ModdedCentipede
Moderator
Only hired to satisfy the diversity quota
Posts: 284
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Post by ModdedCentipede on Sept 6, 2022 4:43:46 GMT
Mod/Hack of the Week
Sonic 3D in 2D is a fan game that reimagines Sonic3D Blast plot and levels with style and structure closer to the games that preceeded it. Explore Flicky Island in a 2D side scrolling platformer that takes elements from the other Mega Drive/Genesis games to re-forge an adventure anew.
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stratogustav
Supreme Overlord
Warrior with Bandana
Posts: 7,460
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Post by stratogustav on Sept 9, 2022 8:06:02 GMT
I actually wish I started playing on PC since back in the day. There are many licensed games I wish I had before that expired, specially Marvel Vs. Capcom 2 HD, the Virtua Tennis games, and some others like Transformers Devastation. At least I have them on the PS3, so there is that.
PC usually gets some of the best stuff, and that is because of mods. Some of these things would never be allowed on consoles and that makes playing on PC that much more appealing.
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Cervantes
Off-Brand Transformable Robot
A former Incompetent Evil Commander (XP: 2423)
Posts: 2,818
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Post by Cervantes on Sept 11, 2022 7:25:07 GMT
Considering how disappointing the original Sonic 3D Blast is, anything is an improvement. I remember when I got my Saturn and a few games, one of them being 3D Blast. Man, talk about a sad kid that I was as I realized that it didn't look or play anything like Sonic 1-3&Knuckles.
Seriously, though, this one looks nice, but have you seen the fan remake of Sonic Triple Trouble? I wish Sega got that one to make it an official release, they could even go all the way on the graphical polish and make it kind of a sequel to Sonic Mania. Maybe it could recover the damaged image from the troubled release of Sonic Origins.
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centipede
CGR Undertow Groupie
It was just one soy latte, I swear!
Posts: 2,691
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Post by centipede on Sept 13, 2022 1:26:56 GMT
I was disappointed that you couldn't use the Lock-On feature with Sonic 3D. Sonic 3D Flickies showed why 3D sonic needed a homing attack, and luckily we got the Gold Shield in that game. There's no way any Sonic fanbaby can cry about that! But, as you can see from the footage, the bosses aren't as forgiving as the previous games. Other times, you really do have to roll to make sure you don't take damage. Cervantes I did not know that. Thanks for telling me. Come to think of it, Sega could fuse all the levels from the 8-bit Sonic games together to make a single retro-inspired game.
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Cervantes
Off-Brand Transformable Robot
A former Incompetent Evil Commander (XP: 2423)
Posts: 2,818
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Post by Cervantes on Sept 13, 2022 6:54:00 GMT
centipede - There's a lot of untapped potential in the Master System/Game Gear Sonic games. Sega has already remade the Genesis/CD levels to death, while the SMS/GG levels were completely ignored by Sonic 4, Generations and Mania. If they released a game similar to either Generations or Mania but based on SMS/GG Sonic it would look like an entirely new experience, instead of retreading the same Genesis/CD games that we have seen countless times. That was even my major disappointment with Sonic Mania: that Generations and Sonic 4 had already remade some Genesis/CD levels just a few years before, so I was expecting that Mania delivered either an entirely new game or at least looked for more obscure levels to remake. Instead, the game starts with Green Hill and Chemical Plant, which are the exact same starting zones chosen by Generations. Mania could've used, let's say, Turquoise Hill and Bridge Zone instead, that would be something new.
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centipede
CGR Undertow Groupie
It was just one soy latte, I swear!
Posts: 2,691
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Post by centipede on Sept 19, 2022 1:28:20 GMT
I've just watched the 8-bit Sonic 2 remake on YT (it even had elemental shields). There's also a 16-bit remake of SMS Sonic 1.
The S2 remake retained this design flaw where Sonic's sprite is always locked to a certain position on the screen, meaning when you jump you can't see where you'll land. No, the 8-bit games need a proper remake. And each zone, since the levels are so short, could count as one act each (then again, that would mean GREEN HILL is the first level AGAIN!). So, combine all the 8-bit levels, you'll have a game of proper length.
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MeleeMonk
Cartoon Pony Wrangler
Part-time gamer, full-time environmentalist, and member of PAPO (People Against Palm Oil)
Posts: 3,651
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Post by MeleeMonk on Oct 14, 2022 0:48:43 GMT
Neat idea for a game. 3D Blast was a letdown, though not an unplayable mess or anything. Just very, very mediocre and dated by Sonic standards.
