So I want to disclaimer this with that I have never really been a 'fan' of Sonic (though I genuinely enjoyed the Knuckles segment of Adventure).
But watching the first 2 minutes of the video in the OP, it just seemed really REALLY unfun. It was almost like a continuous quick time event with everything moving way to quick to even enjoy the scenery / comprehend where you were even going. Maybe it's more fun playing it, but just watching it was (for me) a chore.
No, for sure, it's the flashiest level in the game. It's probably the most "hold forward to win" level in the entire game. Perhaps a better act to show would be from Aquarium Park Zone, the game's water zone. It's one of the best zones in the game, and each act is enormous with lots of alternate routes:
As long as they don't try to release the anniversary game on the PS2, I'll be happy.
After finishing Colors, I can conclude that I enjoyed SA2 slightly more than I enjoyed Colors. Probably because the over-the-back sections never forced me to try to drift - it looks cool when it's pulled off but something's still just ... wrong about the controls on this. There was also the weird decision of not putting the quick-steps on L/R and making you hold forward WHILE also twitching left and right. That just didn't work.
[The fact that the only criticism I have is so nit-picky speaks a lot for it. Everyone who owns a wii should at least rent Colors]
I almost picked this up today but grabbed Kirby's Epic Yarn instead
Yeah its pretty much the main reason why people who played Colors are interested in what Sonic 2011 holds. Sonic Colors really improved upon Unleashed's formula in all the right ways. I really liked Unleashed, but Sonic Colors is worlds better. It's easily the best Sonic game since Sonic & Knuckles.
If Sega can continue to improve what they have in colors, they'll have a pretty great product in Sonic 2011.
Those Aquarium park videos remind me that Sonic Colors was my gold standard for water levels last year. The underwater controls (especially with the drill) are perfect.
Those Aquarium park videos remind me that Sonic Colors was my gold standard for water levels last year. The underwater controls (especially with the drill) are perfect.
That's because the underwater sections are extremely similar to NiGHTS. Which wound up working perfectly.
Those Aquarium park videos remind me that Sonic Colors was my gold standard for water levels last year. The underwater controls (especially with the drill) are perfect.
That's because the underwater sections are extremely similar to NiGHTS. Which wound up working perfectly.
Go ahead
Make me want this more
I can't believe how good this game looks graphically. I don't even have to use the qualifier "for a Wii game."
I read the Eurogamer review and got pretty excited about it too.
I should have bought this today.
EDIT: Bah, fuck it, it's $40 on Amazon, I went ahead and ordered it
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Waka LakaRiding the stuffed UnicornIf ya know what I mean.Registered Userregular
Dr. Robotnik's Mean Bean Machine really was a fantastic Tetris rip-off. Had so much fun playing that with friends. That needs to get remade or something.
Dr. Robotnik's Mean Bean Machine really was a fantastic Tetris rip-off. Had so much fun playing that with friends. That needs to get remade or something.
Dr. Robotnik's Mean Bean Machine really was a fantastic Tetris rip-off. Had so much fun playing that with friends. That needs to get remade or something.
Sooooo, not to bump such an old thread with no actual news about the 20th anniversary game, but my old Sonic 4 thread is locked and this isn't really thread-worthy in and of itself.
But I've been working with a person who goes by the name of Polygon Jim, and we've cracked the level data structure for Sonic 4. We can now freely edit levels in the game, and are working on a format which will allow people to place a save on their SD card and play home brew levels ala Super Smash Bros melee.
I'm knee deep into making a full fledged level editor at the moment, been coding it from my old modified HedgehogEditor I showed off here years ago (that project still lives, btw, it's turned into an Xbox Live Indie game).
So... yeah.
EDIT: On that note, editing levels in Sonic 4 is a fucking snap. Like, ridiculously easy. Easier than it was in the old genesis games.
EDIT DOS: We can also load custom tiles and even custom objects, too.
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Linespider5ALL HAIL KING KILLMONGERRegistered Userregular
edited February 2011
The Hell ever happened to Episode 2, anyway? It's kinda, you know...been a while.
EDIT: On that note, editing levels in Sonic 4 is a fucking snap. Like, ridiculously easy. Easier than it was in the old genesis games.
It would be difficult to make editing them harder than the genesis games.
Does this mean you can also fix the physics?
