Oh what I mean is like they were originally set up that way. Like the levels you assumed to be for Windy Hill were meant to be that way. There is a old lua handling that had them in the order you'd expect them to be. But they made these X** levels like Xbee XCas XSea1 XSea2 and Xind (cave levels) and tried fitting them in to places. So originally each 'world' was supposed to get a hard level at the end and then reset. That's why that difficulty got a bit increased in some later levels when some other levels were easy. Final Level Order Spoiler Code (Text): - W1 { title = "w1 prairie", stages = { { name = "w1a01", title = "w1-1: Gurasuhiru" }, { name = "w1a03", title = "w1-2: Moonlight", }, { name = "xind01", title = "w1-3: Indy cave", }, { name = "w1a06", title = "w1-4: Moonlight 2", }, }, }, - W2 { title = "w2 desert", stages = { { name = "w2a01", title = "w2-1: Sand worm army", }, { name = "xbee01", title = "w2-2: bee nest face", }, { name = "xswe01", title = "w2-3: ilomilo candy", }, { name = "w2a06", title = "w2-4: tornado", }, }, }, - W3 { title = "w3 tropical", stages = { { name = "w3a01", title = "w3-1: tropical beach", }, { name = "w3a03", title = "w3-2: fruit plantation", }, { name = "xsea01", title = "w3-3: submarine cave", }, { name = "w3a06", title = "w3-4: Onikinme" }, { name = "w6a03", title = "w3-X: updraft", }, }, }, - W4 { title = "w4 snow", stages = { { name = "w4a01", title = "w4-1: military factory", }, { name = "w4a04", title = "w4-2: Poppozu" }, { name = "xcas01", title = "w4-3: Casino", }, { name = "w4a06", title = "w4-4: Ski-to-door", }, }, }, - W5 { title = "w5 jungle", stages = { { name = "w5a01", title = "w5-1: Jungle track facility", }, { name = "w5a02", title = "w5-2: horned owl", }, { name = "xind02", title = "w5-3: Indy cave 2", }, { name = "xmoa01", title = "w5-4: Moai" }, }, }, - W6 { title = "w6 empty", stages = { { name = "w1a04", title = "w6-1: large monoclonal Army", }, { name = "w5a03", title = "w6-2: flying dragon", }, { name = "w6a05", title = "w6-3: updraft 2", }, { name = "w2c01", title = "w6-4: yellow triplicate spring", }, { name = "xnim02", title = "w6-X: Kin Tokumo 2", }, }, }, - W7 { title = "w7 lava", stages = { { name = "w7a01", title = "w7-1: Volcano", }, { name = "xsea02", title = "w7-2: submarine cave 2", }, { name = "w7a02", title = "w7-3: Citadel volcano 2", }, { name = "w7a06", title = "w7-4: final boss battle", }, }, }, - W8 { title = "w8 Special", stages = { { name = "xcub01", title = "w8-1: Rubik's Cube", }, { name = "xsky01", title = "w8-2: Sky Chase", }, { name = "xnim01", title = "w8-3: Sujitokumo" }, { name = "xbak01", title = "w8-4: Bakubaku scaffolding", }, }, } Heres the old one you can see the point where they stopped and started adding more stuff into it. Theres more after where this ends but they seem to have old testing levels listed in here and Colors level names listed as well. Spoiler Code (Text): old_stage_all = { - W1 { title = "w1 prairie", stages = { { name = "w1a01", title = "w1-1: Gurasuhiru" }, { name = "w1a02", title = "w1-2: Indy cave", }, { name = "w1a03", title = "w1-3: Moonlight", }, { name = "w1a04", title = "w1-4: large monoclonal Army", }, { name = "w1a05", title = "w1-5: Moai" }, { name = "w1c01", title = "w1-A: Kin Tokumo" }, }, }, - W2 { title = "w2 desert", stages = { { name = "w2a01", title = "w2-1: Sand worm army", }, { name = "w2a02", title = "w2-2: Sky Chase", }, { name = "w2a03", title = "w2-3: ancient city", }, { name = "w2a04", title = "w2-4: giant crab", }, { name = "w2a05", title = "w2-5: Sand worm body", }, { name = "w2a06", title = "w2-6: tornado", }, { name = "w2c01", title = "w2-A: yellow triplicate spring", }, }, }, - W3 { title = "w3 tropical", stages = { { name = "w3a01", title = "w3-1: tropical beach", }, { name = "w3a03", title = "w3-3: fruit plantation", }, { name = "w3a07", title = "w3-7: tropical beach 2", }, }, }, - W4 { title = "w4 snow", stages = { { name = "w4a01", title = "w4-1: military factory", }, { name = "w4a02", title = "w4-2: Indy cave 2", }, { name = "w4a03", title = "w4-3: ilomilo candy", }, }, }, - W5 { title = "w5 jungle", stages = { { name = "w5a01", title = "w5-1: Jungle track facility", }, },
Umm... I'm sorry, but I don't think they'll lose lots of money if they port one or two Sonic games to the Vita. And it's not like Vita games don't sell at all, regardless of the console's current sales itself. Also, if they released 3 games on the Wii U (a console that has sold even less than the Vita), then I think they won't have a problem with one or two ports for Vita.
