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  1. I agree with you. His role was minimal due to evidence and implications from other sources. He will have wrote a couple of tracks and then inspired the rest of the soundtrack. Though, I'd love to hear the legendary demo tape he recorded over the phone. People don't like to mention pocket adventure, but it has several s3 remixes that were theorised to come from MJ. SCIROCCO is supposedly one of the musicians pressing charges for a track simply known as "the water" I think theories are popping up about the music used in s3's prototype and pc version being the biggest issues. Ice cap has a striking resemblence to crystal egg zone from Sonic 2's 8 bit version. Meanwhile the special stage music from s3 was found in an unreleased game called Sega sonic bros? Which predates sonic 3
  2. Credit to Akidna for his remixes of UGZ, whom I haven't heard from since Feburary, I hope he is safe
  3. Update time! I'd appreciate it if anybody took the time to visit the opensurge forums where you will be able to find a version with two playable levels which I need playtesting by Sonic fans! I haven't designed Sonic levels since the ROM hacking days and I want this to be special. Please note there will be several placeholder sprites and bosses while I working on the scripting for the rest of the content and finish drawing the other sprites. Have fun! http://opensnc.sourceforge.net/forum/viewtopic.php?id=2057 Thank you! I consider this my right of passage and I hope to capture how special and unique the original game was for those who grew up with it while making it feel familiar to what we expect from a 2D Sonic game! I have even written the cutscenes to connect with Sonic 1 and Sonic 2 for the Mega Drive. You should expect to see all the gimmicks from the original and new takes on the bosses, and reimaginings of the locales for Act 2. It will take me some time to learn how to script like a pro, but it'll be worth it!
  4. Thanks! I do apologise, the title cards will be completely different in a public demo. You know when you're just used to looking at something 😅
  5. I love this, your purple slime girl reminds me of Marina from Splatoon
  6. Hey dude, I've spent the last the few years dreaming of my own Sonic games and finally taking the step to do it, if you have at least a laptop, there are several free open source Engines like Sonic Worlds, or this new one called Open Surge. You could also get into ROM hacking. There are communities that exist and you can learn if you're willing to put the time in! I'm building my own game using Open Surge, which is a new engine that has a small community but they're constantly updating the engine to and people there share tips for coding. Come join us!
  7. Hello, my name is Jonathan and late last year I decided I'd cope with depression and unemployment by being creative. I have recently been accepted into university to study 2D Animation and Stop Motion. I love to draw, and while I was putting my portfolio together I found a piece of art I made using Art Academy on the Wii U, Scrambled Egg Zone and the Silver Sonic fight. Sonic 2 for the Master System, what a game! I grew up with this one and didn't get to play the Megadrive trilogy until I got Sonic Jam for the Saturn. I love the art style, the strange level tropes, the music and the variation. It's a punishing game but I still enjoy to complete it in about 40 mins from time to time. I've been quietly appreciating SAGE and the wonderful efforts that have come out of our fandom. I am especially excited for the Sonic Chaos and Triple Trouble remakes! But what about MY favourite game? Well I'm doing something about that. Using the Open Surge engine that debuted at SAGE 2019, with the co-operation of it's community, my partner, who is a programmer, I am remaking the 8 Bit version of Sonic 2! I aim to: - Recreate the game's unique art style using digitised hand drawn assets coloured using the original game's palette - "Modernise" the original experience (for example, 2 acts per zone each with bosses, special stages, drop dash, cutscenes) - Make the level design fun and in line with Sonic 3 and Mania standards - Have fun and put a new spin on my favourite title - Have a demo of Under Ground Zone release in 2020 Finally, I am looking for anybody who also loves this game, and wants to remix it's soundtrack! The more people want to contribute the better! Thank you for reading this post, may you have a happy new year and keep on expressing yourself!
  8. and hello again. I'm going to put the video back together using another, less RAM eating programme, which, when ready will sort out the audio issues
  9. Hi there, thanks for reading if you've got nowt better to do today, I'd really appreciate it if you could check out my video review of Sonic Pocket Adventure on YouTube. I decided to kickstart my channel with an ambitious in depth look at the game I fell in love with last year. I must warn you though, it's probably longer than most videos you'll be asked to watch today, and is obviously a much more amateur attempt, but if you can get through it and give me any kind of feedback, I'll be a very happy and proud guy and stay motivated to create new content. Edit: I have solved an audio issue and smoothed out the fps, so have reuploaded the video And thank you
  10. My bad if somebody already answered this but everywhere is saying that episode shadow is now downlandable but I cannot for the love of God find it anywhere. How do I get it? Or is it exclusive to digital preorders?
  11. I'll not mention the problems that others have, I'm sure everybody feels that way about those missing elements. But I will complain about some of the level design, particularly in Chemical Plant act 1. I swear there's a speed section where you don't need to press anything for 15 seconds. Not very engaging. And then there's the Sonic CD levels. I hated Stardust speedway and metallic madness in the original, and they're still a mess in Mania. Though I'll praise SS's boss throwback, I love that reference. And MM at least changes things up more in its level design. I'm guessing the levels that were chosen were based on reused assets from their CD/1/2 remakes, as well as their prototype for the pitched 3&K remaster, to save on development resources. It would explain why we got the blue spheres back (I have no problem with those however), and why some levels feel like rehashes with minimal changes to layout. Maybe I shouldn't have psyched myself up by playing 3&K the day before release, lol. I'm confident though that the critical success (too early to call it a commercial one?) has Sega at a meeting with taxman and his team right now saying that they need to make a sequel
  12. The switch version makes the UI on the home screen extremely unresponsive while the game is running
  13. Dispatched and arriving tomorrow. Sorry to worry everybody
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