The mainline games (1,2,3,CD) were still in continuity. Literally everything else was put out of continuity.
Apparently there's a strange cameo involving what looks to be THE END's purple moon form in the final stage.
The Protomen enhanced my life.I think it involves the "Moon" you can see from outer space...
SEGA is really making Sonic a blase experience.
Rules of the Internet 45. Rule 45 is a lie. Check out my art if you notice.@Known Unknown: So what you’re saying is that the bosses are mostly under the “Xemnas Effect” (basically cool/creative but low difficulty)
I call it the Xemnas Effect because Xemnas was a fignt with rather low difficulty for a final boss, especially Kingdom Hearts, but the sheer showmanship of the fight made it really fun anyway.
Gamers call these “Spectacle Bosses”. For bosses that tend towards low difficulty but are still fondly remembered as fun due to top notch showmanship and/or high creatity (design/mechanics) Do we have a trope for this?
-Edit: I consider Metal Overlord an example of a Spectacle Boss. Too easy difficulty wise especially for a final boss, but oh boy was he a cool design with some interesting mechanics.
Edited by magnum12 on Oct 17th 2023 at 11:04:28 AM
TailsTube effectively confirmed Chaotix and SegaSonic as canon, as well as more or less every game gear game by this point. TL;DR the entire Classic Sonic is canon.
As for THE END'S cameo I think it's a non-verbal way to confirm what the True Final Boss is: an incarnation of THE END, just one without its consciousness to drive it due to it still being imprisoned by the time of Superstars. Although, it DOES actually make what Sage was saying in both the English and Japanese versions of Frontiers about its physical form make more sense.
"It's retreating to space to regain its true form./Another moon shall appear from the dark side of the moon."
The Ancients didn't seal THE END'S incarnation into Cyber Space, they sealed its CONSCIOUSNESS into Cyber Space, leaving its incarnations without a mind to direct them.
It also makes me wonder about Time Eater.
Edited by Negaman on Oct 17th 2023 at 11:04:18 AM
Yeah, that was never in question. It's explicitly established as canon now, but that happened literally this week.
It was explicitly not canon up until literally a couple years ago. For a long time, there was an explicit separation between the continuities of the Classic and Post-Adventure continuities: initially by way of removing those titles from continuity in the Adventure Era, then first re-establishing them as Sonic's explicit past in Generations, walking back on that by then establishing them as a separate continuity in the years after Generations, then walking back on that by re-establishing them as Sonic's explicit past a couple years ago.
Tbh, from the very first episode Tailstube largely exists as a vehicle to make it clear what's canon now. So we know that Chaotix and Sega Sonic are canon now because since making that decision a couple years ago they've been slowly trickling Classic-era content back into the current canon, mostly by using Tailstube.
Edited by KnownUnknown on Oct 17th 2023 at 11:10:50 AM
Modern Continuity:
- S1 > S2 > CD/S3&K > Adventure 1 > Adventure 2/Advance 2 > Heroes/Battle > Shadow/Advance 3
> Chronicles picks up from here but is non-canon - Then there's a split from here based on platform, with various options regarding some combination of Silver, Blaze, and Eggman Nega, all coming back at the same point:
- 06
- Rivals > Rivals 2
- Rush > Rush Adventure
- They re-convene at Riders series > Colors Console/DS > Generations > Lost World > Forces > TSR > Frontiers.
Classic Continuity:
- The following occur between S1 and S3&K, but I don't yet know the timeline for them:
- Segasonic
- Fighters
- Superstars
- Mania > Mania Plus
That leaves out the following games as not connected yet. They may still be connected, but I'm just going off of my memory, and can't vouch for them. EDIT: Also, I don't remember off the top of my head what Tails Tube confirmed.
- Game Gear S1 and S2
- Chaos
- Tails Adventure/Sky Patrol
- Drift 1/2
- Triple Trouble
- Chaotix
- 3D Blast
- S4
Edited by wanderlustwarrior on Oct 17th 2023 at 1:14:28 PM
@76032 That's a really interesting thought and makes that boss make more sense!
The Protomen enhanced my life.Thoughts on Sonic Superstars
- the level design is actually well done, they did a great job making each feel distinct mechanically and some are very inventive with their gimmicks. I only found two acts which I felt were annoying, press factory A2 which is like a more punishing version of sandopolis/oil ocean mania 2 which made it stressful and golden city act 1 which is just kinda ugly and confusing, also has some of the worst music in the game. The last stage took me by surprise with its theme which I thought was cool at least conceptually, but also frustrating due to the absolutely horrid crush kill hitboxes which are the worst I've seen since sonic advance 3. I should not be getting crushed by a block falling upwards before it even hits a surface! wtf? That was annoying and almost ruins what was otherwise IMO one of the coolest ideas for a last level in a sonic game. A few levels are obvious throwbacks to some earlier Sonic stuff...and one to a retro SEGA game that I feel will go over some people's heads. But I appreciated it.
