressive
honestly it's it's got a lot of
charmed of the visuals because I'm not going to say
it's badly drawn because that's
that would be intellectually dishonest but
it's got it's very
effectively drawn and it's quite
charming and cartoonish and
just generally nice but there's been
effort put into the aesthetic here
as best as you can within click and play
I would say
so yeah
my full marks from me
for this one it looks good
I'd play this now
I find this stuff really
really charming for sure
like it's like you say
it's very amateurish but like at the same time
it's got a real nostalgia
like for this era
it's clearly you know
they're just using MS paint
or something to create these things
but yeah it must have taken absolutely ages though
like some of them even got like
little sort of animation
and everything just seems to work really well.
It's really impressive for click and play.
I say they've used MSPake.
They couldn't have because they've used transparencies to create the sprites and things like that,
so it must have been something else.
But, yeah, it's still, it's impressive for the time for sure.
They probably drew it all in actual click and play, and, like, that's hard.
Oh, I see, I've never used click and play, so I didn't realize it had that sort of interface.
It has, like, you edit your scripts into it, yeah.
Yeah, I've forgotten about that.
Good Lord.
I was too lazy.
I just imported images into it.
One other earlier one was Sonic Pinball Mania by Damien Grove, aka Sexman.
So Sexman was a guy who, the Sexman.
Right.
He was the first person to create the Sonic hacking guide.
So he was sort of the first guy to actually figure out how to start hacking some of these Sonic games
and find, like, Hidden Palace Zone in, like, the original Sonic 2 and all this sort of stuff.
But he did start with Sonic Pinball Mania.
And, look, it's not great.
It's basically just, like, a vague pinball thing, and Sonic just bounces around,
but you can't really actually hit him.
It doesn't have any, like, you know, physics or anything like that.
But this is just one of those games that was just online at the time.
It's interesting how much of the kind of DNA, like the blood of these games,
did sort of go on within the franchise, within the fandom as well.
Like, it's not just, oh, this is a sort of not great pinball game made by, you know, some guy.
It's someone who was instrumental in like the initial hacking efforts of these.
I just find that fascinating how all these, and a lot of these people just are still around.
It never leaves you.
Yeah.
I did a catch-up with a lot of these guys in real life.
Now I'm actually living in the US, two years.
years ago. And yeah, I met with him
in person and that was really cool and he's
been working. He's
he actually was working on, not
to spoil it for later, but like
Sonic Roboblast
2 was ported to the 32X
more recently and
he and A.J. Freda
were making that themselves.
So that's pretty wild to try to do
in 2024.
We will definitely get to that one because that's one
of the big, big ones.
But before Robo Blast 2,
there needs to be
Robo Blast
so yeah
what's up with that one
So this one
This one is
I would consider like
the longest game
at the time
This was made in
1998 by a guy
called Johnny Walbank
It is a screen by screen
game
where you have a
sort of drawn
little Sonic
with
he sort of jumps
and has very wonky physics
But
it's somehow
this game
it just inspired so many people
to make their own pan game
considering the tools that are being worked with
this is remarkable
how much
how can we recapture this
using what we've got
it's hard to imagine it being done better
in click and play
yeah I mean at the time
if anything like the main issue really is like
the way that his jump is
he sort of rotated the jump
for each like you know each time
but it just sort of
it's in the wrong corner
it's not like put in the middle
where it is so it just sort of goes
well I see what you mean
all around it's not centred the sprite
I get yeah exactly
but at the time like when you opened up this app
the app's like 1.5 megabytes
so it's huge
that's going to take you four hours to download
in that game at the start
it had like the Sonic Satam
opening music in the app as well
and probably that's probably like
he put a, you know, put a microphone up to the TV or something like that and probably
recorded that.
And then during, had like little cutscenes and those cutscenes had the music from the Sonic
anime, the Sonic OBA, which he probably recorded from the Sonic Jam disc that had like
a little demo of that on there or something like that.
Yeah, it was a little trailer, wasn't it?
Yeah, I remember now.
A little trailer.
But like this game, you know, it takes, you know, I mean, it's 20, probably 20,
30 minutes to get through, but it has bosses
that are unique. It's got like
all these different worlds to it.
And yeah, it inspired
like a whole bunch of people to sort of make
more games at this time. And
Johnny now, you know, he is a
game designer at Mediatonic.
So if you've
played Fall Guys,
then you've played the latest
in the Sonic Roboblast games, I guess.
Yeah. I mean, I was just surprised
because I mean, I'm familiar with RoboBloss too to some extent,
but to see that it came from this is just kind of remarkable.
I mean, there's some stuff in common.
I think that some of the bad nicks come up in 3D.
But other than that, it's just such an advancement that it's just kind of wild.
Yeah.
It's really smart use of limitations as well.
Like, in that the stages very much look exactly the same.
It's just that they've changed the colour of the tiles.
Yeah.
I mean, this is quite a small thing that impressed me,
but I was really impressed that they got the hit flash in
with the bosses. That must have been quite a pain
for the tier. Like, little
things like that. Now, being vaguely
familiar with the program, you can just see that
amount of, I don't
know, it's like with stuff like
code, I don't understand it at all, so
it's hard for me to be impressed by it, but when I know
the tools they're using, it's like,
wow, geez, that's amazing.
Like, the amount of time that must
have been spent on this and how
advanced it was compared to pretty much everything
else. I don't know. It's impressive to me.
Very impressive.
is it? Definitely.
So this started, like, this spurred on lots more Sonic fan games to come out.
And once Sonic Fan Games, H.Q was around, then there was a place that people could go to and then start making these new games and then be inspired by this sort of stuff.
So one of the games that I remember fondly is a game called Sonic the Search for Knuckles, which is a sort of a parody, it's a parody, like another five-minute game, but like it's a parody of The Search for Spock, Star Trek.
movie but it's got like you sort of start it up a little spot comes up says live long and
prosper you just sort of go through some levels it's got like a weird uh the end kind of ends in
like a titanic parody yes where the the floating island is about to fall into the ocean
and then like sonic and knuckles are having like an intimate moment as they're about to
about to die or something like that.
