Just Sitting Here Wasting Our Precious Time since 1997
November 5, 2004
It seems that the crash in level 2 of SegaSonic is caused not by the protection, but most likely by an unrelated graphics
bug. Apparently, there's no way to get around this. As the game is so close to being functional, I had really hoped to be
able to use it to complete the SegaSonic museum page, but the gods have decided that the time is still not yet right for this
mystery to be divulged once and for all. As a great Buddhist monk once said, "sadame ja." The entire first stage is
playable with no problems, so I'll update the page to whatever extent I can. In the meanwhile, however, in a last desperate
hope that somebody will find a way around the crash, I'll probably (finally) proceed with the updated Sonic Glossary,
henceforth called the Encyclopedia.
I've updated the Sonic's 1-2 pages with what I believe is the final addition (for the moment). Now all enemy names are
listed in the original katakana as well as English, for those who disagree with my romanizations. I thought about doing the
same for the item lists, but really, those aren't as ambiguous as the enemy names. (Not much dispute over the proper
translation of "pointo maakaa.")
Segaholic's used his mad calculating skillz to create a news script that reads directly from the newsboard in the forum, so
if you want to keep track of what's going on in the land of Sonicdom without having to venture into the abyss that is the GHZ
message board, you may now click on the "Newsboard" link to the left. As of this writing, the second article from the top of
the page includes a link to an ancient Sonic manga scanned and uploaded by HarihariSonic of
Act Select, an essential Japanese fansite. The manga, which was a
supplement to the Shogaku Yonensei serial briefly mentioned in the museum timeline, contains loads of
valuable information, both about the previously mysterious manga series which it is part of and also, surprisingly, about the
origin of two prominent characters. It seems that Charmy Bee and series staple Amy Rose had their humble beginnings in this
comic, which was published in 1992, a year before the release of Sonic CD and three years before the release of Chaotix. The
amusing story, written by Kenji Terada and illustrated by Sango Morimoto, takes place 5000 years in the past and offers yet
another possible "origin" story explaining how Sonic gained his speed. Moreover, it features a buck-ass nekkid
Eggman, and I know that's something nobody wants to miss. The story, quite obviously, is not official game continuity, but
it's a valuable find nonetheless. Read and be enlightened.
Forum regular Spazz, whose main occupation seems to be scouring eBay for rare Sonic shit, has recently won an auction for a
number of Asian Sonic McDonald's toys. They seem to be very similar to the LCD games that ran in the US a year ago, except
much higher quality because they originate from a land that hasn't yet abandoned the concept of corporate ethics. (I'm told
that even the burgers are of decent quality over there!) The promotion apparently ran in the month of September,
though this is the first I'd heard of it. The games include: Sonic Skateboard, Tails Soccer, Knuckles Baseball, Amy & Rouge
Tennis, Shadow Basketball, and Cream Flower Catch. They come with boxes and everything!
The Museum and Sonic Café pages have been updated, as per
usual. In light of the aforementioned discovery regarding the Shogakukan manga, I've updated that chunk of the page with a
bit more detail, which can be found in the year 1992. -- Green Gibbon!
October 19, 2004
I've made another few miniscule additions to the previously updated museum pages, because evidently I'm a perfectionist only
when it comes to things that do not matter. I've also updated the Sonic Eraser page
to the new format, though there wasn't much to change. So anyway, assuming I'm going to proceed chronologically with this
series of updates -- which is my preferred method because most of my life happens chronologically -- the next page in line is
SegaSonic the Hedgehog, which is in desperate need of a thorough dusting. I didn't notice precisely when it happened, but
the game protection that's been keeping Sonic fans from experiencing this forbidden fruit through the wonder of MAME has been
emulated to a point, bringing the game very close to the realm of playability. I remember trying it a few months back and
making it clear through to Icy Isle before encountering any major problems, though when I tried again a few days ago I ran
into some insurmountable control issues. Now when I tell Sonic to go anywhere, he makes a quick dash in the indicated
direction, then promptly screeches to a halt and reverses to face the opposite direction. I guess it's some kind of quirk in
the way MAME emulates the analog controls, though toy with the options as I may, I can convince neither Sonic nor Ray nor
Mighty to follow my advice as to where they should be running. I suppose once I get this control nonsense sorted out (if
indeed it's possible to sort), I'll update the page. -- Green Gibbon!September 27, 2004
Just a quick update to say that I've got Katamari Damacy and you probably don't! Nyaaah! This makes me a superior
human being. The game, incidentally, is the best thing since lesbian porn. Starring your mom. If you come over to my house
with beer and pizza, I might let you watch me play it. But only if I don't have to share the pizza. -- Green Gibbon!September 12, 2004
So the mysterious "Project Rub" has been unveiled, ironically making it more mysterious than before. From the best we can
ascertain in the forum, it's a game about the silhouette of some sexy lady who has to dance to shake off scorpions. Sounds
good to me, but my heretical mind still fails to comprehend how any game where the only object is to rub the stylus pad can
possibly be fun. The title is "Kimi no Tame Nara Shineru," which basically means "I would die for you." (Some reference to
the scorpions, I guess.) Several observant individuals have pointed out that this looks (and sounds, judging by the
website) as though it was birthed in the UGA side of Sonic Team. Whatever joy or evil
ultimately results from this bizarre experiment, this is the first Sonic Team game to ever feature the silhouette of a sexy
naked lady in the logo, and there is something to be said for that.
