Mobile | SEGA Nerds https://www.seganerds.com SEGA News, Reviews, Interviews, Podcasts, Features and more! Fri, 16 Oct 2020 11:34:45 +0000 en-US hourly 1 https://wordpress.org/?v=6.2 https://www.seganerds.com/wp-content/uploads/2017/07/cropped-SEGANerds-Logo-MasterSystem_sm-32x32.png Mobile | SEGA Nerds https://www.seganerds.com 32 32 ‘Ryu Ga Gotoku: ONLINE’ pre-registration now live in Japan https://www.seganerds.com/2018/08/27/ryu-ga-gotoku-online-pre-registration-now-live/ https://www.seganerds.com/2018/08/27/ryu-ga-gotoku-online-pre-registration-now-live/#respond Mon, 27 Aug 2018 18:19:29 +0000 https://www.seganerds.com/?p=36230 SEGA of Japan has released a new video showcasing the brand new mobile game called Ryu Ga Gotoku: ONLINE. This will be the first time the Yakuza series on mobile. This new game will focus on new series protagonist, Ichiban Kasuga. This will serve as a prequel to the next main console game featuring Ichiban. …

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SEGA of Japan has released a new video showcasing the brand new mobile game called Ryu Ga Gotoku: ONLINE. This will be the first time the Yakuza series on mobile. This new game will focus on new series protagonist, Ichiban Kasuga. This will serve as a prequel to the next main console game featuring Ichiban.

The pre-registration is now live in Japan, it is unclear if the game will be localized for western audiences. If the ballots reach 100,000 people, those who voted will receive an “SSR Idol Haruku”.

Ryu Ga Gotoku: ONLINE will be available for iOS, Android, and PC. It will be free-to-play and will include micro transactions.

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Football Manager’s mascot, “Manager Man”, will no longer appear on box art https://www.seganerds.com/2018/08/06/football-managers-mascot-manager-man-will-no-longer-appear-on-box-art/ https://www.seganerds.com/2018/08/06/football-managers-mascot-manager-man-will-no-longer-appear-on-box-art/#respond Mon, 06 Aug 2018 21:34:37 +0000 https://www.seganerds.com/?p=36195 After 14 years of being in the limelight, Football Manager‘s mascot, “Manager Man” has retired. Developer Sports Interactive released this year’s cover for Football Manager, which you can check out below. While “Manager Man” will no longer be in new Football Manager game, we might see him pop up in other digital entertainment,  like sports …

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After 14 years of being in the limelight, Football Manager‘s mascot, “Manager Man” has retired. Developer Sports Interactive released this year’s cover for Football Manager, which you can check out below.


While “Manager Man” will no longer be in new Football Manager game, we might see him pop up in other digital entertainment,  like sports betting. When Eurogamer editor Wesley Yin-Poole asked the studio about the decision to retire the mascot, they said:

“It’s a big year of change for us as a studio – we’ve taken the opportunity with moving to our fantastic new office in the Olympic Park to make many changes, such as bringing in our first COO, putting a better structure in place, changing some of our practises as part of what we call SI 3.0 – and a release in Germany for the first time too.

“So with all that going on, it seemed the perfect opportunity for us to have a think about our branding and try and be as fresh with that as we are being with the other changes in the studio, hence the new logo and a point of view perspective for the key art and pack shot.

“Fans of Manager Man shouldn’t be worried though. He’s currently sitting on a beach in Santorini, sipping on a delicious cocktail, deciding what his next career move will be. He’s likely waiting til Xmas to get a new job – the bonuses for keeping clubs up for experienced managers will likely tempt him back in.”

Football Manager 2019 is scheduled to be released on November 2nd. You can pre-order the game by clicking here. 