If anything though, I would love to see Sonic Adventure 1 & 2 get a fan remaster. If I was a modder, I would take SA 2 and start by cutting out all of the Eggman levels. Then, I would turn Tails levels in playing as him without the mech walker, like how he controlled in Chao Garden. Finally, I would add more respawning enemies to the Knuckles & Rouge levels to make them feel less vacant and make them more challenging. I might also consider adding a lenient timer to the levels to make them feel less sleepy (I don't remember their levels having a timer, could be wrong). Oh, and I would just pluck out that awful aquatic mine level entirely (I always HATED that level).
That would be a start. I'm not sure how I would fix SA 1 because it's been over 2 decades since I've played it. However, one thing I would do right off the better is gut out that hideous looking city hub connecting all of the levels. That was such a terrible idea and all of those crude-looking human NPCs totally detracted from the fantasy feel of the game. I would also probably just yank out the Big the Cat levels.
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Cervantes
Off-Brand Transformable Robot
A former Incompetent Evil Commander (XP: 2423)
Posts: 2,818
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Post by Cervantes on Oct 25, 2022 1:52:59 GMT
MeleeMonk - Fixing SA2 would practically mean an entire new game, since only Sonic's/Shadow's levels are fun, and even those are too linear and with too many bottomless pits. I understand that many fans love it, but I thought it was a letdown coming from SA1. SA1, on the other hand, is a very fun game and has many bright spots. I agree that fixing it would mean heavily modifying Big's levels and the City hub, or even replacing them with something else. Besides that, I can see how improved controls and camera would make the game almost perfect, as far as gameplay goes. I think the story and cutscenes are the real problem here - maybe trimming down the story and making the characters mute like in the Genesis games would solve it?
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MeleeMonk
Cartoon Pony Wrangler
Part-time gamer, full-time environmentalist, and member of PAPO (People Against Palm Oil)
Posts: 3,651
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Post by MeleeMonk on Oct 27, 2022 2:14:55 GMT
MeleeMonk - Fixing SA2 would practically mean an entire new game, since only Sonic's/Shadow's levels are fun, and even those are too linear and with too many bottomless pits. I understand that many fans love it, but I thought it was a letdown coming from SA1.SA1, on the other hand, is a very fun game and has many bright spots. I agree that fixing it would mean heavily modifying Big's levels and the City hub, or even replacing them with something else. Besides that, I can see how improved controls and camera would make the game almost perfect, as far as gameplay goes. I think the story and cutscenes are the real problem here - maybe trimming down the story and making the characters mute like in the Genesis games would solve it? Really? Wow, I don't hate SA 1, but I'm still hesitant to go back to it all these years later because of how intensely negative my experience with it was as a kid. Unlike SA 2, it didn't even feel like it had its own identity. It felt like a hodgepodge of a dozen different game genres (fishing, treasure hunting, flying, walking sim, etc.) crammed together like a minigame collection, as opposed to only three different gameplay genres like in SA2. It's like, just when you got comfortable playing as one character, BAM, now you were fishing as Big the Cat, or something else. Correct me if I'm wrong, but I believe there was even less Sonic gameplay in SA 1 than there was in SA 2, and that's not even including Shadow's levels. I remember the camera being MUCH worse, too, which is saying something. Keep in mind that bottomless pits were the norm in the Genesis games. The levels that didn't have them (like Marble Zone or that underwater level in Sonic 1) were singled out as being generally awful to play. Pit falls are part of what makes platformers platformers. When Mario Sunshine got rid of them, the Mario fandom threw a shit-show. I love Mario Sunshine, but I do wish it featured more levels with pit falls. So, I think that SA 2 having them for its Sonic and Shadow levels was a very good thing.
