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General Sonic Discussion (11 posts)
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User is offline May 15 2015 03:06 PM
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17 years old
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May 23, 1998
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Posts I've Made

  1. In Topic: Music placement in Sonic 2

    21 March 2015 - 12:18 PM

    View PostDark Sonic, on 21 March 2015 - 09:40 AM, said:

    Well that's the thing, it's a beta. A pretty buggy ass, incomplete beta. Much like the Nick Arcade alpha, I'm sure the music slots were not quite right yet. Some tracks might not have been finalized yet, Mystic Cave was still called Dust Hill, Green Hill and Neo Green Hill zone were things. I don't think any of the songs in that version can be considered intended songs, probably more just along the lines of placeholders.

    Correct me if I'm wrong but didn't Death Egg Zone use like the ring sounds in it? Anyway, what I'm more curious about is why they made the changes to the songs they did. The tempo changed for many of them, as well as the instrumentation.

    The Nick Arcade build's music tracks and music driver are byte-for-byte identical to Sonic 1, they didn't touch it at all. Although I don't believe that the intended tracks for each zone were set in the Wai build, I'm sure SEGA knew what songs were for which zone as soon as Dreams Come True composed Sonic 2's OST. They must have given DCT some idea of what kind of zone they were composing music for. They didn't put the right ones in every zone yet because they were too focused on getting the zones done (or scrapped in some cases.) And yes, I can clearly hear ring sounds in Death Egg's music in the beta. Many of the slower tracks in the beta were probably sped up to fit the fast-paced gameplay of a Sonic game. The only way we'll know for sure though is if we asked Nakamura or maybe the sound programmer.

    View PostHez, on 21 March 2015 - 10:04 AM, said:

    Ill go with that, but at the same time then that means HPZ's wasn't final....I guess? It's just weird in general. I've never found a right spot for 2P EHZ.

    On that note too...Metropolis' music really fits Wood Zone in the beta, but with its revision it fits a machine type level more.

    The fact that Wood Zone and Metropolis share music as well as similar gimmicks, such as the tunnels and conveyor belts ties to the old theory that WZ was MZ's past back when Sonic 2 was going to have time travel. This could also explain why the zone was scrapped so quickly with very little work done on it. Of course, that's all speculation, and Brenda Ross didn't seem to remember anything about it either.

    View PostDark Sonic, on 21 March 2015 - 10:16 AM, said:

    HPZ is a funny one. At least for the mobile Sonic 2, they just decided to use Mystic Cave 2P because they thought it fit better, and I'll admit it kinda does. It of course doesn't help that while HPZ was one of the first levels put in the game, it seems like it was only worked on once and then completely forgotten until they were like "oh shit this ships tomorrow, ummm scrap the whole thing."

    The last time they even touched HPZ was before the mappings on the monitors were changed, so Sonic 1UPs from S1 appeared as Tails 1UPs, a la Nick Arcade GHZ. That mappings change was already made by the NA build, and the Tails 1UP remained unchanged along with the rest of the object and ring layout in the final, indicating that the garbled mess HPZ is by far the oldest remnant of very, very early builds that still remains in the final ROM.

    Regarding the music in HPZ, if you consider that the unused level select icon for HPZ was put in very late in development, after the zone was scrapped, the same could very well be the case with the music. Music track #10 was likely set to HPZ when SEGA got around to putting the right music tracks in place for each zone.
  2. In Topic: Sonic X-treme STI Engines, Saturn, PC, Win95-PC+NV1, +V37 Level Editor

    07 March 2015 - 09:26 AM

    View PostBlades, on 07 March 2015 - 12:36 AM, said:

    Awesome.

    Does this mean we have the resources for a playable version of this?



    That build of the engine featured in those videos is a much, much later PC build, the same one pitched to SEGA's PC division. Only Chris Senn and Ofer Alon were working on it at this point, as the rest of the team went with POV and their older engine from Ofer (the engine we have). Sadly there is no way to get this build, unless Ofer still has it and is willing to share. What we have is an early build much like the E3 trailer.

    The assets in Jolly's archive are very interesting nonetheless, as many of the levels found in it have never been seen outside of the E3 trailer and magazine previews. We're also getting the POV engine, which nobody outside of STI has ever seen before.
  3. In Topic: The Supreme Topic of 'Other' Knowledge.

    08 February 2015 - 11:30 AM

    I've always wondered about the backdrop in this part of Lost World:
    Posted Image
    Am I still inside the temple at this part or outside? I don't see those buildings anywhere in Mystic Ruins, so did the Knuckles Clan build a city inside (or under) their temple? But then how can you explain the sky? Was this done with the power of the emeralds? This part never really made sense to me. Is this where Sonic X got the idea of Murasia, the underground city inside the volcano?
  4. In Topic: Playing the "Bad" Sonic Games

    06 February 2015 - 09:12 AM

    When talking about bad Sonic games, 2006, Unleashed, Black Knight, Secret Rings, etc. are always the prime topic. Nobody ever talks about horrid abominations from the classic era like Sonic Labyrinth on Game Gear, which the Angry Video Game Nerd even reviewed in his two-part Christmas Wish List episode from 2013. Sonic R is a very disorienting game, yet the music is the main thing people complain about. I actually kind of like it (please don't kill me for saying that.)

    One game that people really look too hard to find problems with is Sonic Adventure DX. Many people considered SA1 outdated by the time this port came out, IGN even giving it a 5.0 rating, which I think is a bunch of bullshit. Maybe Sonic Team could have took notice and fixed some of the bugs found in the Dreamcast version, but DX is the one I grew up with and enjoyed, and for the longest time I didn't even know what a Dreamcast was! Both the GameCube and Dreamcast are from the same generation of consoles, so I don't see how it can be considered "dated" as IGN called it. It was a great port for the kids who never had a Dreamcast, especially since it was discontinued so early.

    I honestly believe that Sonic 06 was so bad because there was probably a Christmas deadline involved, a la Sonic X-treme. Even the 32x version of DOOM was rushed for Christmas with half the levels missing.
  5. In Topic: Gameplay Habits

    24 January 2015 - 11:58 PM

    Let's see...

    I always take the secret upper path in Chemical Plant Act 2. Always. Going up that underwater shaft traumatized me so much when I was little, and ever since I discovered the alternate path, I developed the habit of always taking it.
    In Sonic 3 and Knuckles, I would wait until I have 100 rings until I turn into Super Sonic. I always was afraid I couldn't keep my ring count up so I made sure to collect A LOT before transforming. I feel this habit is gone now for the most part.
    I always spindash under Silver Sonic in DEZ when he lands to get some easy hits, and let go at the last second before he spins.
    In Casinopolis, I always lose the pinball games with less than 100 rings, go through the sewer, collect TONS of rings, and avoid getting hit all the way through. I find this method faster, although risky.