Via Eurogamer 

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SEGA reveals plans for the future of SEGA Forever https://www.seganerds.com/2018/03/01/sega-reveals-plans-for-the-future-of-sega-forever/ https://www.seganerds.com/2018/03/01/sega-reveals-plans-for-the-future-of-sega-forever/#respond Thu, 01 Mar 2018 17:42:49 +0000 https://www.seganerds.com/?p=34791 Some of you may have noticed that the SEGA Forever releases on iOS and Android have quietened down since the end of 2017, but it looks like SEGA has busy in the background and today the team announced their plans for the future of the service. The good news is that the service is certainly …

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Some of you may have noticed that the SEGA Forever releases on iOS and Android have quietened down since the end of 2017, but it looks like SEGA has busy in the background and today the team announced their plans for the future of the service.

The good news is that the service is certainly not dead and SEGA is still committed to bringing its back catalogue of retro goodies to smartphones and tablets, but the team is shifting focus slightly. It looks like SEGA Forever will now concentrate more on games that are natively coded for iOS and Android, rather than emulated, as the team explained in a post on its mobile page:

“Over the past eight months we’ve been observing how SEGA fans have been playing the 18 SEGA Forever titles that have been released so far.

“While we originally intended to focus largely on emulated titles, we have observed that our native ports are the most played games (Sonic The Hedgehog, Sonic The Hedgehog 2, Sonic CD, Crazy Taxi, and Virtua Tennis Challenge).

“Therefore, we’ve decided to make some changes to appeal even more to the audience that is most interested in this project. While we will continue working on emulated titles – with a surprise or two that you haven’t been expecting – our plan this year is to focus on porting titles natively.

“As a result of these changes, the cadence of releases will reduce. However, the next SEGA Forever title will be rolling out soon!

“The mobile team wants to thank fans from all around the world: in only eight months SEGA Forever titles have been downloaded more than 40 million times. This is only the beginning!”

I think it’s going to be interesting to see where this will take SEGA Forever. On the one hand the idea of emulated games sounded decent enough, as it could allow SEGA to publish games relatively quickly (not needing to code them specifically for the devices), but in practice SEGA Forever’s emulation hasn’t always been well received, with several issues particularly in the early weeks/months of its launch.

So, perhaps concentrating on native ports of retro titles could be the best thing for the service. From what’s been said, it looks like we won’t be seeing any Saturn or Dreamcast titles in the near future (sadly), but I’m sure looking forward to the “surprises” mentioned above.

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SEGA teases Pac-Man for Sonic Dash https://www.seganerds.com/2018/02/17/sega-teases-pac-man-for-sonic-dash/ https://www.seganerds.com/2018/02/17/sega-teases-pac-man-for-sonic-dash/#respond Sun, 18 Feb 2018 02:34:05 +0000 https://www.seganerds.com/?p=34703 Sonic Dash will celebrate 5 years of success next month. To help in the starting the festive, SEGA has recently tweeted out a teaser of a new runner coming to the party. Who’s Sonic gonna call? pic.twitter.com/VWnbTHOjWG — SEGA HARDlight (@SEGAHARDlight) February 16, 2018 Soon later, Bandai Namco tweeted out a video of Pac-Man receiving …

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Sonic Dash will celebrate 5 years of success next month. To help in the starting the festive, SEGA has recently tweeted out a teaser of a new runner coming to the party.

Soon later, Bandai Namco tweeted out a video of Pac-Man receiving a call from Sonic himself.

We will have to wait probably a few weeks before SEGA announces it officially. Sonic Dash success has more than 100 million downloads, with over 14 million players every month.

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Gunstar Heroes lands on SEGA Forever https://www.seganerds.com/2017/12/21/gunstar-heroes-lands-on-sega-forever/ https://www.seganerds.com/2017/12/21/gunstar-heroes-lands-on-sega-forever/#respond Thu, 21 Dec 2017 10:19:31 +0000 https://www.seganerds.com/?p=34270 Everyone’s* favourite run ‘n gun Treasure Game, Gunstar Heroes has been released on iOS and Android as part of the SEGA Forever line up. Developed by Treasure, Gunstar Heroes was originally released on the Mega Drive/Genesis way back in 1993. It also received a fancy 3D update by M2, as part of the SEGA 3D …

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Everyone’s* favourite run ‘n gun Treasure Game, Gunstar Heroes has been released on iOS and Android as part of the SEGA Forever line up.

