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Player => Games => Topic started by: gimymblert on April 18, 2011, 01:58:46 PM



Title: Sonic stuff: generation, CD, (WII U rumor)
Post by: gimymblert on April 18, 2011, 01:58:46 PM
http://www.youtube.com/watch?v=tV1Osnkr5Nc

Just because some people care and sega did it, their own fan game remix.

(http://www.tssznews.com/wp-content/uploads/2011/04/sonic-generations-playstation-3-ps3-1303141917-010.jpg)

(http://www.tssznews.com/wp-content/uploads/2011/04/sonic-generations-playstation-3-ps3-1303141917-009.jpg)

(http://www.tssznews.com/wp-content/uploads/2011/04/sonic-generations-playstation-3-ps3-1303141917-011.jpg)

I don't know for you, but I get a strong Donkey kong return flair from those screen. Also they look like WII worthy, but as long they run at 60hz flawlessly and have huge amount of content + play longer, I'm fine.


edit:
More gameplay footage
http://www.youtube.com/watch?v=zmN0Z6GAfj0
Look like they also ameliorate the modern style gameplay as well.
but Jump look a bit heavy and unnatural.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: DavidCaruso on April 18, 2011, 02:20:01 PM
Sonic Retro is losing their shit over this, haha.

I would lie if I said I wasn't getting hyped, though. SEGA's marketing team is filled with complete geniuses.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on April 18, 2011, 02:36:50 PM
Still, you can only be so excited considering Sega's history of getting fans excited and dashing those expectations. Nothing in that trailer convinces me that this won't be just as awful as Sonic 4, which I rate as my absolute worst purchase of 2010.

I wonder if Modern Sonic having 3-d stages and Classic Sonic having 2.5d stages is just for show, or if they really have two different methods of play for the two characters. It'd be awesome if they were the same stages navigated in the two different styles, with Fez-style spacial warping properties resulting in different paths to take. But maybe that's a little advanced and really unrelated to what Sonic needs to actually be worth buying and playing.

Tangentially, how is Sonic Colors (Wii version)? I heard that was actually good, but I won't believe it until NeoGilbert gives it the thumbs up of post-play approval.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 18, 2011, 02:48:56 PM
lol

Didn't play it yet, good game better sonic game than 4.
Still have some flaws, the game play more like a mario (power ups based and complete with P plot that turn coin into block) rather than a fluid sonic based game (not just classic, but a game that take advantage of the moveset). I will certainly like it (in a critical way) i'm not an anal fan. From former sonic, it's the bug and the poor lay out that put me down, not that they are not faithful.

It had been confirm that the generation game is essentially 2 games, a classic sonic one and a unleashed day stage one (but better). I have made an edit where there is additional gameplay footage (the interview).

You can see the classic sonic rather faithful in 2.5 D, jumping look a bit stiff and heavy visually (but seems to have the same timing) and level design have some wonky bit, but it look better than anything they did since and certainly superior to 4. Also Modern sonic level bit look like they flow better too.

Wait and see!


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Jad on April 18, 2011, 03:40:01 PM
Sonic's 2.5d running animation looks GOOD. I've been wanting a sonic game where sonic's legs blur/wheel like they should. And this is looking like it's supposed to. In my mind. And that seriously makes it work so much better * 3 *


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Glaiel-Gamer on April 18, 2011, 03:45:28 PM
I feel like 50% of the game will be above average (the classic sonic parts) but not perfect, and 50% will just kinda suck (the modern sonic parts). Why oh why must sega ALWAYS mess up a good thing with a twist like that. Its almost like they were mocking you by showing the modern sonic part as the "but wait! there's more..." section in the trailer.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: im9today on April 18, 2011, 04:44:22 PM
(http://i.imgur.com/FYaH2.png)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: moi on April 18, 2011, 04:55:07 PM
*sonic_cycle.jpg*


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 18, 2011, 05:53:35 PM
(http://www.damnlag.com/wp-content/uploads/sonic-cycle.png)

(http://i.neoseeker.com/mgv/471570-Spaf289/570/93/the_sonic_cycle_is_broken_display.png)
Sorry MOI sonic colors was there!


(http://i16.photobucket.com/albums/b43/trakkerw/frysonic.png)


Most common comment on the fandom:

Quote
Why this is not sonic 4?
Quote
Cool sega is finishing sonic fan remix

edit:
Fan are please but start to notice irregularity:

Classic jumping is a bit heavy
Sonic uncurl on ramp with a slight unnatural boost
Spindash is instant and kill momentum, no roll after a run
Ramp act like going out of water in classic sonic, they give a bit of boost
Modern level are way too linear and boost spammed unlike adventure and even colors

But this is seen as an improvement over sonic 4, so there are okay with it (just little annoyance, they are not bitching).

Quote
So there probably will be some things that us die hard peeps will pick up on and not like, but overall this game gets a huge YES in terms of what's being brought to the table.

Quote
Everything I saw on the videos looked perfect. The physics looked much more accurate than the one from Sonic 4. Even if it's not exactly the same as the classics, I'm totally cool with it as long as it "feels" good.

Quote
We all know that there is an extreme unlikelihood that Classic Sonic's gameplay will 100% mimic the Genesis trilogy, but who fucking cares? Both parts of this game actually look legitimately fun, from what little I've seen so far.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Hyper Emerson on April 18, 2011, 08:21:55 PM
I didn't see any... ugh... DASHPADS in C. Sonic's level, and his level seems to balance speed and platforming rather properly. He is the Werehog of this game, but done well, so i guess Generations will not be a bad game.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Toom on April 20, 2011, 05:57:19 AM
Considering how hilariously Sega have managed to fuck up almost every Sonic game they've released in the last decade and a half, I'm not holding out any real hope for this thing; it looks pretty good, but then, the daytime levels in Sonic Unleashed looked like classic Sonic and still huffed infinite turds.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 20, 2011, 07:45:26 AM
http://www.4players.de/4players.php/tvplayer/4PlayersTV/Alle/26733/71509/Sonic_Generations/Spielszenen.html

Serious gameplay footage for you to judge the game... It seems that sonic classic got a new move: manual uncurling


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Toom on April 20, 2011, 07:51:21 AM
Colour me unimpressed.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 20, 2011, 09:03:59 AM
I just hope that's the right reboot and from them they will build on, not rehash, not dumb up... but can we thrust sony to come up with good idea?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Superb Joe on April 20, 2011, 10:10:44 AM
the year is 2011. scientists work feverishly in laboratories coated in a permanent and ethereal green glow to keep constructing a supply of adult males who care about sonic the hedgehog for some reason.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: moi on April 20, 2011, 11:01:41 AM
but something goes wrong, and the male is born with three heads attached to his body


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 20, 2011, 01:11:36 PM
the year is 2011. scientists work feverishly in laboratories coated in a permanent and ethereal green glow to keep constructing a supply of adult males who care about sonic the hedgehog for some reason.

At the time anybody who save the world in video games is still wasting its time. Grown up and go save the real world!  :eyebrows:

Btw The game design of sonic is what makes me a "fanboy", his tropes are underused and underdevelop. As a fine connoiseur of game design It's an interesting buffet for me. Grappling hook had their share of overdeveloping, any platformer are weak derivative of the mario formula, but the more physics based sonic is still something that the elite are trying to achieve.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Toom on April 20, 2011, 02:52:07 PM
Come on man, I like Sonic as much as the next guy who was ten years old when it came out, but it's not the most intricate of gems. You hold down -> on the D-pad and hit literally any button when there's spikes or a big hole or some insect-lookin' motherfucker, and then there's a boss. It's not "physics-based" beyond the fact that you jump a whole bunch and you need a bit of a run-up for some obstacles (something which the introduction of the Spin Dash pretty much eliminated). Oh, and there's a minimal exploration element, I suppose.

I posit that the reason Sonic's design is underdeveloped is because, really, there's fuck all to it.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 20, 2011, 04:00:01 PM
Sorry but I do not agree ;)

It's much more than hold right to win (except the new one).
It's like saying shooter you only press the trigger when an enemy pop up (especially those days). You can apply the same reasoning to mario or every platformer. The reality is much more nuanced. But hey I studied this game to death now, ain't arguing about perception.




Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Toom on April 20, 2011, 05:21:15 PM
With 90s bullet-hell shooters, that's basically true though - the skill element comes from your ability to avoid incoming projectiles. And the Mario series has a significant exploration element, particularly since the third one, and even the first game had interesting mini-problems like this (http://www.auntiepixelante.com/?p=1022) throughout the levels. Sonic's design is much, much less sophisticated; the consequences for most fuckups (losing rings) are much less severe, as it's easy to quickly re-collect enough to survive another hit (GG Sonic Chaos used a slightly modified system, IIRC, that was much more interesting and considered - and which, outside of the sequel (that nobody bought), I don't think was ever used again).

I'm not saying "you hold right to win", I'm saying that Sonic is about quick reflexes and constant linear progression for the most part, and that the rewards for exploring the environments range from minimal to utterly trivial. I'm not saying it's a bad system; it's a lot of fun! But if there's hidden depths to the classic games that I've never uncovered after twenty years of playing them, I'd love to hear about them.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: TheLastBanana on April 20, 2011, 10:27:06 PM
The part I find interesting about the classic Sonic games is the idea that you'll see different parts of the level depending on how well you're doing. There are pieces of levels in Sonic 2 that I don't think I've ever seen, even though I've played it many times - to this day, I'll find something and say "hey, that's new". The reason I'm still finding different paths is that it's based almost entirely on your speed, which varies from playthrough to playthrough. As well, some levels will send you off a jump that lands you just below another platform, for instance. It's clear you could have gotten to that platform, but only if you were going faster.
That said, I agree with Toom that getting that speed in the first place is very much based on reflexes and predicting what's coming up. However, there's still some really clever design to look at, and it would be nice to see Sega coming back to that someday.

Anyway, as far as Generations goes, I'm going to reserve judgment until there's some more content to see. It seems like a step in the right direction, but at this point, the Sonic series has a lot of steps to take, so I'm not sure what to say about it yet.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: DavidCaruso on April 20, 2011, 11:29:44 PM
Quote
Sonic is not "physics-based"

The very fact that the biggest complaints the most dedicated fans of these games have about Sonic 4 and the like (as well as any fangames that get released) are always about the physics (unlike Mario games, which changed up physics drastically between, say, Super Mario 64 and Super Mario Galaxy 2, and don't get any complaints for it) should be enough to dismiss this, but I'll just link some speedrun videos.

http://www.youtube.com/watch?v=io90R-1BiRA
http://www.youtube.com/watch?v=FCuITyvCNZs
http://www.youtube.com/watch?v=cMAfO7QFKzE

All the awesome level gimmicks and loads of multiple paths within the zones (this can especially be seen in Sonic 3 and Knuckles) are built around manipulating Sonic's physics engine, mostly by gaining speed from ramps and jumps but also by bouncing off objects that the level designer strategically placed. In fact, even the horrible level design is built this way (see: a pit with two springs facing opposite directions, mostly prevalent in Sonic 2, which serves no purpose but to delay you a little - it's not too hard to tell that game was the rushed one). The best play is based around subtly manipulating the physics of the game (sometimes putting the engine in situations the developers didn't anticipate - glitches). As for "hidden depths," I'm still finding paths that I hadn't seen before, hidden alcoves in walls, special rings, etc. years later! (And that's sometimes after I had looked at level maps or loaded up ROMs in SonED2, lol)

Another part of the design the classic games had that no one's touched on here yet is the completely unique level environments, each with their own physics-based level gimmicks and themes, as well as the reliance on the numerous set-pieces and events within each level. Sonic 3 had the most extravagant of these events, with a major one every zone starting from Angel Island being set on fire, but a bit can also be seen in the earlier games with the infinite slides in Labyrinth Zone, the lava chasing you in Marble Zone, the earthquakes in Hill Top Zone, etc. Almost no gimmicks and themes were reused from one zone to the next, even in the original game. It's one of those things that seems normal now, but it was really ingrained into the Sonic series over time; this was part of why the Sonic fans bitched and moaned when they saw Sonic 4's levels (complete derivatives of the classic games' levels, complete with the same badniks), while the Mario fans didn't when they saw NSMB Wii's levels, or all those throwback 1-1 levels in other games.

By the way, "holding right to win" on the classic games only works if you only want to blast through the game once (while getting hit several times, and sometimes having to let go of right and hold left, and sometimes running into spike traps, etc.) and not actually get good at it. I don't think any of the best Sonic speedrunners (or scorers, or ring-ers) are just holding right, just like the best beat-em-up players aren't just mashing random buttons or the best shmup players aren't just holding down A and credit-feeding. Quick reflexes are still important, of course (as they are in pretty much all action-based games), but that's not nearly all there is to it.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Alistair Aitcheson on April 21, 2011, 08:01:04 AM
Quote
Btw The game design of sonic is what makes me a "fanboy", his tropes are underused and underdevelop. As a fine connoiseur of game design It's an interesting buffet for me. Grappling hook had their share of overdeveloping, any platformer are weak derivative of the mario formula, but the more physics based sonic is still something that the elite are trying to achieve.

I definitely agree with this. Sonic isn't really "physics-based" in the traditional sense, but the fact that the game's all about free-flowing movement, the ability to keep on running with momentum, that's what makes it stand out from other platformers. It's a lot like parkour in that sense.

Sonic can run up walls, and run along ceilings, and do loop-de-loops, all seamlessly, and that's what they could explore more of. He's a physics-defying high-adrenaline acrobat, and that's what makes it fun to be him :)

I do agree with Toom that the level design in Sonic isn't always great - but there's much more to be done with it that should be explored, which I think is what Gimmy was getting at. What if there were sections where you had to jump from loop to loop at the right times or angles? Or more free-running inspired sections, where you had to run at full pelt up a wall and leap over to the ledge on the other side at the right time? This would be awesome. There's plenty that Sonic-style platformers can do that Sonic level designs haven't really explored, and that would be cool to see. The closest I can think of off the top of my head is Super Meat Boy.

What I'm loving about Sonic Colours at the moment is gunning for the S-grades. I thought the level design was a bit iffy first time I played through, but once you start going for S-rank scores you realise there's a lot of depth to the stages. They require you to explore to find the highest-scoring routes, and then trying to follow this route in a quick time without losing your rings demands real concentration. It actually becomes pretty parkour-like this way, fast-paced and full of ducking, dodging, leaping and zooming. I love it.

I made a video recently (http://www.youtube.com/watch?v=BjxNx7xt9AY) about a Sonic-style platformer that I've worked on at various times since starting out making games. It didn't really work out in the end, but it's something I keep on coming back to, because I really believe there's more to Sonic-style gameplay than has really been explored.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 21, 2011, 08:09:09 AM
Wow I have not a lot to add to that. I agree with what all of you had said above!

Sonic is much more Toy like that a mario, who is more challenge based. Basically it's a simple set of movement the level support, it's much more like tony hawk complete with half pipe and ramp.

The only thing I may add is that like toys, sonic work with sensory overload, level are total playground and they play with you.

Actually you can see the evolution of the game from sonic 1 which is a more regular platformer with usual platformer puzzle and classic jumping challenge (marble zone exemplify that) with the occasional playground level (spring yard zone). Sonic 2 start to take advantage of sonic movement much more and in much more nuance way with use of subtle ramp and overall rounder layout with more playful use of the two layer of collisions but still mostly straightforward. That's level like chemical plants and metropolis that will first start with the brainfuck layout that totally take advantage of sonic has a physical toy and brought the sensory overload to a maximum (metropolis loop top and bottoms and there is a spot where you can endlessly fall with wall covered with spring, total vertigo guarantied!).

Sonic 3 + knuckles is the top of the sonic level design, and to my knowledge I have never seen "a to b" level design so masterfully done, a single level sometimes feel like a metroidvania (marble garden i'm looking at you). The main design pattern is some kind of "brainfuck", there is an obvious visual path that are not the real path, you think you can simply run across the visual path but there is a gimmick or a level configuration that send you on another path.

What makes the brainfuck awesome is that it's layered with multiple condition that send you on multiple path and it takes into account the double layering of level. For instance if you are on one layer at some playthrough, the next time you might on another layer because of small decision you made earlier, or maybe you just backtrack, and the game is not the same.

Also the game works with some kind of obfuscation through complexities, most of the time in sonic 3 I don't where I am, i'm just confident I'm making progress, even I don't know where the fuck I just land! It hide the simplicity of the path and marvel the player as each time a new situation happen. Enemy play with that, depending on how you navigate they CAN totally mess the timing, timing is important as speed and momentum are affect therefore which path you will choose or land on.

Level design are truly folded and even with a map dump it's hard to plot a path (unlike mario) because there is too much parameter at play. It's emergent as hell.

