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Posts I've Made
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In Topic: Sonic 1 SMS vs Sonic Edusoft
03 March 2013 - 01:15 PM
Black Squirrel, on 03 March 2013 - 12:28 PM, said:It's all about screen estate - in the Mega Drive and Master System platformers Sonic takes up about 1% of the screen (and it's a similar story for Mario on the NES). It's a pretty good size to be - just enough detail to see the character, but "zoomed out" enough to see what's coming as you traverse through the stage.
Sonic Blast is an example of when you shove big sprites into a small window - you can't see what's coming, and the level design (and game as a whole) suffers as a result. Sonic takes up about 5% of the Game Gear window in that game.
Otherwise you have to remember an entirely different team worked on the Master System (and Game Gear) Sonic 1 and probably didn't have access to all the final assets (which probably explains why there's no Marble Zone or Spring Yard or whatever). They were never going to look identical - Edusoft came much later and has a completely different style of play
also I'd say it looks pretty awful at times but whatever
I agree with you for the most part, and I knew beforehand that Sonic 1 SMS didn't have a game to base itself off of, but you can still see some things that weren't very hard to do for Sonic 1 SMS. Notice the gradient background in the two minigames in Edusoft. The SMS game even uses some of the same colors in drawing the spikes on the ground that could just as easily be used to give the skyline color depth. I also noticed that Sonic's sprite in Edusoft is hardly bigger than his SMS sprite. Color and animation really make the difference with this game. The Edusoft game has rippling water effects as well as rippling lava in the trampoline minigame. Even Sonic's jump in the trampoline looks like a much smoother parabolic trajectory. I can nitpick, but I'm running out of trial posts and I don't know if one of the admins will let me have 20 more posts, and I don't want to make it obvious I had enough free time to spend doing 2nd grade math and word scrambles in Sonic Edusoft for 5 hours (WHO SAID CRAZY!? I AM NOT CRAZY, YOU'RE CRAZY!). I did notice the viewing area is a little bit smaller, but it's nowhere near as bad as the small viewing area of Super Mario Bros. Deluxe for GBC (viewing area reduced from 16x16 tiles in SMB to 10x10 tiles), and that game was still great despite losing over half the viewing area. Hardware just isn't a massive constraint. Cutting the color palette from 64 to 32 colors reduces VRAM usage by 1/2, and reducing the field of view by a couple tiles and lowering the onscreen sprite count should take care of the rest. Sonic 1 for Genesis/MD didn't even push the hardware to its limits. I can't really think of a part of that game that used more than 90% of the VRAM while hacking it until I started throwing in badniks and switch puzzles all willy-nilly.
EDIT: Capitalization error fixed -
In Topic: Sonic 1 SMS vs Sonic Edusoft
03 March 2013 - 03:31 AM
AerosolSP, on 03 March 2013 - 03:20 AM, said:The amateur in me compels me to say that Sonic Edusoft used less VRAM at a time than Sonic 1 SMS.
I suppose so. Nonetheless, I imagine that is because the design was more efficient. On top of that, the SMS had 16KB of VRAM, the same as the boot RAM and main RAM combined. Perhaps it has more to do with the handling of collision mappings. Sonic Edusoft never had to process collisions from what I saw. There really wasn't anything but scripted movements... -
In Topic: Sonic Dash, on iOS & Android
02 March 2013 - 03:13 PM
I can only hope that this game sees an Android port like Sonic Jump and better yet, a release on just about every major platform like Angry Birds. It's one of those games that you would want to own multiple times; cheap enough to do so, and then you can have one copy for your PC's 1080p monitor and one copy you can take with you. Porting games written in Java takes all of 2 hours primarily for quality assurance. As fun and addictive as Sonic Jump was, I'm sure Sonic Dash will be great.
