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Everything posted by Slingerland

  1. Be smart like Zaysho. @Jack the Maniac You know I am Brad, right?
  2. On a long bullet train ride through Japan. AMA.

    1. Indigo Rush

      Indigo Rush

      Watcha drinkin

    2. Slingerland


      @Indigo Rush The greatest beer ever... ORION.

    3. Fletch


      What's it like being in Japan? Currently self teaching myself Japanese and hope to visit someday.

      Coolest places you've been to?

    4. Slingerland


      @Izuku Deku Midoriya Japan owns. It's rough sometimes because I am so tall but it's a very minor thing.

      Favorite city is Nagasaki: 


      Nagasaki was the only city open to the world during Japan's isolationist period, so it's got a world of influences that aren't in other Japanese cities. It was the start of the rapid industrialization of Japan, so if you liked Press Garden Zone, there are many influences you can see out and around town.

      Tokyo is Tokyo. It's fun. The best place to retro game shop. 

      Osaka and Hiroshima are my favorite places to eat and drink. Significantly more chill than Tokyo.

      My favorite place to be ever is Miyajima Island off the coast of Hiroshima. It's this gorgeous island that's populated by a small community and a lot of deer. The seafood here is great. Always great to chill with a beer and oysters after going on a hike into its mountains:


      @Izuku Deku Midoriya Keep practicing your Japanese! While this country is very easy to get around as a non-speaker, you will unlock a better experience by being able to communicate even on a basic level.

    5. Osmium


      What type of Shinkansen was it? 

    6. Slingerland


      @ShroomZed The roomy, roomy Sakura <3

    7. Fletch


      Thank you for the reply! I really appreciate reading all this! =)

    8. Osmium


      Ahhh, so I assume it was a N700? Nice.

      Image result for Shinkansen sakura

    9. Badnik Mechanic

      Badnik Mechanic

      Have you made any train noises like "Woo Wooo!" and "Chug Chug Chug" when the train goes really fast?

    10. Slingerland


      @Mayor D The train rides are so smooth that it doesn't even feel like I'm riding a train. I forget.

  3. Hi. The Special Rings function like they did in S3&K. This guy's account is not correct. Bye.
  4. Hey, everyone! Glad you are digging the new Chemical Plant. We understand that it was already in Generations so our goal was to make it as different as possible to provide a brand new experience while also introducing a new generation of players to the original horror that is the Mega Mack. What better way to remix a fairly horizontal level than to make it entirely vertical, ay? Here's the E3 low-down thus far. Uuuuhhh... E3 owns. Ohshima-san came by and gave us his blessing. We've had lines around the booth with everyone super excited to play the game. We currently have 4 publications (including IGN and GameInformer) awarding us Best in Show Nominations (Overall, Platformer, Switch Game). Sonic and Crash Bandicoot got into. a dance-off. I've been taking non-stop photos of the booth that you can check out on muh Twitter. Stealth has also been takin' photos on his Twitter. This has been the coolest week of our lives. Thank you to all the Stadium people who have come by to kick it with us. It means the world. Svend/Dreadknux and I have been hugging pretty much the entire time at the Mania booth. So if you're at the show, just look out for the two grown men in tender embrace.
  5. Hey, hoots. Stealth and I will be at the Sonic Revolution convention tomorrow if any of you SoCal hoots wanna feel the Mania. We'll also be at E3 next to the Mania demo stations if we're not off working or doing press. Happy Hechoeg.
  6. I have the current style guides from SOA so nah.
  7. Well, saying no to my post is also saying no to the current, official style guide for both Classic and Modern Sonic lololololol
  8. Classic Sonic is marketed to older fans, yes, but the character's design is appealing to all ages. It's an endearing aesthetic. Modern Sonic? Yeah. Childrens.
  9. Rumors? That is the marketing strategy now, my dude. Classic and Modern. Sonic isn't popular in Japan, like, at all (it was very strange experiencing all the Mania stuff in Japan for that reason when the US, in contrast, has no advertising for it yet). In Japan, he has nowhere near the level of notoriety that he has in the NA and EU regions. Your popularity divide is also inaccurate in that Modern and Classic's respective popularity levels are not split across regions. It's split across age groups.
  10. If I could re-write the ending to a Sonic game, I would change the ending to Sonic 2 on the Master System/Game Gear. Nothing major. I'd simply swap the endings, so the bad ending is the good ending. Why? Because the music is better and Tails is dead. rip gone 2 soon
  11. "So many people died."

