Here's yet another post of mine, this time for Sonic games! This is my ideal game lineup for my ATL (unnamed, but it's featured in Driven for the Disk!). Very idealist, mind you.
(The Master System and Game Gear games stay the same, couldn't think of any changes, as well as any edutainment)
A few general changes: uniformity across the games, Sega and Sonic Team focus on making their Sonic games better and doesn't meddle in the spin-offs' development and the games' English cast stays the same, expect when recasts need to happen (such as a passing or an actor quitting to pursue other things).
Sonic the Hedgehog (1991, MD/Genesis) unchanged from the original game. Okay, maybe less bullshit deaths
Sonic the Hedgehog 2 (1992, MD/Genesis) this is the exact same game, except Tails can fly from the onset, Metropolis Zone Act 3 is Cyber City Zone, Hidden Palace and its enemies remain in the game, and Sand Shower is there too. Also, it, Hill Top Zone and Metropolis are added to the 2P Versus mode.
Sonic the Hedgehog: Adventures in Mobius (1993, MD/Genesis):instead of making Sonic Spinball and spending localization efforts on Puyo Puyo (which comes out as Puzlow Kids), STI develops this game, based on the Archie Comics universe. Sonic and Sally are both playable, and the game puts more on a focus on story and action. There are 10 single hearty levels with lots to do. The game gets mediocre reviews but smashes it on sales numbers.
Sonic the Hedgehog CD (1993, Mega CD) Identical to the final game, with R2 and its components added, and an actual extra boss upon gaining all Time Stones. Also, the North American version uses the Japanese/PAL soundtrack.
Sonic the Hedgehog 3 (1994, MD/Genesis): fairly similar to the original Sonic 3 & Knuckles game. This releases in full in November 1994, with a big marketing push. Sonic, Tails and Knuckles' sprites look a lot more consistent, there's a lot less diabolical traps, and palette bugs are fixed. The jingles used are the ones from Sonic 3, there's no involvement from MJ nor his team. There's a Super Sonic theme (the Special Stage theme from Sonic Pocket Adventure), the S&K opening cutscene from the original game plays as an intermission after beating Launch Base Zone, and the game's ending scene after beating Death Egg Zone/The Doomsday Zone and credits at the end play the November 3rd 1993 prototype/Sonic Origins credits theme, followed by Sonic Pocket Adventure's credits theme. Unfortunately, Lock-On is left out as a result.
Sonic The Hedgehog Combo (1995, MD/Genesis) A budget combo cartridge containing improved versions of Sonic 1 and 2. It adds Tails and Knuckles playable where they weren't, with adjusted level design. This also releases for Sega Channel.
Sonic 3D: Flickies' Island (1996, MD/Genesis) identical to what released, except it's a lot more polished and there's no Saturn version.
Sonic the Hedgehog Ringstars (1996, Saturn) A fairly tried-and-true Sonic title, developed by Sega CS3. The level graphics are rendered in three-dimensions, whereas characters, enemies and objects are pre-rendered 2D sprites. The game features seven three-act zones, themed similarly to other Sonic games, with a futuristic twist in terms of looks, filled with secret paths. The last act of each zones features Dr. Eggman fighting with one of his inventions. Some of the acts also have mid-level boss fights against various Badniks, opponents or creatures. Sonic, Tails and Knuckles are all playable, with their respective abilities from Sonic 3. Special Stages are similar to Sonic 2, however, they're rendered in in 3D and are substantially easier. As for the plot, this sees the return of Dr. Eggman (you guessed it) and Nack the Weasel, from Sonic Triple Trouble. Our furry thief finds a new island, which apparently was host to a long-extinct population. And of course, that means treasure. And he plans to sell whatever he finds for cash! Dr. Eggman, other other hand, learns about this and plans to harness the island's power for himself. Sonic, Tails and Knuckles have to prevent anyone from getting close to the lost artifact! Reception of the game was positive, with the tight controls, varied soundtrack, content and boss encounters receiving praise, but many said the game's level graphics, while colorful, look a bit underwhelming, and the pre-rendered sprites were said to be of inconsistent quality. The level design could get quite confusing at time, and many cheap deaths due to poor enemy placement.
Sonic Jam (1997, Saturn) Exactly like the real deal, but with my ATL's version of games.
Sonic R (1998, Saturn) The original game with less bullshit, much better physics and double the amount of race tracks!
Sonic Adventure (1999, Dreamcast) In spite of all the game's bullshit, I like how it ended up. I will say that this ATL's version has the all characters play through all levels similarly like Sonic does. Their gameplay "quirks" are one-time minigames. Boom! The game becomes 100% better.
