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Sonic 4: Episode 1 Discussion Official Discussion Thread

#1816 User is offline SteelBrush 

Posted 27 December 2010 - 09:26 PM

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QUOTE (GeneHF @ Dec 27 2010, 11:13 PM)
So, I hear the iPhone version of Sonic 4 has some very serious problems, like it constantly crashes or, a more common one, the lack of Retina Display support.

I imagine this is a problem with iPhone 4, otherwise we'd see more complaints here. Other than that, Sega seems to have released a patch on Dec. 16 or something and people are still calling for another patch to fix this.


Sometimes on my iPhone 3G the app would just quit instead of load up a level, it never did it mid level so only a minor problem really, still for £3.99, it's one that shouldn't be there.

#1817 User is online steveswede 

Posted 27 December 2010 - 09:29 PM

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QUOTE (Moonshadow Caz @ Dec 27 2010, 11:11 PM)
QUOTE (Glaber @ Dec 27 2010, 12:31 AM)
Since sonic colors is out, if we can figure out how to edit the levels, why not try to port Sonic 4's levels to Sonic colors DS and see if they really do need to redesign them?

I like that idea.


I do as well but wouldn't that be a mammoth of a job to do. If Sonic Colours level art was ported to the Sonic 4 engine, I'd rather see original layouts than reuse the ones in Sonic 4. I though one of the main issues of Sonic 4 was bad level design.

Anyway I can only hope that some techs from Retro decide to join up and do something similar.

#1818 User is offline Glaber 

Posted 28 December 2010 - 08:46 PM

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another major issue was the physics and Sonic Colors DS has the closes physics to the Classics I've seen in a modern Sonic Game. Plus Sega was saying that they couldn't modify the physics because they would then have to modify the levels. If we ported the S4 levels to Sonic Colors DS, we could have a chance of Busting that Myth or proving it true.

#1819 User is offline corneliab 

Posted 28 December 2010 - 09:03 PM

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QUOTE (Glaber @ Dec 28 2010, 05:46 PM)
another major issue was the physics and Sonic Colors DS has the closes physics to the Classics I've seen in a modern Sonic Game.


I do believe that title belongs to Sonic Advance 2.

#1820 User is offline HarrisonJ 

Posted 29 December 2010 - 12:03 AM

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QUOTE (corneliab @ Dec 28 2010, 08:03 PM)
I do believe that title belongs to Sonic Advance.


Fixed.

#1821 User is offline corneliab 

Posted 29 December 2010 - 12:25 AM

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QUOTE (HarrisonJ @ Dec 28 2010, 09:03 PM)
QUOTE (corneliab @ Dec 28 2010, 08:03 PM)
I do believe that title belongs to Sonic Advance.


Fixed.



lol, wrong. Sonic Advance 2 was an improvement over its predecessor in that regard, though you wouldn't notice it from the stage layout.

#1822 User is offline MarkoMan 

Posted 29 December 2010 - 02:21 AM

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QUOTE (corneliab @ Dec 29 2010, 12:25 AM)
QUOTE (HarrisonJ @ Dec 28 2010, 09:03 PM)
QUOTE (corneliab @ Dec 28 2010, 08:03 PM)
I do believe that title belongs to Sonic Advance.


Fixed.



lol, wrong. Sonic Advance 2 was an improvement over its predecessor in that regard, though you wouldn't notice it from the stage layout.


Iirc, Advance 2 had a shitty spindash though... prolly to compensate for Boost Mode...?

#1823 User is offline MegaDash 

Posted 29 December 2010 - 03:32 AM

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QUOTE (Glaber @ Dec 28 2010, 08:46 PM)
another major issue was the physics and Sonic Colors DS has the closes physics to the Classics I've seen in a modern Sonic Game. Plus Sega was saying that they couldn't modify the physics because they would then have to modify the levels. If we ported the S4 levels to Sonic Colors DS, we could have a chance of Busting that Myth or proving it true.


Good! Please, let's have that. Tune up the physics and change the overall level design accordingly. So much so that no two stages feel alike.

I can vouch for Sonic Advance 2's better overall physics handling. You just wouldn't notice it much given that the general level design is usually slanted downward and almost always doesn't allow backtracking. Regardless, it's actually a pretty good game.