Developed by Treasure, Gunstar Heroes was originally released on the Mega Drive/Genesis way back in 1993. It also received a fancy 3D update by M2, as part of the SEGA 3D Classics range on the Nintendo 3DS some 20 years later.

As always, SEGA Forever titles are free to download, supported by adverts. Or you can choose to buy the game and remove all advertising.

If you’re reading this on your Android or iOS device, click this magical link to visit your preferred store and download the game, now! http://sega.vg/iDyD30hk11m

There’s some more SEGA Forever news (see below) but first, here’s some Gunstar Heroes screenshots and some lovely pieces of artwork, courtesy of our friends at SEGA Europe:

But wait, there’s more SEGA Forever news for our mainland European friends! The recently released Beyond Oasis (aka. Story of Thor) has just received a ‘continental’ update, now featuring Spanish, French, and German localisations of the game. This is great news, as it’s a story-driven adventure game and has a decent amount of text, so non-English speaking folk will hopefully enjoy a better experience with the game.

If you missed out on Beyond Oasis, here’s another magical link for you to download it: http://sega.vg/LirI30fNk77

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Streets of Rage joins SEGA Forever catalogue https://www.seganerds.com/2017/12/07/streets-of-rage-joins-sega-forever-catalogue/ https://www.seganerds.com/2017/12/07/streets-of-rage-joins-sega-forever-catalogue/#respond Thu, 07 Dec 2017 15:40:14 +0000 https://www.seganerds.com/?p=34198 Good news! Streets of Rage has now joined the ranks of other SEGA classics in the SEGA Forever catalogue. Like all other SEGA Forever titles, Streets of Rage is available now on iOS and Android (the first time the game has been released on Android devices). Check out the spiffy retro-tastic and informative launch video, …

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Good news! Streets of Rage has now joined the ranks of other SEGA classics in the SEGA Forever catalogue. Like all other SEGA Forever titles, Streets of Rage is available now on iOS and Android (the first time the game has been released on Android devices). Check out the spiffy retro-tastic and informative launch video, above.

All SEGA Forever titles are free to download (with ad-support), but you can also purchase the game to remove adverts. If you had previously bought the game on iOS, you can simply restore your purchase from within the game, to remove adverts.

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My experience with SEGA HARDlight: what it takes to make a high-quality mobile game https://www.seganerds.com/2017/11/29/my-experience-with-sega-hardlight-what-it-takes-to-make-a-high-quality-mobile-game/ https://www.seganerds.com/2017/11/29/my-experience-with-sega-hardlight-what-it-takes-to-make-a-high-quality-mobile-game/#comments Wed, 29 Nov 2017 13:00:56 +0000 https://www.seganerds.com/?p=34115 There’s a common misconception among many gamers that the mobile gaming industry is a cheap way for developers to make games and bring in lots of money. You can’t really blame people for thinking this, often we hear about some of the success stories about teams of just three or four developers coding in their …

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You know you’re in the right location when the car next to yours features a Sonic plush

There’s a common misconception among many gamers that the mobile gaming industry is a cheap way for developers to make games and bring in lots of money. You can’t really blame people for thinking this, often we hear about some of the success stories about teams of just three or four developers coding in their bedrooms, launching an app on the AppStore (other app stores are available) and seeing overnight success, earning hundreds of thousands of dollars in revenue over a few short months.

Flappy Bird is one of the biggest examples, where a single coder managed to bring in more money a month than many people earn in a year through ad revenue. Of course, the game was pulled from the marketplace, with Dong Nguyen (the developer) citing that the game’s success was “ruining his simple life”, others have questioned the game’s originality and likeness to Piou Piou vs Cactus which was released some two years prior.

But regardless, it’s stories like this in circulation that have given the impression that developing mobile titles is a piece of cake compared to console or PC games – it’s something that I was beginning to believe myself. Let’s face it, it’s the dream for many people – making a ‘simple’ product that brings in the big bucks.

