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Sonic's 18th Birthday ^_^
#31
Mario & Sonic I find to be good fun with your friends. Otherwise its boring.

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#32
u mean the olympic games thing? or anything with mario and sonic both in it? (eg. brawl)
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#33
S3K is one of the best in the genesis series!
Honestly my favorite part in the game is where knuckles comes in and they play that theme song of his!

Also I was wondering about a few years after sonic heroes If they were ever gonna make Sonic Adventure 3 or something but they never did.

Also those other shitty games were worth nothing

Shadow the Hedgehog..............WITH GUNS!?

That's when most Sonic games started going down hill.
Sonic Riders...........More of a multiplayer game for friends but not really an adventurous theme to it, just riding around on boards and stuff.

Though the games sucked, the soundtracks were awesome.
I am all of Me
His World
Knight of The Wind
Seven Rings in Hand
*Those songs were all good just a part of really bad games like "The Sonic Storybook series", It started with Secret Rings and now we have The Black Knight!

Sonic Soundtracks are the best! Also the Composer Jun Senoue who has been working with All the current Sonic Games and The Band Crush 40 is also worth it. My favorite Sonic by Crush 40 is Live and Learn! Genki ^_^
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#34
Sorry, but after Sonic Adventure 2, I stopped playing the series, got far too absurd. Already absurd enough with Angsty Shadow.

Also Several people who contaminated the internet with their ignorance (Spax3, CWC, Alix Henriol) really made me sick of this series.

Do not even get me started talking about the fanfics/fanart plaguing our precious internet tubes.
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#35
(06-25-2009, 08:47 PM)Rival Rökkan Wrote:
(06-25-2009, 08:32 PM)Gym Leader Diogalesu Wrote: ok so now we got some things that can make a perfect sonic game

I have some thoughts, too
-Maybe another 2.5D like in the sonic rival series, but it shouldn't be exclusive to the PSP imo
-fuck the voice acting altogether, it wasn't needed to begin with especially with shitty vioce overs in english
-Implement the 3D elements into 2D, this was accomplished in rom hacks of older games (cough cough Sonic MegaMix) so don't be telling me it can't work
lastly-No More New Characters there is already enough as is

what a terrible idea @ bold part
plus Sonic Rush already pretty much did it
there's no use for homming attack and a fuckzillion dashpads in a 2D game because Sonic has enough acceleration and top-speed to go through loopings and shit like that without needing to have the aid of dashpads, which it's pretty much why they were introduced.
Homming attack was introduced because it's hard to stomp over an enemy in a 3D environment, Super Mario 64 proved it. And in a gameplay that is supposed to be fast, this'd be complicated.

I've been thinking about this post and you know, I actually partially agree with this post

I have to admit, I agree with the part where most of the sonic games these days have way too much speed pad pointlessly when you don't need them. it gets pretty annoying when you are trying to get some rings, or accidentally run into a badnick/robot as a result of the pads. not only would you loose time, but it makes it frustrating when you are trying to complete a level.

As for the homing attack, unless they come up with some clever way to use it and get to a secret area in the level (at least trying to incorporating it with level design) that you couldn't access without it, then there could be at least some use for it, otherwise you are right, it would be completely useless.
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#36
Augg, what are you guys talking about, every Sonic game for the Gamecube was pretty good. I don't know why there's so much Sonic Heroes hate, I loved playing as the Chaotix.

Sonic Adventure Battle 2 was like the best Sonic game ever mainly because I loved to breed Chao back in the day.

Mega and Gems collection really brought yeah back and yeah.
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#37
What are you talking about, Sonic Heroes sucked >:
I mean seriously, you just played the same stages 4 times to fight a badly designed metal sonic. And the cutscenes were god awful, most notably where Sonic saw Shadow after he died, and then the boss battle began. Absolutely awful
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#38
Like Boo said, I personally think that Sonic Adventure 2 Battle was one of the Best Sonic Games for the Gamecube. I still have the game from the very first day since 2001 I still have my first chao. Tongue
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#39
(06-26-2009, 03:31 PM)Cshad Wrote: What are you talking about, Sonic Heroes sucked >:
I mean seriously, you just played the same stages 4 times to fight a badly designed metal sonic. And the cutscenes were god awful, most notably where Sonic saw Shadow after he died, and then the boss battle began. Absolutely awful

