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Sonic R Preview discussion

Discussion in 'Prototype Discussion' started by drx, Feb 24, 2008.

  1. Peruant

    Peruant

    Just dropping in through gaps Member
  2. Tom41

    Tom41

    Pheer the baby EggRobo! Oldbie
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    The Factory level seems to be very glitchy. I'm always in last place, and all the other racers keep lapping me! As someone mentioned before, the powerup emblems don't seem to work and there are many places where you can go through the walls.

    A couple of things I have noticed that nobody else has posted yet:
    * There is no collision detection between you and the CPU players; you can run straight through them
    * The 'race start' music is missing the "Ready, Set, Go!" speech and seems to be a slower tempo. Same with the 'race end'
     
  3. Titan

    Titan

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  4. Mecha Sally

    Mecha Sally

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    Stuff I've found:

    In Time Attack and 2P mode, you're taken straight to the SEGA logo when you finish instead of a results screen.

    When you pick up a Sonic Token, it makes a ring noise. I don't think it made any noise in the final.

    The images for "1st" and "2nd" look different.

    The slot machine in Radical City isn't there. Neither is the big picture of Sonic on the floor of the pinball machine (could just be the graphics being glitchy, though).

    Also, is it me, or is Sonic's model different? He looks shorter and maybe even a different shade of blue.
     
  5. Hmm...weird. I didn't get any poorly looped audio this time around. The game ran really well. Though I did notice something else. When you hit a speed booster, it leaves an orange and yellow trail. In the final I think it left a rainbow. Or at least a different colored trail of some sort.
     
  6. Kat

    Kat

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    The trail is the same color in the final as in the proto.

    The sound does not loop at all in the levels when I play, for the record. You guys must be experiencing emulator issues/incompatibility. The number of coins is also too high in this proto. In the final there are 5 in each stage.
     
  7. Mecha Sally

    Mecha Sally

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  8. Kat

    Kat

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    Also, sweet Jesus wtf were they thinking:

    [​IMG]

    [​IMG]

    [​IMG]

    Emerald:

    [​IMG]

    EDIT:

    Bonus no-handed Eggman, who in this version can't shoot missiles as far as I can tell:

    [​IMG]
     
  9. Mecha Sally

    Mecha Sally

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  10. Kat

    Kat

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    Bandwagoning:

    [​IMG]

    Don't hate me :P
     
  11. Xkeeper

    Xkeeper

    lgkdfvlbjepasvdjzcvpaaaaaaaaaaaaaaaaaaaaaaaa Researcher
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    the bone zone
    current-project-fart
  12. The Shad

    The Shad

    ↑ & ↓ & ↻ Oldbie
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    Hahahah
     
  13. Kat

    Kat

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  14. The Shad

    The Shad

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    I dreamed of it last night
     
  15. superstarCSB

    superstarCSB

    snootch Member
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    I probably should get back to work on my site someday...
    For something really entertaining...select a course, and while it's loading, hold down L and R until the race starts. Your character will wonder around in a large circle until the race actually starts. I'm thinking you can't do this in the final.
     
  16. P.P.A.

    P.P.A.

    SONIC 2 SUCKS, SONIC CD FOREVER Member
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    Sonic MD (Currently: Art for Zone 3)
    Wait, NINE tokens? It were just 5 in the final...

    EDIT: hey olaf, we seem to share our love towards the game. While it's not totally high in my overall personal video game ranks, it still is one of my very favourite Sonic games.
     
  17. Rlan

    Rlan

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    I actually had the replay code fuck up on me in the final game once in the Ruins leve with Amy.
     
  18. Skeledroid

    Skeledroid

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    firstly, I'd like to say sonic r is, to this day, one of my most favorite video games ever. it's probably one of the games I have the most time clocked in with. when I saw a sonic r prototype in the torrent released the other day, I nearly shat myself... finally I could get my hands on a sonic r beta of some sort. I went to the store yesterday to get some cd-rs just so I could play the prototype on my swap modded saturn. I found that there were discussion threads going on too, and I saw some of the stuff you guys found, I figured I'd restate what you guys found and what I've found (categorized for tidiness)...


