Jump to content


TSS Member
  • Content Count

  • Joined

  • Last visited

1 Follower

About Rexeljet

  • Rank
    Professional Deflemask mucker-abouter
  • Birthday 07/10/1994

Profile Information

  • Interests
    Comic strips, cartooning, animation, Gaming, casual game creation, music making, music remixing, 3D modelling
  • Gender
  • Country
  • Location
    Everywhere, and Nowhere

Recent Profile Visitors

8,255 profile views
  1. I've been listening to Sonic 3's prototype music a lot since the ROM originally got released, and that's something I don't really do with the classic trilogy's OSTs otherwise- not least because they've been burned into my brain at this point. I never really gave the proto soundtrack a second thought when all we had was the PC collection's MIDIs to work off, mainly for two reasons: Obviously nobody at the time knew that they had anything to do with Sonic 3's development, and it was reasonable to assume that the changed music was composed for the collection by a different music team The format and arrangements. MIDI in general isn't great to listen to- at least not via the default instruments on a modern OS- but many of the MIDIs themselves in the S&K Collection in my opinion can't even be salvaged by means of a good VST or soundfont. Some sound fine enough, but a lot of them seem to suffer from bum notes, weird tempos or additional notes/riffs that clash with the mood conveyed in the 16-bit versions. (it's been speculated that the MIDIs were probably sourced from the game's original demotapes and that the Mega Drive game "fixed" these problems rather than the other way around, but I had no way of knowing that back then) As for my thoughts on the tracks themselves, now that we know what they were meant to sound like? Well I really do like proto Carnival Night- it's much more melodic than the final (which is the main reason why I prefer Sonic CD's JP OST over NA) and completely changes the atmosphere of the level from creepy and sleazy to upbeat and fun. It seems to suggest that Carnival Night's development history played out like Casino Night's in reverse. I also do like that act 1 and 2 arrangements of proto-CNZ are actually different to each other. I'm not a huge fan of prototype Ice Cap however. It's basically just two chords repeated and sounds like a slower version of Sonic 3's invincibility music which I already hate. I remember saying years ago that much of Sonic 4's soundtrack sounds incomplete in the sense that a good number of tracks just sound like the first few bars of what should be a longer tune, and proto-ICZ has the same problem. It doesn't help that act 2 is basically exactly the same except for a few different instruments and added percussion. Final ICZ is still repetitive, but it feels like there's more going on. Launch base is an interesting one. I think the final music fits better as a final stage, with the uneasy atmosphere created by the strings and ethnic percussion indicating that something big is about to happen. Prototype act 1 sort of works as a triumphant prelude to the game's climax (akin to Wing Fortress) but act 2 doesn't sound like a final level at all. It's a great track that won't leave my head, but it sounds far more like something you'd hear in a 2-player level than anything else. The context of the game's story also leaves me torn regarding the credits music. The prototype credits theme is an absolute bop, and sounds just like something you'd hear in J League Pro Striker 2 (Which is a soundtrack I'm quite partial to), but the final credits theme works much better in the game's context, where you've claimed a small victory but the battle's not over yet. I don't really have a preference regarding the competition menu themes. I like the final track for sounding a bit different, but the prototype tune sounds like a third act of Hydrocity, which is by no means a bad thing. And I guess I ought to mention track 2E, which I quite like. I'm not convinced that it was intended to be Super Sonic's theme like everyone seems to say, though. Based on its position in the sound test I'm inclined to think it was written for the competition results screen, before it was replaced with the No Way theme. In conclusion I think that the final game's soundtrack works better in the context of the game's story (particularly towards the end), but at the moment I think I prefer the prototype music to just listen to.
  2. I'm not sure if I can really get behind the idea of "Sonic fans make up only a fraction of the box office, therefore it's a good thing for the film to be generic and cliché to attract the general public at the expense of a film that's actually about Sonic". It seems to operate on the strange logic that only two types of people exist: hardcore Sonic fans, and chronic normies with zero knowledge of the franchise. Pretty much any film based on a pre-existing license relies on brand recognition, so I'd have thought the main target audience, if not fans, would be 20-40 year olds who see the trailers/posters and think "Wow, I loved playing the Sanics when I was a kid, this might be fun!" and therefore would have some prior knowledge of the source material, limited or not. Let's be real for a moment. There was one reason and one reason alone why the "Human main character" approach was taken- because it's cheaper that way. If they can have a human character play a big part in the film then a large percentage of the films' scenes can be produced without any of that expensive animation. Nobody would actually admit to liking that approach to a film adaptation, but plenty will still get suckered in via the brand name alone.
