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ITT egg and Crowbar duke it out


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Offline magnum12

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Re: ITT egg and Crowbar duke it out
« Reply #30 on: October 26, 2007, 01:24:28 am »
You hate Psychonauts? Unbeliveable! What intelligent reasons do you have for hating it? (Intelligent as in ONLY related to its game play, not graphics/aesthetics, etc.) I played the game extensively, and I can say with nearly 20 years of experience as a gamer that it deserves every bit of acclomade it gets because of its outstanding game play. http://www.gamerankings.com/htmlpages4/561517.asp Merely supporting evidence for my argument. This game got nominated for X-Box game of the year and platformer of the year across many different places. From my perspective, pros: Responsive controls/camera, (including rail controls that were actually much better than Sonic rail controls at the time, with practically no deaths by faulty rail jumping mechanics, BTW Shadow's rail scheme is highly derived from this game and it's the best of the Sonic franchise in terms of rail control), clever, imaginative level design (watch out for the "dark room" of the dance party level, its real creepy), cool powers (and clever ways to use them), interesting boss fights, generally fun combat, funny. Cons: Too easy, too much collecting.

Sonic 06 is a POS. It's horrible because of all the facts about its quality. Most intelligent Sonic fans recognize these the same way I do 1. Controls are really loose (and a lousy camera). 2. One of the most glitchy, overall broken games in this current generation of games. This is the 2005-present generation. There is NO excuse for games to be this buggy in this generation of powerful systems. 3. Side character gameplay is just not fun. Imagine SA style game play, only made inferior with bad controls and giant level downs in the characters (Amy in particular) skills and abilities, and overall slowness. Blaze is an excception as she's arguably one of the better characters to play as. 4. Hideous load times. This is a 2nd generation X-Box 360 game. Such horrible load times are unacceptable. Especially bad in Town Missions with 4 load screend, which brings me to the next point. 5. Town missions were annoying. 6. General rush job with promised content cut out/unfinished. All of these points were by the sole "virtue" of Sonic 06's game play/technical issues. 7. Shadow's vehicles, which were never wanted and bad in ShtH (except the Black Volt and the jump mech) are back and just as bad as before (controls are worse, especially the hover craft) except the glider. What's worse is that you're forced to use these vehicles to progress through the stage because Shadow's speed got nerfed to oblivion. There are only a few nice things I can say about this game. 1. The actual ideas/level designs for the stages were cool (Kingdom Valley, Radical Train, and Crisis City take the cake). 2. The music. 3. Shadow's heavy combat based game play was enjoyable (also the least glitchy) as was the game play of Blaze and to a lesser extent Omega. 3. Silver's game play idea was cool, just got hurt by a bad targeting system. 4. The boss fights were generally impressive and actually looked threatening.
Ever know what its like to get pwned by a book? Sonic certainly does.

Offline eggFL

Re: ITT egg and Crowbar duke it out
« Reply #31 on: October 26, 2007, 02:36:52 am »
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You hate Psychonauts? Unbeliveable! What intelligent reasons do you have for hating it? (Intelligent as in ONLY related to its game play, not graphics/aesthetics, etc.)

It's just not good. If it didn't have the jokes you would have nothing but a meaningless second-rate platformer with boring controls and a huge reliance on gimmicks.

There is no fun in controlling Raz. You run slowly, you double jump, you have to stop to attack, and you have to constantly access the menu to switch between your crappy special attacks to use to open paths and solve puzzles and that kind of garbage. Half the game is designed like a point-and-click adventure not a platformer. Half the time there is basically no point in the game being a platformer at all or the platform gameplay is so simplistic or short or just mediocre that it might as well have been skipped.

Also and yes the collecting. Let's make you go around the campsite in circle to find money. (the pink things... I forgot what there were) With the dowsing rod. Well isn't that asinine. Why is it even in there? Because it's a platformer hur hur. Or perhaps because Psychonauts really has nothing better to do with itself. (I take it it's not a game inspired by gameplay.)

Sonic and Mario are good because as platformers the main thing they do right is make them fun and tight to control and fun to watch. They are both well animated and the framerates are golden in both franchises!

And don't you dare say "not graphics/aesthetics" - Graphics/aesthetic and framerate are major factors to a game's enjoyment not to mention its appeal. Is there any reason a cartoon platformer shouldn't have a sharp framerate. (though I played it on Xbox 360 for the record) And you can't praise the game for these aspects and then say I can't talk about it.

And the game may have imaginative level designs, but what does it amount to? The levels are abstract and ugly.

And I wouldn't say it has great camera/controls... locking on to the higher targets in the cube stage was just awkward. This is the kind of shit Sonic is torn apart for. And I don't see why Sonic06 is bad at all. It has full camera control. Is there something I'm missing there.

Because look the real flaw in Sonic06 regarding camera/controls is that the jump button isn't mapped to the shoulder button. For some reason very few games do it this way even now but it's a much more practical and progressive controller configuration. It's pathetic so few games offer that option... but that's another issue altogether.

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2. One of the most glitchy, overall broken games in this current generation of games. This is the 2005-present generation. There is NO excuse for games to be this buggy in this generation of powerful systems.

lolwhut

that sounds out of touch. has to be

Quality standard hasn't gotten better in this generation. I just don't see it. As much as I agree that it should.

But there are games worse off than Sonic06. Aside from Silver's Dusty Desert and Sonic's Kingdom Valley ring-trail-of-doom the game is really not so glitchy anyway. It's really just the loading times and the unusual feel of the controls.

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3. Side character gameplay is just not fun.

(Well Psychonauts is entirely side character gameplay.) But yes it is fun, I enjoyed playing as Knuckles and Rouge. As well as Silver of course.

