Sonic Robo Blast 2: a 3D open-source Sonic the Hedgehog fangame built on Doom
srb2.org
srb2.org
Curious if someone can fill me in on what I was missing. I tried Sonic Mania recently and felt the same general frustration.
Not a coincidence, the first 2 Sonic episodes had their music created by the lead composer of one of the most famous Japanese bands, Dreams Come True, who went on to make hits after hits locally.
The music for Sonic 3 is sometimes attributed as one of the reasons why it has been left out of retro collections ant hasn't been re-released[1].
[0] https://michael-jackson.fandom.com/wiki/Sonic_the_Hedgehog_3 [1] https://medium.com/@CraigJShields/michael-jackson-is-the-rea...
It also wasn't just Michael Jackson that contributed to Sonic 3's sound track. It was a number of producers who were associated with Jackson. Particularly so after Jackson left the project. The Ice Cap Zone is a really good example of this because it's virtual a verbatim 16-bit recording of Hard Times by the Jetzons (https://www.youtube.com/watch?v=q9sdsclDwas)
> Also, fantastic music
Sonic 2 (especially Chemical plant zone) is among my favorite game soundtracks.
Actually I think I'm just gonna leave a link to the whole OST right here. The OCRemix album for this game too.
https://youtube.com/playlist?list=PLvNp0Boas721ZhOX_U084B4Jr...
The Michael Jackson collaboration was real, apparently, and The Jetzons were the old band of an MJ co-songwriter.
I mean they did a bit - Sonic 2 you could become Super Sonic (invincible) pretty easily, and in Sonic 3 & Knuckles you had to find Giant Rings to be able to get to Super Sonic.
Also, if anyone out there hasn't played a Sonic game since the original few... check out Sonic Mania. It's largely an homage, but it's very well done.
You couldn't save your progress in the original sonic games, so if you liked the game you ended up playing through it a lot. There are a lot of various paths through the levels.
I don't find it shitty or not really, just a different game mechanic.
As you play through the games again, you can learn to get through them faster. You gotta learn to play scales before you can effectively improvise. And yes, the idea is to play them again; back in the day almost no one said "I only play a game once and then I'm done with it". We couldn't afford to buy very many game cartridges for our systems, so we played the same ones over and over, and that afforded us plenty of opportunity to "git gud" enough to learn how to speedrun Sonic, Mario, and other such games. And games were designed to have a bit of longevity to them and to be challenging enough that people would need multiple playthroughs to develop skill.
Sonic 3D Blast however was more fun to me since you’re exploring a level rather than holding right arrow.
Sonic does this thing where there's just a bunch of rings and you almost certainly won't get all of them.
Since SRB2 is using a 3D view, it seems that you can maintain the speed design while still have reasonable chance to react in time, since you can see what is actually ahead of the character.
JJ doesn't require you to make it in time, the only thing it adds is the bonus score.
Also spamming fire button works most of the time.
I was pretty fond of it back in the day exactly because it didn't require to blindly run.
> Whereas in a mario game you can generally improv your way through a level on skill alone.
The NES Mario's are notorious for being evil to those who haven't learned the levels. There's literal dead ends that will kill you if you chose the wrong path. Even the later SNES titles will have hidden stages that cannot be reached via improv alone.
I actually consider SRB2 to be the greatest 3D Sonic game of all time - obviously including SEGA’s poor efforts - due to the fact that it’s the only one that actually successfully managed to convert the Genesis/MD style of Sonic gameplay into 3D, preserving its sense of speed and exploration in ways that Sonic Adventure 1/2, Heroes, Sonic Colours, etc - just never did.
Even the widely-heralded ‘best 3D Sonic game’ Sonic Unleashed, spends literally half the game as a beat-em-up instead of an actual Sonic game.
I dunno what the hell happened to Sonic after the megadrive days (well, I sorta do, bad management and a crumbling company) - but having grown up with him, and having been a huge fan for a long time, it’s an absolute travesty what happened to him. I’m cringing in Sonic ‘06.
The fan community has been - for so long - so much better at producing content than SEGA themselves that SEGA actually just hired the fans to make Sonic Mania.
It’s intensely embarrassing - and shows how brutally shitty of a game dev SEGA is internally - when your fans, with no budget; in their spare time - create a game engine that is so much bafflingly better than anything you’ve created in ten years with large budgets.
Check out the official GBA port of Sonic 1 vs the fan made version. There’s no excuse for any large company like SEGA to release fundamentally broken software. Especially when one fan with no budget does better in a couple weeks.
And Sonic Mania - made by fans - instead of the company that created the IP - ends up being the highest rated game in the series in 15 or so years.
Like - wow. Owch.
