Dear Pesky Partners... - A Nintendo-Philips Timeline

Hey guys I've just came across this video on Youtube about the 3DO, apparently a couple years ago someone actually managed to get a port of the Original Tomb Raider game running on it. The port actually runs surprisingly well too. Seems the 3DO was a bit more capable with 3D then I thought. Pretty cool thing to see.
That's more open Lara magic but 3DO did have a decent CPU is just the rest did was a little over designed
 
(While I originally didn't plan on making an update for the Japanese SNES-CD launch, I wanted to be able to fully explain the hardware and the CD-i "platform" without an update becoming too long.)
A Different Kind of Disc System (Mid 1992)
Superb update! I do think "Super Mario vortex" sounds funny, but I'll have to see.
 
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Chapter 21: Welcome To The Next Level: The Sega CD North American Launch (Late 1992 Part 1) New
(Yes, I did purposefully time this to be released on a Tuesday, despite getting it done earlier than that. Also, I accidentally sent this before I finished formatting at first, so sorry about that first notification if you watch this thread!)
Welcome To The Next Level: The Sega CD North American Launch (Late 1992 Part 1)

"When you buy the Sega CD peripheral for Sega Genesis, it comes bundled with Sonic the Hedgehog 2 - at no additional cost!"
"Sonic 2 handles stubborn stains, embarrassing bald spots, no problem. It slices, dices, and even makes for a wonderful pizza cutter!" [Footage of someone using the disc to cut a pizza in half is shown.]
"But wait, you can play it too! This free Sonic 2 is a $49.99 value. It's the latest and greatest from Sega, at no additional charge!"
"Sonic 2 fits easily into any tackle box, made from a space age polymer plastic for years of family fun, and pets love it, too!" [There’s a cut to a dog catching the disc in mid air as though it were a Frisbee.]
"Buy any Sega CD peripheral or Sega Play Station combo unit and receive Sonic 2 for free! Act now!"
"Weiner dog sweater sold separately."
- a television commercial for Sonic 2, based on an OTL ad.

September 8th, 1992 wasn’t your average Tuesday for gamers; it was Sonic 2sday, the release date for Sonic the Hedgehog 2 in North America and Japan, as well as the Sega CD add-on it was made for in North America. Sega and Sony had a huge marketing blitz for the event, all envisioned by Director of Global Marketing for Sega of America Al Nilsen. Customers received T-shirts as a preorder bonus and white boards counting down the days until the release, while stores were given banners, flyers, and posters to promote the game and peripheral in order to build up hype. In order to make sure all retailers got shipments at the same time, Sega streamlined their product distribution system and made use of air shipping, which was something unusual for the time. This marketing strategy, which was new for the time, would ultimately become the industry standard in the coming years. The Sega CD's North American launch title line-up also includes all the ones from OTL, as well as Columbo Home Detective (which uses an English version of one of the Columbo Mega CD ads from Japan.)

While kids were incredibly excited, not all parents shared that excitement. In fact, a number of them were put off by the fact that they needed expensive new hardware just to play this game. But Sega would rebuff these claims, saying that the Sega CD would pay for itself over time. Compact Discs are cheaper to produce than cartridges, so Sega CD games would be sold at a lower price than base Genesis games, and the money saved on games would almost “pay back” the cost of the peripheral. Plus, it could play music CD’s, making it a cheap option for anyone trying to get one, especially if they or their kid(s) already have a Genesis. So while sales of Sonic 2 alongside the Sega CD aren’t quite as high immediately at launch as in OTL, it does ramp up quickly over time.

(Major props to my friend Cherry and @Nivek for help regarding Sonic 2!)

All About Sonic the Hedgehog 2
Platform: Sega CD
Developer: Sonic Team
Publisher: Sega
Released: September 8th, 1992 (JP/USA); March 16th, 1993 (EU)

Sonic 2.png

Box art for Sonic The Hedgehog 2​

Sonic the Hedgehog 2 is the sequel to the Genesis/Mega Drive hit Sonic the Hedgehog, released exclusively for the Sega CD add-on. It has a mix of elements from both OTL’s Sonic 2 and Sonic CD, stemming from the two development teams being combined. The level design leans a bit more towards the exploration of Sonic CD, but it still ramps up the speed of things compared to Sonic 1. A great example of the improved level design compared to Sonic CD is how you access special stages, which works much like time travel in that game (Sonic must pass a special sign and then reach top speed). Higher paths in a level are overall more difficult, but will reward players with spots that potentially automate the process of getting into the UFO special stage. Lower paths, while easier, will require players to put in more effort to reach the special stage. The half-pipe special stage from OTL Sonic 2 is accessed by reaching checkpoints with 25 rings and hopping into the sparkling circle, but it doesn’t reward a chaos emerald anymore. Instead, it’s a bonus stage that gives a different prize depending on how many ring quotas you’re able to meet (like a shield, extra life, or a continue).

