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General Sonic Discussion (6 posts)
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  1. In Topic: Is there a Sonic '06 source code?

    12 June 2015 - 11:27 PM

    We want it fixed because it's (admittedly) the Sonic Team's final decent game. Plus, I thought it'd be a cool self project.

    Well, that's my twentieth post. Time to wait for approval.
  2. In Topic: Is there a Sonic '06 source code?

    12 June 2015 - 11:19 PM

    How would I be able to do that? There weren't any PC releases, but I've seen some people, like Melpontro and Mefiresu, hack the game and edit some features. I'd like to learn how to do something similar. If I were to look at the compiled code, would I be able to translate and/or edit it somehow?
  3. In Topic: Playing the "Bad" Sonic Games

    12 May 2015 - 09:46 PM

    Sonic '06. Just a little counterpoint, but if you were to ignore any glitches and plot holes, the game actually plays quite fine. That is, if you can wait through the loading screens. :P

    I believe that the major issues with that game are mainly technical issues, which results as an occasional glitch or bad piece of level design. For example, Sonic can easily fling off of a ramp if you're not in the center, or when Sonic hits a spring in Flame Core and automatically runs into a fire crater without any way of dodging it. Overall, though, it really isn't that bad when you ignore such features.

    I really enjoy how most of the levels were set up. Wave Ocean was nice and open with a sense of direction and choice of paths, and there were many hidden items that would reward players for finding them. This is essentially constant throughout the entire game, no matter which character you're playing with.

    No, I didn't really mind the concept of switching back and forth between characters to advance. I didn't mind finding the three keys with Rouge. I did, however, dislike the fact that Rouge has a hard time jumping off of walls. As for her gliding, it's not too bad. The same applies with Knuckles. Tails was quite fun to play, and I thought the dummy ring weapons were a neat gimmick to his game-play style. I'm guessing that this was an honor to Sonic Heroes. Amy Rose actually controls quite nice. The only issue I have with her involves her hammer being too small and having a wind up. Omega was quite fun to play, but there's a game-breaking trick that everyone knows about. Blaze is quite fun to play, and is one of the smoothest characters in the game.

    As for the main characters, I'd say they almost lived up to their full potential. I really don't have a problem with Sonic's speed. Shadow is a bit slower, and he has a pretty cool combat-style homing attack that I can say works quite well. Silver was also fun. Overall, I really didn't have much of an issue with the characters or how they play. Well, there are some parts that caused me to lose control of certain characters, but it's not too often.

    Yes, there are parts of the game that are badly coded and awfully designed. For example, there's this spring in White Acropolis that will either send you the correct way, or will fling you in the opposite direction into a bottomless pit. The same thing happens in Radical Train. I do NOT like this.

    So, even though there are so many parts of the game that give me a huge sense of paranoia, it really wasn't that bad. When you avoid looking at the technical aspects, it's actually a pretty decent Sonic game. I've completed it almost four times now, and I find it as a really fun time. Well, at least when I'm constantly looking for new bugs and issues.

    The story wasn't too awful, but it could have been written better. Overall, I'd say it's pretty cool. I mean, it's different. Dr. Robotnik is finally evil and threatening again, and Sonic is once again a hero! The final cut-scene in Sonic's story was epic! As for the rest of the game's story, I think it's a great concept. It just needs tweaking. Though, personally, story isn't too important in a video game, as long as a video game is fun.

    If there were anything that I have to complain about when it comes to the game-play, it's the hit detection. It is EXTREMELY sensitive, and player's instincts from the older titles can betray them in this game.

    So what's my point? Sonic '06 wasn't really a "bad" Sonic game, but rather rushed and unfinished. If they would've spent a little longer on it, they would've probably nailed it. Well, at least there would be less glitches. :P

    Though, when compared to the HD version of Sonic Unleashed, it's actually quite nice. In Sonic Unleashed, there's too much trial and error for me to personally enjoy it.
  4. In Topic: Sonic the Hedgehog (1991) in 3D

    12 May 2015 - 12:48 PM

    The only reason that I found this video was to show an idea on how Sonic runs through an open landscape. Don't forget that this is only a fan-game. The one who created this stage failed to put in guidelines on where to go, enemies to defeat, (quite possibly) a radar pointing to the goal to give a better sense, and so on.

    I've noticed that whenever I talk to people about level design such as this, they think that I'm actually talking about THAT particular level, to which they use a piece of the level they dislike to argue that it's not good design. No, I'm presenting the video as a general sense on what type of landscape Sonic should be running on. There will still be the typical features, such as hidden areas to explore, large alternate routes, and so on. That is, if one were to make a complete game out of this type of landscape. The only difference is, levels will no longer be flat. This time, there's more running space.

