JetSetRadio
Banned
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Looks and sounds A LOT like Sonic CD. Not my favorite 2D Sonic, but it's good none the less.
such a good post had to appear twice. Lol.nx mania thread, poor thing
Hahaha Sonic fans
It's actually a good point.
When you look at Sonic level structure, there isn't a lot of floating platforms tying the level together, there usually is a natural point where the structure begins and how it eventually spreads out and or thins. Look at Wing Fortress, it still overall resembles a flying airship so the games do try to stick to a grounded logic on structures.
That being said what I've seen of Studiopolis is great so it could just be down to the fact remaking original levels and trying to add in extra routes is tricky. Hopefully their execution is better in other levels.
A game consisting of re-imagined classic zones with some new ones throughout?
Eh, no. Not at all.
Even the beta was not a bland flash game.
*pics*
They have some great artists and are being extremely faithful to the original game.
*links*
Wouldn't be surprised if Sega would rather avoid associating this with Sonic 4 by making this sound like its sequel.
I'm confused about the people saying this comes off as a fangame. Despite all of the sprite work people are pointing out as fangame staples, none of that matters to the population as a whole because most non-ultra Sonic fans haven't played fangames, or many of them, so they wouldn't know these are 'staples' in fan games. And there isn't anything innately bad about their inclusion in Sonic Mania anyway. I'm starting to think that there isn't anything Sega can do to completely please the Sonic fans-- if Sega hiring competent fans-turned-developers to create an original game with authentic physics and a look that evokes the look and feeling of a lost 32 bit 2D Sonic game isn't enough to please you, then nothing will.
I'm buying the shit out of this, and then I'm buying it again, and I'm going to do everything I can to convince my friends to buy it, and then I'm probably going to buy some copies for my friends that refuse to buy it. This is Sega squarely listening to their fans and actually executing on that idea, not some half assed 2.5D effort that was shitted out with the noise of dying cats
Sonic 4 Episode III: This time, it's pixel.Wouldn't be surprised if Sega would rather avoid associating this with Sonic 4 by making this sound like its sequel.
Classic Sonic is one cute little fucker.
Easily a top 5 video game character design.
Easily recognizable silhouette.
Balanced proportions.
Awesome and simple color pallet.
Full of charm and cute af.
"unpleaseable whiny retrofags who only want pixel perfect 2D rehashes of the classic games"
One more reference that I haven't seen brought up yet.
Club Spin is a reference to Club Sega, the arcade chain in Japan.
It also doubles as a reference to AGES, the playable dreamcast VMU from Sonic & All-Stars Racing Transformed.
Not really, otherwise I would hate this.
This is all really exciting toOkay. Sorry I was extremely tired after the event so I couldn't post impressions. I played each level a grand total of about 7 times. They were getting pissed at me because I kept exploring instead of finishing the zones. Whoops. The entire game just feels extremely natural to play. They regrettably had us using x360 pads for some reason, so I couldn't really get a great feel for the dpad, but it didn't really matter cause Sonic controls so naturally. Almost better than the classics. More loose, but in a good way.. he almost feels like a faster sonic 1, the levels are more sprawled out to make up for the added speed, my guess is due to the lack of the Genesis limitations.
Studiopolis was amazing. Full of secret paths with power ups from Sonic 3, I seriously kept finding new paths without even looking for them. The badniks were amazing in this level, many of them placed in a way that makes it kind f difficult to progress without a power up, the level design, music and colors on studiopolis reminded me of CD a lot, but more linear. I'd get lost in CD, but I could always find my way back here.
Green Hill Zone was really really fun. A lot of the level was the same, but there were 2-3 more paths both above and below to explore. The boss at the end is also new, a spinning eggman robot, pretty easy to defeat.
Honestly I regret playing Mania now because now I'm having serious withdrawals. It almost made me better at playing 2, which is weird. Ugh. Is it spring yet?
Okay. Sorry I was extremely tired after the event so I couldn't post impressions. I played each level a grand total of about 7 times. They were getting pissed at me because I kept exploring instead of finishing the zones. Whoops. The entire game just feels extremely natural to play. They regrettably had us using x360 pads for some reason, so I couldn't really get a great feel for the dpad, but it didn't really matter cause Sonic controls so naturally. Almost better than the classics. More loose, but in a good way.. he almost feels like a faster sonic 1, the levels are more sprawled out to make up for the added speed, my guess is due to the lack of the Genesis limitations.
Studiopolis was amazing. Full of secret paths with power ups from Sonic 3, I seriously kept finding new paths without even looking for them. The badniks were amazing in this level, many of them placed in a way that makes it kind f difficult to progress without a power up, the level design, music and colors on studiopolis reminded me of CD a lot, but more linear. I'd get lost in CD, but I could always find my way back here.
Green Hill Zone was really really fun. A lot of the level was the same, but there were 2-3 more paths both above and below to explore. The boss at the end is also new, a spinning eggman robot, pretty easy to defeat.
