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Can Modern Sonic Gameplay work on Genesis? No, not the boost

#16 User is offline Sik 

Posted 15 May 2012 - 10:58 AM

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View PostHanyou, on 15 May 2012 - 10:25 AM, said:

I always thought the Sonic CD Special Stages were atrocious and too difficult to control.
That's mainly because Sonic turns too slowly for his running speed.

#17 User is offline Thousand Pancake 

Posted 15 May 2012 - 12:47 PM

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I actually thought of something similar to this, albeit on the Amiga CD32. Obviously it would use fancier effects like simple raycasted corridors drawn from the side, scaling effects similar to the tunnel in Super Stardust, HAM8 FMV with sprites overlaid, etc.

Has anyone actually looked at Panorama Cotton yet?

#18 User is offline Friend of Sonic 

Posted 16 May 2012 - 11:04 PM

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View PostSik, on 15 May 2012 - 07:13 AM, said:


As for transitions: make the road a dead-end and put some springs where it ends. Sonic will be shot into the air high enough that the road should disappear - take advantage of this to switch to the 2D mode. Do something similar to do it the other way. I bet there are other ideas that could be pulled off (e.g. turn off the lights so everything goes black and you can switch there too, etc.). I'll leave that to you.

I like this idea. What about a Sonic CD style animation for transition after hitting the spring?

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