Talk of reworked concepts, tweaked physics, iPhone exclusive levels
In a segment with Ricardo Torres for Gamespot’s weekly video show “Today On The Spot“, Ken Balough and Aaron Webber (better known as RubyEclipse to us) shared the reasoning behind Sonic the Hedgehog 4: Episode 1′s delay from “Summer 2010″ to “Late 2010″:
“We play the game, every day, and we obviously see some things that could be improved, and we want to make sure those fixes are taken care of.” said Balough, “But there’s another key component to all of this in that we’ve released a lot of official assets out to the audience and we’ve gotten some terrific feedback, from community and from press, and we wanted to be able to incorporate some of that.”
Webber says, “I think it’s the first time in the last ten years, if not longer or ever, that we’ve taken feedback from Sonic fans, and are actually making changes to a Sonic game based on that. I think that’s pretty monumental.”
Balough continues: “We’re gonna be doing everything as far as polish is concerned, but we’re also going to be taking a lot of level design considerations – we’re going back and we’re even going as far as redesigning certain elements of certain levels, to make it feel more momentum-based and more momentum-driven.”

“The physics, I think, are really a big thing,” says Webber, “That’s the biggest thing if anything that the fans have come back and given us feedback on; the physics look different. That’s one of the things we’re going to be looking at once again, we’re gonna try and make it a bit less ‘floaty’ and a bit more like the pinball mechanics style that the classic Sonic games are.”
The brief interview concluded with a look at the new Sonic the Hedgehog 4 trailer we saw a few hours ago – though they are careful to point out that the changes they’re making to the physics and the level design might not yet be evident in this specific video. As for the recently announced iPhone version of the game, they reveal that Apple’s mobile platform will be receiving two additional, exclusive levels that, in Balough’s words, “really go to the core of the gameplay mechanics of the iPhone itself.” – most likely meaning we can expect heavy use of the touch screen and accelerometer.
As for a specific date due to the game’s new “extended” development schedule? Balough says, “Obviously it will not be coming out this summer, as we had originally intended. But I think that ultimately it’s for the best, and a lot of people are going to be really happy when they finally get it in their hands and see what Sonic 4′s all about.”
Other topics covered in this edition of “Today on the Spot” include a chat about Ivy the Kiwi and StarCraft 2 – so if you’re interested in those, give the full video a look.













@Knuckles MetalMind
That’s a very good rebuttal. I just think that the hyping of such news was over-the-top for what they actually presented. It /does/ make sense for them to announce it to the source of the criticism. I just wish they hadn’t blown it up so much. But I certainly see where you’re coming from.
@ Knuckles MetalMind
I personally saw SSBB as one of the weakest games Nintendo has ever published from a series I respect, I felt that all the stages were about the same layout, as well nearly all the characters being remakes and having final smashes with things that had nothing to do with the characters
@Knucles MetalMind: They pour their all into the casual games as well, though. Whether you like them or not, the fact remains that they are well made games and are generally a lot more fun to play that similar games from lesser developers.
@edge: I hear that opinion a fair bit, but I don’t understand it at all. Brawl is easily my favorite game in the series. Saying the level layouts were all the same is just plain absurd (compare 75m to New Pork City to Flat Zone 2), and most of the Final Smashes actually DO have something to do with the characters (some, such as Luigi’s Negative Zone, are certainly odd, but all the Landmasters, PK StarStorms, Super Sonics, grenade launcher drops, Pikmin nights, etc. fit in exceedingly well).
If you just don’t like the game, fine, but please don’t make up illogical reasons.
@ stuffgamer1
You can’t see that the layouts and some final smash’s were ridiculously similar to stages in the game or just being flat out rip offs of previously made stages?
First off is Final destination and lylat cruise… they are both a line with 3 platforms above it. They both also have a changing background, the only difference? One has gravity and the other doesn’t, however, the main point is the stage layout, which is unbelievably similar. Oh and lets not forget Smashville which at times features the 3 platforms, oh and also Sky World!
Then there are two stages that are blatantly ripping off Stages from previous games, Mute City from Melee is Delfino Plaza and Port Town Aero Dive in this game, the later was an attempt to keep big blue in the game and make it to were more than one melee stage could be used in the game but disguised as a different stage. Also, Yoshi’s island in this game and in the original smash bros. almost identical! Also, Mario Circuit used the same gimmick of cars hitting you as PTAD and MC
There were also stages that seemed plain bland, like the Bridge of Elden which was essentially a rip-off of final destination without the ability to fall off unless the bottom of the stage is broken (see also, a gimmick that is used and actually makes perfect sense in Green Hill Zone) and a bunch of people that just run and hit you. I’m not going to say a single thing about Norfair, or rumble falls, figure that one out on your own!
The only stages I thought were original were Green Hill Zone, Shadow Moses Island, New Pork City, Halberd, Castle Siege, WarioWare inc., Frigate Orpheon, 75 m, Mario Bros., Distant Planet, Mushroomy Kingdom, Luigi’s Manshion, Spear Pillar, Flat Zone 2, Hanenbow, Pirate Ship, and even Pok’emon stadium (only because it featured new types of pokemon)
So as you can see, pretty much half of the Brawl stages were rip-off’s of other stages in the same game or other games in the series. Which should not be done in such a creative game
Also final smashes were supposed to be exclusive moves to characters, I don’t consider having *3 characters that used landmasters* to be very reasonable at all.
Also, final smashes that made absolutely no sense at all.
-Luigi’s
-Peaches
-POK’eMON trainer makes a little sense, but there was no triple finish move in any pokemon game therefore there should have only been a final smash for whatever pokemon he was using at the time.
-Lucas, because he has the same move as Ness
-Falco, he even says “personally, I prefer the air!”
-Ganondorf, his final smash does the same thing as the dudes on the bridge of elden
-Wolf, his final smash is the same as Fox’s
Also, there are characters that are the same exact thing. or are the same as Melee characters I mean seriously there’s too many of these things.
Wolf-Fox-Falco
Nes-Lucas
Ganon-C.Falcon
Link-Toon Link
I recall Marth and Ike being very similar
Lucario-Mewtwo
I actually had a list that I had made of similar characters throughout the series and it was rediculous… I no longer have the list and also it’s like 8:30 in the morning and I’m unbelievably sick right now, and I think I’ve reinforced my point so much as to were I feel comfortable ending it there, I could go further on in the character department if you want though.
I didn’t say NONE of the levels are similar, I just said not ALL of them are. I consider the differences between some of the levels you complain to be too similar sufficient, but I can understand not everyone will think that.
I must agree that THREE landmasters was overkill. But I also think Wolf was overkill. Other than that, I’m pretty happy with the character selection. All of the duplicates have enough differences to be worthwhile. Marth and Ike are by far the LEAST similar on your list, though…they’re really two different characters!
If you want to get picky, neither Ness’ or Lucas’ final smash makes sense because PK Starstorm is Poo’s and Kumatora’s respectively. It just works well enough as a final smash (without having to decide on a way to display PK [favorite thing]).
Ganondorf’s final smash makes perfect sense in relation to Twilight Princess.
Luigi’s and Peach’s are weird, but what would you have suggested? They just have less source material to worth with.