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Why now some twitter people are mad that shadow has a spotlight now.

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Is my idea or...
or the amy fans in twitter are getting angry because amy is being destroyed or something in the new sonic game?
IN MY OPINION, I dont find sonamy to make sense (if SEGA make it canon) in terms of narrative and coherence taking past games of sonic, specially when they dont develop moments of the 'when', 'why', 'how' sonic like her back or something. Sonamy is cute, but in terms of story doesnt make sense and if they get as a couple, and they dont give any reason on why Sonic should like her back or be interested on her when never in the games are show that interest of him on her of that deep when he always runs aways, then Amys existence is just hollow and dont end her arc as a character. There, I said it. Bye đđ¨đ¨đ¨
More evidence of the last post
the line of sonic getting sand on his shoes is show in the video of the last post even if is considered unused.
Wait, Amy lines in different island? why is that I wonder...
ADRESSING AGAIN ABOUT THE SONIC FRONTIERS "UNUSED DIALOGUE" OF THE UMBRELLA...
So, I wanted to start this post by being honest: I made a quick assumption before. I said that some of the dialogues in Sonic Frontiers were completely unused and never showed up officially, but I was wrong to jump to that conclusion. After looking into it more carefully and seeing whatâs actually been found so far (and where), I realized itâs not that simple. I was a jerk, I know (and still are) and basically I let my anger take cloude my judgament. Tecnically I still think that those unused dialogues of sonic frontiers are still like... "unused" in a better word, but here is where I add more layers.
Some lines do show up under specific conditions, and the whole thing is a bit more complicated than I thought. (Damn SEGA, just make up your damn mind for once). Like the Umbrella thing of Amy appeared in a specific condition when it was raining in Kronos island and that makes sense and, this is I dont know, that the "amy, I should made up my mind sooner" dont know when this line appeared but I guess is just in kronoss island too or bein iddle animation just for how long time. But is rare I heard and I see in many of people in the internet.
Thatâs why this time, Iâm going to take a deeper look and break things down properly, based on everything Iâve seen and researched up to now. Letâs get into it:
What Are Unused Lines in a Game?
Unused lines are pieces of dialogue that exist in a game's files. recorded and written, but are never actually triggered or heard during normal gameplay. In other words, they were created by the developers (and sometimes even fully voiced), but for one reason or another, the player never hears them while playing.
This can happen because:
The line was part of an idea or feature that got cut during development.
A scene or side quest got removed or rewritten.
A condition that was supposed to activate the line was broken or never coded in.
The line was replaced by something else, but the original was left behind in the files.
Even though these lines are still hidden in the gameâs data, they are not considered âcanonâ unless the developers confirm or re-use them later. Modders or data miners often find these lines and share them online.
Why Are Amy's Lines in Sonic Frontiers Considered Unused by many people?
Even though Amy has fully voiced lines in Sonic Frontiers that exist inside the gameâs files, some of these lines are considered âunusedâ because they never play during normal gameplay, no matter what the player does.
These Amy lines, like the one where sonic says:
"I should have made up my mind soonerâŚ"
Donât appear in any official cutscene, side story, or gameplay moment. That means you can play the entire game normally, complete all of Amyâs missions and interactions, and still never hear these lines.
Sonic casually says, âI bet Tangle would love climbing around these ruins.â This isnât part of a cutscene, it shows up as ambient or idle dialogue while exploring a ruined tower. It appears only if Sonic reaches just the right location, like near a specific structure or ruin, This line feels like an Easter egg, a nod to Tangle from the Sonic comics, triggered randomly by being at that spot. Is a declared unused dialogue by many.
But here is the trick:
People reported that those lineas werent cut and they heard being played under conditions like mentiones before:
So tecnically, the dialogue appeared for those people even if there is not footage of them having them. But many people coincide in the same point, so I dont see why they would lie about that. This means that the lines then go to the final release, just they are hard to find or very rare to get, just like secret dialogues or secret ester eggs like the line of tangle for example, that this line actually have a only one footage, confirming that this line trigger when near a building but not in kronos island apparently.
Although the ruin is far away, I guess the line only trigger on this specific island instead of another one. I find it weird that even in miidle you can even get it standing there doing nothing, like any other dialogues that are random, but you can comment it if they are or not.
Minute 1:39
So I guess that make then canon right? sonamy canon then?
Well, to be honest, I would like to say that tecnically yes but... that are many factor that contradict this statement, making the canon of these lines and even tangle a little strange and suspicious.
Now, here's where it gets more complicated:
Those lineas dont appear in all consoles.
Sometimes, these unused lines do play, but only in specific versions of the game, like on PS4, or Xbox (I only spotted one person saying this, so is there another, please have your experience here), while being completely silent or missing in the PC or Switch versions. This might seem strange, but there are actually a few reasons why that can happen:
Why Would Unused Lines Play on Some Platforms But Not Others?
Version Differences & Bugs
Sometimes a line might technically be programmed to play under certain conditions (like rain, nighttime, or near a specific landmark), but only one version of the game actually triggers those conditions correctly. The other versions might have bugs, performance limits, or slightly different event triggers that prevent the line from playing, even though the line is still in the files or being cut completely.
Platform-Specific Code
Some dialogue might be tied to platform-specific events, settings, or optimizations. For example, Switch versions of a game often have performance compromises or simplified code, so certain small triggers (like environmental dialogue) may have been disabled or behave differently.
Patches & Updates
A line might appear only in a specific version after an update or patch. If one platform gets the patch but another doesn't, or if a user never updated the game, then the line wonât play consistently across all systems. (And if we take that sonic frontiers updated in other versiones, the lineas remained the same in all consoles)
Development Leftovers
Sometimes, a line was meant to be unused, but it accidentally got left âactiveâ on one version (like PS4), while it was correctly cut or deactivated in others. This can lead to cases where players on one console hear a line and others donât, sparking debates over whether the line is canon or a glitch.
