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The most annoying moments of Sonic 1

Discussion in 'General Sonic Discussion' started by D.A. Garden, Aug 8, 2009.

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  1. Ravenfreak

    Ravenfreak

    I dunno what I should put here. Tech Member
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    <!--quoteo(post=347943:date=Sep 7 2009, 06:00 AM:name=Diablohead)--><div class='quotetop'>QUOTE (Diablohead @ Sep 7 2009, 06:00 AM) <a href="index.php?act=findpost&pid=347943">[​IMG]</a></div><div class='quotemain'><!--quotec-->How many of you would take the shortcut in that labyrinth zone before the final boss? It would cut out like 90% of the act.

    I use to sometimes skip it so I could play the full act.<!--QuoteEnd--></div><!--QuoteEEnd-->I use the shortcut almost every time I play that level.
     
  2. xcliber

    xcliber

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    <!--quoteo(post=348378:date=Sep 8 2009, 05:44 PM:name=Jayextee)--><div class='quotetop'>QUOTE (Jayextee @ Sep 8 2009, 05:44 PM) <a href="index.php?act=findpost&pid=348378">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=348350:date=Sep 8 2009, 09:23 PM:name=xcliber)--><div class='quotetop'>QUOTE (xcliber @ Sep 8 2009, 09:23 PM) <a href="index.php?act=findpost&pid=348350">[​IMG]</a></div><div class='quotemain'><!--quotec-->Spike bug. That's all I can say.<!--QuoteEnd--></div><!--QuoteEEnd-->

    "Sonic 1 spike behaviour"
    "Kill spikes"
    "Unforgiving spikes"
    "Bastard spikes"

    Any of these are preferable to calling it a bug, when it's behaviour was intended. I know I'm beginning to sound like a stuck record on this, but it is not a bug. Crashing LZ1 by holding down when finishing the act, that is an example of a bug.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    :colbert: Ah. My mistake.

    I prefer to think of it as a bug because some copies of Sonic 1 do it and others don't. Either way, there is a bug in the spike code that causes unintended behavior be it that the spikes still hurt you when your flashing or that they don't hurt you when you are flashing. Hence, it is still a "spike bug" *shot* unless it was intended that it does it in some copies of Sonic 1 and not others.
     
  3. Diablohead

    Diablohead

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    The spikes were designed like that from looking at the code (im sure someone dug it up and explained) but they must have changed their minds and removed it for rev 1 or 2.
     
  4. Herm the Germ

    Herm the Germ

    Hmm, not bad. Well done, doctor! Member
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    Wait... that shit was INTENTIONAL?! :psyduck:
     
  5. 0r4ng3

    0r4ng3

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    Well, they are really big spikes.
     
  6. muteKi

    muteKi

    Fuck it Member
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    <!--quoteo(post=348407:date=Sep 8 2009, 07:02 PM:name=0r4ng3)--><div class='quotetop'>QUOTE (0r4ng3 @ Sep 8 2009, 07:02 PM) <a href="index.php?act=findpost&pid=348407">[​IMG]</a></div><div class='quotemain'><!--quotec-->Well, they are really big spikes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There's also a specific spike-death sound effect!
    Considering most games make spikes instant-death NO EXCEPTIONS, it was probably a concious design decision, and not even something like the bug against the final boss in Sonic 3 that they kept in.

    Even though some copies of Sonic 1 -- like the mega collection copy IIRC -- don't have it, I still don't think it qualifies as a bug. The lack of a spin dash isn't a bug, nor is it ever considered to be, and damn if they didn't throw that into certain re-releases of the game.
     
  7. Tweaker

    Tweaker

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    If I recall, the only official build of Sonic 1 that ever changed the spike behavior was in Sonic Mega Collection because—according to the bugtesting sheets for the game—testers identified it as a bug to be fixed. The only other time it was changed was in Sonic Jam when Spin Dash was enabled, but I'm pretty sure that's because it loaded the Sonic 2 Sonic object instead of the Sonic 1 variant.
     
  8. Tarheeltim

    Tarheeltim

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    That spike bug was kinda annoying.
     
  9. The Game Collector

    The Game Collector

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    I find Sonic 1 too easy to complain about but that's because of how many hundred times I've played the thing.

    I like the challenge of trying to blow up Robotnik in Labyrinth Zone. You pretty much have to hit him every chance you can get and not miss any of the jumps. You can usually get in the 8th hit just before he stops above the water.

    And yeah Tweaker I know what you mean about the rotating platforms and the fire in Scrap Brain. It used to trip me up but I've got used to it. Recently I fell through and miraculously landed on one of the conveyor belt platforms below.
     
  10. 0r4ng3

    0r4ng3

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    <!--quoteo(post=348421:date=Sep 9 2009, 12:46 AM:name=muteKi)--><div class='quotetop'>QUOTE (muteKi @ Sep 9 2009, 12:46 AM) <a href="index.php?act=findpost&pid=348421">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=348407:date=Sep 8 2009, 07:02 PM:name=0r4ng3)--><div class='quotetop'>QUOTE (0r4ng3 @ Sep 8 2009, 07:02 PM) <a href="index.php?act=findpost&pid=348407">[​IMG]</a></div><div class='quotemain'><!--quotec-->Well, they are really big spikes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There's also a specific spike-death sound effect!
    Considering most games make spikes instant-death NO EXCEPTIONS, it was probably a concious design decision, and not even something like the bug against the final boss in Sonic 3 that they kept in.