I can totally make an essay on the diverse gimmick the game employ, some of them like the Top in marble garden are worthy a game by their own because of their intricacy.

So yeah, sonic is truly a monument of level design. One bad Rep sonic had came from the BAD SOAP FURRY ROMANCE satam and archie brought to the franchise, and the constant interaction with those + the game shitty friends did not help. This Fandom are more focus on character relationship, while the fandom raise from the game are really there for the physics and the visual flair that enhance it. I don't see Generation outdoing that.

edit:
I can say the closest mario to sonic is mario 64 which is also very high in my list.

edit 2:
Hey I'm trying to make a sonic clone in 3D that is basically mario 64 meet sonic, that makes sense now :o


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Alistair Aitcheson on April 21, 2011, 08:57:21 AM
Interesting what you say there about the toylike stage designs - I'd never really looked at them in that way, but I really agree with what you're saying. I guess that's why I used to keep on coming back to them as a kid, even once I'd beaten them over and over. They were fun to play around in :)

The funny thing is, I really appreciate the challenge-based level designs and think that they're an area that's really worth exploring. The A-grades in Sonic Adventure 2 (well, the harder ones) and the S-ranks in Colours encourage you to be awesome at being Sonic. The harder levels in Sonic Advance 3 were pretty linear and focused, but they were my favourites because they really kept you on your toes.

I've felt for a while that the 3D Sonic games are at their best when they're like SSX3 (and the less-good ones would benefit from such an approach). But I guess ultimately, there's a mix of challenge and playful experimentation to SSX in just the same way as there is in the S-rank challenges in Colours - to find the optimal route you need to play around, and to execute it you need real focus and skill.

I mention SSX because I never played much Tony Hawks, but was a big fan of SSX3 back in the day ^^;

My personal approach to a Sonic-inspired game would be to make it very much challenge-based, but have those challenges linking from one to the other very fluidly.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 21, 2011, 09:52:47 AM
Old sonic are still challenge based, but there is this layer of richness bring by the toy like aspect that add to the challenge, just look at speedrun of sonic 3 in the most complex level to see that it's awesome best, very parkour like!

Come on man, I like Sonic as much as the next guy who was ten years old when it came out, but it's not the most intricate of gems. You hold down -> on the D-pad and hit literally any button when there's spikes or a big hole or some insect-lookin' motherfucker, and then there's a boss. It's not "physics-based" beyond the fact that you jump a whole bunch and you need a bit of a run-up for some obstacles (something which the introduction of the Spin Dash pretty much eliminated). Oh, and there's a minimal exploration element, I suppose.

I posit that the reason Sonic's design is underdeveloped is because, really, there's fuck all to it.
YOU confuse it with modern sonic sir!


http://www.youtube.com/watch?v=FxX0HiLCcRE
 :screamy:
http://www.youtube.com/watch?v=ATzU0Ny3kGs
 :concerned: even with shortcut and glitch it's a beast
http://www.youtube.com/watch?v=JZV5UNS2y60
 :droop:
http://www.youtube.com/watch?v=Ac5nMceyNFA
 :whome:
http://www.youtube.com/watch?v=dU8F5RA_YzA
 :epileptic: i never ever seen that boss ever

We've just seen multiple path EVERY*FUCKING*WHERE
Notice: The blue pillar in marble garden made you roll around him and take a brainfuck path, in those run they jump just before to take the other path (except in one instance)

http://www.youtube.com/watch?v=OnWzuiR70x8
http://www.youtube.com/watch?v=x6PF2VRy878
http://www.youtube.com/watch?v=zyzC3Rse5Gg
http://www.youtube.com/watch?v=LiMi1fq79BE
 :shrug2:
http://www.youtube.com/watch?v=sZ1aua6NuiU




Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Ishi on April 21, 2011, 10:03:02 AM
http://www.youtube.com/watch?v=dU8F5RA_YzA
 :epileptic: i never ever seen that boss ever

That's the boss you get when playing as Knuckles in S3&K, I believe.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 21, 2011, 10:22:14 AM
edit
@Alistair
The main difference between 3D and 2D for sonic is verticality. Platformer rely a lot on gravity and that's a vertical force. 3D game are more forward and horizontal based, verticality is therefore harder to manage. The way they go with modern sonic is wise from this perspective, except they didn't do a lot of thing with. Sonic was a game about speed not just with speed, every gimmick was powered by speed or momentum, and the game was much more environment (navigating through hazard) based rather than interaction based. The navigation was a challenge + a puzzle.

But how can we translate that in 3D? Verticality can be kept and still be seen from a horizontal perspective. I see some major case:

Pure horizontality
Like every game it's about navigating around elements and hazard in any direction, a maze or a labyrinth is the main aesthetics. It's easy, aside from gimmick that impact navigation, hazard and enemy to avoid, the player can go at it's own pace.

Downhill:
This one is a bit more tricky and gravity start to play a larger role. Basically gravity force you down and therefore impose a way to go and a pace. That's where SSX style gameplay can help, you still have opportunity for multiple path and timing is much more important.

Wall climbing:
It's the exact opposite of the previous case, gravity work against you and prevent you to reach higher place, Momentum is what you need to go farther. You still can have multiple path with gimmick or rest place to help you stick to the wall, but it may forbid some movement like jumping, or any movement that will make you sliding down. This is kept horizontal by having the camera aligning with the character movement for exemple. While some game feature a bit of wall running, parkour like, it's not exactly the same, generally they are just forward horizontal path.

Ceiling running:
One effect of speed and momentum in sonic is the ability to stick to surface. Ceiling run is interesting because it makes the character keep running otherwise he will fall, not counting the dizzying effect of having the entire world reversed.

Freefalling:
Falling can be a way to build momentum, especially if you land on slant surface. Therefore whole design can be build around the idea of falling as seen in some instance of modern sonic gameplay (unleashed, colors, etc)

Stepping stone:
This is the direct translation of 2D vertical gameplay, this should be kept on expert routes for advance user. Or use very moderately with ample margin.

Of course those design pattern can be combine together:
Slant ceiling have gravity pull and the no slow down effect combine with the dizzying reverse world, a bridge toward this pattern and a stepping stone would be a very hardcore feature to pull for the player (especially if he need a free falling land on a downhill slant to gain enough speed to cross the stepping stone).

There is plenty to do

edit:
Another things it can take advantage of is inertia and takes clue from F-zero X.
For example, it use flat curve instead of banked curve, it's more difficult to turn without anticipating and keeping the speed and not being ejecting from the path. A sonic game could take advantage of a reversely banked curve to add a layer of complexity to keep a path. Turning is under used in modern sonic aside from some cinematic effect. Drifting without skidding, controlling speed under a frame windows to avoid ejection without slowing down and lose the contact effect, are challenge unheard of in any game and that could be specifics to a good sonic 3D.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Alistair Aitcheson on April 21, 2011, 12:41:16 PM
Really interesting to read your analysis on the games, Gimmy, and I like your ideas for what could be done with 3D Sonic. And watching those speedruns, I can really see the Sonic/parkour connection very strongly! You've obviously thought this through in great depth ;)

In case you're interested, here's the most recent iteration of my Sonic-style game engine in XNA, which I've not worked on since January 2010. http://www.youtube.com/watch?v=86YJQgbmqEg

Another thing I remembered is that a game which explores Sonic-style physics is the wonderful Fancy Pants Adventure  (http://armorgames.com/play/301/fancy-pants-adventures)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 21, 2011, 02:12:44 PM
Thanks, I would not call this my idea, this analysis is level design 101.
You have a very cool engine, it remind me the physics of rush in his current form.
http://www.youtube.com/watch?v=FCGiEIncR7w
I also have the same type of behavior on the 3D engine I'm working on (which currently is just a port of sonic blitz3D to unity, I will redo it later). I guess that's typical of vector base engine.

http://www.youtube.com/watch?v=SrzGRRNjtak This is a fan level based on a mod of that engine (the skydive mod with free falling)

Fancy pant is cool.

Now I'm studying sonic level, I think the focus on mario is way overdone. Mario pad level with new gimmick, sonic does it with the core move! Also sonic level are made with a limited number of big tile of 128px (256 for sonic 1 and 64 for CD) with two layer, achieving diversity with that is truly elite design!

Sonic CD:
(http://img411.imageshack.us/img411/7682/leveltilestk7.png)
61 x  64px square tiles with two layer

Code:
1 2 3 4 5 6 X Z ! @ & ! * C N C W - 0 0 0 X 4 0 + $ 4 4 : : :

7 8 9 8 0 8 0 R # $ N N N T F G Y R N O O 0 X 3 - { 0 S S + N

A 8 B B C 0 C 0 0 0 K 3 5 7 C J J 3 + + N 4 R C { N ] O . - N

D 7 E F G H U O 0 0 ( N N N T U J N C 0 ] 8 } J C \ / ? O R N

4 I J K L M Y S 0 3 0 ) 5 0 0 0 L F U A - ^ N T U < 7 N N V N

N N J O P Q J C R # ( ) - 0 0 A N 0 0 R B 0 + N 0 \ / > N 7 N

N N J C R S L U # A ^ X 3 0 B 0 7 A 0 D N [ ( 4 X N N ~ " 5 N

N N T U ] W W X ^ Z @ ! Z ! * 3 [ ] O O N N N N N N N N 5 N N

Which give:

(http://img517.imageshack.us/img517/4463/withcameraandextraaq9.png)


(http://img521.imageshack.us/img521/6318/mmoe5.png)It's like spelunky but not random


source:
http://forums.penny-arcade.com/showpost.php?p=1684522&postcount=177

edit: Too contrast with a typical mario layout

(http://www.wiilovemario.com/img/super-mario-bros-layouts/thumbs/super-mario-bros--all-super-mario-bros-levels.gif)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: DavidCaruso on April 21, 2011, 03:00:49 PM
Sonic CD didn't use 64x64 tiles; both the betas and final MCD versions use 256x256 chunks like Sonic 1 (Sonic CD levels are easily ported to Sonic 1 for this reason), so I don't know where the Penny Arcade guy's coming from. But that just makes it more impressive that they were able to construct such diverse and fluid levels without the versatility of the smaller 128x128 chunks in Sonic 2 and 3 - and also more unimpressive that, once all the nostalgia and childhood memories are taken away, Sonic 2 is the worst of the classic series despite having it easiest in terms of level design (not requiring the preset level events and extravagant setpieces of Sonic 3, and having two layers of collision that could be switched between at any time, unlike 1 and CD).

Also gimmicks are just as important, if not much more, to Sonic's levels than to Mario's - every zone introduces new gimmicks and objects that take advantage of Sonic's bounce and unique physics. This was even the pattern in Sonic 1 - Marble introduced pushing blocks and switches, Spring Yard introduced bumpers, Labyrinth introduced...water I guess, Star Light introduced seesaws and fans, and Scrap Brain introduced the spinning discs, rotating platforms, and conveyer belts. It was part of making each environment unique and memorable, showcasing what could be done with the engine - a physics tech demo showcasing the power of the Genesis.

The physics demo theme carried over to Sonic 1's special stage, using the same core mechanics and controls as the main levels. Sadly, the special stages got increasingly separated from the main game as the classic series went on - Sonic 2's special stage was a half pipe (a.k.a. "memorize the corners"), and Sonic 3's special stage just completely abandoned any mechanical semblance of being related to a Sonic game and made you slow so you could collect spheres. All of the stages were there as technical showcases, though - Sonic 1's special stage showcased fake rotation of the levels in realtime, Sonic 2's showcased prerendered 3D with Sonic taking a set path, and Sonic 3's showcased a full "textured" 3D sphere Sonic could navigate around freely.

I think you're being a bit unfair with comparing Sonic CD levels to SMB1's; a better (and more educational) comparison would be SCD to Super Mario World, the Sonic series' main competitor at the time.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 21, 2011, 03:27:52 PM
Well the penny arcade guy is building a sonic engine that rip the level info directly from the rom! Since he had succeed...
The lay out pretty much speak for itself too!

Quote
What's even crazier about the whole microtile thing is that only sonic CD used 64 x 64 tiles. Sonic 2 used 128 x 128 tiles (made up of 64 x 64 tiles) and Sonic 1 used whopping 256 x 256 tiles - made up of 128 x 128 tiles mad up of 64 x 64 tiles made up of 8 x 8 tiles.

The smaller the LAO, the more detail the level has. Sega deliberately shrunk the size from 256 x 256 to 128 x 128 so Sonic 2 could have faster, more complex levels.

The 64 x 64 format of Sonic CD is unique, and part of the reason why Sonic CD's level design is so intricate and different from other sonic games.


Quote
Fucking YES, YES

I should have gone to bed hours ago, but I stayed up working on my code, and I finally got this to work.

That's being read from the Sonic the Hedgehog cart. Straight from the game code. Not from anything else. My program actually draws pictures in the same format as the genesis.

Fucking YES.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: DavidCaruso on April 21, 2011, 04:02:42 PM
Hm, weird. The PC version uses full 256x256 tiles (http://info.sonicretro.org/SCHG:Sonic_CD_%28PC%29), and full (uncompressed) 256x256 mappings data can be found within all the MMD files (http://forums.sonicretro.org/index.php?s=&showtopic=3094&view=findpost&p=50544) of the MegaCD version (though not within savestates, for some reason). I wonder how the Penny Arcade guy's rendering it successfully breaking it down into 64x64 tiles?

(Sadly, that guy's Geocities site linked in the Retro post is gone - a lot of the knowledge there has been transferred to the SCHG (http://info.sonicretro.org/SCHG:Sonic_CD_510_Beta) pages (http://info.sonicretro.org/SCHG:Sonic_CD) for the different Sonic CD versions, but the SCD -> S1 level converter program's been lost to history.)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 21, 2011, 04:28:57 PM
??? The plot thicken ???


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: moi on April 21, 2011, 06:43:16 PM
All versions of the megadrive hardware uses 8x8 tiles. Except maybe the 32x in some cases


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on April 21, 2011, 06:58:57 PM
Lol yes, but metatiles happen, we are discussing metatiles actually.
Sonic use map of metatile(128px) of metatile(16px) of tile(8px)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on May 22, 2011, 06:56:45 PM
http://www.sonicretro.org/2011/05/soa-walks-gametrailers-through-green-hill/

New gameplay video of sonic generation:

Interesting nitpick observation is better jump from first video, uncurling fixed, classic spindash, Level are visually based on 2 plan to emulate old sonic plan switching, a lot of visual hint taken from sonic fan remix and mushroom hill fan video remix. But big failure once the automated loop is reach, it's clearly an animation as the jump is snap back on the floor (see at 2m15s) , there is also questionable land formation. But that look good and fun.

Modern section have some more slwer part but still come out as mindless. But damn the game is beautiful, and having mindless speed section after classic section would be a nice diversion.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 09, 2011, 10:03:57 AM
New trailers, city escape revealed:
http://www.youtube.com/watch?v=u9XnT7LBn4A

Bad news:

Next gen.
Rolling is nerf and impede a bit classic gameplay, spindash is overpowered steer the game into abusing him (there is shortcut button fot insta spindash!), level design seems good but not as good as classic, also bottomless pit and no insta shield. Still fun.
http://www.youtube.com/watch?v=WdUGCIxwkRc classic city escape (adv2)
http://www.youtube.com/watch?v=u9Xx2yFYbZU classic green hill (genesis)

Modern sonic gameplay however is largely improved fro earlier iteration but still miss some improvement made by colors (wall jumping) and slide is a bit jarring at some time. Overall it look like there is more path to take, clearly the star of the game as if they nerf classic on purpose.
http://www.youtube.com/watch?v=gQLMHlbidH4 modern green hill
http://www.youtube.com/watch?v=Fc2RMHir8nU modern city escape

both:
http://www.gametrailers.com/video/e3-2011-sonic-generations/715387
http://www.youtube.com/watch?v=QwzNsUjEFtw

3DS:
3DS classic is sonic 4 without homing, which mean being send on enemy uncurl without mean of defense, also insta stop if you let go the dpad and nerfed rolling. Layout are straight rip off from genesis with blander graphics and nothing new.

3DS modern is unleash 2D more than rush, have more interesting gimmick and new lay out, but overall still with assist like gameplay. 3DS is a big disapointement and look like a rush job.
http://www.gametrailers.com/video/e3-2011-sonic-generations/715385

both
http://www.youtube.com/watch?v=9eF6e32JIQA Sonic 3DS gameplay: classic, modern, boss
http://www.youtube.com/watch?v=Nxql0JYBh68 clear this guy didn't play a classic sonic but 4 lately ;)


gamespot interview:
http://e3.gamespot.com/video/6318512/

PR interview:
http://www.youtube.com/watch?v=oUIpOclLiIo

Conclusion:
Nerf sonic classic and crazy level for sonic modern, look like they really want to bury classic sonic!