It reminded me of, sorry, I don't mean to talk,
it reminded me of, again, the crossover between things like these games
and like Sonic Sprite comics with the humor and the...
Definitely.
That would put these characters into a situation that's unusual.
There was quite a lot of mileage in that.
Not so much now that it's been rinsed, but back then, it was just, yeah,
the sheer level of creativity.
And I love stuff like this, where it's just, it's really,
it just seems very much like
throw it in
what would be funny
just do it all
I love that
that's just great to see
absolutely
and yeah
there was another one
very similar to this
which I'm just remembering right now
it was called
When Tales gets bored
oh yes
I remember when Tales
oh that rings a bell
yeah
this was a game by
I think Sonic Vegemite
so it was an Australian
yeah they used to do hoaxes
that's their whole thing
wasn't it like
Explained it's of screenshots of games and stuff, yeah.
Yeah.
But it was about having all these cut scenes about like Sonic talking to Tales,
Taylor says, I'm bored, and so I'm going to do things to you.
And part of that would be like a level where it's all dark.
He's just turned the lights out.
And so now you've got to go through this level and try to get through it in that way.
So there was all this like silly stuff.
And like, yes, Sprite comics were definitely like the pretty prominent during that time as well.
definitely.
Yeah, there are really things
were really like,
should I mean,
I'll mention it,
but I'm not mentioning it out of approval.
But things like,
things like that's my Sonic.
And I mean, even like Tyson Hess is early stuff.
Yeah.
Yeah.
It just makes me think of things like that.
Is it how you pronounce it?
I don't know.
Yeah, I think that's how you pronounce it.
Okay, good.
Yeah, because, I mean,
you can't really get much higher
than he got really in terms of the fandom.
And it fascinates me as someone who was there
sort of at the beginning reading Sonic R and just laughing.
It's crazy to think how far he got.
Yeah.
Somehow going from arms,
the Kitsunei to like being an executive producer for the Sonic films.
Yeah.
Tales in the Mega Man X right armor swearing.
Two nipples the enchilada.
Yeah, it's crazy.
It's crazy.
Sonic won't leave these people behind.
It's very good for them, you know.
I see.
Yeah.
I noticed you mentioned one called Sonic Adventure Guideon on here.
Yes.
And I had an absolute prosely and rush when I saw it because of the Mughal Cavern,
which I've mentioned on here before, but I was hanging around on there.
And that was a weird place in a good way.
Like, just a really funny, inventive, kind of supportive place that was.
Yeah.
I don't remember this.
I think it was slightly before my time, but it was just like the name, Gulock, the pair.
You know, I was like, oh, yeah, that kind.
I remember Kulok, yeah.
That's just kind of wild to see.
Again, like Kulok, so Kulok had the Mughal Cavern.
His sprite was like an edit of a Tailed Sprite to look like a Mughal from Final Fantasy.
And basically, I mean, at the time, I think it was like a, the Mughal Cavern I would define as was a, a lot of people from Solid Fan Games Hs who were showing up on there.
And it was kind of like the place where, like, if everyone else is fighting, this is like no one's fighting really here.
It's like this is the, you know, sort of,
so, yeah, a space where, like, everyone can just be calm or just make, make silly stories and stuff like that.
Yeah, I just, I remember going on there and write, I mean, just saying I found, like, a Sonic 1 prototype than no one's ever seen before,
and it was just MS paint drawings I'd done of just, just awful shit, like, just the worst things ever.
And everyone just being fully like, oh, this is amazing, wow, I can't believe it, you, like, everyone just immediately gets it and jumps on that, and I missed, I kind of miss that vibe, you know.
Sorry, it's just nice to be reminded of these things.
I don't know.
I think there's a lot of material.
I don't see material.
That makes me sound so commercial.
But I think there's a lot in these communities
that's worth talking about and preserving.
And hopefully this episode will help with some of that.
But yeah, sorry, I got sidetracked by the movie cavern, my usual.
Like when I was at school, yeah.
So Kuluk made this thing called Sonic Adventure Gayden.
Guy Dan?
Yeah, that's one.
It was basically a parody game where,
it was 15 megabytes which meant that for a lot of people 15 megabytes was like a day to like try to download off a 56k modem yeah there was no way I was downloading this in 2001 and tell you that yeah absolutely absolutely but all it was was like a small cut scene that had it was 15 minx because he put all the all this music in it I think and like voices and stuff like that but it was basically just a quick cut scene with sonic and robotic and then it goes to be continued or something
like that and people were pissed
so it's like a prank it's like a gag
yeah absolutely they were like hey
I've made a brand new game and it's like whoa
this must be you know five hours long
there's like a second of gameplay
if you if you just immediately run
over and and bot robotic
but what what fascinates me
is that the effort has been put in
to fully anime like look up and down
everything is there it's all been
implemented just for the sake of this silly
joke which I love
Yeah, like just enough that like the screenshot on Sonic Fan Games Hedged Tube looks like it's a game of some sort
and then actually like, no, that is actually the whole game.
It's just that one screenshot, basically.
It's fantastic.
The credits are longer than the game, like significantly.
Yeah, that I think that's, yeah, that is correct.
It just goes like that.
Some other ones that mentioned, there was a whole Sonic Chaos series.
This was made by Atec AXU and Danny Russell actually sort of worked with that as well.
But these were all, like, pretty solid games.
There was Sonic Chaos, Sonic Chaos strikes again.
Atank was prolific.
God, he was really early days.
I remember these a lot.
I was super into K-O-Megra and Sonic Unity in particular.
Those were very cool.
Sonic Unity, I remember having like a color slider
so that you could edit the Sonic character sprite
so that you could be whatever color you want,
very, very sort of early OC kind of builder kind of thing going on there,
which is, again, strangely.
prophetic considering
sonic forces
but yeah
no I
distinctly remember
all the Sonic Chaos games
and Sonic Chaos Revolution
and stuff like that
they're very very prolific developer
yeah
and I think some of them
might actually still be a bit lost
I'm not exactly sure
and that's where
yeah I think that's where
Scaly Foxy I think
because he's been talking to me
a bit as well
and like trying to figure out
exactly where some of these
like different versions of stuff
Scaly Foxy's been
their website is also like trying to go like
okay what actually was at Sage in 2004
because there's really nothing
that's out there that's actually written about
what existed there or what the demos were
and so trying to see if people still have some of this stuff
on like a backed up CD somewhere
it's sort of part of all that
I had a bloody terrible sonic demo
at one of the sages in 2005
oh god
yeah that's been lost
the test of the time.
