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Sonic 4: Episode 1 Discussion Official Discussion Thread

#121 User is offline Solid SOAP 

Posted 11 October 2010 - 10:03 PM

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QUOTE (Glaber @ Oct 11 2010, 11:00 PM)
Keep in mind that the progression is optional and must be selected every time it comes up or you're sent back to level select as if you were playing Megaman.

Sega may be on the right road, but this road does have some early exits on to other right and wrong roads.

Why is this an issue in the slightest? It gives an option to go back to the main menu after you beat a level and it takes less than a millisecond to accomplish. If anything this option is a GOOD thing, so if you want to play a single level and then do something else you have the option of doing so, something I've actually wanted to have in the original games.

#122 User is offline glem3 

Posted 11 October 2010 - 10:04 PM

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Wait, why are people saying it takes sonic too long to accelerate? Are we talking about the iphone version, here? Cause sonic accelerates just a BIT too fast... not that I mind, I just didn't like that he could do his wheel feet underwater just by running along the floor.

#123 User is offline Blue Blood 

Posted 11 October 2010 - 10:04 PM

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I'd rather the option was reversed (button for menu, otherwise you go to the next act) but it's really petty to use it as a complaint now when it's optional.

#124 User is offline Covarr 

Posted 11 October 2010 - 10:05 PM

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I've gotta say two things:

1. The iPhone version is considerably worse than I thought it would be. Back at E3, I wasn't too concerned about the fucked up physics, figuring that they'd be inaccurate but usable. Oh how wrong I was, especially in conjunction with those touchscreen controls. I didn't loathe Casino Street 2 too much, but it got old fast. It would have been better if they used the Casino Street Act 2 music from the other versions of the game, because it was repetitive as hell. But for the most part, those physics truly are awful. I deleted the iPhone version as soon as I got the Wii version, and I'm not putting that trash back on my phone for any reason.

2. The physics in the Wii version are noticeably better, even to a non-expert like me. They may not have tweaked it perfectly, and it's still pretty glitchable, but it also plays nicely; I didn't feel like the physics got in the way of the game like they did on the iVersion. Casino Street 2 and Lost Labyrinth 2 were both really fun, among the best levels in the game IMO. The homing attack is different from the classics, but I don't think in a bad way. The rebound generally prevents it from being a cheap way to gain speed (except in Splash Hill 3), and the air dash doesn't really provide enough speed to be that cheap either. It's obvious the game was designed to be played with the homing attack/air dash, but in more ways than just bubble-chaining. There were areas where the air dash gives Sonic just that extra bit of distance to make a jump onto the higher route, or where the homing attack allows him to hit a spring that's just slightly too far. Because the levels were made with this in mind, there's a certain fluidity, rather than the homing attack feeling like an afterthought, and I feel it really works. It takes actual skill and reflexes, and one can hardly complain about that.

All in all, I'm finding myself really impressed by this game, at least on the Wii. It's a genuinely good game, and it is indeed the closest to the Genesis games that we've seen since Sonic and Knuckles (yes, I'm saying closer than Advance 1).

One more thing: Why the hell is "Controls" in the options menu? There's no options, you can't change the controls! Selecting tilt or d-pad controls for special stages isn't even in the "Controls" menu. </minor nitpick>
This post has been edited by Covarr: 11 October 2010 - 10:07 PM

#125 User is offline Solid SOAP 

Posted 11 October 2010 - 10:06 PM

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QUOTE (Blue Blood @ Oct 11 2010, 11:04 PM)
I'd rather the option was reversed (button for menu, otherwise you go to the next act) but it's really petty to use it as a complaint now when it's optional.

Agreed, but there's literally nothing to complain about unless you're a lazy purist fuck who sticks his hand at the bottom of the complaint barrel to look for reasons to bitch about things.

#126 User is offline DigitalDuck 

Posted 11 October 2010 - 10:08 PM

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QUOTE (Puto @ Oct 12 2010, 03:59 AM)


Old. We were complaining about that in March. v.png

#127 User is offline Azukara 

Posted 11 October 2010 - 10:11 PM

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QUOTE (glem3 @ Oct 11 2010, 10:04 PM)
Wait, why are people saying it takes sonic too long to accelerate? Are we talking about the iphone version, here? Cause sonic accelerates just a BIT too fast... not that I mind, I just didn't like that he could do his wheel feet underwater just by running along the floor.

