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Sonic 4: Episode 1 Discussion Official Discussion Thread

#31 User is offline Azukara 

Posted 11 October 2010 - 04:18 PM

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Also, note for people who have a problem with the Homing Attack: there is a trick to bounce across enemies classic-style, and it's not that hard after learning how to maneuver it. All it requires is timing your jump dash to be right after the reticle disappears from the enemy you are in front of (meaning you must be right below it by an inch), and you can jump dash right through the badnik, causing you to bounce diagonal upwards-forward, and still in ball form; so you can bop right across the other two or three badniks in the chainline. It honestly feels much more fluid and less gamebreaking than the annoying rebound you do with a direct Homing Attack. Kind of makes me wish they just kept it as a jump dash, but since it doesn't, it makes bouncing seamlessly across the badniks feel like a reward for timing your A-Button-spam correctly.

The rolling and the wall-walking problems definitely need fixes though. Bad. Running shouldn't be without a speedcap and rolling shouldn't be WITH a speedcap.

EDIT: Also is it just me, or does rolling in CSZ Act 2 (iPhone) work more like it's supposed to than normal rolling does? It isn't as affected by friction, and it gains acceleration rapidly by downhill movement. Why can't the actual rolling work more like that? psyduck.png
This post has been edited by Azukara: 11 October 2010 - 04:21 PM

#32 User is offline ICEknight 

Posted 11 October 2010 - 04:29 PM

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Is there a way to turn off the constant BEEP BEEP BEEP BEEP BEEP BEEP BEEP BEEP of the homing targets?

It sounds like playing the shooting levels of SA and SA2.

#33 User is offline JcFerggy 

Posted 11 October 2010 - 04:29 PM

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All I have to say is that timing puzzle in Lost Labyrinth. Such a piss off I got a time out :/

#34 User is offline Dark Sonic 

Posted 11 October 2010 - 04:38 PM

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QUOTE (JcFerggy @ Oct 11 2010, 02:29 PM)
All I have to say is that timing puzzle in Lost Labyrinth. Such a piss off I got a time out :/

I have to remember to game over as soon as I get the game. I'm curious as to what the game over music is. It's too late to listen to it on the ipod version. I'm not losing 200 lives D:

QUOTE (JcFerggy @ Oct 11 2010, 02:29 PM)
All I have to say is that timing puzzle in Lost Labyrinth. Such a piss off I got a time out :/

I have to remember to game over as soon as I get the game. I'm curious as to what the game over music is. It's too late to listen to it on the ipod version. I'm not losing 200 lives D:

#35 User is offline ParaRemix 

Posted 11 October 2010 - 04:40 PM

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Well, overall I'm liking what I'm hearing so far. Looking forward to the PS3 release tomorrow.

#36 User is offline GameboyHero 

Posted 11 October 2010 - 04:44 PM

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QUOTE (Dark Sonic @ Oct 11 2010, 04:38 PM)
I have to remember to game over as soon as I get the game. I'm curious as to what the game over music is. It's too late to listen to it on the ipod version. I'm not losing 200 lives D:

It's similar to what the partnernet build was, but with a few changed instruments.

So got it this morning, and aside from having to learn level layouts and enemy placements, that one spot in MGZ Act 3 (that one crusher blocking your path) and the last special stage argh.gif, I loved it. I never did give two shits for physics, and even playing this like I would play the originals still worked. Super Sonic is a blast to play with, just as broken as he was Sonic 2/3&K. Some levels are gonna take time to master but hey I'll be enjoying this and going for leaderboards.
This post has been edited by GameboyHero: 11 October 2010 - 04:48 PM

#37 User is offline Dark Sonic 

Posted 11 October 2010 - 04:47 PM

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^ I never heard the game over music to begin with lol

So I was curious. Does this game support custom soundtracks on the PS3 and Xbox version? If so what songs do you plan on replacing level soundtracks with? I have a couple ideas

Splash Hill Zone - Tornado Defense Act 1; Palmtree Panic Good Future; Sunset hill Zone act 2
Boss levels - JP Boss from Sonic CD

Can't think of anything of the other levels yet

EDIT: I don't mean to imply I think the music is awful. I actually kinda like it. I just think it'd be awesome to run through the game to the Sonic CD Soundtrack
This post has been edited by Dark Sonic: 11 October 2010 - 04:50 PM

#38 User is offline GameboyHero 

Posted 11 October 2010 - 04:51 PM

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QUOTE (Dark Sonic @ Oct 11 2010, 04:47 PM)
So I was curious. Does this game support custom soundtracks on the PS3 and Xbox version? If so what songs do you plan on replacing level soundtracks with? I have a couple ideas

Doesn't every 360 game support custom tracks? Not sure for the PS3 version though.

#39 User is offline Sparks 

Posted 11 October 2010 - 04:51 PM

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Quick question; can the Wii version be demoed?

#40 User is offline Ch1pper 

Posted 11 October 2010 - 04:54 PM

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Considering that even the Wii version has the options to adjust the music and sound effects volumes, I'd be surprised if it wasn't possible on the other consoles.