This makes me want to...
Yeah, go on, sorry.
So it's built with a similar sort of thing.
I was downloading, like, engines from Sonic Fan Games HQ
and, like, tile sets and things like that
and just sort of dumping it in there and using what other people
have contributed to the website.
So, yeah, it just goes to show you, like,
how integral that community was to making stuff.
Just...
The preservation effort, I mean,
it makes me want to just, like, go back and dig through all my CDs just in case,
you know?
Oh, tell me about it.
Yeah, I should really make it some time to do.
that sometime. It's just
I could have stuff that is like
integral to this that I don't even know
I've got. There's stuff I've covered on the
Segretem and YouTube channel that is now lost.
I can't find it.
My video is the only existence
of this game that was
available on the fan games forums at one point
and has now been deleted
figures, you know, they upgraded from ProBords
or something, you know?
It's just one of those things.
If I may, I was very impressed looking at this list,
because there's a few of these games that I knew,
but the game Sonic Epoch fascinates me.
I was astonished by it.
Like, that's crazy.
I only ever knew it from the GBA port,
but Ryan, like, tell us about this DOS version,
because I didn't know about this.
Yeah.
Like, so this game, this guy, at the time, Jomo 25 or Robert S, this, he sent this game to me and I was just blown away.
Because this is a guy who made a game in DOS that looks very similar to sort of a, to Sonic, it's all set in like a Sonic Saturday morning cartoon.
They used sprites, they made sprites that were sort of like taking screenshots of the show and sort of editing it in a way.
Yeah, that's what I mean.
fascinated me the way that, because that's what
jumped out of me. It was like, this has been
I mean, not scanned, surely,
but this has been taken directly.
They also been basically freeze-framing
the show and...
Digitizing it, yeah, yeah. That's so interesting.
It could be like they downloaded it on...
They probably got it on...
Like, the real media files
were probably available somewhere online.
Yeah, yeah.
And all that really squished and stuff like that.
But, I mean, at the time when he sent it to me
and I was like amazed by it,
because, like, oh, this is a guy who can actually program.
This isn't just some click-and-play a game.
This is a game that someone made.
And part of it as well was that in this game,
so it's called Sonic Epoch.
I think it might be called Sonic Epic.
I think technically,
Epoch is actually a different, weird way to say epic,
which I only learned when I was actually doing this export.
But the game had all this sort of,
uniqueness, like unique art
to it, but also like
it went into, oh,
Sonic goes into the bad future of the time.
Tails has grown up and he swears.
That's cool.
I can't believe Tails said fuck.
And it's got blood in it
and like all this sort of stuff.
And so really like,
this sort of blew up and particularly
in the community it really blew up as well
because there was another
website that was really popular at the time.
called Sonic Pandemonium.
I vaguely remember that as well.
The Pandemoneum was, the person running that site was a woman,
a woman called Sonic, S-O-N-I-Q-U-E, and they were, it's all about, they loved Satam.
Yeah.
And part of this was like getting really into Sonic Epic.
And at a time, I think, both Robert and her actually were in a relationship for a little while.
So it sort of, it sort of, you know, blew up sort of in.
this community and became kind of crazy um and then like eventually like rather than like doing that he
went even crazier than a dos game and then developed a game boy advance game uh just a on it on his
own let's made the port of the game to the gba and that's the final version that actually got
finished that's wild i can't believe that i i didn't even know anything about this until like
i saw this on here and yeah compared to something not that i'm
dismissed. Not that I'm criticising anyone using
Click and Play, obviously, but this is like
so much more, this is such a step up
from that in terms of complexity
and it was wild.
It's got to be one of the earliest
Homebrew GBA games, I think I've ever
experienced for sure. Definitely.
And it's actually a much
friendlier way to play the game.
They've scaled the sprites down a little bit
so you can see more of what's happening on the screen.
It's so massive in the Dobs version.
Yeah, it's
yeah, no, just a really
impressive little development. Again,
stylistically, it might not be your cup of tea,
but it's just
impressive to see what people could create
at this point. And I mean, like
GBA emulation in the early
2000s, like,
I mean, Visual Boy Advance is still
kind of like the go-to emulator
if I remember correctly. But
like, to have
any sort of homebrew
development tools for the GBA
at that point, like when it's basically
still in active use, it was
pretty wild
like
yeah the GBA emulation
I remember was crazy
I think I've talked about it before
but like
I remember a friend of mine
having like Super Mario advance
running on his PC full speed
pretty much full speed
and it wasn't even out yet
like it was just like we
the GBA must have been
absolutely demolish by
emulation I can't even
I remember a time when yeah
it was literally a case of like
this game's just come out
it's already online
like it's yeah
I mean you know
I was, I mean, I'm not going to pretend I wasn't, and I was playing, like, all the Sonic Advance
games before they came out, you know, when they were driving, I mean, Sonic Advance 3 dropped so
early, it got leaked or something, and I was just like, there's no way this is the real
game, it's too weird, you know, but no, sorry, that's a side track, it's a sidetrack, I
apologize.
But again, hugely influential on the fan game scene, like, uh, the moment those Sonic
advanced games were out there, like the, the Sprite sheets were ripped, they were in everything
in the early 2000s.
Oh, God, they were so expressive, they just changed, I mean, there's how they changed Sprite comics
forever.
Absolutely.
It's so good.
It's so good.
Why, Sonic, Sega,
release those fucking games,
God damn it.
Yeah.
What the hell?
Japanese Wii U
and that's it.
Are you kidding me?
Yeah.
Those games are so brilliant
and they won't re-release them.
It sucks.
Yeah.
I feel like there must be
like some weird thing with
THQ was the publisher
or something.
And whatever contract that is
is like miserably like,
no, only THQ can release this
or something along those lines.