    main screens

    - title screen is the ending screen from the final version/original concept box art.
    - the title screen music starts in the middle of the song ("super sonic racing"), instead of from the beginning.
    - completely different bare bones mode, character, and track selection screens.
    - the only modes available are grand prix, 2p vs, and time attack -- which are missing the reverse and balloon options.
    - the pause, game over, and replay screens are completely different.


    characters

    - all of the extra characters beyond dr. robotnik are missing.
    - dr. robotnik is labeled as dr. eggman at the character selection screen -- this was before he was renamed in america to dr. eggman... in the final game he is dr. robotnik.
    - amy cannot boost, just produce smoke and slow down.
    - dr. robotnik cannot shoot enemy-seeking bombs.
    - dr. robotnik has a propeller on the bottom of his ship thing... instead of a little engine.
    - dr. robotnik has no hands or they're glitchy (example: during his victory "dance")
    - the bottom of sonic's shoes are white instead of red... which I've discovered can give you a rough estimate of how old/new a beta of sonic r is in magazine scans, etc.
    - the characters have different portraits when racing.
    - characters seem to not jump as high... and furthermore, sonic's double jump is not nearly as high.
    - characters can't run into each other during races


    controls

    - the controls seem to be a little bit more sensitive than in the final version.
    - when using the shoulder buttons, not only does it move you left/right -- it accelerates you forward... the final version does not make you accelerate.
    - if you hold the shoulder buttons before the race loads and begins, your character will move around strangely before the race starts (this is more than likely because of the acceleration)


    tracks (overall)

    - the regal ruin and radiant emerald tracks are completely missing.
    - the track selection screen uses pre-rendered track graphics that were later used in the ending credits of the final game.
    - the track selection screen also only calls the tracks: island, city, and factory... not resort island, radical city, and reactive factory.
    - the track loading screen is a reflective disc (that reflects the main title screen graphic), not a reflective sonic head (that reflects the track graphics).
    - many ring placements are misaligned or nowhere to be found that were in the final version.
    - some sonic tokens are in the wrong places as well, and you're supposed to find 9 in this version -- not 5 (though I don't believe there are actually 9 anywhere).
    - all of the emerald doors require many more rings than in the final version (80 for the most part).
    - the emeralds are a different shape than those in the final version.
    - all of the arrow post signs in all of the tracks are missing.
    - there's no "ready, set, go"... only a countdown then "go".
    - many objects cannot be jumped on top of like in the final game (example: propellers, bridge posts, etc.)


    track: resort island

    - this track is basically the exact same as its final version (cosmetically), besides missing arrow post signs, emerald door prices, etc.


    track: radical city

    - the race starts with all the racers grouped together strangely.
    - the barricades that can be knocked away throughout the track are missing, one having a sonic token in its place.
    - the water seen throughout the track is the color of the water in reactive factory, instead of its darker version in the final game.
    - the slot machine towards the end of the level is missing its animated graphic -- and when you bounce on it, it does not make a sound.


    track: reactive factory

    - you start the race near the submarine with the dr. robotnik decal... but all the computer players are at the normal starting line far behind you.
    - it is incomplete... many cosmetic differences -- and missing its unique music.
    - you can walk through places that should normally have barriers and get to earlier/later parts of the track.
    - all the little "towers" around the track cannot be walked into (the towers with the sonic tokens, etc.), they instead have closed doors.
    - the traffic cones throughout the track cannot be knocked around.
    - towards the end of the track, where you pass the ring dispenser... the emerald door is not an emerald door, just another closed "tower".
    - the speed booster right after the first emerald door and the curve is just a green arrow panel without the floating thing above it.


    I might edit this post with more information. :ph34r:


    edit #1: new comments for... characters about jumping, tracks (overall) about the different race start countdown, and radical city and reactive factory about starting points.

    edit #2: new comment for reactive factory about a missing booster and a new comment for radical city about the slot machine sound.

    edit #3: new comment about character's not being able to run into each other. another about dr. robotnik's hands. another about not being able to jump on certain objects. one about holding shoulder buttons before the race starts. lastly, one about the missing balloon/reverse modes.
     
  19. Meat Miracle

    Meat Miracle

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    Sonic can only do his double jump while ascending from his first jump, he cannot make the second jump while descending.
     
  20. Skeledroid

    Skeledroid

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    False, just tried it (on real hardware, by the way) -- it works fine. Doing it as I'm posting.