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4. Hideous load times. This is a 2nd generation X-Box 360 game. Such horrible load times are unacceptable.

lolwhut

this generation of games have LONGER load times, not less! How could you not have known that. (unless you own a Wii!) high definition gaming, man

There isn't even anything unusual about the length of Sonic06 load times. It's much more the frequency at which they come up.

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7. Shadow's vehicles, which were never wanted and bad in ShtH (except the Black Volt and the jump mech) are back and just as bad as before (controls are worse, especially the hover craft) except the glider. What's worse is that you're forced to use these vehicles to progress through the stage because Shadow's speed got nerfed to oblivion.

Shadow's vehicles are better in Sonic06 than they are in Shadow. In Sonic06 they are completely pointless aside from the mechs. They are too slow and heavy. The only bad vehicle in Sonic06 is the motorcycle which has a horrible control and doesn't feel at all like a motorcycle. The hovercraft can be fun to use. (it can jump, and hover... I mean hover in air) The jeep is sweet! The glider is crap since it's a shallow on-rails gameplay and here is no realism in the controls whatsoever. You're moving a cursor.

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3. Shadow's heavy combat based game play was enjoyable (also the least glitchy) as was the game play of Blaze and to a lesser extent Omega.

btw don't you think it would be totally sweet if Sonic fought like Shadow does? Just that Sonic would have his own style to his attacks. (and he wouldn't chest butt enemies like Shadow does but it might be a kick/punch or headbutt or something instead) I think it would be a very good move.

Offline P.P.A.

Re: ITT egg and Crowbar duke it out
« Reply #32 on: October 26, 2007, 08:03:31 am »
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Offline Zeupar

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Re: ITT egg and Crowbar duke it out
« Reply #33 on: October 26, 2007, 11:40:33 am »
Anyway in response to the images Zeupar posted I have attached crappy doodles of my rendition of an updated take on Spring Yard because I felt like it.

I only posted one image. :s

P.P.A., Genesis' Sonic 2 is an awesome game, k?
Fail collection: 1, 2, 3, 4 and 5.
:o - :O - X) - :D
https://youtu.be/qpT5Md4TPJg?t=221

Offline P.P.A.

Re: ITT egg and Crowbar duke it out
« Reply #34 on: October 26, 2007, 11:50:44 am »
Anyway in response to the images Zeupar posted I have attached crappy doodles of my rendition of an updated take on Spring Yard because I felt like it.

I only posted one image. :s

P.P.A., Genesis' Sonic 2 is an awesome game, k?
Sonic 2 is the worst of the main Mega Drive games. :(
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Offline Zeupar

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Re: ITT egg and Crowbar duke it out
« Reply #35 on: October 26, 2007, 12:31:21 pm »
That doesn't mean that it was a bad game. <_< Also I dissent... Anyway, you shouldn't hate it solely for that reason.
Fail collection: 1, 2, 3, 4 and 5.
:o - :O - X) - :D
https://youtu.be/qpT5Md4TPJg?t=221

Offline magnum12

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Re: ITT egg and Crowbar duke it out
« Reply #36 on: October 26, 2007, 01:17:27 pm »
Perhaps I should point out specific examples to stuff wrong with Sonic 06.
1. More glitches: The "touch a dash pad in Wave Ocean and randomly pass through the loop and die glitch", the broken gem meter that doesn't work the way its supposed to, skipping part of a level because of crappy bomb physics in Kingdom Valley, falling through floors and walls in general (ShtH all but completely had this under control as the least glitchy game in the series), Knuckles' and Rouge's wall jump getting stuck in a lot of the walls (never had this problem in SA or SA2). That's just the tip of the iceberg.
2. Vehicles: Forced to use them in White Acropolis, Kingdom Valley, Radical Train, Wave Ocean, and Dusty Desert (over half the game). At least the glider had no deaths solely to bad controls. I take it that you hate shooters as well since they're on rails. ShtH only forced you to go on vehicles on Cryptic Castle (more forgiveable since flight had better controls than the others), Prison Island, The ARK (Black Volt's Panzer Dragoon style gameplay was decent at least), Iron Jungle (only the Dark path if done right, but at least its the jump mech), Space Gadget (less than 10 seconds if done right), Black Comet, and Final Haunt (see the ARK).
3. Side Characters: Knuckles' attacks were reduced to an even more useless version of his combo in SH (step backways like I mentioned earlier), Amy's even SLOWER than in SA and her hammer is even more useless (once again, step backwards in terms of game play). The treasure hunting in this game actually makes SA2's treasure hunting seem fun by comparison. Tails' ring bombs are useless, have lousy targetting, and look exactly like real rings (fake rings never had this problem in SH).
Ever know what its like to get pwned by a book? Sonic certainly does.

Offline P.P.A.

Re: ITT egg and Crowbar duke it out
« Reply #37 on: October 26, 2007, 01:20:41 pm »
That doesn't mean that it was a bad game. <_< Also I dissent... Anyway, you shouldn't hate it solely for that reason.
Reasons I heat Sonic 2:
  • Ugly graphics, with this unfitting cartoony style
  • Annoying music
  • Bad level design
  • Stupid spindash
  • Speedcap feels weird
  • Only 2 Acts per Zone

Exceptions to 1 and 2 (and 3 for CNZ) are Casino Night and Aquatic Ruin. Those are fucking awesome zones. :(
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Offline Zeupar

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Re: ITT egg and Crowbar duke it out
« Reply #38 on: October 26, 2007, 01:45:30 pm »
FURR... er... FAIL.
Fail collection: 1, 2, 3, 4 and 5.
:o - :O - X) - :D
https://youtu.be/qpT5Md4TPJg?t=221

Offline P.P.A.

Re: ITT egg and Crowbar duke it out
« Reply #39 on: October 26, 2007, 03:16:03 pm »
no u
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Offline eggFL

Re: ITT egg and Crowbar duke it out
« Reply #40 on: October 26, 2007, 11:34:01 pm »
I'm not sure I get how you say Aquatic Ruin doesn't have annoying music. If I were to agree with you AR would be guilty along with Hill Top and definitely Metropolis.