  3. True; I know Pop were still airing AoStH and SatAM (as the same show, no less!) up until around 2010 or so, but I always seem to remember Underground appearing in the schedule more often. (and to keep the topic flowing, I remember Pop themselves made a lot of misconceptions regarding the three cartoons- they frequently got the end credits mixed up, for starters!)
  4. I love threads like these. I didn't start playing the Sonic games until I was about 12, but even so I still managed to misinterpret a lot of things about the series. For starters, I used to think the moving platforms in Chemical Plant had eyes. It wasn't until I started seeing the same "eye" graphic in the walls of the plant before I realised they're meant to be either lamps or gauges. Speaking of Sonic 2, when first playing Mystic Cave, I never really interpreted the aesthetics as being inside a cave. For some reason, I've always imagined it as being a forest at the dead of night. I think I envisioned the green rocks in the foreground as bushes and leaves (and the purple rocks as leaves in the shadows) and the rock formations in the far off background as tree trunks. It didn't help that there were lots of vines and wooden structures in the level, giving more of a foresty vibe. Why I keep seeing the level like this when it's clearly called Mystic Cave, I'm not sure. Because Sonic Underground used to air more often than the other Sonic Cartoons in the UK back in the late 00s (dunno, maybe the program schedulers lost a bet or something), I spent a few months believing that it was the only Sonic Cartoon. I remember wondering where the hell Tails was, and thinking that Dr Robotnik's design from Underground was a half-arsed approximation of his AoSTH design (which I only knew from Mean Bean Machine) When I first bought Sonic Mega Collection Plus for PC, the back of the box gave me some false impressions. It listed all the games available on the disk, and a series of screenshots. One of the screenshots was of Sonic 3's special stage and, having played neither Sonic 3&K nor Sonic 3D at the time, I assumed the screenshot was from Sonic 3D. (Pity it wasn't, else the game would have been alright) When I first played Sonic Gems collection at a friend's house, I was confused by the Game Gear version of Sonic 2. It was nothing like the Sonic 2 that I was used to playing, so what the hell was it? Some sort of quasi-remake masquerading as Sonic 2? Then I put two and two together and realised it was made for different hardware. This wasn't my own misinterpretation, but I remember my brother telling me one time that "Knuckles has black fur in the newer games". Turned out he actually just saw a picture of Shadow and thought it was Knuckles. As for false memories, I could've sworn that I once saw a PC version of Sonic Mega Collection (not Plus) for sale, and that it was dated 1999. In hindsight, I imagine that what I actually saw was one of the Sega Smash Pack games. I also could've sworn I once saw a shop selling Sonic Adventure DX for Playstation 2. Not quite sure how that happened, but I probably just saw the PC version.
  5. I believe that Craig Stitt (one of Sonic 2's level artists) said in an interview that he remembered a circus level being designed for S2 very early in the game's pre-production stage. Depending on whether the level was scrapped before or after the music was composed for the game, I sometimes wonder whether Mystic Cave's theme was originally intended for the circus stage. It would explain the "Entry of the Gladiators" riff present in the tune, especially if the developers were going for a "creepy circus" motif.
  6. He's on about the ring monitors being so close together that they're clipping through each other.
  7. Pretty much hit the nail on the head here. I always felt that there was another reason for S4E2's lower score though: Back in the late 00s, one of the main complaints from non-fans in regards to the Sonic series was how unfocused and removed from the core idea it had become. Cries of "Why does Sonic need a sword?", "Why does Sonic need a car?" "Why is Sonic a werehog for half a game?", and "Why does Sonic need so many shitty friends?" were rife. S4E1 may have been as superficial as anything, but non-fans and critics were just glad to see a console Sonic game that went back to basics, with a barebones, lighthearted plot, 2D gameplay at the forefront and Sonic as the only playable character. Then we got Sonic Colours, a game with a barebones plot, 2D gameplay at the forefront and Sonic as the only playable character. Then we got Sonic Generations, a game with a barebones plot, 2D gameplay at the forefront and Sonic as the only playable character. Then we got Sonic 4 Episode 2, a game with a barebones plot, 2D gameplay at the forefront and Sonic as the only playable character. Not only was the "Superficially classic" approach getting stale by this point, but Generations' classic gameplay only served to make S4E2's offering look worse by comparison, and the mandatory co-op moves came across as gimmicks that detracted from the core gameplay. Personally, I found the critical slamming- almost dismissal- of Unleashed outside the fandom to be a bit of a shame (since the WiiS2 edition got higher scores, the PS360 version should be even lower on the list). I know it has its fair share of flaws, but it's clear just how much effort went into the game, after so many lazy and unpolished titles like Heroes, Shadow and 06. I've heard that the reason for Unleashed's low scores was down to residual backlash from Sonic 06, but that doesn't explain why the likes of Secret Rings and Chronicles were reviewed a lot more favourably, despite generally being considered worse elsewhere.