Misc stuff:

For the lulz!

sonic boom show:
http://www.youtube.com/watch?v=iA2CIwOttHE
http://www.youtube.com/watch?v=C6rHJleaAvg
http://www.youtube.com/watch?v=V23J6ju2YuA
http://www.youtube.com/watch?v=r0Jo2kHm_bA
Hope you like the song of dying cat :whome: the first part as horrible as sonic 4 can get
http://www.youtube.com/watch?v=Dj1IegMf-Fk
city escape song remix for 20th:
http://www.youtube.com/watch?v=BmGyLyZORI0

Trailer redone with original escape city music:
http://www.youtube.com/watch?v=TGTSxEfHzAA
classic sonic in escape city with concert music
http://www.youtube.com/watch?v=_xgF51zERGo


Origin of the cameo
http://www.sonicwrecks.com/news/sonicgenerationse3/


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 09, 2011, 10:25:05 AM
http://screwattack.com/videos/First-Impression-Sonic-Generations
Skrew attack find the game not so great (gametrailers too)

The physics is still the prime target.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: s0 on June 09, 2011, 12:36:26 PM
Sega is doing it wrong once again. Why am I not surprised?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on June 09, 2011, 02:23:06 PM
Maybe they're trying to get away from the physics on purpose for some reason? Maybe they're concerned that complex physics are unattractive to their target market. The ability to stop on a dime and insta-dash make the game easier, and when you don't have to worry about using bumps in the terrain to get a little extra oomph in your jump it's a lot less work to master the levels.

It might also simply be difficult for them to program into the game and make work?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: PowRTocH on June 09, 2011, 04:12:52 PM
It might also simply be difficult for them to program into the game and make work?

 ???


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Ishi on June 09, 2011, 11:25:16 PM
I wanted the physics to be right in Sonic 4. In this I'm happy for it to be along the same lines as Colours, which was enjoyable.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 21, 2011, 08:29:23 AM
Quote from: chimpo on sonic retro
Alright. lets get this shit out of the way:

Classic Sonic:

He's heavier than Modern Sonic. A lot heavier. This takes some getting use to but after a while you get a hang of it. Jumping is a lot better than its ever been since the Genesis days. It's not perfect but it's not Sonic Rush either. Bouncing off badniks functions more like a double jump than it did in the original game. No matter how high you bounce on them from you always jump back at a fixed height. I actually like this change because it was used extensively in the level design. Now my second biggest problem is the rolling.

Like I said before, it's completely useless. It shouldn't even be there if that's how its going to work. I tried numerous the demo numerous times to try and in numerous locations. I tried it the Genesis way and the Sonic 4 way (hold forward while rolling) and no matter what, Sonic would eventually slow down. I found a sweet ass steep hill with a loop there and tried rolling. Still nothing. It's worthless and you're better off spin-dash canceling than rolling if you want to go down those hills fast.

My biggest problem with the game is not the controls. It's the scripted events. I'm sure we've all seen numerous videos where Sonic goes down the S Tube, runs over a crumbling floor, hits a yellow spring and is launched back down into the pit to hit another spring. I'm sure a lot of us thought we could hit that but unfortunately its scripted and there is no way out of it. Another event happens at loop before the mountain. A lot of the springs in the game are fixed as well. Jumping on them causes your horizontal control to be locked until a certain point so you can't get that extra distance from the climb up that you normally would. This was very annoying in one section of the level where you hit a yellow spring to get to a swinging platform above you, but just to the right of you there's a breakable platform you can run on and use to get to another spring that will let you get past the platform section. These fixed events are annoying and just take control away along with the enjoyment.

I didn't get to try out Modern Sonic too much but it felt like a much more refined version of Unleashed and that's a good thing.

If they can reduce the number of scripted events and make rolling on its own actually useful then Classic Sonic would be absolutely perfect. It may not be Genesis Perfect but it's damn close and damn well enjoyable. Pre-ordering the shit out of it.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: kidchameleon on June 21, 2011, 10:47:20 AM
Looks interesting. Although the last Sonic game that was ever "right" was Sonic and Knuckles.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 21, 2011, 04:21:17 PM
http://www.youtube.com/watch?v=2p0TvWgJW2Q&feature=player_embedded#at=152

Turn out sonic team put multiple path on modern gameplay too


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Ishi on June 22, 2011, 11:15:24 AM
Apparently there's a demo out tomorrow on XBLA and PSN!


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Kramlack on June 22, 2011, 01:44:53 PM
I'll toss up a link so people know that it's confirmed. (http://www.siliconera.com/2011/06/22/sonic-celebrates-birthday-with-sonic-generations-demo/)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 22, 2011, 02:41:59 PM
http://www.ustream.tv/channel/sonic-generations
If you can't dl you watch a retro member playing it


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on June 22, 2011, 03:41:23 PM
I'm a little bothered by the detail that the demo will be automatically erased off your PS3 after July 12th. I'm kind of leery about the fact that stuff can be uninstalled automatically by Sony.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Ishi on June 22, 2011, 04:02:14 PM
Where does it say that? I've only read that it'll only be available to download for a limited time.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on June 22, 2011, 05:32:37 PM
http://www.gamepro.com/article/news/220634/sonic-generations-demo-available-tomorrow-but-only-for-20-days/

I read it here. It sounds legit to me - the Playstation Plus content works the same way, the free or discounted downloads are inaccessible when Playstation Plus expires.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 22, 2011, 05:36:46 PM
The fact it's only classic gameplay look like a massive ninja beta testing as it is the critical aspect of the game, hop they fix the rolling, they are also likely to reach their true limit on level design layout. Interesting fact, the demo is ~600mo, typical next gen sonic level is only 200mo (so was previous demo of unleash)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 23, 2011, 06:09:33 AM
The demo is on, the number of lurker on retro explode

cooljerk from retro:
Quote
I've played this demo 10 times already, so I guess it's time to talk about it in more detail. First things first - I'm not playing with a playstation pad. I'm playing with a Sega Saturn USB controller, and good god is it amazing. I can't recommend the pad enough, it is by far the most used controller I've bought this gen. But enough about that, let's talk about sonic.

First, rolling - it is indeed true that rolling doesn't unlock hyperfast mode like it basically used to do in the old games, I think many (myself included) got the impression that rolling was broken to the point where it fucked up the game. It doesn't. See, when you roll, you don't gain speed... but you don't really lose it immediately either. It's not like when you roll you come to screeching halt or anything. Rather, rolling feels a lot like running now. And in fact, just when you'd expect that you'd start slowing down, if you continue to hold forward, you'll actually come out of the roll and continue running.

Now before everyone shits themselves with anger, it's not really bad. It's hard to explain but it doesn't really feel unnatural. Overall rolling isn't as great as it should be, but it's not an all mighty sin. If this winds up being the game's biggest flaw, then we're in for a great game.

Now then, momentum - the physics feel different from the classics, but familiar. That is to say it's not 1:1 (it's DEFINITELY not 1:1 in fact, no where near) but what you're playing evokes memories of the old games. It takes a few jumps to get used to, but I got the hang of it extremely quickly. The quirk with this game seems to be the exact opposite from the physics quirks of Sonic 4 - you have to completely commit to every movement you make because momentum will keep you going. Jumping is basically the exact opposite of what it was in Sonic 4 - if you try to move around in the air and really correct your jump, you're just gonna screw yourself up. The best way to play, I've found, is to just let yourself go and completely give in to your momentum. So like, you're running full speed and you jump at a buzz bomber - don't try to adjust yourself to make the attack connect perfectly, just go with the flow and accept that the momentum is gonna throw you into the badnik.

My first run, I found myself constantly trying to correct my jumps, and coupled with the fixed bounce height, it doomed me to the lower path. But on subsequent runs, as I adjusted my playstyle, I found that I didn't need to correct myself, nor did I need to worry about what angle I hit the badnik from specifically because of the fixed bounce height. It just all sorta works.

Now, realistically, the most annoying aspect I've found is how springs behave. Others have touched on it, but springs really sort of lock you in place as you're propelled upwards until you're near the apex. It feels weird because it's not at all like the old games where you had a lot of flexibility when you were springed upward, yet it's NOT automated so you get this feeling like the spring segment you see before you might not work. But... it kinda does. I dunno, it's very hard to explain. As more people play maybe they'll expand on what I'm talking about.

Now, despite my length at describing these... sorta-kinda faults, don't mistake what I'm saying as bashing the game. This feels extremely solid. Easily the best feeling sonic game I've played in decades, literally. As a successor to the genesis games, it gets a whole hearted thumbs up from me. I can't stop playing green hill zone, it's a ton of fun. And the physics make it even more fun.

Oh and one other quick note - the instant spindash? Those of you who worried that you could spam it like in sonic adventure? You can shut those fears down right now, trying to use it like you used in SA will fuck your speed run up. When you hit the spindash button, what the game does is basically stop you dead in your tracks, makes you duck, and start revving. You instantly lose all inertia. The button is basically a macro. It's impossible to use in conjunction with running.

All in all, this game is a hell of a lot of fun. I cannot wait for the full version. I give the demo a solid A. Fix the issues with the springs, and maybe work on rolling a bit, and this will easily be an A+.

http://fr.justin.tv/psnstores/b/288653950
live demo of the game by someone else (jump to 1:30)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 23, 2011, 07:22:59 AM
Retro on level design

Quote from: dusk golem

Quote from: kogen
So what do people who played it extensively think of the level design?

I went through it twice but the scenery and general 'pushing you forward' design made me unable to explore much. I had a hard time backtracking or even generally knowing where I was going.

Exploring has always been one of the reasons I enjoyed the games. It was never knowing the exact second where to jump to find shortcuts. Hopefully I am wrong, but ehhh. This demo was not very encouraging.

This is my biggest complaint that isn't technical. I had fun with the demo, and I liked the stage, but it felt way to forward. Like, we have the different paths sure, but they all feel like minor and ultimately only take you off the main path for a few seconds. The classics had much more of an exploration theme, there were several completely different paths to explore in most of the classic levels from Green Hill to Hydrocity. There isn't really any hidden areas to explore and the alternate paths feel more like shortcuts than alternate paths. This is only the first level, but it feels like it's suffering from being to small without much in the way of exploration and a style that kind of forces you forward and doesn't support exploration to much. See how it all develops in future stages, but I hope SEGA remembers that classic Sonic was more to many that just speed and platforming, but also exploration. I have said that for a while, it's good to see they have a good mixture of platforming and speed but it's missing the exploration element quite a bit, at least in this stage.

goodies:
http://robotpuke.com/VidyaOST/Generations.7z the demo soundtracks

video:
http://www.youtube.com/watch?v=8nptj-9_cu8 motobug is chasing you
http://www.youtube.com/watch?v=ePaR0iaCt6Y messing with the gameplay
http://www.youtube.com/watch?v=0-GW6sclOUk glitch
http://www.youtube.com/watch?v=_yNC1t1MGHo edge animation (for the fun)
http://www.youtube.com/watch?v=8b1gM-T12Io speed run aka spindash spam


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 23, 2011, 07:37:09 AM
Demo data contain city escape and modern gameplay too, expect hack or timed unlocking from sega. Also there is a way to go around the time limit


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 23, 2011, 09:45:45 AM
Quote from: Polygon jim from retro
Confirming whole stage list.

Green Hill Zone
Chemical Plant Zone
Sky Sanctuary Zone
Speed Highway
City Escape
Seaside Hill
Crisis City
Rooftop Run
Planet Wisp

DLC
Casino Night Zone


Boss fights
Metal Sonic
Shadow
Silver
"Death Egg"
Perfect Chaos
Egg Dragoon
Boss LastBoss(TimeEater) (That's just what the file calls it.)


Each stage has about 5 acts, they are those stupid shitty ones from Unleashed were you just rescue Chao and such.


Oh and there's going to be a Genesis emulator in the game as well.
Through demo hack

edit1:
Quote from: evilhamwizard
The demo was compiled around mid May this year. Also Super Sonic for both Classic and Modern Sonic confirmed by looking at the music files.

I'll send out the raw data for the music from this demo soon.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 23, 2011, 10:12:40 AM
(http://img849.imageshack.us/img849/5141/fa70ecfe64db.png)
proof

music rip:
http://www.mediafire.com/?c377dw5m549drui


Quote from: hinchy
Here are the tracks:
Title Screen
a new mix of the menu from Sonic Heroes (probably the actual real game's menu theme)
Green Hill Classic
Invincible Classic
Green Hill Modern
Green Hill Modern/Boosting
Invincible Modern
Level Clear
Drowning
1-Up

320kbps CBR MP3 in a zip. Enjoy!

Item box show power ups > elemental shield confirm
(http://s009.radikal.ru/i309/1106/3a/e1009913d7ce.png)

Quote
So the list of characters there are:

Tails, Knuckles, Amy, Cream, Rouge, Espio, Charmy, Vector and Blaze.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 23, 2011, 10:33:53 AM
The leak is so massive it's unbelievable, mesh of knuckles found with the xml describing all the game mission! Also carnival night as a fake dlc


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 23, 2011, 12:03:04 PM
Quote from: Dusk Golem
My translation of the list. It seems there are versus character and co-op character missions, Sonic Ghost is most likely a time attack, and most of the missions sound like they are stages with a theme in them, like a certain enemy or stage gimmick. Also, go to the end for list of CG Cutscenes.

CLASSIC GREEN HILL ZONE
Mission 1: Sonic Ghost (beat the time attack ghost)
Mission 2: Beaton (that's the fish badniks)
Mission 3: Vs Knuckles
Mission 4: Swings (likely involving the Green Hill swings)
Mission 5: High Speed (*shrugs*)

MODERN GREEN HILL ZONE:
Mission 1: Ordered Dash Ring
Mission 2: VS Tails (....wut)
Mission 3: Sonic ghost
Mission 4: Jump Jump Jump! (...)
Mission 5: 300% Boost

CLASSIC CHEMICAL PLANT ZONE
Mission 1: Co-Op Tails (tails co-op partner?)
Mission 2: Recue the Animals
Mission 3: Aqua Barrier (Bubble shield~)
Mission 4: Sonic Ghost
Mission 5: Invincibility

MODERN CHEMICAL PLANT ZONE
Mission 1: One Ring
Mission 2: Sonic Ghost
Mission 3: Co-Op Amy
Mission 4: Grabber (those spider robots from Chemical Plant)
Mission 5: Sprinkler in Water

CLASSIC SKY SANCTUARY ZONE
Mission 1: Sonic Ghost
Mission 2: Eggrobo
Mission 3: Round Platform
Mission 4: Enemy Rings (WHAT!? Likely has to do with Motobug monitor)
Mission 5: VS. Amy

MODERN SKY SANCTUARY ZONE
Mission 1: VS Knuckles
Mission 2: 200% Boost
Mission 3: Balloon
Mission 4: Sonic Ghost
Mission 5: Fast Tempo

CLASSICSPEED HIGHWAY
Mission 1: VS Cream (...)
Mission 2: Keep Moving!
Mission 3: High Speed
Mission 4: Many Copspeeders (those race-car robot monkies from Adventure)
Mission 5: Sonic Ghost

MODERN SPEED HIGHWAY
Mission 1: Drift
Mission 2: Keep Moving!
Mission 3: Sonic ghost
Mission 4: Driller (?)
Mission 5: VS Espio

CLASSIC CITY ESCAPE
Mission 1: Sk8Board
Mission 2: Thunder Barrier
Mission 3: VS Rouge
Mission 4: Sonic ghost
Mission 5: Half a Spring (oui?)

