Lots of people have asked me to just publish the e-mail that I was sent in full. Well, hit the jump to read it.
Hello Segabits staff,
I cannot give my real name for legal reasons, but I feel that it is my duty to pass on this information, not doing so would be an insult to the Sonic fanbase.
I have some leaked information regarding Sonic 4 Episode 2, this is your chance to launch a media storm before the likes of the SSMB and TSSZ News.
I have obtained access to a prototype build via the Xbox Live PARTNERNET program, and what is concerning is that the physics are exactly the same as they were in Episode 1. Yes, letting go of the stick makes Sonic drop like a brick. The reason I am telling you this information is that if it is out in the open, the fans will have a chance to speak out and make Sega delay the game. I am worried if it is left too late Sega will push out yet another disappointing software product.
The prototype build contains 5 Zones, but some are missing an Act 2 or 3 (loading some stages simply gives you an unfinished map- Sonic standing on a single level tile). There is one new music track which is clearly composed by Senoue, (heard in Act 1) but all the other stages use Splash Hill Zone as a place holder.
I am going to upload footage on YouTube tomorrow at my own risk, but I feel leaking this is necessary for the Sonic fanbase since Sega needs to get their act together and improve the product before they reach the next development phase that will obstruct them from doing so.
I can give you a couple of bullet points regarding the specifics and some specific issues:
-The first stage is titled Cryptic Clock Zone, set in a dark moonlit stonehenge like area. Metal Sonic appears out of time holes and drops beetle Badniks in front of the player.
-You can select either Sonic or Tails before loading the first stage, but selecting Tails simply grants you playing as Sonic with a Tails life icon and ‘Tails got through Act X’ messages.
-Springs are still automated, you cannot alter Sonic’s horizontal position until late after bouncing, and diagonal springs remove all control from the player.
-Rolling is extremely sluggish and charging the Spin Dash does not grant you extra speed upon release.
-The level design consists of many bottomless pit areas and failing to avoid Metal Sonic after he teleports usually results in death.
-If a beetle Badnik collides with Sonic after he has already been hit, he instantly loses a life.
-Flying bee Badniks leave behind turbulence that Sonic can grind on, making the level even more automated.
There is lots more, I will be uploading a video under the account name FixSonic4E2 tomorrow.
Thank you for your time,
A passionate Sonic fan.