    That's true. I'm dead over here from the laughing.

  12. I didn't really like the ending to Sonic 3 & Knuckles, so I took a stab at hacking the final image of the game's code to illustrate how I would re-write the game's conclusion.
  13. I think everyone has a bit of tunnel vision on past stage selection and strictly going off of a stage's notoriety isn't the best way to go about it. Angel Island would be doubling down on "green" levels and das borin', ayyyyy. Remember how Generations was all green levels and city levels? When you go strictly off stage notoriety or the stage's music, you're pigeonholing yourself into a pretty same-y roster. While, yes, Green Hill opens the game up to welcome everyone back to Sonic, Mania can give a lesser-known level an opportunity to shine. That said, what are some under-appreciated levels and mechanics that could potentially become standouts with a Mania re-working? Someone earlier mentioned Wacky Workbench, for example. Would a new context give that level's central concept the chance to prove itself viable?
  14. Can we, like... stop talking about this? Let's talk about my speeeedruuuunnnning questions I proposed, please. What would work? 30-second trials? Eeeehhhh?
  15. Back to the topic of speedrunning, I don't know if any of y'all remember my review of Sonic Generations on the Stadium front page but I thought that the 30-second trial mode was the most genius thing in that entire game. What are your thoughts on 30-second trial? Would Mania benefit from this mode or some variant of it?
  16. Since it has been confirmed publicly that there are mini-bosses and bosses, should those stay in Time Attack mode or be replaced with sign posts?
  17. Remember when I said you can't say "all fans" because there are always pockets of people who like objectively terrible products? Welp... rip again, y'all. Now that I mention "all fans," I'm seeing a number of people replying in favor of Adventure with "most fans/a lot of fans/etc want this and this..." and that's the inherent problem is everyone speaking on behalf of each other. Again, I've done a lot of events this past year and I've talked to so many people in person where they are more honest and less aggressive than they are on forums. There hasn't been a single, unifying opinion. Quite the opposite and that's where the problem lies at the moment. It's difficult from a developer perspective to give people what they want when things are aaaaalllll over the place (and rarely ever presented in a perspective of a developer or, like, politely either). Speaking of talking to people, I've had a run in or two with popular Twitch speedrunners (I forget their usernames) but they've told me that Sonic Mania looks like their dream game. Would any of you like to see a competitive speedrunning community around Mania and, if so, what steps would you think Mania would need to take to make it ideal? Gameplay modes, integration, etc?
  18. Deleter, what are your personal thoughts on boosting? Is it something you enjoy, dislike, or have come to dislike over time? (Anyone else feel free to chime in with their thoughts on it, too.) I believe the use of 2D and non-stop speed via boosting is helping hide the deficiencies of the game engines they create/employ, as we haven't had a true 360 engine since the Advance series and never in a 3D Sonic game. I'd like to hear someone like yourself talk about it, though. Also, on a related note for those of you who have played Mania, what do you think of the drop dash? Has it changed your perception of any of the original Genesis/Mega Drive games? I know that, as a speedrunner, it's hard for me to play those games now without it, haha. I feel like it's the perfect addition to Sonic's arsenal that both makes him equal to Knuckles/Tails, but has a good risk/reward balance to its use (unlike boosting, which I feel is OP).
  19. But... they could have the ability and the connections if they tried. It's entirely doable and even easier in the current Internet environment. The place of where I've seen the most unifying thoughts is Sonic's fangaming community, so I do think it deserves acknowledgement for what it has accomplished. It helps that the games that the fangaming community tries to emulate the most are incredibly more focused and, therefore, polished. Classic Sonic and especially Mario are successful because those games are built around an singular, central, and incredibly solid mechanic and fleshed out from there once said mechanic has been throughly perfected. I think a big life lesson that a game like Sonic Adventure taught me is to not spread your focus to thin or else everything is going to be hindered to some degree. Let's remove the capability of making a tech demo/fangame/whatever from this discussion and address what you mentioned a baseline Adventure fan is capable of: debate and discussion. As an outsider looking into that world, it's not very welcoming and, as Celestia pointed out, is marred by the overreaching toxicity of one of those communities. As much as we want that fanpage to go away, it won't and will continue to position itself as the de facto