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Everything posted by Rexeljet

  1. 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.
  2. I wouldn't put money on it- Manabu Kusunoki (Mighty's designer) said in an interview that he chose an armadillo as a species (as well as a flying squirrel for Ray) specifically because he wanted animals that had similar proportions to a hedgehog and were equally obscure. Couple this with the early armadillo concept art that we've seen, and it would suggest that Mighty has little if anything to do with the old armadillo concept- about as much as Cream has to do with the old rabbit concept.
  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. 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.
  14. This. Another thing that I felt cheapened Sonic 06's alleged realism was the fact that- like the classic trilogy- the whole game took place across a relatively small area that had an impossibly varied climate and geography, with no explanation behind it. Oh it's nice and sunny round by the coast, but there's a blizzard going on a few hundred yards away and a desert somewhere nearby. It's one of the reasons why I feel that Unleashed did a better job of being "realistic" than 06 did- it had a reason for everywhere to look so different because it took place across the whole world. Obviously I'm not saying that Sonic 06's levels should have been beaches, forests and warehouses all the way through- just that having completely different areas within such a small space goes against the whole "Sonic in the real word" gimmick that the developers were going for.
  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?".
  16. I like it! Nice to see someone else doing Mega Drive arrangements. I particularly like how Big Blue came out- it sounds almost like a Super Hang on track.
  17. I've got terrible news, everyone! I'm now on SoundCloud! So far I've uploaded a couple of demakes of various sonic tunes made using Deflemask and MOD2PSG. Flipping heck, these things are a bit big, aren't they? A link to my profile. As well as these two tunes there are some old Master System styled remixes of Sonic 3 VS tunes.
  18. Last week I played through Sonic 2 again. I've been familiar with this game for almost a decade now, but only this past week have I been able to get all the emeralds (As Sonic, that is- I have no problem getting them as Knuckles). It took until Hill Top act 2 to get them all, but that feeling of getting the seventh emerald after so many tries was immensely satisfying. I really shouldn't have had such trouble with the last Special Stage though, since the patterns are fairly straightforward once you've worked them out. Sonic 3&K is still my favourite of the classic trilogy, but damned if Sonic 2 isn't great as well.
  19. I think Sonic Heroes is a terrible game, but its soundtrack is one of my absolute favourites. It's so diverse and upbeat, it's just a shame it was wasted on such a rubbishy game. You can say that for a lot of Sonic games however, so I'll mention that I like the aesthetics. Very colourful and- for the most part- not too gaudy. A lot was done to make the level art pop out at the viewer, and for this reason I enjoy watching other people play the game or looking at screenshots. Can't face the idea of actually playing the damn thing though. A similar thing could be said for Sonic CD, though that's more a personal taste than an objectively awful game. Beautiful level art, an art style unmatched by any other 2D Sonic game, and an amazing (JP/EU) soundtrack. But again, I don't really enjoy playing the game. You won't generally find me having anything nice to say about Sonic Labyrinth, but I really like the aesthetics of zone 2-1 (Labyrinth of the Sea Act 1). Very few Sonic levels have what you could call a nautical or maritime theme, and this level is possibly the closest in the whole series. The starfish scattered around the level and the coral reef in the background really help to set the scene. I mention act 1 in particular because I feel that the pink and purple make for a more subdued colour scheme, as opposed to the blue/yellow and green/yellow of the other acts. Whilst I prefer Sonic Advance 1 from a gameplay standpoint, the level tropes are a hundred times more inventive in its sequels. Whereas Advance 1 was largely just reused ideas from Sonics 2 and 3, Advance 2 and 3 gave us new and wacky stuff like Music Plant, Techno Base, Toy Kingdom and Cyber Track to name a few. I wouldn't mind seeing more "out there" level tropes in future Sonic games. Now I was going to bring up Sonic 06, saying that promotional material such as desktop wallpapers convey a greater sense of atmosphere than the entire game itself. Turns out that the image I had in my mind was this, which turned out to be somebody's fanart. False alarm, everyone. Sonic 06 has no redeeming qualities, after all.