MODERN CITY ESCAPE
Mission 1: Vs Cream (...wut, Cream doesn't seem to want to be your friend, why fight her twice?)
Mission 2: Ordered Dash Ring
Mission 3: Truck
Mission 4: Fast Tempo
Mission 5: Sonic Ghost

CLASSIC SEASIDE HILL
Mission 1: Rescue Animals
Mission 2: Sonic Ghost
Mission 3: Co-op Espio
Mission 4: Fast Tempo
Mission 5: In Water

MODERN SEASIDE HILL
Mission 1: Co-Op Rouge
Mission 2: Sonic ghost
Mission 3: Rainbow rings
Mission 4: Sea Turtle in the Sky (...)
Mission 5: Giant Batabata

CLASSIC CRISIS CITY
Mission 1: Sonic Ghost
Mission 2: Goal Plate Juggling
Mission 3: Co-Op Vector
Mission 4: Flame Barrier
Mission 5: Enemy Rings

MODERN CRISIS CITY
Mission 1: Stomping
Mission 2: Sonic ghost
Mission 3: Switch
Mission 4: Co-Op Blaze
Mission 5: Select Canon

CLASSIC ROOFTOP RUN
Mission 1: Sonic Ghost
Mission 2: Egg Fighter
Mission 3: Ordered Dash Ring
Mission 4: VS Charmy
Mission 5: High Speed

MODERN ROOFTOP RUN
Mission 1: Rolling Barrel
Mission 2: Sonic Ghost
Mission 3: Sk8Board (so it returns in this stage?)
Mission 4: Endless Boost
Mission 5: VS Vector

CLASSIC PLANET WISP
Mission 1: Fast Temp Pink Spike
Mission 2: Sonic Ghost
Mission 3: Goal Plate Juggling
Mission 4: Vs Blaze
Mission 5: Sprinkler (those were the things in Planet wisp that spewed either spikes or rings)

MODERN PLANET WISP
Mission 1: Sonic Ghost
Mission 2: Tram
Mission 3: Co-Op Charmy
Mission 4- Every Skill
Mission 5: Orange Rocket

Rival Boss: Metal Sonic
Extra Mission: Difficult Mode

Rival Boss: Shadow
Extra Mission: Difficult Mode

Rival Boss Silver
Extra Mission: Difficult Mode

Boss: Death Egg
Extra Mission: Difficult Mode

Boss: Perfect Chaos
Extra Mission: Difficult Mode

Boss: Egg Dragoon
Extra Mission: Difficult Mode

Boss: Last Boss "Time Eater"
Extra Mission: Difficult Mode

CG Cutscenes:
-SEGA Logo
-Opening Movie
-Store Begin
-After Green Hill Zone
-After Area 1
-After Death Egg
-After Area 2
-After Perfect Chaos
-After Area 3
-After New Eggrobo
-Before time Eater
-Credits
-Story End


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Kramlack on June 23, 2011, 12:20:39 PM
You know you can edit posts right? Also tried the demo. Went from a Day 1 to waiting for a price drop. I'm sure it's better than most of their recent sonicapades, but I couldn't even be assed to finish the demo (which is like 40 seconds if you speed run it I've seen).

I'm not willing to shell out for a game I only somewhat enjoyed. When Sega figures out how to recreate a 20 year old physics engine, they can let me know.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: moi on June 23, 2011, 12:28:49 PM
Sonic gameplay resumed in one sentence:
Run faster and faster, jump over shit, gain momentum,  enter hyperspeed, land on some spiky shit and lose all your rings, get hit a second time on the same obstacle and die, start again.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: DavidCaruso on June 23, 2011, 12:39:31 PM
Sonic gameplay resumed in one sentence:
Run faster and faster, jump over shit, gain momentum,  enter hyperspeed, land on some spiky shit and lose all your rings, get hit a second time on the same obstacle and die, start again.

See guys, this is what the Rush games (and Sonic 2) did to the public perception of the series. The fact is that the best 2D Sonic games never did this.

http://www.youtube.com/watch?v=MmOc5rDtaKI
http://www.youtube.com/watch?v=kOtET6wg6Co
http://www.youtube.com/watch?v=O3i0nGHTJVg


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 23, 2011, 01:08:35 PM
Are seriously taking moi seriously ??? also not showing the best example :(  speedrun of sonic 3 really show the complexity as a speed run is about taking the straightest path (which is rarely straight)

Btw not sonic 2, only emerald hill zone, metropolis still have a word about level design, and even emerald hill was full of subtleties, it's like treyarch vs original infinity ward, similar only in surface.


edit:
Quote from: Dusk Golem
So looking through the assets, it seems cutscene events are numbered as such:

1 SEGA Logo Cutscene (lol)
11 CG Cutscenes
1 Credits (lol)
19 Story Cutscenes [In-Game]
17 NPC Character Cutscenes (likely mini cutscenes before VS or co-op stages)
11 Rival Cutscenes (Oui? There's only three rivals though. However, it could be that miniature in-game cutscenes initiate during the battle, there's an idea)
14 Viewer Cutscenes (I have no idea what this is)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: DavidCaruso on June 23, 2011, 02:44:47 PM
Yeah I probably should have linked speedruns lol. But the problem there is that a lot of them don't play the game ""normally"" and glitch abuse hard, warping through level geometry and all. The point was to disprove that the old 2D Sonic games are about going super duper fast hold right to win.

Metropolis's level design was bad. Peek-a-boo enemies, the dumb nut/bolt level gimmick (where half the time enemies wouldn't even bother to attack me), the Labyrinth pulleys thrown in for no real reason (remember how in Sonic 1 horizontal and vertical ones would actually intersect and crush you into spikes?), the bumpers which I'm pretty sure are just there to look cool since their function could have easily been served with a red spring, etc. And then it's 3 acts long because they decided they couldn't waste their Cyber City level map. I liked the platforming segments with the spikes that would rotate on each side of the platform and the rotating gears though.

But really a lot of these problems extend to Sonic 2's level design in general, which is why it's my least favorite game in the classic series. I wrote a big post on it at another forum recently:

Quote
Yeah I replayed Sonic 2 a few days ago and got stuck between two horizontally moving blocks in CNZ. Then it turned out that the blocks didn't actually meet together. =P

Spikes are barely a threat in the zone. I don't remember encountering them at all on that most recent playthrough, and looking at level maps (http://www.soniczone0.com/games/sonic2/casinonight/) I counted 4 sets of spikes in the entire zone. All of them were in Act 1. The main gripe I have with the zone is that everything feels like it's made to delay you for no reason at all, and even then it's not that hard to get through.

But really, IMO the entirety of Sonic 2 seems to be littered with bad level design moments, like the small pits with springs on each end that keep appearing after Hill Top Zone, or the cannons in Oil Ocean Zone that basically just took control from you for 10 seconds, or the peek-a-boo enemies in Metropolis Zone (who also don't activate at all on the screw things if I just run and don't jump at them), or the infamous Pit of Death (http://soniczone0.com/games/sonic2/mysticcave/s2-mcz-point4img2.png) in Mystic Cave Zone (especially if you're Super Sonic), or Complete Filler Zone (Sky Chase). There are some cool setpieces (e.g. the earthquake in Hill Top Zone) but they're all a bit too underdeveloped (though most of the ideas are followed up in Sonic 3, and more awesomely at that). Many of the level gimmick objects aren't controllable (e.g. pipes in CPZ, cannons in OOZ), and sometimes their use is even counterintuitive (e.g. having to face the opposite direction on the speed booster things in Wing Fortress Zone to get across pits), which can be annoying. And boss battles have become much less threatening and interesting now that I'm older (with the exception of the Wing Fortress Zone boss and the final one, which are still great).

The other main problem the game has with level design is that there's no need to actually maintain inertia. Half the challenge in the original came from maneuvering Sonic around the obstacles to pick up enough speed, but here you can basically just rev up a spin dash and get through any obstacle. Sonic CD had a similar move with the Super Peel Out, but the difference there was that you had to actually maintain your inertia in order to get fast enough to time travel (which would even justify things like those spring pits), and you also weren't invulnerable to enemies. Sonic 2's levels also don't seem to be designed particularly well around the Spin Dash compared to 3's; my theory on this is that the designers designed the levels thinking the recoil feature (http://info.sonicretro.org/Sonic_the_Hedgehog_2_%28Nick_Arcade_prototype%29) they originally put in would balance it out, but then they removed it and it was too late to rebalance all of the levels since the game needed to be out by Christmas, no delays accepted.

Challenge is also reduced by Sonic 2's levels containing many more rings than the original, while the levels didn't get much longer. Data (http://www.soniccenter.org/rankings/sonic_1/rings) for (http://www.soniccenter.org/rankings/sonic_2/rings) comparison. (http://www.soniccenter.org/rankings/sonic_3/rings) As you can tell Sonic 3 had the same problem but it was partially offset by the levels being much bigger and the enemies posing more of a threat than in 2 (plus I think those records were achieved using the S3 special stages to get rings). The hardest zone in Sonic 2 was Wing Fortress Zone (which, not coincidentally, I also felt was the most well designed zone in the game), mainly because the ring problem was offset by the main focus of the level being on platforming. Speed wasn't diminished much there either as a consequence; the level was still a lot faster than something from SMW.

Really, the game is trying to be a bridge between the momentum-focused obstacle courses of the original game to the focus on setpieces and dynamic level design in Sonic 3, but the problem is that neither are really executed very well. The obstacle courses aren't very well designed, as I elaborated on above, and the setpieces aren't nearly extravagant enough or frequent enough to make up for that, especially when many of Sonic 2's ideas were redone in Sonic 3 (example: the earthquake setpiece in Hill Top Zone reappears again in Marble Garden) and better. All you're really left with are some awesome graphics and music. I personally blame the game's rushed development cycle for the quality; it's not that it's a horrible game (it's definitely better than the game I'm supposed to be calling "Sonic 4"), but it's easily the worst of the classic series IMO. (For reference, my personal quality hierarchy is: 3K > CD > 1 > 2.)

So yeah I think my opinion of Casino Night Zone just digressed to a mini-review of Sonic 2 in general, but whatever. Someday if I can find the time I want to do a more detailed level-by-level analysis of Sonic 2, with lots of screenshots and all included, since everyone seems to love the game and think it's the high point of the series but myself so the burden is on me to justify my opinions.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on June 23, 2011, 03:28:08 PM
Hmm.

I feel like the Sonic's jumps are shorter than before, like gravity's a little more severe. For some reason it feels off.

The backgrounds seem really noisy, and it's not so easy to spot what I can and cannot jump on. For example, early in the level you accelerate through some S tubes and are launched into a triangle of rings. If you bounce off the red spring beneath, you can move right towards a tall hill that LOOKS like it's safe to walk on, but it's actually just background.

Later in the stage there's a spot right after a midpoint post where you run off a ledge and across the ceiling for a bit. There's actually a crumbling walkway before that, but it's not that obvious because it's so dark. I feel like stuff is blending into backgrounds too much for a game that has you running by everything at high speed. It's really prefer nice, sharp contrast between platforms and backgrounds, with decorative elements being very distinctively decorative. But I like how the level has a lot of visual landmarks, like the waterfall in the foreground or the latticework backdrop towards the halfway point and beyond.

Towards the end of the level you can take a top path with a Speed Shoes monitor. Right after there's a drop off that you'll inevitably fall into. I feel like each time I tried to jump it, the ground ended earlier than I expected. I don't like Sonic's jumping in this game, for some reason it feels unresponsive and weak, or maybe it's just that the jumps in the first level are really close to Sonic's maximum jumping distance when at fast-walking speed.

The rolling I kind of like. Once I realized you could insta-dash with square it felt like a good strategic thing. There's no need for the speed boosters of previous sonic games, you could choose when you're prepared to rush forward. Doing this recklessly could get you killed. It feels like a good risk/reward situation.

I REALLY wish the camera would pan forward way more. I still feel like I'm being pushed forward but can't really see what's coming up ahead. Given that I rarely (never) have reason to turn around and go backwards, I don't see any reason for Sonic to not be less than an inch from the left side of the screen at any speed other than dead-stop. I want to see what's ahead so I can plan out the jumps as they come. Even Battletoads was more generous than this. Maybe I'm just being over-sensitive after Sonic 4's god awful camera.

I loved the little lap timers when you replay the level. I felt genuinely motivated to go faster. Better would be to assign medals for beating static times in each stage. That was brilliant in Donkey Kong Country Returns, and I'd love them in this too.

The missions seem like a good thing as well. I enjoyed the mission mode in Sonic Adventure 2 Battle, as struggling for top scores in each stage encouraged and rewarded skilled play.

Despite the complaining, I'm optimistic. This could be pretty fun. I really, really hope they keep the cutscenes simple, though. I hate animated CG movies, please use in-game graphics and integrate them with the stage (eg, Knuckles jumping on the switch and sending you down, Robotnik fleeing for his death mecha in the Death Egg Zone).


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 23, 2011, 03:37:02 PM
@david caruso
I don't entirely agree with most of your complaint past bad enemy placement in metropolis or mystic cave pit, and it's essentially down a certain aesthetics of functional challenge modern game is all about and have degenerated into cod lie corridor. I think sonic 2 need some credit because it were able to make out the sonic formula that differentiate itself from generic platformer and stage like metropolis just prefigure the complex level layout and trick use in sonic 3. Also the spindash is obviously balance as it only help for small ramp and avoid the tedious going back too far to build speed as most hi level part of the level can''t be reach with proper momentum conservation (especially visible in CPZ).

So yes level design need some useless quirk to give level identity or set a tone (as thing like bounce back spring are entirely avoidable) and sky chase was a cool down level after the intensive 3 acts metropolis. I could go on, while sonic 2 (or sonic in general) never had perfect level design, they also got their own identity that make them stand out from other game and where they could not just copy paste idea like many platformer of the time simply does (for example they got away from the almighty power up and rely mostly on lay out, gimmick don't do new thing they only modify existing motion, unlike mario who rely on object and power up to build variety).

So I didn't address all your point as precisely as I could, merely stating that I disagree with some of your analysis.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: s0 on June 23, 2011, 03:51:34 PM
same problem as sonic 4. half assed attempt to "go back to the roots" squandered by too many concessions to new fans.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 23, 2011, 04:05:38 PM
The hardcore fan on retro are pleased, it's not the original but it can stand enough for itself, it's not stellar either (not as nuanced as old sonic) but they ask for decently good instead of abysmally bad they were serve first. The game show a lot of care, they just are not genius or as competent and creative as the old team on game and level design. But it's not like we don't have the same problem everywhere in gaming dev (the complaint is the same about any modern game).

So no, it is not at all the same problem as sonic 4 which was plain bad as a game first, as a sonic sequel of the classic second and as a sonic game simply.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on June 23, 2011, 04:07:24 PM
same problem as sonic 4. half assed attempt to "go back to the roots" squandered by too many concessions to new fans.

Can you elaborate on this? Did you play the demo yourself?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 23, 2011, 04:22:37 PM
Side note, thee hacking leak is reaching new height of unbelievable revelation, there is so much left over in the demo ... like sky sanctuary texture, maybe level of chemial plant, speed highway and city escape (without music), it's an old build (from may) but look like they would be able to hack some placeholder to make some part of the game playable from the demo.

It's a real gold pot

Big fail for sega
Big win for the fan

edit:
also game might came to pc according to some steam eavesdropping
(http://i62.photobucket.com/albums/h90/DustArma/Screenshot2011-06-19at121325.png)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 24, 2011, 09:25:35 PM
First hack: modern sonic on classic level
http://www.youtube.com/watch?v=orT1_jSfOcQ


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on June 25, 2011, 05:24:28 AM
Hackers will complete and release Sonic Generations before Sega manages to do so.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Ishi on June 26, 2011, 12:36:24 PM
I don't like the sound of that mission list. They best not screw the game up with unnecessary stuff - just playing through the levels would have been fine.

The physics are all screwed, but it's fun enough isn't it? I'm disappointed at the framerate though, it's barely possible to tell what's going on when you go too fast. I would have preferred 60FPS with simpler graphics.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 26, 2011, 01:06:42 PM
http://www.youtube.com/watch?v=Pk0PGC9Xx5c hack time Classic sonic in modern level (spindash crash the game and trick ramp too, obviously there is no crouch button)

edit: better run with big fish sequence
http://www.youtube.com/watch?v=kcbZxeUbGys&feature=related


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on June 26, 2011, 04:24:58 PM
After seeing the Modern video, I'm actually more interested in this. The missions also remind of Sonic Adventure 2, which I really liked. It's like Sonic Adventure 2 if they took away all the non-Sonic stages and replaced them with 2d Sonic stages.

It's been a long while since I've bought a Sonic game, but I think I may get this one.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Sabby on June 27, 2011, 04:25:02 PM
wow - that hacking stuff was actually really interesting. For some reason classic sonic in modern sonic's level just feels cooler. even watching cS spin on that rail was somehow more appealing than watching mS grind it. and the gameplay looked.. a little more momentum based.. and a little more awesome. weird.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Ishi on June 28, 2011, 04:30:42 AM
After a couple more plays of the demo I got a warm fuzzy feeling. Was finding some new areas and routes on the third play, which bodes well.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on June 30, 2011, 03:55:36 PM
classic shield is confirm through hack:
http://www.youtube.com/watch?v=Tu7OMcAWqEs&feature=player_embedded



nonsense:
http://www.youtube.com/watch?v=iMch84aLOfo&feature=player_embedded recolor hack is starting  ::)

http://www.youtube.com/watch?v=SuyvHb02NSI&feature=player_embedded that commercial look like the hack of classic in modern level


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on July 04, 2011, 11:12:41 AM
sonic 4 classic generation:
http://www.youtube.com/watch?v=BX3wEIniqv4
The homing is nerf, but sonic 4 would have play like that there wouldn't be concern

Fan have fixed the rolling before release:
http://www.youtube.com/watch?v=9DsCa9g_NJQ
Not it's not classic rolling (fixed velocity no acceleration) but it feel better


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on July 04, 2011, 03:18:55 PM
The rolling video doesn't look all that different. Can you elaborate on what changed about rolling?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: s0 on July 04, 2011, 03:22:45 PM
Amazing how the fans are already fixing the game's problems before it's even out.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: moi on July 04, 2011, 09:11:56 PM
I don't see a lot of difference with the original megadrive game


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on July 05, 2011, 08:03:47 AM
The rolling video doesn't look all that different. Can you elaborate on what changed about rolling?

