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Project Needlemouse: old threads

Discussion in 'General Sonic Discussion' started by Aquaslash, Sep 9, 2009.

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  1. Chaos Knux

    Chaos Knux

    Stable avatar temporary. Randomizer site down. Banned
    OK THAT DOES IT
    Where the fuck is that image originated from?
     
  2. DimensionWarped

    DimensionWarped

    Erinaceous! Oldbie
    A step in the right direction and about 20 steps right into the twilight zone. It's a long way from greatness.

    I'll add dull looking to the list of complaints about Shadow since the game wasn't exactly breath-taking in the visuals department... which is something Heroes did have. I'll add banana peels to the repetitive complaint in Heroes, because nothing is worse than slipping around until you fall off a magically suspended sky platform with no ground in sight and then have to start a 12 minute level again from the start since doing otherwise would never get you that perfect rank. Oddly enough, in spite of Shadow being almost as slippery, that wasn't much of a problem in it... mostly because of the non-traditional level design.
     
  3. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    A hack called Mr. Needlemouse that is based on very early Sonic 1 concept art.
     
  4. Peruant

    Peruant

    Just dropping in through gaps Member

    (In before everyone else) It's a hack someone was working on. I forget who
     
  5. Shaonic

    Shaonic

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    Mr Needlemouse perhaps?
     
  6. Chaos Knux

    Chaos Knux

    Stable avatar temporary. Randomizer site down. Banned
    Thanks Sik
    EDIT: ...and other answerers.
     
  7. Enzo Aquarius

    Enzo Aquarius

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    Canada, eh.
    Sonic TV Scripts, Sonic Comic Wiki Work
    If we're gonna go that route...

    [​IMG]

    :v:

    In regard to the 2010 issue, I'm quite certain that it refers to a release year. They do the same with teaser movie releases (similar to what Star Trek did, the new one rather). There's still 4 months left this year, and if they release around December, that is quite a lot of time for development.
     
  8. Secret Bonus

    Secret Bonus

    I'm walking in snake piiiits, oooooOOOOooooh Member
    Well, considering what Sega might've learned from Unleashed this might not be so bad!


    Of course people'll probably complain about it being too short or something, of course that was the reason why we got the Werehog in the first place!
     
  9. OSM

    OSM

    retro is for losers! Member
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    I honestly can't see the game being released this year, probably fall-winter '10, which I am completely ok with.

    My god, I just realized I've spent almost my entire day in this thread.
    Short game=/=a bad game, I'd rather much have a fun experience then having the game tacked on with a bunch of trivial extras just for the sake of lengthening it. I'm fairly certain at this point SEGA understands they can't pull that sort of stuff anymore.
     
  10. Blue Emerald

    Blue Emerald

    Teleportation, yeah! Member
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    Okay, so my first ever serious rant starts now.

    It's really nice to see that Sega is trying hard to appeal to the fans who have loved the Sonic series ever since its explosive beginnings in the '90s. It's also nice to see that they are working on an HD-2D look for the game, as is referenced by that neat spinning ring in the trailer. I agree with this design approach, not only because it will fit in to this modern age of gaming, but because this is how the Sega of old would have designed a 2D Sonic in the first place -- they were always looking for a way to improve the designs of every Sonic game to make it more immersive for the players. An HD-styled Sonic just makes sense. After having read the interview at Gamespot, it seems to me that the brand manager over at Sega, Ken Ballough, really seems like a true blue dedicated Sonic fan; the fact that he's acknowledged lesser-known Sonic trivia such as Sonic Chaos, Sonic's "way past cool" catchphrase from SatAM, and the underappreciated Sonic the Fighters character Bark the Polar Bear, who truly hasn't found his place in the Sonic universe yet, makes him a credible spokesperson for this new Sonic game. I really hope Sega does right by this new project...

    ...but just to make sure, I'd like to set a few things straight with Sega. If it's true that Sega really does pay attention to forums like these, then I really hope that the team behind this game takes these suggestions (though, considering Sonic's recent track record, I should rather consider these "guidelines"), to heart. Ready, Sega? Well, here goes:

    1) Do NOT add new characters: You already have more than enough characters to work with. You definitely have no need to make more, and apparently it is in your company's best interest to add more depth and purpose to the characters already at your disposal. If you must add characters to this game, I would ask that you start working on the Sonic characters from the early '90s that have otherwise been ignored. Try working on Mighty the Armadillo, Ray the Flying Squirrel, Fang the Sniper, Heavy & Bomb, Metal Knuckles, or even Bean the Dynamite. Of course, Tails and Knuckles have already been at the forefront of your attention, so I don't ask that you abandon these two important characters, but otherwise work these characters appropriately into their respective places in the classic Sonic lore.