Sonic 2 is the same style as Sonic 1. Except maybe just more excessive if anything. So I guess that's your problem with it.

Like maybe I would infer that you don't like Sonic 2 because it has way more zones than the other games (unless you were to really count S3&K as one game that really was seperated into two games on purpose) and as a result had a smaller ratio of hits to misses. (More bad songs and some zones just not refined.)

But I will treat this as I did before, just PPA's act for all intents and purposes, and if that's not it, well I don't really care either way. So what if he doesn't really like S2. I mean after all he still likes S1 and S3. And PPA is our friend so we should totally respect his opinion.

Chemical Plant owns though. As far as I'm concerned it's stages like Chemical Plant which are entirely the basis for having doubts about 3D Sonic games.

Perhaps I should point out specific examples to stuff wrong with Sonic 06.
1. More glitches: The "touch a dash pad in Wave Ocean and randomly pass through the loop and die glitch", the broken gem meter that doesn't work the way its supposed to, skipping part of a level because of crappy bomb physics in Kingdom Valley, falling through floors and walls in general (ShtH all but completely had this under control as the least glitchy game in the series), Knuckles' and Rouge's wall jump getting stuck in a lot of the walls (never had this problem in SA or SA2). That's just the tip of the iceberg.

The Wave Ocean glitch almost never happens. Other games have glitches like this too. Same with falling through walls/floor.

And it was possible to fall through walls/floors in Gears of War (even affecting multiplayer matches causing everyone to wait until the game time limit ends) but it happens seldomly and the game is regardless one of the most critically acclaimed games on the console. A rare glitch doesn't really make any real impact on a game's enjoyment or popularity outside the couple of seconds it pisses you off. Granted perhaps the glitches in Sonic06 combined came up much more frequently and was more annoying than in other games. But it's still exaggerated. It doesn't really change what the game is and the game can still be fun once you get past them.

The gem meter doesn't count because (besides technically not being a glitch) it doesn't affect gameplay in any negative way. If you don't notice that the meter aspect isn't complete, it's not even a flaw.

And yes the Knuckles and Rouge wall problem is hugely annoying! What the hell were they thinking. (they must have left it in on purpose those jerks) This is a result of Knuckles/Rouge jumping straight up when they jump from a wall climbing position. So if the wall wasn't sloped, you just cling back onto a wall again. =/

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2. Vehicles: Forced to use them in White Acropolis, Kingdom Valley, Radical Train, Wave Ocean, and Dusty Desert (over half the game). At least the glider had no deaths solely to bad controls. I take it that you hate shooters as well since they're on rails. ShtH only forced you to go on vehicles on Cryptic Castle (more forgiveable since flight had better controls than the others), Prison Island, The ARK (Black Volt's Panzer Dragoon style gameplay was decent at least), Iron Jungle (only the Dark path if done right, but at least its the jump mech), Space Gadget (less than 10 seconds if done right), Black Comet, and Final Haunt (see the ARK).

The glider shouldn't be praised for no deaths to bad controls. That doesn't make any sense. Look, vehicles have bad controls in general. That's the point of a vehicle. They are heavy and unresponsive and affected heavily by momentum. Of course you may collide many times with the jeep from steering it into spike ball trap or it flipping over. That's what makes it a jeep.

The glider is not a vehicle. They did not make a gameplay engine for the glider. It has no sense of control. In Star Fox 64 when you move your arwing up, it takes a moment for the arwing to start moving up. Let go of the joystick, and your arwing with /gradually/ move back fall into a straight course. You can also roll and boost and brake which affects your handling and the inertia of the arwing. Getting hit knocks your arwing away which also affects your control.

None of those things apply to the glider in Sonic06. The glider is essentially a very slow moving digital cursor that's pulled along on a set and very strict course. Even if you get hit, you just go through the enemy!

To even think that is good.. is the kind of thinking that would make them decide to have Sonic in Sonic run slowly, have ultra sensitive controls, be totally unaffected by slope, and have no dynamics in his homing attack. Isn't it?

Or making the next Mario Kart better by being making it on-rails and you only move left and right along the set course and you only two speeds: complete stop and max speed. (depending on whether or not you have the brake button held down) That way if you die from going too fast it will be purely your own fault and you will never be frustrated from going in a turn at the wrong angle.

Or it's like saying that 2D shooters are hands down better than 2D platformers solely because 2D shooters let you move in any direction without jumping, and you can't die from missing a jump being knocked off a platform.

It's utter madness.

Like maybe you thought the jeep could have cornered better or didn't flip out so easily. But that doesn't make it better than the glider. The glider is a failure. There is nothing good about it. (even if there is nothing "bad" about it, although if you see it that way that's horrible)

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3. Side Characters: Knuckles' attacks were reduced to an even more useless version of his combo in SH (step backways like I mentioned earlier), Amy's even SLOWER than in SA and her hammer is even more useless (once again, step backwards in terms of game play). The treasure hunting in this game actually makes SA2's treasure hunting seem fun by comparison. Tails' ring bombs are useless, have lousy targetting, and look exactly like real rings (fake rings never had this problem in SH).

Having weaker attacks than in last games doesn't make them a step back. How good a character's gameplay is or how good a game is doesn't depend on how strong the character is compared to other games.

The problem with Knuckles's attacks is not that it's weak but that it's poorly designed/implemented. The hit detection for Knuckles's punches aren't even there. You can punch and go through and enemy and just end up getting hit. This is a similar problem with Amy. You can approach an enemy and before you ever get close enough to even hit it, you will end up touching the enemy and get hit! Her attack has ZERO RANGE.