um, what exactly are you talking about

Sonic heroes game play was actually pretty decent, sure you had to complete EVERY SINGLE TEAM MODE TO GET TO THE FINAL BOSS but it wasn't that bad.
Each team had there own unique abilities which gave it some replay value and the chaotic missions had some fun points in it.
Honestly I just ignored the cut scenes and didn't give much of a damn about the storyline, knowing it was shit I just made the most of my enjoyment out the game play, multi-player had some interesting aspects too
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#40
(06-26-2009, 03:31 PM)Cshad Wrote: What are you talking about, Sonic Heroes sucked >:
I mean seriously, you just played the same stages 4 times to fight a badly designed metal sonic. And the cutscenes were god awful, most notably where Sonic saw Shadow after he died, and then the boss battle began. Absolutely awful

Like Diogalesu said the gameplay was good. As for the cutscenes if you take every cutscene in a Mario game seriously you'd think its just as bad.
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#41
(06-26-2009, 03:59 PM)Gym Leader Diogalesu Wrote:
(06-26-2009, 03:31 PM)Cshad Wrote: What are you talking about, Sonic Heroes sucked >:
I mean seriously, you just played the same stages 4 times to fight a badly designed metal sonic. And the cutscenes were god awful, most notably where Sonic saw Shadow after he died, and then the boss battle began. Absolutely awful

um, what exactly are you talking about

Sonic heroes game play was actually pretty decent, sure you had to complete EVERY SINGLE TEAM MODE TO GET TO THE FINAL BOSS but it wasn't that bad.
Each team had there own unique abilities which gave it some replay value and the chaotic missions had some fun points in it.
Honestly I just ignored the cut scenes and didn't give much of a damn about the storyline, knowing it was shit I just made the most of my enjoyment out the game play, multi-player had some interesting aspects too

HAHAHAHAHA UNIQUE ABILITIES
They all play pretty much the same. Only the Power combination's combos might vary, and Espio's tornado turned him invisible.
And Sonic Heroes' level-design is made of artificial obstacles, like.

OH HEY THERE'S A WALL THERE
I HAVE TO SHIFT TO THE FAGGOTRY FORMATION TO BREAK IT WITH MY PENIS
OH GEE, WOULDN'T IT BE A LOT MORE NICER IF THAT WALL WASN'T THERE?

Plus, this just corrupts the whole speed gameplay that Sonic must have. Sonic shouldn't stop to break walls to advance. Actually, this is pretty much what the first game's concept is about: Gamers are rewarded for getting through obstacles and enemies without having to stop, by doing this, you are guaranteed to be a skilled player.
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#42
Actually, Sonic 1 (and 2 and 3 in doses) had loads of arbitary obstacles where you had to stop what you were doing and break/defeat something to continue.

Marble Zone, Carnival Night Zone, and Sandpolis Zone immediately come to mind, but there are probably more if I took the time to think about it.
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#43
(06-26-2009, 04:27 PM)GrooveMan.exe Wrote: Actually, Sonic 1 (and 2 and 3 in doses) had loads of arbitary obstacles where you had to stop what you were doing and break/defeat something to continue.

Marble Zone, Carnival Night Zone, and Sandpolis Zone immediately come to mind, but there are probably more if I took the time to think about it.

You have to give me an example of Sonic 1. Sonic 1 was planned with this on mind.

Still, those small gimmicks didn't break the pace like having to stop, switch formation, press a button to destroy an object, then switch back, then run.
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#44
I cant remember the name of the level, but it was the second or third, where there was lava everywhere. You had to go jump around the lava etc and push boxes and turn switches to pass through that level.

It was rather fun
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#45
(06-26-2009, 04:40 PM)Rival Rökkan Wrote:
(06-26-2009, 04:27 PM)GrooveMan.exe Wrote: Actually, Sonic 1 (and 2 and 3 in doses) had loads of arbitary obstacles where you had to stop what you were doing and break/defeat something to continue.

Marble Zone, Carnival Night Zone, and Sandpolis Zone immediately come to mind, but there are probably more if I took the time to think about it.

You have to give me an example of Sonic 1. Sonic 1 was planned with this on mind.

Still, those small gimmicks didn't break the pace like having to stop, switch formation, press a button to destroy an object, then switch back, then run.

Green hill zone had breakable walls if I recall correctly, and lets not forget they originally planned to have the wrecking ball Eggman used as a movable object, but scrapped

Spring yard zone actually had you push a button to make a certain platform in certain areas (Which kind of makes on of your opinions false)
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