So I'm playing it on my....wii *ahem* right now. My Wii seems to be running into quite a few speed issues and wont play the game faster than 20fps, but nonetheless, I'm having a helluva time with it. Good show. please don't hurt me I don't have a wii but I just couldn't wait.
Anyone know if the XBLA version still comes with the Sonic Mascot Costume avatar award? I'd rather have the PS3 version due to controls but if that Avatar award is still in game then...
Here you guys all go, a present from me to you~ And yes, I bought it fairly and I used my own Wad file. >:I
Nice, good rips. Also.. The camera zooms out for the Casino Street Boss. I want that zoomed out camera for the entire game.
Having both the iPhone version and the Wii version, I must say that the iPhone version sucks compared to Wii. With motion controls on iPhone, the special stages are tough. I nearly got to the point of breaking my iPhone when I ran out of time on Special Stage 3. I enjoyed the musical changes for the Act Clear jingle; It really does sound better. I can't say as much for the boss battle music though, hearing the standard Windows GM MIDI sounds ruins the experience for me. But the idea of the music sounding terrible is blown out of proportion. It's just one synthesizer sound that needs to be changed. In the first act of Lost Labyrinth, there are two spots that indicate bad enemy placement: right next to conveyor belt platforms that any stupid player can move across. I don't have a problem with homing attack segments yet, but this one takes the cake. Adding to the list of nitpicking is the spin dash sounds: they are improperly placed to the point where I think I might be playing a terrible fangame. If the hacking community gets to it, I'd like to see Mr. Green Eyes get punched out by Classic Sonic on the title screen. :v:
Still don't like it. The level design is thrown together really badly so I'm always scared I'm about to slam into an enemy, or fall into a pit if I don't time my jumps perfectly every time. Also the fact that if I am traveling at max speed, jump, and let go of the dpad I drop like a rock which makes platforming annoying. The Special Stages are a pain in the ass, and I had to just keep tapping the start button so I could hit retry before hitting a goal or running out of time. Every moment of the game just felt like a chore and I could not have fun throughout any of it, especially the final boss which was just tedious and annoying. Also, is this how I Sonic 4?
So uh, quick question for the Wii owners out there: Is Lost Labyrinth Act 2 any better than the iOS version? Also, I plan on getting this game for the 360 when it's released on Wednesday. I already have the iOS version and... Well, it's ok, despite the Special Stages being hard as shit. That and the music is god-awful horrendous on an iPod Touch.
Just beat the Wii version (on the Wii). Gave me warm fuzzies, I had a lot more fun playing this than I thought I would. My only complaint is the second water puzzle room in Lost Labyrinth 3. There's a set of spikes that's very hard to see. It kept killing me and it was very frustrating. I loved Eggman's Eggmobile design in Mad Gear. It should have been used for the whole game. Also, that final boss was fantastic. It was great to have a Sonic boss get my heart pumping again. Did anyone else think the beginning of the credits medley sounded like Invisible Touch?
Dusk Golem. THANK YOU! I'll get to work on Genesizing them rips for Sonic 4: Genesis (or Sonic 4: Good as I like to call it). Even though I'm sitting this one out, I hope you're all enjoying Sonic 4. Sorry for being a bit of a cunt these past few months everyone, I guess this game has brought out the worst in many of us.
