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Member
(05-28-2012, 02:09 AM)
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#3101
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Member
(05-28-2012, 02:39 AM)
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#3102
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Member
(05-28-2012, 03:11 AM)
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#3103
Is there any archive of the SDA run through SA DX yesterday? I don't see one on their site or Twitch.TV account. Or does the latter usually take a day or two before it shows up? (uStream is pretty immediate about it, in my experience anyway.)
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Member
(05-28-2012, 05:53 AM)
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#3104
the ballish channel made this trailer quite obviously, Sonic1/mariotehplumber doesn't have that kind of skill, but this should be funny
http://www.youtube.com/watch?v=DywdnLF_RRc |
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Eloquent Princess
(05-28-2012, 08:19 AM)
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#3105
So... I was looking up Sega1991's glitch video for something, and the top/most recent comment confounds me, and his responses are hilarious. I'm not quoting the whole thing because I'm sure it'll go somewhere anyway, but gosh, it makes me smile.
Originally Posted by Some YouTube Dude:
Originally Posted by Same YouTube Dude:
I ended up getting up to the bit with bottomless pit and you have to platform your way up to the top? It's the one with the QTE sequence where if you fail it, you don't actually die, but if you're successful, you net and extra life. Mis-timed a jump and I died for the first time. That was pretty nice, because I usually die in the stupid Werehog boiler room part or the really really really stupid roller coaster bit and I hate it. Eggmanland HD is really, uh, masochistic. At least the SD version is better, and divides all of the stages up instead of having it as one huge endurance run. I did think the Wii version of the Perfect Dark Gaia fight might have been a little harder than the HD version, but I should go back and play through that bit to see if that's the case. PRESS THIS BUTTON 60 TIMES. |
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Member
(05-28-2012, 08:41 AM)
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#3107
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Member
(05-28-2012, 08:45 AM)
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#3108
Designwise, a lot of Eggmanland HD feels sound to me on paper (aside from the pink doors shit. Thats poor design), but the bad camera in some of the werehog rooms and having to do it all at once makes it super painful.
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Member
(05-28-2012, 08:48 AM)
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#3109
awww, the classic "morans" took it down
i didn't save it, cause i didnt think they would take it down, but i still got a screen of the description, cause i posted it up on twitter, lol and yeah.. just clicked the thumbnail, sadly video won't play ![]() lol the video started with the classic SEGA noise, but instead of the SEGA logo, it had "FAGGOTS" in SEGA font. and it was basically a parody of the Sonic 4 trailer and at the end, it had sonic1's voice saying "LET'S START THIS SHIT!" i won't lie, lol, i'm not a fan of ballish channel at all, but i won't lie, this video was entertaining ;p hopefully they put it back up soon |
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Member
(05-28-2012, 08:58 AM)
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#3110
http://forums.sega.com/showthread.ph...-all-know-this
Quote:
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Member
(05-28-2012, 09:06 AM)
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#3111
I didn't have much fun playing the Egg Dragoon/Perfect Dark Gia battle (I stocked up on 67 lives beforehand and only had 3 by the end) but holy mother of crap, was it epic as hell. It's probably the most ambitious final battle in the franchise. Tumbling down to the Earth's core battling Eggman, piloting a colossus made of fucking temples, dodging fireballs, running as Sonic through the temples, playing as Super Sonic disabling the shield as Chip fights Dark Gia in the background... quite the ride. Some better design and less cheapness could have really helped this fight though.
Last edited by SwiftSketcher; 05-28-2012 at 09:12 AM.
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Member
(05-28-2012, 12:08 PM)
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#3112
I really like the idea of Eggmanland but there are just so many badly executed ideas in it that stop it from being a good level.
First and foremost that pink wall. I think this is the first part in the game where the enemies are actually infinite so unless you make the observation that they are spawning differently to normal like Kyle does in the LP and then realise what that means, you have no reason so far to assume that killing all the enemies won't open the laser gate. An infinite enemy room where you have to flip a switch to get out of isn't a problem though the problem is that they hid the switch behind a pink wall, the same shade of pink that is used for impassable laser gates and spinning blades so the player has absolutely no way of knowing that they even can break it down. Most of the time people only work out what to do in that room by either spending so long in the room they realise there are infinite enemies or if they or an enemy hit the wall and make a crack by luck. Really, they could have totally fixed that problem by either making the wall a different colour or making Chip point out the enemy spawners and suggest another way out after killing some of them. The second major problem I see most people complain about is the series of lava rooms as the werehog, and the problem with those rooms is completely the camera. Again, another problem that could have an easy fix if they just gave you the slow rotating camera control you sometimes have for the entire room instead of their own camera movements and you only having the ability to jerkily pan the camera. Pretty much all of the jumps and tightrope sections would be easy if you could just move the camera on your own to confirm your landing or keep it perfectly still for the tightrope sections instead of the stupid system they have that does a massive camera move whenever you get near a corner which often leads to you walking off because you don't expect the move and it changes which way you are walking. There are other problems with Eggmanland but if they just fixed those two areas most of the complaints about the level would be gone, it would even help mitigate the complaints about it being too long since most people spend too much time in those areas.
