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The Supreme Topic of 'Other' Knowledge. The stuff that simply has no other home.

#2761 User is offline ItzWizzz 

Posted 04 July 2012 - 01:27 PM

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View PostSpeedStarTMQ, on 04 July 2012 - 10:29 AM, said:

The problem is, it doesn't work like that. You stand more or less right over an enemy, and it just instantly zones you in to make sure you don't miss the badnik and to avoid any side weaponry it might have. It's also a temporary power up.

The real home attack is part of Sonic's basic moveset, can be used repeatedly, can be used to chain enemies, can be used without enemies locked on to give him a boost and this homing attack is much more flexible. Apart from the fact that it essentially makes the enemies easier to hit, it has literally nothing to do with the actual homing attack in later games. As I compared, it's like the notion that the boost system appeared as the speed shoes- yes, it makes you go faster and serves the same basic function, but you can't really call it an evolution.

So 'a' homing attack was first introduced in Sonic 3D, but 'the' homing attack was first used in Sonic Adventure.

I'm being pissy, but I've seen this topic arise many times like it's something amazing- it's not. The homing attack from 3D blast and Adventure onward are two totally different things, that serve the same basic function but have little else in common.

I seriously believe that this shied power up was actually a prototype for the homing attack.The manual states that the sheild allows you to HOME in on targets. So beiive one way or the other, its one of the things that influenced the devs to integrate it sonic's moveset

View PostSpeedStarTMQ, on 04 July 2012 - 10:29 AM, said:

The problem is, it doesn't work like that. You stand more or less right over an enemy, and it just instantly zones you in to make sure you don't miss the badnik and to avoid any side weaponry it might have. It's also a temporary power up.

The real home attack is part of Sonic's basic moveset, can be used repeatedly, can be used to chain enemies, can be used without enemies locked on to give him a boost and this homing attack is much more flexible. Apart from the fact that it essentially makes the enemies easier to hit, it has literally nothing to do with the actual homing attack in later games. As I compared, it's like the notion that the boost system appeared as the speed shoes- yes, it makes you go faster and serves the same basic function, but you can't really call it an evolution.

So 'a' homing attack was first introduced in Sonic 3D, but 'the' homing attack was first used in Sonic Adventure.

I'm being pissy, but I've seen this topic arise many times like it's something amazing- it's not. The homing attack from 3D blast and Adventure onward are two totally different things, that serve the same basic function but have little else in common.

I seriously believe that this shied power up was actually a prototype for the homing attack.The manual states that the sheild allows you to HOME in on targets. So beiive one way or the other, its one of the things that influenced the devs to integrate it sonic's moveset.

Sorry for the double post :p

#2762 User is offline MainMemory 

Posted 04 July 2012 - 01:48 PM

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View PostSonic Warrior TJ, on 04 July 2012 - 12:15 PM, said:

You forgot scripted loops with dash panels :specialed:

You can stop in the middle of a loop and fall off in Adventure though.

#2763 User is online Dark Sonic 

Posted 04 July 2012 - 08:24 PM

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Posted Image

... huh. Didn't know these existed.

#2764 User is offline Mykonos 

Posted 04 July 2012 - 08:34 PM

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Let's just be glad that is something related to Sonic that doesn't have the homing attack.

#2765 User is offline ItzWizzz 

Posted 05 July 2012 - 10:41 AM

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View PostDark Sonic, on 04 July 2012 - 08:24 PM, said:

Posted Image

... huh. Didn't know these existed.

Lol WTF?? I never thought I'd see these around the forums!! But yeah, these exist. I see the same fire crackers around where I live. But it isn't an official product mind you!!

#2766 User is offline Overlord 

Posted 05 July 2012 - 03:19 PM

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Is the fact they're using Xtreme art a metaphor for how the project exploded in a very public display? =P

#2767 User is offline DinnerSonic 

Posted 06 July 2012 - 07:47 PM

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I was gonna post this in the Generations topic, but it seemed too minor to post there. I've noticed some people who complained about the quality of the intro/ending cutscenes in Sonic Generations, which unlike most of them are pre-rendered SFD videos with in-game assets Sonic UnWiished/Colors style. I'm betting due to the length or all the things in them, no need to load dozens of cutscene quality models for a video. But then, why is the teaser video you get when you idle on the title screen so crisp and clear compared to them?

VLC Player has just enough support for sfd files, or whatever they're based off of, to apparently tell us why. Opening anniv_teaser.sfd in it will produce a single soundless generally clear 720p 2D video, or around that size. Opening ev011.sfd gets you something else... Not only do you get a measly 847x525 video, you get a second video stream popping up in another window. However, this one's at 1276x392... it's in 3D!

This is where you remember that Generations, unlike Unleashed, supports the respective 3D features of the 360, PS3 and certain PC graphics cards. It would be silly if the other cutscenes were full 3D and then the big time ones were flat. I guess the teaser was excusable considering many don't even know it exists. Might it be safe to assume that the low quality is due to filesize limits, then? The amount of data the systems could reasonably load at once, apparently having both 2D and 3D in the same file?

TL;DR: Some Generations cutscenes are pre-recorded SFDs and stored in both 2D and 3D at the same time in one file.

-Bonus wiggle gif-

#2768 User is offline E102 

Posted 10 July 2012 - 01:13 PM

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Turns out the Sonic 3 Sound Team (or rather, the 5 still working at Sega) all worked on the 3DS version of Mario & Sonic at the London 2012 Olympic Games.

Sachio Ogawa, who had gone off to AM2 following The Hybrid Front, composed something for at least this version (I can't find any credits for the Wii version), so for the first time since they've all come together. That being said, the music is now on the same level as the Wii, so hopefully the Wii version is conveniently missing some of these names and the version-exclusive tracks are that much fewer. If anyone with the Wii version can confirm those credits please I'd appreciate it. :)

Here's the credits from the beginning, for other references

#2769 User is offline SpeedStarTMQ 

Posted 11 July 2012 - 01:28 PM

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http://www.ebay.co.u...=item53ea25ddec
Just gonna dump this here. Does anyone know what this is or what it does? Any advice would be great for the seller. Yeah, I'm a nice helpful guy.

#2770 User is online Covarr 

Posted 11 July 2012 - 01:33 PM

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It's a wireless (infrared) controller adapter. Kinda useless without the controllers. Here is a complete set.

#2771 User is offline SpeedStarTMQ 

Posted 11 July 2012 - 01:37 PM

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Fantastic, that was quick! I'd seen simialr items before but the two controller ports threw me, I'd seen one with only one I'm sure.

Quite interesting that the Master System one has a Mega Drive styled controller with it. I know it's cross compatibility but that just seems odd. Am I missing something here?

#2772 User is offline K2J 

Posted 12 July 2012 - 08:51 PM

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Replaying Sonic Heroes because I hate myself. BINGO Highway is the only stage (so far) on the sound test to not have "Zone" appended to its name, for some reason.

#2773 User is online Dark Sonic 

Posted 12 July 2012 - 08:53 PM

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View PostK2J, on 12 July 2012 - 08:51 PM, said:

Replaying Sonic Heroes because I hate myself. BINGO Highway is the only stage (so far) on the sound test to not have "Zone" appended to its name, for some reason.

I tried playing Heroes the other day. I wanted to cry it was so bad.

#2774 User is offline SpeedStarTMQ 

Posted 13 July 2012 - 04:20 AM

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I like Heroes, I find it fun, easy and glitchless in a sense that nothing glitchy hurts you. You can't lose on that game, though I wish they'd have made pits harder to fall down.

#2775 User is offline Espyo 

Posted 14 July 2012 - 07:38 AM

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That's just it, you can only either succeed or fail. You can't do "badly". If you miss a jump, you don't lose rings or take a shorter path or restart a brief climbing session: you just fall and lose a life.
And the glitches aren't fatal, but they can make you wanna throw everything around if you're trying to do some challenge. Anyway, this isn't a topic about discussing Zeroes.
As for the BH factoid, it's just what we needed. That level is so picky with its name: the "BINGO" part needs to be in all caps, something most people don't do, and now it's also picky in that it doesn't have "zone" in the end. Geez, BINGO Highway.

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