Nope, no Wii demo.
This post has been edited by Ch1pper: 11 October 2010 - 04:56 PM

#41 User is offline MarkTheEchidna 

Posted 11 October 2010 - 05:04 PM

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It's so strange, but this game got absolutely mixed reactions on me. I bought the Wii version today. At first, while playing Splash Hill, I had the impression it wasn't that bad, but it wasn't that good either. Then while playing Casino Street, specifically the part with the cannons, I wanted to throw the Wii Remote at the TV. Seriously, that's gotta be the worst segment on a 2D sonic game to date. The lack of proper air physics makes it almost impossible.

After that, I played through Lost Labirynth, and it felt like a completely different game. The level design was brilliant; I absolutely loved the torch thing, and the underwater segments were amazing. (For some reason, the water made up for the broken physics, IMO) When the wall came in and tryied to crush Sonic for a split second it really felt like the genesis games.

Mad Gear was OK, but not that great. Adding another wall crushing segment felt cheap. The cogs were cool, but it beats me why some of them were properly animated, while others "jumped" from angle to angle.

IMO, the bosses sucked, except for the Lost Labyrinth boss (which is the only original boss) and the second part of the Mad Gear boss. (especially when the giant eggman pops up)

The music sounded like ultra cheap MIDI files. (Yeah, it's because of the 40MB limit, but music on the Sonic 3 & Knuckles collection sounded much better)

The sound effects are completely inconsistent. The animations are super smooth, but at the same time, they feel completely awkward, weightless or just wrong. Seriosly: What the hell is Sonic doing with his arm when he looks up?

IMO, the camera was too close most of the time, which got me kind of claustrophobic (I think an ideal distance would be that of the Lost Labyrinth boss) and sometimes it jumped on a really awkward manner.

The game DOES feel polished, yet at the same time, it feels super cheap. The graphics look somewhat good, but at the same time, they look overly generic. Everything has a plastic-ish look, and it looks like they went trigger happy with "Pattern Overlay" on photoshop.

But then again, it has multiple paths on the level design, a lot of destructible elements and some pretty good segments.

If I had to give this game a score out of 10, it would be NaN. Seriously. I feel so confused.

#42 User is offline Solaris Paradox 

Posted 11 October 2010 - 05:07 PM

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QUOTE (MarkTheEchidna @ Oct 11 2010, 06:04 PM)
It's so strange, but this game got absolutely mixed reactions on me. I bought the Wii version today. At first, while playing Splash Hill, I had the impression it wasn't that bad, but it wasn't that good either. Then while playing Casino Street, specifically the part with the cannons, I wanted to throw the Wii Remote at the TV. Seriously, that's gotta be the worst segment on a 2D sonic game to date. The lack of proper air physics makes it almost impossible.


R...really?! I got the sense the having proper air physics would make it almost impossible... and found it laughably easy as it was.

#43 User is offline GHNeko 

Posted 11 October 2010 - 05:08 PM

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What we could use right now, is the Wii Hacking scene to create an Ocarina code that disables Homing Attack and leave in only the Air boost.

That'd make the game either impossible to beat or better.

#44 User is offline Josh 

Posted 11 October 2010 - 05:17 PM

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Just ran through the Wii version, picking up four emeralds along the way, in one setting. It took about an hour and a half. I'm still not over the fanboy factor of ACTUALLY PLAYING SONIC 4, but I'm going to let it sink in. I'm looking forward to learning the level layouts, and the bosses were a lot of fun. I do agree with something Mark said above, though. Lost Labyrinth seemed to come closest to feeling like the Genesis games. I'll be buying it on PSN tomorrow.

It was so strange playing a 2D Sonic game and NOT knowing what was coming, haha.

#45 User is offline Solaris Paradox 

Posted 11 October 2010 - 05:20 PM

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Hey, is anyone else being pestered by an annoying fly for an upload of the Wii version? Because someone seems to think the guy who kept reporting leaks to RubyEclipse is a good person to ask for that. >_>

In all seriousness, 'tis a good game, but I felt like such a beginner. It took me a while to get over Sonic's lesser acceleration (it would appear the previously mentioned acceleration change never happened), and the way the physics worked. I never, never die the kinds of deaths I died during this run while playing classic Sonic.

I do very much enjoy the level designs, although Mad Gear Act 3 was a pain in my ass (I'm frankly terrified by the idea that it was actually harder at one point).

I was surprised to learn that tilt control in the Special Stages isn't that easy to use. I was not surprised to find that d-pad control is a bit of a bitch. Frankly, I'm surprised I managed to get as far as six Emeralds in one run ("Retry" abuse or no), never mind that it only took about four or five attempts to get that damn seventh Chaos Emerald.

No, that's not a fucking dialogue meme, THE LAST SPECIAL STAGE IS BABIES.

The final boss is the only final boss in Sonic history that has actually not only managed to kill me, but kill me over, and over, and over, and over again. And there's an achievement for clearing E.G.G. Station without taking damage in the HD versions. ohdear.png

But seriously, it's probably the one thing I'll ever agree with Hilary Goldstein on, that the last boss is too hard for the game it's attached to. It's such a random spike in challenge that it feels like a brick to the back of the head.

I didn't like how in the Wii version, Sonic seems to have a painted-on mouth. Also, the 3D objects in the Wii version show up on my screen jaggy as hell.

I liked most of the music changes, but sometimes it sounded like some intended aspect of the music was just gone. Lost in translation, as it were.
This post has been edited by Solaris Paradox: 11 October 2010 - 05:21 PM

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