But I don't know.
It's a shame.
They should figure that out.
Like, it shouldn't be too complicated.
It is a real shame that they're not available in, like, a collection,
because I would be all over that, for real.
I'd love...
I mean, Advance 2 is one of my favourite ever Sonic games, like, period.
I would love to have that on.
It's so influential.
I mean, in particular...
I suppose we could just talk about it.
Ultimate Flash Sonic in 2004.
This was the one.
This was the Flash developed Sonic game that kind of changed the...
Yeah, I used to play this at school.
Yeah, I remember...
Thanks to my better half for reminding me to...
put this on here. But yeah, created in 2004
developed by Dennis Gid.
Like, just extremely impressive.
The whole thing is momentum-based.
Everything is ripped from Sonic Advance 2.
It creates the... It recreates like
Leaf Storm and...
No, Leaf Forest, is it, the first stage?
Yeah. And the I.C. stage
is in there as well.
Released on New Grounds and
you can't tell me, if you weren't
online during this time, you hadn't played
a little Flash on that game.
Oh, well, yeah. This...
Yeah, I remember because
on the computers I was using at school
it ran in slow motion
it was still awesome because it was like
it was like you know it's air quotes it's a proper
sonic game you can just play in your browser
like really really impressive stuff
but one thing I want to note that's also on here
because it's one of the ones I did play is Sonic Time Attacked
because this was a big one this was like really hyped
yeah I added Sonic the Fast Revelation on here as well
because you can't really discuss Time Attack without that
because Sonic Fast Revelation yeah Sonic Fast Revelation is
Jamie Bailey the developer
of Sonic Time Attack's first game, and he developed that thing in Click and Play, and it is
wild that it runs the way it does, because, like you were saying, click and play is kind of
screen by screen.
There is scrolling in Sonic the Fast Revelation.
How on Earth he did this, I have no idea.
It's really, like, difficult to play.
Like, the momentum and physics are just off out of the blast.
It's really difficult to play.
But visually, very, very interesting.
He always did these sprites edits, made everything sort of pillow-shaded.
They look very Amiga-esque.
and yeah it was a really impressive game
a complete game as well
released in 2003 to click and play
and probably one of the most
impressive things I think I've ever
you know seen come out of click and play in particular
is it that whenever you move or jump
that it's moving the border round
rather than Sonic is that
it may well be what he's doing yeah
yeah it's very the whole world is working
but yeah obviously he did try to develop a sequel
which was going to be sort of top down isometric kind of thing
there is a demo that kicking around
which I'm pretty sure I downloaded from Sonic Fan Games HQ
back in the day
but it led into the development of Sonic Time attacked
and this was like
I think like a real watershed moment in the community
because like it feels
even though it's not using
accurate momentum in physics
it still includes things like loops
and you can actually go around them
and it doesn't like bug out and glitch around
because it doesn't know how to collide
and slopes. Even like the master system
Sonic 2 couldn't do that
right.
Yeah.
And that's made by saying, I have to say, you mentioned it in the notes, but Sonic Time
Attacked, I remember just loving the rail grinding in that.
It's better than any of the rail grinding in any of the other Sonic games is official.
It still feels great.
It still feels excellent.
Yeah, you press control in the air and Sonic sort of like magnetizes almost to the rails.
This isn't something you can play today as easily, is it?
Or am I being wrong here?
It still works fine.
Does it really?
Yeah, yeah.
Was this fusion?
Was this, but like, we moved on fusion by the phone.
This would have been Games Factory, I think.
Oh, really? Okay, wow.
So still pretty early, but this is really the first one that's like,
oh, this actually plays well and is good in a way.
And so this sort of inspired and people to actually go,
oh, maybe I could make a really, an actual fun Sonic game in some way
and started the burn of like, okay, I need to try to actually like,
how do I make an actual Sonic game run in Click and Play
in a way that is meant to make this sort of stuff work?
and that's where, like, Christian Whitehead and all those guys sort of started and this sort of thing.
Absolutely, absolutely.
And, yeah, the cutscenes in Sonic Time Attack, again, were animated by a Blazehead Shock of, yeah,
what we were talking about earlier as well.
He was developing a game called the Sonic the Fated Hour, which had very similar sort of looking cutscenes as well.
Very impressive sort of story.
Sonic Infinity as well, which was like a Mega Man, Mega Man cross Sonic game that never unfortunately got that far.
But it was like inspiring at the time.
important early releases for sure.
I added Eggman Hates Furries onto this list
just because, again, my other half reminded me
that this existed and a strange game
in that I think it's a little bit contentious
with certain people because it's very story-driven
and it does some pretty wild things.
But conceptually, incredibly impressive to this day.
It is kind of a boss rush game,
so you don't really have levels as such.
you're basically following a story and it's interspersed with these, like, really, really inventive and creative boss battles that just evolve and change as it's going on.
I played it back in the day, I briefly.
I don't think I got that far because it's quite hard, but I looked at the video, and I just thought to myself,
this looks like something that treasure would have made in places.
Oh, it's got that style with the bosses, for sure.
The shifting, like, Maccas and, like, the stage where you're, like, running around the sort of orbit of this giant sort of sphere of death,
as all of the weapons come out of it and try and kill you.
It's really remarkable, and I assume by the title that this is the point where, and this is not reflect my own opinions, I just want to make that clear.
This is where the tide has turned against the furry community to some extent, or at least the perception, the perception has changed in the public eye.
Yeah, I'm not entirely sure what the interpretation is, because it ends with a moment that you would, I would say would be more celebratory of the furry community than actually criticizing it.
But, yeah, it's a strange one for sure.
It goes to some absolutely wild places as you play this game.
But yeah, one of those games I just wanted to mention
just because I think it's a really, really creative game
that does an awful lot with boss battles
that I'm not sure I've seen in any other Sonic fan game, to be honest with you.
I think it really takes them to some wild places
and does some really inventive and creative things.
Yeah, and it implements this sort of like wall-running mechanic as well,
which I don't think I've ever seen anybody else try.
Basically, if you run towards a wall and jump just before it,
you will sort of stick to the wall and then run up it.