    2) Go back to the original Badnik designs: In the beginning, Dr. "Eggman" Robotnik encapsulated innocent animals known as "Flickies" into creature-like robots called "Badniks." As of late, your more recent games have abandoned this concept for a more lifeless or android-like approach to Robotnik's creations. If you intend to stay close to the classic design, Badniks must be brought back to the animal-like design -- a design which actually brought more personality to the game. The android approach should only be restricted to Robotnik's "Metal" series, by which I refer to Metal Knuckles, Bionic Sonic (Sonic 2), Metal Sonic (Sonic CD), and Mecha Sonic (Sonic & Knuckles).

    3) Do not implement alien creatures into the game: No Iblis, no Gaia, no Dark Brotherhood, no chaos monsters from the center of the earth, none of that. The only enemies that Sonic and his friends need to combat are Dr. Robotnik and his wacky mechanical creations, and nothing more.

    4) It's not all about speed: If you look at the Genesis Sonic games of old, you'll realize that the levels were never really all about speed. We never wanted Sonic to run at 300 miles per hour, and as a matter of fact, this high speed actually ruined the level design of recent games. It's much too easy to smack into spikes or other hazards when running that fast. The great Sonic levels of old were all about exploration. The speed was not only a reward for the player's skill, but it was also used as a superpower to either blast through areas quickly or to activate some environmental objects. The classic games' Time Bonus was meant to be a reward for the player's mastery of getting through the level as quick as possible. Speed was never mandatory, it was rewarded. Take Sonic 3 or Sonic CD, for example. The levels had so many hidden rooms and routes that, when explored, led to fantastic discoveries and great rewards. I ask that the development team at Sega pay close attention to the designs of the levels from Sonic 1-3, CD, and Sonic & Knuckles. Make each zone an adventure, not an obstacle course.

    5) Keep the cutscenes and voice acting to a minimum: If you look at the games Sonic the Hedgehog 3, Sonic & Knuckles, and Sonic the Hedgehog CD, you'll notice that the game had a great way of telling the story without lengthy cutscenes or any amount of dialogue. Cutscenes always played themselves out as you progressed through a level, or in the case of Sonic CD, cutscenes played themselves out after the title screen and appeared once the game was won. The most dialogue ever used in the early '90s Sonic platformers was a triumphant "Yes!" from Sonic when he obtained an extra life, or "I'm outta here" if he was left tapping his foot for too long, and that was all the dialogue we needed, and yet we could still enjoy the game. However, if you ever do consider using voices in this game, I personally ask that you try to find someone who can emulate the Sonic voice from Sonic CD, but that decision is up to you.

    6) Use the classic surreal designs from the early Sonic games: No more of these semi-realistic designs that you used in Unleashed, Sonic 2006, and the Adventure series. Make them as weird and surreal as possible. Look at the designs in Sonic CD and Knuckles' Chaotix for reference. They were vivid, surreal, unpredictable, and yet they felt natural to Sonic's world. This is the design style you should be striving for.

    7) Make special gimmicks for each zone: I really don't want to see a grinding rail, a dash ring, or a dash pad in every single zone like there was in Sonic Adventure 2 and every one of the other Sonic games that came after it. Springs and spikes should be the only staples to be used in every zone, because they work and they work well. Create wild and fun new gimmicks that fit well with each zone's different environment. Look at the gimmicks in the early '90s Sonic platformers for reference.

    8) Ditch Green Hill Zone for good: I noticed on your website that you are using three-dimensional models that look like pieces from Green Hill Zone. Do not make another Green Hill! Your company has already done this level to death in countless Sonic games (including re-releases), so it really needs to go away. It's had a good run, but you need to go beyond Green Hill Zone for classic Sonic level design.

    9) Music needs to sound like classic Sonic music: I strongly discourage use of heavy metal, songs with lyrics (like the ones from the Adventure series), or the new-age techno-like tracks that appeared in Sonic 2006. I encourage you to strive for upbeat, '90s pop-style tracks; these were the kinds of tracks found in the classic Genesis Sonic games, and were one of the games' major high points. These songs are still upbeat and catchy to this day. I suggest hiring Masafumi Ogata, Naofumi Hataya (both of Sonic CD fame), and Howard Drossin to write these songs for you. You could even try hiring Spencer Nilsen; his tracks in the US version of Sonic CD weren't half-bad at all. Just stick to the '90s style of music, and I promise that you'll be fine.