Sonic Shuffle (2000, Dreamcast) Hudson still gets to develop the game, but this time they don't attempt any originality and just lifts from their Mario Party games. This ironically leads to a better game.
Sonic Adventure 2 (2001, Dreamcast) This is just a basic improvement of the game we got. Maybe like Tails and Dr. Eggman's mechs controlling and feeling like Gamma from the first game, much less bugs, better level design, actual lip syncing for the English dub, etc.
Sonic Adventure 2 Battle (2001, GameCube) The game doesn't change shit when it doesn't need to, also with a handful of improvements.
Sonic Advance (2002, GBA) Dimps lets the game cook a little longer, coming out in Q2 2002 instead. It's more refined as a result. The stage themes are very similar to OTL's Advance 2, but the whole game is more similar to OTL's Advance 1. Cream isn't in the game, no. Oh, and physics and level design closer to S3&K.
Sonic Mega Collection (2002, GameCube/PS2/Xbox) This is a similar collection to OTL's, but with the game lineup changed: Sonic 1, 2, 3, the Master System/Game Gear titles and 3D Blast. Sonic RingStars
Sonic Battle (2003, GBA) Sonic Team doesn't make the game, Dimps does. Think of King of Fighters mixed in with Zatch Bell: Electric Arena. A 2 on 2 2D fighter featuring an assortment of characters (Sonic, Tails, Knuckles, Amy, Shadow, Rouge, Chaos Metal Sonic, Eggman, Mighty, Vector, Espio (debuting their modern designs!), just to name a few. Some have alts (like Super Sonic). The storyline is similar to OTL's Sonic Battle, down to Emerl's introduction. It releases Q4 2003.
Sonic Heroes (2004, GameCube/PS2/Xbox) This is a Q3 2004 release. It's nearly identical to JebTube's description of the game in this video "The Timeline Where Sonic Succeeds". I've got nothing to say else, frankly.
Sonic Advance 2 (2004, GBA) This builds of the foundation TLL's Sonic Advance built. The tag-team gameplay is still a core part of the gameplay. Shoutout to the million bottomless pits and cheap enemy placements, who are mostly absent this time. Follows OTL's Sonic Advance 3 storyline.
Sonic Rush (2005, DS) Nearly identical to OTL's game. Why would I change anything??? Okay... less bullshit moments. There. In addition to that, Tails has a more prominent role in the game,
Shadow the Hedgehog (2005, GameCube/PS2/Xbox) Like it or not, Shadow is popular and OTL's game sold tons. No excuses though, it's a heap of trash. ITTL, the game is written by Shiro Maekawa, the co-creator of the character and the one that understands him the most. It explores Shadow's past deeper (the Eclipse Cannon's real purpose, the mystery behind Maria's illness, all the Shadow androids, yadda yadda).This game is developed by FromSoftware (hence the "idealist" part) and focuses purely on action gameplay with a few RPG elements, such as upgradeable stats and weapons (that look like they belong in a Sonic game), and is less of a trend-chaser to boot. It sells just as well, if not a little better, and is much better reviewed.
Sonic Riders (2006, GameCube/PS2/Xbox) Now developed by New Entertainment R&D (Amusement Vision/RGG Studio), with supervision from Sonic Team, it retains a same sense of speed and gratification like F-Zero GX/AX but still with that made the original game memorable.
Sonic X (2006, PSP) Backbone Entertainment keeps their traditional 2D platformer ideas since Sonic Team isn't involved as much. It adapts the anime's eight sagas, as well as a few arcs from the ongoing Archie comic at the time. There would be at least fifteen separate levels. While speed is an important factor, some missions would be completed upon completing certain tasks, unlocking more levels and content.
Sonic and the Secret Rings (2007, Wii) IOTL, when Sonic Team was presented with a development kit for the Wii, they split off Sonic '06's development team so a game could be released ASAP for the Wii. Both games suffered badly as a result. In this ATL, the game is developed by Paon DP, and emulates the gameplay seen in Sonic Adventure (Sonic is the only playable character), but the aesthetics, storyline and tone of the game are like our Secret Rings. Boss battles would utilize the Wii Remote's motion control to perform actions that would enable the boss's weak point to be hit. There would be four-player minigames, like the original game, but a bit more polished.
Sonic the Hedgehog Evolution (2007, PS3/Xbox 360/PC) The name was stolen from JebTube's previously mentioned video. A good indication of this ATL's version of Sonic '06 would be Sonic P-06. Also, the game's artstyle looks a lot less uncanny and more in-line with the other Sonic game, while retaining its next-gen feel. This game comes out Q4 2007.
More to follow!