But other than that I don't mind Amy. I don't like Amy in SA1. I mean what kind of comparison is that. In both SA1 and Sonic06 Amy is dreadfully slow. But SA1 in my opinion is worse because cornering with Amy slows her down even more. Sonic06 doesn't have this. (good maybe for a fast character, not for a slow one) And her whole top speed in SA1 and super jump was just plain annoying. Constantly trying to get her up to speed to do that super jump just made playing as her a hassle. And if you turn just slightly too much when running she goes out of it. It's so annoying to always make Amy run and then press the attack button at the last second just to make her come to a COMPLETE STOP and swing her hammer at nothing. Augh that's bad... imo Sonic06 is by no means worse just because she moves 1-2 mph slower in general.

"The treasure hunting in this game actually makes SA2's treasure hunting seem fun by comparison." That doesn't mean anything because the treasure hunting in SA2 was *gasp* actually good! If you have to play a broken version of the gameplay to realize that, then all the better.

The treasure hunting areas in the game.... which is what... Kingdom Valley Rouge... and that's it. It's a good area because it's not even that large. And it's set up in a linear fashion. If you missed a key, you can just go along it and explore each platform until you get it. It's much less complicated than SA2's sprawling 3D hunting stages so it makes it more fun and less frustrating to find a key. Even without radar. The keys in this game are put in key central places in the levels. It's not like SA2 where they are HIDDEN in unusual places. Keys are hidden in places like a cage that can be seen in PLAIN SIGHT. Or in the exact center of the room of the HUGE tower in the middle of the area. Or behind the laser fencing on the platform over there conspicuously surrounded by a ton of enemies. These are FUN places to "hide" a key. And as far as not having radar goes, the key finding in this is drastically easier than finding stuff in Sonic Heroes Chaotix missions. The only reason finding keys as Rouge would not be fun is because Rouge controls like a brick that gets stuck to walls.

The real problem with Tails as far as I'm concerned is that the idea of him attacking with ring bombs is just kind of stupid. (not to mention that having rings that you cant pick up is an asinine design decision) And the idea of him being able to throw infinite ring bombs while flying at speed faster than Sonic is stupid. And the idea of him (and Rouge) having to stand still and aim a bomb in first person is stupid, not to mention it goes against Sonic gameplay. And the rings flying all over the place and the loud sfx are just obnoxious to me. I don't care about his flakey auto targeting (or perhaps the way that all bombs after the first just blow up from touching a fake ring) I don't think it would really make a difference.

Side characters don't need to be more fun than Sonic as long as they look good and fit into the game's scheme.

But come on. Even if you're not playing as Sonic you're still playing an above average platformer as far as fun goes. I don't get how .. never got how someone would say "Knuckles? BOOORING" and then talk about a game with a character slower than Knuckles and has much more than 1/3 of the game being fetch quests and town stages. If you ask me, Sonic/Shadow/Blaze gameplay must be really great and exceptional if it skews people's views that much. If the difference between Sonic and not Sonic is that jarring.

Anyway, Psychonauts is not terrible or anything. And it probably makes sense that someone like me would not like a game like Psychonauts as much as other people. But to say it's original seems like a sham. It's also clearly overrated for its humor. It has probably the best implementation of humor I've seen in a game but it's as if humor that's in a game as opposed to TV is somehow supposed the best thing ever. Also the collecting money bit wasn't so bad since the dowsing rod mechanic actually had some merit, it was neat to look for items that aren't there and feel them with force feedback as well as a meter, even though the collecting interrupted the normal quest. But on the other hand I also remembered the fish city stage where you were Gogglor or whatever. That entire stage was just... not good. At least when you finally got to the boss, he was easy to beat and said funny things while fighting you. Psychonauts wasn't afraid to be even less fun in order to push the jokes and writing, and why not because like I said, there is nothing particularly fun or interesting about the gameplay in itself. One reviewer says the game is good because "the humor is the gameplay". And despite following all these bad 3D platform conventions, reviewers say the game is still good because the game does it with its tongue in its cheek. (gee, wish people could use that logic for Sonic storylines) Like one of them said that the idea of calling one of the types of arbitrary collectible items "figments" was a decision of brilliance.

Oh and for the record, I got to the end of the Milkman stage (the big house with the girl) before I returned the game. I liked the atmosphere of that stage (it was genuinely creepy) and the puzzle was pretty clever. But it was also dumb how after I went to the sniper place (apparently going there too early), the old guy would only tell me how to get past that part, even though I didn't have the right item yet. And the item was in the garden and had nothing to do with the rest of the stage's "trading" puzzle and solving it involved using clairvoyance on a crow to open a gate -- that made no sense.
« Last Edit: October 31, 2007, 11:41:50 pm by eggFL »

Offline magnum12

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Re: ITT egg and Crowbar duke it out
« Reply #41 on: October 27, 2007, 12:56:22 am »
I run into the Wave Ocean glitch all the time (its on the very first section of the stage, you jump out of the water, hit the pad, then die the way I mention). One of the most common clips I see at least once in video reviews is this glitch when the game being buggy gets mentioned. For me, it occurs about 75% of the time I use the dash pad. Yes, the broken gem gauge counts because a bug can be defined as something that is defective because of incomplete/faulty programming. From a critical stand point (and mine in general), ALL glitches are inherently bad regardless of whether they are negative or positive because they reflect a general failure in beta testing and quality. Yes, it is true that rare, obsure bugs are more forgivable since the odds of actally detecting them are quite low, but the point is that they're still bad. Sonic 06 gets dinged for being buggy and unpolished because of the frequency of deaths by glitches.

