Sonic and Sega Retro Message Board: Sonic CD (2011) Post-Release Bugs/Fixes/Suggestions - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 36 Pages +
  • ◄ First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last ►
    Locked
    Locked Forum

Sonic CD (2011) Post-Release Bugs/Fixes/Suggestions

#46 User is offline Black Squirrel 

Posted 16 December 2011 - 07:06 AM

  • buy my lovely game
  • Posts: 2821
  • Joined: 27-December 03
  • Gender:Male
  • Location:Northumberland, England
  • Project:Sega Retro
  • Wiki edits:20,569
XBLA version... and probably all versions come to think of it, including the Mega CD copy.

The outro runs too slowly. In the Mega CD original this is to be somewhat expected because big cuts were made to the graphical quality.

Sonic Jam - this is the correct speed. Though no games have ever matched it.

Mega CD - too slow. But I think that might be partly due to the hardware. It's also missing a scene (and might skip a few frames?!) so no point in caring about this one.

Sonic Gems Collection - also too slow, but has the full movie. As you can see though, the timings are nothing like the above and it doesn't do the credits in the same way EDIT: this was a fan-made though IIRC it's pretty similar to the real thing

XBLA (the US ending because nobody has uploaded the JP one to YouTube yet) - a hybrid of the two, but still too slow. I imagine it was slowed down to keep it accurate... but as you can see, there's no point in being accurate because the previous two versions of the game cut things, so I propose speeding it up to Sonic Jam-levels
This post has been edited by Black Squirrel: 16 December 2011 - 07:31 AM

#47 User is offline BlazeHedgehog 

Posted 16 December 2011 - 07:29 AM

  • A "Community Enigma"?
  • Posts: 1314
  • Joined: 23-January 05
  • Gender:Male
  • Wiki edits:51

View PostBlack Squirrel, on 16 December 2011 - 07:06 AM, said:

XBLA version... and probably all versions come to think of it, including the Mega CD copy.

The outro runs too slowly. In the Mega CD original this is to be somewhat expected because big cuts were made to the graphical quality.

Sonic Jam - this is the correct speed. Though no games have ever matched it.

Mega CD - too slow. But I think that might be partly due to the hardware. It's also missing a scene (and might skip a few frames?!) so no point in caring about this one.

Sonic Gems Collection - also too slow, but has the full movie. As you can see though, the timings are nothing like the above and it doesn't do the credits in the same way

XBLA (the US ending because nobody has uploaded the JP one to YouTube yet) - a hybrid of the two, but still too slow. I imagine it was slowed down to keep it accurate... but as you can see, there's no point in being accurate because the previous two versions of the game cut things, so I propose speeding it up to Sonic Jam-levels


Especially given the credits scroll always run longer than the video does, so having the video run slowly doesn't "fix" anything.

#48 User is offline MastaSys 

Posted 16 December 2011 - 08:11 AM

  • The nightmares? They never go away.
  • Posts: 506
  • Joined: 31-March 09
  • Gender:Male
  • Wiki edits:3
It's slowdowned to match the JP music ending that have some sounds of the cutsceen itself, which were made with the Mega CD version in mind.

Prob that.
This post has been edited by MastaSys: 16 December 2011 - 08:12 AM

#49 User is offline Arique 

Posted 16 December 2011 - 08:56 AM

  • It's Just Business.
  • Posts: 1004
  • Joined: 14-April 10
  • Gender:Male
  • Location:Good ol' Connecticut
  • Project:Fhqwhgads 2007: My 2nd Daft Punk x Strong Bad mashup album

View PostBlack Squirrel, on 16 December 2011 - 07:06 AM, said:

XBLA (the US ending because nobody has uploaded the JP one to YouTube yet) - a hybrid of the two, but still too slow. I imagine it was slowed down to keep it accurate... but as you can see, there's no point in being accurate because the previous two versions of the game cut things, so I propose speeding it up to Sonic Jam-levels

Yeah, I went ahead and uploaded the JP version. It's from the iPhone release, but it's still at the same speed as the XBLA ending.

#50 User is offline BSonirachi 

Posted 16 December 2011 - 10:51 AM

  • It's a fact of nature!
  • Posts: 123
  • Joined: 18-December 10
  • Gender:Male
  • Location:United Kingdom
  • Wiki edits:17
Bugs
-When you fly with Tails and grab rings in mid-flight, the propeller sound sometimes stops.
-When skidding, Tails' tails are 4 pixels farther from the body than they should be, sometimes appearing to be separating from his body slightly.
-When you use debug mode with Tails, his tails don't always vanish when you enter the object placement state.
-If you have the US soundtrack set, the Japanese title screen music still plays on the title screen instead of the US one when you relaunch the game.

Suggestion
-Would it be necessary to include credits for the US soundtrack during the ending sequence?
This post has been edited by BSonirachi: 16 December 2011 - 11:59 AM

#51 User is offline ICEknight 

Posted 16 December 2011 - 11:02 AM

  • Posts: 9289
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18

View PostBlazeHedgehog, on 16 December 2011 - 05:53 AM, said:

Also, how the game detects "being crushed" seems pretty sensitive. Not sure if that's a bug, though, and it might've been that way in the original Sonic CD, but I've had a lot of deaths where I've jumped between two blocks and despite there being enough room for Sonic to fit and the blocks moving OUTWARD instead of INWARD, Sonic still dies.