The physic is similar, but the cap speed and slowdown limit are increase, it allow you to take ramp and loop without stopping like the older setting, it feels better, it look better and does not shatter expectation while not being a copycat.

@moi
Look better, but it's all about the nuance, all fan are please, just a bit sad the nuance are lost in favor of hand holding.

Here is what is different:
Hidden object on ramp send you flying automatically instead of physics, which cap speed.
Script force you at a certain speed, loosing your momentum
spring are script, you can't move until a certain point
Bumping enemy have fixed height and lose momentum to a fixed speed
Rolling does not pick speed, it slow down
level lay out is rather straightforward with plain invisible wall to prevent you backtracking
Jumping is heavier and have less maneuverability.

Basically all the complain is not that sonic does not play like the original but the game force you to play like the designer intended and not how the player want, the physics is inconsistent so you can't trust the game anymore. That's the complain of all modern sonic. Fan would be please if they had a modern sonic where you can actually play and not baby sit. That's why they use classic physics as an exemple. They don't beleive sega is capable of coming with a new formula, so they ask just bring classic physic back. Sega can't!


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: [RM8] on July 10, 2011, 02:46:06 PM
The Generations demo is pretty okay. I might buy this sometime, It'd be the first Sonic game I buy if that GameCube compilation doesn't count :durr:

Probably has been mentioned but I never check this thread, but they should keep doing classic games with classic Sonic and modern games with modern Sonic.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Sabby on July 14, 2011, 03:19:54 PM
All I know is that I'm hoping that this one turns out to be a good one. That's all.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: s0 on July 14, 2011, 03:57:26 PM
You know what? Sega should get Platinum to make a new Sonic game.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on July 14, 2011, 04:31:12 PM
I dunno, Platinum would turn the game in a very very good shadow the hedgehog, a good game but far remove from its source, also even Carmack have drop a word on the direction of the new sonic  to say how the classic was more interesting.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: moi on July 14, 2011, 08:37:22 PM
SEGA should make a shinobi game instead


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on July 15, 2011, 03:45:20 PM
They are pulling a sonic 4 on shinobi moi:
http://www.youtube.com/watch?v=tFvrzBQjj_I




Also chemical plant + metal sonic:

(http://www.sonicretro.org/wp-content/uploads/2011/07/061.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/111.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/101.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/131.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/051.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/071.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/08.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/09.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/121.jpg)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: s0 on July 15, 2011, 03:54:32 PM
Just because Platinum's games thus far have had a certain style (actually that's not true, remember Infinite Space?) doesn't mean a Sonic game developed by them would have to be a shooter or a hack n slash. My reasoning was more that Platinum have some of the best designers in the Japanese game industry in their ranks and have developed two good and two amazing games whereas Sonic Team haven't made anything really good in ages.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on July 15, 2011, 05:04:51 PM
Dunno dimps help for sf4 and many good games and yet fails to grasp sonic. It's a matter of flavor too, if you don't have a flavor for a certain style of gameplay I don't think you can emulate it. So far I didn't see a wild variety of flavor from Platinum and even considering their success as clover (who previously help on zelda GBC oracle series before turning clover) with okami i will be a little worried. They seems to be much better at style than deep substance, and that's modern sonic is lacking deep substance. Okami progression once laid out is average at best, the pacing at the beginning is not good and while the game is fun it's not very nuance in the manipulation. The zelda they made constrast too with the reference of link's awakening on GB, there is a lot of small thing that miss, like how transition between screen are handle. Making good game is not enough to save sonic. Sonic colors and unleash are good games, they just pale from their legacy and have some very bad tropes (bottomless pit).


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Sabby on July 18, 2011, 08:43:17 AM
holy crap the chemical plant stuff looks sweet.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on July 22, 2011, 03:11:18 PM
Modern and classic tails
(http://www.sonicretro.org/wp-content/uploads/2011/07/ClassicModernTails.jpg)
Chemical plant glory
(http://www.sonicretro.org/wp-content/uploads/2011/07/LevelSelectClassic.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/ChemicalPlant5.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/ChemicalPlant2.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/ChemicalPlant1.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/ChemicalPlant3.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/ChemicalPlant4.jpg)

(http://www.sonicretro.org/wp-content/uploads/2011/07/LevelSelectModern.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/ChemicalPlant7.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/ChemicalPlant8.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/ChemicalPlant9.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/ChemicalPlant6.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/ClassicMetalSonic.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/MetalSonicBoss1.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/MetalSonicBoss9.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/MetalSonicBoss10.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/MetalSonicBoss4.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/MetalSonicBoss2.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/MetalSonicBoss3.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/MetalSonicBoss5.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/MetalSonicBoss6.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/MetalSonicBoss7.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/MetalSonicBoss8.jpg)


(http://www.sonicretro.org/wp-content/uploads/2011/07/SonicGenerations3DS.jpg)








Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Zack Bell on July 22, 2011, 03:40:19 PM
Holy crap, chemical plant...Sonic 2 is my favorite game still. It was my first game actually. Trying not to get my hopes up...


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: PowRTocH on July 22, 2011, 04:30:56 PM
why would you quote the whole post just to say that


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Trevor Dunbar on July 22, 2011, 04:56:17 PM
Yeah its not cool to quote long series of pictures  :epileptic:

Chemical plant looks cool, it still lacks the contrast between sonic and the background you'd see in the genesis game. I don't know why 3d game developers can't grasp the idea of making the main character readable when you're trying to play a game.

...
Nevermind, I just went and looked at the genesis game and it has the same problem  :facepalm:


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on July 22, 2011, 05:27:56 PM
Fuck yes, water stages!

I hate it when they release a game on both a handheld and a home console and then call it exactly the same thing. Now I'll be suspicious about anything I see regarding this because I won't know which it is for.

Call it "Sonic Generations: Robotnik's Revenge" so I know which is which.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: PowRTocH on July 22, 2011, 05:29:35 PM
I like this:

(http://img199.imageshack.us/img199/6766/sonic3dmodel.gif)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: HöllenKobold on July 22, 2011, 05:42:10 PM
(http://www.sonicretro.org/wp-content/uploads/2011/07/SonicGenerations3DS.jpg)
Haha, Modern Sonic's pose.

oh god where do we place the right arm


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Zack Bell on July 23, 2011, 08:12:21 AM
Lol sorry for quoting that massive string of pictures guys. Didn't even realize it at the time (posting from an iPhone).

Oops.

Also, why does modern Sonic have ridiculous poses?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: PowRTocH on July 23, 2011, 12:20:33 PM
Because he's been focus tested in the 10 to 15 male demographic to be distilled edginess and cool.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: BattleBeard on July 23, 2011, 01:22:36 PM
 Super awesome sauce

Although Metal Sonic = belongs in Sonic CD, not Chemical Plant. BUT WHATEVER

 Why is Modern!Sonic prancing on the cover?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on July 23, 2011, 02:14:43 PM
The Metal Sonic images look different from the Chemical Plant backdrop to me. I think they're different levels.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Trevor Dunbar on July 23, 2011, 06:07:04 PM
Modern Sonic(tm)makes me want to go to Applebee's, which is a different way of saying I'd like to shoot myself.

I wonder if the classic sonic stages are going to have decent arrangements of the original (good) sonic music or the lame-lame-lame Ass-rock that's plagued the sonic series since Sonic adventure on dreamcast circa year ~2000.

chemical plant zone
http://www.youtube.com/watch?v=RCcJnffie48 (http://www.youtube.com/watch?v=RCcJnffie48)

sonic adventure ass-rock or terrible terrible hip-hop/rap (depending on if you're playing knuckles or not):
http://www.youtube.com/watch?v=xYCNQVIA-xg&feature=related


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on July 23, 2011, 06:27:10 PM
Well past the dreamcast era sonic had awesome music, but so far music leak seems to indicate great care in the respect of a classic feel on music, even on classic level inside modern era


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on July 23, 2011, 06:53:36 PM
All of Knuckle's music was rap. That was his thing. If you're going to compare to Sonic Adventure, you have to do it against one of Sonic or Shadow's stages.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: PaleFox on July 24, 2011, 07:07:44 AM
It was, however, hilarious rap.

If you listen to the lyrics, they're all things like "I am in a canyon yo, the canyon is big yo, straight up in this canyon"; they literally just describe the stage and it's quite stupid but it makes me laugh so thats ok.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Trevor Dunbar on July 25, 2011, 03:50:41 AM
My point was any or all of the new music (after S3&K) has been mediocre, at best. :wtf:
Maybe you could give Sonic R a pass, just because "we're all super sonic racing..."
Other than that, when you compare the music to what they have accomplished before, it's amazingly disappointing.

sonic boom time!
http://www.youtube.com/watch?v=JPC8W672mXc (http://www.youtube.com/watch?v=JPC8W672mXc)

when you watch the opening it's like, "this is what sonic used to be like? wow." Just makes me sad.

We even got double soundtracks from Sonic CD because Sega America or Japan thought the Japanese version's soundtrack wouldn't fly over here. Which is kinda...weird, right?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Sabby on July 25, 2011, 08:34:09 AM
for what it was, I didn't think Knuckles' stuff was that bad. It could have been several miles better, of course, but they were good enough to me.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on July 25, 2011, 08:53:01 AM
I'm not sure if mediocre at beast, there was some joke for sure, but mediocre, i'm not sure, not your taste certainly but not mediocre!
At least it's refreshing that each era has it style

BY the way here is generation current (rip) soundtrack:

Title http://www.youtube.com/watch?v=4y3D0m7h62c

Menu http://www.youtube.com/watch?v=7OZzrllRJHw

classic:
Green hill http://www.youtube.com/watch?v=3V2GB5E5jq8
Green hill speed shoes http://www.youtube.com/watch?v=zrgeybdPY-k
city escape http://www.youtube.com/watch?v=LyF_mi3ndI0
invincible http://www.youtube.com/watch?v=vv1eynKIsQs

Modern:
green hill http://www.youtube.com/watch?v=nOcvbSSIjlE
green hill boost http://www.youtube.com/watch?v=1cab0Xfn5Eg
city escape http://www.youtube.com/watch?v=ytfJih8-nto
invincible http://www.youtube.com/watch?v=CEpQ4WS_ads

Round clear http://www.youtube.com/watch?v=1BdZ6_4kRaA
drowning: http://www.youtube.com/watch?v=EvcYjHICSok



Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Trevor Dunbar on July 25, 2011, 07:24:14 PM
Heys guys, check out this sick boss battle from the 3DS version:
http://www.youtube.com/watch?v=iX2sB7-7hGA&feature=related


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on July 25, 2011, 08:24:55 PM
This is robotnik as I had truly imagine it, can't be more realistic than that.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Twilight Sparkle on July 25, 2011, 08:29:29 PM
Modern:
green hill http://www.youtube.com/watch?v=nOcvbSSIjlE
green hill boost http://www.youtube.com/watch?v=1cab0Xfn5Eg
city escape http://www.youtube.com/watch?v=ytfJih8-nto
invincible http://www.youtube.com/watch?v=CEpQ4WS_ads

Round clear http://www.youtube.com/watch?v=1BdZ6_4kRaA
drowning: http://www.youtube.com/watch?v=EvcYjHICSok



Sounds like Jun Senoue is doing the modern stuff (/all of it)? Or they're just keeping that super polished pop rock guitar sound.


Speaking of, the first Sonic Adventure is some of my favorite video game music. There's some stuff I'm quite tickled by in the second game as well.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: DavidCaruso on July 25, 2011, 09:11:24 PM
I wonder if the classic sonic stages are going to have decent arrangements of the original (good) sonic music or the lame-lame-lame Ass-rock that's plagued the sonic series since Sonic adventure on dreamcast circa year ~2000.

Sonic Adventure had an amazing soundtrack actually (and it wasn't all rock btw), one of my favorite videogame OSTs ever (way better than even Sonic 2 to me).

http://www.youtube.com/watch?v=JVjst_c2-x8
http://www.youtube.com/watch?v=3a8RSMtLY2o
http://www.youtube.com/watch?v=az6eEJi1-pE
http://www.youtube.com/watch?v=6P3yn39VDkk

SA2's wasn't too bad either but there were less good songs overall (and the Knuckles tracks are complete lol).

Those Generations songs are...interesting. Green Hill classic is a pretty cool remastered version (though the drums sound a bit too "electronic" to me, the original's were more..."hard" I guess), the modern version isn't bad at all either. City Escape classic sounds like complete autotuned dick while the modern version is okay, though not as good as the original. Drowning and invincibility themes sound good though.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Twilight Sparkle on July 25, 2011, 09:45:23 PM
She's a dopey character, but Rouge's tracks were excellent

http://www.youtube.com/watch?v=rogNPwF7V4Q

http://www.youtube.com/watch?v=IyM5rCC3ZLU


for what it was, I didn't think Knuckles' stuff was that bad. It could have been several miles better, of course, but they were good enough to me.


I'm not going to listen to them now by themselves, but some of Knuckle's songs were great backgrounds to the level, and I enjoyed them repeating as I searched for shards.

http://www.youtube.com/watch?v=MANd-IGg6Qk

The singing is pretty silly, but I think Robotnick's theme really takes the cake in that department.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Sabby on July 26, 2011, 01:38:38 PM
Heys guys, check out this sick boss battle from the 3DS version:
http://www.youtube.com/watch?v=iX2sB7-7hGA&feature=related

Reminds me of Tails' final boss from Adventure.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on July 29, 2011, 09:12:48 PM
Classic

(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456551_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456552_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456553_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456554_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456555_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456556_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456557_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456558_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456559_full.jpg)



modern
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456561_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456562_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456563_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456564_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456565_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456566_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456567_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456568_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456569_full.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/07/2132456570_full.jpg)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: baconman on July 30, 2011, 06:34:43 AM
 ;D YES!! 25 years later, they FINALLY bring back Chemical Plant Zone! Now... Mystic Cave, Hydrocity, Lava Reef, and (S&K) Death Egg Zones ftw!


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on August 06, 2011, 03:55:08 PM
http://youtu.be/HsKwNWYowwY

gameplay video of chemical plant


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on August 06, 2011, 04:06:00 PM
I'm liking the level design. Chemical Plant Classic has a couple of 'slow down' bits where you have to do some precise platforming. I'm liking that.

City Escape Classic seems to have cleverly designed the truck segments so that if you are too slow, the truck destroys platforms to reach alternate paths. Failing to beat the truck doesn't result in death, but just resigns you to the low route.

The Modern levels are Sonic Adventure 2 with only Sonic stages. That's a good thing.

