Sonic game engine

Sonic game engine DEFAULT


We have a community project over at Sonic Fan Games HQ that’s not a fangame, but rather, the essential tools for you to create your own.  Yeah, it’s something manageable and not a community game, which never see development past the first stage (if even that far).  Making an engine is one of the most tedious parts of the game creation process, especially with a Sonic game, so Worlds provides a pre-made engine with a basic set of objects and features in order to allow designers to mainly focus on level design. Due the collaborative nature of this project, everyone can freely use this pre-made engine, modify it and submit additions to the official releases to enhance the quality of the engine.  The engine is created in the Multimedia Fusion 2 software.

The engine has been used a countless number of times since its initial release in mid-2007.  It was debuted alongside the release of Sonic Nexus’ second demo at the 2007 Sonic Amateur Games Expo.  The engine has become incredibly popular for fangamers and you can see many YouTube videos whoring it out.  Yeah, the downside to a engine completed for the public is that there’s only about one good project for every dozen or so.  Still, when you get a good project, it is good.

Here is the entire list of improvements, with authors cited, to Sonic Worlds:

Ceiling Landing – If Sonic hits a curved ceiling at a high enough speed, he’ll “land” on it and continue run on it. (Damizean)
Peel Out – This has been set so only sonic can do this action (look in Actions [10] Peel Out) (APPO)
A save point – This saves all the data such as ring count, what shield you had etc.. so that at the beginning of the app if you press continue all of this will be loaded (AZU)
Checkpoints – Not the same as a save point as this only places sonic at the last checkpoint you ran through and doesn’t hold ring count, or what shied you had, just position (APPO)
Protection shield – Sonic can be hit a number of times before loosing his rings (AZU)
Magnetic shield – Rings are attracted to sonic when in frame also sonic does an extra jump if you press jump in the air again (NITEMARE & APPO)
Flame shield – Makes sonic immune to fire and also allows sonic to do a little dash forward if you press jump again while in the air (APPO)
Water shield – Stops sonic from drowning and does that bounce thing if you press jump again in the air (APPO)
Boost pads – gives sonic a boost as he runs over them (APPO)
Water slides – sonic slides down them (APPO)
Drowning – If sonic is underwater for to long the music will change and a warning will flash above sonic if he doesn’t manage to get air, sonic will drown (APPO)
Air bubbles (under water) – Gives sonic air if he’s drowning (APPO)
Water run – the ability to run on water at a fast speed (AZU & APPO)
Breakable Rockswall – When jumped on or rolled into destroy and produce

I hope you fangamers create a nice, solid product out of what is provided for you.  Study how these gimmicks and badniks are programmed so that you can create your own, thus making your game more original!

Click here to get the .mfa file of the latest Sonic Worlds build!

EDIT: Link updated to a site that didn’t exceed bandwidth!

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Retro Engine

The Retro Engine[a] is a multiplatformgame engine developed by Australian programmer Christian Whitehead, best known for its use in Sega's Sonic the Hedgehog series.


Unlike most modern game engines, the Retro Engine is primarily tailored for creating two-dimensional games like those released for 32-bit or below-era consoles, such as the Sega Saturn, Sega Genesis or the Super Nintendo Entertainment System. For this reason, the engine focuses more on raster graphics and palette manipulation, although it does feature support for widescreen graphics and online functionality.[1]


A 2009 screenshot of the Retro Engine's development kit, displaying a scene in Sonic CD
A screenshot of the development kit showing Studiopolis Zone from Sonic Mania

Australian programmer Christian Whitehead created the Retro Engine for use with a 2007 fangame entitled Retro Sonic, which is based upon the original Sonic games released for the Sega Genesis. The game became notable after its release for its accuracy to the games, despite not being a ROM hack or modification to an existing Sonic game.[2]Retro Sonic later merged with two other Sonic fangames, Sonic XG and Sonic Nexus, to form Retro Sonic Nexus.[3]