No, Sonic seriously has too low acceleration in both the iOS version and the console version. It's not good when in order to reach your top flat-ground running speed in the same amount of time as the classics, you have to use the jump dash. (Also to justify my words; I don't think the game is just dreadful to play because of the physics. These things really drag the game's quality down but I still find this game very enjoyable).

Now to ask my question again from about a page or two back. How many changes are there between the Parternet/iOS version and the final/console version? Besides some of the aesthetics and some slight difficulty drops, has there been any significant changes?
This post has been edited by Azukara: 11 October 2010 - 10:13 PM

#128 User is offline Solaris Paradox 

Posted 11 October 2010 - 10:20 PM

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QUOTE (87th @ Oct 11 2010, 09:28 PM)
Really upset with the iPhone version. Pleasantly surprised with the Wii version. Need to complete the latter before I form a full opinion of it though.


Apparently collecting all of the rings during the ending in the 360 version gets you an avatar award or something.

#129 User is offline Glaber 

Posted 11 October 2010 - 10:27 PM

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I complain about the button press to continue because I usually play while on the computer and when I turn away I forget to press the button.
This post has been edited by Glaber: 11 October 2010 - 10:38 PM

#130 User is offline tokumaru 

Posted 11 October 2010 - 10:36 PM

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OK, I wasn't expecting to be able to play this so soon, but turns out I did. I have one good thing to say about this game: It's better than both Rush games. That's about it though... I did hate the physics as much as I though I would, and I find it laughable that they decided to have a casino/pinball level with such crappy physics... those levels played like crap!

Here's hoping episode 2 has more (any!) original content and much better physics. The physics almost felt like a first-gen NES game, you know? Anyway, episode 1 didn't get me hooked at all, so I don't think I'll be playing it anymore.

#131 User is offline GenesisFan64 

Posted 11 October 2010 - 10:41 PM

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The level select menu looks like The Homebrew Channel




Oh, and the game physics ALMOST reminds me of Socket. (IMO)

#132 User is offline Solaris Paradox 

Posted 11 October 2010 - 10:42 PM

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QUOTE (tokumaru @ Oct 11 2010, 11:36 PM)
OK, I wasn't expecting to be able to play this so soon, but turns out I did. I have one good thing to say about this game: It's better than both Rush games. That's about it though... I did hate the physics as much as I though I would, and I find it laughable that they decided to have a casino/pinball level with such crappy physics... those levels played like crap!


No, I'm going to have to disagree with you there, the levels played fine. They just really lacked the fluidity that pinball mechanics in the classics had.

QUOTE
Here's hoping episode 2 has more (any!) original content


Hey, here's a question for the general thread.

Um, am I the only one who realizes that the whole "rehash" complaint is a skin-deep complaint? Like, they could totally slap a new aesthetic on any of these levels and most of them would pass for original stages. Just, y'know, sayin'. If the physics and shit had all been done right there'd literally be nothing bad about the game except niggles about level skins.

QUOTE
and much better physics.


Amen, brother.

QUOTE
The physics almost felt like a first-gen NES game, you know? Anyway, episode 1 didn't get me hooked at all, so I don't think I'll be playing it anymore.


I actually find it's quite fun when you adjust to the physics and stuff, but... yeah, it's kind of "meh," I don't blame you for dropping it.

#133 User is offline Cyrus Parker 

Posted 11 October 2010 - 10:57 PM

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Dunno if this has been discussed, but does the Wii version have Gamecube controller support?

#134 User is offline Solid SOAP 

Posted 11 October 2010 - 11:00 PM

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QUOTE (Cyrus Parker @ Oct 11 2010, 11:57 PM)
Dunno if this has been discussed, but does the Wii version have Gamecube controller support?

The Wii version is only playable using the Wii-remote along, evidently.

#135 User is offline Shadic 

Posted 11 October 2010 - 11:02 PM

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Which is really stupid. Classic controller has a much better Dpad.

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