Welcome to Project Zone: 0. Currently, this is essentially a pre-release or beta to a large scale Sonic the Hedgehog information site that is slowly being built up. This is a long term, ongoing project of mine that's quietly been in production since 2004, and was first unveiled in April 2007 as a limited preview of content. In short, it will be a Sonic game information and strategy guide resource that aims to eventually cover every one (or as many as possible) of the platforming legend's games in very meticulous detail, presented in a fully illustrated and easily browsable webpage format.
Starting with the original Megadrive classics, I'll slowly but very thoroughly be working my way through the most complete guides for these games that you're likely to find on the web or in print. Every level is given its own page, with features and significant points highlighted, all aided with screenshots and where possible, complete level maps. Imagine the detail of an FAQ with the presentation and ease of use of an official strategy guide (except this is free), and you've got Zone: 0, the comprehensive Sonic the Hedgehog game guide.
Explore what I've created so far using the game navigation at the top, or learn more about the project in the FAQ page.
Thanks for your interest.
9th May 2008
Sky Chase Zone added to the Sonic 2 section
5th May 2008
Metropolis Zone added to the Sonic 2 section
9th March 2008
Oil Ocean Zone added to the Sonic 2 section
Beaten in his own factory, the doctor retreats to the skies, but Sonic and Tails give chase in their Tornado bi-plane. A very different level that takes place in the air and is only one act long, with no boss and contains only rings and badniks. You can move around freely within a gradually scrolling environment in which the objects will come towards you from the right, but no matter where you go, the Tornado will follow your position, and you'll always land back down on its wings. A simple, fun level that works more like a mini-game.
View previous blog entries and updates
Friday, 9th May 2008, 4:30pm (BST)
Update: Sky Chase Zone added to the Sonic 2 section
Just as I had hoped, I managed to throw the page and map together for Sky Chase within a day, and even more easily than I expected. It's about time that something actually took less time for me to do than anticipated. The map proved a bit more complicated though because all the badniks move across the screen at different speeds, and I found it quite hard to plot them all accurately, according to where they would actually appear, so I just stuck to their starting positions. It's a pretty self-explanatory stage though, so I doubt anyone really needs the map anyway, as you can't exactly miss anything. Oh well, there if you want it.
Since I'm starting a job soon I thought I'd give in and buy Mario and Sonic and Sega Superstars Tennis. Doesn't look like they're coming down in price any time soon, at least not the former, so I thought what the hell. Got them at The Hut, who are currently offering Superstars for £15 when you buy Mario and Sonic for 30, so if you've been thinking about getting both of these, but hesitant to go full price, that might be your best deal for a while.. Having said that though, it seems they've knocked off a whole pound from Mario and Sonic since I bought it the other day.. bastards!
So Mario and Sonic arrived this morning, but Superstars is oddly still within the firm grip of the Royal Mail, somewhere. I played a few events briefly but I think it really is far more of a multi-player game, and most of them, I wasn't really enjoying very much to be honest. I don't like how so many of the events are unlockable too. I want to play the archery one, and the dream events too, but turns out I have to go through all sorts of stuff first. I guess first thing in the morning, I wasn't feeling particularly active either, and the 100 meters sprint wore me out. Given the amount of time I've invested on building this site so far, you would be safe to assume I'm not the fittest person in the world. Still, at least my Sonic game collection is once again complete now, with all 45 existing titles. Superstars is more of a Sega game, so I don't count it as a Sonic one as such, and M&S is at least 50% Sonic. Those are my rules, and I stick to them.
I'll tell you what I also picked up in the same gaming binge though.. LocoRoco for the PSP. If you love classic Sonic and happy, bright games, you'll probably really like this. It's a platformer with simple but very stylish graphics, fantastic physics and very Sonic-like rolling around at speed. I was instantly enchanted by it, and it was only a tenner or so, so I recommend looking into it.
Expect Wing Fortress to not be too far down the road, I reckon. Should be able to at least start it and get a good way through over the next week or so.
 