Sonic himself has some brand new moves to aid him in his new adventure. The spin dash will let him charge up speed by holding down and mashing jump, curling into a ball and tearing through enemies. There’s also the super peel out, which is done by holding up instead. It lets Sonic accelerate to his top speed faster than the spin dash would, at the cost of being vulnerable to enemies, so there’s a real risk vs. reward element involved with its use. And of course, you can’t forget about Sonic’s new sidekick, Miles “Tails” Prower, a twin-tailed fox who follows alongside him. He can still defeat badniks, collect rings, break monitors, fly, doggy paddle, and even be controlled using a second controller, but the higher specs of the Sega CD means that his AI is a bit more advanced than it was in our timeline, so he’s slightly more helpful here.

In regards to other enhancements the Sega CD allows for, the graphics are a tad more colorful in this timeline. The cut additional frames of animation for Sonic seen in OTL prototypes are properly used here thanks to the additional storage space of CD’s, and other sprites have more animation frames too. Sprite rotation and scaling effects are used frequently as well, just like in Sonic CD. All of the game’s music tracks are in CD quality, composed by Masato Nakamura from the J-pop band Dreams Come True. Therefore, Sega of America didn’t feel the need to replace the soundtrack with songs that better appealed to American audiences like with OTL’s Sonic CD. More zones are featured in the game, and there’s a save select screen similar to the one from Sonic 3 due to the increased length. Although an animated FMV intro cutscene was originally planned for the game, it had to be cut due to time constraints.

TTL's version of Sonic 2 has music that more closely resembles the demo tapes made by Nakamura, which you can listen to in this video.

Sonic 2 picks up right where Sonic 1 left off: after his defeat by Sonic and losing the Chaos Emeralds in the first game, Dr. Eggman decides to set his sights on another method for world domination: the Time Stones would allow him to travel back in time and alter the very course of history. He gets to work searching all over the world for these ancient relics, and also builds a new badnik named "Metal Sonic" who is meant to serve as a counter to his arch-nemesis. Unbeknownst to the doctor, Sonic has been watching him closely, and with his new friend Tails, sets out to stop Eggman. The duo chase Eggman through Emerald Hill, Ocean Wind, Wooden Wonderland, Sand Shower, and Metropolis Zone before Eggman reveals that he's collected all 7 Time Stones, and uses them to travel back in time. Sonic and Tails travel with him, being caught in the radius of the blast of energy that the Time Stones released…[1]

Now that they're in the past, our heroes pass through Tropical Plant (basically Palmtree Panic), Hilltop, Crystal Lake, and finally, Mystic Cave Zone. The world map then shows a large temple rising out of a lake in the middle of the world. This temple is the Hidden Palace, and was the original resting spot of the Chaos Emeralds before they were scattered over time. Act 1 ends with Eggman snatching them up, and combines their power with the Time Stones to radically alter the flow of history. Hidden Palace Act 2 begins with the Palace being flooded, and Sonic and Tails have to make a mad dash out.[2] But not only was the Hidden Palace flooded, the entire world was! It is at this point in the game that the UFO special stages can be accessed, which you get to in a similar manner to how time travel worked in Sonic CD.

After escaping from Hidden Palace, Sonic and Tails are warped to an altered version of the present. Emerald Hill is now a desert called Dust Hill, Ocean Wind is now the dangerous Oil Ocean, Wooden Wonderland has become the snowy Wintry Peaks, and Sand Shower was mined out to become Quartz Quadrant. After those four locations, the heroes arrive in Grand Metropolis, where Eggman reveals that altering the present was only one part of his plan. He uses the Time Stones to bring Sonic and Tails to the future, where Eggman has conquered the entire world...

