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23 March 2017 - 04:02 PMThis conversation needs more sources - I've never seen anything about Sonic's alternative palettes being restricted on political grounds.
That "can't show Sonic's skeleton" thing feels more like a myth too. I remember it being posted years and years ago, but it fell apart when it emerged just how often skeletons were shown in Sonic games. And it doesn't make much sense from the get go.
Christ most of the hedgehogs I've seen have been flattened by cars. Hedgehog skeletons are a very common sight.
21 March 2017 - 02:13 PM
That's okay because Sonic 3D was released in 1996 - mid-90s!
18 March 2017 - 04:14 PMHas FBZ ever really been remembered for much outside of the music?
Absolutely - as younglings we rarely got past the stage!
I still refer the "outdoors route" of Flying Battery Act 2 as "the trap" because we didn't think it was beatable back in the day. I was six years old and we usually played as Knuckles.
17 March 2017 - 04:31 PMAlso this is the first time I've ever seen people make a big deal out of Sky Battery's messy tilesets in the original game so I can't image it actually being that big of a deal.
So I booted up Kega Fusion after my last post and quickly went through Flying Battery.
The science behind this is quite funky, because in many ways Sonic Mania's adaption stays true to the original design - like Green Hill Zone, entire chunks of the level are lifted, so they are literally identical in some shots.
But that 16:9 ratio makes a massive, massive difference. Flying Battery's (vertical) corridors are clearly designed with 4:3 resolutions in mind - the entire screen is used to paint the level, which although sounds dumb (because surely all levels are shown on screen), in Mania, the extra pixels mean that for all intents and purposes, we're painting more than the level.
Like there are two big borders on the left and right. Not traditional borders in the sense that they block you from seeing things, but that they're not "used" for anything. The layout is still adapted to 4:3, which typically means in 16:9 you get a better view of the aforementioned wall tiles, and you're drawn to abstract nature of the graphics (which honestly I have no qualms with). Because Flying Battery is almost as much of a "vertical" level as it is a "horizontal" one (unlike Green Hill Zone which is basically "run left to right"), the emptiness becomes really obvious.
This effect is best represented with a game like Jazz Jackrabbit 2. Virtually all the footage you see in that game is running in 640x480 (or higher), but because the character sprites are designed to still function in the low res 320x200 mode that nobody uses, you have vast swathes of level that, while rendered on-screen, you never actually look at because you're concentrating on a smaller area in the centre where the character is.
I don't think Jazz 2 looks as "clean" as the original game. Sonic Mania, while nowhere near as bad in this regard, also doesn't look quite as "clean". It's enough to appear jarring.
Game art is a science.
So it's genuinely a case where in 1994, you didn't see the original art, and now in 2017, you do. Problem is, I'm genuinely not sure how you fix it without radically changing the look of the level. And when you're doing that... well we might as well have a super unique "Blying Fattery Zone" where Sonic & Tails run around an overweight person.
Gotta agree with that... Those almost-unaltered sprites with painted broken eyes don't look specially good and I hope they're placeholders. =\While I'm not really convinced about the mangled badniks (it's very fangame-esque in its delivery)...
The final version should have blood coming out of their eye sockets! =P
First thing I did was pause the video to try and find Splats.
Don't tell me I'm the only one.
17 March 2017 - 03:46 PMQuality took a nose dive with that Flying Battery footage - while I'm sure much of it is due to weaknesses in the original art... well...
it has been suggested not to use the original art... multiple times. Often loudly.
I fear Flying Battery doesn't lend itself well to 16:9 aspect ratios - there's a lot of emptiness in the level - interiors constructed entirely out of the same 16x16 pixel tiles (which would explain why the outside bits look so much better). Though you could probably solve a lot of it with some extra windows.
Although I suppose having wide open spaces in an airship is inherently strange. When I think "aeroplane", it's usually paired with the phrase "needs more leg room".
While I'm not really convinced about the mangled badniks (it's very fangame-esque in its delivery)... I'm willing to bet the true crime here is the chosen footage. Speedrunning as Knuckles and only managing to show one badnik isn't the best way to paint a game in a good light. Flying Battery also had a lot of fire - not much of that here.