I don't find the Genesis game's hard to edit really, once you get past the technological barrier. Jim and I are also the ones who cracked the Sonic Xtreme level format (from what was leaked) and Sonic 4 is literally goddamned easier.
Let me put it this way, we tested our shit by making a level in photoshop.
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
I'd actually forgotten Episode 1 had actually been released. I remember people being unhappy with that leaked version with a mine cart or something but I had heard they were retooling all that and supposedly making it a lot better.
Speaking of Sonic, something I've always wondered about was how both SatAM and AotSH gave Robotnik the exact same costume when that costume wasn't what he wore in the games (in the games his outfit looked like black pants, a red shirt, and yellow suspenders or possibly stripes, whereas both shows ditched the stripes for a yellow cross with a circle in the center along with a yellow cape). They also both gave him a cone head instead of a round head.
One show was on ABC and the other was on UPN so I would have thought they didn't have much collaboration. But then on the other hand they did both use Jaleel White for Sonic's voice. Was there some other source for Robotnik's costume that they both drew inspiration from, or did they actually collaborate for Sonic's voice and Robotnik's design yet nothing else?
It wasn't until Sonic Adventure changed Robotnik's outfit that I finally realized he wasn't wearing the cartoon outfit in the old Genesis games. Before that I never really paid attention, or if I did notice I must have assumed it was a graphic limitation thing like Mario having a brown shirt in the first NES game.
Sega of Japan and Sega of America had different character models for the way Sonic and company looked in each region. When you're dealing with characters like this, you often create a character sheet to say "ok, all official works of art will look like this." It's the reason Sonic always looked shiny and had these dark spots between his quills in US art:
contrast to how he looked in japan, with a smooth head forming the quills:
Sega of America and Sega of Japan were basically separate companies at that point, so their design models for their corporate mascot differed wildly. When the dreamcast launched, Sega made a conscious effort to bridge the gap and say, "ok, this is what the characters look like all over the world." Hence why he's Dr. Eggman everywhere now.
Sega's not the only company which does this. Notice how Kirby is always happy in japan, and pissed off in the US? That's because of the design model.
EDIT: oh yeah, the point i was making. Sonic Spinball was a SoA game, not SoJ. It was created by STI, sega technical institute. They were made up of the US portion of the team that worked on Sonic 2, and they'd later go on to create Comix Zone. Hence why they used the US Dr. Robotnik art style in-game. That was SoA's version of Robotnik.
There doesn't appear to be much of anything in the actual Game Gear game that makes him look like that version of Robotnik, though - all you see of him as a boss is the top of his head and mustache, so it could almost be any version.
And for the record I never really liked the floppy-nosed Robotnik, he was really an embarrassment. The one that never appeared in any canon games is my favorite design, with the bionic arm.
I was also weirded out by the end of Genesis Spinball, where Robotnik was enormous and didn't really use any established designs:
And after you beat him and you're falling, he looks especially awful (those dots are his eyes, somehow):
And for the record I never really liked the floppy-nosed Robotnik, he was really an embarrassment. The one that never appeared in any canon games is my favorite design, with the bionic arm.
He DOES appear in a canon game - SegaSonic Arcade. If you set the machine to US, the cutscenes replaced the japanese robotnik with the one from SatAM. For some reason, however, there was no official US release of the game, and the machines that did make their way to the US stayed in JPN mode.
That game is the first appearance of Mighty, along with the last appearance of Ray the Squirrel.
EDIT: And sporky - the first image you posted is the european cover. Europe always used the japanese robotnik. The second cover you posted is the American game gear sonic - that's the american version of Sonic.
I'd love it if they brought Mighty and Ray back to be Sonic's sidekicks sometime, rather than Tails and Knuckles. Nothing against the latter, but maybe let them go be something more than Sonic's followers.
LBD_Nytetrayn on
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!
He DOES appear in a canon game - SegaSonic Arcade.
Neat!
EDIT: And sporky - the first image you posted is the european cover. Europe always used the japanese robotnik. The second cover you posted is the American game gear sonic - that's the american version of Sonic.
The American cover art on the Genesis is exactly the same as the European.
I thought the American Game Gear cover showed the Japanese Sonic, as you had demonstrated that he lacked the dark line showing the curvature of his head (and implying one flat row of quills). Regardless of which version of Sonic it is, I think it's clearly different from the Genesis art in at least that respect.
