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  1. I'm sick of Classic Sonic, too, but at the same time, I can't be too upset about the Taxman/Stealth versions finally breaking free from mobile.
  2. For a given definition of "interesting", the Sonic content dropped on the SEGA 60th site and it really was nothing of value. The avatars are just the Mania artwork of Sonic, Tails and Knuckles with thick circular GO SEGA borders, while the wallpaper and profile header are just different crops of the Sonic 2020 render with the GO SEGA logo in the corner.
  3. Although cases like Banana Blitz HD and Final Fantasy IX do exist, PjD Mega39's definitely did not switch engines. Hackers got into it on Day 1 and confirmed it has the exact same file structure as PS4 Future Tone, to the point of including leftovers from the PS4 version. This is also how people managed to disable the toon shader in Mega39's on the first day after release, as well as bring the new songs back into Future Tone the day after that.
  4. Jet is broken as hell. His projectile, the Bashosen, leaves a long trail behind it that causes just as much damage as the fan itself, and it doesn't disappear if it hits anything except for the goal. Jet can basically lock a lane of his choosing out of play for a few seconds - or, once he's upgraded enough, two or even three lanes! He's probably the best character in the game, so it's perplexing that he's only Rare instead of Super Rare. I have a feeling he's going to get nerfed hard when the next patch arrives. Speaking of which, a new article appeared in the in-game News section. Seems Zazz will be joining the game soon, alongside a new Mystic Jungle track called Dash Vegas. Screenshot and transcript inside the spoiler tag.
  5. Is the partner in Encore mode AI-only, or can he be controlled with a second controller like in Mania mode? I wonder if you could have escaped the second glitch by getting Sonic back up to the platform he jumped off. Ray was clearly on the ground for the purpose of being able to jump while in that wall, but I don't know if the swapping code has some other checks.
  6. Thank you so much! I agree that this looks miles better than the stretched mode. Can't wait to see what the 4-player mode with Plus will look like! As for a Knuckles playthrough, I guess it would be cool to see how he handles the new form of Metal, and the changes to the Oil Ocean boss. Thanks again!
  7. @TheOcelot, thank you very much for recording all this footage and showing off the update for us! If you're still taking requests, could you please record some footage of the non-stretched Competition mode? I'm happy to be corrected if I'm wrong, but I don't think it has been caught on video yet.
  8. Are the projectiles in kart racers so small that this is a major issue? I can't say I had issues hitting smaller racers like Shadow and Ryo in the first ASR compared to standard-sized racers like Sonic and Tails. Besides, smaller racers being harder to hit could be balanced by making them suffer worse effects if they do get hit. Fragile speedsters and mighty glaciers show up in plenty of racing games, and I fail to see how expanding on this with an increased diversity of size between racers would be unbalanced. I point once more to the Motorstorm games. While they're not kart racers and don't have power-ups, they're still balanced such that bigger and smaller vehicles both have fair shots at winning; bikes and ATVs have to pay more attention to avoiding obstacles because the riders can get thrown from their vehicles easier than cars can crash, but their manoeuvrability helps them keep up with the bigger, stronger vehicles, which can barrel through stuff (including small obstacles as well as smaller racers like bikes and ATVs!) and maintain their speed without issue. This applies to pretty much all racing games, including Burnout, Mario Kart, Motorstorm and ASRT; Shadow's tank thing in the latter is noticeably bigger than, say, Tails' car, and can't get away with being as close to the edges of the track when drifting. Again, different vehicles have different characteristics - I do not see how having to learn them and taking corners differently by starting to turn sooner or later is a big deal, especially since this is something that already happens in ASRT. In addition, the greater manoeuvrability of smaller vehicles is once again offset by their lower weight/durability in this situation; I've lost count of how many times I've been pushed aside by a heavier vehicle while drifting in the aforementioned games. A smaller vehicle can slip through those cracks, sure, but once again, this strength is offset by the risk of getting crushed between the larger vehicles if one of them notices and turns into you. I hope that my responses above have shown that there are ways to offset