Sometimes, these lines arenât completely disabled in every version. In certain builds, like PS5 or Switch, a leftover event trigger might accidentally cause one of Amyâs lines to play under rare or unintended conditions (like standing in one exact spot, during a specific weather effect, or after a certain mission order).
Developers mightâve forgotten to fully remove the trigger in one version, while other versions (like PC or Xbox) had it properly deactivated or altered during a patch.
Example: A player hears a line like âI shouldâve made up my mind soonerâŚâ near a specific location after freeing Amy â even though most players never hear it at all.
2. Different Builds, Different Behavior
Each platform (Switch, PS4, PS5, Xbox, PC) may run slightly different versions of the gameâs code due to:
Optimization differences
Performance adjustments
Platform-specific bugs
Update delays or skipped patches
So while a voice line might be inactive on PC, it might accidentally trigger on PS4 or Xbox, especially if that version is using an older build or a different patch version. (Someone reported that they have it xbox, so if someone can write here that they get it too in xbox please say it)
3. Environmental Dialogue Triggers Are Inconsistent
Sonic Frontiers uses âidleâ or âambientâ voice triggers based on location, time of day, weather, and story progress. These systems can behave inconsistently across platforms.
If a specific trigger condition (like standing near a tower while itâs raining) doesnât work properly on PC but does work on PS5 or PS4 apparently, the line might feel like itâs âusedâ in one version and âunusedâ in another.
4. Not Officially Used = Still Considered Unused
Even if the line plays in one version, it might still be considered "unused" because:
Itâs not consistently accessible to all players
Itâs likely an accident or leftover.
SEGA hasnât officially referenced (I am gonna get to the point of superstars) or confirmed it.
So even if someone on YouTube captures the line playing on PS4, that doesnât mean it was part of the intended final experience, which is why many fans still classify it as unused or semi-unused.
These lines were not used in the retail game, but players discovered that under rare conditions they could still trigger. In practice, performing out of bounds tricks on certain islands (e.g. Rhea or Ouranos) caused Sonic to play one of these lines even though no gameplay event called for it. The likely cause is that the event flag for this dialogue was never fully disabled in the code, so moving Sonic into that area (or glitching the event) accidentally activated it.
Content: Unused cut voice lines for Sonic about Amy (e.g. the umbrella line).
How triggered: Players found that glitching into normally unreachable areas on the islands causes Sonic to utter the line.
Sonamy is the het ship between Sonic the Hedgehog and Amy Rose from the Sonic the Hedgehog fandom. In most canons, Amy is shown to have a cr
Reason: The trigger wasnât fully removed, so a stray out-of-bounds location or bug can fire the line.
After the fan discovery, Sega later acknowledged it indirectly: Sonic Superstars (2024) even references âsharing an umbrellaâ with Amy, effectively making the idea official. In other words, what was once an unused line became a canonical reference in a later game. (The Shipping Wiki notes these lines explicitly and confirms they were unused in Frontiers, and fans now cite the Superstars game for confirmation.)
The thing is, there are more cases like this ocurring in the game comunity.
In Stardew Valley, the Wizard NPC has hidden dialogue at festivals that players normally canât hear. For example, at the Flower Dance festival the Wizard says âYou shouldnât be up hereâ if the player manages to reach his out-of-bounds location. This line (and others for events like the Egg Festival, Spiritâs Eve, etc.) is present in the game data, but since the Wizard is positioned out of reach in the official festival maps, players never encounter him. Only by glitching out of bounds during a festival can one trigger his dialogue. The Stardew Valley Wiki documents that âthe Wizard is not always accessible at festivals. Regardless, he has unique dialogue for eachâ. and indeed the Flower Dance entry shows the hidden line about the umbrella. In short, the content was cut in that players couldnât meet him, but the dialogue still fires if you cheat past boundaries.
The Wizard, also known as M. Rasmodius, is a villager who lives in the Wizard's Tower to the far west of Cindersap Forest.
Content: Untriggered NPC dialogue (Wizard at various festivals, e.g. âYou shouldnât be up here.â).
How triggered: Players found the Wizard in normally unreachable festival areas (by glitches) and heard his scripted lines.
Reason: The game logic still contains the dialogue, but the Wizardâs positioning makes it inaccessible; only an out-of-bounds exploit can activate it.
These lines remain officially unused (never heard in normal play) and have not been reused or made canon in any update. They exist in the code but are only known to dataminers and glitch hunters.
Undertale has a famous example of hidden dialogue triggered by a rare glitch. If the player kills Flowey on a previous Neutral run and then reloads the game to the very start, the Flowey encounter can be âre-triggeredâ under odd conditions. This causes a glitched Flowey battle that immediately skips to Torielâs dialogue. In practice, the game mistakenly fires the post Flowey cutscene dialogue even though Flowey is already dead. The Undertale Wiki notes: âThe protagonist can activate Floweyâs initial encounter trigger⌠if Flowey was killed in a previous Neutral Route it skips to Torielâs following dialogue.â. This means the lines Toriel normally speaks after the fake boss fight become audible due to the glitch, even though the battle itself is bypassed.
Content: Cutscene dialogue (Torielâs lines after Flowey) and a glitched battle.
How triggered: By having killed Flowey earlier and then re-entering the Flowey encounter room, the game skip-activates Torielâs post-battle speech.
Reason: A leftover trigger for Floweyâs first battle wasnât cleared; the game sees the encounter as ânot completedâ and loads the next dialogue.
This is a purely in-game glitch (no new patch or version causes it). These dialogues were never intended to fire in that context, so they remain non-canonical Easter eggs in the gameâs data (at the moment). (Developers have not made these lines official; they only occur through the exploit.)
