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Faseeh last won the day on December 30 2012

Faseeh had the most liked content!


About Faseeh

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  • Birthday 03/02/1999

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  1. Finally played P-06, and god, it's really polished and very fun. I know I've always loved this project, but I'm so glad it's 'complete' now. 

    The stop-and-go doesn't bother me too much and in fact, it's faster than Heroes (where it gets a bit annoying esp with Team Dark), and this project shows how 06's level design was a natural mix of Heroes and SA1's. 

    However, I must add that I'm very familiar with the original and maybe that's why I always knew where to go, and how to move the camera to get there. But man, the tweaks and the refinement added to this project are sooo great. In terms of feedback, I guess I wish Flame Core was a bit brighter, and that there was a way to turn off the unnecessary lives system though.

    If this was an official product and released as just this collection of 9 stages (released today or in 2006), I'd have genuinely loved it. (maybe not worth 60 dollars but more worth than a particular 40 dollar game).

    Definitely recommend taking the time to play it!

    1. SenEDDtor Missile

      SenEDDtor Missile

      Are any of the hub stages finished, or is this strictly the levels?

      Are the other characters usable like Shadow/Silver?

    2. dbzfan7


      Still feels jank, but still far more playable than the original that's for sure.

      And to answer the other question No Hub Worlds. You can play as Sonic and the characters you got to play under his campaign. So some Tails and Knuckles here and there, and a single Silver section in Kingdom Valley.

    3. Sean


      The only thing that continues to bother me about P-06 is the amount of micromanaging I have to do with the camera, feels like I have to control it every time I make a jump. 06 always had a bad camera but I don't remember it being THIS bad

    4. Faseeh


      Yeah I agree with the camera issue @Sean. I'm not bothered by it, when comparing to other platformers, but as a Sonic game in 2020, it is problematic haha...

      (also man Kingdom Valley and Crisis City are a pain, especially to S Rank cos of how long they are and how easy it is to mess up during the Mach Speed section)

    5. Sean


      lol I got mad at Crisis City and used Super Sonic. Which I had because I imported my old save file from an older demo

    6. Faseeh


      Actually, it seems both levels allow you to die once in the earlier sections and still get a S rank lol. but god the swinging over bottomless pits in Crisis City...

  2.  SONIC P-06 SONIC LEVELS are all OUT. omg i'm so hype lol

    1. The Master

      The Master

      The rain in Tropical Jungle is a nice touch.

  3. man, Ori and the Blind Forest is an amazing game. 

    1. Blueknight V2.0

      Blueknight V2.0

      You can say that again. I just finished it on the Switch myself recently. Everything from the art style& music to the graphics & gameplay were so well done!

    2. Faseeh


      Yup definitely agree! @Blueknight V2.0

  4. just played Sayonara Wild Hearts. It's awesome. Really reminded me of NiGHTS! The best way to describe it to me feels like an awesome pop concert with lots of neon futuristic colors, done as an interactive video game. It actually did get my feels and is full of charm.

  5. hot take: Jet Set Radio ain't fun.

    it's got a charming visual style, a fun OST... but the controls and movement just aren't fluid and feel incredibly wonky. 

    1. Tracker_TD


      Even as a huge fan of the game itself; I get the impression the reason JSR is so bigged up by many folks is because they haven't actually played it. I've poured hours in so I've adjusted to it, but it's definitely not the nicest game to actually play. 

    2. Faseeh


      Yeah it has become quite the cult classic, and has such a big following but I've always been lost as to why, but maybe what you're saying is true.

  6. NiGHTS is amazing. It took me forever to play the game, but man I truly enjoyed it. :)

  7. yo, recommend me a game on steam 

  8. just wanna dial back the praise I gave SRB2 - the level/boss design gets really annoying from Castle Eggman Act 2 onwards lol. Honestly thought Castle Eggman was the final level, but... it got bad afterwards. I actually really enjoyed the first 3 zones though so this is a bummer. 

    1. Blacklightning


      This reminded me that I haven't actually come back to SRB2 since Castle Eggman, and for the life of me I can't comprehend why their boss design took such a serious and sudden spike like that. What was wrong with the one they had before?

    2. Faseeh


      I've never played the bosses they had before for that zone but yeah this boss is unnecessarily painful.

  9. Been playing SRB2. Initially, I loved its aesthetics, level design and music but the way Sonic moved just made it really hard for me to like it. However, after playing through with Tails and Knuckles, it's won me over. Probably my most favourite Sonic fangame. It's an impressive technical feat and it's got good ideas.... ALSO, there's a Modern Sonic mod for it which honestly works a lot better than you'd expect. 

    The stomp helps with platforming, the homing attack makes life so much easier, and boost jumps are rewarding to pull off.

    1. Faseeh
    2. Blue Blood

      Blue Blood

      Christ those voice clips are not necessary

    3. Supah Berry

      Supah Berry

      @Blue Blood

      Bet you'll love what this addon can offer-


    4. Blue Blood

      Blue Blood

      Oh that's art. Simply sublime

    5. Faseeh


      oh my god, i don't know what i expected when i clicked but this was... quite a thing.

