SAGE 2020: Fan Games
Iād hoped to have this article out a little bit sooner, but I overestimated how long it would take to write about some of these games. Whoops! Like I said when I outlined the posting āscheduleā on the first day, weāre playing it fast and loose, so this is just what you get.
Today is the day I talk about fan games! And even though SAGE has āSonicā right there in the acronym, itās always hosted fan games from all types, so today weāve got Mega Man, Mario, Rayman, and even fan games of fan games, if you can believe it.
Sonic Pinball Panic!
Pinball is one of those things where Iāve always been obsessed with it, but never very good at it. And now, with access to digital pinball collections like Pinball Arcade and Pinball FX, I donāt actually find myself playing as much pinball as I thought I would when I was 14 years old. Still, I find myself fascinated by a good pinball table, and this honestly caught me off guard. This could very easily be an official DLC release for one of those aforementioned pinball collections and I wouldnāt even bat an eyelash (in fact, if you ask me, this is better than Pinball FX, which has always had weird ball physics). This looks, sounds, and functions exactly like a real pinball table should. My complaints are minor: for starters, the table feels kind of easy. Iāve never been a pinball wizard, but I was losing balls left and right here and it still took a good 15 minutes before I finally got a game over. Score accumulation is also pretty slow; most pinball tables will dump millions and millions of points on you, but here, it felt like a struggle just to reach the 379k I finished with. Both contribute to the fact that the table feels a little flat, like itās missing a spark to really put it over the top. And, third, it would be nice if it had controller support. The keyboard works just fine, here (itās just pinball, after all) but I find that the triggers on a controller feel really good with pinball flippers, and mapping the plunger to the right stick is great, too. This is a Unity game, so I wouldnāt think itād be that hard to hook it up to the controller mapper. Still, I came away impressed.
Mega Man: Perfect Blue
There are two things out there that always give me pause: fan-made Doom level packs, and Mega Man fan games. Fan made gaming content generally has problems when it comes to difficulty balancing anyway, but these games have earned a certain reputation for their difficulty, which creates a problem when you have content made by fans, for fans. This insularity means these things are usually way too hard for what I would consider ānormalā people (read: casual fans and outsiders). Add on to the fact that Iād even say that there are official Mega Man games with bad difficulty balancing, and you have a recipe for frustration. Sadly, this is how Iād characterize Perfect Blue: though this introductory level isnāt impossibly hard, itās definitely pushing that edge where itās not very accommodating to someone who hasnāt played and finished every Classic Mega Man game ever made. It almost immediately throws you into scenarios where you have jumps you can barely reach, insta-kill spikes, and enemies that not only actively dodge your shots, but invincible enemies that launch counter attack homing missiles. And then it starts making you juggle all of this stuff, together, at the same time. None of this is insurmountable as long as youāre paying attention, but as a very casual Mega Man fan, itās an unfriendly first impression and makes me worried about what the rest of the game is going to be like as the challenge naturally ramps up. For those hardcore Mega Man fans among you, the rest of this is solid, at least. The presentation and controls are excellent, and the new sprites are beautiful. Itās a game Iād love to enjoy when itās done⦠but Iām assuming Iāll be left out in the cold. A shame, really, because thereās so much promise here.
Sonic and the Mayhem Master
Thereās a lot to like about this game, but thereās a part of me that really wonders if this should even be considered a Sonic fan game. Mayhem Masterās depictions of Sonic and Amy Rose are atypical to put it mildly. Here, Sonic seems to be a bookish nerd of sorts, a sidekick to Amy Rose, who has been turned into a burnt out, cigar-smoking detective. Most of the game plays out as half an adventure game, half an RPG, where you roam around the world talking to NPCs and gather clues while being assaulted by random battles. The battle system is super off-the-wall, too, perhaps taking inspirations from games like Mario & Luigi and Undertale. This means that battles arenāt passive -- you spend most of each fight dodging or nullifying incoming attacks with simplistic action-based commands. Itās weird, and different, and occasionally even a little bit overwhelming. Thatās kind of the whole game, really. Itās the sort of thing that really doesnāt feel like a Sonic game at all, but it also doesnāt feel bad. The artwork is very charming, Iām interested in seeing the characters develop, and thereās plenty of worldbuilding and mystery. Would this still be as intriguing if you removed the Sonic connection, even if itās so threadbare? Thatās a hard question to answer. I know that some of my interest in this game is seeing how it spins more familiar Sonic elements into something thatās completely different. Worth checking out, for curiosityās sake if nothing else.