mouthpiece. Gabe also makes a good point in reply to my theory on "multiple gameplay styles": This is where Sonic Adventure discussion falls flat on its face and results in splintering and in-fighting. There is such a lack of focus on one specific thing in the Adventure series that it not only hampers the wide array of gameplay styles present within them, but then that creates all these sub-fanbases of the myriad of different things present in those games. If there's still contention of what Sonic Adventure truly "is," then I don't think you'll see anything come of it. In a hypothetical situation, SEGA could release a "Sonic Adventure 3" without, say... idk, a Chao Garden and a large fraction of the people who wanted a SA3 would be up in arms about it. Diogenes above me (HEY WHAT UP, FOOL!!), phrased it well: One last point that I also think is important: Now, please nobody infer that I'm encouraging name calling here, but the reason this thought persists and results in the name-calling is because for said decade, there's all this arguing and complaining and nobody has really stepped up and done anything about it. Hindsight also brings about the "undiscerning" tag because Sonic Adventure is the beginning of Sonic's decline in global popularity and sales (again, this is objectively true; please remember there is a world outside the Sonic forums/Twitter/etc). There are definitely constructive ways to attain what you want, as Mania's team exemplifies, and nobody aching for that Adventure game has come anywhere close to being constructive. The only difference I see between then and now is that this never-ending discussion is now on Facebook/Twitter and is much more aggressive. I think if that movement wants to be successful, it ironically has to take similar steps that the classic fanbase, the people Adventure communities like to deride, took. Sadly, if they do end up being more positive and constructive about it all, they'll have to wait until Mania (and maybe even a sequel to prove it wasn't a fluke) wins some goodwill back from the industry at large to take that risk.
  20. You raise a good number of valid points, Neppy, and this here is indeed the main hole in my argument. I'd like to maybe come to a middle ground on this point, though, and mention that the barrier to create a 3D game has come down significantly since the heydays of SFGHQ. The Unity engine is one of the big reasons that has occurred. I can't remember a time where two, very well-done fangames like Utopia and Paradise came out in such a short time frame and garnered appeal that transcended the Sonic community. With the Genesis games ripped to shreds and really no new information yet to be found, there has been a lot of attention given to the 3D games recently to understand how they work. Outside of the fangames, I've seen some fantastic mods of Unleashed this past year that have really smoothed over the rough edges of that title.
  21. Just out of curiosity, what Sonic games outside of Sonic Adventure 1 & 2 has given that to you?
  22. I mean, when I hear SA3 fans discuss what they want (and I've talked to a ton this past year), they perplexingly never talk about gameplay. It's always the story (aka "THE EEEEDDGGGE"). So I think capturing the spirit of those games (and subverting it, obviously, for humor), is good enough, in my opinion? Idk. My theory there is that Adventure fans have been fed an absurd amount of gameplay styles and a myriad of different ways to control Sonic in the last 17 years that they're subconsciously unsure of what they want, gameplay-wise. So, when I talk to them, they only profess what has remained consistent... and that's... THE EEEDDDGGEEE. It's the true defining and lasting impression of those games.
  23. You got that game 10 years ago and it was terrible, so it hasn't been revisited since. Whether you agree or not, from the similarities in their design documents, Sonic 06 is an Adventure game. I think your tastes be satiated with Project 2017 based on the trailer alone. However, if that ends up being bad (lol), then this cycle of "We want a new Sonic Adventure," is going to persist because "Adventure" wasn't in the title, which will spark an incredibly hypocritical, but not wholly unexpected outcry. Modern fans were giving people grief over complaining about the "Sonic 4" moniker, but I think that criticism of the game was merited both at the time and in retrospect. I find this whole demand and (toxic) community for an Adventure sequel quite fascinating. I remember at the 25th anniversary party, when the intro I made was playing, the crowd in the venue popped HUGE when Sonic Adventure came on screen, which was something I did not anticipate at all. I had been away from Sonic for 7 years at this point, so I was not up to speed on this "movement." Then I had realized that the kids whose first games were Sonic Adventure 1/2 were at least in their early 20s and that's usually when the nostalgia bug starts to bite, like, every human being. Then it all made sense. As a human being who is on the cusp of entering his 30s, I understand completely where this sentiment comes from, psychologically. As