Except for the fact that part of the underground layout is a recreation of a section of Palmtree Panic.
The underground section of GHZ features a lot more protrusions on the ground than anywhere from Sonic 1, making it look a bit more like Palmtree Panic. Say what you will, but I like it. The underground area is a massive cave, so it makes sense for the rocks to be irregular. It's just a nice detail.
Yeah, I noticed this also but don't really want to critique much till I've played it and see how it all works. Which hopefully won't be long :specialed: Let's just hope my craptop can run it
Yeah, I was gonna ask, has there been any mention of system specs for this yet? I'd like to play it ASAP when it hits, regardless of if I have a new system by then or not
Given it's a very similar setup to the Sonic CD port, I'd imagine if your machine can run that well it'll be fine with Mania.
Stealth said that cannonhead engine was little resource demandant (and that depends mostly on game's logic). Knowing him, I would trust it can run on my atom 2600n.
The Sonic CD port could pretty much run on a toaster so I think we'll all be fine. Christ Taxman's Retro Engine ran on some seriously ancient hardware back in the day (I recall the Egg Garden demo running on like, my 400Mhz Celeron processor with 64mb of RAM) so whilst that's probably not going to be the case with Mania I'm pretty sure a recent-ish laptop will be able to run the game quite elegantly. The Retro Engine is impeccably optimised and coded so I'm sure Mania isn't that resource heavy and will probably fly on most machines. EDIT: Sonic CD's Steam system requirements for reference: SYSTEM REQUIREMENTS OS: Windows XP Processor: Pentium IV 1 ghz Memory: 1GB ram Graphics: directx9 video card DirectX®: 9 Hard Drive: 286 MB Source: http://store.steampowered.com/app/200940/ Told ya. Pretty much toaster requirements. Behold the optimised wonders of the Retro Engine.
If this is true about low system requirements, this game will have a very big advantage over every game made in 2017. Heck, even many games several years prior. <joke>SEGA does what Nintendon't</joke>
If they're willing to compile a 9x friendly version, I'm willing to see if it'll run on my K6-2 PC. :v:
-Yeah the underground part suffers a bit of feeling like "Okay this is an entirely different game now." That said I'd prefer that than play Green Hill with the feel of Green Hill one more goddamn time. -What do you mean by that exactly? Rings not behaving with platforms like normal? Looked fine to me, but im probably blind rn. -If either of those facts irks you **that much** that you *hope* you can still enjoy the game then I really don't know what to say. You can make a case for the uncanny valley effeft where it feels just off enough that it bothers you, but I doubt ring platform behavior and a lean towards crazier level design even in stage remakes won't be a dealbreaker for SEGA's MegaMix.
Green Hills Act 2 certainly does channel Palmtree Panic in several places, even without that particular replication. Which is all very fine with me; I really like the idea of stumbling upon throwbacks that let you experience a bit of the Sonic CD feel... or any feel outside the one avenue of forced nostalgia. It's a fun and good use of the remixed levels in my opinion. Similarly positive about the moving rings. I see that upgrade as a simple improvement that would look good even in the classics, so I don't find it to be redefining in a questionable way at all. Tbh, an overdue basic enhancement. Moving rings means more the designers and players can play with, without breaking the classic game. But I'll admit that those particular moving rings we see do look pretty jarring. Some more natural motion between them would have been much, much better. That fixed diagonal line moving stiffly about looks a bit lazy and tacky to start with, plus being locked on to a spring like they are, that kinda screams "scripted play" (even though it literally isn't) more than a classic Sonic wants to. A little ebb and flow between the rings could have set up 2 or 3 sweet spots for spring-hitting, giving the player something to toy with mentally, while looking a tonne better.
It's just that I've never been a big fan of the crazy Sonic CD layouts. I love the surreal look of classic Sonic levels, but I like it better when the layout "makes sense". I won't dislike Mania if it's more similar to Sonic CD than Sonic 1 and 2, but that would not be the best direction for me, personally. There's a moving platform with a diagonal line of rings "anchored" to it, moving side to side with it. I saw nothing special about that platform that could justify that, it just looked weird. Floating rings in Sonic games were always anchored to the air, regardless of what happened to the ground below them. This part of the level just feels like they went "hey, our engine can anchor objects to other objects" without any in game justification for this, and it looks weird because rings never behaved like this before (and probably still don't in other parts of the game).
I think I get what you mean, it's a missed opportunity to let the player calculate what's the best time to hit the spring and reward him with rings when he does it. But instead they just end up being free rings with weird behavior.
It does smell like Donkey Kong Country, but is that really so bad? I mean, I want Sonic to feel like Sonic too, but this isn't some huge deviation IMO. If it adds a little extra variety and is fun I don't see the harm. Besides, DKC is only regarded as having some of the best platforming in gaming history. Now, before some meat-head chimes in, I'm not saying -make sonic donkey kong. Regarding the gripe about there being no justification for how the rings could behave in such a manner... There is only about everything-single-thing-ever which has similarly not required an explanation. Did Donkey Kong need an explanation for how the bananas remained anchored to platforms? No... and that was with monkeys and bananas. I'm prepared to let the blue hedgehog have his magical power rings ANCHORED to a platform without explanation.
More direct feed footage from the Switch version. Shows off a few new parts to Studiopolis Zone Act 1.
Well people are complaining about the rings but loop-de-loops are mostly a visual eyecandy with no impact on gameplay XD
Is that the first time we've heard the speed up song? Also, the heck happened at 3:25? Sonic ran right along a walled edge.