Bingo, you hit my point exactly. My main beef with the vehicles is that they should handle way better than they actually do. Cmon, its a military jeep. It should be WAY sturdier than that (i.e., flip over from the slightest pebble). Not to mention that the jeep, bike, and hover craft steer like a drunken rhino strapped to greasy roller blades. Of course vehicles should have momentum, but its no excuse for crummy steering. In fact, a small jeep like that should be expected to have great maneuverability. I have nothing nice to say about the vehicles (I do have lots of bad things to say about them) in general. I can say the least amount of bad things about the glider, thus explaining why I say the glider is the best. It's basically the "lesser of two evils".

I defined useless as not being able to do anything with attacks, not weakness. Compare the usefullnes of the SH and 06 punches/ SA hammer vs 06 hammer (not to mention the severe nerf to the hammer's cool down time in 06) and not the raw damage of the attacks and you'll see my point about steps back wards. It makes no logical sense for a warrior like Knuckles to suffer from a major decrease in his combat prowess. Speaking of Amy, the way you're playing her in SA is not the way you're supposed to use her. The best way to gain speed with her is to do a moving aerial attack. As long as you're not on an upward slope, you should be at top running speed when you come down from it (top speed is when she has the hammer sideways). The best way to corner at top speed is to attack during her "charging" animation. This triggers a very high, but fast moving spinning jump. You use this jump to corner, then make sure you're going straight before you land (doing this right will keep her momentum). 06 Amy is just plain slow no matter what you do. (At least half as fast as SA Amy at top speed).

*smacks head in disbelief* You returned the game before the levels start getting interesting. The next levels after the Milkman stage are some twisted theatre, a twisted board game based on Waterloo (one of the more popular stages of the game), a Neon Spanish city where you move through the streets and alleys avoiding a rampagin bull and engaging in a parody of wrestling matches, and a Meat Circus (the 1st part is utter hell though).


Ever know what its like to get pwned by a book? Sonic certainly does.

Offline eggFL

Re: ITT egg and Crowbar duke it out
« Reply #42 on: October 27, 2007, 04:11:34 am »
Yes, the broken gem gauge counts because a bug can be defined as something that is defective because of incomplete/faulty programming.

But wait. Why would you infer that it's a result of incomplete/faulty programming? Finishing the gem meter mechanics might have required gameplay changes, new graphics, and testing. Well I guess you are right about Sonic. But what about Shadow's ability? I didn't even know about his level 2 and level 3 chaos snap until very late and only because of this site. And I still am unclear about what they do for you. After doing a chaos snap you get level 2 and 3 for free just by pressing the R button one or two more times. Shadow doesn't look different unless I'm mistaken. He doesn't have new abilities and doesn't to me seem like he has any major increase in damage. (although I infer that it does SOMETHING if it is talked about on this site and I infer it was used to beat my times since I didn't use it) And if the meter starts full for a chaos snap and starts depleting gradually the whole time you are in that state, then how would you have done level 2 or level 3 chaos snap if it wasn't free?.. if it wasn't a "glitch"? I don't see how incomplete programming answers these questions. It always seemed to me that the gem meter was an element that, as far as Sonic and Shadow is concerned, they pretty much just decided to not finish and that's all. The programming isn't incomplete, the very mechanic as a whole is.

And still I mean it's not like the "glitch" caused a part of a stage to be unpassable or anything like that. There wasn't a part that was made too difficult because the gem was intended to be used or a hint bubble that mentioned an ability that doesn't exist. Cause those would be true flaws - they would be pretty jarring. But a meter on screen that is only relevant on some stages is not really a problem. Most of the time I forgot it was even there. (though I probably learned while playing through the game to ignore it until I get whatever it is that uses it, and basically never even noticed that it never happened)

I mean really if Sonic simply didn't have a gem meter on screen (except for Sonic/Elise gameplay) would you really count it as a glitch? Just because they set the abilities to not take away anything from the meter, I don't see it as a glitch. A glitch is supposed to mean something accidental!

For the record though just wanted to say that I am not a fan of the gem meter in the first place. For Sonic. Silver's gameplay the meter is obvious, and it at least makes sense to let Shadow use chaos powers in-game if it's well implemented, but Sonic does not need to have ridiculous powers (accessed by a d-pad no less) to complicate the gameplay.

Quote
Bingo, you hit my point exactly. My main beef with the vehicles is that they should handle way better than they actually do. Cmon, its a military jeep. It should be WAY sturdier than that (i.e., flip over from the slightest pebble). Not to mention that the jeep, bike, and hover craft steer like a drunken rhino strapped to greasy roller blades. Of course vehicles should have momentum, but its no excuse for crummy steering. In fact, a small jeep like that should be expected to have great maneuverability. I have nothing nice to say about the vehicles (I do have lots of bad things to say about them) in general. I can say the least amount of bad things about the glider, thus explaining why I say the glider is the best. It's basically the "lesser of two evils".

And I said why that logic is terrible and why it's not true.

Because that's another thing I wanted to emphasize in my last post about vehicles: The glider is a minigame. The other three are not. They may not handle the way we want but the creators did they least they could with those 3 vehicles and unlike Shadow The Hedgehog the vehicles actually have a reason to be there. And at least they don't control like something out of a repetitive flash game played with your arrow keys. So what if the glider does not get cheap deaths on you? If it's not killing you with bad controls that doesn't mean anything if it doesn't even have real controls and isn't really even part of the game.

Like Star Fox Assault has shooting gallery segments where Fox is standing on the wing of another arwing and firing a rapid fire weapon in any direction. That segment has spot-on control for your aiming reticle and has no cheap deaths due to control. But it doesn't mean anything because it's a cheap minigame, it's not fun, mega lazy game design, a copout, you're being taken for a ride (well Fox literally is) and it was a horrible idea for it to be anywhere in the game. To say anything good about pure mediocrity seems pretty crazy to me.

I mean come on, yea the car flips out easily and could have been way more fun to control, but it's a fully functional vehicle that's actually integrated into the game. I mean you can't seriously say that the glider is in any way fun to control right? Or that moving a camera in a stopped position is fun to control?