It's actually a different drawing - you can see subtle differences in the hands and the ear, the eye position, and his "brow" isn't wrinkled in the middle.
i know this is ask before, but what mad sonic 4 suck? all i heard was that it was going to be great and people trashing colors for the sole fact it a 3D sonic game. i am a fan of sonic but i forgot about sonic 4 came out, then i heard people say it kind of sucked.
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Linespider5ALL HAIL KING KILLMONGERRegistered Userregular
i know this is ask before, but what mad sonic 4 suck? all i heard was that it was going to be great and people trashing colors for the sole fact it a 3D sonic game. i am a fan of sonic but i forgot about sonic 4 came out, then i heard people say it kind of sucked.
well, everyone wants Sonic, but no one can agree on what everyone wants Sonic to be.
i know this is ask before, but what mad sonic 4 suck? all i heard was that it was going to be great and people trashing colors for the sole fact it a 3D sonic game. i am a fan of sonic but i forgot about sonic 4 came out, then i heard people say it kind of sucked.
well, everyone wants Sonic, but no one can agree on what everyone wants Sonic to be.
It has to be exactly the same but it can't just be a rehash!
It needs to be new but still exactly like the old games!
It should remind everyone of the old games but not REMIND everyone of the old games.
But no I didn't really like sonic 4 cause the physics seemed off for Sonic.. Like at times it felt like he could stop on a dime and other times he would just keep going.
Posts
You just shot my interest meter way up
No, for sure, it's the flashiest level in the game. It's probably the most "hold forward to win" level in the entire game. Perhaps a better act to show would be from Aquarium Park Zone, the game's water zone. It's one of the best zones in the game, and each act is enormous with lots of alternate routes:
Link!
One thing that's not apparent is how many branching paths there are, as shown in this other run:
Link!
Protip: Use a wavebird. Best controller for the game by far.
That looks baller as fuck
I almost picked this up today but grabbed Kirby's Epic Yarn instead
After finishing Colors, I can conclude that I enjoyed SA2 slightly more than I enjoyed Colors. Probably because the over-the-back sections never forced me to try to drift - it looks cool when it's pulled off but something's still just ... wrong about the controls on this. There was also the weird decision of not putting the quick-steps on L/R and making you hold forward WHILE also twitching left and right. That just didn't work.
[The fact that the only criticism I have is so nit-picky speaks a lot for it. Everyone who owns a wii should at least rent Colors]
Yeah its pretty much the main reason why people who played Colors are interested in what Sonic 2011 holds. Sonic Colors really improved upon Unleashed's formula in all the right ways. I really liked Unleashed, but Sonic Colors is worlds better. It's easily the best Sonic game since Sonic & Knuckles.
If Sega can continue to improve what they have in colors, they'll have a pretty great product in Sonic 2011.
That's because the underwater sections are extremely similar to NiGHTS. Which wound up working perfectly.
Go ahead
Make me want this more
I can't believe how good this game looks graphically. I don't even have to use the qualifier "for a Wii game."
I read the Eurogamer review and got pretty excited about it too.
I should have bought this today.
EDIT: Bah, fuck it, it's $40 on Amazon, I went ahead and ordered it
Tumblr
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
*fap fap fap*
Tumblr
I guess you've never heard of Puyo Puyo?
http://en.wikipedia.org/wiki/Puyo_Pop_Fever
That's the latest remake available in the US. Primarily a last generation title but it's available on the GCN/Xbox/PS2/GBA/DS
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
But I've been working with a person who goes by the name of Polygon Jim, and we've cracked the level data structure for Sonic 4. We can now freely edit levels in the game, and are working on a format which will allow people to place a save on their SD card and play home brew levels ala Super Smash Bros melee.
I'm knee deep into making a full fledged level editor at the moment, been coding it from my old modified HedgehogEditor I showed off here years ago (that project still lives, btw, it's turned into an Xbox Live Indie game).
So... yeah.
EDIT: On that note, editing levels in Sonic 4 is a fucking snap. Like, ridiculously easy. Easier than it was in the old genesis games.
EDIT DOS: We can also load custom tiles and even custom objects, too.
It would be difficult to make editing them harder than the genesis games.
Does this mean you can also fix the physics?
I don't find the Genesis game's hard to edit really, once you get past the technological barrier. Jim and I are also the ones who cracked the Sonic Xtreme level format (from what was leaked) and Sonic 4 is literally goddamned easier.
