How about neither? The credits of the game says that the Typeface used is DF Zong Yi, created by DynaComware, which is a font with full UTF-8 glyths range for Asiatic languages, and costs $495.00! I'm afraid that the fonts you guys mentioned only contains the Latin range. Moving on from the fonts. Did you know that, in Sylvania Castle Zone ACT 1 as soon as you land from the plane, if you go all the way to the left of the screen, there is a 1up Monitor siting there? I only learned about the existence of this 1up Monitor when I saw it on my Level Editor!
So you can go to the left from the start? Interesting, I wasn't aware of that. Similarly, if you time it just right in Sky Fortress Act 3, you can use Tails to fly you up to a 1 up monitor hidden at the way top (You literally have to jump and fly right when the title card goes away, or else Tails will get tired before you reach it). I wonder why Sega's been so quiet about the game these past few weeks. Ya I know it's been leaked, but that didn't stop their trolling trickle down PR theory last time that happened, and it happened on a much more dramatic scale last time (This time around people have been pretty civil)
That font simply copied the latin characters from ITC Bold. Look at the Design date: 1994 vs 1970. Old ews for me. The 1st time I got the beta I mistakenly activated the combo thing and ended up gaining the life hahah.
Don't know if anyone's interested, but I uploaded some Super Sonic gameplay in the first act. Spoiler Among other things, I find it highly amusing that you can give yourself rings during cutscenes in the beta.
Thank you to who ever put together the midis! Saved me a LOT of time having to listen and compose from scratch! Sky Fortress Zone Act 2-3 as Jue Senoue imagined it? EDIT: Now with less offensive bass volume!
How does the extra life reward at the end of the act work? Is it like the first episode where they just hand it out for a score of 10,000 or more?
Honestly I found this game was much harder to harvest lives then Episode 1. In addition to that game being simple, it gave out lives like candy. If it weren't for the "here's 99 rings" button, I would not have all the lives I have.
Not gonna lie, it's one of my favorites also. In addition to the "Tails come save my ass I'm falling" feature, this made it so I never died and could easily turn Super for bosses.
Totally! When I play EP1 I can't stop mashing the combo button uselessly when in a bottomless pit.~ Also! If you didn't know about the 1up in Sylvania Castle Act 1 on the left of the startpoint... You probably doesn't know that on the start of Sky Fortress Act 3 while the platform you start on didn't go down too much you can jump and fly to find a hidden 1-Up monitor above :P
My last discovery. http://www.youtube.com/watch?v=L1mF0TpZano It's the same glitch that happens in Episode I. http://www.youtube.com/watch?v=R9eZcpsXvrE Simply you have to make Super Sonic run when the ring counter is going to 0 and, back to normal, he won't have the loop-on-feet. The video I made doesn't have a good quality, I don't know what software can I use... EDIT Also someone requested the 100% completion save of the beta. Here's mine, with all the chaos emeralds, all levels unlocked and all red rings: mediafire(dot)com/?tetyfmuaf74v73p
Tin hat theories go! :specialed: My theory is that Sonic 4 episode 2 will come out for the ipod touch, iphone, and iPad next week. Why you may ask? I have my reasons. 1. Sonic 4 episode 1 released on the iphone/ipod touch October 7th, the thursday before it came out on the PS3 and 360 (It came out on those systems October 12th and 13th). 2. The only info we got for the iOS release date was May 2012 (PC falls into the same boat so for all we know that could be next week too) Nope Balough said on the Sega forums a while back that that would be coming out on the 15th as well If history repeats itself, the game should come out this thursday (May 10th). Regardless though, the game is coming soon, very soon. Just what gets it first though I don't know. I'm very interested to see if there are any changes in the final, such as giving Super Sonic momentum. I also want to see the good ending and I want to see what exactly those red rings will do. I'm also very interested to see how the iOS version improved, and I'm curious if there are more platform specific acts. Ep 1 on the iOS was particularly cheesy being based off of older builds of the console version. It never got the fixes that the other versions received such as wheel-o-feet more often, running past the screen, and the alternate menu screen.
Thanks! I definitely plan on expanding it and adding in an original solo of sorts too. I also uploaded it to YouTube!
Huh, the game looks playable at least. However, they're taking way too many cues from Colours' level design now. Where are the curves and slopes? The new guy's review seems spot on, too! Really cool. I hope to see more from you. The Super Sonic controversy is hilarious. They shouldn't have bothered trying to fix their engine when they now have a perfect engine on hand. I guess that's only for remaking the old games into even better games. What is up with Jun Senoue and the Megaman X leitmotif lately? I swear, he's getting off to that soundtrack, hard.
I'm absolutely loving the stock Sky Fortress Zone Act III music. That is one badass track! I haven't heard a track on a Sonic game this good since the Genesis days.
I've purposely NOT watched the majority of the walkthrough videos to save the surprises for when I actually buy and play the game on release, therefore I'm not too clued up on the structure of the levels. How does this play? Like a Classic Sonic game, or more like the faster style Sonic games like Advance 2 and 3? Are there a lot of places to stop, go backwards, find secret routes and dead ends to items and stuff, or is it just very linear? Although EpI was quite linear, it did have quite a few nice secrets and small alternate routes to go through, and I'm wondering if this game is the same.