Still praying for that Android version of Sonic Jump so I don't have to wait until I come home for Christmas to play... -
In Topic: THE KEN PENDERS CHRONICLES: FOODFIGHT
01 March 2013 - 03:04 PM
Don't get me wrong; Ken Penders is a jackass, but it makes sense why a guy like him would go and try to seal away all of his work. As a comic book artist, he makes VERY LITTLE MONEY especially when you consider the fate of his media. Even from the start of his career writing Sonic comics, comic books were a niche market at $2 per book. Nobody that I knew of in school even as far back as 1999 read comics because of the relative ease of obtaining free entertainment coupled with the fact that for the cost of 10 comic books that you can read in less than 2 hours, you could get a Game Boy Color game that would entertain you for hours during recess and lunch. Super Mario Bros. Deluxe vs 10 volumes of any comic- it's hard to beat spending your money on the best handheld game of 1999. I love the comics, we all love the comics, but I would be shocked if even for his level of fame and notoriety that he ever made more than $100k in a year. His entire well-being is stake in the Sonic comics, so this was a rational decision on his part even if it is morally and legally unjustified.
Nonetheless, I'm just grateful that he doesn't have a claim to the comics being that he was under contract to use another entity's intellectual property to write a comic book on behalf of said entity. Just imagine how stupid it would be for Michael Bay to claim property rights on Transformers, take away 95-97% of the money involved, and you have the sad story of a dying man. -
In Topic: Sonic Generations Megathread II
22 February 2013 - 02:00 AM
Josh, on 20 February 2013 - 09:47 PM, said:
GeneralAdmiralChipotle, on 20 February 2013 - 06:04 PM, said:I loved Sonic Generations so much when I first downloaded it off of Steam, and I still love it 8 months later, but I have two complaints: THIS GAME IS WAY TOO SHORT AND EASY! Even with all of the challenges I have to do to beat the game and 100% it, I still managed to obtain everything in less than 30 hours, and 9 zones is such a small number for Sonic's 20th birthday. I can accept the fact that Sega couldn't get more levels on the disc by launch day and understand the contraints in the game development process, but it only makes sense to expand the DLC offering. As well-loved as this game is, why not release DLC packs with Labyrinth Zone, Hill Top Zone, a full Stardust Speedway, Icecap Zone, Death Egg Zone, Windy Valley, Pyramid Base, Asteroid Coaster, and so forth? The list of levels that can be rebuilt into amazing Generations levels goes on and on...
The game needed a DLC expansion with more challenging levels. The initial offering consisted mainly of the easy early levels from Sonic's past, and quite honestly, I really want to see Hill Top and Asteroid Coaster in HD. Sega could've made a lot of money just putting DLC up for purchase. The revenue could've been equivalent to selling 25% more copies of the game. Sega really squandered yet another golden opportunity...
The point of the game is not to witness all the content. The point of the game is to get fucking amazing at it. I've logged almost 200 hours on the Steam version, and I _still_ play it all the freakin' time.
DLC's been brought up a lot, and it would be nice... but honestly, with the amount of work that goes into these levels, I'm sure they'd just release another Generations-style game before they'd create all that DLC. I mean, suppose we got one new level for each era. That's a whole third of the game right there, and it's a game that Sonic Team took three years to develop.
(Also, you can see Asteroid Coaster in HD via All-Stars Racing Transformed. Hur hur hur hur.)
I know, but it's not the same when Sonic handicaps himself my driving a car. It didn't take much effort for me to get amazing at Sonic Generations. In spite of all the cheaters, I still outrank 99.2-99.6% of all the posted course PRs in the leaderboards. I've developed fast reflexes over the years as a byproduct of over 750 of hours of F-Zero X (the most challenging game ever made until F-Zero GX) and SSBM. Sonic Generations is just too easy because the boost gauge is rarely less than half full unlike Sonic Colors which demands using boost power wisely. I've found all the shortcuts, and while it feels fun to go fast, there is no challenge in that game whatsoever sans a really painful mission that involved bouncing renegade eighth notes back at Vector.

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