    10) No required Super Sonic levels: Levels played as Super Sonic should only be a bonus for the player, as it was in Sonic 3 & Knuckles. Games like Sonic Rush have been chastised for requiring the player to collect all of the Chaos Emeralds to beat the game. Back in the day, the emeralds would grant the player a bonus reward at the end of the game. Keep it this way, as a challenge for Sonic players to get even better.

    11) Do not rush this game!: If your development team ever needs more time to perfect this Sonic game, then by all means, we encourage you to push back the release date! So many of Sega's recent Sonic games have either been buggy or sub-par because of rushed release dates. If you need the time to make this game incredible, then please, take all the time you need. It should only become better because of it.

    I am not saying any of this to criticize Sega. I am a longtime fan of Sonic, and I only wish to help the development team to make the best Sonic game possible. Sonic was always at his best in a wild and fantastic 2-D adventure of speed, wonder, and exploration. My greatest wish for the development team behind the Needlemouse Project is that they live up to the standards of the classic Sonic games from the Sega Genesis era, which are without question the greatest platform games ever created, and truly define what video games are all about.

    Rant over.
     
  11. Azookara

    Azookara

    yup Member
    ..And Blue Emerald wins the topic.
     
  12. OSM

    OSM

    retro is for losers! Member
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    Well said Blue Emerald, couldn't agree more. :thumbsup:
     
  13. :psyduck:

    That was an impressive speech you wrote there. It does hit every major point.

    Bravo good sir. :v:
     
  14. Paps/KKM

    Paps/KKM

    Previously The KKM Member
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    IDW's Sonic the Hedgehog comic books
    Just to ruin and add my contribution to the topic of Needlemouse,

    [​IMG]

    Done. Now, I'll say I agree with Blue Emerald. A lot.
     
  15. jasonchrist

    jasonchrist

    Give Us A Wank Banned
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    I could just tell by your avatar blue emerald that you'd be talking sense.

    Great post!

    Now spam the shit out of Sega with it!
     
  16. NintendoBrad

    NintendoBrad

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    I wonder if new information or even some gameplay will be shown at Tokyo Game Show. It's probably too soon, but it would be nice.


    Also, please have Naofumi Hataya do the soundtrack. That would be perfect.
     
  17. Enzo Aquarius

    Enzo Aquarius

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    Get to Sega and drop off a resume, now. All your points are well said and backed-up well. Nice one! :thumbsup:
     
  18. TSSZNews

    TSSZNews

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    If this is the first in a series, I could see a coexistence. That's not known right now. In all likelihood, this will determine whether that direction is sought going forward. So, since the new games, have on the whole been 3D for the past 10 years, it's still a risk for the company right now.

    That coexistence is also dependent on how strong the veteran base is, and how willing we all are to accept newer fans into the fold. There, the new generation can sample the 2D with a nudge from us but enjoy the 3D, while the vets can keep living in a 2D world.

    How much muscle do we all have right now? Are veterans the majority in the community, and are we the majority who buy the games, whether we like them or not? I dunno for sure.

    Neither Sega nor the parent company Sega Sammy Holdings is in a position to lose money right now, period—let alone on a project like Needlemouse. I can admire Sega at this point for wanting to appease the vets mostly, but I dunno how much tolerance Sega will have if we don't, in turn, support it with our money—and encourage other, newer fans to do the same, both with our opinion AND our general attitudes toward one another.

    We all may be happy right now not knowing a lot of details, but I assure you, this will be a one-off if it doesn't have either titanium veteran support, or a healthy sampling of both factions of the fan base.

    EDIT: This just came in as a comment on my site, and I think we all could learn a lot from it—you know, with the whole "friendly introduction" thing I was alluding to above:

     
  19. Herm the Germ

    Herm the Germ

    Hmm, not bad. Well done, doctor! Member
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    MIDI-to-SMPS-conversions, mostly. Takin' requests, too.
    Eh, I kinda disagree on a lot of topic BE ranted about, but mainly the music. It's better these days for the most part than it was in the 90's games, if ye ask me. But that's my personal opinion, of course.
     
  20. Chaos Knux

    Chaos Knux

    Stable avatar temporary. Randomizer site down. Banned
    *bows to Blue Emerald* Congratulations. Now If you want, I can e-mail that post to SEGA's suggestion box.
     
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