In Borderlands 2, the villain Handsome Jack originally had unused revival taunts. The writers recorded lines explaining the New U respawn stations, but these were cut to maintain the gameâs lore (the Remembrance Rifle analogy, known as âFridge logicâ). VGFacts notes âJack had dialogue recorded for the New-U Station revival taunts, but they were unused in the final release.â. However, when Borderlands 2 was ported to Nintendo Switch, the developers re-enabled Jackâs audio. The TV Tropes trivia page confirms: âJack himself was originally the voice of the... New U stations⌠The dialogue is present in the Switch version⌠And is more common than the Hyperion voice.â. In other words, what was cut in the original game actually got triggered in the Switch port whenever the player revived.
Borderlands 2 - VGFacts - The #1 source of video game trivia on the internet!
Content: Originally removed Handsome Jack voice lines for the New U respawn stations.
How triggered: The Switch port of the game includes these lines â so dying and reviving on Switch plays Jackâs audio, which never happened on earlier platforms.
Reason: The lines were present in the code but disabled for the initial release. In the port, the audio was ârefittedâ (Jack assigned to New U), making the unused content active.
This effectively made the lines "canon" on the Switch version. The previously hidden content is now part of the normal game experience on that platform.
Acting for Two: Colleen Clinkenbeard voices both Lilith and Tannis, and the two characters have interactions or dialogue between them in cer
Each case shows that inactive game content can resurface due to programming oversights or platform changes. When an eventâs trigger or audio assignment isnât fully disabled, or when a game is reconfigured on another platform, players can hear lines never meant for normal play. These findings (cited above) illustrate how version differences, bugs, and unfinished event scripts allow âlostâ dialogue to slip into actual gameplay.
Now talking about sonic superstars...
Is the umbrella line in Sonic Frontiers now considered canon because of its nod in Sonic Superstars?
Short answer: Not necessarily, it's still technically unofficial despite the reference.
Whatâs actually going on?
The lineâs origins were unintended.
Ian Flynn, the writer of Sonic Frontiers, didnât write the umbrella lines to be put in the final release and wasnât even aware of them. They were just a test. It appears someone else on the development team inserted them, perhaps without full narrative intent or coordination. Ian is the only one that writed the dialogues of frontiers, so I guess his word is the only one we can count for now.
The line is an Easter egg, not a part of the core story.
Even though players might hear Sonic say something sweet like âI wish we could've shared an umbrella with Amy,â it triggers randomly and isnât tied to plot. So it's classified as an unused or playful Easter egg, not narrative canon. Ian semmed confused by this easter egg, so that means that probably not all the things are being checked in the develoment of the game, but that just speculation.
Sonic Superstars references it, but in a playful way.
Fans noted that Superstars includes a visual or textual nod that evokes the umbrella image. This has led some to interpret that the idea has been canonized. However, since Superstars is set in a different "classic era" timeline (after Mania and before Adventure apparently), the reference is better viewed as a fun nod rather than formal canon.
What Even Is Canon?
In Sonic lore, âcanonâ status is ultimately decided by Sega. Ian Flynn helps with writing, but he doesnât make canon calls himself. The umbrella line surfaced as a glitchy, disjointed dialogue, more Easter egg than narrative.
Yes, Sonic Superstars includes a small nod that seems to reference the umbrella concept. But that is a playful reference, fitting into the "cute Japanese motif" of couples under an umbrella, not a formal reintegration of the dialogue into the official story, specially the timeline of this game affect the logic of that easter egg.
After Mania and before Adventure
Ian Flynn and the âUmbrellaâ Line
In his own words (as mentioned in his podcast Bumblekast), Ian Flynn admitted that:
He wrote some extra test dialogue during development.
These lines were not approved by SEGA for official use.
SEGA decided not to include them as part of canon dialogue, even if the lines remained in the game files or activated in some versions. (You can tell by his confused tone and this cases like this happened again when the sonic symphony and the murder of sonic being the culprit Katie, but I am not going into details).
Why Do These Lines Appear in Some Consoles and Not Others?
This is a technical issue, not a lore/canon one.
Some platforms (like PS4, PS5) accidentally included these unused/test lines due to differences in build, debugging leftovers, or regional patches.
The Switch and PC versions donât include them or have them disabled entirely.
This happens sometimes in game development, âcut contentâ is left behind in some versions and accidentally becomes accessible under certain conditions (like rain or specific island triggers in Frontiers).
BUT JOVIAL, I HEARD THOSE LINES TOO AND THEY ARE STILL AVIABLE TO LISTEN TO EVERYONE!
Yeah, I know, although everyone is a strong word. Not everyone is capable of listen them in normal cases wich is strange considering that in sonic adventure 1 the iddle animations or afk dialogues were just 2 or 3 minutes, not 10 minutes. So here is my thought on this on: they are actually "dummed content".
Let me explain:
In video game development, âdummied contentâ refers to any assets, dialogue, features, or mechanics that were originally created for the game but ultimately removed or disabled from normal gameplay before the final release. This can include unused character lines, cutscenes, levels, enemies, animations, or items.
According to TV Tropes â Dummied Out, this content is typically inaccessible without using hacking tools, datamining, or modification, but in some rare cases, it can still be encountered through very unusual or extreme conditions in the retail version. For example:
Being idle (AFK) for a very long time, triggering placeholder or test dialogue that was never meant for normal players to hear.
Fulfilling obscure, unintended requirements that accidentally call unused assets.
Exploiting glitches that bypass intended progression limits.
In Sonic CD, Sonic will jump out of the screen if you stay idle long enough on the title screen or in the pause menu. The exact time is approximately:
Around 3 minutes of inactivity.
After about two minutes without any input, Sonic pops out and does a little animation off the screen to entertain the player.
This is one of those fun âidle animationsâ or âidle eventsâ the game includes as a playful easter egg. The difference is that this animation is triggered just by 3 minutes, not 10 minutes, wich is weird coming from a sonic game when the point is not stop moving all the time.
Even when such content can be triggered without hacking, it is still considered âdummied outâ in the practice because it is not part of the intended playable experience. In other words, if the player must rely on patience, unusual behavior, or a glitch to hear or see it, and it doesnât appear during the main story or side quests, then it falls into this category.
