Sonic and Sega Retro Message Board: Does anyone else want a "Sonic R-2?" - Sonic and Sega Retro Message Board

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Does anyone else want a "Sonic R-2?"

#46 User is offline InvisibleUp 

Posted 21 February 2014 - 09:25 PM

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View PostE-122-Psi, on 21 February 2014 - 07:25 PM, said:

View PostMr Lange, on 21 February 2014 - 01:06 AM, said:

Considering the existence of Blitz Sonic and Sonic GDK I'm honestly surprised no one has done it yet, let alone a remake of Sonic R. Either way I'd love to see it happen, despite the controls I had loads of fun with Sonic R when I was younger.


Some more hacking of Sonic R itself would be interesting to see, though I admit it's probably not an easy game to work off of (if a full model of Amy is ever found in the game though, you know what must come of it...). :P

By the way, did anyone notice those random balloons floating around in the background of certain tracks (even in non Balloon mode)? Anyone found out what those were about?


I tried using a RAM editor to walk out of bounds and attempt to collect those balloons. Nothing happens, but if you're in Resort Island going out that far sometimes causes the camera to freak out and start heading for space. (If anybody's interested, grab the Cheat Engine and tell it to NOP out addresses 0x4D8B13 and 0x4D8B1A. Those seem to be the calls to the collision-detection routines so you can just waltz your way through the fences. PC version, of course.)

If I had to guess, it's probably so that the balloon model is guaranteed to be in memory so it doesn't have to worry about weird case conditions messing up the RAM or anything. (As to why they had to put it in the level, I have no clue.)
This post has been edited by InvisibleUp: 21 February 2014 - 09:27 PM

#47 User is offline NioZero 

Posted 21 February 2014 - 09:43 PM

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View PostTheKazeblade, on 21 February 2014 - 08:30 PM, said:

View PostRuRi, on 21 February 2014 - 12:29 PM, said:

Or just a Generations/Unleashed boost style racing would be great too
I was thinking along these lines. Really, when you think about it, the Unleashed/Colors/Generations style of gameplay is essentially Sonic R's basic control scheme (move, with drift replacing the sharp turn) refined; the only major difference is the boost.Just give everyone else that same control scheme (sans boost, or give boost to specific characters) and bam, you have Sonic R-2. I can see an on-foot Sonic racing game making excellent use of the quick step and drift mechanics in course designs. I'm totally down with the idea.Just give more unlockable characters and courses. Sonic R can be breezed through in an hour, if that, with all unlockable characters. Plus, once Super Sonic and Metal Knuckles were unlocked, you essentially broke the game. Of course it was still fun, though.


In the sonic Boom game trailer there is a small section where all characters run through a track at full speed. That and track design like sonic riders where there is speed, power and fly sections is something I would like to expect to be a sonic r 2 (let's not forget drift of course)

View PostAerosol, on 21 February 2014 - 09:04 PM, said:

Sonic R 2 would be a musical blend of Sonic Riders and Boost Gameplay. Everyone having boost would be silly, but Speed characters? Surely. Power characters can take one shortcut, and Flying characters can take another.


I actually like Sonic Riders, but the first one, the second was mediocre and the third one was horrible... Playing multiplayer with friends was very entertain and challenging...
This post has been edited by NioZero: 21 February 2014 - 09:43 PM

#48 User is online SpeedStarTMQ 

Posted 22 February 2014 - 04:39 AM

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Challenging because it was so annoying! Seriously though, don't remember playing 2p, but single player was hard because signs popped up blocking your view around corners and the signs filled the screen. That's unforgivable in my books.

#49 User is offline Dr. Corndog 

Posted 22 February 2014 - 08:28 AM

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I didn't care for Sonic R even back in the day. It felt...unfinished. But as someone else said, a more polished version with parkour (and more than 5 tracks) might be pretty cool.

#50 User is offline KingofHarts 

Posted 22 February 2014 - 08:55 AM

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Being a fan of All Stars Racing Transformed... and a fairly decent player at it as well... I'd prefer to see the ASR series.

That said, I also have nostalgia for Sonic R, having played it constantly for the longest time before my first computer shit the bed. While I'm not clamoring for Sonic R2 (don't call me D2), I'd be lying if I said I wouldn't give it a look, if it were ever done.

View PostNioZero, on 21 February 2014 - 09:43 PM, said:

I actually like Sonic Riders, but the first one, the second was mediocre and the third one was horrible...


Seconded.

#51 User is offline grap3fruitman 

Posted 22 February 2014 - 12:58 PM

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I think everyone's issues with the controls is because the game was designed with the Saturn's d-pad in mind and not an analog stick. I played it on PC with the keyboard and so I didn't have any issues with the controls. I hadn't considered that people had played this with an analog stick...

