Apparently the act sizes in Aquarium Park Zone are HUGE. According to Dreadnucks, we're looking at the largest 3D sonic zones easily. Every act includes an above-water and below-water path and the size of the below-water paths are supposed to be impressive.
Additionally, what seems like short acts reveal surprising depth when you slow down and explore. A direct example:
Speaking of which, there are several stages that are very impressive in terms of level depth. You try using the Drill move in Tropical Resort Act... 3 (?). You just go down.... and down.... and down... and down...
The below water areas in Aquarium Park Zone are "HUGE. Like amazingly huge, full of stuff to explore underwater if you can survive" and that a lot of the acts in this game are "so huge it's surprising."
Additionally, it seems like you can't use wisp powers in certain situations. When you can't use them, a small ZZZ icon will appear over the item icon indicating that the wisps are asleep (that's cute). An example of this is that you can't use the drill power in any 3D section.
you shake the Wii Remote, some dude yells "KYOOOOOB!" If Sonic's in the air, he'll fall down and whomp the floor as that blue cube. Any blue coins turn into solid blue platforms. Any solid blue platforms turn into blue rings. Sonic turns back into Sonic immediately after this 'cube ground pound' to take advantage of this change before the charge meter runs down. You can continue to use the power for as long as there is charge still in the meter (in later levels this becomes necessary as you will need to keep flipping blue coins and blocks around to traverse through a particular route). Once the meter runs down, blocks and rings go back to what they were - unless you collected the rings, in which case those platforms won't return.
Accompanying pics:
So pretty much exactly like the p-switch from Mario 3.
I appreciate the news TSR (and everyone else), but do you (directed at TSR) always need to double or triple post? The above two posts were just four minutes apart.
I'm often posting from my iphone from the office, which has trouble with editing posts sometimes. It's just easier for me to double post.
Besides, I feel less bad about it if the posts are so close together because it's not so much like I'm bumping an old thread. It was already at the top, you know?
And naw, no worries about nagging, I understand the complaint.
1. Cubot’s voice processor is broken – and stuck on “cowboy mode”.
2. If you run out of Wisp power when underground in Drill mode you WILL die.
3. FOXY FACT: Tails isn’t as keen on high speeds as you might think…
4. Pits of death DO exist, however when you approach a section where this isn’t immediately obvious a hazard warning triangle will appear at the bottom of your screen so you do get some warning.
5. FOXY FACT II: Tails’ toolbox is painted like the blue Tornado paint scheme, and even has his two-tail logo on it.
6. Destroying all enemies in a built up area using a Wisp power or dash will get you a “SLAM” bonus.
7. Starlight, star bright – is that a Motobug? Alright!
lol, apparently this is one of the quotes Robotnik says over the loudspeakers:
"Please don't be concerned by any screaming aliens. The screams are how they communicate. Really. I promise."
Anywho, the long preview I talked about won't be up till tomorrow, but in the meantime, take this OTHER extremely positive preview from someone else who played the not-full game:
Every single thing I have on my resume, everything I know about UI programming, everything I showed them today to get this job was stuff I taught myself in order to make my Sonic the Hedgehog fangame. This is the result of 17 years of work towards making a Sonic game.
The shit I showed off today, wasn't intended for UI programming at SAP. It was for an Xbox live game.
TheSonicRetard on
0
RentI'm always rightFuckin' deal with itRegistered Userregular
edited September 2010
hey tsr I know this isn't a generic sega thread or an 'ask TSR about sega stuff' thread, but it mine as well be, so can you answer how much sega has sunk into the CANVAS engine? we were talking about it in the VC thread and I assumed you'd know
also I am suprised at how good this game is looking to be
hey tsr I know this isn't a generic sega thread or an 'ask TSR about sega stuff' thread, but it mine as well be, so can you answer how much sega has sunk into the CANVAS engine? we were talking about it in the VC thread and I assumed you'd know
also I am suprised at how good this game is looking to be
I'm glad I ignored everything about this game till now. Taking it all in at once has been a wonderful experience!
It's up there with the Mario Galaxies on my list of games to get when I finally get around to buying a Wii. My biggest concern at the moment is the level design on the later levels. Unleashed's day levels started excellent, but they got worse as you progressed, reaching 2k6 levels of quality near the end.
The cutscenes are pretty good in themselves, but what seals the deal in the writing department is the frequent tannoy announcements from Dr. Eggman as you play through the stages.
“Please don't be concerned if you hear any aliens screaming. The screams are how they communicate. Really. I promise,” says one announcement, while another calls out for Sonic to visit the “security office” to pick up his “lost keys.”
* The Purple Wisp transforms Sonic into a “berserker that chomps through anything in its path”
* Asteroid Coaster Zone is revealed, with the following description. “Run on a Saturn-like planet's rings, deal with reversed gravity and toxic green goo.”
* The Wii version contains six Acts per zone, some short and some long and one boss, while the DS version contains 2 lengthy Acts per zone and one boss.
* As well as the previously revealed Sonic Simulator, where you can play co-op with a friend, you can also “challenge every level in sequence via the Egg Shuttle”.
* The DS version has a Time Attack mode and also allows you to compete against friends locally or over Nintendo Wi-Fi Connection.
