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How Super Sonic music could be..... SUPER SUPER SKAAAAAAAAAA

#16 User is offline Sgt Jack V 

Posted 10 September 2018 - 03:32 PM

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Something like this:
https://www.youtube....h?v=P-SnWE_ly4M

#17 User is offline LordOfSquad 

Posted 10 September 2018 - 04:45 PM

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I'd go a step further and say "full takeover" themes should be done away with entirely. Make extra sound channels kick in, speed it up, pitch it up, anything. Just don't break my funky flow, keep the stage music playing seamlessly no matter what. I go out of my way to avoid power-up and 1-up monitors in Mania especially because the stage music is so good I hate to have it interrupted.

#18 User is offline Chainspike 

Posted 11 September 2018 - 09:14 AM

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If other people don't like the idea of Super Sonic music, then there could just be an option to disable it. As for Super Cancel, that just seems like a bad idea. If there was ever a point where I no longer wanted to be Super Sonic in Sonic 3, I just jumped into a Bonus Stage.

#19 User is offline Dark Sonic 

Posted 11 September 2018 - 09:32 AM

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View PostChainspike, on 11 September 2018 - 09:14 AM, said:

As for Super Cancel, that just seems like a bad idea. If there was ever a point where I no longer wanted to be Super Sonic in Sonic 3, I just jumped into a Bonus Stage.

"Super Cancel is a bad idea, why not just cancel in a way that makes you go out of your way instead."

Wat :v:

#20 User is offline High Fidelity 

Posted 11 September 2018 - 10:51 AM

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View PostLordOfSquad, on 10 September 2018 - 04:45 PM, said:

I'd go a step further and say "full takeover" themes should be done away with entirely. Make extra sound channels kick in, speed it up, pitch it up, anything. Just don't break my funky flow, keep the stage music playing seamlessly no matter what. I go out of my way to avoid power-up and 1-up monitors in Mania especially because the stage music is so good I hate to have it interrupted.


I'm with this, I used to avoid being super in 2&3K because the loop would drive me absolutely insane!

Some kind of remix would be preferable to me

#21 User is offline ICEknight 

Posted 11 September 2018 - 11:57 AM

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You guys are aware that making remixes for Super Sonic in a series that already has separate remixes for each act would be a bit overkill, right? =P
This post has been edited by ICEknight: 11 September 2018 - 11:57 AM

#22 User is offline LordOfSquad 

Posted 11 September 2018 - 12:30 PM

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Full remixes of EACH track would be overbearing. The Yoshi drums or that Phantasy Star Online example posted earlier was more in line with what I was thinking.

#23 User is offline Dark Sonic 

Posted 11 September 2018 - 12:35 PM

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Actually an interesting approach might be what Sonic Rush Adventure did for the invincibility music. Each zone in that game had it's own unique invincibility jingle of sorts, and while they were still kind of repetitive and short as one might expect it fit the zone theme and gave off the same sort of feelings as Super Sonic music.

A full on remix for each zone might be overkill but what about a 20 second loop for each zone?



I wonder why Rush Adventure was the only game in the series that did something like this?
This post has been edited by Dark Sonic: 11 September 2018 - 12:36 PM

#24 User is offline Sir_mihael 

Posted 11 September 2018 - 12:37 PM

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The Generations BOOST music route might be interesting, where (on some stages) there's an extra layer of guitar and drums that only kicks in in boost or high speed modes. Loved how Green Hill and Sky Sanctuary handled this one.

#25 User is offline High Fidelity 

Posted 11 September 2018 - 12:50 PM

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View PostICEknight, on 11 September 2018 - 11:57 AM, said:

You guys are aware that making remixes for Super Sonic in a series that already has separate remixes for each act would be a bit overkill, right? =P


Oh of course :)

#26 User is offline Hez 

Posted 11 September 2018 - 01:24 PM

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View PostChainspike, on 11 September 2018 - 09:14 AM, said:

If other people don't like the idea of Super Sonic music, then there could just be an option to disable it. As for Super Cancel, that just seems like a bad idea. If there was ever a point where I no longer wanted to be Super Sonic in Sonic 3, I just jumped into a Bonus Stage.


In Classic 2, I give the option of super sonic music, no music, or speed up music. If I could get Karl to add some extra drums for each stage, I'd consider that too.

#27 User is offline Pengi 

Posted 11 September 2018 - 09:11 PM

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View PostLordOfSquad, on 11 September 2018 - 12:30 PM, said:

Full remixes of EACH track would be overbearing. The Yoshi drums or that Phantasy Star Online example posted earlier was more in line with what I was thinking.


I'm going to echo this sentiment.

The Sonic series' music is a big part of its identity, so having one short loop Super Sonic theme that interrupts it all never sat well with me. I really, really appreciated how Sonic Generations kept the regular stage music playing when Sonic turned Super. Something similar to the Super Mario World "Yoshi drums" would be a good compromise, the best of both worlds.

In all honesty though, I'd be fine without Super Sonic being featured at all. Sonic 1 and CD worked just fine without Super Sonic, and handing over an easy mode as a reward to the most skilled players always seemed a little off to me. But I might be in the minority here. I'm not much of a fan of the "Super Sonic final boss" format either, since most of them involve flying and completely remove the running and jumping elements, which makes the culmination of a Sonic game quite un-Sonicy. And it's become a bit of a cliche, a finale should have a big surprising "WOW" moment.

#28 User is offline XCubed 

Posted 14 September 2018 - 11:38 AM

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Christ. The Super Sonic music is PERFECT. It's not a repeat of the invincibility theme and isn't 10 seconds. Remember, Super Sonic is OPTIONAL. Speaking of final Super Sonic Bosses, I'm happy that SS can be controlled the way he really should be. He should be able to run, jump, and fly. It made Egg Reverie that much better. It's just funny that we didn't initially realize there was a ground to begin with. It could have had more depth...whcih was obviously removed, but I think it functioned well without copying past final bosses. The way the ring collection and ring boost is set up was genius.

My only complaint about the music is when it stops working entirely.

#29 User is offline Hez 

Posted 14 September 2018 - 12:23 PM

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View PostXCubed, on 14 September 2018 - 11:38 AM, said:

Christ. The Super Sonic music is PERFECT. It's not a repeat of the invincibility theme and isn't 10 seconds. Remember, Super Sonic is OPTIONAL. Speaking of final Super Sonic Bosses, I'm happy that SS can be controlled the way he really should be. He should be able to run, jump, and fly. It made Egg Reverie that much better. It's just funny that we didn't initially realize there was a ground to begin with. It could have had more depth...whcih was obviously removed, but I think it functioned well without copying past final bosses. The way the ring collection and ring boost is set up was genius.

My only complaint about the music is when it stops working entirely.


I always assumed Super Sonic couldn't fly, and he was just...not affected by gravity in space. But that was thrown off since he kind of fell to the bottom when you ran out of rings in doomsday. I guess I thought it was more of a "so fast he's gliding" thing. Then again, he was flying in Sonic 2 at the end too.

#30 User is offline Sid Starkiller 

Posted 14 September 2018 - 03:40 PM

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I always interpreted it as he has limited hover capabilities in normal gravity, and the reduced gravity of space meant that could be used to fly. Even when "running," Super Sonic is at least a few inches off the ground.

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