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Sonic 4: Episode 1 Discussion

Discussion in 'General Sonic Discussion' started by Cinossu, Oct 11, 2010.

  1. DigitalDuck

    DigitalDuck

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    This. I don't have a problem with playing Sonic 4 after playing Sonic 3 or vice versa, in the same way I don't try to shoot other cars in OutRun after a game of Halo Reach. They're just different games.
     
  2. JaxTH

    JaxTH

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    Jack shit.
    Actually...No.

    When you get a Time Over and restart from your last checkpoint your time is completely reset. Having them be separate is supposed to stop cheaters (like that actually worked).
     
  3. DigitalDuck

    DigitalDuck

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    Ahem.

    Total time. Not the one on the counter. Total time.
     
  4. Blue Blood

    Blue Blood

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    Time attack and score attack being separate is annoying. Incorporating the total time into score attack (or not recording the time if you die) would have been easiest.

    On an unrelated note, people have mentioned that you can't control the vines with the d-pad on the 360 version. Well you can, but it's broken. The first time you manually swing on any vine after landing you have to use the analogue stick, but then you can use the d-pad.

    EDIT: Same for the ziplines in SHZ3. Weird. The level design in SHZ2 is pretty awesome though.
     
  5. Jetstreamx

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    @Blue Blood: That's silly. I guess it's a good thing I actually prefer using an analog stick.
     
  6. Covarr

    Covarr

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    No. All games are exactly the same. Kratos should grow to twice his size after eating a mushroom and then defeat Ganondorf by shooting light arrows from his M16 and then drive away in a stolen ambulance, dammit!
     
  7. VB.NET

    VB.NET

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    I tried Rush for about 15 minutes the other day and the funny thing is, the physics felt slightly better than Sonic 4... :specialed: The jump at the top of a loop trick worked a lot better, probably due to the lack of a speed cap I presume?
     
  8. Skeledroid

    Skeledroid

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    sonic on game gear has better physics. :|

    (seriously, go play it)
     
  9. libertyernie

    libertyernie

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    I find the Game Gear (actually, Master System) versions easier to play than Sonic 4 also, but that's probably because they're closer to the Genesis games' physics.
     
  10. Glaber

    Glaber

    Has Beaten Sonic Genesis for GBA Oldbie
    Try Sonic Blast/G sonic too. I find that even that game has better physics than this.
     
  11. MarkoMan

    MarkoMan

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    Oh, physics comparisons? Try Sonic Spinball.
     
  12. Glaber

    Glaber

    Has Beaten Sonic Genesis for GBA Oldbie
    I even think that has better physics than Sonic 4.
     
  13. VB.NET

    VB.NET

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    The sad thing is, you can boot up an old late 80's Sega Master System platformer and it STILL has better jumping physics than Sonic 4! You release the d-pad and retain your horizontal mid-air speed.

    Sonic 1 Master System is a really good game in my opinion, hooray for speeding up down hills while rolling! :thumbsup:

    Anyway, back to Sonic 4. They should recreate the engine for Episode 2, even if it means no lock-on.
     
  14. Sappharad

    Sappharad

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    Sorry, I assumed they were in .csb containers like on the iPhone version.
    I guess that's one more difference between the two.
     
  15. MarkoMan

    MarkoMan

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    Heh heh.
    Maybe while Sonic is in the actual pinball arena, but with Sonic standing normally, he actually comes to a complete stop before he jumps, even if you're already running.

    And that explains why the minimal platforming that the game had was so f'in hard.
     
  16. Glaber

    Glaber

    Has Beaten Sonic Genesis for GBA Oldbie
    Still better than stopping in midair as if you were playing on a modified megaman engine. (I know it's the rush engine, I just played MM10 and noticed the similarities)
     
  17. Spanner

    Spanner

    The Tool Member
    As I've said before, I have only been able to play Sonic 4 under 30fps using Dolphin, which made the physics more of a joke than on a real console. Casino Street Zone Act 3 had to be the worst level around. I remember people saying that this game could be completed without the use of the homing attack most of the time, and levels like this actually forced you to use it in order to progress. If you wanted to play the game without the (weak) jump dash, you're royally screwed.
     
  18. Blue Blood

    Blue Blood

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    Granted Sonic has to be crouching and will fall after a second, I thought this was hilarious.
    [​IMG]

    What does everyone think of level design design in this game? We've talked about everything to death except that, and I'm really curious to know what people think.
     
  19. Azookara

    Azookara

    yup Member
    I like the layout to act 2 of Splash Hill, but besides that; Splash Hill has WAYYYY too many convex uphill areas that you either get stuck on via bad physics, or are pushed up thanks to spring and booster chains. Too much uphill and not enough downhill. Also, those ramps (like at the beginning of SHZ acts one AND three) are way too steep compared to ramps like in the original ramps in Sonic 1-3K; because in those games they launched diagonally upward, while in Sonic 4 they send you straight up.

    Lost Labyrinth has decent level design, but it's easily forgettable. I like the areas with the balancing boulders though, and act two is a pretty nice stage, if not sort of destroyed thanks to that evil torch puzzle :argh: Mad Gear is rather fun too, and Casino Street is fun although rather unfair without spinning physics.
     
  20. Aerosol

    Aerosol

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    Because the level design is not bad at all, and it's more fun to rip a game for what it isn't than for what it is.

    EDIT: I've got no problem with the level design at all.