Sonic and the Dreamcatcher
This is a fairly brilliant little game with two unfortunate quirks. If you didnāt know, the special stages in the original Sonic the Hedgehog were inspired by an arcade game of the era called Cameltry, published by Taito in 1989. Now, Sonicās special stages were different enough from Cameltry that it wasnāt a case of Sega outright stealing the gameplay, but thereās a clear lineage there, and it only becomes clearer when you compare the special stages in Sonic 4 Episode 1 to Cameltry (spoilers: in that game, theyāre nearly identical). Dreamcatcher is also from this lineage, but is infinitely more charming than either Sonic 4 and maybe even Cameltry itself. The idea is that you must collect a specific number of blue spheres in order to reveal the Chaos Emerald, after which you have a limited amount of time to find and collect it. Itās very simple, but the presentation really sells the gameās charm. Itās just a game that looks good and sounds good, with an interesting premise executed very well. Also, you get a dedicated ā& Knucklesā button to spawn infinite Knuckles to help you collect blue spheres and bash enemies. Being able to have unlimited numbers of these guys sounds like it would break the game, but once that countdown clock begins, the last thing you need is 20+ echidnas clogging up the route back to the emerald. The first quirk this game suffers from is that thereās only two levels. Parts of this have a very āgame jam made in a weekendā vibe to it despite the rock-solid music, sound, and gameplay, and only having two levels contributes to that. Hopefully more are coming in the future. The other quirk? You canāt actually download this game -- itās embedded in a webpage. Iām sure this is to make it easy to play on any platform with a web browser (phones, PCs, etc.) but I find myself greatly desiring a hard copy of this game that can live on my computer forever.
Sonic Galactic
Now hereās just a good old fashioned Sonic fan game. Though it clearly takes inspiration from Sonic Maniaās aesthetics in some places, itās clearly doing its own thing, featuring not just the core cast of Sonic, Tails, and Knuckles, but also Fang the Sniper, and even a brand new character named Tunnel the Mole. Unlike a lot of Sonic fan games at SAGE, this appears to be using something besides Clickteam Fusion, Game Maker, or Unity. Here, itās the āHatch Game Engine,ā whatever that is. Whatever the case may be, the game runs very well and is basically indistinguishable from just playing Sonic Mania. Visuals are sharp, musicās good, the two included boss fights are surprisingly fun to fight -- everything seems to be in order. As a result, thereās not really a lot to say. This is just a good, fun game. Anything else Iād say would come off sounding like nitpicks. For example, thereās no way to set graphics options yet, so the game is stuck in 2x Windowed mode. Fang and Tunnel are cute additions, but I wonder how much utility they have as characters. Unless I missed something, Fangās pop gun is mainly for a weak double-jump ability, and Tunnelās ability to dig and ricochet off floors, walls and ceilings is cool, but it doesnāt have quite the universal utility of Tailsā flight or Knuckles climbing and gliding. Itāll be interesting to see how or maybe even if their abilities have a chance to grow into something special. Anyway, like I said, those are nitpicks, so try to give this a shot if you can.
Sonic Robo-Blast!
Remasters seem to be a bit of a theme this SAGE, between Sonic Triple Trouble 16-bit, Sonic 2 SMS, Sonic 1 Revisited, but this is perhaps the most surprising of them all: a loving remaster of the original Sonic Robo-Blast. SRB1 was perhaps one of the first true ālandmarkā fan games, given that it was basically a whole entire game that people could play. It's not a stretch to say that SRB1 probably helped kickstart the fan gaming community that still survives to this day -- I certainly owe my involvement in the community to seeing SRB1 for the first time. The problem is, as historically significant as the game might be, itās nearly impossible to go back to nowadays -- itās much, much too dated to be any fun. This remaster completely re-envisions SRB1 as a regular Sonic game, while also pulling in gameplay elements from Sonic Robo-Blast 2. Itās a bit of a time paradox mindwarp, but it helps give it a bit more personality than just making a bog-standard 2D Sonic. It works, aided by the fact the sprites, music and overall presentation are fantastic. The only downside is the Act 2 boss, which commits the cardinal sin of taking away player agency and making you wait around far too much. Hereās hoping this gets finished, because itās definitely on my radar now.
