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Sonic's 18th Birthday ^_^
#46
(06-26-2009, 05:21 PM)Gym Leader Diogalesu Wrote:
(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)

OMG Spring Yard Zone was my favorite level on Sonic 1, what I hated was the Robotnik part where he pulled the floor right from under where you were standing. Though is was fun to play through all those levels and in the end sometimes not collect all the emeralds. Smile
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#47
(06-26-2009, 05:21 PM)Gym Leader Diogalesu Wrote:
(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)

heh @ bold part
You don't have to stop to get through the breakable walls, if you had played Sonic 1 you'd know it. Run + down, then you jump and regain acceleration after you land.
And what the wrecking ball has to do with anything here, it's such an early development concept.

and again, I quote:
Quote: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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#48
(06-26-2009, 08:11 PM)Rival Rökkan Wrote:
(06-26-2009, 05:21 PM)Gym Leader Diogalesu Wrote:
(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)

heh @ bold part
You don't have to stop to get through the breakable walls, if you had played Sonic 1 you'd know it. Run + down, then you jump and regain acceleration after you land.

and again, I quote:
Quote: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.

your forgetting the spring yard zone part so i'm bolding that

an the thing with the breakable walls is that if you don't gain enough speed, you'll most likely stop in the middle of the breakable wall to where, you'd have to start the run + down thing again if you don't jump after pressing the roll command.
Discord is Dioshiba#9513
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#49
(06-26-2009, 08:27 PM)Gym Leader Diogalesu Wrote: an the thing with the breakable walls is that if you don't gain enough speed, you'll most likely stop in the middle of the breakable wall to where, you'd have to start the run + down thing again if you don't jump after pressing the roll command.

You are missing the point:
Quote: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.
I'm not saying that anyone can make through a level without having to stop, but that skilled players are rewarded by skillfully running non-stop through a stage, avoiding all obstacles and avoiding or killing enemies.
Unlike Sonic Heroes that every five seconds you have to change through formations to get through artificial obstacles. Why they are artificial obstacles? Because they only exist to give a purpose to a certain ability of the character. If there aren't any of those swinging poles in Sonic Heroes, what purpose will it have to do that tornado attack? A good designer gives the player the freedom to use a certain ability of the character at the player's own will, and use creativity to skillfully use that ability through many different kinds of obstacles or to just get through a place easier than it would without it. There are tons of abilities for each formation in Sonic Heroes, but most of them are useless outside of the obligation to use them to get through artificial obstacles.

Plus, my quote isn't really my words, it's Hirozaku Yasuhara's.
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#50
here's what they need to do
either go back to a 2d or 2.5D sonic
or make a 3d somnic like sonic adventure
sonic, knuckles, tails (and possibly shadow for speed teamups) playable
no other playable sonic friends
running
fast running
but with platforming
that is fun
it can be like the original 2d games but in 3d
each character has their own path, but if you're skilled enough you can get into another
sonic can take the low, speedy route
tails can take the high, flying over stuff route
knuckles can take the middle route which involves running as well as wall climbiing and glindg at stuff
but all 3 routes can still be completed by all 3 characters, and paths can switch
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#51
Ah.... Sonic Adventure 2....

My fav sSonic game of all time!
I still play it on my Wii
but i can't load my saved file because my cousin is using my memory card


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#52
tbqh I don't get why everyone likes SA2 better
SA1 let you go wherever you wanted in the overworld and didn't rely on a menu system
you got to play as the same character as much as you wanted without having to wait through 3 or 4 levels of story to play as them again
among other things
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#53
I disagree, SA2 was way better. You didn't have to look for your stage (which got really tedious after a while, especially going through the forest area of the mystic ruins). SA2 also had a lot more plot, more feeling, the ability to play as Eggman was golden, the stages were unique, difficult. The only really tough stage was one of Sonic's very last ones in the Mystic Ruins, with the water snake.

On the other hand, in SA you could play as one character with there very own storyline, you got to see more of them (as you mentioned), and E101 beta (the second time around) was an awesome boss, nothing was comparable as a boss in SA2
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#54
I am certainly not looking for adventure in a Sonic Game, but would a well made plot that doesnt feel like an excuse to link stages is always welcome.

like what "Treasure" did in Contra: Hard Corps.

SA's storyline was so corny and forgetable that it ended being disgusting. Gamma's Stages and storyline on the other hand was way more enjoyable than anything(i always wondered why sega didnt take that gameplay and used it on a game, besides eggman/tails in SA2), and that City Night highway(forgot its name) stage on sonic's side was and probably is the only stage in all 3D sonic games to date that has given me the feel of running at high speed. playing as amy was shit, playing as that fishing cat was shit, playing as tails was shit(except for the Tornado stage) and sonic was a huge meh. the adventure elements of the game are close to running in a room until you find a door thats not unlocked.

SA2 took everything from SA and improved it, from the character desing (they got rid of that retarded idle stance of the characters, for example) to a way more ""mature"" storyline and gave the characters a much more fresh attitude than their SA counterparts. the gameplay and controls were certainly. certainly i feel that SA2 was the one that was closer to what the 2D gameplay was, despite it being still limited to running in a tube to the end with minor exceptions. and the soundtrack was certainly half of the game(Metal Harbor and Green Forest Heart). the Medal System and the sucesive "upgrades" forced you to replay some stages in a less frantic rush in order to find that spot "that you coulndt reach before".
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#55
Sonic Adventure usually has its good stages and bad stages......who frikin fishes in a Sonic game, Big The Cat was horrible not a character I would play as!

Sonic Adventure 2 things were alot better with decisions of choosing Hero or Dark sides of the story. Basically it's the same story on each side, just with different levels and such. No different story line just the same, either way it was a good game to play. Gameplay was fun, and also the Chao Garden were could raise chao was somewhat enjoyable for a while breeding all types of different chao.

Thats what I think SA2 was better than SA
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#56
(06-27-2009, 03:36 AM)DigiTamer Metaru Wrote: (i always wondered why sega didnt take that gameplay and used it on a game, besides eggman/tails in SA2)

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Actually, Gamma and Big's gameplays were made so that it could interest the players in other SEGA games, respectively, Panzer Dragoon and SEGA Bass Fishing.

As for me, I absolutely adore Sonic Adventure's plot. You discover new things about the plot as you play with another characters, the whole point-of-view story thing was very ingenious, even Big had a major role as you think about it, although NiGHTS came with the point-of-view thing first. Just the dialogues that weren't that good, but it wasn't anything extremely corny like Sonic Heroes or Shadow the Hedgehog, so it's all cool. I also love the first Adventure's levels, but the engine and gameplay doesn't work very well, it feels very incomplete.

Sonic Adventure 2 presented better dialogues and much better engine and gameplay. But Tails' and Eggman's gameplays felt just too slow when compared to Gamma. And although the level design of Knuckles' and Rouge's stages were awesome, they just were too wide, sometimes, hunting for the emerald shards would just get too painful.
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#57
I only played Panzer Dragoon's demo
I always wanted to play the full game >:
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#58
Panzer Dragoon Orta owned, too bad it's rare as shit now.
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#59
(06-27-2009, 03:55 PM)Cooltrainer♂ Tyvon Wrote: Panzer Dragoon Orta owned, too bad it's rare as shit now.

I really never got to play that game what type of game RPG, Action....?
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#60
Panzer Dragoon is an on rails shooter. Similar to Star Fox, Sin and Punishment, and House of the Dead.

My friend actually has a copy of Panzer Dragoon Orta. I'm going to have to get it off of him to razz the shit out of it.
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