One thing Star Fox Assault did do however is have Arwings in normal gameplay which is what Sonic06 would have needed to do for the glider to count as a real vehicle. Let you get in a glider yourself, fly it anywhere you want in any direction, and get off by yourself.

Also another thing I realized since my last post. You said that the glider is the only vehicle in Sonic06 that isnt worse than Shadow. YOU ACTUALLY SAID THAT. Because I remembered that Shadow had the black hawks you can ride in The Ark and the sky ruins stage. Those segments were VASTLY better than the glider in Sonic06. You know this but I'll say it anyway: They feel more realistic AND they move more quickly, their nose angle actually changes and affects weapons and maneuvering, and you can get off them whenever you want and it becomes part of the level design.

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I defined useless as not being able to do anything with attacks, not weakness. Compare the usefullnes of the SH and 06 punches/ SA hammer vs 06 hammer (not to mention the severe nerf to the hammer's cool down time in 06) and not the raw damage of the attacks and you'll see my point about steps back wards. It makes no logical sense for a warrior like Knuckles to suffer from a major decrease in his combat prowess.

Agreed. Except that like I said, I don't really care if Knuckles is weaker than he was in a previous game. Nor do I care if he becomes weaker or stronger than another character. Same goes with the characters' speed levels in a relative sense. (might as well let Amy run as fast as Sonic if not for the fact that it would just look ridiculous for Amy to run that fast i.e. Sonic Heroes. And also, despite Heroes being made I don't think any of us want her to run as fast as she does in it so then why should Knuckles be in Heroes style even if he was stronger back then) Sonic is not big on continuity and in these games we are if anything looking and waiting for them to provide increasingly more definitive or balanced versions of these characters in the first place. Knuckles isn't bad because he's weak, but because his gameplay and controls are broken. So like I said, I agree with you.

Quote
Speaking of Amy, the way you're playing her in SA is not the way you're supposed to use her. The best way to gain speed with her is to do a moving aerial attack. As long as you're not on an upward slope, you should be at top running speed when you come down from it (top speed is when she has the hammer sideways). The best way to corner at top speed is to attack during her "charging" animation. This triggers a very high, but fast moving spinning jump. You use this jump to corner, then make sure you're going straight before you land (doing this right will keep her momentum). 06 Amy is just plain slow no matter what you do. (At least half as fast as SA Amy at top speed).

ok interesting advice.

But anyway at least Sonic06 Amy doesn't require gimmicks to keep Amy moving and doesn't have the frustration from messing up constantly. But nevermind. Like, I admit, SA1 Amy in Sonic06 would be an improvement. In Sonic06 graphics she would look even better and her added speed would have been a big difference considering the toned down speed levels of Sonic06 characters. So while I had some enjoyment playing Sonic06 Amy, and SA1 Amy was a drag for me, SA1 Amy /in Sonic06/ would actually have been very good.

But my main point is that the fact that SA1 Amy is better is a pretty petty complaint. (calling on who is "the lesser of two Amy's") They are both really slow. And I don't think anyone really wants her to be a speed demon. And as just one side character it really doesn't have much impact on the overall game and its real problems.

And actually another observation on the side: People like playing Sonic all of the way through. But that requires campaigns like Amy's in which you have to play as HER all of the way through. There is not much point in Amy's campaign, it really isn't fun. (for some reason I had fonder memories of it on Dreamcast, until I got SADX and played through it again. None of her stages are interesting either, and two of them, hot shelter and final egg, just seem redundant and hot shelter has obnoxious music) So what I'm saying is, Amy is much better as a Sonic stage segment/gimmick. If she is by herself it's not even worth it to make a campaign for her. Not to mention that if she's "helping" Silver or whoever that's just much more fun.

Ah, a Sonic & Amy stage. We have never had that. That would be so awesome.

Amy: "My turn! ~"
crazy high pitched jason griffith voice: "What?!"

Sonic06 has the best formula in the whole series to deal with side character gameplay! It's like SA2's setup but with way, way more Sonic gameplay. I don't see what's wrong with playing as Knuckles or Tails only every once in a while. Some of the areas like Rouge's key hunting segment or the Knuckles/Rouge purple light segments I found to be genuinely fun. And completing it to have a Sonic thank you and pose is such a cool idea. (especially in Flame Core with the crazy lighting) Makes me smile every time. But putting each side character in their own crappy and forced campaign not such a great idea to me. Also that means you are FORCED to put town stages in the game. (in order to provide variety and cast presence for an all-Sonic campaign, and of course to fill the gaps in the side character's otherwise extremely short campaigns, and to tie them into the main story) Funny though how setting them out of the way like like that instantly makes their gameplay perceived as better somehow.

Quote
*smacks head in disbelief* You returned the game before the levels start getting interesting. The next levels after the Milkman stage are some twisted theatre, a twisted board game based on Waterloo (one of the more popular stages of the game), a Neon Spanish city where you move through the streets and alleys avoiding a rampagin bull and engaging in a parody of wrestling matches, and a Meat Circus (the 1st part is utter hell though).

oh well! :I
« Last Edit: October 27, 2007, 04:41:29 am by eggFL »

Offline P.P.A.

Re: ITT egg and Crowbar duke it out
« Reply #43 on: October 27, 2007, 07:35:26 am »
I'm not sure I get how you say Aquatic Ruin doesn't have annoying music. If I were to agree with you AR would be guilty along with Hill Top and definitely Metropolis.
mmtrue. The music can get annoying after a while. But it's also kinda awesome.

Quote
Sonic 2 is the same style as Sonic 1. Except maybe just more excessive if anything. So I guess that's your problem with it.
I call BS!
Sonic 1 ranged from surreal and somewhat bizarre to dark and realistic (Labyrinth Zone excluded.) while Sonic 2 was cartoony and... overly colourful. Also Sonic 1 was more unique IMO.