But that dream is often far from the truth for many of the industry’s developers and my perception on this matter changed on Monday Nov. 13, 2017, with an eye-opening visit to SEGA’s most prominent mobile studio, SEGA HARDlight.

A brief history lesson

Founded in 2012, HARDlight was established by SEGA to specifically develop handheld titles, originally focusing on an action adventure for the PS Vita, and also expand the company’s reach into the, then, fast-growing mobile gaming industry. But that strategy changed slightly, when their Vita title fell into obscurity and the team’s focus shifted towards the mobile market – with the single exception of porting the excellent Viking: Battle for Asgard to PC (so it’s not been 100% mobile).

The studio was made up of a range of industry veterans, including several members of SEGA Racing Studio (which closed doors a few years prior) and headed up by former Chief Technology Officer for SEGA Europe & America, Chris Southall. Some five years on and the studio has seen success with several mobile titles, many of which are based on the Sonic the Hedgehog franchise.

Possibly the best known and most successful of SEGA HARDlight’s games is Sonic Dash, an addictive and gorgeous-looking endless runner – where gamers score points based on how far they can run through the various surroundings, allowing them to unlock new characters and upgrades, plus upload their scores to servers and try to beat their friends.

This year sees SEGA HARDlight release another Sonic mobile title, Sonic Forces: Speed Battle. As the name suggests, it is tied in to the Sonic Forces universe and, you shouldn’t be too surprised, it looks and plays in a very similar way to Sonic Dash (well, if it ain’t broke, don’t fix it – right?).

Unlike Sonic Dash, though, Speed Battle is not an endless runner, replacing this mechanic with a multiplayer aspect, allowing gamers to directly compete against three other players in live races – with actual finish lines to each stage.

Breaking down the fallacies

It’s not a SEGA office without a neon sign!

Nestled in the centre of the picturesque and quaint town of Leamington Spa (about an hour’s drive from London), you’ll find several gaming studios, including SEGA HARDlight. My visit started out by a quick tour and introduction with SEGA Europe’s Mobile Games Community Manager, Fran Shergold, and HARDlight’s Director of Operations, Harinder Sangha.

Immediately, the misapprehension that mobile teams are made up of a handful of people was quashed – HARDlight’s office proved that idea wrong straight away. While it’s not the biggest gaming studio I’ve ever visited, it was a bigger team than I had expected.

HARDlight was initially setup with some 20-odd members, with room to grow to about 35-40 people. The studio’s current team is actually around the 50-person mark and Harinder commented that HARDlight recently had to acquire the office next door to expand (the signage from the old company is still on the door).

Typical. I take a shot of the room at large and all the devs go on a bathroom break! (Joke – actually, they were in a meeting)

You could also be forgiven for thinking that mobile teams are only made up of developers, just coding away like some farm animals, until someone pushes a button to upload it to an app store and the game’s released into the world. And then the team begins developing yet another title.

I can’t speak for every mobile studio (again, you do hear stories of such studios and teams out there), but SEGA HARDlight is made up of a range of departments, from developers, to analytics, art, design and QA.

The structure of the team was also one that surprised me. Through the handful of game studios I’ve visited in my time,  I’ve usually witnessed quite a rigid hierarchy structure; trickling down from studio heads, to management teams, to project leads and then basically everyone else with their own micro-management eco-system.

Every office needs a Sonic arcade machine

But SEGA HARDlight’s team was more flat and open. You had the studio head, Chris Southall and maybe a couple of other managers, but then the structure seemed very open. And those few managers weren’t encased in glass offices away from the team, they were among them, part of the team.

I know this open team dynamic isn’t a new or unique concept, many companies are adopting this approach, but SEGA is a company that was born from a time that this wasn’t the norm and even SEGA’s main offices in London don’t seem to have this open, flat structure. It’s also a working environment that’s often hard to maintain – I’ve also worked in tech/media companies that claim they have this approach to work life, but it’s always easy to see how the management staff split from the rest of the team and it becomes the usual ‘them verses us’ dynamic among the rest of the staff – but not at HARDlight, it seems.