Super Mario Flashback
This has been floating around for a few years now and Iām glad to see itās finally starting to get some more substantial content as it moves towards becoming an actual game. That being said, this is also one of those games thatās kind of hard to talk about because itās just⦠really polished. The art is incredible, it controls exactly like a Mario game, and thereās already a decent mixture of ideas at play in the demo. Anything else Iād say would sound like nitpicking -- like, for example, the backseat game designer in me wonders if maybe the game is prioritizing aesthetics a little too much. This is a wonderfully animated game, absolutely gorgeous, but some actions, like the butt-stomp and the wall kick, feel a bit sluggish, and I think itās because they show off fancy animations. Even if itās a split second, waiting for Mario to attach to a wall to kick off of it feels slow. Really, though, thatās an insignificant complaint. This demo is still well worth checking out.
Sonic Advance 4 Advanced
This game seems like a greatest-hits of Dimps best ideas, spanning the first Sonic Advance all the way to Sonic Rush. Thereās just one problem: the game seems broken. Now, my desktop PC is starting to show its age. I built it four and a half years ago, and though it can handle game like Gears of War 5 on high settings at 60fps, slowly, newer games seem to be leaving it behind. That being said, I donāt think a game like Sonic Advance 4 here should be running at what appears to be half its intended speed. It also originally launched in a teeny-tiny window (weāre talking, like, smaller than a postage stamp) and even though the options menu has a toggle for full screen mode, it doesnāt want to work. Something about this game under the hood seems to be struggling very, very, VERY hard. Itās a shame, because if this actually played at the proper speed, it seems like it might actually be an alright game, if a bit complex and busy.
Sonic 2 SMS Remake
Hereās a game I was all buckled in expecting to enjoy. Like it says on the tin, this is a remake of Sonic 2 for the Master System (and Game Gear), but with wide screen visuals and huge expansions to the mechanics, roster of playable characters, and levels. On the outside it seems really impressive, and to a certain degree it is, but something about the controls feel a little off. Sonicās heavier here than he is on the Master System, perhaps to simulate ārealā Sonic physics a little more accurately, but you can also pretty much stop on a dime, and the combination of the two feels awkward. The camera also needs a lot of work, as itās basic at best and does a poor job of letting you see whatās below (to the dev if youāre reading this: thereās actually video tutorials out there on how 2D scrolling cameras work, it might be worth looking a couple of them up). It also leans into some of the tech limitations of the Master System, like how you arenāt given any rings for boss fights (and even hiding the HUD, a move done to save on resources for the large enemy sprites). I could be picky on a bunch of other little stuff, too, like how the flight mechanics feel, but there are other games to play at SAGE and Iāve got at least two more articles to write. Needless to say, this is a solid (impressive, even) foundation but itās missing a lot of late-stage polish to clean up the tiny little rough edges.
Rayman Redemption
I tell this story every so often, but it was about three quarters of the way through Rayman 2 on the Sega Dreamcast when it struck me, suddenly: I love this game. I was being chased by a pirate ship through some rickety bridges and even though I was dying over and over and over again, I realized I had been enjoying Rayman 2 enough that I might put it in my top ten Dreamcast games. But that was 2002, and the years havenāt been so kind to olā Rayman. From the strangely celebrity-infused Rayman 3, to the tragedy of Rayman 4 (eventually becoming Raving Rabbids) to the endless, careless ports of Rayman 2 to every platform under the sun, one gets the impression Ubisoft maybe didnāt know what to do with Rayman. Especially now, when most of Ubisoftās games are some form of online live service or cookie cutter open world experience (or increasingly both). But the fans know what they want. Rayman Redemption takes the original 1995 Rayman game and lovingly gives it a fresh coat of paint. The results are akin to what Taxman and Stealth did for Sonic CD in 2011, with wide screen visuals, improved controls, touched up level design, but gameplay that still feels faithful and accurate to the original experience. Except that Sega charged money for that, and here, fans have released this for free. Ubisoftās loss, I guess. I didnāt play Rayman 1 until well after Iād finished Rayman 2, and Iāll admit, I kind of bounced off of it back then. It felt slow, and awkward, and when the difficulty ramped up, it got very hard, very quickly. Now, admittedly, Iāve only put about 30 minutes into Redemption here, but just the addition of a run button is incredibly welcome, and the retooled level design and powerup mechanics helps the game feel way less obtuse overall. Itās just a cleaner, tighter, more accessible and more polished version of Rayman.
Stay tuned for the next article: Indie games.