the advantages smaller vehicles possess. I haven't played the F1 game you mentioned, so could you please go into more detail about this mechanic? Is it a permanent reduction to your speed when you're damaged, or more like a multiplier on the effects of items, as I suggested in my first point? If it's the former, then that does indeed sound quite pants for a kart racer where you're going to get hit with a lot of items. If it's the latter, then I understand the reasoning behind this decision, though naturally, being hit once completely ruining your chances would be too hardcore for a kart racer. It might work if it was combined with catch-up mechanics like getting better items or having increased speed, though. That was why I offered solutions to the problems they identified. Were those size advantages really the reasons? I thought it was more to do with visuals, and making it look believable that a small vehicle like a bike could transform into all these different forms. I'd appreciate a link if you have one handy, because this sounds like interesting reading. Regarding the wheelie boosts, Mario Kart went through a similar situation - bikes were overpowered in Wii because of their ability to boost whenever, so they were taken out completely in 7. They then returned in 8, without the ability to get boosts in this way. I'd be totally fine with this happening in the upcoming Sonic racer - I'd rather have nerfed bikes than no bikes at all. Regarding size advantages, again, I hope that my responses have shown that it is possible to make smaller vehicles balanced. If you have a PS3, I would also encourage you to download and play the demo of Motorstorm: Pacific Rift, so you can see for yourself how multiple vehicles can share the same track in a balanced way.
  9. Regarding the argument about Sonic being on foot or not, I don't see much of an issue with one character having a much smaller size than the others - so long as they also include other, similar on-foot racers, like maybe Blaze. I find the idea of a disparity between different classes of 'vehicles' on the same track very interesting in racing games, which is why I'm fond of the MX vs ATV and Motorstorm series. I remember MX vs ATV Unleashed went even crazier with the concept by also allowing helicopters and planes to participate in races with the various kinds of land vehicles, complete with their own unique controls and flight models! Motorstorm instead focused much more on the interactions between land vehicles, and how (for example) tearing up the dirt with a monster truck would alter the terrain for smaller vehicles like ATVs and bikes. The first developer diary for S&SASR described how the first prototype for the game had Sonic on foot, and with vehicles of wildly differing sizes. I think this new game would be an excellent opportunity to revisit the concept and try to get it working again. The 'hovercraft' fliers were a good solution to dealing with extreme wing width, so they could do the same thing in this game. On-foot character drifting hasn't been an issue since Unleashed, and games like NieR, NieR: Automata and Final Fantasy XV all had living mounts capable of drifting, so that wouldn't be an issue any more, either. Then again, I can't recall any Sonic characters who have mounts like that, so it wouldn't be an issue for this game, anyway.
  10. That button's been in every 3D game since Unleashed. In Colours, Eggman reaches for it in the Nega Wisp Armour fight when you Homing Attack your way up to its head, but I forget what it actually does. I don't think it's used at all in Generations, but it is there. Same for Lost World.
  11. Oh, I see. Apologies for misinterpreting your comment.
  12. This sounds awfully close to "don't like it, don't play it". It's perfectly reasonable to point out and criticise the fact that a certain aspect of a game is worse or more tedious than its predecessors; nobody likes seeing the things they enjoy get worse. However, I might be biased here because I already witnessed my other favourite series fall victim to an absolutely terrible degree of artificial gameplay extension, and so have little patience for padding in general.
  13. I don't have the game so won't be competing with any of you, but I thought it was worth sharing that the Drill Wispon seems to be very effective in boss fights and certain platforming situations. DSS grabbed the #1 position on Avatar's Infinite fight and one of the Extra Stages with a Drill. Have fun!
  14. Look for a button prompt on the right side of the screen. That should slide out a list-style stage select.
  15. Hmm... Maybe they were inflating that number with the Special and EX Stages? Does anyone have a list of those Stages, or remember how many Modern Sonic ones there were?
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