And you can use that momentum to sort of spring backwards and forwards off walls.
And it just creates some interesting stage design.
But yeah, no, really, really cool game.
And definitely worth checking out.
But just be prepared for some, you know, unique fan involvement with the Sonic community there.
It definitely goes to some wild places.
We're going to be able to be,
but,
back,
but,
uh,
Cool
Cool stuff.
Should we move on to Sonic Time Twisted?
Absolutely. I remember this one as well. This was another big one.
This was in development for absolutely
ages and
went through so
many different engines and
formats. I think it ended in the Sonic Dash engine
but was originally developed
within, you know, Games Factory and
multimedia fusion. But yeah, developed
by Overbound from 2005
and then finally released in 2017.
Oh, Game Maker, sorry,
it was finished in, sorry. Yes, I do apologize.
no one of the most impressive developments
in Sonic fan gaming
very much a sort of fan sequel to Sonic CD
you have the time travelling mechanic in it
had some incredible shields
it's kind of mania before mania a little bit
from visually I would say yeah
definitely
yeah no again one of those games that I followed
the development of very closely and was always
impressive whenever it showed up and
one of those things when you
when a game is in the development that long
you just don't think it's ever going to happen
and just lovely to see that it finally did
and overbound's a lovely person
I've had, you know,
dealings with him in the past and he's always been very friendly
and just wanted to make a great game
and, yeah, like,
just some of the most creative stuff I've ever seen
in the Snipes Van Gogh.
I think one of the bosses is robotic as galactus.
Just wild as all hell.
Yeah, no, really fun, really fun game.
Is this using like an established
engine that the community uses
or was it just its own...
So someone had developed the Sonic Dash
engine as like a plug-in for Game Maker
and it's got very sort of
accurate sort of sonic momentum and physics
which allows it to feel the way it does
and
as a result it turns into
just one of these really
really impressive step-ups from
the early 2000s when we were
sticking to walls and ceilings and things
and then all of a sudden we're now interacting
with slopes with the correct sort of momentum and
physics that you'd expect from a 16-bit Sonic game.
But yeah, it was a slow
development, but you can
still play those early demos and see
it progress from
that sort of weird, wonky feeling of those
earlier engines
to something a lot more
16-bit accurate, and as a result,
it still plays
great and is a very easy thing to pick
up and play if you're into
a 16-bit-star Sonic.
So this is...
Because the next one's on the list
are, they were the ones that I remember
everyone talking about. I don't know if...
Surely Sonic before the sequel
was before Time Twisted or was it
actually? Did it actually...
So I think Sonic before the sequel did
release before the final version Time Twisted
but Time Twisted demos had existed
at that point anyway.
So yeah, the next
four games have all been developed by Lake Feppard.
He again is probably one of these other prolific
developers like
ATAC we were talking about previously
just loved Sonic
and just kept making these games
and like he didn't really like
put them out to the community to demo and test
he just kind of made them in isolation
and just smashed them out you know like
he had a vision and very much just like
okay I want to make a cool
intercourse between Sonic 1 and 2
and then like two of the games
he made a kind of Metroidvania style games
which is before the sequel aftermath and
chrono adventure and it's just like
yeah I'm just going to make these and they're here
and if you don't like them then whatever
but it turns out they're absolutely fantastic.
They were made with Sonic Worlds,
which is a plug-in for multimedia fusion.
Right.
And again, very similar sort of 16-bit-style momentum in physics.
It feels very, you know, 16-bit accurate.
But they're just so creative.
Before the sequel and after the sequel
have this sort of lovely flow to them
where it feels like you naturally progress through the stages
and you're actually exploring a world
that everything seems to sort of flow nicely together.
Sort of the way you get like those transitions.
in Sonic 3 and Knuckles.
Yeah.
It has that sort of thing, but they feel very thematically relevant to each other.
It doesn't feel like they're just, oh, randomly, here's a lava stage next to the Ice Stage.
That doesn't make a lot of sense.
But, yeah, it all feels like it flows together, lovely, and it's got these sorts.
The bosses are really good, too.
Like, yeah, it's got, like, some really iconic, like, cool bosses that is usually the
hardest thing to make it, like, a Sonic game is, like, a fun boss in a lot of times.
Like, even, like, the more recent games just don't have very.
have, like, long cutscenes between hits and all that sort of stuff,
but these ones were, like, big, epic sort of things.
If you have let me briefly getting on one of my hobby horses about this,
is one thing that I think fan games don't understand,
or that's a very broad thing to say,
so obviously I don't mean it, as broad as it sounds, that's very horrible.
But one thing I find I found in a lot of fan games,
not just of Sonic, but no, actually of Sonic is just what we're talking about,
is I feel like the bosses in these classic Sonic games
are usually not much more than kind of a reward for finishing this.
they're just this thing you get to bop about
and you don't really worry that much.
Apart from the later ones, you know,
they're not really that difficult
and you can take them down quite quickly.
And I found in a lot of fan games,
it just seemed to be that this has got to be like difficult.
It's got to be very challenging.
It's got to be kind of epic.
And I often found that that was something
that was not really grasped.
But then again, saying that makes it sound like
I'm the guy who decides what Sonic Bosses should be like
and that's not the case.
I don't think that.
It's just, you know, anything I'm coming out here
and coming out with my sort of perspective,
obviously but it's difficult though isn't it because like the whole fan gaming scene in particular is
it it can be whatever it wants to be that's the thing isn't it it's like it's something i want to
dig into at some point as well we'll get to it we'll get to it yeah because at this point especially
from 2010 onwards sonic fan games do kind of set on their path if you're making a 2d sonic game
it's very much like okay it has to have that 16 bit style momentum and physics and it's very much
like what if Sonic continued onto the
Saturn? That seems to be the modern trade at the
moment. Whereas in the
early 2000s it felt a little bit more experimental
because the software
that they were using to develop the games was very limited
so you had to be a little bit more creative in what you could
achieve. So as a result you get
all these really sort of strange experiments
and lots of humorous stuff, you know?
Yeah, there wasn't like a blueprint
yet. Yeah, absolutely.
