I think the Unleashed ones are terrible, not because of of layouts but because of their length and number. If I want to replay a daytime Unleashed stage, almost everyone of my choices involves me going through an Interceptor/Aerochaser segment, sometimes more than one in the same stage (looking at you Empire City). That hardly ever vary if at all. With no alternate path to bypass them. It is such a drag. But, this is a bit off-topic.
Wonder if the Vita would be an interesting platform for it..It's more than capable of running the game right?
Yep. You needed to exploit Wisp bonus points, so that means going slower and pacing yourself through the level, but without going so slow that you trigger a Time Over negative bonus. Each level has a specific (invisible) time limit that once you pass, you get the Time Over bonus and all bonuses are negated. I think someone made a list of what the times are. The Colors guide book certainly had it. Red Rings, drifting and sidesteps also triggered points.
You're right: Colors' system is more points-oriented. Getting an S-Rank in each stage takes serious skill in getting as much rings, enemy kills, wisp points, and red rings as possible within the shortest amount of time possible. But the bonus points come first and time comes second: it's much more valuable in Colors to accumulate the bonus points -- even if it means taking up more time. Examples of this include drill-whoring, waiting at Planet Wisp Act 4 to get every ring/enemy in the circular lifts (proof: I was once #16 in the wifi rankings), and spike/hover-whoring at Planet Wisp Act 6.
On the topic of SA2, I've heard that it was very poorly translated. Has anyone in the fan scene attempted to re-translate it? We might learn something new.
SA2 was a ridiculously literal translation. It was the original Sonic Adventure that had an extremely poor/loose translation (as do Colors and Generations, but that's an entirely different matter).
I second this nomination. Same thing for Sonic Adventure, I had a feeling that these games intended to tell a more cohesive, understandable story in it's original language than what we got.
Yeah its a shame that theres no translated scripts to read off by, would've loved to have read Sonic Adventure through Sonic Generations japanese scripts.
And now you know why Sonic screams "TERIYAAAAAAAA!" and why Eggman goes "YOSH!" Let alone how horribly stilted half the dialog was, like a 1980s-early 90s anime dub.
With Colors and Generations, they're written in English first and translated back to Japanese, am I wrong?
Nothing. It's just a vocalization, like half the crap Japanese-voiced video game characters say. Like "Tya!" "Teig!" It's essentially the Japanese way of saying "HUH! HAH!"
Yea I thought so. How stupid that it's still in the game. Eggman's a weird guy, so I just forgave his "YOSH!". But Sonic's TERIYAAA in the middle of that cutscene was pretty retarded.
I believe you're correct. Colors and Generations were both written by the same people who wrote MadWorld.
I remember Ryan Drummond talking about the dubbing process for SA1 vs. SA2, how in SA1 they tried to sync the voice/mouth movements while in SA2 they were just like "It took Japanese Sonic six seconds to say this line, so say it in six seconds" and figured it was matched well enough.
Yes but I do remember that the script was changed at certain parts too. I remember Puto giving an example on how Sonic's dialoge was different just before he transformed into supersonic.
I doubt that the Ken Pontac and Warren Graff learned Japanese to write for those games, so yes, those were written in English first.
To be honest, I'm more concerned about Chao World more than anything else. With the crappy port of SADX (which is way superior in main game play than SA2:B) I honestly don't think adding it to the DreamCast Collection should be a good thing.