Why developers leave it in:
Developers sometimes keep unused lines or features in the gameâs files as a precaution (in case theyâre needed later), for testing purposes, or simply because removing them would take extra time and resources. These leftovers are harmless and often remain hidden unless a player stumbles upon them. This claims hold more if we take in count that sonic frontiers was unfinished still when it was release, so it has to be expected by some extent.
But the other part:
âHidden / rare triggerâ: the asset does have a trigger in the shipped code, but that trigger fires only under extremely unusual conditions (long idle timers, specific states, etc.). This is still playable in-game, even if almost nobody sees it.
âHidden test / placeholder lineâ: describes the origin or purpose of the recording, a line recorded to test timing, lip sync, or pipeline behaviour that may or may not have been intended for the final story. Dialogue pipelines and production notes routinely use placeholders and test lines.
1. What the evidence about the umbrella lines shows
Files/datamines show lots of unused or unusual audio in Sonic Frontiers. The Cutting Room Floor documents a substantial amount of âunusedâ and rare trigger audio for the game, which establishes that the game contains audio assets that are not part of the main cinematic/mission flow. That supports the claim that some lines live âoff the beaten path.â
Community captures and compilations demonstrate the umbrella/âSonamyâ lines are known and reproducible under certain conditions. Players and content creators have posted clips/timestamps showing idle/rare dialogue being heard in-game; those posts show the lines are not purely imaginary or only extractable from files.
Development practice explains how test lines can reach final builds. Industry writeups on dialogue pipelines and placeholder practices show that temporary/test lines are commonly used during development and sometimes left in final builds either intentionally (as easter eggs) or accidentally. That explains why a line can be both âa testâ in origin and still playable in some builds.
2. How both labels can be true at the same time
If a line was recorded as a test/placeholder, that describes why it exists (origin). If the shipped build contains a trigger that causes it to play under rare conditions, the line is not dummied out in that build, it is an active, if obscure, piece of content. Conversely, if a later/published build contains the audio file but the trigger was removed, then in that build the line is dummied out. So both labels describe different properties: origin vs accessibility.
Other factor that can be posible is the factor of probability.
People reported that those dialogues, and even some others, are show one time or two times even if they already heard it, or never heard again when playing the game even if making the correct condiction, and that can is because:
One-time dialogues
Some lines are programmed to play only once in the entire game.
The first time they trigger, the game sets a âflagâ marking them as âalready heard.â
On future playthroughs or replays, that line wonât be played again unless you reset that flag (for example, by starting a completely fresh save file).
This is done to make the world feel more dynamic and realistic.
Random/pooled dialogues
Some events have a pool of possible lines, and the game picks one at random.
You might hear a rare one the first time, but in later attempts the game chooses another line from the pool.
This randomness can make certain lines seem âmissingâ when in reality theyâre just part of a rotation.
Errors or bugs
In rare cases, a line can play by accident because of a scripting bug or loading issue.
This may trigger unused or leftover lines that normally canât be heard during regular gameplay.
If you hear it once and never again, it might have been an accidental activation.
Conditional dialogues
Some lines are tied to very specific in-game conditions.
Location in the game world.
Progress in the story.
Certain character states (low health, special items, etc.).
Player behavior (e.g., standing still for a long time).
If you donât reproduce the exact same conditions, the line wonât trigger again.
So⌠Are These Lines Canon?
Well...
Lets just say we separate the game canon with story canon:
"Canon by programming" refers to something that exists in the gameâs code, like dialogue lines, animations, or assets â but it may or may not appear in normal gameplay. Itâs technically ârealâ in the sense that it was put there by the developers, but if itâs unused or hidden, it might not be part of the official story.
"Canon by story" refers to events, dialogue, or details that are officially part of the narrative, acknowledged and intended by the creators to be part of the gameâs plot or universe. These are things that happen during the main story or are confirmed in official material.
Example:
Shadow and Sonicâs rivalry â mentioned in multiple games, therefore itâs global canon.
A one-off joke in a single game â likely wonât be repeated, so it remains local canon.
Again, I will repet, I know in superstar is referenced the umbrella dialogue (well, it can be or not), Sonic Superstars is set before the events of Sonic Frontiers in the seriesâ timeline. Because of that, the umbrella reference in Superstars should be seen as a playful Easter egg for the player rather than direct, in-universe confirmation that the event from Frontiers has already taken place. In other words, itâs a nod from the developers acknowledging that moment, but it doesnât serve as narrative proof within the story itself. Is like the developers sayed "you remember this", but again is for the player, not for the story itself.
"The end in the background"
Even if you hear them in a version of the game, it doesnât mean SEGA intended them to be part of the MAIN story. Since:
They were never approved by SEGA by Ian words, and I doubt he will be lying with somethig like that. But again, he is not the only person working on SEGA, so probably someone else put them anyway. There is not something clear here.
They were not included intentionally in the final release across all versions.
Ian confirmed himself that it was just a test.
And considering they are just so hard to find, they are two options: scrapped lines left there, or easter eggs.
So with this written... sonamy is canon in sonic frontiers? Sonic finally will stop running?
Is complicated.
As official acknowledgment (meta-canon): Yes. The fact that Superstars includes a drawing/graffiti referencing the umbrella is a nod from the devs; it means they recognize the line and take it into account outside of the original game.
As a narrative event within the timeline (diegetic): Not necessarily. Superstars takes place before Frontiers, so that reference works as an easter egg/meta-reference for the player, not as proof that the event had already happened within the story.
What does it mean for fans?
One can safely say that Sega acknowledges the line (which gives it more weight than a mere rumor, but it could be just someone else put it them just because yes, just by hearing Ian word).
But you canât use that to claim that, in the story, Sonic have feelings for Amy before Frontiers the reference could be a joke, a nod outside the timeline, or a future retcon.
What you can safely state
If the line appears in the final version and can be triggered without mods (even if itâs hard to do) â Sonic said it in that game. Thatâs a fact: local canon in those versions.