COMPARISONS:
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Quote
And PPA is our friend so we should totally respect his opinion.
* P.P.A. hugs eggy

Quote
Chemical Plant owns though. As far as I'm concerned it's stages like Chemical Plant which are entirely the basis for having doubts about 3D Sonic games.
Not in my opinion. But I guess that's just a matter of taste...

« Last Edit: November 01, 2007, 06:19:50 am by P.P.A. »
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Offline eggFL

Re: ITT egg and Crowbar duke it out
« Reply #44 on: October 31, 2007, 11:28:40 pm »
These clips give us some view on what a good updated Chemical Plant may sound like.

Flounder w keyboard:
http://www.youtube.com/watch?v=kISG9VciLqI

WilliamRushMusic (the background sequence is actually better, he is almost ruining it by playing. see the end of this movie. I think it's pretty much perfect as is.)
http://www.youtube.com/watch?v=OPcU_Y6Iucc

Crynzer w guitar
http://www.youtube.com/watch?v=-00At4o1IZE

ALmusic's trance version. I ran into this while writing this post. I am stunned at how good it is. It's ready to go!
http://www.youtube.com/watch?v=rza1OaMLiRs

ALmusic also, amazingly, actually made Marble zone music good. He's got the magic recipe!!
http://www.youtube.com/watch?v=n-6OVtQ59X4

and of course the original chemical plant:
http://www.youtube.com/watch?v=-LYB7iLZNWE

Offline eggFL

Re: ITT egg and Crowbar duke it out
« Reply #45 on: November 02, 2007, 01:13:24 am »
Flying Battery done on a guitar. AWESOME!!
http://www.youtube.com/watch?v=vF-SiHbhZUM

and this is how not to remix a Sonic tune. It's songs like this why I never got into remixes and OC
http://www.youtube.com/watch?v=HAyvL2renrU

Offline Crowbar

Re: ITT egg and Crowbar duke it out
« Reply #46 on: November 02, 2007, 07:20:54 am »
I wasn't going to post in here again but it's derailed far enough now, I think.

Flying Battery done on a guitar. AWESOME!!
http://www.youtube.com/watch?v=vF-SiHbhZUM

and this is how not to remix a Sonic tune. It's songs like this why I never got into remixes and OC
http://www.youtube.com/watch?v=HAyvL2renrU

You kidding? Catapult's a strong remix. What is it you don't like about it? And it's silly not to at least check out OC just because of one or a few songs you don't like. You're missing out on lots of stuff you'll like.

If you like that guitar rendition of Flying Battery (which I personally find lacklustre but there you go :|) you should definitely check out Project Chaos (remix project for S3&K). There are some mediocre tunes on there and at least one entirely awful one, but some really incredible ones too, including the most rocking Flying Battery remix evar which kicks that thing way out of the water (as well as similarly awesome versions of the boss theme, final boss theme, and Doomsday Zone).
« Last Edit: November 02, 2007, 07:26:22 am by Crowbar »

Offline Zeupar

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Re: ITT egg and Crowbar duke it out
« Reply #47 on: November 02, 2007, 08:45:44 am »
These clips give us some view on what a good updated Chemical Plant may sound like.

Flounder w keyboard:
http://www.youtube.com/watch?v=kISG9VciLqI

WilliamRushMusic (the background sequence is actually better, he is almost ruining it by playing. see the end of this movie. I think it's pretty much perfect as is.)
http://www.youtube.com/watch?v=OPcU_Y6Iucc

Crynzer w guitar
http://www.youtube.com/watch?v=-00At4o1IZE

ALmusic's trance version. I ran into this while writing this post. I am stunned at how good it is. It's ready to go!
http://www.youtube.com/watch?v=rza1OaMLiRs

and of course the original chemical plant:
http://www.youtube.com/watch?v=-LYB7iLZNWE

<3

Chemical Plant Theme ftw!

I used to have it as my mobile tune. xD
Fail collection: 1, 2, 3, 4 and 5.
:o - :O - X) - :D
https://youtu.be/qpT5Md4TPJg?t=221

Offline eggFL

Re: ITT egg and Crowbar duke it out
« Reply #48 on: November 02, 2007, 08:54:03 am »
Reasons I may not like remixes like that may include... the original melody is completely muddled behind the remix or the dance music cliches. Like it's "ashamed" of the classic music. Or it otherwise sounds too scratchy or oversynthesized, or too slow, or hyperactive, or just completely off. Or if nothing else, it just doesn't sound like stage music.... for a Sonic game. Instead it tries to turn Sonic music into generic trance/techno or lounge music. Bad mixes only laced with Sonic sound clips here and there. Which is what this remix is.

Like maybe the remix is not so terrible overall and it has a good idea or two. Problem is it seems to hate any of the melody it has.

From 2:15-3:27 there is no music. That's the problem with it. (and a lot of remixes)
The whole song should have been a lot more like after 3:27 and maybe before 2:15.
Like sure there is SOME trace of Flying Battery (i.e. some trace of actual melody in general) after 3:00 but it shouldn't have been drowned out so much by the lame stuff. And after 3:27 it still feels too soft.
At 3:40 and on it still sounds worse than the original Megadrive version of the song.
And nevermind that none of it has the mood/feel of Flying Battery or being on a giant air fortress that's blowing up. (cause you know, the guitar version does)

here's the link for act 2, just cause:
http://www.youtube.com/watch?v=bd8G40yhxNQ

Like with Crawletas's guitar version it shows just at least how good a Sonic song will be as-is if just updated with real instruments. Or if done in Crush 40 style. It sounds righteous and american. Hell at the end of the clip he even does the Metal Harbor-like "omg im falling down and there is the goal" version of the song. That's just brilliant! In fact I'd say the last part (thats 2:28 and on) alone is better than the other remix on all accounts.

