don't click here

Spinball needs more recognition

Discussion in 'General Sonic Discussion' started by AppleSauce, Nov 4, 2020.

  1. JaxTH

    JaxTH

    Pudding Deity Oldbie
    10,355
    586
    93
    Los Angeles
    Jack shit.
    • Informative Informative x 1
    • List
  2. Paphvul

    Paphvul

    Member
    7
    4
    3
    You know, this inspired me to actually start working on custom Tails sprites for this game, is anyone wants to use them when I'm done. https://twitter.com/PopfulFrost/status/1352425015455711235
     
  3. Prototype

    Prototype

    Member
    296
    68
    28
    It's got a nice half-way design between the original Tails design and the cartoon design, which lends itself well to the aesthetic.
     
  4. Paphvul

    Paphvul

    Member
    7
    4
    3
    Thanks! The basic head came from the plane cutscene, and I based the "looking at the camera" one loosely off his "Trapped Alive" minigame sprite. Actually, shit, I need to make Tails a reflection sprite for the minigames. And a title screen sprite.
     
  5. Zud

    Zud

    Member
    15
    1
    3
    I think the concept behind Spinball was great. For the the big issue was that it didn't feel like a sonic game when controlling sonic. Even when standing on a platform, everything felt wrong.
    You know what? I'd definitely play your spinball themed hack. For sure! I did enjoy spinball, but I dislike how the small platforming parts didn't feel right.

    Do you plan on using existing sprites? Or will you be looking for someone to make custom sprites?
     
  6. Boxer Hockey

    Boxer Hockey

    Member
    309
    635
    93
    I loved the idea of Spinball but always hated playing it. Physics were weird in the best of times, and in the worst it felt like trying to play a game underwater. I'd love a modern revisit or remake that didn't make the whole experience so sluggish.
     
    • Agree Agree x 3
    • Like Like x 1
    • List
  7. Azookara

    Azookara

    yup Member
    If the game played a little more like standard classic Sonic I'd probably still remember it fondly, but it always felt too clunky and slow. Not to mention the art itself just looked kinda strangely scrunched up and crude compared to the other Sonics.

    Sonic doing pinball was always a brilliant idea, though. Not sure why it was never returned to in the same way.
     
    • Agree Agree x 2
    • Like Like x 1
    • List
  8. Zud

    Zud

    Member
    15
    1
    3
    This is better worded of what I was trying to say. Had the game been a platformer, similar to the others but with a lot more emphasis on the flippers and pinball aspects, and a more vertical, progress to the top level design, I would have liked it a lot more.

    I think, as in many cases, the execution was far more the issue than the concept, which actually was pretty damn cool.
     
  9. Xiao Hayes

    Xiao Hayes

    Classic Eggman art Member
    Casino Night and Collision Chaos bosses, my favourite bosses of their respective games, want to say hello.
     
  10. RetroJam64

    RetroJam64

    Member
    5
    1
    1
    Spinball was always fun to me. The soundtrack was pretty good too. It falls pretty flat near the end of the stages though.
     
  11. Yash

    Yash

    CHOCOLATE! Member
    752
    342
    63
    One thing that's always been a bug in my brain is why they even redesigned Robotnik so drastically for the cartoons/comic books anyway. He looks nothing like he does in the games, they didn't change the game sprites at all, but Sega really loved plastering that AOSTH design everywhere they could for a bit there, even to the point of "fixing" the Spinball art between the Genesis and Game Gear releases:

    [​IMG]
    [​IMG]

    Like... to what end? (I will say I think Sonic is vastly improved on the Game Gear box)

    edit: I was bored:

    [​IMG]
     
    Last edited: Feb 8, 2021
  12. Nemesis

    Nemesis

    Tech Member
    Here you go:
    https://nemesis.exodusemulator.com/MegaDrive/SonicSpinball/Sonic Spinball (E) [!].asm
    https://nemesis.exodusemulator.com/MegaDrive/SonicSpinball/SonicSpinballActiveDisassembly.zip

    It's been awhile since I played Sonic Spinball, so I sat down for an hour an did a thorough playthough in my emulator Exodus (https://www.exodusemulator.com), while the "Active Disassembly" feature took care of doing an intelligent disassembly for me. You should find code is correctly disassembled through blind jumps, and data array blocks have been identified and separated. It's not going to be perfect, but it's a reasonable starting point. Feel free to take this and split it into separate files if you want. I've included the debug savestate information so you can repeat or expand on the analysis, or spit out an IDC script and do the disassembly inside IDA Pro if you want, although given your comments about IDA Pro above it doesn't sound like that's something you'll be interested in. I wrote a little more about Active Disassembly here:
    https://forums.sonicretro.org/index...-hedgehog-prototype.39840/page-24#post-976359
     
  13. Ned Weasel

    Ned Weasel

    Member
    23
    1
    3
    Damn! This looks amazing in concept, but the controls look so choppy that it probably would have really suffered in practice.