The rarity of finding it doesnât make it any less of an official in-game line.
What one cannot state based on that alone
That this line proves a definitive relationship (e.g., âSonic and Amy are togetherâ or that it will always be that way in the series). No, itâs flavor text with little narrative weight.
That the reference in Superstars (a game set earlier in the timeline) proves the event had already happened in-story. That nod is meta/for the players, not diegetic proof on its own.
Why itâs a gray area
Because we have a fact (the line exists in Frontiers) + confusion (the writer said it wasnât going to be used) + a nod in another game (Superstars).
That combination elevates the line to âacknowledged by the devs,â but doesnât make it a cornerstone of the global canon.
No, that line by itself doesnât definitively prove that Sonic has romantic feelings for Amy. itâs suggestive, yes, but weak as evidence.
Itâs an isolated detail (flavor text). It could just be a nice line or a âmomentâ without any intent to change his characterization.
Context ambiguity. Many optional lines are flirty, humorous, or taken out of context; they donât always reflect deep feelings. Even some dont appear in the right momento or are repetead more than just one time
It could be meta/a gag. If used as an easter egg or a reference for the player, it doesnât necessarily mean the character feels it diegetically.
We need a pattern, not just one line. A rare line canât replace consistent scenes, dialogue, or development that show ongoing affection specially when we consider sonics past games when he runs away from her and reject his affections.
And with Ian and Izuka saying IDW that they are separate continuities:
"I give up. What a weird girl!"
"Sonic running away the moment Amy appeared in Sonic Colors DS"
"From the calendar story"
The canon doesnt sit well with this scene, and no. Third party manuals are not trusting, dont make me do another post explaining why.
We will get a better answer on that if they adress the thing in future games. We just have to wait future games. there is nothing for the moment confirmed because the matter is confusing. Besides, what adds more layer to confusion to the fans is that Sonic in games always run aways from her and it shows is just one-sided manytimes. And Yeah, I know people sayed that Ian sayed that sonic and amy likes eachother on his podcast, but here is the thing, there is another more recent podcast where he say is one-sided and amy is a unrequiered love, so the future is uncertain for now.
What do you think? AND ALSO, A XBOX PLAYER PLEASE ANSWER WHAT I ASKED, I AM LOSING MY MINDHERE I HATE THIS PRISION CALLED FANDOm
Edit: if you think I sound like a I dont like sonamy ship, that is not true. I like it and do what you want with it. I just find confusing the stuff about the umbrella thing being so hard to get besides Ian words. And, sonic canon is so flexible that tomorrow the canon could change again and forget many things or remember other. Ex: sonic chornicles game and maybe sonic rivals. So To be honest if they mention or forget completely the topic between sonic and amy, then we shall see in future games if it is adressed in the main timeline instead of just easter eggs.

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I know now why sonics fandom is hell. Bro, just final conclusion: Sonamy is canon, sonadow is canon, sonally is canon, sonblaze is canon, shadamy is canon, etc etc. If they dont care about canon anymore, then neither I do. Bye
This fandom is a prision
Seeing the sonic franchise for so long made me have to make a conclusion, you can agree with me or not:
The sonic franchise is popular because of the ships, not for the lore.
Kris, the soul, and the fear of losing Noelle: A Analysis of their Relationship with the player in Deltarune
Deltarune is a work that thrives on mystery. Its narrative suggests many things but confirms very few. One of the central questions of the whole game is: Why does Kris accept living with the soul (the player)?
While some players interpret that Kris hates the soul, others think they tolerates it, and others that Kris invited it. I thinked today of something:
Kris did not take the soul out of a thirst for power or a desire to be possessed, but out of fear. Specifically, fear that the soul would end up inside Noelle, and that something terrible would happen to her.
1. The soul: What is it and why is it frightening?
Since Undertale, the red soul symbolizes the human essence and the power of the player. The opening sequence of Deltarune reminds us that:
âNo one can choose who they are in this world.â
This implies that the soul was not consciously chosen by Kris. It appeared somehow, either by external intervention (for example, Carol, Ralsei, or the Knight), or by some force of destiny.
However, what the narrative makes clear is that the soul holds tremendous power:
It can completely control Krisâs body.
It can change others (like Susie, who becomes kind).
It can even reshape the collective memory of the world if you pursue extreme paths like Snowgrave.
So even if the soul could be benevolent, it is also a threat. This is especially important if we consider that the soul might be able to jump from one vessel to another if its mysterious creator intended so.
2. Krisâs fear: Why protect Noelle?
Here is the key hypothesis of mine: What if Kris is not only afraid for their own fate, but for Noelleâs?:
Since childhood, Noelle and Kris have been close friends.
Carol, Noelleâs mother, is a figure with suspicious motivations: an authority in town involved in ominous conversations about the festival.
In the Snowgrave route, the player can force Noelle to commit horrifying acts, even killings. This shows that the soul can corrupt, be the angel of death.
Noelle is described as fragile, suggestible, and emotionally dependent on her friends.
If Kris knew that the soul needed a vessel, they might have feared that Noelle would be the easiest target. Perhaps Carol planned to use her (or allow the soul to connect to her) for reasons we donât yet understand, I think chapter 5 will be the key to all of that.
In fact, the theory that Carol is part of the Knightâs plan to create Dark Fountains reinforces the idea that Noelle could be exploited. This is why Kris may have made a desperate choice before the game started:
Steal the soul first.
They preferred to be the one to contain it, even at the cost of losing part of their autonomy, rather than see Noelle manipulated and hurt. Maybe too prevent that noelle meet the same fate as Dess? We dont know for sure.
3. The pacifist route: Kris lowers their guard
Once the soul resides inside Kris, their relationship begins in tension. Kris doesnât know what intentions this entity has. In the early days, it is understandable that they keeps some distance:
This is why, when doing important things (opening the Dark Fountain at night, answering the mysterious phone call), they pulls the soul out and isolates it.