But like I was saying it's hardly the worst offender. There are tons of songs even worse, and not just "one or two". Just one or two more accurately describes the number of decent remixes. Plus, the people I chatted with liked the bad ones as well. So it wasn't helpful. So all that's why I didn't get into the scene. Not for "one or two" but like "overwhelming majority" >.>

Which is why I thought ALmusic's vids are impressive, particularly the Chemical Plant one. By anyone else's hand they would have ruined Chemical Plant or made a bunch of superfluous additions to ruin it. But he didn't, he totally did the music justice and improved it! It might not have worked for other stages however. But for Marble zone he did the opposite and reinvisioned the melody while keeping it simple.

Which leads me to believe that he is a genius. 8|

Speaking of OC, of course I did come across this old song somehow at some point a long while ago. It's pretty cool!
http://www.youtube.com/watch?v=8Rpjn76J8Oo

I gotta find the name of that one 80's song that reminds me of Lava Reef (and Lover's Reef) because the feel suits Lava Reef perfectly! And they should have done more Sonic songs like it.

Anyway, Project Chaos. I -have- seen of it before. I have visited the old teaser flash site. I remember a pretty good Doomsday remix from it but I'm vague on it all. I'm going to delve into it again and listen to all of the content. I look forward to hearing some good finds. Of course a lot of these are waaaaay too mellow. Another remix cliche I dont like. Well I'll keep listening and will post again later.

Offline P.P.A.

Re: ITT egg and Crowbar duke it out
« Reply #49 on: November 02, 2007, 09:03:31 am »
Which brings me to a question: How do you remix music? Do you load the original song and then tweak it around in a program? Or do you get the sheet music and build the song anew with new instruments?
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Offline eggFL

Re: ITT egg and Crowbar duke it out
« Reply #50 on: November 03, 2007, 11:55:39 am »
PPA - I dont know.

Shinobi first stage run
http://www.youtube.com/watch?v=a6pOJmkE7tM

F-Zero Port Town run
http://www.youtube.com/watch?v=ZdiOWpKgGew

Offline Magnezone

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Re: ITT egg and Crowbar duke it out
« Reply #51 on: November 03, 2007, 03:55:09 pm »
Which brings me to a question: How do you remix music? Do you load the original song and then tweak it around in a program? Or do you get the sheet music and build the song anew with new instruments?

Depends. There are all kinds of ways to remix music; the two scenarios you mentioned could be possibilities for remixing a song. Normally though, people only have access to the sound of the tune and not the math behind it (sheet music) so people would have to sequence their own file or ear the song through their own instrument in order to get the basic tune down to remix music. Of course, they could cheat and try to use someone elses MIDI file, but they aren't always accurate...

Anyway, I would have to say the best of Project Chaos would have to be the Hydrocity mix and most of the Sonic & Knuckles disc minus Mushroom Hill. All of the others are either blah, miss capturing the feeling of the original song, an Ice Cap remix, or apparently a joke.

Also I think the main problem with Catapult as a mix is that while it starts out incredibly strong, it doesn't keep that momentum it gains from the beginning and just kind of runs laps... On a similar note, Snappleman just goes nuts with his version of Flying Battery (Dead Batteries), and I must say, it's probably my second favorite of all his mixes. (The first being his remix of Silence from F-Zero X, aptly titled "Break the Silence")

Offline eggFL

Re: ITT egg and Crowbar duke it out
« Reply #52 on: November 04, 2007, 03:56:27 am »
actually maybe AL isnt such a genius after all since I think it actually says that he wasnt the one who made the chemical plant music but only made the video for it.

AL's site has downloads though
http://sonic.tcpmusic.com/download.php?list.7
http://sonic.tcpmusic.com/music/remix.html

The Marble zone remixes are the only really good ones imo though. The one in the vid is the Eurodance Marble in the first link. The concept eurodance in the second link is another version of it.

edit:

oh and if we can just use youtube links then here is Dead Batteries for cryin out loud:

http://www.youtube.com/watch?v=RgQphn5eOX0

I already downloaded it though. It's very nice!!
« Last Edit: November 04, 2007, 11:08:05 am by eggFL »

Offline eggFL

Re: ITT egg and Crowbar duke it out
« Reply #53 on: November 12, 2007, 02:08:56 am »
If you go ask 50 random people on the street, what they believe sonic the hedgehog represents, I don't believe any of them will say what you just said in the slightest. They will say "speedy platforming" or "colorful worlds" or "cool attitudes" or "rings" or "loops" or "super speed" or even maybe "green hill". Smash bros is trying to make the game a combination of all the most iconic characters with their iconic moves in iconic stages. I can't stress the word iconic enough. What you just described hardly applied to sonic back in the old day. BUT HE WAS STILL AN ICONIC CHARACTER. as such, the reason you provided as to why sonic's greatness can be applied to 3d games is INVALID because it doesn't fit 2d.

hold on I had to reply to this. I just had a revelation to this one. Because this is bullshit. 50 random people on the street AREN'T GAMERS. Their opinions aren't important. 50 random people on the street probably never even played Smash Bros. They probably never even played a 3D mario game. So how do they judge what is iconic? They may also be able to tell you about Street Fighter 2 but may not even know that Street Fighter 3 exists. Is it because Street Fighter 3 isn't a great game? Is it because it doesn't deserve to be iconic? Bullshit. Let me know.

edit: oh and these remixes are epic

Sky Sanctuary (project chaos)
http://www.youtube.com/watch?v=YlVDWz4KJgk

Ice Cap (project chaos)
http://www.youtube.com/watch?v=6NNaSp9xmeA

Eggman boss (project chaos)
http://www.youtube.com/watch?v=399mtrhVvN8

final boss (project chaos)
http://www.youtube.com/watch?v=BoXFWax6tVc

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