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Member
(05-28-2012, 12:13 PM)
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#3113
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Member
(05-28-2012, 12:14 PM)
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#3114
sega is the best horrible company in the world.
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Member
(05-28-2012, 12:28 PM)
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#3115
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Member
(05-28-2012, 12:50 PM)
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#3116
Microsoft had very little vested interest in Sonic 2006. It was a multiplatform game; why would they push Sega to release it? To my knowledge, they didn't have an exclusivity contract with Sega, either; the reason the Playstation 3 version was pushed back to December or January was because the game was an unfinished piece of shit and the Playstation 3 was hard to get a handle on, seeing as it had just launched the day after Sonic 2006 hit store shelves. There's already an example of Microsoft "giving a shit" about a game, and that was Gears of War, which launched a week before Sonic. Compare the level of promotion Gears got to what Sonic had and it's pretty obvious Microsoft didn't care about another crummy Sonic game. |
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Member
(05-28-2012, 12:50 PM)
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#3117
Quote:
- Went ahead and took some screenshots of the PSO items in SA2. ![]()
Last edited by Kokonoe; 05-28-2012 at 01:39 PM.
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Member
(05-28-2012, 04:24 PM)
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#3118
I wanted to stream something and somebody suggested Sonic Shuffle so let's watch me suffer through this by myself with the cheating AI
http://www.ustream.tv/channel/thelostskeleton/ |
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Member
(05-28-2012, 04:36 PM)
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#3119
Just downloaded Episode 2. Let's see how this is.
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Member
(05-28-2012, 04:41 PM)
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#3120
This thread motivated me to play Sonic the Hedgehog for Genesis. First Sonic game in a looong time. Since Adventure launched. That game was legitimately good. Honestly, the platforming was no joke.
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Member
(05-28-2012, 05:04 PM)
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#3121
Just beat the first zone.
That boss music stinks |
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Member
(05-28-2012, 06:04 PM)
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#3122
Oh man, they really implemented the "wind picks up and fucks you up" thing in Oil Ocean? I hate that!
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Member
(05-28-2012, 06:41 PM)
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#3123
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Member
(05-28-2012, 06:53 PM)
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#3124
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Member
(05-28-2012, 07:01 PM)
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#3125
The boosters into spike part is hilarious. |
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Member
(05-28-2012, 09:18 PM)
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#3126
Well just beat the final boss with the seven emeralds.
Kind of meh...maybe I'll shoot for some cheevos |
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Member
(05-28-2012, 09:20 PM)
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#3127
Has this been posted?
![]() Sonic Monopoly and Sonic Memory, ladies and gentlemen. It's safe to say that I do want. |
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holds a doctorate in beef
(05-28-2012, 09:22 PM)
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#3128
I think it was posted a few days ago, but I can't remember.
What is the Sonic-equivalent of Boardwalk? |
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Member
(05-28-2012, 09:24 PM)
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#3129
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Member
(05-28-2012, 09:43 PM)
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#3130
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Member
(05-28-2012, 10:04 PM)
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#3131
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Member
(05-28-2012, 10:06 PM)
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#3132
Oh, you're on about Mayfair. Er, well Death Egg will be in that spot, of course. :P
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Member
(05-28-2012, 10:57 PM)
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#3133
I wound up getting Sonic Rivals in the end, just played through the Sonic story.
It's actually pretty decent, though it took me a while to figure out what the hell was going on (the digital manual is hilariously useless). It's kind of what I always figured Sonic X-Treme would have turned out like. |
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Member
(05-28-2012, 11:30 PM)
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#3134
Not necessarily Sonic related, but Arkedo got feedback from Iizuka-san on Project Hell Yeah! he gave them tips on physics
http://www.neogaf.com/forum/showpost...&postcount=127 |
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Member
(05-28-2012, 11:53 PM)
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#3135
Originally Posted by Iizuka:
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Member
(05-29-2012, 12:16 AM)
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#3136
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Member
(05-29-2012, 12:57 AM)
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#3137
Guys I had no idea Famitsu gave Sonic 06 a 30/40.
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Member
(05-29-2012, 02:44 AM)
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#3138
Well, Sonic in both Sonic Colours (Wii) and Generations had some momentum in his movement (unlike Sonic 4 Episode 1), Sonic's movement felt more natural in those Sonic Team games than S4Ep1 (even though in the 3D sections of Colours Sonic's movement was too sensitive), which is what makes me think that the blame for Episode 1 physics should be put mostly, or even only on Dimps (well, the Rush series also had somewhat similar no momentum physics, so Ep1 was not Dimps first game like that).