Honestly I regret playing Mania now because now I'm having serious withdrawals. It almost made me better at playing 2, which is weird. Ugh. Is it spring yet?
Now let's take that classic design and totally fuck it up by making him look all edgy and shit. And let's produce poor games that fit this new character design.
Okay. Sorry I was extremely tired after the event so I couldn't post impressions. I played each level a grand total of about 7 times. They were getting pissed at me because I kept exploring instead of finishing the zones. Whoops. The entire game just feels extremely natural to play. They regrettably had us using x360 pads for some reason, so I couldn't really get a great feel for the dpad, but it didn't really matter cause Sonic controls so naturally. Almost better than the classics. More loose, but in a good way.. he almost feels like a faster sonic 1, the levels are more sprawled out to make up for the added speed, my guess is due to the lack of the Genesis limitations.
Studiopolis was amazing. Full of secret paths with power ups from Sonic 3, I seriously kept finding new paths without even looking for them. The badniks were amazing in this level, many of them placed in a way that makes it kind f difficult to progress without a power up, the level design, music and colors on studiopolis reminded me of CD a lot, but more linear. I'd get lost in CD, but I could always find my way back here.
Green Hill Zone was really really fun. A lot of the level was the same, but there were 2-3 more paths both above and below to explore. The boss at the end is also new, a spinning eggman robot, pretty easy to defeat.
Honestly I regret playing Mania now because now I'm having serious withdrawals. It almost made me better at playing 2, which is weird. Ugh. Is it spring yet?
And the releases of classic Sega games for Sega Saturn and PS2.It also doubles as a reference to AGES, the playable dreamcast VMU from Sonic & All-Stars Racing Transformed.
Seriously? Get that shit out of here.
Eh, no. Not at all.
Even the beta was not a bland flash game.
They have some great artists and are being extremely faithful to the original game.
Indeed.
Okay. Sorry I was extremely tired after the event so I couldn't post impressions. I played each level a grand total of about 7 times. They were getting pissed at me because I kept exploring instead of finishing the zones. Whoops. The entire game just feels extremely natural to play. They regrettably had us using x360 pads for some reason, so I couldn't really get a great feel for the dpad, but it didn't really matter cause Sonic controls so naturally. Almost better than the classics. More loose, but in a good way.. he almost feels like a faster sonic 1, the levels are more sprawled out to make up for the added speed, my guess is due to the lack of the Genesis limitations.
Studiopolis was amazing. Full of secret paths with power ups from Sonic 3, I seriously kept finding new paths without even looking for them. The badniks were amazing in this level, many of them placed in a way that makes it kind f difficult to progress without a power up, the level design, music and colors on studiopolis reminded me of CD a lot, but more linear. I'd get lost in CD, but I could always find my way back here.
Green Hill Zone was really really fun. A lot of the level was the same, but there were 2-3 more paths both above and below to explore. The boss at the end is also new, a spinning eggman robot, pretty easy to defeat.
Honestly I regret playing Mania now because now I'm having serious withdrawals. It almost made me better at playing 2, which is weird. Ugh. Is it spring yet?
Been trying to think of how the Drop Dash would work, control wise. Haven't heard anyone from the event talk about it, or even seen anyone use it in footage. I'm wondering if it might be a timing thing - hit down just as you're about to land from a jump to dash. Would add a level of skill to keeping speed and momentum going if it requires a precise touch to pull off.
If you read my post, I wasn't calling anyone here that. I was saying statements like those was a rather common sight to see when people were describing those who complained about Sonic 4 not being classic enough back in the day.
The drop dash is activated bu having specific timing. I was able to do a few of them, but the levels they had didn't require it at al. It was hard to get the timing right.Been trying to think of how the Drop Dash would work, control wise. Haven't heard anyone from the event talk about it, or even seen anyone use it in footage. I'm wondering if it might be a timing thing - hit down just as you're about to land from a jump to dash. Would add a level of skill to keeping speed and momentum going if it requires a precise touch to pull off.
Everyone there thought Mania was project 2017. The hype was insane. When they announced actual '17 everyone was pretty surprised. I know I would have been happy just with Mania, especially after playing it a while.Sounds fantastic, this is seriously making me more excited the more I hear about it. Almost more hyped than the Project 2017 game for me
Everyone there thought Mania was project 2017. The hype was insane. When they announced actual '17 everyone was pretty surprised. I know I would have been happy just with Mania, especially after playing it a while.
I think for most people, Mania is the big Sonic game for 2017. The trailer for Sonic Team's project gives me zero confidence it will be anything good.
It replaces insta-shield and shields replace drop dash. I don't know what determines the speed of the drop dash. I hope something does.
The drop dash is activated bu having specific timing. I was able to do a few of them, but the levels they had didn't require it at al. It was hard to get the timing right.
Premature much? It was just a short CG teaser, hinting at a sort-of sequel to Generations, which is great!