a game designer, I don't. Correct me if I'm wrong, but I believe there was this thing where all y'all were mad at this swarm of YouTube gamers trashing both the Adventure games in retro reviews for months. It's because they really did not age well, nostalgia-aside. I recently made that discovery when Donkey Kong 64, one of my favorite games in high school, was put on the shop channel. I downloaded it out of nostalgia, played it, hated it. It happens. There's one thing you have to take into consideration when saying, "Classic fans get thrown stuff all the time." Firstly, Modern Sonc has been "THE Sonic" for 17 years. Secondly, what has the quality of that "stuff" been, though? I think most of us can agree (I can't say, "all," on an internet forum because there are always small pockets of people who genuinely enjoy objectively terrible products) that said "stuff" has been disappointing and blatant, half-hearted pandering. People have taken notice at the noticeable ramp up in effort between Mania and Sega's recent attempts to re-ignite its original, lapsed fanbase. There's a very distinct difference between how nostalgia is handled in Mania versus, like, any other time SEGA has tried it in the last 10 years. I know that the video game industry has probably jaded some of you on the concept, but it can be done well. Mania's approach to nostalgia is using it as a platform to push new concepts and ideas in environments players are familiar with. When you think about it, the "Classic Sonic Era" was only 4, main series games (I've combined Sonic 3 and Sonic & Knuckles, like ya do). I felt like they had really found their footing with the franchise, both technically and aesthetically, with S3&K, but it was all abruptly cut short by the demand to keep up with the evolving tech, as the gaming zeitgeist of the mid-to-late 90s were all about the jump to 3D and GOOD GRAFIX. When Sega struggled with the Saturn, Sonic in turn began to struggle and has yet to find a footing equal to S3&K. Trust me, there are a lot of ideas/concepts still left to explore in Sonic's original context thanks to the industry's sudden shift to a hardware arms race. My peers and I have been both been constructively critical of SEGA yet exploring these potential concepts for years. For me, I made my first Sonic engine when I was 15. I'm 29 now. The skills I acquired trying to emulate the complex engine of Sonic translated into real-life skills that I can apply today. The same goes for a lot of us from that crowd, actually. To parrot Indigo Rush above me: The above cannot be overlooked and is a key difference between Sonic's two, now officially-recognized fanbases. When us forum dudes were younger, we made proofs of concept to support our arguments and developed lifelong connections and friendships because of it. To use a couple examples: Tax had Retro Sonic, Stealth had the E02 (now Headcannon) Engine, Tee and the PagodaWest Boyz were all on Sonic 2 HD, I had Sonic Nexus. Today, all I see is vitriolic Facebook rants from some fanpage that are riddled with fallacies born from ignorance of how the gaming industry functions and perceives Sonic the Hedgehog. To be fair, there has been a noticeable uptick in 3D fangames getting mainstream coverage in the form of Green Hill Paradise and Sonic Utopia, but even those games are more 3D interpretations of Classic Sonic than of the post-Adventure Sonic. The Sonic we know from the Adventure games onward, frankly, has had its chance. In 17 years, this incarnation of Sonic has failed to attain the cultural ubiquitousness of his original iteration. In 2016, I started to see Sonic take the steps as a whole to regain that past ubiquity through watching reactions on blogs and social media to SEGA's new marketing and development strategy. A lot of forum members I used to hang with have returned after leaving due to the series and the community's decline. It's all working finally! Unrelated: I've seen the comment, "Green Hill... again?!" a lot. It's because Sega has swung and missed so many times (please do not argue that they have not; Sega had to lay off its entire San Francisco office and was forced to downsize and relocate; financial facts supplant your personal opinion of the games) to bring those lapsed fans back into their hardcore base that they've ended up going to the well a number of times. It happens and you can't fault them for trying. (Also, it ain't like Mario ain't doin' the same thing wth the first world of all his games, haha). The way SEGA has rebounded this past year is both incredible and admirable. The gaming industry has taken notice at the earnest effort the company has been making. All I can say to everyone is sit back and enjoy. There's going to be a lot of positive energy incoming this year (which is a welcome change for this community, haha). In the meantime, it wouldn't hurt to do some research on game design and the game industry if you plan on posting regularly on a gaming forum. Nothing wrong with being smarter and having new perspectives on things. Maybe you'll get trolled less easily.
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