Dust Hill has been converted into Metallic Madness, Oil Ocean is now the toxic Chemical Plant, Wintry Peaks is the glitzy Casino Night, and Quartz Quadrant has morphed into Wacky Workbench. As for Grand Metropolis, it's been renamed to Robotnik City Zone (Eggman City Zone in Japan.) After Robotnik City Act 2, Eggman flees to his flying fortress, and Tails hijacks a nearby plane to go after him (Sky Chase). Winged Fortress is the final zone of the game, so the Death Egg and Super Sonic actually don’t appear until Sonic 3. The fight with Silver Sonic is replaced with a battle against Metal Sonic.

After defeating Eggman and his Egg-Robo, there are two endings to the game. If the player didn't collect all 7 Time Stones, then Sonic and Tails are returned to the Ruined Present. While the future is bright, the past isn't, and Sonic and Tails have to readjust to their new world. However, if all 7 Time Stones were collected, the Sonic and Tails use their power to revert all of the damage that Eggman caused, and go back to the Original Present. This is the canon ending to the game, and will lead into Sonic the Hedgehog 3.

Amy Rose also makes her debut in this game, following Sonic around like a fan girl, and that's how she ends up in the other time periods (getting caught in the radius of the Time Stone's power.) She shows up in some end of act and end of zone cutscenes, trying to make advances on Sonic. Metal Sonic still kidnaps her at a point in the game, and you save her from him in a race. Although Sonic is annoyed by Amy's romantic advances, he's impressed by her sheer persistence and ability to catch up to him and Tails. When Metal Sonic tries to snag her a second time, she pulls out her Piko Piko Hammer to wallop him instead. She might just be a useful asset to Sonic whenever Eggman comes up with a new scheme…

Sonic 2 is received just as well as it was in OTL, if not better. It takes everything that made Sonic 1 a hit and expanded on it, with bigger levels and faster speeds. It’s a truly great game, and it seems as though Sonic’s popularity isn’t going away any time soon. Due to higher adoption of the Mega CD in Japan, Sonic 2 actually does decently well sales-wise over there, ultimately outselling Sonic 1 in the region. As previously mentioned, while launch day sales aren’t quite as high as they were in OTL, sales quickly ramp up over time as more people purchase the Sega CD.

Footnotes:
[1] Something that should be noted is that after each zone, a world map displaying the location of the player and the current time period is shown as the game loads the next level. In fact, this world map is not too dissimilar to the world map featured in the 8-bit Sonic 1.
[2] It’s a lot like that fire chase scene from the ROM hack Sonic Boom, but with water and it’s nowhere near as difficult.


The next chapter is a bit of a catch-all for some miscellaneous games released in 1992. See you then!
 
(Yes, I did purposefully time this to be released on a Tuesday, despite getting it done earlier than that. Also, I accidentally sent this before I finished formatting at first, so sorry about that first notification if you watch this thread!)
Welcome To The Next Level: The Sega CD North American Launch (Late 1992 Part 1)
Genuinely loved reading this, that was awesome!
 
Jejejeje a little detail people forget,at least here would feel better than those got otl Sega CD or 32x...

Amazing update buddy...sonic team might be full on coffee to make sonic 3 even better XD
It's odd, since often times it isn't kids who buy game consoles, but their parents buying it for them. And when they do buy consoles themselves, it's typically only older kids who have saved up enough money from their allowance or birthday cards, and even then your parents might say no anyway.
Genuinely loved reading this, that was awesome!
Thank you! Cherry had informed me that during the development of Sonic 2, they had actually planned for there to be time travel, and you'd visit the present, the past, an altered past, an altered present, and the future over the course of the game's story. There's even concept art of the different eras, like this image!
755

I ended up taking this concept and filling in the plot details, while also pulling elements from Sonic CD (the Time Stones, Metal Sonic, Amy, etc.) This update really wouldn't have been possible without her (and Nivek for giving some feedback on our ideas). If I'm the guy with a truckload of random obscure Mario knowledge, she's definitely a certified Sonic guru! Cherry doesn't have an account on this site, but she did give me permission to link her Twitter account in the update post if you'd like to support her.
 
It's odd, since often times it isn't kids who buy game consoles, but their parents buying it for them. And when they do buy consoles themselves, it's typically only older kids who have saved up enough money from their allowance or birthday cards, and even then your parents might say no anyway.
Regardless consumers got burned and Saturn botched release also killed any remaining goodwill, regardless here at least it looks the add on is worth it
 
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