In 2009, Sega asked fans for ideas on a game to port to iOS. As a response, Whitehead produced a proof-of-concept video showing Sega's 1993 Sega CD game Sonic CD running on an iPhone.[4] Sega later officially released the port in 2011 for various platforms, such as the Xbox 360, PlayStation 3, Microsoft Windows, iOS and Android. Whitehead, along with fellow Sonic scene member Simon "Stealth" Thomley, were later commissioned to create remakes of Sonic the Hedgehog and Sonic the Hedgehog 2 using the engine, released for mobile platforms in 2013.[5][6] In 2014, to celebrate the twentieth anniversary of the release of Sonic 3 & Knuckles, Whitehead and Thomley produced a proof-of-concept showing the game using the engine on an iPhone. Despite fan support, Sega did not approve of the project.[5] Thomley speculated that this was due to legal problems regarding the music.[7] Whitehead, Thomley, and PagodaWest Games later collaborated on an original Sonic game using the Retro Engine called Sonic Mania, which released August 2017.[8][9]

In 2019, Whitehead, in collaboration with other members behind Sonic Mania, founded a new studio called Evening Star. In reference to the studio name, the Retro Engine initially had been renamed the Star Engine.[10][11] In October 2021, Evening Star announced development was underway for a game using the Star Engine.[12] In conjunction with this, it was announced that the Star Engine had been turned into a separate engine with a focus on 3D rendering, with the Retro Engine being brought back.[13] In January 2021, an open-source decompilation of the Retro Engine versions of Sonic the Hedgehog and Sonic the Hedgehog 2 were released, allowing the games to run natively on PC platforms.[14]


Reviewers praised the Retro Engine for its performance, which has been called superior to simply emulating the original games. TouchArcade has referred to the remasters of Sonic the Hedgehog and Sonic the Hedgehog 2 as "spectacular".[5] Whitehead has named games such as Ristar, Knuckles' Chaotix, and Dynamite Headdy, as well as non-Sega games like the Castlevania series, as others that would be possible to port to the engine.[2][4]


Year Title Developer(s) Platform(s)
2007 Retro SonicChristian WhiteheadMicrosoft Windows, Dreamcast
2008 Sonic NexusChristian Whitehead, Brad Flick, Hunter Bridges Microsoft Windows, Mac OS X
2011 Sonic CDOriginal game by Sonic Team; adapted by Christian Whitehead Xbox 360, PlayStation 3, iOS, Android, Ouya, Microsoft Windows, Apple TV, Windows Phone
2013 Sonic the HedgehogOriginal games by Sonic Team; adapted by Christian Whitehead and Headcannon iOS, Android, Apple TV
Sonic the Hedgehog 2
2017 Sonic ManiaChristian Whitehead, Headcannon, PagodaWest Games Nintendo Switch, Xbox One, PlayStation 4, Microsoft Windows, Amazon Luna


