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Mr. Taxi

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Everything posted by Mr. Taxi

  1. thank god sonic is dead

    1. Hui
    2. FriendBot


      And thank god to Jim Sterling for doing so!

    3. CottonCandy


      Thank God that I'm dead...


  2. ha ha ha how much should i cut myself before it hurts

    1. Klinsy


      Not at all, hurting yourself is never the answer, because you also hurt who care about you.

    2. MightyRay


      You'd be better off drawing on yourself or using an ice cube if you want to subside that 'numb' feeling. Cutting is impracticable, messy and only raise red flags in you live in a household that is less than understanding... I would also recommend talking to someone on a life line if your feeling out of balance.

  3. in this society your function is determined by your size and you are phone-size

  4. When you're creating something, having it turn out bad may mean you took a risk, went out of your zone of comfort and, since bad is more noticeable than average, it brings in more feedback. Indifference kills artists more than hate, that's for sure.
  5. TOMORROW: Nintendo announces next Chrono series game exclusive for WiiU and Magus on Super Smash Bros

  6. I don't suppose Sonic has ever been popular in South Korea? In any case, from what I see, Sonic's current reputation is going towards non-existent. As in, no one cares anymore.
  7. The concern shouldn't be directed towards those who hate or bash Sonic but towards the increasing number of people who simply don't care anymore. I mean, if we're thinking macro here and not about how much each of us enjoy the games. Sonic being bashed would mean he's at least brought up, but that gets rarer each day. A forum dedicated to Sonic can be as optimistic as can be, but those outside this loose community are less and less prone to buy a Sonic game nowadays. Heck, the sales numbers speak for me, do they not? It's not as if any amount of optimism we put out would counter the amount of indifference, if that's not even more abstract than "amount of optimism", from basically everyone else. I don't suppose the franchise benefits from anyone blindly following it. And, in any case, why should we? We're not charity either. Sonic isn't my father or my brother. I don't owe him money, nor do I believe in him as a superior being. I pay for a product and I get it. If I don't like it, I don't buy it anymore. Attachment to a franchise that's not even a sentient being is bad for you.
  8. oh come on be more optimistic no one knows if Shattered Crystal is a good game because approximately 0 people played it so give it the benefit of the doubt!

    1. Radiant Hero Ike

      Radiant Hero Ike


      stop making me laugh

  9. They hadn't given segue to a project since 2009 with Sonic and Black Knight. Now that they did, the project in question is the Boom series. Very wise.

  10. Hás it been mentioned this is the first time in like 46 years that Sonic gets a direct sequel to another game?

  11. I wouldn't know what to add. I've never found myself so much at loss for words.
  12. I'm going to have a hard time not sporting a

    1. Mr. Taxi

      Mr. Taxi

      It's the wrong character but it's actually the right character

  13. git gud Seriously though, I see how that could be a problem. Your options, however, are to use the bumpers and springs or to go back and find another way altogether. It's possible to learn how to predict the angle at which you'll bounce and use them to keep or even to build your momentum. Even in claustrophobic areas. I'm not trying to redeem Carnival Night here. I think it's the worst Sonic 3 stage (I dislike Marble Garden a lot more, but I don't see as many problems with it) and many of its gimmicks are awkward to use, like that platform that goes higher the more you jump on it. However, the principle is still there. You can go fast, but you have to use the stage for it instead of trying to do it all by yourself.
  14. I'm confused. What is this Sonic 2 you are all talking about?

    1. C4k3


      The best Sonic game

    2. FriendBot


      that's not 3&K, cake.....