This is it. Sega may have finally figured out how to make a great Sonic game again.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: BattleBeard on August 06, 2011, 04:09:46 PM
 This game does look amazing indeed. So is Knuckles playable? If so,

yo i'm knuckles
im in a cave yo
it has rocks yo
yo yo, i don't got time
just gotta bust some rhymes
yo

yo
i can fly yo
there is enemies in this cave yo
straight up killa
yo

i'm knuckles


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on August 16, 2011, 03:55:34 PM
http://youtu.be/XN2ODzSbdtc rooftop run tails and seaside palace



Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on August 16, 2011, 08:18:43 PM

ON 3DS total revamp

(http://www.sonicretro.org/wp-content/uploads/2011/08/Sonic-Generations-3DS-Mushroom-Hill-Zone-Screenshot-1.jpg)

(http://www.sonicretro.org/wp-content/uploads/2011/08/Sonic-Generations-3DS-Mushroom-Hill-Zone-Screenshot-2.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/08/Sonic-Generations-3DS-Mushroom-Hill-Zone-Screenshot-3.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/08/Sonic-Generations-3DS-Mushroom-Hill-Zone-Screenshot-4.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/08/Sonic-Generations-3DS-Mushroom-Hill-Zone-Screenshot-5.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/08/Sonic-Generations-3DS-Mushroom-Hill-Zone-Screenshot-6.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/08/Sonic-Generations-3DS-Mushroom-Hill-Zone-Screenshot-7.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/08/Sonic-Generations-3DS-Mushroom-Hill-Zone-Screenshot-8.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/08/Sonic-Generations-3DS-Mushroom-Hill-Zone-Screenshot-9.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/08/Sonic-Generations-3DS-Mushroom-Hill-Zone-Screenshot-10.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/08/Sonic-Generations-3DS-Mushroom-Hill-Zone-Screenshot-11.jpg)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on August 16, 2011, 09:27:54 PM
(http://i1215.photobucket.com/albums/cc502/homerun1683/sonicgenerationscandmtails-1.png)
(http://img.photobucket.com/albums/v232/SonicWarriorTJ/gianteggmanrobo.png)
(http://i64.photobucket.com/albums/h192/AlexBCA/23805SG_ssh_act2_20.jpg)
(http://i64.photobucket.com/albums/h192/AlexBCA/23793SG_euc_act1_22.jpg)
(http://i64.photobucket.com/albums/h192/AlexBCA/23804SG_ssh_act1_23.jpg)
(http://img822.imageshack.us/img822/8076/23789sgeucact109.jpg)
(http://img197.imageshack.us/img197/5785/chemicalplant.jpg)
(http://img847.imageshack.us/img847/581/sshd.jpg)
(http://img571.imageshack.us/img571/5597/spgnia2.jpg)
(http://img585.imageshack.us/img585/1645/spgnia.jpg)

COMPARISON with old sonic

(http://i64.photobucket.com/albums/h192/AlexBCA/RTRcompare1.png)
(http://i64.photobucket.com/albums/h192/AlexBCA/SSHcompare2.png)
(http://i64.photobucket.com/albums/h192/AlexBCA/SSHcompare1.png)
(http://i64.photobucket.com/albums/h192/AlexBCA/SSHcompare3.png)
(http://i64.photobucket.com/albums/h192/AlexBCA/RTRcompare4.png)
(http://i64.photobucket.com/albums/h192/AlexBCA/SSHcompare3.png)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: moi on August 17, 2011, 05:42:41 AM
looks better than cave story 3ds


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: EssentialNutrients on August 17, 2011, 09:54:33 AM
looks better than cave story 3ds
i could make a poopie on a 3ds and it would look better than cave story 3ds

that being said the 3ds version of this game looks really nice.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: BattleBeard on August 17, 2011, 10:16:01 AM
i could make a moi on a 3ds and it would look better than cave story 3ds

that's even worse


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on August 18, 2011, 08:22:09 PM
(http://i.imgur.com/ZVmcJ.jpg)
(http://i125.photobucket.com/albums/p78/Jimmy_hedgehog/sg_euc_act1_21_med.jpg)

(http://farm7.static.flickr.com/6082/6053914684_9963966e81_b.jpg)
(http://farm7.static.flickr.com/6086/6053357327_9f62291fca_b.jpg)
Modern green hill with omochao
http://www.videogamer.com/videos/sonic_generations_gamescom_2011.html?playersize=full&start=10

Modern city escape complete preview
http://youtu.be/zWa6JSflm1o
http://youtu.be/oB4OyW-Htfs

classic city escape
http://youtu.be/5iW6YeB0lLU

There is some change in the lay out and addition of gameplay element

Classic mushroom himm playthrough
http://youtu.be/IA8Wvmn_Tso


What the fu... heck :wtf: talk about some weird thing
(http://www.sonicretro.org/wp-content/uploads/2011/05/1305653493584.jpg)

From the bastard child?
http://www.youtube.com/watch?v=c3tawu6lR3o


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Trevor Dunbar on August 18, 2011, 09:06:45 PM
I give up, I'm going to have to get both versions of this game. Screw me.

Can we get a new version of Dr. Robotnik's Mean Bean Machine while were at it, Sega?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on August 18, 2011, 10:11:44 PM
Meanwhile the fan are experimenting with udk:
http://youtu.be/Kf302RkaNnM
http://youtu.be/vUsQzHnNXGo
http://youtu.be/J9QOIeuVXMo
http://youtu.be/HRt0FRmr_sA
http://youtu.be/2grAeZ-yCTc
http://youtu.be/mBMGzrSP8Do
http://youtu.be/yPvkZ9WWad8
http://youtu.be/YiKnJcaOHl4
http://youtu.be/vAIIK-Foalg

Not that blitzsonic didnot evolve
http://youtu.be/Ec1SHahcHgE

They need more interactive stuff


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on August 20, 2011, 12:47:43 AM
http://youtu.be/pe8LoLwlJ_M 3DS modern mushroom with classic interlude


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: baconman on August 20, 2011, 04:10:30 AM
I gotta say, I'm -really- liking how this title's shaping up!! I think the Sonic fanpeople FINALLY got through to Sonic Team now, and I can also see why people really dug City Escape Zone! That beasty truck tearing up the level elements adds a lot of excitement to Classic-style CE Zone. And I also like how Modern Sonic's Chemical Plant Zone also doubles as a throwback to Special Zones from Sonic 2 and Sonic Advance. That was wicked.

Somewhere though, I have GOT to find a clean rip of Classic-style Generations Chemical Plant Zone BGM. That percussion-heavy redux is seriously slobber-inducing!


Zones I know of so far:

Green Hill Zone
Chemical Plant Zone
Mushroom Hill Zone
City Escape Zone
Stardust /something/ Zone
(the barrely-factory place zone)
(the watery palace zone... doesn't look like Labyrinth/Aquatic Ruin Zones, but I bet there's a few places in there...)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Trevor Dunbar on August 20, 2011, 07:08:40 PM
Sonic, wait for me! *jumps on spikes like an idiot* *dies for the 16th time*


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: moi on August 21, 2011, 11:49:08 AM
The next sonic companion should be a Toucan


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Trevor Dunbar on August 21, 2011, 01:07:02 PM
Dude, either that horse looks way too small or Sonic is way too big.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on August 23, 2011, 02:33:56 PM
http://www.youtube.com/watch?v=2M7LNSXRTNw

Look like they fixed the classic physics in the 3DS version, only moot point, original copy paste lay out of original classic level don't show off their classic level design skillz.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on August 23, 2011, 05:55:04 PM
Because it's funny good sauce:

(http://img.photobucket.com/albums/v241/GagaMan/gifs/sonic05.gif)
(http://img.photobucket.com/albums/v241/GagaMan/gifs/sonic04.gif)
(http://img.photobucket.com/albums/v241/GagaMan/gifs/sonic02.gif)
(http://img.photobucket.com/albums/v241/GagaMan/gifs/sonic06.gif)
(http://img.photobucket.com/albums/v241/GagaMan/gifs/sonic01.gif)
(http://img.photobucket.com/albums/v241/GagaMan/gifs/sonic03.gif)

If only their game and level designer was that good, sonic would be stellar again


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on August 29, 2011, 07:19:08 AM
Sonic is licensing a fan made sonic engine for its release of SONIC CD which happen to be sonic 4 sequel!

Quote
Sega is supportive on Christian “The Taxman” Whitehead’s Retro Engine, calling it “a really good piece of technology.”


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: s0 on August 29, 2011, 07:30:37 AM
Yeah, I read about the whole Christian Whitehead thing on TouchArcade. Though it's not a particularly great achievement to make something better than Sega's crappy emulator.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: baconman on September 02, 2011, 10:20:00 AM
Except in this case, they put out a beta/demo specifically to test Classic Sonic physics and level design. And it's pretty good.

Granted, it's not EXACT handling like Genesis, but it's smooth enough to work well, and not full of control-jags like accidental/misaimed homing attacks or physics bugs that S4E1 was full of. All that really feels different is the gravity, and it's not from being too floaty, either. Midair momentum is a lot more classic-like. Control decisions seem solid, too: You have a "roll/spin dash" button now, like in more modern games, but the classic down-arrow commands still work as well.

And while it's not quite as wide open as Sonic 1 or 2, the level design is plenty non-linear and full of fun elements and course-changers. It's like they've hit a good balance between Sonic 2 and Sonic 3 in that department; without resting on wall-climbing or flying to pull off the path branching.

And from what I've seen of gameplay vids (mostly of Chemical Plant and City Escape zones), they've tapped on a lot of fun, interesting themes that made the classics fun, while still giving it a bit of distinct flavor. The levels often open just like the classics, but about halfway through they change, like an "if the classic level design played out differently" kind of scenario.

Certain other touches are cool too, like how Modern Sonic's Chemical Plant Zone level throws homages to Sonic 2's and Sonic Advance's Special Zones, while seamlessly integrating it into the level design; and how in Classic Sonic's City Escape, the truck tears through certain gameplay elements, so if you're too slow it forces a bit of a detour, and it rewards you for staying ahead of it.

The only challenge hurdle I see left in development here, is the balancing. Making a Classic Sonic that modern players will enjoy, and making a Modern Sonic that classic players will enjoy. Either way, it looks like they're starting to get that magic back; kinda how MegaMan 9 did.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Masakari on September 03, 2011, 10:07:44 AM
I still find it mind blowing that they "need" to make this game with both Sonics and both types of gameplay. Sonic 4 Ep. 1 was fine, it needed some tweaks, that's all.

Sega is only part of the problem with the whole franchise, the other part is the rabid, insane fanbase that goes ballistic whenever a single pixel in his sneakers is off, or think it's the apocalypse if his eyes are slightly green. And I'm a huge Sonic fan, but some of the stuff I see from the community is absolutely crazy.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on September 03, 2011, 10:09:47 AM
I do find the gameplay concern valid as it has reach way beyond the fan.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on September 22, 2011, 01:10:09 PM
last sonic 3DS trailer who is better and better
http://youtu.be/YAGN6OwkUjY

(http://www.sonicretro.org/wp-content/uploads/2011/09/img_ss02.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/09/img_ss01.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/09/img_ss06.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/09/img_ss03.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/09/img_ss05.jpg)
http://www.sonicretro.org/wp-content/uploads/2011/09/img_ss04.jpg

Next gen console
New trailer with sky sanctuary
http://youtu.be/Z_vrna2qvhw

(http://www.sonicretro.org/wp-content/uploads/2011/09/screenshot20110913at525.png)
(http://www.sonicretro.org/wp-content/uploads/2011/09/screenlg8.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/09/screenlg6.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/09/screenlg9.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/09/screenlg10.jpg)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Kramlack on September 22, 2011, 01:16:26 PM
(http://www.sonicretro.org/wp-content/uploads/2011/09/screenlg8.jpg)

What the fuck is wrong with Sonic's hand/arm? Looks broken.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Ishi on September 25, 2011, 09:16:07 AM
I played Classic City Escape at Eurogamer Expo, and watched Modern City Escape. Very impressed with both. I only saw a single instant-death-pit throughout boths acts, and even that was labelled with a big warning sign. Can't wait for the game :)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 01, 2011, 07:54:56 PM
Longer gameplay footage of sky sanctuary + first shoot at speed highway

http://www.youtube.com/v/RUWshC7ypCQ
http://www.youtube.com/embed/JtP-ofLf_Ag

Achievement
(http://www.sonicretro.org/wp-content/uploads/2011/09/sg_achieve.png)


It's been a long time I was more exciting by a new sonic rather than a new mario


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: moi on October 01, 2011, 08:18:20 PM
first time I see a sonic that has a genuine feeling of speed.
Too bad they kept the ring mechanism
5/gilbert


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Headless Man on October 02, 2011, 05:27:03 AM
first time I see a sonic that has a genuine feeling of speed.
Too bad they kept the ring mechanism
5/gilbert

?  Ring thing is the best part of Sonic.  Maybe the only good part.  Or at least the part that keeps the best Sonic games from sucking absolute shit.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 04, 2011, 06:38:37 AM
(http://www.sonicretro.org/wp-content/uploads/2011/10/h2_04.png)



(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_04_01.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_04_02.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_04_03.jpg)


(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_04_04.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_04_05.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_04_06.jpg)


(http://www.sonicretro.org/wp-content/uploads/2011/10/h2_05.png)



(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_05_01.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_05_02.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_05_03.jpg)



(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_05_04.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_05_05.jpg)
(http://www.sonicretro.org/wp-content/uploads/2011/10/stage_05_06.jpg)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 06, 2011, 03:52:26 PM
Esclusive video at gamesradar showcasing better jump and new levels

http://www.gamesradar.com/sonic-generations-hands-preview-and-exclusive-gameplay-videos/

Modern era teaser
http://www.sonicretro.org/2011/10/modern-generations-trailer-brings-it-back-to-modern-times/

the game is better and better


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Jawnsunn on October 06, 2011, 05:04:09 PM
This is actually the first time I liked a Sonic game that wasn't a fan game...
Seriously, Green Hill Zone looks amazingly awesome.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 20, 2011, 12:40:40 PM
http://www.youtube.com/watch?feature=player_embedded&v=Zl4F2OCuU9U
Polish? in ma sonic game?

http://www.youtube.com/watch?feature=player_embedded&v=24tjOBMEFCs
Sonic CD is part of the sonic 4 saga, powered by a fan engine, it's official fan are so good sega hired them.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: [RM8] on October 21, 2011, 05:41:21 PM
Well, I'm no Sonic fan but this is looking fun. Now I have to decide if I should buy it for PS3 or 3DS. 3DS is 2D levels only, which is nice, and I also need more 3DS games. It's also by Dimps, isn't it?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Ishi on October 21, 2011, 11:40:58 PM
It is by dimps yeah. Can't decide if I like the look of it or not. They're totally different games though so I might end up getting both eventually.

The new demo is quite nice. A few tweaks to classic green hill since the first demo, and I enjoyed blasting through modern.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Headless Man on October 22, 2011, 12:32:04 PM
http://youtu.be/CSXhZaY-V7Y

you guys are going to be so disappointed


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Ishi on October 22, 2011, 01:30:18 PM
I'm just impressed that Sonic could confidently jump around on the rails without falling to his death. It's come a long way since the likes of Sonic Heroes.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: baconman on October 22, 2011, 03:30:25 PM
http://youtu.be/CSXhZaY-V7Y

you guys are going to be so disappointed

I think most people are getting it for Classic Sonic action anyways. Modern Sonic has always been glitch city, so this is par for the course there. lol


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on October 22, 2011, 04:05:09 PM
The modern sections are all about the time trials.

I'm okay with reversafish. I'd rather have the illusion possibly ruined when I'm screwing around than to deal with needless deaths caused by unintended reactions to the decor.

I'm thinking I'll get the PS3 version. The 3DS version seems to defeat the purpose of having modern levels.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 22, 2011, 06:10:31 PM
The 3DS version seems to defeat the purpose of having modern levels.

Can you explain


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: James McCloud on October 22, 2011, 07:10:26 PM
Pretty sure the 3DS version doesn't have modern levels.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: SirNiko on October 22, 2011, 07:36:28 PM
The modern levels in the PS3 version look to have a lot more 3d segments to go along with the boosting and tricks.

The 3DS version just looks like the classic levels with different music, a boost option, and ever so brief 3-d segments. At that point they ought to just toss one of the modes and just balance the whole game around the other.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 22, 2011, 07:50:16 PM
Sonic rush to be precise


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 25, 2011, 08:04:35 PM
http://www.youtube.com/watch?feature=player_embedded&v=2YCcj0Foq8w
new footage show off new thing

http://www.youtube.com/watch?feature=player_embedded&v=lDJiwn0n4II
They are not dramatic about this one (no rant) but they still poking easy fun

http://www.youtube.com/watch?feature=player_embedded&v=R16IBC_kD5o
Still poking fun


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 26, 2011, 12:55:17 AM
BEFORE

(http://i.imgur.com/cSshf.jpg)

AFTER

(http://i.imgur.com/GRyxM.jpg)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Headless Man on October 26, 2011, 10:03:33 AM
Gimmy TILBERT, what are your thoughts on the homing attack - in the 2D games and the 3D games.  This is something I have to know.  I'm writing a report.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 26, 2011, 10:24:38 AM
It's fine as an option, if we could switch between skills like the homing and the insta shield, or make the homing a shield (was the golden shield in 3D blast) It would be cool. In 3D it's a bit more needed to cope with aiming with a pad, on pc might be an option and have mouselook air dash. Homing leave you vulnerable once you bounce off but it is never exploited.

The problem is to have it integrated to the overall design instead of a cheesy new move. Classic sonic have a specific way of bouncing off enemy, you get back to the height you fall from (if it was from far above you get back to that exact height) which reward path planning and give meaning to a simple ball mode, as homing would "punish" you by negating the height.

This kind of trade off are absent from modern sonic with homing, you only bounce off a fixed height. While homing could make enemy more meaningful (they were never truly interactive in sonic), modern sonic still only  have cannon fodder enemy, there is no interplay.