So
the development of things, because
it's now easier to just pick a 16
bit accurate engine and just go okay cool I'm making a sonic game now it just means that
nowadays that's that's very much what we were striving to achieve and now that we're there
that's kind of all you get whereas prior it was yeah very much that we were still reaching
towards that so we had to create all this weird stuff and as a result I think there's a
nostalgia for that weird stuff that I have now that I didn't appreciate at the time because
everybody was trying trying to get to accurate sonic physics and we weren't quite there yet
So we made all this, yeah, interesting stuff.
I feel like I'm talking too much.
But for me, what I feel it is,
is if you're striving to emulate something that exists,
and because you're not pro,
and that doesn't mean you're bad at it.
It just means you don't have access to the tools
and the testing suites and all that sort of stuff.
Yeah.
You're not going to reach it,
and it's going to feel lacking.
But if you're doing your own thing,
it can't, you know, it can't really fail.
You can't, because, I mean,
I've played fan games where I've kind of gone, like,
I don't like this because they're basically doing Sonic 3
but it's not the level design is nowhere near as good
and it just doesn't work for me
and then I sort of think
if they weren't doing Sonic 3 I probably would love this
because I just keep thinking about Sonic 3
when I'm playing it
and you know I don't want to be unfair
because I mean I'm of the opinion
that you can criticize things that are free
Oh yeah no no no absolutely
But that's not why I don't want to come across
like I'm just being like yeah these aren't official Sonic games
so they're not you know that they don't have value
No, they're not exempt of criticism, for sure, absolutely.
I mean, that's what I do on Sega driven, you know?
Yeah, I think it's taken a long time for them to reach a stage where I can say,
like, this actually stands alongside.
I mean, there's a Sonic fan game coming up that I like better than Sonic Mania,
and I kind of consider Sonic Mania to be like a Sonic fan game that they gave the Thuns Up,
essentially, because it has so many of the tropes of those games.
Absolutely.
But sorry, I'm getting ahead of us.
I do apologize.
No, the only reason I wanted to mention that Blake Fepa kind of made,
these in isolation and didn't really like upload demos and stuff is because before the sequel
Aftermath and Corona Adventure are very much Metroidvania games and it's like I don't know
whether the community would have responded well to that because everybody was striving towards
2D's accurate 16 bits of momentum and physics and here's someone just going well what if
it was a different genre and just dump them on the internet and it's like go nuts have fun and enjoy
these and I think there's some of the more creative and more interesting games that came out of this
The creator of before the sequel, after the sequel,
they were the ones behind the spark the electric jester, right?
Yeah, so what else?
Yeah, so it might be good to mention it now,
but like part of some of the cool stuff with these fan games,
people who are making these fan games,
is that it's that sort of, it's a testing ground for them to make a game in general,
and now, you know, when these games were made in, you know,
early 2012, now, nowadays, you can actually make your own game.
and use all those tools
who actually make something cool.
So Lake Vepa then went and made
Spark the Electric Jester,
which is still, I think, made in the
Sonic World's engine.
Yeah, I mean, I'm looking at before the sequel
aftermath and it is Spark the Electric Jester.
Yeah.
You even have an ability where he's got
the jester hat and he's using the wand sort of thing
in Aftermath, yeah.
Yeah, and it's like,
it's a game where you're like,
this little jester guy, but he can switch
Elf hats that does
like, sort of like dynamite heady.
Yes. But there's like a huge amount of stuff
and like he made that Sparklelected
the Jester and now he's made like two
sequels to that that are like
3D, almost like Sonic
like Sonic Adventure, Sonica
unleash style
games which are you can get
these on the switch, you know, you can get these
on PC. Um,
like he's been able to use all that stuff
and create these characters to now actually
make a business and do this
for real life. Yeah. It's, I mean,
Spark the electric gesture, can I talk about it real
briefly? Spark fascinates
me, the first one I said that, because I haven't actually put
much time into the other two, because I'm more of a two-d
guy, anyway, hence this podcast. And
the, Spark the Electric gesture fascinates me, because I have been
playing it on and off since pretty much
not that long after it came out on Steam.
And I'm still not finished it.
Like, that game's long.
Like, why is it so long?
I can't believe it. I can't get over it.
time I finish it and I feel like I've beaten what seems like a climactic boss, it just keeps
going. And that's cool. I'm not criticizing that. I just find it, there's something
fascinatingly sort of fan game DNA about it, obviously, in this idea of like, no, we don't
have to be that. We don't have to be sure. We don't have to have brevity. We can just have
an kind of epically long Sonic game. I love that. I mean, that was always the appeal of Sonic
before and after the sequel was just like, they dropped out of nowhere and all of a sudden you've
got two massive Sonic games to just explore. After the sequel is enormous.
as well, like a really, really long game.
And again, made to a really high standard.
I just, yeah, I love that things like this can happen every time, every now and again.
Like, you'll just be in the community and all of a sudden, where did this come from?
Like, you know, it's awesome.
And even with those games, they've been updated over time by other people in the community.
So, like, you can, like, they've, they've updated it to, like, latest versions of the multimedia fusion.
And they've also been able to do, like, Android ports.
So, like, you know, you can just get.
the APK of the game
and then load that onto your Android phone
and then you can play it on the go and stuff like that.
These updated versions, I assume, as with
many of these games, they're on like
stuff like Game Jolt or Banana or
whatever now. Something like that. It's more
mods, isn't it? Yeah. Yeah.
But that's fascinating. I mean, one of the issues I had
before the sequel, it's not with the game, it's the fact
that I couldn't get it to work.
Like, it would, it's either going to be
in a tiny wind or it doesn't work, and I'd love
to check it out if it's been updated.
The cutscenes cause it to sort of crash on
modern systems and things. Yeah, yeah. There's
a version of after the sequel
that someone's done called AfterSQL Omega,
which makes it widescreen, adds the drop dash.
Why mean? So, yeah, there's
lots of nice little bits on bobs kicking around now
that make these a little bit more future-proofed. And these
have really impressive soundtracks as well, didn't they
these things? Yeah, completely custom. I'm trying
to remember who the guy doing the music on
was these, but yeah, they're
also just completely original
soundtracks. They're not, we've long
gone past the days where we're just
nicking middies off websites and
into the games
then
into the games.
