I'm one who yearns for all truth and depth for all things Sonic dev. Got no time to joke around, especially with such things xD
To be fair, Sonic CD would have existed at this point, right? Either regional music (or at least the Past tracks) could've lit a fire under him and he'd assumed he'd be working under Sega/Mega CD constraints, which were slightly above the stock Genesis. I can totally imagine how it wouldn't sound right on the Genesis. The DAC is just so scratchy, and his style makes heavy use of samples (ala Sonic CD), as opposed to the more fleshed out orchestral compositions Nakamura made for S1/2, so it totally makes sense that it just wouldn't sound up to snuff. I mean, it's why I was never impressed with ToeJam & Earl's music. [/shot]
If it’s related to the prototype tracks that we know of, I reckon the track being referred to is the prototype Knuckles theme. It’s the one track that, to me, sounds like a placeholder, isn’t related to any other track (i.e acts 1 and 2 always sound similar), and in the final game was replaced with an MJ-style beat that also linked to the mini-boss (thus, saving RAM space?).
It does not save RAM or ROM: the two songs do not share data. In fact, Knuckles' theme includes leftover unused data from an earlier version of the miniboss theme, wasting ROM space. The unused data doesn't sound notably different from the finished miniboss theme.
From SAAC_News on Twitter: https://twitter.com/SAAC_News/status/1675582694279847937?s=20 https://chizai-watch.com/t/2023070107?a=株式会社セガ "Sonic & Friends" has been trademarked.
Here’s a question: playing through Sonic 3 again, i notice how when the level transitions from Angel Island Zone to Hydrocity Zone, the first area of water you are dropped into there is no palette change to signify you are underwater until you are pushed into the next area…is this a bug or intentional? There doesn’t seem to be any distinction between those two areas, I sort of always thought it was a bug when I was a kid, but it was never fixed in S3K or now Origins, so if it’s not a bug… why?
Actually, I think there is a logical reason for it... The first section is a reservoir of water, that is to say it is meant to be contained in that section and flushes to the lower pool out of the wall. So how would you handle the mid-screen waterline? The most logical thing to do would be to move the waterline down to the right spot while Sonic is behind brick walls... ...but that doesn't make sense, because the palette swap shows the water is flooding the entire stage as it affected the FG bricks which are your collision boundary. Thus would imply the button isn't opening a door to drain water from a reservoir to a main pool, but rather lowering the level of the entire level.
The technical reason is that the pool of water there is handled differently than the ones in the rest of the game, in order to show the dry tunnel next to it. Fred Bronze's blog had a post on it. https://s3unlocked.blogspot.com/2017/12/hydrocity-zone-intro-area-pool.html?m=1
Someone made an oscilloscope deconstruction of some Sonic CD JP tracks using (mostly) the original samples used that were tracked down. They also shared the project files and stems used to help make these in the descriptions (except for the Quartz Quadrant one).
https://twitter.com/SEGAForever/status/1676987368530903040 From the archives: An early version of the cover artwork for Sonic's Schoolhouse - Sonic's edutainment title for the PC back in 1996, and the final cover for comparison!
It really is a full circle moment to see how much closer the "beta" cover is to the artsyle of Baldi. I actually had a lot of fun with Sonic Schoolhouse as a kid, such a bizzaire game.
I also was in the appropriate target audience for Schoolhouse and I have to say, it captures the feeling of recess/field trips being a lot more fun than classes all too well
Because Sonic has blue arms in the early cover, we are legally not allowed to like it. CWC would be up in arms if he ever saw this. #NotMySonic #BoycottSonicSchoolhouse
How many different 3d models did they have for Classic Sonic in the 90s anyway? I'm counting 8 so far. 1.Japanese Sonic CD ad 2.Sonic 3K/Jam/3D Blast 3.Sonic the Ride 4.Sonic the Fighters in-game 5.X-treme/Schoolhouse 6.That cover 7.Sonic Jam/3D Blast Saturn specials stages in-game 8.Sonic R in-game And that's not counting the revisions or the actual physical models (CD title screen, 3D Blast European cover). Edit: Forgot Sonic the Fighters