#1824 User is offline evilhamwizard 

Posted 31 December 2010 - 07:57 AM

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ahahahahahahahahahahahahahahahahaha

Sega accidentally uploaded an OLDER build of Sonic 4 on Wiiware over in Japan. The build got leaked before they had the chance to upload the new one, but if you want to check it out you need to get the file under the release name "ps-wsnj". I tried looking for it for days, but the only way I was able to find a working download was on Usenet. It was on some file upload sites but they got pulled as far as I could tell. So you're going to have to do some work to find it (maybe).

Here are some differences:

1.) Missing sound effects (the same amount of sound effects are included like the PartnerNet build)
2.) The world map, super sonic, and cutscene music is missing
3.) As implied, the world map as we know it now doesn't exist (it's the old stage select menu)
4.) Sonic wags his finger at the title screen (I don't think he did that in the PartnerNet build)
5.) The flowers in Splash Hill zone don't dance and they spin differently than in the final build
6.) You can't progress to the next act after completing a stage like you can in the final build yet
7.) The 100,000 points challenge in Casino Street Zone act 2 is still here, no cards yet
8.) The original Casino Street Act 2 music is here, actually like this version since it sounds different with the sequencing...
9.) More load times like the PartnerNet build
10.) Sonic takes more time to go from walking to "wheel-o-feet" stage like the PartnerNet builds
11.) The minecart stage is intact! You play by tilting the Wiimote.
12.) I noticed some slight layout changes here and there (Casino Street Act 3 is difficult and frustrating in this build).
13.) Sonic can't run past the screen when it reaches the sign post yet.
14.) The sirens in Mad Gear Act 3 aren't playing yet
15.) The blue stripe on the left side of the "act" title screen doesn't move (like the PartnerNet build).
16.) The special stage is played by tilting the Wiimote, like the Minecart level in this build. In the final, you tilt the level with the D-pad on the Wiimote.
17.) While the PartnerNet build doesn't have the drowning music, this build has it.

So in essence, it's a slightly newer PartnerNet build but for the Wii. For comparison sake, the build dates are:

Sonic 4 WiiWare JP (Proto) - February 9th, 2010 20:17
Sonic 4 WiiWare JP (Final) - August 29th, 2010 15:07

This is coming from the 00000000.app file when you extract the .wad. Not sure if these are right, but they sound right.


Have fun (if you can find it)!
This post has been edited by evilhamwizard: 31 December 2010 - 12:03 PM

#1825 User is offline Blue Blood 

Posted 31 December 2010 - 09:33 AM

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That's hilarious. Sounds like it's no different from the PartnerNET build though. Even in that one Sonic wagged his finger at the title screen, the only difference being that he faded in instead of being animated.

#1826 User is offline Spanner 

Posted 31 December 2010 - 04:19 PM

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I would kill for that build. You know, playing the mine cart stage, etc.

#1827 User is offline XCubed 

Posted 31 December 2010 - 06:39 PM

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QUOTE (SOTI @ Dec 31 2010, 04:19 PM)
I would kill for that build. You know, playing the mine cart stage, etc.



So...tilting a Wiimote is different from tilting an iPhone?

#1828 User is offline MegaDash 

Posted 31 December 2010 - 09:01 PM

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QUOTE (XCubed @ Dec 31 2010, 06:39 PM)
QUOTE (SOTI @ Dec 31 2010, 04:19 PM)
I would kill for that build. You know, playing the mine cart stage, etc.



So...tilting a Wiimote is different from tilting an iPhone?


Yes. In the first instance, you don't need to have an iPhone.

I'd love to get my hands on it, but I guess I'd need the Dolphin emulator to play it, right? Or would I just need to hack my Wii and then plop the files onto an SD card?

#1829 User is offline Skyler 

Posted 31 December 2010 - 09:44 PM

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I'd love to hear the original CSZ Act 2 music with the Wii version synth.

#1830 User is offline evilhamwizard 

Posted 31 December 2010 - 09:58 PM

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QUOTE (Moonshadow Caz @ Dec 31 2010, 09:44 PM)
I'd love to hear the original CSZ Act 2 music with the Wii version synth.


Here ya go.

After playing this build, I'm glad we got what we got. It could've been a lot worse.

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