I've had a thought, because this is, we're getting towards an hour and a half.
What I think we should do is we should talk about Roboblast 2, because that's one of the big ones.
Yeah.
And we should consider doing a part two where we talk about the remaining recent ones and also stealth, tax man, all that whole thing,
and how they intersect with the main sort of series as well.
Because I think that's a whole episode, honestly.
Yeah.
If you'd be up for that, I think that would be the smart thing to do.
Keep this one breezy and then do a second one covering the rest of it.
Do you think that's, should we do that?
I'm happy to do that.
For sure.
Okay.
So sorry to interrupt.
that's all good. Ryan, do you want to lead on Robo Blast 2?
Yeah, so Sonic Robo Blast 2, this game is, I would define it as, is the definition of insane.
What if you made a Sonic game in Doom?
Yes.
So, this was started by A.J. Freda.
He, AJ was a friend of Johnny, and at the time, he was making, he made like a Sonic Doom.
uh sort of wad where like you shot uh you shot grounder and coconuts on the adventures of
sonic the hedge old cartoon and i think he almost i think he also made like a sonic quake mod or
something like that as well he did lots of stuff a jay he did a he did a hidden palace fan game
which he made out of screenshots of the magazine and like pieced it together to like make a playable
version of hidden palace prior to anybody having access to the actual you know uh beta rom so yeah
So Sonic Roboblast actually
originally started as a
a click team game
like a 2D click team game
and they did release
a like a Sonic Robo Blast
Christmas
game where I think
AJ did a lot of more like the artwork
he liked making
the sprites and so sort of
had this you know maybe two three
level demo that they sort of did as like hey we're
going to make a sequel to this this is what's sort of going to look
like. But then
he started going a little bit more nuts
and going even further into his
Doom engine stuff and
at the time as well
probably one of the inspirations
of this was the
unreleased Sonic Game Sonic Extreme
never came out
but through Chris Sen
I think who was the
artist of that all the sprites of Sonic
from Sonic Extreme were released
onto the internet
so what this allowed us to have
is a
eight-way moving Sonic Sprite
with all the running animations,
all the jump animations,
everything like that.
And this was sort of the basis
of the sprites from Sonic Robo Blast 2.
And so he implemented that
and then started trying to make
Sonic levels in Doom.
He originally released a demo
of a Sonic Robo Blast 2 Halloween
that still used those extreme sprites.
but were like, you know, I mean, big levels, you know, doing as much as you can with Doom at the time.
Like, there's no slopes.
There was like water and all this sort of stuff.
But it was getting there.
They then did like a Sonic Robo Blast 2 Christmas where there was a bunch of levels in that as well.
But, you know, somehow making this a third-person game in Doom where you could jump, you could
what Sonic Robber Blast fans define as
Fok, which is the
not
what's it called?
It's not a homing attack, it's like a forward projecting
like second jump you do in the air, isn't it?
Yeah, the thing with A.J. Freda was like he
did not like Sonic Adventure.
He was very much like,
green-eyed Sonic, boo, go away.
This was, he had a website called Sega Sonic.
net and that was all about like, no, boo, boo to green eyes Sonic and all this sort of
stuff outside of that and also having uploads of, I think he had uploads of Adventures
of the Hitchhog and Weird shows like Freakazoid and Project Geeker.
It was what he was all about at the time.
But yeah, they just sort of started making this game and it got bigger and bigger.
and basically got even crazier and crazier.
And now Sonic Roboplast 2 is like one of the biggest fan games ever,
has a huge community about it,
has been updated millions of times with brand new levels.
Like, it looks fantastic.
Like you are going, they've done stuff now.
You can actually do like slopes and everything to this engine.
I don't even know how much of it still is doing.
Yeah, because the limitations of the Doom engine
is you can't put rooms on top of other rooms
and they've managed to figure out a way to do that now
in the most recent releases of Sonic Robo Blast 2.
It's wild what they've managed to do with that engine.
They've really pushed it to its absolute limits.
There's multiplayer as well, right?
Yeah, online multiplayer.
So that's one of the things I think
that has actually been very successful
with using the Doom engine
is that it actually has a lot of the stuff
that Doom has.
And so part of that is being able to have multiplayer, but also being able to do mods.
And one of the most prominent things, so if you, this game is available on srb2.org, and part of that as well is that you can go and go through their forum and find all these mods that people have made for this game.
And it's just insane.
So, like, and because people have become very infatuated with what the design, the way that's, the way that.
Sonic, the AJ Freda drew over
these Sonic Extreme sprites
that's sort of been the style of
the game, but now
you can do all these mods where
they've added like, here's all the chaotic
that you can now play and
do stuff where
you know, it has all these, the things
that these characters could do in 2D
but now in 3D they can climb
you know, you can play as knuckles where you can climb
up every wall in the game.
Tails can fly everywhere.
There are mods where
The craziest mods I've seen
someone made a mod of adding Spiro
to the game. So you can go
around as Spiro, like a 2D sprite
of Spiro going around
and like flaming all the
enemies and it still all sort of works.
Someone made an insane
Metroid Prime
mod where it's a
first, it goes back to first person.
It looks like it does everything
that Metroid Prime does.
That's wise. You can click on
an enemy and it'll tell you about the enemy
like all the shit
that Metroid Prime does
but it's now
in the Sonic Robo Blast 2 game
it's
and people have made like
I've made a level pack
that tries to make
remake all the levels
in Sonic Adventure
but now it's in Doom
they
and there are like
character mods that make it play
like Sonic Adventure
you can have boosting
you can do
doming attacks now
it's
they've added to it
it's mad
you can do multiplayer
someone's made a
like a warrior-ware style mini-game online multiplayer version
where it sort of goes into a room and you must do this thing
and everything within that.
And I guess one other thing to mention with Sonic RoboBlast 2,
which we can sort of just quick bring up here,
is Sonic RoboBlast 2 cart
and what's called Robotnik's Ring Races.
This basically takes Sonic RoboBlast 2,
but what if it was a cart game?
and impossible.