  1. ^Also known as the Retro Software Development Kit
  1. ^Whitehead, Christian. "Technologies: Retro Engine". Archived from the original on 21 January 2017. Retrieved 16 March 2017.
  2. ^ abMawson, Chris (2 April 2015). "Sonic the Hedgehog 3 Remastered Interview with Christian 'The Taxman' Whitehead". Power Up Gaming. Retrieved 23 July 2016.
  3. ^Ponce, Tony. "The joy of fan games, pt. 2: Fan game heroes!". Destructoid. Retrieved 19 March 2017.
  4. ^ abHodapp, Eli (29 July 2009). "Christian Whitehead On 'Sonic CD' and His Retro Engine". TouchArcade. Retrieved 23 July 2016.
  5. ^ abcNelson, Jared (19 October 2014). "Hey Sega! This 'Sonic 3 & Knuckles' iOS Port Needs to Happen". TouchArcade. Retrieved 23 July 2016.
  6. ^"Sonic 2 Mobile". Retrieved August 31, 2021.
  7. ^Thomley, Simon (February 9, 2015). "Regarding Sonic 3". Tumblr. Retrieved April 30, 2020.
  8. ^D'Argenio, Angelo. "Do fan games have a future? AM2R, Sonic Mania, and the creative process". GameCrate. NewEgg. Retrieved 16 August 2017.
  9. ^"Kotaku on Hackers and Modders for Next Sonic Project". Retrieved August 31, 2021.
  10. ^"Evening Star - Technologies". Archived from the original on 28 February 2019.CS1 maint: unfit URL (link)
  11. ^Batchelor, James (February 12, 2019). "Sonic Mania dev Christian Whitehead co-founds new studio Evening Star".
  12. ^Stewart, Marcus (1 October 2021). "The Developers Behind Sonic Mania Are Working On An Original 3D Platformer". Game Informer. Retrieved 3 October 2021.
  13. ^"Evening Star - Technologies".
  14. ^Orland, Kyle (20 January 2021). "PC fan port of early Sonic games lets you zoom the camera way, way out". Ars Technica.

External links[edit]

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It really depends on if you want your game to be 2D or 3D.

2D Game Engines:

- GMate
GMate is a 2D Sonic engine for Gamemaker 8. This engine is not as accurate as some of the other engines in this list, but it's worth mentioning. It's creator Shiro also did some shady things, but that's an entirely different post.

- Sonic Realms
Is a 2D Sonic engine for Unity. This is one of the trickier engines to use, as Unity uses a common scripting language called C#. It's relatively easy to learn, but can get challenging quickly.

- Sonic MAX and MAX+
Sonic MAX is a very accurate engine, but needs a lot of work. That's where MAX+ comes in. MAX+ is a more refined, and updated version of MAX+. It fixes a lot of the bugs and inconsistencies that MAX has. While also adding brand new features. If you want something accurate, yet easy to use. MAX+ is the best option.

MAX+ currently doesn't have a release date. So you'll have to wait for this one.

- Sonic Worlds
Sonic Worlds is a Sonic engine made for Clickteam Fusion. It comes with 5 characters, and an expansive test stage. This is the least accurate engine on this list, as well as the most limited. Fusion is not a good engine for fangames, but it's really your decision.

- Crimson / Chaos Engine

The Chaos Engine is a unreleased, but in development Sonic engine for the Crimson Engine. You'll likely have heard, or even played this engine in Mr. Potatobadgers Sonic Chaos remake. He's the lead developer behind Crimson Engine, and a leader of the Chaos remake. This is the most accurate engine on this list, but at the cost of being tough to learn. The entire engine is coded in C. One of the oldest scripting languages out there. It's easier to learn and understand then C#, but can be just as confusing.

This is the engine to be on the lookout for if you want something extremely accurate.

- 3D Sonic Engines

- Hedge Physics
Hedge Physics is a 3D Sonic engine for Unity. It requires the most change depending on the style of your fangame.

- Bumper Engine
Bumper Engine is a Adventure styled Sonic engine for Unity. This engine is rough around the edges, and is wildly misused, but with enough dedication, can become something great.

- DashEngine
DashEngine is a 3D Adventure styled engine for Unreal Engine 4. It's a great engine, and is absolutely beautiful, but is held back by some bugs. It's also harder to use, do to Unreal's visual scripting language called Blueprints.

- Infinity Engine
Infinity Engine is a flashy, yet buggy Modern Sonic engine for Unreal Engine 4. This is the best looking engine on the list, but is very buggy, and a mess to use. It also requires you to fix all the bugs yourself, as development of the engine has been postponed indefinitely.

Again, this is purely your decision for what engine you want to use, I'm simply providing a list of available ones to use.


Sonic Fan Games HQSonic Fan Games HQ
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Game engine sonic

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So, You Want to Make a Sonic Fan Game? - An Extensive Guide.

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