Sonic Demo is a demo for an unreleased Sonic the Hedgehog game that was created by UK developer Nitrome for mobile devices. Specifically what platforms it would have been released for was never decided, though is presumed to have included iOS and Android devices[1]. While unreleased, parts of the game seem to have things in common with their released game called Super Leap Day.

Hey all! In the first few minutes of today's episode of Sonic Boom (Episode 22), Arin mentions that the demo for Sonic 06 on the Xbox 360 was very polished, much more so than even the same section in the game proper.


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Industry folks have actually shed some light on this in the past, so I thought I'd pass the knowledge onto you for future reference and awareness, so you can better contextualize early footage of games you may see, or demos you may play =)

Arin actually comes very close to hitting the nail on the head. He hypothesizes that, perhaps, a different team was put on the demo. This is pretty much what happens when a demo needs to be made for almost any game.

But when developers want to make a demo, or even quality footage, they need something that looks more finished. It can't have the hallmarks of a work-in-progress because journalists and consumers aren't liable to be the most understanding (I was employed as a game journalist for a little while; I saw this first-hand with preview events, and at E3. I may have written a preview piece after first playing Darksiders II at one such event that expressed concerns that were later assuaged).

To do this, the demo section has to be built out from existing code of the game, so you do have another team at work in parallel to the original team, working exclusively on this bite-sized portion of the game to make it work as well and look as good as possible. The majority of the game isn't there to confound things, so it's smoother sailing, but the process is done long in advance of release, meaning that you end up with a sort of... Divergence.

On the one hand, you have a team working on a demo that is supposed to represent the main game. On the other, you have the core team building a game that may be, on some level, diverging from the core of what the demo team is building on.

Hi @domj As Ethen says there are a lot of changes going on in the internal structure of Sonic Pi in the development versions of SP 4.0

Using command line input has never been documented and is not officially supported, although it can be utilised to a certain extent your own risk. Programs like the Ruby gem sonic-pi-cli and (I think) sonic-pi-tool.py have already had updates applied to change from the earliest version of Sonic Pi which used port 4557 for command input to version 3 which used a dynamically allocated port which could be determined from one of the log files. This should also be possible with upcoming versions, although the location of the dynamically allocated port is in a different location in a different log file now! I have a test setup working at home using this, but have not yet published it, and it can achieve the same as the existing utilities mentioned above. As Ethan says, there is some way to go to allow to full supported remote network control.

I should definitely make it clear that scanning log files for ports is not the way forward - especially if we move to using TCP and only allowing one connection. Instead, the new Daemon server will give you a list of ports that it allocated that you can use when you start it up. See: -pi-net/sonic-pi/blob/dcdcfd3605f953116363d9d73179220c924778bc/app/server/ruby/bin/daemon.rb#L86

After 2 long years... Demo #3 of my RPG Maker 2003 fan game is complete!!! For those of you who don't know, I've been working on this for the past 5 years. This demo covers the story up to the end of Chapter #15. Here are the new features in this Demo:

I'm sorry you feel that way... But you must consider where I come from, as well. The reason it took so long between demos 2 and 3 is mainly due to college and other personal reasons. (Also, for quite a while, I was on medication.) Please understand... This project demands quite a bit of my limited free time.

I've also noticed that my original fan-base here no longer exists. Demo 2 was released at least 2 years ago, and RPG Maker XP was available at that time, if I'm correct. At that time, numerous members here on SSMB requested for me help them with RPG Maker 2003. I've seen many fan-games come and go here, but none ever progressed beyond tech demos and betas. It was a real shame for me to see, since a lot of those members actually showed great potential. Out of all of them, only I remained with pursuing the lofty goal of finishing a game. I'll admit that I still have a long way to go, but at least I have something to strive for. Also, very recently, I've had a few individuals approach me, asking for a copy of RPG Maker 2003 so they can start working on their own games. And yes, they are aware that newer versions are available. 2003 is not limited, and I've seen some incredible things done with it. Here is an example that pushes the limits of RPG Maker 2003.

I must ask you... How could I fix something that I didn't know was broken in the first place? That is the purpose of the demos. They are released to the public so that I can be informed on what needs to be changed in later versions.

I tried. I wanted to make it through to the end of the demo so I could give honest criticism on the whole thing. But I hit one dead end too many and it fucking broke me. Head in hands, muttering "I can't do this anymore, I just can't do this".

Terra Sonic provides monthly opportunities for customers to attend a sonic demonstration at our factory in Marietta, Ohio where they will see a sonic drill rig performing continuous core sampling, flushing drill casing, SPT sampling, diamond coring, and the new Sonic Percussive Method (SPM). They will also see a demonstration of the new Terra Sonic Universal Gantry (TUG) for hoisted delivery and take-away of all sizes of Terra Sonic Tooling (rods, casing and core barrels) to and from the sonic head.

Our guests will also experience a tour of the factory and see the inner workings of a sonic head, rigs under production, Terra Sonic Tooling fabrication, and meet the team that will support their sonic business. They will also learn about our current R&D projects and some of the advances in sonic technology we are working on.

A free eShop demo of the Nintendo Switch version of Sonic Frontiers is slated to be released globally, according to a tweet from game director Morio Kishimoto. In the tweet posted earlier today, Kishimoto confirmed that the demo - which is currently exclusive to the Japanese Nintendo eShop - will soon be made available in all regions, although this worldwide release is set to be sequential rather than simultaneous.

"Although it's later than intended, we now have a demo version available, but only for the Switch version. We are planning to distribute it to each region in order, so if you are still on the fence about purchasing the game, please give it a try. You will notice that it is different from past Sonic games and other open world games. There is still opportunity to make up your minds after you get a hands-on experience with the demo and see the game for yourselves."

While more details are yet to come, it's expected that the demo will be more or less identical to the one currently downloadable from the Japanese eShop, featuring the first 15 minutes of gameplay. At this stage, the demo will only be available for the Nintendo Switch version of the game, with neither Kishimoto nor SEGA having yet discussed the possibility of bringing the demo to other platforms. Considering that Sonic Frontiers launched on most current- and next-gen consoles, it would admittedly be a little unusual if the demo were to remain a Nintendo Switch exclusive.

Since game demos tend to launch a few weeks or months ahead of a game's release as a way of giving fans and newcomers alike a glimpse of what is to come, it seems fairly unorthodox for the Sonic Frontiers demo to surface now, in the weeks following the release of the game itself. In an interview conducted at Gamescom earlier this year, head of Sonic Team Takashi Iizuka stated that there were no plans to release a demo publicly. However Kishimoto's tweet seems to indicate this may have been the result of time constraints. Whatever the cause for the late release may be, fans can start expecting the demo to appear on the Nintendo eShop in their region shortly.

Having sold over 2.5 million units globally in just over a month after its launch, Sonic Frontiers has proven to be a huge financial success for SEGA, not to mention one of the most financially successful Sonic titles of recent years. Whether the impending demo actively helps boost sales even further will remain to be seen, but it will at the very least give anyone curious about the game a better idea of what to expect from it. 006ab0faaa

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