- Visually on the HD versions...the foreground looks great more often than not, really crisp and vibrant but in an absolutely baffling decision unlike the Switch version they made the background super blurry and I daresay it results in making the game actually look worse than the Switch version? This was my biggest issue with the game visually, the horrendously blurred backgrounds and when I found out the Switch version didn't suffer from this I was kinda mad. I just don't understand the logic of making your background look like a late 90s jpeg. Some of the levels are quite nice looking, others have questionable color palettes or tile sets(like on one hand Sky temple looks great, but then golden city is just a visual mess with a clashing color scheme and incoherent theming with its tiles.} Mania this is not in artistic presentation.
- I think the characters control great in this, I haven't experimented with the emerald powers too much but I actually like that they don't feel intrusive at all. First playthrough I hardly used them but now looking back I think using them more would've helped out a lot in certain points especially a few bosses. Ah bosses...
- So I've seen some complain about the bosses and I'm going to be honest, I think these are overblown a bit. The bosses definitely take longer than the classic sonic games but if you played Sonic Rush they're closer to that style of boss more than anything. In fact a lot of them kind of reminded me of that in their design, and I beat the vast majority first try. Only ones that stuck out as being particularly troublesome were the golden city act 1 boss, notice I keep complaining about this level lol, the cyberspace boss whose mechanics took a bit to figure out, the frozen base act 1 boss as the last hit is pretty tough to land and the egg fortress boss who being the final boss is supposed to be hard but it's legit one of the hardest non-super final bosses in the series IMO especially with Sonic who lacks air mobility as I used tails and it took me a good amount of time to beat. overall I'll even say I enjoyed the bosses and found them fun to learn. Also to note I didn't use any powers against them so I may have made some harder than I needed to.
I'm going to play some more right now, enjoying how Trip plays.
Edited by Vertigo_High on Oct 17th 2023 at 12:05:30 PM
I'm not going to talk about "canon", as if, continuity, but I will mention that during the 2000's (let's call it the "Sonic X era"), only elements of the Adventure games and onward were promoted by Sonic Team and Sega, with Classic Sonic effectively dead and buried, only living through game compilations that used the modern incarnation design on covers.
Ever since Generations, though, it appears the Classic Brand was reborn, hence why we have the two brands existing.
My hypothesis was an attempt to keep pushing Sonic's popularity in Japan, where the Adventure games did sell well.
Edited by Tomodachi on Oct 17th 2023 at 12:06:48 PM
To win, you need to adapt, and to adapt, you need to be able to laugh away all the restraints. Everything holding you back.So, for anyone who has played Sonic Superstars so far, is it better or worse than the previous games that the dev team had made like Balan Wonderworld?
Edited by Rabbitearsblog on Oct 17th 2023 at 1:33:45 AM
I love animation, TV, movies, YOU NAME IT!Unfortunately I have to Fan Wank something involving Superstars.
Spoilers ahoy.
Superstars is a simulation. The events happened, but we are playing a memory that The End is watching from afar. This is to explain the unexpected cameo the purple moon had on one of the levels.
To win, you need to adapt, and to adapt, you need to be able to laugh away all the restraints. Everything holding you back.Played a few more stages.
The level and boss design definitely improves. Though to clarify, I never thought either was bad before, just that I feel the level design can get too busy and uncoordinated sometimes with tons of random stuff the player could interact with but probably won't interact with popping out all over the place (they could at least get rid of the random portals that teleport you across the map), and that the bosses - though interesting and experimental - tended to be pushovers.
Both gets better. Though the business never really goes away the levels do get more focused, which is all it really needed, at least so far. And the bosses, while clearly still meant to be more on the easy side, do start to use the creativity more than just looking neat.
Sky Palace is my favorite stage so far. It's a great idea, the stage mechanics are all fun, and it's had the best / most fun imo boss so far.
Edit: The music is a mixed bag. Sometimes you get cringey sounds like the map music theme, other times you get absolute bangers like this:
Edited by KnownUnknown on Oct 17th 2023 at 4:29:57 AM
sky temple is a favorite of mine as well. Looks good, nice music, fun mechanics, fairly challenging boss for that point in the game.
First playthrough I was just sorta whatever on the jungle level but replaying it more I think it's pretty solid actually. Bridge zone is rather forgettable though. I don't feel we need a green hill expy every game but the devs are fixated on having such. But even as far as green hills go it's kinda lacking anything to set it apart really? The waterfalls look nice but there's better levels in the game for sure.
Lagoon City act 2 is one of the best stage music in the game. The sand stage is another great one and my personal favorite.
Actually I think I may have been too harsh on Golden capital. Replayed it today and liked it more now that I understand the stage better. Act 1's music is still kinda eh but act 2's theme sounds better. But like, hey need to stop trying to emulate the genesis game's sound with the drums and synths.
Edited by Vertigo_High on Oct 17th 2023 at 4:37:40 AM

Knuckles Chaotix is back in continuity tho.