Meeting the team

Lead Artist, Matt Allan and Hardlight’s resident SEGA Nerd 🙂

Matt Allan was one of the first team members I was introduced to. Lead Artist on Sonic Forces: Speed Battle and a resident SEGA Nerd (shout out to Matt!), he was able to explain some of the process of how they worked on creating Speed Battle’s look and feel.

Showing me some concept art hanging on the wall, it was explained that the team at HARDlight worked off ideas for levels “based on previous 3D Sonic titles, drawing inspiration from their environments and set pieces.”

Matt was quite specific about 3D Sonic titles, so I asked whether they ever draw inspiration from the classic 2D Sonic games. Matt informed me that they would rarely use the 2D Sonic games as a basis for their tracks, because there would be a lot more work involved.

Concept artwork stuck to the wall – based on other 3D Sonic titles

“All major artwork and assets need to be approved by Sonic Team/SEGA Japan, including the environments,” he said. “The 3D environments we work from are based on 3D Zones that Sonic Team previously created and used in their console titles, so it’s a lot easier to build a mobile title like Sonic Dash or Speed Battle using pre-approved styles and 3D designs.”

It makes sense, essentially it would be a waste putting a lot of effort into transitioning a 2D level into 3D, only for it not to meet the approval process in Japan.

This is not to say that HARDlight is simply taking environments from other Sonic titles and dumping them into their own game, it doesn’t work that way. The art team draws up concept art for each Zone and translates it into 3D from scratch and it still needs to be approved by Sonic Team.

The team had also created quite a nifty way of building their levels, once the artwork was approved and created. Because each level in Sonic Forces: Speed Battle is, essentially, a race track, the team has created small, inter-connecting segments of each track, such as rails, loops or split paths etc. and put them into Unity as separate pieces. From there the team can take each piece of track and slot them together in a variety of ways – think a computer-generated version of Scaletrix.

Of course, they can still only have a finite number of these pieces, but to ensure they don’t look too repetitive, they can easily change parts of each track piece, such as plants or trees, with the click of a button. The result is hundreds of variations on a single course.

The launch is not the end

Dev Ops hard at work

One other thing that became clear visiting HARDlight, is that once the ‘go live’ button is pressed, the game is far from finished, if anything, there’s more work to be done.

Speaking to James Back, the Live Ops Manager, I was shown how HARDlight monitors gaming sessions and can use the data to tweak the game to ensure that it remains entertaining for audiences.

One basic example of this was the way they monitor which characters are preferred by gamers and which ones win/lose the most. It was an interesting thing to look at, because characters need to be unlocked and it went to show which characters the more prominent players tended to prefer to play as.

I was also shown a discrepancy they spotted early on, where Sonic lost the most races out of all the characters. But this was soon explained, because Sonic is the base character that everyone starts out with it makes sense to see that he lost more times than won, because new players would still be getting used to the controls and courses. Knowing this allows for the Live Ops team to plan around this data going forward.

What can they do with this data? You might be asking. Essentially monitoring gameplay sessions allows the team to tweak the way the game plays, such as how soon characters are unlocked or in what order. Not too many details were given to me, I guess they didn’t want to say anything too concrete, in case I reported it and it never came to light, which is fair enough.

Gamesmaster, Steph taking a break to talk about how HARDlight uses Discord and other channels of communication

But it’s clear from the way they monitor every session that the team is committed to the game’s ongoing development and the fans who play the game. This came across clearly when I met with Stephanie Brooke-Harris, a person I’m very jealous of, because she has the best official job title I’ve ever heard: Gamesmaster.

Steph’s role partially involves monitoring Sonic Forces: Speed Battle’s official Discord channel and communicating with the gamers playing the game. She is able to feedback any bugs or problems people are experiencing with the game to the QA team, or even suggestions some of the more prominent players may have to improve things to the dev team.

Another part of Steph’s role is to help promote new events or store bundles to the community and gauge their feedback. Again, this ensures the team is on the right track with in-game promotional events and offers.