  20. Years ago (we're talking around 2007-2008), I came across a YouTube video showcasing a bizarre game genie code for Sonic 3&K- dubbed "Crazy Sonic", basically it would make Sonic and Knuckles (Tails was unaffected for some reason) much faster than usual, and some of their animations would be mismatched- for example, I distinctly remember Knuckles' standing sprite getting swapped for his drowning sprite. The funniest one was when he was gliding, and it played part of his balancing animation. It affected their actions in other ways as well. If a level began with Tails carrying Sonic into the zone (Carnival Night, Mushroom Hill), Sonic would keep trying to jump off. Knuckles, on the other hand, would get stuck on walls (Now we know where Sonic 06 got the idea). Sometimes, Sonic/Knuckles would run so fast that the game would reset and boot up S&K standalone. Sadly, I've not seen the original video- or the code- in years, so I can't post the code. However, I did come across a series of Pro Action Replay codes for the game that allows you to play the 2-player levels in single player! FFFE10:0E00: Azure Lake FFFE10:0F00: Balloon Park FFFE10:1000: Desert Palace FFFE10:1100: Chrome Gadget FFFE10:1200: Endless Mine As you can see, the graphics are rather funky. The collision is more or less fine, though some loops don't function properly. I wasn't able to complete any of these levels; I'm not sure if it's impossible or just difficult to do because you can't work out where anything is. For some reason, the time counter is sped up. For those of you wondering if these codes work vice versa, the answer is kinda. Here is the 2P version of Angel Island. (FFFE10:0000) Whilst the graphics are still jumbled up, it still uses the 1-player sprites. It also uses Sonic and Tails regardless of which characters you select. Different zones behave differently in 2-player mode. Angel Island and Hydrocity are semi-playable, but the majority of others are not. In other news, the time counter runs at normal speed for the 1-player levels in 2P mode. On another note, as well as being able to access Hidden Palace in the final version of Sonic 2 via Game Genie/PAR, you can do it in Sonic Jam as well, with an Action Replay 4M Plus. The code is 160FFE10 080, but from experience I can say that the game crashes upon entering the level.
  21. My first Sonic remix in nigh on two years! (Well I say that; I have loads of unfinished Classic Sonic remixes that need completing and uploading) Enjoy!
  22. Decided to make my first Sonic remix in ages today: https://www.youtube.com/watch?v=1SBxA4xUajY&feature=youtu.be Enjoy!
  23. A new comic strip?! Yes, but this time using a different character (not that I'm going to stop using my existing ones!) that used to appear in a comic during the early 1990s but I highly doubt anyone on the forums will know who he is!
  24. I've not played Colours, so I'll have to omit it from this reply. I think I'd have to pick Generations. When it comes to games, I think the gameplay and fun factor are the most important aspects of a game. (especially fun factor- some games that I've played are horrible from an objective standpoint but I still like them). Generations doesn't really have any sections that I don't look forward to. The closest would be classic Planet Wisp, but even then it's not terrible; if they didn't overuse the spike power so much in the level then it would be a lot better. Sonic Adventure 1 and 2 are very good games but both have bits that I really don't look forward to playing, particularly knuckles/rouge levels in SA2, which take up about a third of the game. Big's fishing is awful but at least it only takes up a small amount of the main story and the levels don't take very long to beat. I don't actually mind Eggman/Tails' levels in SA2, even though I prefer Gamma's shooting stages in the previous game. I guess that's because it at least feels like I'm actually progressing, whereas I can go for ages in a Knuckles/Rouge level without finding anything. Generations just has fast platforming levels in two different styles. They may not be perfect but I find them very fun to play, which to me is what matters. Some of the missions are a real pest but they're only a small part of the game. One thing that Adventure 1 and 2 do much better is the story. They may be riddled with plot holes (especially in the case of SA2) but it at least felt like the story progressed as you went through the levels. In SA1 you'd end up in a different part of the hub (or a different hub) when you finish a level and in both games you are normally treated to a cutscene. In Generations? More often than not the only cutscene is a short clip of a character unfreezing and thanking Sonic. Then you end up back where you started. I've said in other threads that this just makes it seem like Sonic went through the level for a laugh. The rival battles are even worse. They just start out like this: "Hey Sonic! let's fight!" "Yeahsurewhatever" and then the battle begins, and not much happens after you've beaten it. There's no context to the rival battles or the bosses. They're just kinda there. So I think I like Generations more than the Adventures, but only really for the game itself and I think the Adventures did better in terms of story. They just suffer from having large sections that aren't very fun.
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