Discussion in 'General Sonic Discussion' started by AppleSauce, Nov 4, 2020.
You know, this inspired me to actually start working on custom Tails sprites for this game, is anyone wants to use them when I'm done. https://twitter.com/PopfulFrost/status/1352425015455711235
It's got a nice half-way design between the original Tails design and the cartoon design, which lends itself well to the aesthetic.
Thanks! The basic head came from the plane cutscene, and I based the "looking at the camera" one loosely off his "Trapped Alive" minigame sprite. Actually, shit, I need to make Tails a reflection sprite for the minigames. And a title screen sprite.
I think the concept behind Spinball was great. For the the big issue was that it didn't feel like a sonic game when controlling sonic. Even when standing on a platform, everything felt wrong.
You know what? I'd definitely play your spinball themed hack. For sure! I did enjoy spinball, but I dislike how the small platforming parts didn't feel right.
Do you plan on using existing sprites? Or will you be looking for someone to make custom sprites?
I loved the idea of Spinball but always hated playing it. Physics were weird in the best of times, and in the worst it felt like trying to play a game underwater. I'd love a modern revisit or remake that didn't make the whole experience so sluggish.
If the game played a little more like standard classic Sonic I'd probably still remember it fondly, but it always felt too clunky and slow. Not to mention the art itself just looked kinda strangely scrunched up and crude compared to the other Sonics.
Sonic doing pinball was always a brilliant idea, though. Not sure why it was never returned to in the same way.
This is better worded of what I was trying to say. Had the game been a platformer, similar to the others but with a lot more emphasis on the flippers and pinball aspects, and a more vertical, progress to the top level design, I would have liked it a lot more.
I think, as in many cases, the execution was far more the issue than the concept, which actually was pretty damn cool.
Casino Night and Collision Chaos bosses, my favourite bosses of their respective games, want to say hello.
Spinball was always fun to me. The soundtrack was pretty good too. It falls pretty flat near the end of the stages though.
One thing that's always been a bug in my brain is why they even redesigned Robotnik so drastically for the cartoons/comic books anyway. He looks nothing like he does in the games, they didn't change the game sprites at all, but Sega really loved plastering that AOSTH design everywhere they could for a bit there, even to the point of "fixing" the Spinball art between the Genesis and Game Gear releases:
Like... to what end? (I will say I think Sonic is vastly improved on the Game Gear box)
edit: I was bored:
Here you go:
https://nemesis.exodusemulator.com/MegaDrive/SonicSpinball/Sonic Spinball (E) [!].asm
It's been awhile since I played Sonic Spinball, so I sat down for an hour an did a thorough playthough in my emulator Exodus (https://www.exodusemulator.com), while the "Active Disassembly" feature took care of doing an intelligent disassembly for me. You should find code is correctly disassembled through blind jumps, and data array blocks have been identified and separated. It's not going to be perfect, but it's a reasonable starting point. Feel free to take this and split it into separate files if you want. I've included the debug savestate information so you can repeat or expand on the analysis, or spit out an IDC script and do the disassembly inside IDA Pro if you want, although given your comments about IDA Pro above it doesn't sound like that's something you'll be interested in. I wrote a little more about Active Disassembly here:
Damn! This looks amazing in concept, but the controls look so choppy that it probably would have really suffered in practice.
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