Worse homing is useful only for dumb enemy chain other bottomless pit. The poor use of homing is what give it bad rep as it break almost anything that make sonic unique (air dash give extra momentum without punishement, enemy are even more worthless, degenerate into dash fest). Level and enemy design need to be thought with homing in mind.

Even basic rolling was more interactive, some enemy have weakness behind, some react only close, some are better roll on, some are better jump on, some require timing, some have sweet spot to it, nothing like that in modern sonic past Adv1, it's all homing fest, boosting through and bottomless pit.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Headless Man on October 26, 2011, 10:29:43 AM
It's fine as an option, if we could switch between skills like the homing and the insta shield, or make the homing a shield (was the golden shield in 3D blast) It would be cool. In 3D it's a bit more needed to cope with aiming with a pad, on pc might be an option and have mouselook air dash. Homing leave you vulnerable once you bounce off but it is never exploited.

Yeah, I had this idea too.  I'd rather a homing shield than the stupid fire/water shields in Sonic 3.

Thanks for the response.  I figured you'd have Interesting Opinions on the subject.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 27, 2011, 12:13:12 AM
http://www.youtube.com/watch?v=qjDJd6Ay5jw&feature=player_embedded

Playthrough in sky sanctuary .... look great!


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Trevor Dunbar on October 28, 2011, 05:31:22 PM
So, I really can't afford this game along with Mario Land, Mario Kart 7, and Ultimate Marvel vs capcom 3. Oops. That kinda sucks too, but because this is probably the first Sonic game in a million years where it looks like they actually care about the game at all.  :tired:


I had a dream when I was young of an awesome version of Sonic done in polygonal graphics, but that played exactly like the original games did. Kinda weird. Must've been this ;)


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 28, 2011, 06:15:14 PM
it's on steam


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Kramlack on October 29, 2011, 11:24:57 AM
Ending cutscene (http://www.youtube.com/watch?v=yxYPRQpqDdg). SEGA had their trolling set to maximum.

"Hey Sonic, enjoy your future. It's gonna be great!"


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 29, 2011, 11:48:32 AM
http://www.youtube.com/watch?v=gHvq8tCljS0&feature=related
even more trolling, excellent joke there (MEGA SPOILER) but spoiler in sonic really?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Jawnsunn on October 29, 2011, 05:44:01 PM
Wait, what the fuck?
Is this game already out?


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: s0 on October 30, 2011, 02:19:14 AM
wikipedia says no. coming out nov 1 in the us and nov 4 in europe.

interestingly enough japan is getting the game a whole month later. i remember reading something about sonic being more popular in the "west" than in glorious nippon so i guess it has something to do with that.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Trevor Dunbar on October 30, 2011, 01:40:34 PM
Soooo, this game is getting pretty good reviews. Finally Sega doesn't suck balls since Sonic 3&K. Let's hope they can stay on this good trend. I wish they'd dump the "new" sonic altogether, classic Sonic just has much more charm.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: shig on October 30, 2011, 06:23:19 PM
Needed more stages. Also the fact that you can't have a ribal battle with old school knux as old sonic is bullshit.

Also the Murder Truck is back in all it's glory.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 30, 2011, 08:13:10 PM
sonic CD remix: http://www.youtube.com/embed/hESP_C6n0Eg  :epileptic: epic


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: PaleFox on October 30, 2011, 11:12:35 PM
Soooo, this game is getting pretty good reviews. Finally Sega doesn't suck balls since Sonic 3&K. Let's hope they can stay on this good trend. I wish they'd dump the "new" sonic altogether, classic Sonic just has much more charm.

to be honest i think at this point new sonic has far more fans especially among the younger (read: not jaded) demographic

consider

sonic & knuckles was in 1994


that is 17 years ago likely most kids today don't remember "classic" sonic at all

maybe thats sad but i dont think so because really what you are doing is attaching value to what is deep down a heartless consumerist icon; believe in the way the game feels rather than the iconography attached to it


big the cat is terrible because he made us fish, not because he is very very silly


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Trevor Dunbar on October 31, 2011, 09:15:12 AM
Too bad, screw the younger generation, all they write is fanfics of sonic molesting tails anyways.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: Tumetsu on October 31, 2011, 09:26:17 AM
Too bad, screw the younger generation, all they write is fanfics of sonic molesting tails anyways.
Haven't read topic so pardon me if this has been discussed already but what it is in Sonic which makes it spawn all that horrible fanfic? I mean sure, pretty much everything has some weird fanfic/art going on but with Sonic it seems to be over the top and so frequent that one tends to see it without even looking for it (just check Deviantart :P) unlike most other similar stuff from other series.


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: gimymblert on October 31, 2011, 12:23:32 PM
What? Broken world (comics, 3+ tv show, games) with many many non sensical friend, and unique design with visceral appeal. No body had the edgy cute perfected as sonic as done, maybe except "manga style" in general.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 01, 2011, 02:51:30 PM
(http://www.sonicretro.org/wp-content/uploads/2011/11/6302645105_6e06eb153f.jpg)  :biglaff:


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Ishi on November 01, 2011, 03:30:03 PM
I'm impressed that they've gone to the effort of making it widescreen, and I don't remember Tails ever being in Sonic CD? Unfortunately I've never especially liked the game.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 01, 2011, 03:50:01 PM
It's widescreen because it's a fan engine :durr:
Tails is unlockable bonus.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Jawnsunn on November 01, 2011, 07:29:27 PM
Taxman is the fucking master of Classic Sonic Fangaming.
Too bad, screw the younger generation, all they write is fanfics of sonic molesting tails anyways.
Haven't read topic so pardon me if this has been discussed already but what it is in Sonic which makes it spawn all that horrible fanfic? I mean sure, pretty much everything has some weird fanfic/art going on but with Sonic it seems to be over the top and so frequent that one tends to see it without even looking for it (just check Deviantart :P) unlike most other similar stuff from other series.
Holy balls, have you seen those Sonic Sprite Movies on Youtube.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Headless Man on November 01, 2011, 10:30:46 PM
Sonic CD is not a great game though.  It's below Sonic 1 (at least that had one rad level).

Not on-topic at all but I don't want to start a new thread:  Rayman Origins looks super fun.  Ignored all media until today because I don't give a shit about Rayman, but gameplay looks like a super busy greatest hits of the recent 2d platformer renaissance.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 01, 2011, 10:50:50 PM
post here http://forums.tigsource.com/index.php?topic=5746.0 If you don't want to derail. But I would say a new thread called "2D platformer renaissance" thread will have enough post to be worth it!

Not wasting this post, I will add this:
(http://img811.imageshack.us/img811/4559/1309227839185.png)


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 02, 2011, 01:01:24 AM
http://www.youtube.com/watch?v=XgKsUzrAFpQ&feature=player_embedded
WOW modern sonic look really great in this level  :o

Even david caruso gotta love modern sonic!


Title: Re: Sonic stuff (new sonic is the NSMB of sega)
Post by: s0 on November 02, 2011, 01:28:05 AM
Too bad, screw the younger generation, all they write is fanfics of sonic molesting tails anyways.
Haven't read topic so pardon me if this has been discussed already but what it is in Sonic which makes it spawn all that horrible fanfic? I mean sure, pretty much everything has some weird fanfic/art going on but with Sonic it seems to be over the top and so frequent that one tends to see it without even looking for it (just check Deviantart :P) unlike most other similar stuff from other series.
It appeals to both furries and weeaboos, which covers about 90% of the internet. Also it's easy to get defensive about Sonic, something obsessive fan types seem to enjoy for whatever reason.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: moi on November 02, 2011, 04:21:57 AM
Don't forget that it enjoys an underdog/second place quality (compared to mario) that makes it irresistible for the crazies


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 02, 2011, 12:05:03 PM
(http://knowyourmeme.com/i/29097/original/PBF071-Weeaboo.gif)


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Headless Man on November 02, 2011, 02:05:51 PM
Sonic doesn't appeal to weeaboos so much as it does shut-ins, losers and aspies.  Sonic never had much popular-in-Japan cred.  Weeaboos like shit like Disgaea, Persona, Monster Hunter and Dark Souls.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: s0 on November 02, 2011, 02:18:06 PM
Weeaboos like shit like Disgaea, Persona, Monster Hunter and Dark Souls.
Don't forget fighting games and shmups with animu graphics: Blazblue, Arcana Heart, Touhou, etc. Doesn't get much more Japanese than that*. These games are also virtually unknown outside of tiny, hermetic sub-subcultures, so you get extra nerd cred for even knowing them.  :giggle:


*OK maybe dating sims and visual novels.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: DavidCaruso on November 02, 2011, 03:06:49 PM
Even david caruso gotta love modern sonic!

Looks decent. Still has the typical Modern Sonic Problems™: long stretches of empty enemy-less wasteland (platforming sections mostly w/out enemies too), QTEs, multiple paths seeming completely overt, etc. At least it's very very very pretty so it'll be nice to play in between the actual game (2D classic Sonic segments.)

also I swear Sega is trolling by not only making the S2 final boss the first one but also putting shittons of rings in the arena

Sonic CD is not a great game though.  It's below Sonic 1 (at least that had one rad level).

man first you say that the ring mechanic is the best thing about Sonic and now you're saying that Sonic 1 only had "one" rad level (all of them were rad (Labyrinth and Scrap Brain were the raddest; you know it to be true)), next you're going to tell me 2 is your favorite classic game or smth

I like Sonic CD but my opinion of it kind of slips a little each time I play it. Right now my numbered series ranking goes like 3K > CD = 1 >>>> 2 >>>>>>>>>>> "4."


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 02, 2011, 03:12:46 PM
@david caruso
http://www.youtube.com/watch?v=Mfj68jyDoF8&feature=player_embedded

also there is QTE in this game, you have some optional trick system whenever you go through rainbow items, but that's all (don't open path like before), Multiple path is no "precalc" like before, some are not obvious and you can "sequence break" between path by abusing the "physics".

Still have flaws but has quality of its own for the first time ;)

The S2 boss is the first boss and there is a hard mode. But the game only unlock in 1 day on steam.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: DavidCaruso on November 02, 2011, 03:27:32 PM
@david caruso
http://www.youtube.com/watch?v=Mfj68jyDoF8&feature=player_embedded

lol holy shit. Is that just a specific physics glitch or are spindashes + slope jumps really that overpowered? Kind of reminds me of this (http://www.youtube.com/watch?v=7MXdEDjNKy8).

Quote
also there is QTE in this game, you have some optional trick system whenever you go through rainbow items, but that's all (don't open path like before), Multiple path is no "precalc" like before, some are not obvious and you can "sequence break" between path by abusing the "physics".

Could have sworn I saw mandatory QTEs in the modern Green Hill video, but I rechecked and yeah it was just the boost. Cool stuff, then! It looks like a definite improvement over recent modern Sonic games (idk if it'll be on par with the best Adventure/Adventure 2 levels, guess we'll see.)

Quote
The S2 boss is the first boss and there is a hard mode. But the game only unlock in 1 day on steam.

Interesting. Hopefully the hard mode is available from the start and you don't have to unlock it by playing through the entire game beforehand or something.

EDIT: omg (http://www.youtube.com/watch?v=xpznxm2XPUU) (S2 final boss remix music is great, I had the video turned down a bit because the guy's voice was annoying)


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 02, 2011, 03:49:14 PM
http://www.youtube.com/watch?v=SkIteuRzenY look the follow up, fun fact, speed booster and spring slow you down in this game, irony?

Spindash is a bit overpowered but you still have to conserve the initial momentum boost and learn the topology to go fast.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 02, 2011, 06:59:52 PM
@david caruso
http://www.youtube.com/watch?v=WsCdyOtiTKo&feature=related


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Headless Man on November 02, 2011, 07:03:14 PM
Even david caruso gotta love modern sonic!

Looks decent. Still has the typical Modern Sonic Problems™: long stretches of empty enemy-less wasteland (platforming sections mostly w/out enemies too), QTEs, multiple paths seeming completely overt, etc. At least it's very very very pretty so it'll be nice to play in between the actual game (2D classic Sonic segments.)

also I swear Sega is trolling by not only making the S2 final boss the first one but also putting shittons of rings in the arena

Sonic CD is not a great game though.  It's below Sonic 1 (at least that had one rad level).

man first you say that the ring mechanic is the best thing about Sonic and now you're saying that Sonic 1 only had "one" rad level (all of them were rad (Labyrinth and Scrap Brain were the raddest; you know it to be true)), next you're going to tell me 2 is your favorite classic game or smth

I like Sonic CD but my opinion of it kind of slips a little each time I play it. Right now my numbered series ranking goes like 3K > CD = 1 >>>> 2 >>>>>>>>>>> "4."

2 is pretty easily the best.  It has problems, but they all do.  The ring system is awesome.  You like Battle Garegga. lol.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: DavidCaruso on November 02, 2011, 08:00:55 PM
@david caruso
http://www.youtube.com/watch?v=WsCdyOtiTKo&feature=related

LOL oh wow that's awesome. (Always liked US SSZ bad future better though)

2 is pretty easily the best.  It has problems, but they all do.

Level design is relatively boring up until Wing Fortress (despite how good the levels look and sound.) Also, noninteractive level gimmicks that just slow you down (watch Sonic go through 5 cannons/pipes in a row!!!), filler zones (Casino Night and Sky Chase), imbalanced spindash move (optimal speedrun strategy: find shortest-distance route avoiding all level gimmicks, spindash, stop in your tracks, spindash again). The rushed development cycle shows. I prefer 3K which, dumb elemental shields and all, is better balanced everywhere else, much more varied/dynamic in its level design, and implements every half-decent concept in 2 from bosses to level gimmicks far better, or 1 which isn't as ambitious as any of the other games but is pretty much perfectly executed (as well as every zone's design feeling distinctly different and unique mechanically.)

Quote
The ring system is awesome.

Ring system was series' biggest problem from the start. It's only a few steps below god mode. You'll almost never actually get killed by enemies directly in the classic games, only by pits/crushers/water/spikes (moreso in 1 because of the spike chaining "bug"), and it turns many bosses that should have been cool into jokes (there are some exceptions: Spring Yard and Labyrinth in 1, Wing Fortress in 2, etc.) 3K is still one of the best 2D platformers ever but I always wanted to see what a Sonic game without the ring system would feel like, maybe I'll get back into ROM hacking and make one someday.

Quote
You like Battle Garegga. lol.

Everyone with taste likes Battle Garegga eventually! :D Rank is great once you figure out what's going on and get over the initial "onos I have to plan where I die on purpose?!?! ???" shock. I could even justify the hard to see bullets but that might be pushing it just a bit. It's a little too hellish for me and I like Batrider more at this point (no doubt because I can actually clear it lol), but I don't play for score much except for extends so if I ever do that more my opinion might switch over. Also you don't like Alien Soldier or danmaku, lol.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 02, 2011, 08:32:06 PM
@david caruso
as you wish http://www.youtube.com/watch?v=15rGdGl0uHQ&feature=player_embedded


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: HöllenKobold on November 02, 2011, 09:35:57 PM
you can "sequence break" between path by abusing the "physics".
http://www.youtube.com/watch?v=Glfx6LBbbGY


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 03, 2011, 12:56:00 AM
http://www.mediafire.com/?yskfaziatu1ci


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Aloshi on November 03, 2011, 03:36:56 AM
Got my key from Greenman Gaming this morning. Pre-loading now. Should unlock in about 12 and a half hours if Steam isn't lying to me.

EXCITED.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 03, 2011, 03:36:08 PM
Sonic in 30 mn all I need to say. I'm sure it's an average game, but sonic! too bad there is not so many good clone.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Aloshi on November 03, 2011, 07:08:18 PM
I played all the way up to what I think is the last level or close to it (Planet Wisp) in about three hours. So...it's pretty short, mostly because it's very easy. There are however a lot of secrets around (5 red rings for both classic and modern Sonic, so 10 per level), a couple "challenge" doors for each level (with separate doors for classic and modern Sonic!), and optional bosses. There's a ton of artwork and music to unlock. I grabbed it for only about $20 on Greenman Gaming, so it's not that bad.

However, it has been fantastic! The game looks gorgeous. They managed to take my favorite level in any Sonic game (City Escape) and make it even better. I highly recommend it if you're not too nitpicky about your physics. The best Sonic game in a long while if you ask me. The only level I haven't liked thus far is Planet Wisp.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Ishi on November 04, 2011, 12:26:33 AM
Very excited. Will be picking my copy up in 30 mins. But, I won't be playing it until tomorrow because I've got a friend staying for the weekend and we're gonna play levels&lives through it.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: PaleFox on November 04, 2011, 04:17:59 AM
It's... it's fun.

I guess that's really the best testimonial I can give, that it's fun and there's no caveat. Some good platforming, some tricky platforming, lots of different paths even in the BOOST BOOST BOOST levels (BOOST). Does seem sadly short, unfortunately.


