Sonic and Sega Retro Message Board: DimensionWarped - Viewing Profile - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help

Group:
Oldbie: Oldbie
Active Posts:
2398 (0.79 per day)
Most Active In:
General Sonic Discussion (545 posts)
Joined:
05-April 07
Profile Views:
3315
Last Active:
User is offline Mar 05 2015 06:59 PM
Currently:
Offline

My Information

Member Title:
Erinaceous!
Age:
27 years old
Birthday:
December 6, 1987
Gender:
Male Male
Location:
Huntsville, AL
Interests:
Programming, 3D art, design, management theory

Contact Information

E-mail:
Private
Website:
Website  http://

Previous Fields

National Flag:
us
Wiki edits:
5

Latest Visitors

Posts I've Made

  1. In Topic: Sonic & All-Stars Racing: Transformed

    11 March 2014 - 08:03 PM

    View PostJason, on 13 February 2014 - 07:02 PM, said:

    View PostDark Sonic, on 13 February 2014 - 06:39 PM, said:

    View PostW.A.C., on 13 February 2014 - 06:32 PM, said:

    View PostDark Sonic, on 13 February 2014 - 06:20 PM, said:

    That's one thing I never understood with the international version. The items are about as generic as generic can be, while the first game at least used Speed Shoes and Shields from the Sonic series. Now we get... puff fish, fireworks, and purple arrows.

    Oh and they get to have HofD referred to as House of the Dead and not Curien Mansion.

    The items lacked personality, but were very balanced which helped to make the game far less luck based compared to the recent Mario Kart titles. Hopefully whatever sequel they make in the future will retain that balance, but give the items more personality. Example: Replace the bees (or wasps) from the swarm ability with buzz bombers or something else related to SEGA's history. Same function, but more creative aesthetics.

    That's what I mean yea they lacked personality. Swarm should have been Buzz bombers, puff fish should be the junk puyo, boost still could have been speed shoes. The other items could have also been Sega themed too.

    Let's give it a try then:
    • Ice -> ???
    • RC Car -> KapuKapu
    • Rocket -> ChuChu Rocket
    • Blowfish -> Junk Puyo
    • Boost -> Speed Shoes
    • Glove -> ???
    • Swarm -> Buzz Bombers



    In the original Sonic and SEGA All Stars Racing, the boost was already speed shoes and the glove was... more or less made up in the form of the classic shield from Sonic (it didn't catch the items though, it simply deflected them).

    Other than that, most of the items were completely different and had no obvious corollaries to the stuff in SASRT
  2. In Topic: Sonic Boom (Games) Megathread

    05 March 2014 - 02:20 AM

    View Poststescoedw, on 04 March 2014 - 07:27 AM, said:

    View PostKnucklez, on 03 March 2014 - 12:23 AM, said:

    Knuckles had been a sad sob story over the years. You guys remember the last side-series ... um, Sonic X? When it came down to Knuckles, they pissed on him, took a massive dump, then defecated all over him for the finishing touch.

    Sonic X Knuckles was the most gullible and dumbest I've ever seen him, and unfortunately, they never wanted to let shit go. Now, they've just translated that Sonic X personality into the physical realm that is his appearance.

    I guess Big's discontinuation would eventually need a beefy, stupid dope to replace him. Sonic is wearing a long-sleeve and scarf in the scorching desert, Amy's a little slut, and Tails is still 8. Well, there you have it guys, you're welcome.


    Knux was cool in Sonic X. They did not do anything to hurt his character. It was my understanding they portrayed him to be Sonic's equal. I mean the yelling and the gullibility is understandable because it's a cartoon show. Those parts of his character were not meant to be taken seriously. But nobody hurt his character more than Shadow because he did take over his bad ass role. Then Sonic 06 came along where Knuckles did not have his own story line but then they added another new "badass" named Silver. I think he was intended to but it was something about his gameplay that would've been too broken for the action stages. This is where Sega took a massive dump on his character. You can also say Shadow hurt Metal Sonic's character too. Him and Knux were pretty big in the 90s. Knuckles was just a "badass" and Metal was the more "dark and edgy badass" but Shadow took both of those roles from them.