    As I've said, take a flat stage, like Metal Harbor. That level is really straight forward, with hardly any spots to explore, and it's a simple straight-shot. This is, I believe, how Sonic should NOT play. Imagine if in the original Sonic Adventure 2, there were a lot more routes, beams, ships to run on, different pathways to find, and so on, like a really large harbor should be set up. After all, it IS a harbor.

    We're somewhat getting off track, so I'm going to go back to explain why I think there should be a remake of the first Sonic the Hedgehog game in the third dimension.

    A lot of older fans remember the Sonic series from the first game, and they've built themselves up from there. A lot of newer fans who haven't discovered that game yet has been stuck with games like Sonic Unleashed, Sonic Colors, Sonic Generations, Sonic Lost World, and Sonic Boom: Rise of Lyric. Some of these titles are boosting titles that require a LOT of trial and error, and some stray far from the original formula. Even though Sonic Generations does give some older fans an idea of the transition between the older and newer Sonic games, it does it with bias. It suggests that Sonic games in the third dimension are inferior to side-scrolling titles, even though Sonic is moving forward to a newer generation. However, they can bring in more members by showing how well Sonic can control in the modern times, as well as remind older players about what made Sonic great. This would be a step up for the Sonic Team.

    On the other hand, I'm on the fence about Sonic's abilities for if the first game were to be remade. I mean, the spin dash in the third dimension has been proven to be either completely game-breaking or useless in terms of playing the stages normally. Then the boost element was introduced, and it created games that require a lot of trial and error, Sonic Unleashed especially. The homing attack is something I think that Sonic should keep, though. That's definitely one of Sonic's better features in the third dimension. As for the spin dash and boosting, though, that could be adjusted. The spin dash has shown to work best in a side-scrolling environment, and the boost has shown Sonic to lose control. Maybe Sonic should just roll when the player presses that relative button, similar to how he rolled in Sonic Adventure 2, though with the advantage of rolling down hills and such.

    View PostTheKazeblade, on 12 May 2015 - 12:34 PM, said:

    View PostTimmiT, on 12 May 2015 - 12:21 PM, said:

    On the other hand, if Sonic games were just large open fields like that they would be pretty boring. Yeah, you can run around with Sonic for a bit, but what else? All of the examples you name don't really allow you to do much aside from running from one place to the next.


    This is primarily why I would like to see a Sonic game that embraces objective-based goals as opposed to an A-> B level design. I imagine a 3D Sonic title to be a huge obstacle course with several paths that interlace and stack, with several goals requiring different routes. An open-world Sonic game would be boring. But a level with multiple fixed points to get to with various options to get there from different starting points would be a blast.


    I mean, I agree with that. I'm just merely talking about the running landscape. I don't mean a large landscape with nowhere to go. I'm talking about less flat level design. If you were to check out my video link in my original post, then you'll see, from 4:12 to 5:00, there is a great sense of direction. The problem is, with THIS particular fan-game, stuff isn't placed very well. That, and there aren't any enemies, but I'm merely talking about the sense of direction, though.

    Oh, and as a trial member, I promise that this is my last thread under this trial. From now on, I'll only reply to threads.
  5. In Topic: Sonic the Hedgehog (1991) in 3D

    12 May 2015 - 12:17 PM

    Preferably, I'd like for Sonic to be able to use his abilities to the maximum potential. Sonic is known to be the blue hedgehog that runs faster than anything else alive, which could make for some neat game-play.

    I believe that Sonic needs to have a large field/level to run through in the form of a proper level. Yes, in the video that I've presented to you, I'm aware that there hardly is a sense of direction, and players can easily get lost. However, I'm mainly talking about the overall design of the levels that Sonic should run through. If you were to look at stages like Windy Valley, Green Forest, or even Aquatic Base, then you'll realize that they are built as straightforward tracks with twists and turns. This doesn't fulfill Sonic's running speed by definition. On the other hand, if you were to take certain hub worlds, like Mystic Ruins and quite possibly Soleanna Forest, there are plenty of landmarks and open areas for Sonic to run around. However, imagine scaling that to a full size level.

    Many major Sonic games in the third dimension can be converted into the second dimension EASILY without losing much. Why? Levels are built like tracks. Take City Escape, where there's hardly any branching paths. While it's still a fun level, it lacks in the exploration aspect.

    Going back to my original topic, I feel like remaking the original title can give fans hope for future titles, as it can show them what Sonic is really capable of.

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