You get the emeralds by fighting popular boss fights from previous games.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Ishi on November 04, 2011, 05:33:59 AM
I have 100 characters of DLC codes to enter! It's getting a bit silly.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 04, 2011, 06:43:17 AM
Finish the game right away, no 100% of course and with a big of ballad at the end.

It's fun and only mildly infuriating on some passage  :giggle:

Definitely an improvement, multiple path on modern impress sometimes, fun but not great, the first levels are the best (not green hill), then they came back to stupid level design (crisis city, a bit of seaside palace, and planet wisp :( ) bottomless pit, small platform, etc... They still confuse difficulty with sadism.  :shrug2:

Now they nail the modern formula pretty much  :beer: , need a small bit of refinement, They still don't get 2D level design, classic sonic is nerf.  ::)

Control and collision are also not up to my standard,  :-X (I rage on mario galaxy wich have thousand time more than this), they should mix this with a bit sonic adventure (which was also more reliable and reactive). It's like they don't care about the reality of collision and imprecision of control while doing level design (small platform, no margin, weird shape that kill everything) :/ Camera is perfect.

Come on hurry and make an open world sonic asap  :beg:


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Aloshi on November 04, 2011, 02:12:06 PM
Fought the final boss and...wow, that was disappointing. Really, really disappointing. Oh well! Everything else was excellent.

So I started on the challenge levels! I actually quite like them. They add interesting gimmicks and some of them are like short extra levels in themselves (Sky Sanctuary at night :-*). It's much more fun to go for S-ranks on them; the game sort of stops being as easy, since you have to go as fast as possible for most of them (I made most of them by like 4 seconds or less). I haven't done any of the modern challenges yet though.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: PaleFox on November 05, 2011, 12:27:19 AM
Beat it. Final boss, too. Was fun, except for Planet Wisp, which was too gimmicky and irksome (like the game it's from, I guess). I guess as the only modern game with good reviews they kind of had to include it, though.

Finding all the red rings in a level nets you a special skill, apparently.


Apparently they plan to have dlc levels. Not sure what to think of that.



Incidentally,

(http://i.imgur.com/YszL2.jpg)


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Headless Man on November 05, 2011, 07:46:59 AM
Come on hurry and make an open world sonic asap  :beg:

Somebody could make a great open world sonic.  That somebody is not the people currently making sonic.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: JWK5 on November 05, 2011, 08:03:51 AM
http://www.collegehumor.com/video/6631711/best-of-dorkly-sonic-wasnt-fast-enough


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 05, 2011, 02:15:31 PM
Come on hurry and make an open world sonic asap  :beg:

Somebody could make a great open world sonic.  That somebody is not the people currently making sonic.
They (sega) must learn how to do good linear level first  :shrug2:

edit:
By the way, the game is not perfect but

(http://i.imgur.com/2awUM.jpg)

 ↑ & ↓ & ↻


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: [RM8] on November 05, 2011, 04:19:03 PM
I hope the 3DS version turns out okay as well.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Ishi on November 05, 2011, 04:26:51 PM
Finished my first playthrough, and absolutely loved it. The humour was great, especially the self-referential stuff (Robotnik and Eggman's conversations especially). Enjoyed the gameplay, it all flows fairly well and the annoying bits aren't that common or that annoying. Enormously glad that Classic Sonic doesn't speak.

I agree with Aloshi that the final boss was pretty disappointing, it's quite a massive anti-climax with confusing mechanics, rings you can barely see, and barely any sense of urgency. However, I much prefer that to a stressful, frustrating final boss that would ruin the end of the game. So I'm quite happy.

The length is fine for me; plenty of content in all the bonus challenges, and I like that I could potentially decide to sit down and replay the whole thing in one session if I wanted.

Oh yeah and the music's ace, plus the ability to choose custom music is a nice addition for replaying / challenges. Sonic booooom, sonic boooom, sonic boooooom!


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 05, 2011, 06:19:45 PM
(http://img685.imageshack.us/img685/8180/ihnhcm3xl.jpg)

 ↑ & ↓ & ↻

(http://i.imgur.com/54XVy.jpg)

(http://download.gameblog.fr/images/gameblag/full/19136b3237a64e3785fd69e87f0efa9dde28d89e.jpg)

Quote me to see statue code in edit post (hidden in the code)
(http://code:There's a secret Statue Room in the game, go to "Sonic's House"/Collectors Room and press Select (on Xbox 360) or Back (on PS3 I think?) for 3 seconds. Sonic will hop into a hole and turn up in a Statue room, you can then input passwords for 55 statues of various Characters and Objects in the series. We used the codes on the Xbox 360 version and can confirm the codes all work. A LARGE LIST OF CODES APPEARS204390171045632951359236863358679417332955888200894526544873868377226454629893870580613482103729277087262416688187353012601409383870507376869292309511483990852363363911639402275843466913360031640456530741668250975073125817872910513929711268851426973433329494200078548986070178537070209005777921933391283015390884008140495497249651204390Modern Sonic171045Classic Sonic632951Modern Tails359236Classic Tails863358Amy Rose679417Knuckles332955Cream888200Rouge894526Espio544873Blaze868377Vector226454Charmy629893Chao870580Omochao613482Dr. Eggman103729Dr. Robotnik277087Metal Sonic262416Shadow688187Silver353012Big601409E-123 Omega383870Jet the Hawk507376Hero Chao869292Dark Chao309511Chip483990Motobug852363Buzzbomber363911Crabmeat639402Chopper275843Grabber466913Spiny360031Eggrobo640456Cop Speeder530741Spinner668250Gun Hunter975073Gun Beetle125817Egg Pawn872910Iblis Biter513929Iblis Taker711268Iblis Worm851426Egg Fighter973433Egg Launcher329494Aero-Cannon200078Egg Chaser548986Sandworm070178Yellow Spring537070Red Spring209005Item Box777921Capsule933391Goal Plate283015Goal Ring390884Ring008140Chaos Emeralds495497Booster249651Cucky/Picky/Flicky/Peckycredit to this thread on GameFAQ'shttp://www.gamefaqs.com/boards/627224-sonic-generations/60855026)

Speed run technique shown in modern green hill:
http://www.youtube.com/watch?v=pyXcVPGEr4A


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 06, 2011, 01:54:52 AM
If you have a NVIDIA optimus powered graphic card, you might need this stut to get the non shitty card recognized.

Quote
Found a working fix
First of all, I want to thank everyone that gave me ideas, this is kind of a mashup of all fixes I've found that only worked partly. Unfortunately I don't remember where I read everything, so, thanks to everyone who tried to get the game running.
Second, this fix requires no extra screens or cables.

I cant guarantee it will work on every laptop, but if you have an Nvidia Optimus card, try it. Here's how to:

Begin with opening Nvidia control panel. In the "Manage 3D settings" tab, go to program settings and click add.
Navigate to your Steam installation path, and go to \steamapps\common\Sonic Generations\ and choose the sonicgenerations.exe file. Force it to use your Nvidia card. I don't know if it's necessary, but I also did this with the config exe.
After you have applied the settings, go to your desktop.

Right click and select screen resolution. In this window you should click detect. If you can see two displays that are grayed out and named after your video cards, you're probably good to go.
Choose your Nvidia card and select "Attempt to connect anyway on (VGA in my case)". Don't remember which drop down menu it is, just fool around a little. When you found it, click apply.
Then, choose extended desktop and apply again. This will force-activate your discrete GPU.
Now the fun starts.

The guide is edited from here

Open the Sonic Config tool and check if your Nvidia card is present. But instead, choose your Intel card and whatever other settings you want.
Now start Sonic, and it will propably work.

What's technically happening is that Sonic starts on the integrated GPU, But since the Nvidia card is active through the fake monitor, it will force itself to render Sonic thanks to the changes in the Nvidia control panel.

I really hopes this works for you, but leave a message if it doesn't, and I'll try to help you.

Also test your rigs with this:
http://www.systemrequirementslab.com/cyri/intro.aspx


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Manuel Magalhães on November 06, 2011, 02:18:55 AM
My god, not only I'm surprised for all these codes being already found in such time span as I think that's an awesome way to make hidden messages.  :noir:


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: JWK5 on November 06, 2011, 05:30:37 AM
http://www.youtube.com/watch?v=jaSH_OzqPLY&feature=related (http://www.youtube.com/watch?v=jaSH_OzqPLY&feature=related)


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Headless Man on November 06, 2011, 04:12:30 PM
Heard the PC version is the way to go ... will my machine run it?

3.40 Ghz
2.00 GB of RAM

Says it requires a dual core and mine isn't.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: gimymblert on November 06, 2011, 04:59:19 PM
card?

However go there to have details if you can run the game:
http://www.systemrequirementslab.com/cyri/intro.aspx
even if it's below the game can be playable and fun and look like a slideshow :(
If you have console and your pc is subpar go console, else go PC for smooth 60 frames per second


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Ishi on November 06, 2011, 05:14:41 PM
Hopefully there'll be a PC demo, as I'd be interested in seeing how well my PC runs it (probably not very well). I'd love to play the game at 60 though.


Title: Re: Sonic stuff: generation and Taxman's sonic CD
Post by: Headless Man on November 06, 2011, 05:51:51 PM
card?

However go there to have details if you can run the game:
http://www.systemrequirementslab.com/cyri/intro.aspx
even if it's below the game can be playable and fun and look like a slideshow :(
If you have console and your pc is subpar go console, else go PC for smooth 60 frames per second

Thanks for the link, this is handy.  Unfortunately I failed.  Then they played an ad for fly spray. :(
I think I'll probably just get it for console, but I am trying to save for a new PC so maybe someday ...


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: BattleBeard on November 07, 2011, 04:08:33 PM
 What is this Wii U...RUMORAH?


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: baconman on November 07, 2011, 08:28:32 PM
you can "sequence break" between path by abusing the "physics".
http://www.youtube.com/watch?v=Glfx6LBbbGY

IMHO, THIS is the kind of unexpected stuff that makes Sonic games GREAT! :D You're more powerful than the level's restrictions are; but they can have consequences that aren't "glitchy" for a change.

You can tell they're beginning to get that level design touch back. And so what if "Modern Classic Sonic" is just Sonic 4 with improved gravity/control (and removing that awful homing attack, and keeping that where it belongs in Adventure-style Sonic); that's really all it takes.


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: BoxedLunch on November 12, 2011, 08:04:04 PM
I just rented Sonic Generations today, it's pretty good so far. I really like how they handled the hub, especially how you have to chase after certain rewards to earn them. I really hate the little Navi-Chao, which never shuts the fuck up and kind of ruins the fun of figuring things out, but i figured out that you can shut that off, so I'll probably do that.

Since i haven't played the more recent stuff in the Sonic series, i was really confused when I saw some of the characters, especially that crocodile with a fucking gold-chain (seriously, what the fuck). I also find some of them pretty irritating, so i mute the tv whenever they start talking. Thank god Old Sonic doesn't talk.

So far the platforming is pretty good, although it feels weird whenever you come to a sudden stop or slow down a bit, especially if it's right after a really fast portion of a level. I'm only at the first boss right now, but i'm really looking forward to what will come.


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: s0 on November 12, 2011, 08:08:14 PM
user was banned for comic sans

(only mods are allowed to use comic sans)


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: BoxedLunch on November 12, 2011, 08:11:21 PM
NOOOOOOOOOOOOOOOOOOO*banned*


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: Ishi on November 13, 2011, 01:02:37 AM
Vector the Crocodile is a pretty old character, he was in Sonic the Comic ages ago. Aha, just visited wikipedia: "Vector was originally supposed to be in the sound test of the first Sonic the Hedgehog game, but he, along with the feature itself, was removed prior to release.". He never used to be so chunky or so bling:

(http://28.media.tumblr.com/tumblr_lquuty7OcP1qlj42ao1_400.png)

(Richard Elson's art for Sonic the Comic was quality.)

Also, shame Mighty wasn't in Generations as he was the best member of Chaotix. But City Escape act 1 has a poster on the wall acknowledging his absence.


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: gimymblert on November 13, 2011, 09:30:26 AM
His first appearance was in sonic concept art before sonic 1
(http://sonicology.fateback.com/beta/sonic1/concept/band.jpg)

Then he reappeared in Chaotix a classic sonic era games on 32X
(http://www.knuckleschaotix.info/chaotix_cover.JPG)

Then was redesign for sonic heroes
(http://images.wikia.com/sonic/images/4/4d/Team_chaotix.png)

He is an older character than tails

Discard anything from comics  :epileptic:


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: Ishi on November 13, 2011, 09:50:33 AM
I'm not gonna disregard quality drawings! And when you grow up without a Mega Drive, you take what you can get. The comics were great until they started just reprinting old strips.


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: SirNiko on November 13, 2011, 12:16:43 PM
Sonic Fan Games HQ recently did a contest wherein forum members had to create fan games for judging. The theme was Vector the Crocodile. Glorious Trainwrecks participated and created a Pirate Kart of Vector themed games.

http://www.sonicfangameshq.com/forum/showthread.php?t=7315

It includes the masterpiece, "Vector the Crocodile walks through Great Art".

http://www.glorioustrainwrecks.com/node/1930


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: gimymblert on November 13, 2011, 02:45:28 PM
http://www.youtube.com/watch?v=bRENXT2r6Fw
don't forget amazing title screen for sure ;)


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: baconman on November 14, 2011, 10:32:11 PM
If the Modern Sonic level designers are gonna go with bad design, they should at least get it right, ffs. (http://www.youtube.com/watch?v=fDabQqRykgo)

No... (http://www.youtube.com/watch?v=z5TO-0rmevw&f)

I mean seriously. (http://www.youtube.com/watch?v=mWaN49PBjcM)


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: Trevor Dunbar on November 14, 2011, 11:07:34 PM
Vector is my favorite


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: PaleFox on November 14, 2011, 11:17:47 PM
"Hatching as an orphan, he joined up with other young Mobians without families, but eventually made his way to Angel Island via an air-lift along with several other Mobians. He also adopted a "street lingo" accent in order to conceal his true origins."


"His walkman can also be used as a sonic weapon, firing powerful blasts of music at enemies and friendly rivals alike."

(http://images4.wikia.nocookie.net/__cb20100306002245/archiesonic/images/thumb/8/89/Vector01.png/830px-Vector01.png)


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: The Monster King on November 15, 2011, 12:07:59 AM
the sound quality is so bad since these people are used to omegablu-ray that these magnetic cassettes makes them completely bad trip
vector is a hipster


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: gimymblert on November 15, 2011, 06:07:17 AM
I must resist ruining someone else childhood because they are ruining mine  :crazy:


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: Trevor Dunbar on November 15, 2011, 07:47:52 AM
So Sega (of Europe) has basically said they are putting classic sonic back on the shelf to collect dust for another 20+ years...Why?

It was some frequently asked question somewhere, I can't find a link.

oh, here-
http://www.gamesradar.com/sega-has-no-plans-classic-sonic-after-sonic-generations/


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: gimymblert on November 15, 2011, 11:29:08 AM
With the plebiscite and money I hardly believe that


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: SirNiko on November 15, 2011, 06:06:09 PM
Then let us make this our final salute to the real Sonic before he disappears into the sunset forever.


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: Theophilus on November 15, 2011, 06:22:57 PM
NOOOOOOOOOOOOOOOOOOO*banned*

That must have taken forever.


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: Jawnsunn on November 15, 2011, 06:43:44 PM
I am 14 and I like Modern Sonic and his green eyes... yeah, what?
It does suck that Classic Sonic is only a one time deal, but I really have hopes on
seeing what Sega/DIMPS has learned from this and can make better Sonic games after Generations.


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: PaleFox on November 17, 2011, 12:55:23 AM
living in a city where noone lets you down (http://www.youtube.com/watch?v=MKeTuZ-zoeA)


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: baconman on November 18, 2011, 03:43:27 AM
I really hope that's gossippy rumor-crap. Because even if it's not perfect (but what game is?), I'd say SG is now my favorite Sonic game ever. I'm an avid 2D-sidescroller Sonic fan, and I even found half of the Modern Sonic levels to be pretty doggoned good/fun. And although it's doubtful, I would love (and pay!) to see every zone from every Sonic game in the franchise redesigned for this title. (Even if it's just the zones with featured music, that'd be fine. Maybe an interesting take on Sonic Spinballs Toxic Caves too...)

Modern Crisis City can still suck on a spindash, though.


Title: Re: Sonic stuff: generation, CD, (WII U rumor)
Post by: Ishi on November 18, 2011, 05:12:33 AM
Crisis City is way better than in 2006! I've been hunting for red rings, and am finding myself far more tempted to do it on modern levels than classic levels.