Moving on to other points of interest, one Psychobob has conducted some very thorough research on Sonic Team's old Central
American vacation, which, of course, served as the inspiration for many of the stages in Sonic Adventure. Emerald Coast,
Lost World, the ancient echidna village, Windy Valley, the Emerald altar, and Sand Hill were all based on actual locations
south of the border. Check out On location with Sonic Adventure for
the specifics. It is most enlightening. Also of interest, the Sonic Stadium has opened the voting for the Sonic Site Awards
2004. The fervent big_smile has been nominated for best reporter, and he friggin' deserves it, so
let him know he's loved. The GHZ as a whole has been nominated for the
elite awards, so if you're happy and you know it, cast your vote.
I've added even more info to the Sonic 1 page. There's now info on the Special Stage
items, as well as some speculation on possible inspirations for Eggman's design. I've also updated the
Sonic 1 8-bit, Sonic 2 8-bit, and
Sonic 2 16-bit pages with the same level of info. The museum
timeline and Sonic Café pages have also been updated.
Judging by the unfriendly e-mails I've been receiving, I'd wager there are those who have noticed that updates have been slow
as of late. There is a very good reason for this. For those who are still unaware: this semester, I bid my not-so-fond
farewell to this load of happy horseshit known as "higher education." Which means that I am currently waist deep in my
senior thesis project. (I should be about chest deep at this point, but nevermind.) It's not that I'm so busy I have no
free time at all, it's just that I'd rather use that time to, y'know, play games and wank and stuff. In fact, there is the
very distinct possibility that this will be the last update until December. That's not to say it definitely will, but when
the culmination of my undergraduate studies beckons, I have little choice but to answer. So if you load the page on
Thanksgiving day and you're still seeing this same old text, it's not because I've died or abandoned the site. I humbly
request that you do not e-mail me about it until Christmas. -- Green Gibbon!
August 10, 2004
I was torn when coloring the new logo. My first instinct was to fight the power and color Amy's eyelids in flesh tone, like
they used to be and like (I think) they still should be. However, at the end of the day, I'm nothing more than a whore, so
pink it is. Plus it was easier that way, and regardless of what I think of Sega's marketing research that evidently
determined Sonic's eyelids would have more appeal if they were blue, laziness is a power too great for me to question.
Anyway, here's the full-size version for those interested in such a thing.
It's been a bit longer than usual, but I actually have most of what I promised last time. The museum
main page has been tidied up a bit, and now features a list of upcoming Sonic Team games
along with their forecast release dates. The entire Sonic Café page has been updated and is
probably a bit more accurate than it was prior. The Sonic Heroes page is finally up,
though it's still lacking a couple of minor bits of info (the Japanese strategy guide didn't have as comprehensive a list of
moves as I'd hoped). I'm sure I let a couple of cracks slip through, but in general I made an effort to write the page
without the use of piercing sarcasm, as a service to those who actually liked the game. (It's wrong to make fun of the
mentally retarded.) Finally, I've updated the Sonic 1 page, which I'm now confident
contains such a ridiculous amount of info, there are things on there that absolutely nobody cares about except me. I
actually discovered that there are two versions of Meleon, and it's both cool and unsettling to find something new in a game
you've been playing for the past thirteen years. I've also added information on the arcade Mega-Tech and Mega Play versions
of the game, which, as far as I know, were only released in Europe. Which is a pretty inconsequential continent to the rest
of the world, but y'know. Historical relevance and all.
The Encyclopedia isn't quite ready yet, but the first group of entries (from Sonic 1) are underway. Ideally, those should be
up by the end of the week or so, but realistically, they'll be up God-only-knows when. And he hates me.
Over in the forum, where things have been considerably more active than on the front page, gr4yJ4Y, whose unwieldy moniker
I guess I have to forgive, brought this 1up interview with Naoto
Oshima to attention. The father of Sonic turned perpetrator of Blinx doesn't have anything particularly interesting to
say, but he's at least looking a bit healthier these days. Maybe Blinx 2 won't suck. Maybe.
Of similar interest, Vlad the Vampire of French Sonic site Sonic Online scanned the
Japanese manuals for Sonic & Tails 2 and Sonic Labyrinth, which I believe were the last two Game Gear manuals missing from
our collection. Thanks to Crazy Penguin and big_smile, the scans have been uploaded for all to peruse
right here. As expected, the manuals include previously
unknown information such as enemy names and the original profile of fan favorite Fang the Sniper. All the info will find its
way onto the site as soon as I get around to it. -- Green Gibbon!
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