These behaviors show caution and fear, rather than pure hatred.
However, during the pacifist route, the soul shows consistency:
It doesnât hurt Noelle.
It doesnât force anyone to kill.
It even has a positive influence on Susie, helping her discover empathy and friendship.
Ralsei, who witnesses everything, begins to see the soul as a protective factor.
This consistent kindness slowly disarms Krisâs defenses. Itâs likely Kris began to think:
âMaybe this entity is not the monster I feared.â
This explains why, on the pacifist route, Kris starts acting more naturally and allows the soul to stay during intimate or ordinary moments. There is no constant rebellion. There is no aggression. There is an unspoken truce.
This also means that Kris lowers their guard, except for critical moments they still keeps private.
4. The depressive sacrifice: preferring to lose themself rather than lose Noelle
When you put all of this together, you get a tragic and deeply human portrait:
- Kris is profoundly depressed. - theur brother has left. - their family is broken. - The only friend they has left (Noelle, besides Susie) is vulnerable. - they knows their body is no longer entirely their. Or even they despises their body for being human, we dont know much.
Yet, Kris makes the most painful choice:
âIf someone has to carry this entity, let it be me. Not her.â
In this sense, accepting the soul is not an act of blind submission or complicity in destruction. It is an act of sacrifice:
Kris does not know if the soul will be good or evil.
They feels terrified that the soul will destroy their world or hurt the people they loves.
But they understands that the alternative (letting it take Noelle) is worse.
That is why they decides to act as a living barrier:
âIf I must lose my will, let it be to protect you.â
So Kris becomes a kind of martyr: A vessel who doesnât fear losing their identity and soul if it means keeping the monster (real or imagined) away from someone else.
6. What does the pacifist route tell us about Kris and the soul?
The heart of this interpretation is that the pacifist route proves Kris is not entirely convinced the soul is evil. If you look at what happens:
The soul acts with kindness.
Noelle is safe.
Susie blossoms emotionally.
Ralsei gains confidence.
Little by little, Kris stops resisting so much. Perhaps not because they "loves" the player, but because they understands that at least, they are not worse than the other dark forces lurking in their world. In other words, Kris begins to think:
âMaybe you didnât come here to destroy us. Maybe you came to help.â
But even then, there remains a trace of fear and doubt, which is why they still pulls the soul out in crucial moments. It is the tragedy of a young person who cannot fully let down his guard. We know that Kris is possibly suffering from depression after what happened on their life before the soul arrived, so maybe those last moments of their life where we show them the "light" with susie, reconecting with noelle withouth hurting them, and more will make kris say They made the right choice. Also, if you are paciffist and spare everyone in all chapters, a unique cutscene will show of the soul iluminating the hallway so susie, ralsei and kris can move foward while the knight try to stop them. Just another point to show that our choices matter at the end, maybe not for them, but for kris.
Just a bit of theory about Kris
To be honest, I think that ultimate purpose of Deltarune as a game would be helping Kris to obtain their own SOUL... Once more. Basically, we might be up to make Kris trust us, the player.
You see, Kris throws away red SOUL in the cage at the end of the game, and we control that red heart thing, suggesting that we (the Player) were possessing them. But I think this weird spot just near the cage suggests that SOUL has been thrown in the cage before...
And just look at their side of the shelves in the room. Completely empthy. Of hobbies, of rewards. I think this might have been a parallel how we, the Player, have ability to destroy what they love (as indicated with throwing away a ball of junk), so they are afraid to have anything anymore. But... Them having a drawing tips book possessed over a few years yet clearly not making use of it? Asgore mentioning they hate uninvited hugs and Rudy recalling them as 'weird kid'? Them no longer playing piano as well as they used to? Paired with empthy shelves? And narration suggesting that Kris used to value some things - such as pranking Noelle, or loving taste of hot chocolate? And Noelle mentioning them needing help with homework 'again' as regular thing?
I think Kris might display mental illness blossoming upon puberty, after all.
See, I suppose SOUL is not as much 'magical' entity in UTDR universe, but moreso a clear identity to grasp upon. Therefore a SOUL-less human in the lore is less "hahaha souless = evil time for crimes!!!" thing and more loss of 'self'. I might be projecting personal experience here, but 'loss of a SOUL' might very well reflect that feeling when you just... one day realize that you are no longer 'yourself', and could never be again. That you lost that taste of life, that regular hobbies are no longer as joyful...
So like, being so lost makes them perfect target for otherwordly experiments, and it'd be cool if we could lead them to recollecting their own SOUL eventually? Or maybe getting new one (kinda metaphor for getting new semblance of self + life after mental illness took away your 'initial' self, I'd say). But if we keep making them do terrible things along the full game - they will snap from our control entirely, jumping into their own bad ending. So we need to work for their good so they can trust a Red Heart thing until they find something of their own in their adventure.
SOUL feels more like identity solidfied, I don't believe SOUL-less humans are evil - but they are ones completely lost themselves, for one tragic reason and another. Chara already canonically had to relay on player to recollect who they could be - even if it has little to nothing to do with their personality when they were alive.
The only drawback is that yes - in this case, Deltarune would slightly repeat Undertale, except instead of saving monsterkind, we now need to save just one person! Notice how Spade King gets overthrown and Susie has her character arc no matter how player acted. Our choices don't matter... for everyone BUT Kris! Events will take intended course, but we choose how Kris will feel.
Maybe Rudy will die either way, but we choose if he dies alone or upon pleasant conversation. Maybe Noelle will take her course to confess to Susie and suffer unrequited love - but we choose if Kris is there for her to support or not. Maybe Papyrus Deltarune will be a loser either way - but we decide if they're a lone loser or a loser with a friend!
And I think it might lead to recovery of 'SOUL-less' Kris. Establishment of trust between player and Kris. And it'd be beautiful. After all, our choices don't matter for overall events... But they matter for Kris.