I can't say much about cost-to-sales ration on the Vita, but the Wii U games were obviously part of some sort of agreement between Nintendo and Sega linked to, but not necessarily only for that, Sonic's return in Smash 4. Sonic Lost World is announced and just a month before release suddenly Sonic is confirmed for Smash, coincidence? There is also the M&S series to consider, or the Sonic amiibo compatible with games like Mario Maker.
The Wii U thing was done after an exclusivity contract between SEGA and Nintendo. Meaning that those Wii U/3DS games were likely at least partially funded by Nintendo. Also, a big part of Sonic's audience generally buy Nintendo consoles, so a decent amount of sales would likely have been on Wii U and 3DS anyway if it was a multiplatform game. After all: Nintendo fans like mascot platformer games. Compare that to the Vita, on which right now the primary audience are people who'd buy niche indie games or niche Japanese games (think JRPGs and visual novels). Meaning that in the niche audience that owns a Vita, only a small group of people is probably actually interested in buying a Sonic game on it. Aside from that, since you're talking about ports, it's also possible that this small group of people already owns the Sonic game on a different system. Aside from that: the Vita is pretty much dead outside of the two types of games I just mentioned.
Hey Brits, SEGA Europe is holding a community event for the release of the game this Saturday: https://twitter.com/SEGA_Europe/status/6589465009411891
Your link's broken: https://twitter.com/SEGA_Europe/status/658946500941189120 It'd be nice if someone from Retro could get down there and give a report. No way I can attend because I'm occupied that Saturday.
If they are holding an event just for the PC version of this game then they might have something to announce or show off :D
Absolutely amazing. Because of how I came here out of the blue and asked for such a thing, I didn't actually expect for somebody to help me, this is why I just returned and saw this. Please continue if you can, your effort will be greatly appreciated.
Wishful thinking, but I hope they're also announcing Sonic Unleashed and Colors PC because ugh Lost World.
After looking into the venue (quite the gamer-centric bar from the sounds of it), I've booked in and should be attending the event. I can attempt a write up on Sunday if needed. Edit: It is strange that there's this event purely for the PC release, it'll be interesting to see how it unfolds. Also, I'm a little sceptical that they're gonna show off the Wii U version as a placeholder. Just a thought in the back of my mind, though.
There's no real reason for them to do so. The PC port should be ready for release when the event happens. If not, then they'd be cutting it real close to the deadline.
So, according to my timehop yesterday, this game was release 2 years ago yesterday. Letting it sit with me and stew, yeah, this game was kinda garbage. I know we established this already. One of my posts in this thread 2 years ago was stating that IGN and Gamespot's score of 6 out of 10 was a accurate score. Now, the way they played it was bad, but the score was accurate. In fact, I would rate it a bit lower. I don't understand how Sega could release such a game that just threw away all the good will they had with Colors and Generations. Now they're releasing it on PC and expect people to buy it. I'm just so confused as to why. I feel not even modding could make this game enjoyable. Just introduce some okay levels.
You're not the only one hoping that, I can tell you that much :v: I can't imagine what they'd be holding an event like this for other than something along those lines, though. Seems kinda oddly specific to me that they'd have a community event like this just for the PC version of a 2-year-old game that had a relatively lukewarm reception.
Oh man some of the stories I could tell you. Not Sonic related, and not PC related, but Day 1 patches are a thing of beauty. By a thing of beauty I actually mean a crutch that has over the years turned into an enabler of crunch nightmares for devs.
I'm going to be going to this too, might even make a little video about it if there's anything noteworthy.
People at the event are saying that they improved the controls for the PC version. Which is surprising cause Sega generally don't make any improvements at all for these kinds of ports. I wonder if this means that Sonic Team did the port, I don't see them letting anyone else make improvements to the game like that.
I wonder if the controls are actually improved at all, or if it's just just a case of someone saying "it's not the GamePad so now I like it more"? Cause the controls in Lost World were absolutely fine (in the sense that they worked). I doubt anything has actually changed in regards to how Sonic moves/is controlled. The finicky parkour, instantly stopping when there's no directional input, two separate jump buttons that do different actions in air, and Sonic's total loss of speed when turning are unlikely to be any differentl. If they'd done anything like that, then I'd have expected SEGA to be pushing a whole "revamped control scheme" or something. Also IIRC the evidence points to SEGA Europe managing the port, since they're SEGA's big PC guys now.