Yeah, it's also as insane as
Roboblast 2 is as well.
Yeah, the amount of mods that's caused as well, yeah.
It's incredible.
Oh, well, I mean, to their credit,
they have added a disclaimer to the site now that says
this is not pick up and play, this is hard.
Like, don't expect to...
Oh, yeah.
That's not a criticism. I'm glad they've done that
because when I downloaded this, I couldn't get through the tutorial.
It was rough.
The tutorial is extensive and you really need to pay attention.
It's a very high-level game.
It is.
So Sonic Robber Blast 2 cart was a lot simpler.
It was very much just like a cart game in a Mario Kart style, but people could just make
their own characters in it.
Like you could add Hatsunay Miku, or you could add, you know, people just love going, you
know what, here's, I've known Nathan Drake as a car in this style or something like that.
It's quite simple in that regard, but very fun.
I mean, it's still like the physics of it are a little wonky,
but it's probably as bad as good as you could probably get.
It's an incredibly impressive, yeah.
Yeah.
And then Robotnik Ring Races is the sort of version 2.0 of that.
And that has definitely got just a lot of stuff going on in it.
It's very different of a game.
You are collecting rings.
I tried playing it again for this podcast,
part of the unfortunate thing is it's just complicated.
It's sort of over-designed a little bit.
But, I mean, the people who love it, love it.
But I just found it really hard for me to play.
It's like you have to, there are areas where if you hit,
you have to get a certain speed,
and then you can go through these links and stuff like that.
Yeah.
Yeah, I, I, um, this is,
it just to be very clear, as I'm sure it was,
we talked about it, but like,
so, excuse me, um, ring race is the one.
the one I'm talking about when I said about the tutorial, because I could not clear it.
Like, it's not a matter of, like, I don't think it comes down.
I mean, there is a degree of, you know, get good, but also with a game like this,
I did feel kind of like, should I have, should I have to be this good just to get into it?
Like, isn't there's a bit much.
It's a sonic game, right?
Like, we should be a little bit more approachable.
It's like the opposite of what a sonic game is, which is a pick-up and play experience.
But, you know, they have every right to make that.
They have every right to do as polished a job as they clearly have.
I just think it's not for me, that's all.
Yeah, that's it, isn't it?
And that's fan gaming in a nutshell.
You know, it doesn't have to be for everybody.
You can make the game that you want to make.
It doesn't matter.
But at the same time, yeah, it doesn't mean that it's exempt from criticism.
It's more just a case of, yeah, not everything is going to be for everyone.
I mean, we haven't mentioned, I mean, there's a game we haven't mentioned yet, which we'll talk about in a follow-up, because it's one of my all-time favorite Sonic games.
And I'll leave the exciting reveal for part two.
But I want to say, serious, thanks to both of you.
Thanks, Lewis.
Thanks, Ryan, for doing this.
There's more to be done.
We have more work to do.
It's a couple of this.
And I want to cover the bridge between these fan games and Sonic Mania,
which is in some ways the ultimate fan game.
And basically the trajectory they've taken, of course,
the existence of Sonic Mania hasn't in any way.
Well, it's done nothing but spur on more.
Absolutely.
Which is great, but we'll get to that.
And I guess the best thing to say is you can check out all these games via,
well Sonic Fan Games HQ
or via Google as well as
another option. Sorry, I don't mean to take your traffic away
by mentioning Google.
But no, Ryan, where can
just end up? Where can people find you online
and sort of see what you're up to
these days? Yeah, so a little bit about
me. So I'm actually a
video game designer by trade as well.
I have worked on game,
I've been a game designer for 15 years.
I've worked on games like Fruit Ninja
and Jetpack Joride
and Doomsday Clicker and
Half Brick Studios and their pickpock.
But I am currently in
between jobs, so please hire me.
I am currently
trying to find a new place
to work. I am
currently working a little bit on the side
with a group called
Spicy Gyro. They made a game
called Panic Porcupine, which
is a Sonic Meets Meat Boy type
of game. I am working with them
a little bit, so check out Panic Porcupine.
I also run
now still in Sonic stuff.
Sonic the Hedgeblog.com. That's also on Twitter and Tumblr and everything else as well.
I post stuff every day about that. And also check out my portfolio at makesvideogames.com
where I go through deep in all the sort of games I've worked on. And if you're looking to hire a cool game designer that does level design, UX design and a bit of everything,
Please check that out.
Excellent.
And Lewis, where can we still find...
I think regular listeners should know this by now, but nonetheless.
Yeah, so you can find me at sagaredivin.com, which is a Sega fan site and information resource about all things Sega.
And it has an accompanying YouTube channel, YouTube.com forward slash at Sega Driven, where I cover lots of different Sega things, retro and modern, and also extensive fan game coverage as well of sage events and
Sonic Hacking Contest in particular as well.
But yeah, I also want to thank Ryan for his work on Sonic the Hedgeblog
because it gives me an awful lot of stuff to re-blog on Tumblr.
Keeping me in an active Tumblr base.
So thank you very much.
I appreciate that.
Yeah, thanks both of you.
For those of you listening to this now, which hopefully is everyone who's hearing me talk,
I can't imagine how else they would be, you can support Retronauts on Patreon.
com forward slash retronauts and you can get exclusive episodes to epithful exclusive episodes per month
for $5 a month as well as getting every weekly episode a week early so just to quote Richard
Herring again you'll be the coolest kids on the playground and you also get access to diamond
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as many other exciting benefits like the disc the retronauts discord so you can come on there and
you can you can say as many swear words as you like at me and I'm not allowed to retaliate
at all because
I'd be at travel risk if I did
thanks very much for listening
we'll be back hopefully
hopefully soon
with the second part of this because there's a lot more to cover
and that's going to bridge into
as I mentioned the Sonic mania stuff
tax man stealth all those
all your favourites all your Sonic favourites
as the Sonic content
does not stop the train never ends
more I say
yeah exactly there's always be more
sonic whenever any episode is not about
Sonic, I want you to go on and I want you to complain
and say, why isn't this about Sonic?
Okay? Thanks for listening. Take care.
See you next time. Bye-bye.
Thank you.