This daily communication appears to be working to HARDlight’s advantage, as it keeps players engaged with the game and lets their voices feel heard. Using standard social media platforms, such as Twitter and Facebook are a typical way many companies use to communicate to consumers, but there’s still a disconnect between companies and gamers through these channels. Meanwhile, Discord offers a more direct connection and focused user base; essentially anyone/everyone on social media can just follow a company, but Discord channels tend to be filled with people who choose to be part of that channel for a specific purpose and are actively engaging with the others in the channel.

Forming an idea

It’s just research… honest!

Finally, I was able to sit down with Sonic Forces: Speed Battle’s lead designer, Nick Adams. Being part of the decision process, Nick was able to explain some of the background in how Speed Battle came to be.

In terms of the games conception, with the success of Sonic Dash the team wanted to try something a little different and the idea of having a true multiplayer-based game was tossed around.

“We wanted to see where we could go next and the idea of having a multiplayer-based title came up,” Nick said. “After speaking to the development team, it was clear that with some tweaking to the Sonic Dash format (such as removing the ‘endless’ gameplay), a multiplayer game could definitely be on the cards.”

What’s not so clear is when the team decided to tie it in with Sonic Forces or if that was the plan all along (I never really got a straight answer from this). But both games started development around the same time, so it’s a very good chance that while HARDlight was planning a new Sonic game, the chance to tie it in with Sonic Forces made sense.

Once again, Nick emphasized that when the game went from main development to post-launch, the team’s efforts didn’t stop, they had to shift focus to ensure the game’s ongoing success.

What does it take to make a mobile game?

Just before I left, I managed to get a quick go at the Sonic Dash Extreme arcade game

My intention was never to originally write this article. My visit to SEGA HARDlight was a simple one, to get an interview (watch it here) and meet some of the team. It’s something that I’ve done many times over the years. But visiting this studio gave me cause to pause and reconsider how I look at mobile games development, and I hope it has done the same for you too.

The likes of ironing out bugs in games is part and parcel for any modern video game. But with an online multiplayer game, there’s a lot more to do than ongoing quality assurance. Servers need to be maintained, of course, but the team involved needs to continuously ensure that players are engaging with the game and new content needs to be regularly pushed out, to encourage repeat customers and attract new players.

As I discovered at SEGA HARDlight, high-quality mobile games take a lot more than just a handful of coders bashing away at their keyboards; it takes several teams, much like any console game does.

HARDlight is a decent sized studio, but it’s not the largest mobile team out there. Both Fran and Harinder told me that compared to many other mobile games studios, HARDlight is relatively small.

It should hopefully be clear now to anyone who was under the assumption that SEGA was taking the ‘cheap’ route with its mobile division, that that’s simply not the case. While SEGA HARDlight is a smaller team than the likes which worked on Sonic Forces (and therefore it is cheaper, due to less man-power being used), it’s not a ‘cheap’ or simple way of making a game and there’s a lot more to the team structure and ongoing development than you might realize.

Mobile is far from my preferred gaming platform (something I’ve been open about previously), but my visit to SEGA HARDlight has opened my eyes, allowing me to understand what goes into making a mobile title and has given me a new appreciation for the mobile industry as a whole.

SEGA HARDlight Gallery

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Sonic 2 added to SEGA Forever catalogue to mark ‘Sonic2sDay’ 25th anniversary https://www.seganerds.com/2017/11/21/sonic-2-added-to-sega-forever-catalogue-to-mark-sonic2sday-25th-anniversary/ https://www.seganerds.com/2017/11/21/sonic-2-added-to-sega-forever-catalogue-to-mark-sonic2sday-25th-anniversary/#respond Tue, 21 Nov 2017 17:30:28 +0000 https://www.seganerds.com/?p=34085 To mark the 25th anniversary of Sonic the Hedgehog 2‘s launch in Japan (Nov. 21, 1992), SEGA has now added Sonic the Hedgehog 2 to the SEGA Forever catalogue and because it’s a Tuesday, it means SEGA and fans can once again bust out the ‘Sonic2sDay’ meme that was used during the game’s original launch …

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To mark the 25th anniversary of Sonic the Hedgehog 2‘s launch in Japan (Nov. 21, 1992), SEGA has now added Sonic the Hedgehog 2 to the SEGA Forever catalogue and because it’s a Tuesday, it means SEGA and fans can once again bust out the ‘Sonic2sDay’ meme that was used during the game’s original launch in America.