The cutscenes are pretty good in themselves, but what seals the deal in the writing department is the frequent tannoy announcements from Dr. Eggman as you play through the stages.
“Please don't be concerned if you hear any aliens screaming. The screams are how they communicate. Really. I promise,” says one announcement, while another calls out for Sonic to visit the “security office” to pick up his “lost keys.”
"Next stop, Sweet Mountain! Enjoying our candy paradise is a great way to celebrate your next birthday... or to avoid reaching it."
That be gallows humor, man!
edit:
Aquatic Park is an indoor water world bound with a Samurai theme, and is the first time a true water level has appeared in a modern Sonic game.
So what do you call Sonic Rush's Water Palace, then?
So bummed this is a Wii exclusive. However, I do have DS! ... What's the DS version looking like?
Basically exactly like Rush or Rush Adventure. 6 zones, 2 acts, one boss per zone. Smaller challenges just like the recent console versions, like "do this chunk of the act but don't touch any rings!"
I don't think I've read of anyone who is super excited for the DS game. Some people have said they'll probably get it.
If you enjoyed Sonic Rush and the daylight portions of Sonic Unleashed, I can't imagine why you wouldn't be interested in buying both. They're different styles of games.
I'm definitely planning to get both. Maybe not at the same time, though.
If I remember correctly, the two versions are meant to complement each other in some ways, such as featuring a boss from the Wii version in some background role of the DS version, and maybe vice-versa.
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Brainiac 8Don't call me Shirley...Registered Userregular
edited September 2010
It looks fantastic. I'm glad that they just went all out in the art direction of the game. I always figured Sonic worked best in over the top and kind of crazy backdrops.
Posts
Also; probably won't touch this
You almost lost to AIRFORCE, lmao.
Crabmeat is in this game.
this is fucking awesome
Word is this game has 20 hours of gameplay.
If that's even half true, then that's incredible.
I really, really want to get hyped about this game. But man, it just seems too good to be true...
I'd much rather have this over the Sonic hat.
I walked into Gamestop the other day (Something I don't do often) and one of the clerks was wearing it.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
Additionally, what seems like short acts reveal surprising depth when you slow down and explore. A direct example:
The below water areas in Aquarium Park Zone are "HUGE. Like amazingly huge, full of stuff to explore underwater if you can survive" and that a lot of the acts in this game are "so huge it's surprising."
Additionally, it seems like you can't use wisp powers in certain situations. When you can't use them, a small ZZZ icon will appear over the item icon indicating that the wisps are asleep (that's cute). An example of this is that you can't use the drill power in any 3D section.
Accompanying pics:
So pretty much exactly like the p-switch from Mario 3.
Hope I don't sound too much like a nag here.
Besides, I feel less bad about it if the posts are so close together because it's not so much like I'm bumping an old thread. It was already at the top, you know?
And naw, no worries about nagging, I understand the complaint.
EDIT:
http://twitter.com/sonicgames
This game just keeps looking better and better.
Anywho, the long preview I talked about won't be up till tomorrow, but in the meantime, take this OTHER extremely positive preview from someone else who played the not-full game:
Link!
Also, reportedly, the voice acting in this game is superb. A marked step above previous sonic games.
Hmm
I just scored a huge contract with fucking SAP
if you work in business you know who that is
I'm gonna be their UI programmer for 5 projects, discussing my salary wednesday
If anybody ever tells you video games aint shit, tell them about me
Because Sonic the Hedgehog just set me up FOR FUCKING LIFE
I can't believe this
Every single thing I have on my resume, everything I know about UI programming, everything I showed them today to get this job was stuff I taught myself in order to make my Sonic the Hedgehog fangame. This is the result of 17 years of work towards making a Sonic game.
The shit I showed off today, wasn't intended for UI programming at SAP. It was for an Xbox live game.
also I am suprised at how good this game is looking to be
don't fuck it up sega
Not a clue man!
Maybe congrats Sega hopefully probably possibly?
That really is a pretty inspiring story.
It's up there with the Mario Galaxies on my list of games to get when I finally get around to buying a Wii. My biggest concern at the moment is the level design on the later levels. Unleashed's day levels started excellent, but they got worse as you progressed, reaching 2k6 levels of quality near the end.
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Replay value is apparently through the roof, considering he spent 25 hours playing the game with a few zones locked out of the build.
Some points:
The preview in question
However, the previewer apparently didn't appreciate the humor.
"Next stop, Sweet Mountain! Enjoying our candy paradise is a great way to celebrate your next birthday... or to avoid reaching it."
That be gallows humor, man!
edit:
So what do you call Sonic Rush's Water Palace, then?
Not full 3D/more than 64 bits.
Basically exactly like Rush or Rush Adventure. 6 zones, 2 acts, one boss per zone. Smaller challenges just like the recent console versions, like "do this chunk of the act but don't touch any rings!"
I don't think I've read of anyone who is super excited for the DS game. Some people have said they'll probably get it.
I'm definitely planning to get both. Maybe not at the same time, though.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
There are new screens from old areas:
New screens from new areas:
And the odd level select screen:
Enjoy.
Nice to see that it seems this is the case here.
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Has this happened before in a Sonic game?
What, two exits? Yeah.