LiQuidShade
Monday, 5th May 2008, 2:29pm (BST)
Update: Metropolis Zone added to the Sonic 2 section
Now is that the best blog-post-title-that-refers-to-a-level I've done so far or what? I'd be lying if I said it only just came to me, mind you.
Again, my apologies for taking ages with it, especially since I've managed to do the whole thing in just the last two weeks really, but I've been snowed under with other work. I think you'll find it rather detailed though, as always, and the maps weren't as tough to make as I was expecting, although the looping does confuse things a bit. We're closing in on a complete Sonic 2 section now, and neither Sky Chase nor Wing Fortress should take me that long (I reckon if I set aside a whole day, I could get Sky Chase done in its entirity no problem). And then it's just all the other stuff about the game (including Death Egg, don't worry I haven't forgotten about it, I just don't class it as a level, it's a boss), all of which has already been written, but will probably need a few small additions. Although I will probably assemble a PHP system to help me build those non-level pages.
Once I've converted all current levels and pages to a fully dynamic state, it'll be much easier for me to make layout alterations and add new features, and I've got one or two ideas in my head that I hope will improve the experience. Also coming hopefully fairly soon is a full new look, particularly regarding the top banner/nav area (it really needs it in my opinion, and again I have a great idea for it), Sonic CD and a couple of other great, big features for the site. Can't guarantee I'll have loads of time to spend on it within the coming months, as I have a placement job to start in two weeks from today, as well as a new place to move into, but I shall do what I can. I'm planning on a big update week at some point, where a lot of these things will appear throughout it, or if they all take too long, I'll release them more gradually, we'll see how it goes.
So Sonic Unleashed is looking to be on tip-top form so far. If you're interested and haven't done so yet, you should really check out the scans from Play Magazine's interview with Yoshihisa Hashimoto, the lead director, which also includes new screens and loads of info. It would seem that the Wii/PS2 version is being developed with a certain degree of difference to the 360/PS3 version with regard to level design, and the former is being worked on by the Sonic Rush team. Given the game is very like Sonic Rush in pace, it's in good hands as far as I'm concerned. I know some people are a bit up in arms about this decision and worried that, because the Wii can't take advantage of some of the features of this "Hedgehog Engine", it'll lead to a significantly poorer version. I guess I can understand that if you only own a Wii or PS2, but being a Wii and a 360 owner, I'm excited by this decision. It could almost be two different games, if they really do vary significantly. A clever trick to make more money by Sega too, but what can I say? They're welcome to take mine.
This was a great interview too. Play asked all the right questions, and the director proved to me that they're all passionate about getting it right this time, and taking onboard the specific crticisms of past games. Of course, that's not to say they won't make whole new ones, but they're definitely more receptive than they used to be. I believe the reference to the game being half 2D, half full 3D refers to the fact that Were-Sonic will be controlled in full 3D, whereas regular Sonic will only be 2D to the side, and 2D on-rails from behind. Unfortunately it looks like Sega are still in control of things like deadlines and delays (or lack thereof), as opposed to the developers, and if that's still the case, are we likely to end up with another buggy product?
With the success of Sonic Rush Adventure and Sonic Rivals 2 on a more traditional, technical basis, and the very surprising success of Mario and Sonic Olympics and Sega Superstars Tennis on a more casual one, plus Sonic's attachment to Brawl and Bioware, we're building up to a major comeback here, culiminating in the success of Unleashed and Chronicles. I believe the new era of Sonic has already started, and I'm confident that these next two big games can carry the weight of this build-up.
Expect all of my (more well-written) thoughts on Sonic Unleashed soon, in a big article, as we start to learn more about it.
 
LiQuidShade
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Saturday, 22nd March 2008, 3:13pm (GMT)
First screenshots of Sonic Unleashed?
If you've not been keeping up, Sega made a new trademark a couple of weeks back for the name "Sonic Unleashed", and when this normally happens, we can expect to see a new game of that name be announced shortly thereafter. What's more, we are due for the announcement of the next primary platformer at any time this year, so is this it? Certainly looks that way!
Just check out the graphics on those environments! "Sonic in Pingu land" springs to mind, as they look like they're made out of plasticine, and I would have been sceptical if someone had just told me about that beforehand, but I think they look really nice! There's something, not quite old skool about them, but not the kind of realistic stuff we've come accustomed to either. It's a unique style all of its own, but thank God, it's bright and cheerful! Apparently they're based on cities in Greece, and the desert-like one looks a tad bland in places, but overall, they've really pulled a surprise out of the bag on this one. The cut scene seems to give mixed signals of both comedy and darkness, so I don't know what quite to make of that, but I really hope they go down the lighter road with this one. We don't need any more serious storylines for the time being.
My biggest question at this stage is a matter of dimensions. 3D graphics, great, but what about the controls? I've been saying for a long time, we need a primary Sonic game that is controlled in the traditional 2D axis form, and mostly side-on. This game could still be that. If you look at the last screen, of Sonic darting out from a behind a box, it suggests to me that he's running a preditermined path down that road and you can move him left and right. Not side-on no, but I really think they'd be safer with 2 dimensional controls at this point.
To me, these look like 360/PS3 screens too. If for Wii, my fear is that it'll follow the same wii remote controls as Secret Rings, which on the whole, didn't work for me.
From what I read, there's more out there right now too. There's word of a 600MB movie, a magazine scan and perhaps more shots, but I'm struggling to gain any clues as to where they might be. Will update.
EDIT:
Ludicrous amounts of screens and Were-hog?
Suddenly the name "Sonic Unleashed" makes perfect sense now. Shared with many I'm sure, my initial reaction to that transformation was a big 'ol "WTF?", but personally I'm not too bothered by it. It seems a little gimmicky and maybe even a bit of a rip-off of Twilight Princess' idea, if this is indeed a gameplay element, and I've no doubt it is..
..But then you browse through all these screens and just think "Wow!". If the game looks this good, they can turn Sonic into a shepherd's pie for all I care. There seems to be a lot of suggestion that it takes place on the 2D axis, either sideways on or from behind like Secret Rings, and that's pretty much exactly what I had hoped for. From the screens I can see two different levels, with the African/desert one being particularly varied, and it looks like the day-to-night feature that should have been in Sonic '06 is back, and you've got to believe, here to stay. That makes me incredibly happy, as I've wanted to be able to play levels set at different times of the day for so long now. And with the werewolf gimmick it makes perfect sense, since presumably Sonic can only transform at night. The contrast between this happy, plasticene world and the darker side is very apparent, and it suggests that alongside it will exist a much darker world, or variation of these levels.
Also note the complexity of that Blue Coast style level, in the aerial shots. It looks like an incredibly non-linear affair if those paths aren't just decorational, with your route weaving around and hopefully expanding into many options. I am absolutely loving what I see, and will constantly be wanting more.
EDIT AGAIN:
Sonic Team... I could kiss you.
Absolutely perfect - EXACTLY what I had in mind. A true "2.5D" adventure for our next primary platformer. The sense of speed suggests that its inspiration mainly comes from Sonic Rush, and going by the success of that format, it definitely seems like the right move for them to have made. My only gripe? Sonic's running animation could be better. I was hoping for something similar to SSBB and indeed, Sonic Rush. Still, who the hell cares, this is pure Sonic GOLD!
Oh, and apparently, the screens posted are from the XBox 360 version, and there is said to be a preview coming up in the Official Nintendo magazine, which suggests a multi-format release. Good move.
 
LiQuidShade
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