Like all SEGA Forever titles, Sonic 2 is now available on Android and iOS devices and this version features all the updates made by Christian Whitehead and the Sonic Mania team, including playing as Knuckles, Tails’ flying ability and Hidden Palace Zone, which was cut from the original game.

Check out the nifty trailer above for more information and some screenshots below. Plus, here’s some quick links to download the game for yourselves:

Source: SEGA PR

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Saying goodbye to a SEGA legend [Parody/News] https://www.seganerds.com/2017/11/19/saying-goodbye-to-a-sega-legend/ https://www.seganerds.com/2017/11/19/saying-goodbye-to-a-sega-legend/#comments Sun, 19 Nov 2017 22:40:08 +0000 https://www.seganerds.com/?p=33971 **This is a parody news post largely for entertainment purposes & not exactly safe for work** This one… This one hurts. On Friday, SEGA fans all over the world mourned the loss of a time-honored SEGA icon, Danica Patrick.* Patrick had long, storied career with SEGA, making appearance in both Sonic & SEGA All-Stars Racing …

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**This is a parody news post largely for entertainment purposes & not exactly safe for work**

This one… This one hurts.

Sonic Universe issue 45 featuring AiAi, Beat, Vyse, and… Danica Patrick

On Friday, SEGA fans all over the world mourned the loss of a time-honored SEGA icon, Danica Patrick.* Patrick had long, storied career with SEGA, making appearance in both Sonic & SEGA All-Stars Racing Transformed and the Sonic Universe comic tie-in for Sonic & SEGA All-Stars Racing Transformed.

Danica Patrick will also be remembered for her contributions to the marketing world, revolutionizing commercials in sexy fashion for Internet hosting company, Go Daddy. She would also be remembered by SEGA fans for her knocking Toejam & Earl out of the roster for Sonic & SEGA All-Stars Racing Transformed, but she was roundly forgiven on account of her being smoking hot.

You may notice some diehard SEGA fans having a rough time dealing with this, so please be kind to those in the broader SEGA community who are coping with such a shocking, devastating loss. It’s never easy to say goodbye. Sometimes it’s even very, very hard. Like rock hard…

RIP … and Happy International Mens’ Day!!!

*UPDATE: Upon further research, it was actually announced Friday that Danica Patrick was, in fact, only retiring from NASCAR, not that she had died. At least now I can feel less like a necrophiliac when I pay tribute to all my screencaptured Go Daddy commercials. To the printer!

Source: The Washington Post

 

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Interview: SEGA Hardlight on Sonic Forces: Speed Battle https://www.seganerds.com/2017/11/16/interview-sega-hardlight-on-sonic-forces-speed-battle/ https://www.seganerds.com/2017/11/16/interview-sega-hardlight-on-sonic-forces-speed-battle/#respond Thu, 16 Nov 2017 18:49:41 +0000 https://www.seganerds.com/?p=33946 On Monday (Nov. 16, 2017), SEGA kindly invited us to visit its mobile development studio, SEGA Hardlight, and chat with them about their latest release Sonic Forces: Speed Battle. So, check out the video above, where some of the Hardlight team talks about the game’s development and answers a few questions from you, the fans. …

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On Monday (Nov. 16, 2017), SEGA kindly invited us to visit its mobile development studio, SEGA Hardlight, and chat with them about their latest release Sonic Forces: Speed Battle. So, check out the video above, where some of the Hardlight team talks about the game’s development and answers a few questions from you, the fans.

We’ll also be posting another article in the coming days, focusing on SEGA Hardlight and what it takes to make a mobile game.

P.S Big shout out to our buddy Matt Allan at SEGA Hardlight! 😉

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