Wow, that was quick. Thanks! If you guys want, I can do covers of any of the other tunes you guys would like.
So has anyone caught that hole in the wall near the end of Casino Street act 3? It has a speed booster in it that sends you back out and it's mostly obscured by a giant balloon. I'm trying to figure out if it's from some alternate path but I can't seem to find it. If you want to know where it is, it's in the part where you are still indoors shooting around in cannons, and it's in the top left most area where there are some bumpers lining the left wall with a TV up top. Jump in to the alcove above the bumpers on the left for a hole that is JUST Sonic sized and you get shot right back out...
I beat the Wii version with all Emeralds just tonight. The physics are not broken enough to render the game unplayable, but they are rather funky. Without flying off the handle and going on some long tirade, here is a short list of things Dimps should address for the next episode: - Running has no speed cap and yet rolling does. It should be the opposite. - Uncurling. Sonic should stay in a ball when he flies off ramps. - The controller input requirement for aerial and rolling momentum. We shouldn't have to use the D-pad for that. - Enemy placement. There is no telling when Sonic will hurl into a chain of Bubbles and lose his rings. - The level design relies too heavily on the Air Dash. The last part of Casino Street Act 2 would be impossible to beat without it. - Sonic does not bounce back up to the same height he hits an enemy or item box from. Please fix that. - Of course, the ability to stand on walls. To be fair, that rarely happened for me. The levels in Episode 1 wouldn't need to be altered if these issues were addressed. I'm pretty sure they can release a patch for at least half of these things.
Please do, this is amazing! I mean, all it seems like you did was change the instruments but it really works out. (Also, I can still hear meowing in the background :P)
Lost Labyrinth Boss and Special Stage 5 are cunts! I suppose there's alot worse to come though, right?
It was mostly a note-by-note sequence to stay faithful to the original composition, but yeah, I wanted to make it sound less uncharacteristicly bland and lifeless, hence some of the changes and additions thrown in there. I have work tomorrow, but I'll try and get some more covers going real soon.
Make the whole soundtrack like that and I know exactly what I'm going to play on my PS3 in replacement of the original soundtrack
Still don't have the game (on a console) or a Twitter account, so I guess I'll post my crappy entry's here. Xbox trial version, decided to have Sonic look directly at the platform.(0.7 megapixels strike again) And some iOS breaking: Here is the camera and stomach turning at work: Looks like it only affects loops: If anyone can manage to do it in this area, they should be in the top 3 automatically. Sorry if this is an image overload for some reason.
No, this isn't true. Try running all over the place in Mad Gear Zone, you hit the speed cap quickly. Now try rolling. No speed cap.
There's a nice U shaped obstacle in Act 1 of Casino Streets where it can be tested too -- around the beginning somewhere. I remember this because I spent like 5 minutes spinning up and down the thing going no where, trying to build nonexistant momentum.
That's because curved surfaces in Sonic 4 don't behave like normal surfaces. They, for some reason, only work with running. The test I did was in Mad Gear Zone act 1 near the middle of the stage. There's a large incline with no curves, and there are 2 lamp posts within close proximity of one another. I ran from one lamp post to the other without rolling, and it took 10 seconds. Then I went back and rolled down the slope from one lamp post to the other and it took 7 seconds. Sonic does have a speed cap when running. And rolling circumvents it. Just as a note - The inputs for both of these tests are identical - I simply held right the entire time until I was at the second lamp post. The only difference is I tapped down right as the slope started during the rolling test. To make the times easier to see, I waited until the clock reached 0 before each test. There are other places where this is noticeable, but this was just the easiest place with easily distinguishable land marks to test it. Rolling shaved 3 seconds off this.
RubyEclipse, congratulations on the game's positive reception. A lot of people love it, I certainly enjoyed it, but half the people here understandably are frustrated about it's lost potential as a return to quality, and I get most of it. So, to sum up for your convenience: 1. The physics aren't perfect. This probably has to do with the way momentum is coded to shut off when there's no button input from the d-pad or reset instantly if the opposite direction is pressed. 2. Like Damizean noted earlier in the thread, Sonic should gain (and retain a bit after loss of d-pad input) more momentum going down steeper slopes than he loses going up steeper slopes while rolling. This turns Sonic into a wicked-fast buzzsaw. However, running up a 45 degree slope should cause Sonic to lose momentum as he fights against gravity, of course; just not as much in a roll with a load of down-slope momentum behind him. 3. Uncurling should be fixed. We'd like to shoot out of loops and half-pipes while curled up so we can hit badguys and not be prone. Doesn't have to be the case with bumpers. 4. Like the d-pad, bumpers should not have the power to completely override Sonic's momentum, shooting his straight up instead of up and left-or-right depending on the sensitivity of d-pad input. 5. The camera for the Wii version is not properly centered on Sonic some of the time, causing things just off screen to blindside players or prematurely form a homing attack lock-on. This may or may not have to do with the game being tailored for 16:9 TVs rather than 4:3 TVs. We'd also like to see the camera tightly centered on Sonic enough to give us that Genesis feeling of "blast processing" during loops, cork screws, and the like, where the camera bobs quickly up and down or back and forth when Sonic interacts with certain stage mechanics. 6. Revise the visual art design of the game. While the backgrounds and foregrounds were beautifully and painstakingly detailed (I'm guessing), they were also sadly lifeless, static, and plastic. The game's visuals should look and feel a little more warm and alive with animation, not unlike the dancing flowers in Splash Hill Zone. The character models for Sonic, the badniks, and Robotnik should also be consistent with the overarching art design as opposed to clashing with it—cel-shaded models with limited color palettes on an intensely detailed backdrop of colors don't exactly go that well. I'd like to see a 2.5D approach to detailed parallaxing layers of foreground and background. Something that's very stylish and newish, basically. Consider taking inspiration from the art styles of Sonic CD, Knuckles Chaotix, and Sonic 3 & Knuckles. Sonic 1 & 2 are great, but Episode 1 pretty much covered it. 7. Play around with the idea of the insta-shield and old and new elemental shields. Think about how you can properly synthesize it together with Sonic's homing attack to provide a more robust yet fresh and new retro Sonicy gameplay experience. My suggestion for the Wii controls is Occam's Razor: map both 1 & 2 as jump when on the ground, but 1 as the homing attack/air dash and 2 and the insta-shield while in midair. Also provide a customizable control scheme for everyone's convenience, where you can swap them around or outright remove one and keep the other to avoid accidental button presses. 8. Sonic goes faster in this game than I've ever seen him go, but when you're just trying to get him to walk up to running, it's a little too sluggish and he looks dreadfully uninterested. Speed it up a bit and make it look like he really wants to go into a run, swinging his arms farther and wider. 9. Lastly, the music was nice, but it could and should be so much better. Use more instruments; give Jun a little more artistic freedom on Episode II. And please, no more repetitively underwhelming songs like the regular and final boss themes. Super Sonic's theme could be a little more epic and less repetitive as well, like Sonic 2's Super theme and, well, Sonic 4's Invincibility theme. Also, it'd be great if you guys found a way around the size limitation on Wii consoles resulting in okay MIDI music. Good luck, guys. Sonic's back, but he still has a long ways to go.
I can vouch for that. Rolling in some circumstances has produced better results than running (rolling while holding down forward on the d-pad, that is). I've also noticed that while the Air Dash does accelerate Sonic, he sometimes winds up suddenly slowing down when running.