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New Re-encoded Sonic Xtreme videos in the raw !

#1 User is offline Andrew75 

Posted 19 November 2014 - 12:56 AM

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AVI's Uploaded by Chris Senn, these have been re-encoded.
We've all seen these before , but not like this! I think this is as good as its ever going to get. (unless we re-contrast the videos.)
The E3 1996 promo video can be seen clearly for the first time . The 4 worlds video with Jade gully has a clean opening among other things if you guys can catch them.
I think that the videos need to be re-contrasted though as they are a bit dark.

Quote

AVI files uploaded:
* 4 worlds
* sonic demo 96 (contains new paths and new worlds)
* xtreme promo spot

These are as high quality as I've got... so hopefully they help! Also, they'll need trimming (the demo has garbage at the end, for example), and the sound should either be muted or retracked. Good luck! =D



Here are Youtube up-loads in case you want to check them out quickly.


SonicDemo96 (New Paths and New Worlds)


Xtreme promo spot ( shown at E3 1996 ) Music score intact and for the first time very clear visuals! (This is my personal favorite)
If you look very close at 1:17 you can see that Sonic's sprite may have environment lighting as he runs arround the crystal.

This post has been edited by Andrew75: 19 November 2014 - 01:52 AM

#2 User is offline TheKazeblade 

Posted 19 November 2014 - 01:10 AM

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Wow, you can really see how unrefined the game was at the point they were showing it off at E3! I see now why they inter-spliced it with the "Mario" sequences so they could cut up the gameplay footage to short bursts.

#3 User is offline Dark Sonic 

Posted 19 November 2014 - 01:24 AM

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Yet more proof this game would have potentially been a train wreck. Still interesting though.

#4 User is offline Andrew75 

Posted 19 November 2014 - 01:38 AM

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I think if they had more time to work on things, I truly feel they could have pulled off something pretty fun and entertaining . When looking at that E3 video, and than actually looking at the leaked levels in person, you get a more complete view as to how truly incomplete the levels shown in that video really are. ( they seem like they were tossed together as tests levels , or maybe even rushed to make it on time for an E3 deadline. The only one that looks like it could be a full level would be the Jungle area which is quite massive. There is a lot of that level not shown in the videos. All the other areas that are shown is basically it. (What's not shown off screen actually does not exist.) Well there is a little bit more to them but not much)
But yeah these levels are much earlier than what's shown in the other 2 videos. They too were quickly tossed together if memory serves correct. So we shouldn't judge by looking at an unfinished engine.


Here is the final Video uploaded to Youtube ( since I'm only allowed 2 videos in the first topic)
Sonic Xtreme 4worlds (Jade Gully, Red Sands, Crystal Frost, and Galaxy Fortress)

This post has been edited by Andrew75: 19 November 2014 - 01:57 AM

#5 User is offline Morph 

Posted 19 November 2014 - 02:33 AM

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Cool stuff! It's nice to see higher quality footage of all this stuff.

#6 User is offline McAleeCh 

Posted 19 November 2014 - 02:36 AM

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Amazing stuff, Andrew! It's great to have all of this in such high quality - particularly the E3 video, as it's nice to finally see that in watchable quality and in its entirety, but also the New Paths/New Worlds video as the leaked assets don't contain these levels, so this high-quality footage is potentially all we'll ever have of those. You can definitely see there's been a lot of refinement to the game's engine between the E3 video and New Paths/New Worlds!

Am I correct in saying that, as far as we're aware, the reason New Paths/New Worlds aren't included in the leaked assets is because the version of the engine given to POV was older, so some of the functionality (and thus the levels designed to show it off) wasn't yet present?
This post has been edited by McAleeCh: 19 November 2014 - 02:40 AM

#7 User is offline Andrew75 

Posted 19 November 2014 - 02:38 AM

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View PostMcAleeCh, on 19 November 2014 - 02:36 AM, said:

Amazing stuff, Andrew! It's great to have all of this in such high quality - particularly the E3 video, as it's nice to finally see that in watchable quality and in its entirety, but also the New Paths/New Worlds video as the leaked assets don't contain these levels, so this high-quality footage is potentially all we'll ever have of those. You can definitely see there's been a lot of refinement to the game's engine between the E3 video and New Paths/New Worlds!

Am I correct in saying that, as far as we're aware, the reason New Paths/New Worlds aren't included in the leak is because that version of the engine is from a period of time before some of the functionality those levels were designed to show off was implemented?