That also happened to me so many times, while tima attacking Wacky Workbench...

#52 User is offline Black Squirrel 

Posted 16 December 2011 - 11:09 AM

  • buy my lovely game
  • Posts: 2821
  • Joined: 27-December 03
  • Gender:Male
  • Location:Northumberland, England
  • Project:Sega Retro
  • Wiki edits:20,569
Tidal Tempest, particularly act 2, has the occasional Yago badnik which lacks its underwater palette when underwater.
This post has been edited by Black Squirrel: 16 December 2011 - 11:09 AM

#53 User is offline ICEknight 

Posted 16 December 2011 - 12:38 PM

  • Posts: 9289
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18
Speaking of this:

View PostICEknight, on 16 December 2011 - 01:46 AM, said:

  • Sonic doesn't need to jump in order to reach the large bubbles (Tails shows the correct behavior, possibly because he's shorter).

  • Try holding up or down while you're waiting on a bubble generator. Sonic will breath the bubble and start walking in place.


Also, now that I've tried the Andoid port, I've noticed that the "Menu" button doesn't bring up the Menu/Pause screen, which seemed a bit odd.

EDIT: Also, the "Back" button doesn't let you exit the game.
This post has been edited by ICEknight: 16 December 2011 - 12:48 PM

#54 User is offline Sprint 

Posted 16 December 2011 - 12:59 PM

  • Posts: 1
  • Joined: 28-October 04
  • Location:Over there!
A few bugs I've noticed on the XBLA version:
- Centiseconds of the timer not reset between levels. The only ways to reset the timer to zero are to exit to dashboard or pause the game at "00 before quitting a level.
- The moving platforms in Palmtree Panic (and maybe other things?) aren't reset either. They appear to remember their positions instead of resetting when you start the level (screwing up time attack attempts).
- If the drowning timer hits zero just after you die from something else, the drowning sound effect plays and the game becomes unresponsive, forcing you to exit to dashboard. I don't know if this happened in the original since I don't have access to it right now.
This post has been edited by Sprint: 16 December 2011 - 01:05 PM

#55 User is offline Solid SOAP 

Posted 16 December 2011 - 01:03 PM

  • has covered wars
  • Posts: 1523
  • Joined: 27-April 08
  • Gender:Male
just "died" in Wacky Workbench, only instead of dying Sonic did his usual death animation, but when he got to the bottom of the screen he just sort of stood there. Kind of a pain in the ass because I was doing really well on my run this time (All Time Stones and Good Futures thus far). This has never happened to me before and I don't understand why it did.

#56 User is online steveswede 

Posted 16 December 2011 - 01:26 PM

  • Posts: 3368
  • Joined: 13-April 09
  • Gender:Male
  • Location:Birthplace of Lara Croft
  • Project:Bowel reconstruction
  • Wiki edits:6
Don't know if this has been mentioned but Wacky Worbench act 3 does a bad future even when I've collected all the time stones and completed act 1 and 2 in a good future.

#57 User is offline Ayu Tsukimiya 

Posted 16 December 2011 - 01:32 PM

  • UGUU~
  • Posts: 344
  • Joined: 26-April 10
  • Gender:Male
I'm still waiting for the PS3 release, seeing as how I don't really own the Xbox in my house. Still, I'd like to throw out a suggestion I (and a million other people, probably) made in the other threads:

Would it be possible for you to make those two scrapped stages of yours into a reality via DLC? If you can get your higher-ups to listen to you, I'm sure the fan-support for such a thing would be huge. Plus, with it being optional, it wouldn't hinder the efforts you made to keep it faithful to the original.



EDIT: And goddamn! SEGA might as well get Sonic Retro to do their bug testing for them!

This post has been edited by Ayu Tsukimiya: 16 December 2011 - 01:33 PM

#58 User is offline ICEknight 

Posted 16 December 2011 - 01:34 PM

  • Posts: 9289
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18
Is it me, or do the transparent spherical thingies in Collision Chaos not make their characteristic noise when you break them? (Live Arcade version)

Regarding the intro, I personally liked it better when the background was dark before the title appeared in a flash (I don't know why they changed it for the PC release onward), but that's just a personal preference.
This post has been edited by ICEknight: 16 December 2011 - 01:35 PM

#59 User is offline Shadow Hog 

Posted 16 December 2011 - 01:54 PM

  • Avatar by Neoriceisgood
  • Posts: 3859
  • Joined: 05-November 06
  • Gender:Male
  • Location:Earth
  • Wiki edits:10

View PostICEknight, on 16 December 2011 - 01:34 PM, said:

Is it me, or do the transparent spherical thingies in Collision Chaos not make their characteristic noise when you break them?
They do in the Android version.

#60 User is online steveswede 

Posted 16 December 2011 - 02:00 PM

  • Posts: 3368
  • Joined: 13-April 09
  • Gender:Male
  • Location:Birthplace of Lara Croft
  • Project:Bowel reconstruction
  • Wiki edits:6
What the hell I've got all the time stones, destroyed all the robot generators (can't destroy the others when the time stones disable them), destroyed the Metal Sonic holograms and I get no trophy for it.
This post has been edited by steveswede: 16 December 2011 - 02:01 PM

  • 36 Pages +
  • ◄ First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users