SEGA’s brutal business failures are one of my favourite tech stories. If you haven’t heard about it - check out the hilariously awful mid 90’s period where they released two conflicting 32-bit systems that of course ended up both being total flops and failures. (The Saturn did okay in Japan, but that’s another story.)
tl;dr - if your fans make better content than you do as a company, as has been the case with Sonic for years - there is something seriously fucking wrong with your company.
It plays surprisingly well, would have been amazing to have had a game like this in the Saturn days. There's a fan made tech demo called Sonic Z-Treme (a reimagining of the unreleased Sonic X-Treme) which shows how well the Saturn hardware can handle a Sonic style game.
Would be love to see the awesome level design of Robo Blast 2 on that engine.
+ Sonic R
+ Sonic Jam
I don't like Sonic R personally but some Sega / Sonic fans think it has an unfair reputation. However technical issues and game play aside, it's definitely a 3D Sonic .
While most people will remember Sonic Jam for the Mega Drive era games that featured on it, Sonic Jam did have a 3D level used to select the different content in the package and that 3D level was the prototype for one of the failed attempts to bring a 3D Sonic to the Saturn.
I also think it's worth highlighting this projects namesake too: Sonic 3D Blast. While it's isometric rather than "3D" it is definitely more sympathetic to the 2D Sonic games (which is unsurprising given Sonic 3D Blast was originally released on the Mega Drive too -- the Saturn release came later). There's also an updated ROM released from one of the developers from Traveller's Tales (the company behind Sonic 3D Blast).
Personally though, I do think Sonic Adventure keeps a lot of the original feel too. Albeit you need to look past the City parts of the Adventure Stages. Even 20+ years ago those City levels feels weird.
At this point it's also worth mentioning Sonic Generations (PS3 / Xbox 360 era) as that has some very nice moments that could be described as "Mega Drive in HD + 3D".
Sonic R is 3D rendered but it's a racing game.
Sonic Jam's 3D level is just a level select, not a full game.
Sonic 3D Blast is isometric which isn't really it either.
Sonic Adventure has lots of different gameplay styles for the different characters, none of which fits classic Sonic (Sonic's levels are too on-rails)
Sonic Generations is extremely on-rails, while the classic Sonic levels are classic Sonic in how they play, but including being 2D gameplay :)
Sonic Robo Blast 2 is the first game I've seen that: 1) has full 3D movement and 2) classic Sonic exploratory level design.
Only superficially. It's really more of a racing and platformer hybrid. In fact it's probably got more platformer elements than racing. Though personally I don't think the gameplay works at all.
It's still a 3D Sonic game even though it sucks :)
> Sonic Jam's 3D level is just a level select, not a full game.
I said this myself. However lets not forget that the 3D zone did have have some mini-games in it.
> Sonic 3D Blast is isometric which isn't really it either.
Indeed it's isometric (I also said that myself) but you do have movement in 3D space. It's just not 3rd person. If you want to get pedantic then arguably this fan game isn't 3D either because the Doom engine is regarded as 2.5D.
> Sonic Adventure has lots of different gameplay styles for the different characters, none of which fits classic Sonic (Sonic's levels are too on-rails)
The classic Sonic games had different gameplay styles for different characters. But like with the classic Sonic games, you don't have to play as those characters in Sonic Adventure. You can just play as Sonic if you wanted (unfortunately the same cannot be said for Sonic Adventure 2).
Also the levels are not on-rails. You have full motion in 3D space. The camera adapts to angle it towards the next path (maybe you're confusing "on-rails" with any game this isn't "open world"?) but that was because the game came from an era when controllers only had one analogue stick and game developers were still figuring out how to do 3D on consoles.
> Sonic Generations is extremely on-rails, while the classic Sonic levels are classic Sonic in how they play, but including being 2D gameplay :)
Yeah Generations is on-rails but it's still 3D. To be honest I think this style of 3D suites Sonic better than open world.
> Sonic Robo Blast 2 is the first game I've seen that: 1) has full 3D movement and 2) classic Sonic exploratory level design.
I think you're being too restrictive in your definitions here to suit your conclusion. For example of the games you've dismissed are more 3D than the Doom engine and have more exploratory level design than many of the classic Sonics. Sonic R for example is all about exploration (which, to be honest, is one of it's issues given it's a timed game). Sonic Adventure had Adventure Stages that were all about exploration. And there's a whole plethora of bad 3D Sonic games where the emphasis is on exploration. Then when you look back at the original Sonics, they actually weren't about exploration, they were a path from A->B. Sure you had a few forks in the path but all the forks converged on the end. If you wanted exploration then there were plenty of better suited platformers (like Super Mario Bros) that had more secrets, hidden levels, multiple exits on a level, etc...none of which Sonic had (and I say this as a massive Sonic fanboy!)