Why I Donât Think Kris Hates the Player â At Least in the Pacifist Route
Iâve seen a lot of people saying that Kris from Deltarune outright hates the player, that they resent us for controlling them. And I get where that idea comes from, after all, there are moments when Kris clearly pulls away from our influence. The way they rip out their soul in the opening sequence is undeniably unsettling. But personally, I donât fully believe that Kris completely hates the player, especially if you stick to a more pacifist approach.
I think itâs too simplistic to say Kris automatically hates the soul in every scenario. If you consider that the player is essentially an outside force taking control of their body, itâs natural that Kris would be wary or uncomfortable. But being uncomfortable isnât the same as hating. Over time, especially if you play kindly, I believe Kris at least comes to tolerate and maybe even rely on us a little.
Some of the warmest moments in the game (like when Kris quietly follows along as Susie and Ralsei bond) feel almost like theyâre letting us help them navigate a world they donât fully understand alone. It feels like a fragile partnership rather than pure hostility.
One of the little moments that shows Kris doesnât totally resent the player happens during the quiz scene with Tenya in Deltarune Chapter 3.
Itâs such a small detail, but if you pay attention, itâs very telling. When Tenya asks what Krisâs favorite food is, the possible answers include âChocolateâ and âPie.â Most players automatically think itâs chocolate because it seems like the obvious, I mean kris like chocolate. But if you wait before selecting, Kris actually coughs softly, almost like theyâre trying to get your attention.
That cough is a clue. Itâs Krisâs way of subtly nudging you toward the real answer: Pie. This is what their mom, Toriel, bakes for them. Itâs part of their identity and their memories.
The fact that Kris helps you here, even just by coughing, says a lot. If Kris truly despised us with no nuance, why would they bother giving any hint? Why not let us embarrass them in front of Tenya and Susie by picking the wrong answer?
I think this moment shows that Kris is willing to cooperate sometimes. They donât want to be completely misrepresented or misunderstood. Even if theyâre not thrilled about being controlled, theyâd rather give a little signal than have you say something that feels wrong to them. Itâs one of those scenes that makes me think Krisâs feelings about the player are way more complicated than simple hatred.
Another moment that really shows how layered Krisâs feelings about us can be happens in the secret minigame from Chapter 3.
If youâve played it, you know what I meanâwhen you enter that hidden arcade cabinet, you control a tiny pixel version of Kris inside the screen. Itâs a funny, almost nostalgic moment. But when you finish the game and the little Kris sprite pops back out, something happens: Kris drops the controller.
At first, it just looks like theyâre surprised. But if you donât move right away, youâll see their expression change. Their face loses color and goes this pale bluish tone, almost like theyâre scared or sick. It feels like theyâre genuinely afraid of what youâll do nex, if youâll make them pick the controller up again, or force them into something they donât want, or kill them.
But hereâs the detail that sticks with me: if instead of approaching Kris, you quietly walk away from the scene, Kris doesnât go pale. They donât back away. They just stand there, like surprise? We dont know.
It shows that Kris is always bracing themselves for the possibility that weâll push too hard. Theyâre prepared to shut down or recoil if we donât respect their space. But when we choose to step back and give them time, their fear doesnât fully take over.
To me, this scene proves again that Kris doesnât automatically hate us. Theyâre scared, yes, but their fear seems rooted in uncertainty, not just resentment. Itâs like theyâre waiting to see if weâll be kind or invasive. When we respect them, we avoid making them feel that cold, trembling dread. Is like they call us for something in the begining of the game, but scared of what we will do.
Moments like this are why I think Krisâs feelings about the player are complicated. Itâs not pure hostility. Itâs a cautious, wary hope that maybe, if weâre gentlesharing control doesnât have to be so frightening.
After Kris get back to taking control, assuming you didnât walk right up to them or force them into anything, Susie comes into the room. She looks at Kris for a second and then asks, almost casual but with a hint of curiosity:
"You into these kinda games?"
If you didnât scare Kris before, they wonât look pale or frightened now. They just stand there, calm but a little tense, waiting for what youâll choose. Itâs a big contrast to how they react if you invade their space, they donât flinch or drop their gaze.
Then, you get a choice: you can tilt Mini-Krisâs sword cursor to âYesâ or âNo.â
If you pick No (by turning the blade away) Susie shrugs, walks over, and unplugs the arcade controller herself. She says:
"Then donât play it."
And the mini kris disappears.
This moment connects to something bigger: the relationship between Kris and the player. The question isnât just what we want, itâs what Kris wants, and whether weâll ever respect that boundary.
And this idea comes back again during the Spantom fight later on. When Spantom gets his strings cut, he collapses limpâlike a puppet whose master lost interest. It feels unsettling, because it makes you wonder:
If we ever get bored of Kris, if we let go of the âcontrollerâ or decide weâre done, would they fall the same way?
Just another empty body, waiting for someone else to pull the strings.
Nobody really knows the answer. But the way the game sets up these parallels, Krisâs fear of being forced, Susie stepping in to unplug the controller, Spantomâs body hitting the floor, makes it clear that being controlled is something that haunts Kris, what if we get bored of them.
And itâs why I donât believe Kris hates us outright. Theyâre scared of what happens if they lose themselves completely. Theyâre scared of if we complete deltarune, they will stop existing all togueter.
Maybe the scariest part of that sceneâand honestly, of Deltarune as a wholeâisnât just Krisâs fear of being controlled.
Itâs the fear of what happens if we stop.
When Susie unplugs the controller and tells Kris, "Then donât play it," thereâs a strange, heavy silence. For a second, it feels like Kris is relieved, like maybe they have a little more say in their own life. But right after, when you remember how Spantom falls, a worse thought creeps in:
What if Kris doesnât only hate losing control, what if theyâre terrified of having no purpose at all? Remember the boss in this secret minigame that sayed a part of kris enjoyed this?
Spantomâs body drops like a lifeless doll the moment its strings are cut. Itâs not struggling. Itâs not resisting. Itâs just gone.