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(05-29-2012, 03:18 AM)
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#3139
Nah, these crappy themed-monopoly boards are really really lazy. In Nintendo Monopoly they used characters for the properties, Mario and Luigi being Boardwalk and Park Place. They'll do the same thing here since they got plenty of friends to fill up space.
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Member
(05-29-2012, 05:24 AM)
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#3140
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Eloquent Princess
(05-29-2012, 06:11 AM)
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#3141
And that Sonic 4: Episode II trailer was astoundingly well... done. I think I'm impressed? What he's implying about the level design isn't off-the-mark.
The Perfect Dark Gaia fight is something I don't have much issues with since it's pretty straightforward. The Wii version of that fight is better than the HD one, though, since you have more of a hands-on approach to it. Everything about that fight was a good idea, right down to the last bit which felt like a behind-the-back version of Doomsday. The execution simply wasn't very good. But hey. At least that boss fight has a huge leg-up on the Sonic Generations final boss. And Sonic Unleashed's ending makes me tear up. I don't think Chip sucks. I don't think he's a bad mascot. But maybe it's because I played the last leg of the game in Japanese out of curiosity and didn't switch it back, I don't know. I thought his "SOOOOOONIIIIIC" in English was cute. And he turns into a playable Voltron made all out of temples.
Also, I think the enemies get a health/power spike in Eggmanland as well. I've noticed Kyle try to pull off some heavy-duty combos and he just doesn't have enough time to execute them since all of the enemies end up ganging up on him. That was generally the overall impression in the thread. What'd you think of it compared to Episode I?
Last edited by Dark Schala; 05-29-2012 at 06:15 AM.
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Member
(05-29-2012, 06:16 AM)
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#3142
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Eloquent Princess
(05-29-2012, 06:26 AM)
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#3143
I'm in the middle of Mega Man and just finished off Sailor Moon. Then I'll get to the Sonic Super Special Magazine since I don't think anyone else seems to have read it.
Quote:
Actually, the art in general isn't bad. Sonic 25 is included, so we get to see Classic Amy and Orange/Yellow Tails again. Hooray. Or something. I don't think the magazine is a waste since it has some issues in here that I haven't read before (ex: Sonic 213, 214 and 176). The Episode II primer isn't much of a primer, as it just summarizes the events of Episode I in three short paragraphs/sentences. The next Super Sonic Special is supposed to be a 25 Years Later compilation issue. :lol
Last edited by Dark Schala; 05-29-2012 at 06:47 AM.
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Member
(05-29-2012, 07:03 AM)
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#3144
I'd forgotten all about the North American dub of the Layton movie.
The only upside to this is that both books are currently far too busy with the actual plot to waste any more time on this continuity for the foreseeable future.
Last edited by Sciz; 05-29-2012 at 07:12 AM.
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Shots Shots Shots
(05-29-2012, 08:17 AM)
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#3145
Well I honestly didn't believe it, or maybe I didn't want to believe it, but Sonic Unleashed has just broken me--MUCH more than 06 could have dreamed to.
I have been in Arid Sands Night getting my ass handed to me in the same spot by flaming wizards and goddamn bees--RED GODDAMN BEES, DAMMIT-- for over 2 hours (this is also my 4th try at the level in the past 4 days or so). If the confrontation near the stairs didn't kill me, it would have been the endless fight on the roof. I was at the end of my wit. I tried everything and nearly succeeded... or so I thought. But it took me all that time to realize that I didn't need to be on that goddamned roof at all. The final statue halting my progress was in the first fucking room. Unbelievable. This is the worst fucking thing in the Sonic franchise I've encountered. Everything in 06 could at least be laughed off, but this... this was heartbreaking. I legitimately almost cried when I picked that statue up. I am so fucking done with this stretchy-armed blue bastard and all the goddamn bees, flaming wizards, and poorly-executed bullshit that came with him. |
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Member
(05-29-2012, 08:23 AM)
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#3146
Day Time stages are okay, but one good mechanic wrapped around horrible mechanics a good game does not make. |
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Member
(05-29-2012, 08:59 AM)
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#3148
Sometimes I'm glad that I was stuck with the inferior Wii version. As fun as some aspects of the HD versions look, the precarious platforming like the tightrope sections and the tedious medal collecting just looks painful.
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Member
(05-29-2012, 01:24 PM)
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#3149
Nothing from the HD version is as bad as the insane Sonic:Werehog ratio in the Wii version. It really wasn't worth playing through 3 or 4 nighttime stages to get to another 2 minute daytime stage..
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Member
(05-29-2012, 01:34 PM)
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#3150
The ratio isn't any worse than the HD version. It just that the Wii version broke the Werehog levels into smaller chunks. The smaller levels were nicer since it didn't take 10-20 minutes to beat each part, though the levels add up to be the same.
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