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Why does Sonic Pocket Adventures say 1992 on the title screen? along with 1999, I mean.

#1 User is offline Cooljerk 

Posted 28 June 2011 - 09:20 PM

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I've been replaying Sonic Pocket Adventures lately, and I noticed today that the title screen says Copyright Sega 1992, 1999. Why does it say 1992 specifically? Shouldn't it say 1991?



Does it have something to do with the corkscrews?

Also, a few interesting bits I noticed: Rolling doesn't speed you up in this game. It doesn't slow you down, either, but you don't accelerate when rolling. Essentially, the speed you were going when you began to roll is the speed you stick at. You can go much faster by continuing to run.

And there are a bunch of slopes which you cannot roll on unless you enter them rolling. Namely any curved surface.

Just thought I'd like to share.
This post has been edited by Cooljerk: 28 June 2011 - 09:20 PM

#2 User is offline GameNerd Advance 

Posted 28 June 2011 - 09:20 PM

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Probably because near enough everything in the game is a rip of Sonic 2 content, but with altered layouts and S3K music. :V

#3 User is offline Cooljerk 

Posted 28 June 2011 - 09:21 PM

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QUOTE (GameNerd Advance @ Jun 28 2011, 07:20 PM)
Probably because near enough everything in the game is a rip of Sonic 2 content, but with altered layouts and S3K music. :V


It pulls from Sonic 1 as well, you know. Green Hill Zone and scrap brain zone tiles.

#4 User is offline Sonic Warrior TJ 

Posted 28 June 2011 - 09:22 PM

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Doesn't it pretty much share Sonic 2's level tropes, among other elements? That may be why it's got the 1992 copyright.

EDIT: NINJA SWARM
This post has been edited by Sonic Warrior TJ: 28 June 2011 - 09:22 PM

#5 User is offline Sik 

Posted 28 June 2011 - 10:27 PM

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Yeah, I was gonna it being a mostly rip-off from Sonic 2, until I remembered it still has unique level layouts and such which automatically makes the Sonic 2 copyright moot...

What if it was originally going to be a "straight" port of Sonic 2?

#6 User is offline Yash 

Posted 28 June 2011 - 11:05 PM

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might be that sega filed the copyright for Sonic in 1992 in some places.

or so I've heard

#7 User is offline Sparks 

Posted 29 June 2011 - 01:07 AM

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They were too lazy to be technical and say 1991 and 1994 probably.

Besides, it's mostly Sonic 2.

#8 User is offline Walnut 

Posted 29 June 2011 - 01:18 AM

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There's really no reason why it should say 1991 or 1992, unless the copyright for the game was filed back in 1992 and went into effect in 1999 or something along those lines

That is to say of course that the entire product is covered by the 1999 copyright despite reusing materials from older games, and the characters are obviously trademarked. 1992 seems like a pretty arbitrary mark no matter how you look at it
This post has been edited by Walnut: 29 June 2011 - 01:25 AM

#9 User is offline muteKi 

Posted 29 June 2011 - 02:57 AM

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If it had Sonic 2 music in it I could understand, if only because I think Nakamura still had rights to Sonic 2.

I half wonder if they meant to have the appropriate Sonic 2 music playing in the game but dropped in a vaguely similar manner to Spinball.

#10 User is offline ICEknight 

Posted 29 June 2011 - 05:56 AM

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It's esentially a Sonic 2 remake with some elements from other Sonics thrown in... I don't see why it's odd to see the 1992 copyright, same as you usually see the original year in other enhanced remakes of other games.
QUOTE (Yash @ Jun 28 2011, 11:05 PM)
might be that sega filed the copyright for Sonic in 1992 in some places.

or so I've heard

No, that's bullshit.

#11 User is offline Kail 

Posted 29 June 2011 - 06:24 AM

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Howard Drossin mentioned once that the Japanese were really weird with crediting and they would credit people for the smallest things they were involved in, seeing as a lot of Pocket Adventure was taken from Sonic 2 maybe if you look at the credits it might make the 1992 copyright logical.

#12 User is offline Black Squirrel 

Posted 29 June 2011 - 06:37 AM

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Technically nothing from Sonic 1 was used in Sonic Pocket Adventure. The tiles are similar, but were clearly re-drawn. I don't think there's any Sonic 1 music in there either.

But the engine might derive from Sonic 2. I've heard this was the case with Sonic Advance, and the two were supposedly made by Dimps. The Neo Geo Pocket Color is a 16-bit console after all so it might have been possible to port big sections of it.

#13 User is offline nineko 

Posted 29 June 2011 - 09:01 AM

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QUOTE (Cooljerk @ Jun 29 2011, 04:20 AM)
Also, a few interesting bits I noticed: Rolling doesn't speed you up in this game. It doesn't slow you down, either, but you don't accelerate when rolling.
Wait, no, I just tried this, and rolling works as it should. I rolled downhill and Sonic gained speed.

The physics are actually quite correct in SPA, much more than in the most recent games. The main differences I found is that you can change direction if you jump while you were rolling (which is actually a good thing) and that the rebound after you destroy a badnik seems off.

#14 User is offline Sik 

Posted 29 June 2011 - 05:35 PM

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The SPA engine definitely isn't the same though. The slopes are always in steps of 1/16th of a circle. Looks like the game can't handle more than 16 different angles for Sonic's physics.

#15 User is offline Sparks 

Posted 29 June 2011 - 05:37 PM

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Sonic Advance 1 and SPA have some of the best gameplay DIMPS ever offered. The SPA stages were a lot like Sonic 2 levels, but if you study their level maps a bit, you'd realize how different they are from the original levels. I've always been fond of the SPA engine, and would rather emulate it in a fan game than say a typical Genesis fan game engine.
edit: hit reply too early lol
This post has been edited by Sparks: 29 June 2011 - 05:39 PM

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