  10. please take care everyone. :( 

    1. Zaysho


      You too.

  11. In Generations, Sonic reacts to terrain in an VERY exaggerated manner when he's drifting. I assume that's because he's in ball form. If you're going down a slope, you go faster if you slide than if you boost... Honestly, if they found a way to balance those mechanics, and made the level design use it, we'd have something really good... but alas. 


    1. Faseeh


      The slope drift is a pretty common speedrun technique because of this. For the slide, you can just go to Dragon Road and at the downhill slope at the start, you are faster if you slide through that slope than if you boost. 

    2. Blue Blood

      Blue Blood

      I assume these mechanics are so unbalanced because they're unintentional. Physics in Sonic games these days play second fiddle to the level design. and spectacle.

    3. The Deleter

      The Deleter

      Well the drift on the slope technique works because it cancels the script used to dampen/neuter the momentum of Sonic, since the level design wants Sonic to reach a specific height every time rather than flying off into space like that. Pretty much all of these exploits work like that; breaking the code that keeps Sonic chained to a specific speed that the devs wanted to set for the character rather than exponentially increasing it, like mechanics such as a boosting force or gravity would have without them.

      So the problem is they already have "it", they just purposefully avoid it to make the game as simple/manageable to design around as possible. Unlimited speed or momentum isn't exactly a compelling idea to a level designer at the end of the day.

  12. chillest zelda track?

    1. AWild No.1 washed up gamer

      AWild No.1 washed up gamer


      This remix also makes it better:


    2. KHCast


      Chillest as in calm?


    3. Wraith
    4. Crow the BOOLET

      Crow the BOOLET


      Haha! Gottem!

      Bet you didn't expect word play at work!


  13. just played SA2 with the HedgePanel, Action Remap and Reduce Spindash Delay mods... kinda like the game now lol

    1. Faseeh


      actually still not a big fan of it but these mods genuinely did make the experience much better

    2. Blue Blood

      Blue Blood

      Action remap is the sort of thing that needs to be built into any SA2 re-release. It's essential.

      Just looked at Hedge Panel and it sounds good, artist from the Modern Style Grinding. SA2 remains the best game in the series for grinding. Its only problem was switching rails. Grinding in anything from ShTH onwards, but particularly Unleashed onwards for it to be truly modern, it's rubbish. Dunno why you'd want to change it.

    3. Faseeh


      I actually hold the opposite opinion with grinding. I feel it got in the way a lot of every other part of the game in SA2 and that balancing never really felt fun? That said, I would rather grind rails just didn't exist prominently in Sonic games. If I remember correctly, Generations and Colors didn't have them much other than small level transition moments or quick segments and I'd rather it be that way. (didn't mind the Lost World grinding level tho - one of the less annoying parts of that game) 

      That said, you can switch on/off every single part of HedgePanel manually so you can just have the original SA2 grinding mechanics back.

      (also Blue, I sent you something on Discord hahaha)

    4. The Deleter

      The Deleter

      If the balancing itself was a lot more streamlined, I'd say SA2 would be perfect, but there's way too many instances where the mechanic just adds to the game jank. Maintaining a fine balance in such an action-packed game with as many twists and turns as the rails have can be impossible, and segments like the L rails in final rush really show the problems with the jump/switch/dismount system that relies on the tilting. If they only made the tilt situational when the momentum demanded it, or refined the balance mechanics to be more a general reaction to a direction than the fine balance, that'd fix a lot of the issues.

      What makes them so great compared to rails in the later games though is their emphasis on physics and momentum, though. They weren't just a setpiece to get the player from place to place in a twisty-turny manner, they either added to your speed downhill, took away from it uphill, and affected the routes you could access depending on those speeds you could achieve on them with the balancing mechanic. They're the closest thing to actual physics ala the classics in the Adventure games, just in a very directed manner.


      ... There was supposed to be a gif of someone using the L rails to reach hidden paths the same way jumping off slopes in the classics worked, but I seem to have misplaced it. Oh well, here's a speedrunner using it to wallrun tho




  14. I feel like SA2 was a bit too strict actually, but I do agree that it was cool that it made you have to go through certain obstacles to earn the rank. That said, I actually do prefer when the ranking system is tied to the time, but I'm just that kind of a person when it comes to Sonic games where I'm trying to take just every shortcut and get to the goal as fast as I can (most of the time, at least), and I also feel that idea of tying the rank to the time does also feel like a reward for playing like Sonic. I feel the recent games like Generations kinda got really lenient with it but I liked how the Unleashed Project mod handled it. Really tight time requirements but it was a fun grind haha I do understand the rationale for making it lenient though, Sonic's for everyone including kids and it's possible that kids would feel discouraged if they're constantly getting Ds or Es. Maybe ranks don't appear when you play the main game, but pop up after that? That might be a solution.
  15. Unleashed Jungle Joyride Remix! 

    Hope you like it, let me know what you think!

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