Had no idea he created dimps though. Honestly I'm pretty passive to dimps, granted they have flaws when it comes to making Sonic games but their generally pretty cool. I mean they can make good games, look at Sonic Pocket Adventure or the Advance games! The Rush games took things in a slightly different direction but that's not a bad thing, just different. Granted considering you can boost yourself having a lot of boosters got redundent, same goes for a lot of the springs, granted they are good but when it comes to Sonic games sometimes they do get carried away with item and object placements. If I could tell them one thing it would be to tone it down a little, now if you have a casino or a pinball level have a lot of springs, a speedy or city level have a lot of boosters, but not both at the same time all over. The only games from dimps that where that mentality made sence was in Advance 2 and 3 for me, they over do it everyware else, though with the homing attack it looks like they did tone it down a little bit in Episode 1.
The Man Who Created Street Fighter, Fatal Fury & King Of Fighters aka "The Man Who Created Dimps"
#16
Posted 31 January 2012 - 03:32 AM
Had no idea he created dimps though. Honestly I'm pretty passive to dimps, granted they have flaws when it comes to making Sonic games but their generally pretty cool. I mean they can make good games, look at Sonic Pocket Adventure or the Advance games! The Rush games took things in a slightly different direction but that's not a bad thing, just different. Granted considering you can boost yourself having a lot of boosters got redundent, same goes for a lot of the springs, granted they are good but when it comes to Sonic games sometimes they do get carried away with item and object placements. If I could tell them one thing it would be to tone it down a little, now if you have a casino or a pinball level have a lot of springs, a speedy or city level have a lot of boosters, but not both at the same time all over. The only games from dimps that where that mentality made sence was in Advance 2 and 3 for me, they over do it everyware else, though with the homing attack it looks like they did tone it down a little bit in Episode 1.
#17
Posted 31 January 2012 - 05:49 AM
Krigo, on 30 January 2012 - 10:40 PM, said:
They should've brought back the Dragonball Z composer used in Budokai and the rest of the series for Sonic 4, sure everything will sound like a ripoff of a popular band but at least it if it's going to sound as horrible as Sonic 4's soundfont, I'd like to be humming along to Hunting High and Low while playing it.
http://www.daizex.co.../yamamoto.shtml
lol
#18
Posted 31 January 2012 - 07:13 AM
Dark Sonic, on 30 January 2012 - 04:10 PM, said:
OSM, on 30 January 2012 - 12:52 PM, said:
What shocks me the most is that they get worse each time. Like how do you go from a solid engine in Sonic Advance 1 to Sonic 4?
I've just heard that the Dimps team who worked on Sonic 4 isn't the same Dimps team who worked on the Advance series. Can someone clarify if this is true, please?
#20
Posted 31 January 2012 - 12:30 PM
Krigo, on 30 January 2012 - 10:40 PM, said:
They should've brought back the Dragonball Z composer used in Budokai and the rest of the series for Sonic 4, sure everything will sound like a ripoff of a popular band but at least it if it's going to sound as horrible as Sonic 4's soundfont, I'd like to be humming along to Hunting High and Low while playing it.
Kenji Yamamoto doesn't really have anything to do with Dimps. He worked on both the series and the video games long before the Budokai games.
#21
Posted 31 January 2012 - 07:49 PM
Uno10, on 31 January 2012 - 05:49 AM, said:
Krigo, on 30 January 2012 - 10:40 PM, said:
They should've brought back the Dragonball Z composer used in Budokai and the rest of the series for Sonic 4, sure everything will sound like a ripoff of a popular band but at least it if it's going to sound as horrible as Sonic 4's soundfont, I'd like to be humming along to Hunting High and Low while playing it.
http://www.daizex.co.../yamamoto.shtml
lol
Loving how the article is stating the music that inspired it, pretty much all of his notable creations are intense plagiarism.
#22
Posted 04 February 2012 - 12:02 AM
Afro Thunder, on 31 January 2012 - 10:52 AM, said:
I just heard that from someone, that's all. Here's a comparison:
Quote
Dimps
Producer: Hiroshi Matsumoto
Line Producer: Koichi Sakita
Programmers: Shinichiro Shibusawa, Hirofumi Kono, Hiroki Yoshitake, Katsuya Kuramoto
Designers: Kazuhiko Yamamoto, Yuko Yamanoue, Etsuko Hosukawa, Toru Nakanishi, Sadaki Matsumoto
Sound: Hironobu Inagaki, Atsuyoshi Isemura
Quote
In cooperation with Dimps Digital Innovator
Producer: Hiroyuki Kawano
Line Producer: Kouichi Sakita
Lead Designer: Yukihiro Higashi
Designers: Kenji Ayukawa, Ayano Komatsu, Ayako Kurita
Lead Programmer: Katsuya Kuramoto
Programmers: Koji Okugawa, Chinami Ishizaki, Kouhei Hanaoka, Satoshi Akitomi, Kouji Hokazono, Keisuke Tanaka, Kazuki Yoshida, Takashi Yamatani (Ei-Chi), Kosuke Yurita (SAFARI GAMES)
Sound Support: Atsuyoshi Isemura
Turns out that the person was right, only a couple people from Sonic Advance actually survived through the other Dimps-developed Sonic games (Advance 2 & 3, Rush and Rush Adv., Sonic Unleashed Wii/PS2 ver.) long enough to develop Sonic 4. Although they weren't in Sonic Generations 3DS's development team.
On that note, I find it funny that four programmmers were able to get the physics for Advance much closer to the classics (even though Advance wasn't a classic-themed game nor was it trying to be) than nine programmers were able to for Sonic 4: Episode 1.
#23
Posted 07 February 2012 - 11:16 AM
Zinos, on 04 February 2012 - 12:02 AM, said:
On that note, I find it funny that four programmmers were able to get the physics for Advance much closer to the classics (even though Advance wasn't a classic-themed game nor was it trying to be) than nine programmers were able to for Sonic 4: Episode 1.
You understand it better when you notice that said nine programmers weren't even trying. Really, Sonic 4 wasn't intended to play like a classic Sonic game. It was meant to look classic enough to make fans reach for their wallets on nostalgia factor. Nothing more, nothing less.
#24
Posted 07 February 2012 - 01:27 PM
Dimps is a good studio, it's whoever was put in charge of Sonic after Sonic Advance came out that should be shot.
#25
Posted 08 February 2012 - 02:16 PM
Kail, on 07 February 2012 - 01:27 PM, said:
Dimps is a good studio, it's whoever was put in charge of Sonic after Sonic Advance came out that should be shot.
I think Sonic Advance feels like a sucessor to the portable Sonic games myself. They got the floaty feeling of Sonic Triple Trouble down pat.
#26
Posted 09 February 2012 - 01:57 AM
Vaiyt, on 07 February 2012 - 11:16 AM, said:
Zinos, on 04 February 2012 - 12:02 AM, said:
On that note, I find it funny that four programmmers were able to get the physics for Advance much closer to the classics (even though Advance wasn't a classic-themed game nor was it trying to be) than nine programmers were able to for Sonic 4: Episode 1.
You understand it better when you notice that said nine programmers weren't even trying. Really, Sonic 4 wasn't intended to play like a classic Sonic game. It was meant to look classic enough to make fans reach for their wallets on nostalgia factor. Nothing more, nothing less.
Oh, right. That just reminded me that "Sonic 4" was apparently supposed to be a different game (apparently it was named "Sonic DL"), but then Sega most likely slapped the title on it simply for marketing reasons. Genius financial move on their part though.
#27
Posted 09 February 2012 - 02:45 AM
Zinos, on 04 February 2012 - 12:02 AM, said:
