Yeah, iTunes’ “enhancement” is probably just a fairly basic combination of EQ and compression. Admittedly, I'm assuming—but in any case I tend to disregard ‘features’ like that. The worst I've seen claims to “restore compressed audio files [e.g. MP3] to their full former glory”. I'm afraid not; once data has been discarded, it's not coming back! Either use a lossless format, or a sufficiently high-bitrate lossy one—or STFU. :P On-topic, the closest I can get to this game is watching a playthrough*, and the one I'm downloading (from YouTube) right now is going too slowly to be viable. I'm glad it has pleasantly surprised some players, and am watching the hacking thread with interest. *Well, maybe I can get a certain sea-mammal-named program working at a later date
Because they're huge pits with BS obstacles over them like the cards on Act 2 of Casino Streets? One reason I hated Wing Fortress with a PASSION. There's a difference between a challenge, and fucking stupid. Only thing I hate about the level design that I really hope is addressed in Episode 2.
Since a few people were wanting a rip of the sound effects, here they are, in WAV format. Thanks to Endri who answered my PM and provided me with a CSB extractor. By the way, there is a small reference to where the sound was from. S1 is Sonic 1, SK is Sonic & Knuckles, SH is Sonic Heroes and there's actually a sound effect from Sonic Colours - colors.
Don't worry, I know there isn't any wizardry going on with iTunes, and I know vaguely how it works too! :v: I'm pretty shit when it comes to working out Windows stuff, having previously used Ubuntu for a number of years. Windows Media Player is stuck on some stupid 'WoW setting', making everything sound like crap, and I have no idea how to even reset it. I did click *turn off*, but it turns back on again upon closure. Anyway, I'm not going to bore you with examples of how illiterate I am with computer programmes. These things should come with manuals.
Yup, the one they went with is way to over the top for this game. But they did have odd choices for sound effects, quite lazy ones really. They just reused sound effect for odd purposes rather than make new ones as you'd expect from the game. Plus the they never fixed the spin dash and rolling sounds.
Bottomless pits have been in pretty much every platformer I've ever played, From the very first Donkey Kong (The NES port and I assume the original arcade version, at least. The Atari 2600 port didn't have any though ), to every Mario game ever, to Kirby, to Yoshi's Island (Can't remember if they were in Yoshi's Island DS, but I'm sure they were ), to Donkey Kong Country, so I really don't have a problem with 'em when I run across a bottomless pit in a sonic game, which is probably one of the reasons why I like Sonic Rush while others don't. I mean, Bottomless pits are annoying and I'd rather that they weren't used in platformers, but y'know... Their more likely to kill ya then the enemies or bosses are (usually ). And when you have a bunch of gamers complaining 'bout how games are getting easier and stuff, I can't really blame programmers for adding jerk move bottomless pits to attempt to ramp up the difficulty, even if they really just piss us off in the end.
Since the iPhone version is basically the PartnerNet version, my pack has new sound effects anyway. So yeah.
Is it me or the best physics in the game occur in the special stage? The bouncing and bumpers feel true to what should be happening to you in that situation. If you build momentum, you bounce around more. If you keep the momentum just right, you can snag all the rings with ease. At first I thought the Special Stage music was a joke when it was first leaked. Now I think it fits really well, and I love it. There's something serene and almost zen like when you're manuevering throughout the level with that trippy background and music playing.
I made a wiki page for the PartnerNET build. If anyone can think of differences to add to it, feel free to: <a href="http://info.sonicretro.org/Sonic the Hedgehog 4: Episode 1 (PartnerNET build)" target="_blank" style="background: url(http://info.sonicretro.org/images/5/50/Reticon.png) right no-repeat; padding-right: 20px; border-bottom: 1px dotted #3366BB; color: #3366BB; cursor:pointer; text-decoration:none;" class="wiki">Sonic the Hedgehog 4: Episode 1 (PartnerNET build)</a>
Oh, sweet, I was looking for this last night and was disappointed it didn't exist. I'm happy to see it does now, good work!
What about the physics in the PartnerNET build are different? Sonic seems fast in all the leaked build footage, but that's all I've noticed. Not having any way to play it or the iPhone version I can't check for myself.
I heard the physics were being redone but I can't tell myself. If anyone can confirm it's not different then feel free to edit the article.
Glad to see that you somehow insisted on the fact that the PartnerNET version was harder in numerous occasions. I played the Iphone version yesterday (until Casino Street Boss) and I finished the Wii version today in 42 minutes with all the emeralds, and I found the levels quite easy. The main difficulties for me were the Special Stages n°3 and 6, and the final boss (and the 21 rings to collect at the end since I was not aware it had an influence on the final pose...). So I also think that Sonic 4 is much easier than the Genesis games. For exemple, I always die in Sonic 1's Labyrinth Zone because of the underwater parts and particularly because of the water rise at the end. In Sonic 4 I was afraid that the same thing would happen in Act 3, but I never heard the Drowning music, so I was surprised. That said, even if the Iphone version seems harder, its Casino Street Act 2 is a pure joke.
Finished this game with all emeralds yesterday and I gotta say I really enjoyed this game. Maybe fix the wall walking issues and add more original ideas (Pretty much what everyone else has said) I actually cleared special stage 7 first try, 5 gave me the most trouble. Just to get the trophies now, no dmg egg station will be annoying to do -_-
I finally got the Untouchable trophy! YES! :specialed: ...Now, I need to do it again on the 360 version. Side note: when you've made thirty-three attempts at E.G.G. Station Zone, you really learn to appreciate that Sonic 4 is one of the few PS3 titles that supports Custom Soundtracks. By all appearances, the physics are unchanged. It was on the agenda at some point—to the point where Ruby was saying it was going to happen—but apparently the physics couldn't be changed without level-design overhauls, and the idea was more or less abandoned. Point being, the physics are more or less exactly the same.
Finished the game last night. Overall I thought it was much more fun than I expected. I hope that Sega at some point addresses why Sonic feels like a truck when he starts moving and/or jumping - he looks slimmer but he feels a lot heavier. Also, has anyone else noticed that he's way slower while rolling versus running? It almost felt as though friction increased significantly the second you hold down. Superficially, maybe one day (Sega I hope you're listening), they could swap the spin dash and rolling sounds to what they are supposed to be. Does anyone else feel like there's something slightly off with the way the sounds are? All aside, I think this is a great step forward and thanks to the digital age, our concerns may be addressed in a future patch (here's to hoping lol).