Nice, thank you. Sonic and Shadow have the exact same stats, you can see this from the Shadow showcase and then when they showed Sonic in the same car at the end
According to my footage, using the same car for everyone, Sonic has lower Handling, and Power by a whopping 1 point in each of those categories. He has a higher Acceleration and Boost stat by an amazing 1 point. Here's the stats for everyone using the same speed type vehicle set up S = Speed A = Acceleration H = Handling P = Power B = Boost Sonic 100 - S 033 - A 059 - H 064 - P 044 - B Tails 091 - S 049 - A 056 - H 062 - P 042 - B Knuckles 089 - S 036 - A 054 - H 071 - P 050 - B Amy 084 - S 040 - A 070 - H 059 - P 047 - B Shadow 100 - S 032 - A 060 - H 065 - P 043 - B OMEGA 090 - S 034 - A 053 - H 073 - P 050 - B Dr.Eggman 089 - S 036 - A 055 - H 070 - P 050 - B Cream 083 - S 042 - A 069 - H 058 - P 048 - B Zazz 092 - S 047 - A 057 - H 062 - P 042 - B
hah there's even a precedent for this - the shield in Crash Team Racing...shields you, but if you press the item use button, it becomes a single-use straight projectile instead.
I really wish for a return of community servers like how valve handles their multiplayer games. let the dedicated main servers be moderated with sega's own guidelines, but allow other users to create their own servers and rules. edit: in these kart racers, i don't see a lot of other options for races, like one prime example is sprint races, races with no laps and even a rally mode. I know these are kart racers and party games first and foremost, but these additions and experimentation sound nice.
Time trial mode but with people involved in the race. We'll have racers start a race, not all at once, maybe 1-4 racers at a time start the track and race across all worlds connecting to each other, and after a certain time, other racers will start the track too. There will be no items, and collision can be toggled on/off, it will just be racers racing across different points. Races will have checkpoints to prevent stalling and roadblocks. Just long tracks with different racers racing through it. edit: if it's possible, have some of the social mechanics allowed in the race too. Have characters be able to emote during the race. edit 2: I also think all online games need a spectator mode too. Allow other players join a match just to see races/racers. I imagine it can be fun to just join a rally match and watch people play.
I posted this on the bad place a few days ago, so posted it on the other place for the betterment of Retro Kind. The Boats 'Boost' can deflect weaponry. (can we embed Bsky posts?) Anyway, context. I recorded tons of footage for a video I'm working on... Was going through it and saw this... Theres 3 'walls' in this segment of gameplay. 1: Barrier on the right. 2: Barrier in front. 3: The island. When you slow it down, it appears to show the following... The bomb bounces off the island... It then hits the wall in front of the player (the one with the arrows on it). This causes the bomb to bounce on an upward trajectory. As it's doing this, a bot player (eggman) is heading directly for it. Now because it's a bot, it has some Ai to decide what to do... And I think it reacts to the threat by performing the drift boost, which in this circumstance, causes that jump move. The bomb then hits during this move... and it's deflected. A few people have disagreed with this, but I wanna make my case. 1: The bomb travels upwards as it leaves the final wall, when it makes impact with eggman, it immediately moves down... which it shouldn't do. 2: The bomb also moves back towards the wall it originally came from (again it shouldn't do this if it didn't hit eggman). 3: The fact it's a bot, suggests that the Ai knew it could use this move as a means to protect itself and did in response to a threat. (A form of basic decision tree style Ai). 4: According to the game tutorial, there is supposed to be an 'escape boost' type move from ASRT & TSR, where by if you boost just before a weapon hits, you can escape it... However it doesn't seem to work based on my testing. I get it's not easy to tell, and whilst I've not been through all my footage to see if I can find more examples. I think this footage can confirm 2 things. 1: That this boat boost jump can be used as a form to defend against some items. 2: Ai players are actually quite decent if they can respond to something like this and will defend themselves, even when they're in 4th place.
Link don't work I tried doing that out of intuition but had no success. Tried drift boosting in all forms and using the Wisp boosts. If it exists, the timing is incredibly tight. I would have thought boosting against a Slicer would have worked as it has a brief second before cutting. You can wisp boost away from warp teleport attacks so I thought the same rules could apply towards other attacks but I had no luck.
So I'm really too lazy to go through all 42 pages, is this looking like another Team Sonic Racing or more like All Stars Racing Transformed?
I guess it's its own thing? I mean, the karts do transform and all but it's a lot more chaotic than Transformed ever was. All three games have Ocean View, so just take a look at the footage and compare:
Opinions seem to be that better than TSR by a long shot. It's much, much faster than that game. But despite having planes and boats, it's also nothing like Transformed. Crossworlds is made by an entirely different studio in an entirely different engine. Other than being a kart racer, the games play nothing alike. Crossworlds is much more arcade-like, focusing on short races with a ton of items. Arguably too many items... Planes and boats are limited to only very brief seconds compared to Transformed, and have reduced functionality. Planes can't barrel roll anymore, whilst boats trade their ability to drift for a charged jump instead. The Crossworlds mechanic is seamless. It works really well. You never know quite how a race is gong to turn out because of it. It's fun. But they're short sections. You do one regular lap, one Crossworld one and one final lap that's slightly different to the first lap. And each of those feels tiny. Some of the tracks are based on previous Sonic Racing tracks, and they're all heavily abridged. There's lots of Kart customisation. The limited options available in the beta test gave way to a huge amount of choices both for stats and aesthetics. You feel a huge difference in high and low speed, for example. But no matter what, turning in this game is stiff. You will be relying on the drift constantly. And that's reflected in both the plane and boat sections, which are invariably straight lines that only task you with swerving around obstacles instead of taking any corners. Umm... Yeah, that's the Cliffs Notes version from my point of view. You're best off just scrolling back a few pages and reading some impressions from people when we were playing during beta test. The main takeaway is that opinions were positive, but the game is still in beta. And it's very, very different to all of the games developed by Sumo. Even if you dislike TSR, that game still feels mechanically similar ASR and ASRT. They were all from the same studio, and ran on the same engine (or iterations thereof). But Crossworlds is an entirely new endeavour. It's difficult to compare to the previous titles. That fact took a lot of us by surprise when we expected Transformed 2 and found ourselves playing something that was only really superficially similar. EDIT: Oh yeah, the music is shit.
I think the music is serviceable but the mixing is horrendous. But the music is probably around Superstars level.
Sonic x Cream Forces incoming (though I'd really like if this nudges them to remaster or port the Advance games)