    Even though some copies of Sonic 1 -- like the mega collection copy IIRC -- don't have it, I still don't think it qualifies as a bug. The lack of a spin dash isn't a bug, nor is it ever considered to be, and damn if they didn't throw that into certain re-releases of the game.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    I only found it weird that he had to hit the thing twice to die. Hitting it once and kicking it would probably be too harsh on those spikes scattered along the leve (though PERFECTLY possible to die on one of those as well).

    <!--quoteo(post=348438:date=Sep 9 2009, 02:15 AM:name=Tweaker)--><div class='quotetop'>QUOTE (Tweaker @ Sep 9 2009, 02:15 AM) <a href="index.php?act=findpost&pid=348438">[​IMG]</a></div><div class='quotemain'><!--quotec-->If I recall, the only official build of Sonic 1 that ever changed the spike behavior was in Sonic Mega Collection because—according to the bugtesting sheets for the game—testers identified it as a bug to be fixed. The only other time it was changed was in Sonic Jam when Spin Dash was enabled, but I'm pretty sure that's because it loaded the Sonic 2 Sonic object instead of the Sonic 1 variant.<!--QuoteEnd--></div><!--QuoteEEnd-->
    And if I recall~in Jam, the whole "spike bug" is still accessible if you load Sonic 1 in original mode and the "spike bug" is fixed in normal mode )probably easy mode as well). I'll test it later to be sure.
     
  11. Cooljerk

    Cooljerk

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    <!--quoteo(post=338717:date=Aug 8 2009, 02:25 PM:name=D.A. Garden)--><div class='quotetop'>QUOTE (D.A. Garden @ Aug 8 2009, 02:25 PM) <a href="index.php?act=findpost&pid=338717">[​IMG]</a></div><div class='quotemain'><!--quotec-->So, I was playing through Sonic 1 and came to realise that are several places in the game which have always frustrated me. Not just the first time I played it, but even to this day I still get worked up about.
    Allow me to show you mine.
    [​IMG]

    This area here, in Labyrinth Zone Act 2, has been the worst moment in Sonic 1 for me. By the time I get here, I'm usually at the start of a countdown for air. I could try and dodge the orbinaut, but I'd probably waste all my time and drown. I could scramble for an air bubble and risk getting hit. I could try to go back down for an air bubble, but risk getting hit by the spikeball on the chain and then have to come back up. Getting 50 rings in this level to the end for me is a big no-no and it's always been this way.

    So, I ask you, what are your most annoying moments of Sonic 1?<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is my favorite area of the game, and my favorite act of the game, and my favorite Zone of the game. I can make it through that segment every time without getting air once. It's like clockwork with me.

    <a href="http://video.google.com/videoplay?docid=-1406771492852020940" target="_blank">Proof</a>

    I, however, hate Spring Yard Zone in its entirety. Collision Chaos Zone is SYZ done right.
     
  12. Malpass

    Malpass

    Fell at the Battle of the Wing Fortress, 1992. Member
    As well as the things I mentioned earlier, I'd like to add another. For some reason, the music on my copy of S1 is a lot slower than the Mega Collection and .bin equivalents. That annoyed me on certain levels...
     
  13. nineko

    nineko

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    The music is slower in PAL games because of the 60Hz/50Hz difference. They took care of this issue only in Sonic 3.
     
  14. Malpass

    Malpass

    Fell at the Battle of the Wing Fortress, 1992. Member
    <!--quoteo(post=349547:date=Sep 10 2009, 10:51 PM:name=nineko)--><div class='quotetop'>QUOTE (nineko @ Sep 10 2009, 10:51 PM) <a href="index.php?act=findpost&pid=349547">[​IMG]</a></div><div class='quotemain'><!--quotec-->The music is slower in PAL games because of the 60Hz/50Hz difference. They took care of this issue only in Sonic 3.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Makes sense. It wasn't as obvious in Sonic 2 though imo.
     
  15. Phos

    Phos

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    <a href="http://www.thatguywiththeglasses.com/videolinks/bt/benzaie/5-second-games/6505-sonic5" target="_blank">What, like this?</a>
     
  16. Diablohead

    Diablohead

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    I think S2 PAL has correct music speed but the game itself still ran like a 50hz game, playing the pal version at 60hz gives you correct game speed but fast music. I need to check again.

    Spending years playing S1 at 50hz, the first time I played the emulated games it was way too fast for me but now, the pal versions are too slow :P
     
  17. Malpass

    Malpass

    Fell at the Battle of the Wing Fortress, 1992. Member
    <!--quoteo(post=349837:date=Sep 11 2009, 04:43 PM:name=Diablohead)--><div class='quotetop'>QUOTE (Diablohead @ Sep 11 2009, 04:43 PM) <a href="index.php?act=findpost&pid=349837">[​IMG]</a></div><div class='quotemain'><!--quotec-->Spending years playing S1 at 50hz, the first time I played the emulated games it was way too fast for me but now, the pal versions are too slow :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Basically, this.
     
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