That image echoes something unsettling about Kris. If we, the player, decide to close the game, to turn away and never come back, what happens to them?
Does Kris stand there forever in a blank room, waiting for someone to move them again? Do they feel their consciousness fading like Spantomâs, becoming nothing but an empty shell? Or are they trapped in a half-dream, aware that weâre gone but unable to act?
So, in my view, while thereâs always an undercurrent of tension between Kris and the player, the pacifist route suggests that a small level of trust can grow if weâre careful not to push them too far.

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I'll never understand people who think Archie is bad and IDW is good because IDW has the same writers and artists as later Archie Sonic it's the same cake with different coloured icing
To a degree, but the difference is actually that Sega is much more strict about IDW and pretty much puts a chokehold (as far as I know) on both the writers and artists making that series, allowing for way less creative freedom.
There's a reason I specify that I'm writing Archie Shadow in Infested. He is much, much different in there than in IDW. Ian Flynn was definitely having way more fun writing the guy back when he was unfettered in doing so vs now when Shadow has ten million mandates attached to writing him.
While anyone could bring up the original mandates for Sonic specifically (Sonic can't cry/lose/etc), I would say that even then, Sega was a lot less micromanage-y about it. Still micromanage-y (RIP Shard)! But less. If they want IDW to reach the highest highs that Archie was able to achieve, they need to loosen up. Let go of the status quo. Allow for more serious world-building.
Hey: random fact
Do you know the famous slap of sally and sonic in archie? welp, in reality the writer NEVER write that sally must slap sonic, the artist just hated see sonic and sally togueter being a sonamy fan and just make the slap just to make everyone hate on sally.
Big bruh moment.
Hate to be that person, but source?
Hey: random fact
Do you know the famous slap of sally and sonic in archie? welp, in reality the writer NEVER write that sally must slap sonic, the artist just hated see sonic and sally togueter being a sonamy fan and just make the slap just to make everyone hate on sally.
Big bruh moment.
I agree that Amy shouldn't hit Sonic with her hammer but it's far from an abusive relationship. Glad SEGA stop making her do it though.
âFar from an abusive relationshipâ?
Ok, we all know that Amy used to be⌠kinda toxic.
Thereâs plenty of examples. For one, she yelled at Cosmo, a stranger, for wanting to speak to Sonic with no context to the point Cream finds it necessary to hold her back. Another time she forced Cream to train with her in order to lose weight in order to appeal to Sonic more, as if he was into thinner women. She also wears her main outfit mostly because Amy believes Sonic may find it attractive. She follows Sonic most of the time with him being the main source of motivation for her to do anything.Â
And then she attempts to threaten him into a marriage, beating him up once he declines. She is seen trying to manipulate Sonic into dates multiple times even though it makes Sonic uncomfortable. Also she attempted to incite jealousy from Sonic by pretending she had another boyfriend.
In the Archie Comics Amy is seen defending Sonic and Sally during their date, leaning onto her hammer once done and muttering, âSonic will be mine one day. Until then I just want him to be happy.â, implying that she doesnât care about Sallyâs happiness despite the fact that theyâre friends. Might be reading too deeply though. Itâs a rare case where she actually does care for Sonicâs happiness though rather than her own.
Aaandd⌠Amy is delusional. A good example is this episode. Never before have I had this much of an urge to yell at my TV.
If weâre talking about modern Amy, she is manipulative and violent towards anyone in her way, especially in the way of her relationship with Sonic. There is more examples of her being terrible that I omitted because Iâve wasted enough time.
But yeah, Modern Amy has come a long way since her earlier incarnations. While itâs difficult for me personally to forgive her Iâm glad sheâs going a better route now and I am happy for her fans, too.
Prolly gonna get hate for this but I just needed to get this out of my system. Donât worry, I can pick characters like Sally apart in a similar fashion if you want.
- Mod RaY
Funny
I find funny that people get berserked when they say someone say SONADOW CANON but when there is a amy and sonic doing something trivial togueter, nothing romantic, they are like OMG SONAMY CANON YAY!
like make your own godamnmind lol

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Unopopular opinion that I am gonna get murdered:
they are making sonic more friendly with amy for no reason when in past games he was always running away from her and just for shipping porpuse, and for no reason they make shadow more mean and sonic literally being mean to him aswell when sonic and shadow, even if they are rival, they are friends that are show in the games and sonic always cheer up shadow and doesnt even make fun of his past.
for some reason they are making them more mean to each other when they were show to have respect and friends to each other. they are changing the relationship of shadow and sonic to just favorite the sonamy ship? I dont know.
Why kate is in contact with Kotaku
Okay, so I have a question, because Iâm seriously confused. SEGA blacklisted kotaku, right? Like, officially? no early game copies, no interviews, no access to inside info? they cut them off. thatâs the whole point of a blakklist. Itâs not a "maybe" thing, itâs a "this is over" thing.
So then⌠why is Katie, a SEGA employee, apparently in contact with Kotaku?
I mean- Why kate is in contanct with someone that leaks games before the release of them when is well know it is illegal?
SEGA cut off kotaku because of leaks, bad press, whatever. That means no official insider info is supposed to reach them. If you work at SEGA, youâre not supposed to be sharing anything with them. period.
sheâs literally part of the company. That means she should be, you know, following company policies? Unless sheâs acting rogue, which is a whole other mess.
Kotaku, besides the leaks, he threatedd with death threats, using one of their employes, nintendo because he simply he doesnt get a free game of legend of zelda: tears of the kingdom???
Kotaku has gone mask-off racist in response to not receiving a review copy of 'The Legend of Zelda: Tears of the Kingdom' from Nintendo.
So whatâs the deal here? Is katie just being reckless?
if the last one is true, then yikes. Like, Katie make the murder of sonic sinphony withouth the permission of sega and she is still working??? What are segas rules anyway???
and lets not mention the situation with Rafaknight in twitter. that is another whole mess that has to do with katie too.