  8. Sign me up to the "I want to see Chrome Gadget in Mania" club as well. Even if it's unlikely to happen, It'd be amazing to see the S3 multiplayer levels (as well as those of Chaotix and/or the 8-bit titles) get some love in one form or another. The level music was (mostly) intact in S&K collection and Pocket Adventure, so if nobody was claiming the rights to it then, I'm not sure who would be doing it now. As for the 2P levels' canonicity, I always assumed they were probably other areas of Angel Island that weren't part of the route that Sonic/Tails/Knuckles took in the main story. Red Mountain doesn't appear in S3&K either. I'd love to see Flying Battery in the game. It has one of my favourite music tracks in S3&K and I'm pretty certain Sega has the rights to the tune. Plus, with it being an airship, its placement in the level order doesn't really matter a huge deal. **Warning: unrealistic speculation and rambling ahead** I believe it was mentioned earlier in the thread that the reimagined S3&K level(s) will go against the player's expectations. At first I considered the idea of Sonic stumbling across the airship, crash landed from when it was abandoned in S3&K, and the level is overgrown and falling apart. Of course, the only things wrong with this are: a. The battery is no longer flying, and b. As per the discussion re:Scrap Brain, having badniks in a completely abandoned environment would leave some dark implications. Perhaps, after a boss battle, Robotnik could retreat to the abandoned battery, without really having time to think, and take to the skies. However, after years of disuse, it's suffering from flight problems so, as well as falling to bits, it's rocking and swaying about. An extra challenge could come in the form of trying to keep your balance on the dying airship. Imagine a frantic, scrambled remix of the Flying Battery Zone music and you've got a pretty intense and interesting reimagining of the level.
  9. My apologies for necroing, but this is a topic that interests me for whatever reason. On the topic of this argument, long before the "Sonic was never good" fallacy was in vogue, I remember the one criticism directed towards the classic games (at least by non-fans) was something that roughly translated to "Sonic is so fast that you have no time to react to oncoming obstacles!" and this is still often cited as a reason as to why Sonic was allegedly never good. My guess is that, whilst there have always been people who dislike Sonic, they've historically went under the assumption of "Well, people hold the Sonic series in high regard, so it must just be me". Of course, with Sonic's ever-diminishing reputation, these people now feel more confident about their opinion that Sonic was always crap, to the point where people have started to treat this opinion has hard fact. Incidentally, since I played Sonic first, I feel that way about Mario to some extent. I often keep running into things and dying in the 2D Mario games because I forget to take it slow and generally have a harder time with "precise" platforming. According to various forum posts and YouTube comments I've seen, I'm not alone. Maybe a bad Mario game will come out one day in the future and people will start saying that the chubby plumber was never good. The funny thing is, though, that I'd have expected the "Sonic was never good" spiel to take off around the time of 06, yet I never heard it until around 2013-14 (i.e. before Rise of Lyric, but probably after Lost World). Before then the general perception of the Sonic series tended to be "Sonic hasn't been good since the move to 3D" or "Sonic hasn't been good since he left Sega hardware". At most you may have heard someone say that the downward spiral began with Sonic 3. I think one main reason why people get bugged about the "Sonic was never good" argument and people treating it as gospel, is because of the (admittedly unlikely) risk that it will become "accepted" as part of gaming history. Sure, it almost certainly won't happen, but the generally accepted history of gaming is full of inaccuracies- there's more misinformation surrounding the 1983 Video Game Crash than Sir Walter Raleigh!
  10. A game where you can switch between Sonic, Tails and Knuckles mid-game a la Heroes is an idea I'd like to see implemented again. Now, I don't like Sonic Heroes as a game, but that was mostly due to slow-paced combat, having to replay the game four times and its troubling obsession with bottomless pits. I think the character switching mechanic has potential, but it wasn't executed very well. Imagine the characters' different abilities complementing each other throughout the game. For example, there may be part of a level with a lot of vertical/flight based platforming that only Tails could get past. This platforming exercise might be rewarded with a speed section, so the player could switch to Sonic and breezily boost through the next part of the stage. Rather than "power", Knuckles' trait would be using his knuckles to dig and break through walls, whether it be to uncover some hidden goodies or to expose an alternate path. Again, the characters' skills could be used in tandem. Maybe the alternate path could be full of pits sending the player to their death (or an earlier part of the level). Knuckles might be able to glide, but only Tails would be able to transport all three characters across. As for other things I want to see that'll never happen, I'd like to see Adventure-style 2D artwork on the covers for future games, Mighty, Ray and Fang properly reintegrated into the series, and Shaymay's 3D Sonic concept being turned into a fully fledged game.
  11. What's this? A Classic Sonic Remix? From me? For the first time in three years? Why yes!
  12. I'm cheating here- this is actually a high quality rip and not a remix:
  13. happy birthday :)