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Cervantes
Off-Brand Transformable Robot
A former Incompetent Evil Commander (XP: 2423)
Posts: 2,818
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Post by Cervantes on Oct 27, 2022 6:46:29 GMT
MeleeMonk - Everyone tends to misremember how rare bottomless pits are in classic Sonic. In Sonic 1, I think we only start seeing them by the penultimate level, Starlight Zone. Looking at a few maps right now, I can't see any in Green Hill, Marble, Spring Yard or Labyrinth zones: there are probably some, but they are very rare. EDIT: there are two, almost hidden, respectively in GH 2 and 3, and then another one at the very end of Labyrinth 3, lower path. The idea is that everytime you fall, you just land on a lower and harder part of the level: in Green Hill, for example, the lowest part has some beds of spikes. Sonic 2 follows that: it may have more pits, but they are also rare. Besides Chemical Zone, I think they are only a common occurrence once you get to Metropolis Zone. As far as I remember, that also goes for Sonic 3&K. Among the 3d games, I think SA1 had a good balance and Generations was pretty much perfect, with pits being well telegraphed and appearing in particularly dangerous parts of a level (Unleashed was terrible about it). It's weird how much opinion vary between SA1 and 2, it's really down to preference. About the hodgepodge of styles in SA1, Sonic, Tails and Knuckles all have similar controls; Amy differs a bit, but her levels are still platformers. The most different are the robot (though his levels are so short that's not an issue) and Big's awful fishing levels, so most of the game is really a platformer/exploration romp (in SA2, platforming/shooter/searching are equally divided). The shooter sections became slower, longer and a much bigger part in SA2, and the emerald searching levels added a time limit and an annoying mechanic in which you have to find the emeralds in a specific order (the radar won't show any other fragments until you find the one it's pointing to), besides the Knuckles/Rouge levels being harder to navigate. Because of that, I thought 2/3s of the game just became an annoyance. As I also preferred the controls in SA1 (especially the spin dash) and the much more open levels, I just couldn't get into SA2, even if it did have obvious improvements, like the better camera, story and no "wandering around looking for the next level". I do think wandering around the hubs in SA1 is part of it's charm, though. It was badly implemented and sometimes aimless and confusing, but I still enjoyed having an open area to freely explore and discover secrets between levels. It may finally be implemented well in Sonic Frontiers if it turns out to be a good game, I'm cautiously optimistic on the one.
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MeleeMonk
Cartoon Pony Wrangler
Part-time gamer, full-time environmentalist, and member of PAPO (People Against Palm Oil)
Posts: 3,651
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Post by MeleeMonk on Dec 2, 2022 23:20:59 GMT
MeleeMonk - Everyone tends to misremember how rare bottomless pits are in classic Sonic. In Sonic 1, I think we only start seeing them by the penultimate level, Starlight Zone. Looking at a few maps right now, I can't see any in Green Hill, Marble, Spring Yard or Labyrinth zones: there are probably some, but they are very rare. EDIT: there are two, almost hidden, respectively in GH 2 and 3, and then another one at the very end of Labyrinth 3, lower path. The idea is that everytime you fall, you just land on a lower and harder part of the level: in Green Hill, for example, the lowest part has some beds of spikes. Sonic 2 follows that: it may have more pits, but they are also rare. Besides Chemical Zone, I think they are only a common occurrence once you get to Metropolis Zone. As far as I remember, that also goes for Sonic 3&K. Among the 3d games, I think SA1 had a good balance and Generations was pretty much perfect, with pits being well telegraphed and appearing in particularly dangerous parts of a level (Unleashed was terrible about it). It's weird how much opinion vary between SA1 and 2, it's really down to preference. About the hodgepodge of styles in SA1, Sonic, Tails and Knuckles all have similar controls; Amy differs a bit, but her levels are still platformers. The most different are the robot (though his levels are so short that's not an issue) and Big's awful fishing levels, so most of the game is really a platformer/exploration romp (in SA2, platforming/shooter/searching are equally divided). The shooter sections became slower, longer and a much bigger part in SA2, and the emerald searching levels added a time limit and an annoying mechanic in which you have to find the emeralds in a specific order (the radar won't show any other fragments until you find the one it's pointing to), besides the Knuckles/Rouge levels being harder to navigate. Because of that, I thought 2/3s of the game just became an annoyance. As I also preferred the controls in SA1 (especially the spin dash) and the much more open levels, I just couldn't get into SA2, even if it did have obvious improvements, like the better camera, story and no "wandering around looking for the next level". I do think wandering around the hubs in SA1 is part of it's charm, though. It was badly implemented and sometimes aimless and confusing, but I still enjoyed having an open area to freely explore and discover secrets between levels. It may finally be implemented well in Sonic Frontiers if it turns out to be a good game, I'm cautiously optimistic on the one. Cervantes, if you think SA 2 was a step down from the first SA, then do yourself a favor and skip Sonic Heroes. Trust me, quit while you're ahead. SA2 was a masterpiece compared to Sonic Heroes. Tell you what: after hearing you rave about SA 1, I have decided that I will buy a copy of DX for Gamecube, and once I replay it, I will get back to you.
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Cervantes
Off-Brand Transformable Robot
A former Incompetent Evil Commander (XP: 2423)
Posts: 2,818
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Post by Cervantes on Dec 3, 2022 17:33:45 GMT
MeleeMonk - Hahaha, I understand Heroes is a step down from SA 1&2, but I do have a high tolerance for bad Sonic games. I just find the whole series endearing. Hell, I'm even curious to play Sonic 06! I'll replay SA 2 at some point and will probably change my mind about it, as Sonic games are always better when replaying them. That's actually what happened with SA 1: I only truly appreciated it once I replayed and went for every emblem/challenge/achievement. It's like the games are tailored for speedrunners: knowing the levels inside and out so you can do a perfect run is the best way to play them.
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