We should be thanking Chris Senn for sharing these just today on his forums.
The new Paths level has been leaked in the first leak , there are multiple versions of the level though with various names, one name was star something. ( not going to check now, since im heading to bed, lol )
but yeah paths data is included in the def files. With NeKit's help pin pointing path vertex positions, I've already rebuilt the paths by hand last year and they are fully animated to boot.( and yes working in AXSX)
This post has been edited by Andrew75: 19 November 2014 - 02:43 AM

#8 User is offline Black Squirrel 

Posted 19 November 2014 - 04:36 AM

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That version they were using for E3 looks appauling, and now that we have clear music for it... it sounds appauling too.

You can see why people walked away from that conference thinking the game was terrible. Sonic seems to spend half the time levitating slightly above the floor.

#9 User is offline Spinksy 

Posted 19 November 2014 - 04:46 AM

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Nice, thanks for uploading.

#10 User is offline BlobVanDam 

Posted 19 November 2014 - 04:48 AM

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View PostBlack Squirrel, on 19 November 2014 - 04:36 AM, said:

That version they were using for E3 looks appauling, and now that we have clear music for it... it sounds appauling too.

You can see why people walked away from that conference thinking the game was terrible. Sonic seems to spend half the time levitating slightly above the floor.


What? You don't like Hot For Teacher? Posted Image

The lagging behind animation is the most annoying bit to me, how Sonic is still walking halfway through a jump. It's nice to see how far along some parts where before it was shelved, but I don't know, the game still sorta looks almost unplayable to me.

#11 User is offline McAleeCh 

Posted 19 November 2014 - 06:14 AM

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View PostAndrew75, on 19 November 2014 - 02:38 AM, said:

We should be thanking Chris Senn for sharing these just today on his forums.

Ah, apologies - meant to flag this up in my original post, but was in a rush this morning. Indeed, many thanks to Chris Senn for uploading these higher-quality versions - it's great to see that he's still interested in sharing information and footage related to X-treme with the community, even after all this time. = )

View PostAndrew75, on 19 November 2014 - 02:38 AM, said:

The new Paths level has been leaked in the first leak , there are multiple versions of the level though with various names, one name was star something. ( not going to check now, since im heading to bed, lol )
but yeah paths data is included in the def files. With NeKit's help pin pointing path vertex positions, I've already rebuilt the paths by hand last year and they are fully animated to boot.( and yes working in AXSX)

Thanks for clarifying - didn't realise we had various versions of "New Paths"; guess it's just "New Worlds" that we don't have from that vid then. Slightly off-topic, but it's also exciting to hear that you have a working version of "New Paths" working in AXSX, complete with the animated paths and everything! = D
This post has been edited by McAleeCh: 19 November 2014 - 06:14 AM

#12 User is offline Lambda 

Posted 19 November 2014 - 10:27 AM

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Sorry if this was explained and I missed it, but the footage seen in that last video. The one with Jade Gully and the ice level. Is that the build we have?

#13 User is offline Kiddo Cabbusses 

Posted 19 November 2014 - 11:24 AM

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View PostBlobVanDam, on 19 November 2014 - 04:48 AM, said:

b
The lagging behind animation is the most annoying bit to me, how Sonic is still walking halfway through a jump. It's nice to see how far along some parts where before it was shelved, but I don't know, the game still sorta looks almost unplayable to me.


The thing that bugged me in the videos was seeing instances of things like Sonic standing slightly tilted on top of an object in a manner that felt a lot like the wonkier physics in games like Sonic 4. I was also kinda put off by how Sonic runs faster than his movement in many of the obviously-automated "speed sequences" like corkscrews. In general, it felt like this engine wasn't a solid foundation for a game that was meant to play "like Sonic", and... strangely enough, the way Sonic moved in regards to his acceleration and momentum made me think often of SRB2, where Sonic would zoom fast through a level on a dime in such a way that the camera would have difficulty keeping up if he veered too much left or right.

#14 User is offline Andrew75 

Posted 19 November 2014 - 12:19 PM

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View PostLambda, on 19 November 2014 - 10:27 AM, said:

Sorry if this was explained and I missed it, but the footage seen in that last video. The one with Jade Gully and the ice level. Is that the build we have?

Yes that's what we have publicly available so far.

#15 User is offline Lambda 

Posted 19 November 2014 - 02:05 PM

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View PostAndrew75, on 19 November 2014 - 12:19 PM, said:

View PostLambda, on 19 November 2014 - 10:27 AM, said:

Sorry if this was explained and I missed it, but the footage seen in that last video. The one with Jade Gully and the ice level. Is that the build we have?

Yes that's what we have publicly available so far.

Awesome! That's the one that always intrigued me the most, since the levels look like... levels. :P
This post has been edited by Lambda: 19 November 2014 - 02:05 PM

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