Let me put it this way, we tested our shit by making a level in photoshop.
If they're smart, they canned it.
Sonic 4 sold incredibly well.
I really didn't like it.
I'm resurrecting it for this project.
Then what's the news on Ep 2?
Are they taking a page from the Valve playbook?
I don't expect to hear anything about until they at least formally announce the 20th anniversary project.
Speaking of Sonic, something I've always wondered about was how both SatAM and AotSH gave Robotnik the exact same costume when that costume wasn't what he wore in the games (in the games his outfit looked like black pants, a red shirt, and yellow suspenders or possibly stripes, whereas both shows ditched the stripes for a yellow cross with a circle in the center along with a yellow cape). They also both gave him a cone head instead of a round head.
One show was on ABC and the other was on UPN so I would have thought they didn't have much collaboration. But then on the other hand they did both use Jaleel White for Sonic's voice. Was there some other source for Robotnik's costume that they both drew inspiration from, or did they actually collaborate for Sonic's voice and Robotnik's design yet nothing else?
It wasn't until Sonic Adventure changed Robotnik's outfit that I finally realized he wasn't wearing the cartoon outfit in the old Genesis games. Before that I never really paid attention, or if I did notice I must have assumed it was a graphic limitation thing like Mario having a brown shirt in the first NES game.
contrast to how he looked in japan, with a smooth head forming the quills:
Sega of America and Sega of Japan were basically separate companies at that point, so their design models for their corporate mascot differed wildly. When the dreamcast launched, Sega made a conscious effort to bridge the gap and say, "ok, this is what the characters look like all over the world." Hence why he's Dr. Eggman everywhere now.
Sega's not the only company which does this. Notice how Kirby is always happy in japan, and pissed off in the US? That's because of the design model.
EDIT: oh yeah, the point i was making. Sonic Spinball was a SoA game, not SoJ. It was created by STI, sega technical institute. They were made up of the US portion of the team that worked on Sonic 2, and they'd later go on to create Comix Zone. Hence why they used the US Dr. Robotnik art style in-game. That was SoA's version of Robotnik.
American Sonic with Japanese Robotnik
Japanese Sonic with American Robotnik
There doesn't appear to be much of anything in the actual Game Gear game that makes him look like that version of Robotnik, though - all you see of him as a boss is the top of his head and mustache, so it could almost be any version.
And for the record I never really liked the floppy-nosed Robotnik, he was really an embarrassment. The one that never appeared in any canon games is my favorite design, with the bionic arm.
I was also weirded out by the end of Genesis Spinball, where Robotnik was enormous and didn't really use any established designs:
And after you beat him and you're falling, he looks especially awful (those dots are his eyes, somehow):
He DOES appear in a canon game - SegaSonic Arcade. If you set the machine to US, the cutscenes replaced the japanese robotnik with the one from SatAM. For some reason, however, there was no official US release of the game, and the machines that did make their way to the US stayed in JPN mode.
That game is the first appearance of Mighty, along with the last appearance of Ray the Squirrel.
EDIT: And sporky - the first image you posted is the european cover. Europe always used the japanese robotnik. The second cover you posted is the American game gear sonic - that's the american version of Sonic.
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!
The American cover art on the Genesis is exactly the same as the European.
I thought the American Game Gear cover showed the Japanese Sonic, as you had demonstrated that he lacked the dark line showing the curvature of his head (and implying one flat row of quills). Regardless of which version of Sonic it is, I think it's clearly different from the Genesis art in at least that respect.
It's actually a different drawing - you can see subtle differences in the hands and the ear, the eye position, and his "brow" isn't wrinkled in the middle.
The voices won't stop until we do.
Then I can close that chapter of my life.
well, everyone wants Sonic, but no one can agree on what everyone wants Sonic to be.
It has to be exactly the same but it can't just be a rehash!
It needs to be new but still exactly like the old games!
It should remind everyone of the old games but not REMIND everyone of the old games.
But no I didn't really like sonic 4 cause the physics seemed off for Sonic.. Like at times it felt like he could stop on a dime and other times he would just keep going.
I never asked for this!
So awesome!
http://www.youtube.com/watch?v=2VND5nxXkJg&playnext=1&list=PL5CE8041C6BCB250E