#52 User is offline Dark Sonic 

Posted 22 February 2014 - 02:17 PM

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For some reason the AI in the PC version is just ass. The factory level is just a broken mess where the characters run in circles in that part towards the end. It also seems much easier than the Saturn version.

I haven't played the PC version in a bit, for some reason I like the Saturn one more, maybe due to more nostalgia or something like that. But I just feel like the Saturn one offers more of a challenge, even if it can be almost impossible at one point (Unlock Metal Sonic and Knuckles and you aren't coming in first until you get Super Sonic).

#53 User is online SpeedStarTMQ 

Posted 22 February 2014 - 07:26 PM

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Weird, cos' the PC version is also the one used in Gems, and I understand that doesn't happen. Patched, perhaps? :british:

#54 User is offline KingofHarts 

Posted 23 February 2014 - 10:47 AM

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View Postgrap3fruitman, on 22 February 2014 - 12:58 PM, said:

I think everyone's issues with the controls is because the game was designed with the Saturn's d-pad in mind and not an analog stick. I played it on PC with the keyboard and so I didn't have any issues with the controls. I hadn't considered that people had played this with an analog stick...


Probably the equivalent of trying to play Mario 64 DS with a joystick on NO$GBA. I totally understand their grief. That said, anyone bitching about the PC's controls... not so much.

#55 User is offline Epsilonsama 

Posted 23 February 2014 - 01:12 PM

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Are you seriously complaining about control on the All-Star Racing series?

I mean the controls on those games are excellent and much, much better than Sonic R.

In Sonic R, the character controls like tanks for some reason. And while I have nostalgia for that game its a much inferior game compared to Sega All-Star Racing series.

View Postgrap3fruitman, on 22 February 2014 - 12:58 PM, said:

I think everyone's issues with the controls is because the game was designed with the Saturn's d-pad in mind and not an analog stick. I played it on PC with the keyboard and so I didn't have any issues with the controls. I hadn't considered that people had played this with an analog stick...


Nope.

I played it on the Saturn and it still plays like ass. Also I played it on Win98 back in the day with a Microsoft Sidewinder and it still played like ass.

Sonic R just plays like ass. Objectively it's a bad game. With only 5 levels and 9 unbalanced characters its a really broken game. I like it in a so bad its good sort of way and it certainly has a charm thanks to it being the closest thing to a 3D Sonic game back then and the glorious soundtrack.

But make no mistake, Sonic R is bad. And when you compared it to ASR its even worse.
This post has been edited by Epsilonsama: 23 February 2014 - 01:26 PM

#56 User is offline Cooljerk 

Posted 23 February 2014 - 02:09 PM

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View Postgrap3fruitman, on 22 February 2014 - 12:58 PM, said:

I think everyone's issues with the controls is because the game was designed with the Saturn's d-pad in mind and not an analog stick. I played it on PC with the keyboard and so I didn't have any issues with the controls. I hadn't considered that people had played this with an analog stick...


The saturn version has analog controls...

View PostEpsilonsama, on 23 February 2014 - 01:12 PM, said:

Objectively it's a bad game.


*subjectively

#57 User is offline Ell678 

Posted 23 February 2014 - 02:52 PM

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View PostMr Lange, on 21 February 2014 - 01:06 AM, said:

Considering the existence of Blitz Sonic and Sonic GDK I'm honestly surprised no one has done it yet, let alone a remake of Sonic R. Either way I'd love to see it happen, despite the controls I had loads of fun with Sonic R when I was younger.


At least in the case of GDK, it would be possible (imagine full Sonic physics while racing :D ) but it would require a hell of a lot of re-coding. I for one would love to see it, as I haven't played Sonic R at all.

#58 User is offline Azukara 

Posted 23 February 2014 - 06:55 PM

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Although probably without (or with a nerfed) boost, a game with similar controls to the boost-era games would be best for a Sonic R sequel if you ask me. Multiple characters dashing, drifting, hopping and twitch-reacting to the tracks.. man I'd take it in a heartbeat.
This post has been edited by Azukara: 23 February 2014 - 06:58 PM

#59 User is offline Epsilonsama 

Posted 25 February 2014 - 12:08 PM

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View PostCooljerk, on 23 February 2014 - 02:09 PM, said:

View PostEpsilonsama, on 23 February 2014 - 01:12 PM, said:

Objectively it's a bad game.


*subjectively


While I agree most of gaming is based on subjective opinion you can make a solid argument that Sonic R is objectively a bad game.

Its extremely unbalanced, lacks content and the controls are bad.

It still has a certain charm but I would never pay $50 for it.

#60 User is offline Vangar 

Posted 07 April 2014 - 08:46 AM

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People who say the controls are bad must not have realised the L R buttons are for drifting and probably just slam into walls.

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