  14. I'd probably have to say Knuckles' Chaotix. I like the game, but when I think about it, it really should have been one of the best games in the series- it's a successor to the classic trilogy, but more colourful like! With 25 acts and 5 playable characters! I don't even mind the tag team mechanic, but whenever I play it I always seem to lose interest early on. I blame the lack of variety, I mean come on- five zones with five acts each? There's the day/night cycle which is all wonderful and everything, but when each zone has five whole acts you need more than just that to keep things fresh. I'm also not a huge fan of the random level order. On one hand it means that every playthrough is different but on the other hand it ruins the sense of progression and makes it feel like you're just running around in circles (I do appreciate the lack of a life counter and a game over system, however) Also, Amazing Arena is worse than Wacky Workbench and needs to die. Other than that I really like this game. It's an interesting spin on the classic gameplay style, with some of the finest aesthetics to grace the franchise, a soundtrack that is always upbeat but varied at the same time, and most importantly, Charmy doesn't talk! But I can't help but feel that it could have been so much more.
  15. I certainly agree that Sega will often try to appease the fans in either an extreme, pedantic or just plain lazy manner, with little concept of a middle ground. It often seems like we can only have two versions of Sonic- either childishly edgy melodrama with plotholes, umpteen playable characters and no self-awareness, or utilitarian, cartoonish fare with a minuscule character roster and Sonic being the sole playable character. (at the same time, I would rather Sega refined Sonic's gameplay as much as they can before adding more playable characters in future games). Something that really annoys me is when a game is announced and backlash follows, but then you get people responding to this backlash with posts, videos, songs, etc. that essentially amount to "Stop complaining, Sega are trying so hard to please you!". It was especially evident with Sonic 4, when people responded to the criticism with "You're finally getting Sonic 4 after 16 years and now you're throwing it back in their faces!". Where's the logic to that? When a company hastily rebrands shovelware as a long-awaited continuation of such a well-regarded game trilogy, surely that warrants complaining? and the "Sega are trying hard to please" argument is nullified because nobody developing Sonic 4 was trying hard! I may have said this before, but it's like going to a café and ordering a cake. If you received a cake made of sawdust and cotton wool, nobody would hush your complaints with "You ordered a cake, and now you've gotten one and you're not happy? What's wrong with you?".
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.