    I'm pretty sure Silver was created exclusively so that Shadow could score some points by kicking him in the back of the head.
  3. In Topic: Does anyone else want a "Sonic R-2?"

    19 February 2014 - 11:51 PM

    It's a terrible idea if for no other reason than that people wouldn't buy it.
  4. In Topic: Does Sonic 1 honestly hold up?

    19 February 2014 - 11:46 PM

    It has both where and how actually. Just off the top of my head in Sonic 1 I can think of the following:
    Green Hill Zone - jumping behind the spikes near the beginning of act 2 to get to the bottom side of the level with a bunch of item monitors, destroying false walls for short cuts and more secret areas (https://www.youtube....h?v=jkiOz2rCa60)
    Marble Zone - False walls that you can walk through to get to hidden item boxes
    Spring Yard Zone - Get behind the walls to collect rings and avoid obstacles
  5. In Topic: Does Sonic 1 honestly hold up?

    19 February 2014 - 03:15 AM

    View PostClutch, on 02 February 2014 - 09:53 PM, said:

    I basically only enjoy 50% of the levels in the original game.


    This. And then for a lot of the rest of the levels I actually find them somewhat irritating. In my case it's not that Sonic 1 has aged terribly. I never really cared for it much to start with. Sonic 2 just gave me a whole lot more of what I liked about the series and a whole lot less of what I disliked. All the style and purity in the world doesn't make a damn bit of difference if the levels aren't fun.

    View PostCovarr, on 06 February 2014 - 04:09 PM, said:

    But even ignoring alternate exits, the exploration in Sonic 1 was never significantly more than choosing between branching paths. Super Mario World has secrets everywhere. Hidden lives, hidden bonus areas, and dozens of different ways to get to them. Some are found by flying, some are found by pipes, some are found by identifying things that are more than just setpieces, and some are unlocked by switch palaces... Let me put it this way. In Sonic 1, there may be different paths to the finish, but all paths are pretty much equivalent. Sure, they may have different obstacles or twist different ways, but it still boils down to "get past things to get to the end". Super Mario World has obvious paths, hidden paths, and even secrets in non-paths (see: all the sky stuff in Donut Plains 1) and the content in each one is vastly different. Some are obstacles, some are shortcuts, some are secret exits, some are bonuses, and sometimes they're a combination of those.


    Sonic also has plenty of secret rooms replete with hidden lives and it also has rings in the sky specifically set up for fancy bounces off of badniks. Jazz Jack Rabbit and Commander Keen would do much of the same a little later on. Much of what you are describing though is stuff that was done simply because the game is slightly different in what it sought to achieve. SMW is a head to the right style platformer sure, but it moonlights as a puzzle game. That doesn't mean the levels themselves are deeper. That just means that they often have a puzzle or two shoved in them and more often than not they aren't especially congruous with the level design (obvious exceptions going to the star road levels and Forest of Illusion). All this stuff that you get with flight just wouldn't have any purpose in a Sonic game that lacks flight. Basically, the distinctions you are making here just seem a little pointless.

    Quote

    not a single buzzy beetle in the whole game is anything but deliberately and meticulously thought out.


    Yeah bullshit. Look, I know that you can do amazing things with jumps in a Mario game and most of the time the chains are incredibly well thought out. But level design isn't that calculated of an activity by nature. I'm sure enemies and blocks and such would have been shuffled around until they arrived at positions and whatnot that felt right, but it isn't really like every single minute detail in SMW was just a calculated cog in some grand master plan.

    And you know what you get when every single enemy and block is thought out in perfect agonizing detail? A shitty rom hack level and generally one intended purely for cheap deaths at that.

Friends