What this game does that none of the 3D Sonics have done is gone for the heavily pixelated 16-bit style colour palette. Which is cute but honestly without modern lighting effects (which the Doom engine doesn't have) that actually makes the game harder to play is it's harder to distinguish between platforms in the distance. I don't mean this as a negative against the game, it's intended to be a homage to the 16-bit eta games. I just say this to point out that there is a reason why the 3D Sonics are styled the way they are.
Back when I was a kid I made and released Sonic Doom, a partial conversion WAD that kinda turned you into Sonic, with appropriate music, sounds, and some graphics. The general reaction ranged from "it's cheesy" to "it's blasphemous". Yeah, people took their Sonic deadly seriously, even in the 90s. But it served as the base/inspo that led others to create one of the greatest 3D Sonic games of all time, even better than many of Sega's official releases, so I'm a bit proud of my small contribution to this project.
This means that the effort behind this game will be in vain just because they decided to use trademarked elements of the Sonic franchise.
An example of what to do instead is this StarFox-inspired game that does not use any elements from the StarFox franchise: https://exzodiac.net/ . By respecting intellectual property, they can publish and monetize their game. I am not affiliated with that project.
They are surprisingly receptive to the community, and in the case of Christian Whitehead, began to contract him for ports, and then eventually a Sega-approved, fan-made game; Sonic Mania.
[0] https://kotaku.com/sega-takes-shot-at-nintendo-encourages-fa...
[1] https://screenrant.com/sonic-hedgehog-fan-games-sega-respons...
Furthermore, SEGA has historically been very lenient with the Sonic community, where you can see prototypes of the games out in the wild being discussed [1], a yearly fangaming/ROM hacking contest [2][3] and a lot more. And of course you have 16-bit remakes and Sonic Mania, where former modders ended up being scouted by SEGA to work on official games. While SEGA could change their instance some day, I believe the current situation is beneficial to them, as even their marketing team (i.e the official Sonic twitter) is made up of former fandom members.
[0] https://wiki.srb2.org/wiki/Versions
[1] https://hiddenpalace.org/News/Dreams_Come_True:_Sonic_1_(MD)...
[2] https://sonicretro.org/2021/10/18/shc-2021-the-results-are-i...
They could. But they've already had a long history of not doing that. So while the risk is there, it is definitely less risky than doing it with (for example) Nintendo IP.
And to be honest I don't consider "Sega might change their minds" as a good enough reason not to do something. Intellectual property laws are already broken enough without suggesting people shouldn't engage with assets from the few companies that are more generous to their fans, just in case those companies change their mind. That feels like a senseless loss to me.
> And they still have to like the game to let you publish it.
While they are releasing the source, assets and some precompiled binaries for free, I don't think it's fair to say it's being "published" because generally when that term is used with regards to gaming it means something a lot different to releasing a project on GitLab.
Semantics aside there's always going to be risk with a fan projects. However suggesting they release with original assets misses the point of these projects. They're exist because of the parent project not in spite of it. Sure they could release an original game with the same mechanics but different assets, however the point of this is a re-imagining of Sonic...specifically Sonic. Releasing this with original assets would undermine the point that this is intended to be a Sonic game (albeit an unofficial one).
It's a little like asking a Queen tribute act to play original music. The point that band was formed was to cover Queen's music. I do understand that music royalties solves this problem, somewhat, so the analogy isn't water tight. But I hope you understand the sentiment behind it.
To go back to the StarFox example you gave in your original post, the aim of that project was to publish a commercial game rather than something for fan service. So the aims are different between that and this Sonic game (and this is also why I made the distinction about this Sonic game not being "published" even though technically speak it is).
Sega may change its mind any time, of course, but it won't be just because the project got popular: for its niche, it's already.
The licence is interesting, as Sega seem to not have any copyright, but the trademarks, such as Sonic and Tails, are retained. So it mostly operates like free software, but if you wanted to sell it, you'd have to remove the trademarked elements.
Just the other day I saw Doom Shinobi[1], which is impressive but there's far more impressive stuff by far, SRB2 being one of them, and another one being... Sonic Robo Blast 2 Kart[2].
Pretty insane how far people can take the engine.
Just like the Duke Nukem 3D engine ...
Not that 3D loops would feel anywhere as awesome as the loops in the Sonic heyday. That time is not going back...
Duke used portals, and even supported slopes, albeit quite surprisingly slope calculations performed floating point math making Duke 3D the first game requiring FPU for smooth play (5 months before Quake). Any time you see slope on the screen in Duke 3D on an FPUless system your FPS will tank. NexGen Nx586 is the best example, a 90MHz Pentium level CPU dropping down to 10fps on first level of the game (roof with sloped vents).