“Sonic: Never Stop Running” (2013) by Cinossu (Hack)
Makes each act from 'Sonic 1' start from the previous act, and adds transitional cutscenes between stages.
– via Sonic Fan Game Bot (twitter: @SonicFanGameBot)
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“Sonic: Never Stop Running” (2013) by Cinossu (Hack)
Makes each act from 'Sonic 1' start from the previous act, and adds transitional cutscenes between stages.
– via Sonic Fan Game Bot (twitter: @SonicFanGameBot)

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Inescapable glitch in Sonic CD
The [unused] sprites featuring Sonic sitting and standing up in the Sonic 2 Wai beta ROM caused many theories at the time they were discovered ("Would Sonic get tired?" for example), but thanks to the Nick Arcade prototype, we now know they were used when Sonic collides into a wall in this rather unique gameplay element. With this and the unused Chemical Plant Zone failed boss in mind, you could perhaps think the game was intended to be more cartoon-humour based
-- from “Sonic 2 Prototype vs. Final Comparisons”, courtesy the Sonic 2 Beta Wiki on SonicRetro (see source)
Sonic 2.5 is a project my brother and I always daydreamed about. Today I was looking at my old projects to later make a video of my game-making journey, and some of the oldest files I still have are from this concept, back from August 2011. [...] I've been developing in pico-8 for a while now and made this little mockup as a pixel art exercise.
[...] I'm working on the pico version now. I'm using Emerald Hill as a reference, later it will be changed into its own thing.
There are a bunch of things I just slapped together to get it done before the weekend (small individual tiles should be larger chunks, the grass is too short on the flat surfaces, Sonic shouldn't curl when going off ramps, Sonic animations are not synced to velocity, etc). Lots of WIP stuff. The physics engine is almost done, just lacking rolling and spin dash mechanics. Also, the gif is 30 fps, while the game runs at 60, so you can expect it to look a bit smoother in-game. [...]
• Red shield air dashes downward diagonally; • If you hold up when air dashing, you will dash upwards instead; • The shield looks bad because the gif is 30 fps, while the game is 60 fps; • The dash graphics will be added later
Gifs from the development/showcase thread for Sonic 2.5 (Pico-8), by BoneVolt:
bonevolt on itch [dot] io
@bone_volt on twitter
BoneVolt on lexafloffle/Pico-8
The last gif is an example of setting different palettes by scanline in Pico-8, recently figured out by BoneVolt and Zep (source link posted as a reply)
Sonic Xtreme was a unreleased game for the Sega Saturn console, that has taken on almost mythical status as a lost classic.
The truth is more mundane. It was simply an overambitious project that was constantly redesigned both within and outside the small team, that simply didn't have the number of people, resources or technology at the time to pull off.
As lead artist, I was tasked with the job of being the first person to build and animate Sonic the Hedgehog (and all the other characters) in full 3d, rendering down to more traditional 2d sprites.Â
Here is one of the many rendered and cleaned up 16-color sprite sheets for Sonic the hedgehog. 16 frames and 16 rotations allow Sonic to run round both left-right and in-out 360 loops.
-- Lead artist Ross Harris’ page on Sonic Xtreme
(more pictures and information in the source)

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SONIC PIXELS
sonic the hedgehog?