Well, my overall thoughts of Sonic 4 in a nutshell: Pros: Very pretty game as a whole; (along with Colors) reincorporates the colorful and whimsical feel of the classics Badniks and the wheel-of-feet make their wonderful return Rolling and Spindashing come back to Sonic gameplay (finally!) Level layout is decent in some and AMAZING in others, even if a little claustrophobic at times The world map redux for the console version and the ability to progress from one act directly to the next are nice; which is why I can't wait to get this for the 360 Grand return of the special stages and Super Sonic, and although the special stages are bloody hard (could just be the iPhone controls), they are rather addicting The torch-minecart and card-coaster concepts are incredibly neat and original concepts for a Sonic game; another reason I await to get the 360 release Choice songs are incredibly addicting and unforgettable; such as the world map, the first boss music, ALL of SHZ's music, LLZ act 1, etc. Cons: Although the game is pretty, the saturated and cel-shaded "plastic" feel of it all is a little bothersome and most noticeable in Splash Hill Zone Sonic's acceleration is very slow and almost requires you to jump dash in order to make it to top speed at a reasonable rate Sonic's rolling isn't affected much by slope steepness and has a speed cap; although for some odd reason running doesn't have a speed cap and is affected by slope steepness (in other words, Bizarro controls) Object placement is atrocious on more than one occasion. Placing dash panels before convex curves, bottomless pits with homing chains, and placing objects like monitors and badniks in random areas does NOT make good level design Air movement (while pretty good, actually) can't handle converting ground momentum into air momentum without holding the direction you were already going, which makes it feel like a chore to handle Friction is still a little overboard, which makes Sonic too easy to decelerate (also the root of "lol standing on walls") While jump dashing is fun, the homing attack is rather annoying; especially since it's rebound it does off of enemies is incredibly pace-breaking Camera is a little TOO close to Sonic, and it'd definitely be better if it was backed out as far as it is in the Casino Street boss battle Some songs such as the majority of Mad Gear and Casino Street are just plain forgettable compared to the rest of the soundtrack Overall: Has definite amounts of flaws, but a good bit of fun hidden behind all of those problems. Sega's gonna need to tighten up those physics, and work on making better object placement before they worry about doing anything else for episode two. I still enjoy the game, but those flaws are too glaringly obvious to dodge, Sega. I plead of you to fix these things because I believe there is definitely some fun under all of this, as I love playing the special stages and doing speed runs of all the levels. I currently believe the game is good, but not great by any means.. yet that is.
Shadic presents: Sonic the Pixel -question to those who played and finished the game- How long is it compared to the other Sonic games? This isn't the first time we've gotten a game in pieces. Sonic 3 was really 'Sonic 3 & Knuckles Part 1' but even so... it was still longer than Sonic 1, and large enough to feel like a complete game.
I'm a bit sick of these screens with sonic standing on steep inclines. If you touch left or right here, you fall. I never ran into the problem myself, but it's not a big deal and doesn't stop the flow of gameplay unless you're for some reason trying to walk up something with no momentum. Well, anyway, I've beaten the game 100% on the wii, and I honestly think it was worth the wait. It kicks the iphone version's ass. I LOVE all the secret paths (many people probably don't know about some of the really secret ones), there are secret paths in walls, or sometimes they'll encourage you to take a leap of faith for find a hidden path. There are even areas that ONLY super sonic can get to. + - Having a cutscene before E.G.G station zone was REALLY cool. It shocked me too. It felt really classic there, it felt like something that would really be in the classic games. The physics, although not like the originals, are almost as good to me. The air momentum IS an issue though. Still, you move faster on steep slopes when going up them and faster when moving down them, spindashing is as fast as ever, and if you don't have momentum, you can't get up a hill. Not to mention the fixed acceleration is nice. You can walk in place on walls, but only if you hold in that direction and then let go. If you're not touching anything, or if you fall from a high enough height, you'll slide down the slope like always. I'd say the game is too short, but it's only episode one, so I guess it gets a pass. Something I noticed is the strength of springs, bumpers in casino street, and the rebound have a certain oomph that they haven't had since sonic 3 and knuckles. Sometimes in post S3&K 2D games the rebound felt a little weak, the boosters didn't seem to speed you up a lot, and the springs didn't seem to really push you up. In sonic 4 though, all of that just feels RIGHT. As for the overall quality, as I saw someone else say, it's better than sonic 1, it's as good as sonic 2 (I don't completely agree, but close), and it's not as good as sonic 3 and knuckles. There's so much more I could say but I don't have time now, I'd give sonic 4 episode 1 a 8.5/10, and I can't wait for episode 2.
This game really isn't very good at all, and the sad part is that every problem with the game from a level design standpoint can be directly attributed to how Sonic controls, which is really really not very good at all. The lack of air momentum and the fact that rolling has no beneficial purpose whatsoever just really kills the type of gameplay that Sonic is about. It just feels so very... wrong
Probably better if you just subjectively compare it to the 16 bit games. You can speed run Sonic 3 & Knuckles in less than 45 minutes and I have a hard time believing this game is longer.