  15. Chill, man. This argument isn't going anywhere. At this stage both you and this other person are talking about different things. Consider their points, think about them if you're uncertain about how they relate to your own views and concede if their point might turn against them. It's no use to reinforce your point with more impressive words, like "S3&K is literally perfect". Your point will get shot down just as easily. On another note, I'm still against the notion that speed is a reward. It implies speed is capable of making you feel good, which I quite frankly don't believe it is. Suppose you manage to reach the end of a stage and then proceed to go all the way back, quite faster than you came - which is natural since you know the way. How is that speed a reward? There's nothing in the game that indicates you're doing better for doing so nor it is likely to make you feel rewarded all by itself. Your progress within a set of obstacles, however, is made easier if you can keep your momentum and thus you reach the end of a stage having faced less danger or having been able to cope with it more efficiently, thus having more lives. That, I believe, is the reward, for which you use speed. It's a positive feedback. Being able to gain momentum actually makes the hazard less... hazardous and the hazards being less hazardous makes it easier for you to gain momentum. This culminates in incredible speedruns that make the game look so easy and fast when it's not actually the case for 90% of our own playthroughs. The opposite is true, though. It's really frustrating not to be able to use a stage's geometry or gimmicks to gain speed, which makes it harder to overcome any danger since, well, you need speed and momentum to effectively dodge and jump on stuff. Take this example from Angel Island: You've got two shimmering platforms. They are kinda tricky as they have such timing that you may be able to land on the first, but not on the second. So you have to pay attention to them and jump, correctly landing so as not to fall down and have to start over. ...Or you can just jump over the whole thing. But doing so demands speed, see. It's not really all that hard to GATHER this speed (worst case scenario you can just spindash at any given time), but it takes either knowledge of the stage or trusting your guts or simply not being able to take it anymore to effectively do so. Here's the key: Sonic would be an inferior platformer if it was made to be a rational one. But Sonic is a lot less rational than Mario, for example. In Mario you're given a big picture and you have to figure it out. In Sonic, you're given a set of abilities that will never change and you have to do what you can with it. This means measuring how much danger you think you're into if you stand still or keep running or jump over two platforms not knowing what you may find ahead. If you fall down, you get a second chance, now knowing that's not you're supposed to do - but that's okay. And, most important of all, jumping over the whole section demands less input but more skill and confidence than going through it like a regular platformer. In this sense Sonic is quite "badass", but it's not Sonic that's "badass". It's the player that has to be.
  16. an open world game that lets you push whichever pol

    1. Zero Dozer

      Zero Dozer

      "Political" is the word you were looking for, Palas.

      Also, LOL.

    2. Mr. Taxi

      Mr. Taxi

      Autocorrect will tear us apart again

    3. Zero Dozer
  17. not even God can save me from Touhou now

    1. Corviknight



    2. Mr. Taxi

      Mr. Taxi

      I literally pray to Reimu every night

  18. If you think about it, Sonic doesn't do a lot of things Mega Man X does, for example. It just doesn't follow the same principles. At some point I tried to see how Sonic taught you things, but it turns out I was never taught about anything. Well, actually, S3&K tries to teach you about the spindash but fails horribly. Sonic 2, however, may theoretically be beat without the spindash. It's just that much harder. So it's natural that someone whose game design logic was built upon having something taught to him and then twisted to think Sonic is all over the place. But it isn't really, and the reasons why he dislikes Sonic are the very same reasons why I like it. It's because Sonic doesn't teach you that it doesn't expect you to know anything and just lets you do things your way. You may get killed for that, hut that's what the life system that includes collectibles is there. It's more about you wanting something and doing what you can to reach it. The speed, as I was arguing on the other thread, is more of a discretionary space for the player, a grey area in which they can do whatever they want as long as it makes you progress, even if there's a cost. By the way, it's hard for me to think of momentum as a reward for playing well. That's because you use that momentum for something, and that'd be reaching otherwise unreachable areas, passing through dangers that would be very hard to go through if you had fallen there etc. I don't think there are many elements in Sonic that are rewards in themselves. And that's good, you always have to use what you built for yourself.
  19. What I am claiming is that in basically any (classic) Sonic game speed isn't a mechanic - actually and curiously, speed is more of a mechanic in Sonic CD than in Sonic 2, since it's the only classic game that's aware of the speed you've gathered and actively demands it from you. But more about this in a minute. Even if Sonic 2 gives you all the speed in the world, it still doesn't necessarily make you progress with it and it's still just something you're doing, even if with minimal effort. What the levels in Sonic 2 still do, however, and that the less competent games don't, is to demand effort from the player so that this speed turns into progress. Since you used Chemical Plant as an example, it's what I'll use too. Even if at the beginning of every speedy part you have boosters, at the end of them you may have an horizontal spring that throws you to the left; or a slope that gains you access to somewhere; or one of those tunnels. But that's only if you don't do anything about the speed the level gave you. There are multiple paths crossing in these parts and in order to get the easier part later on, it's you who has to turn this mindless running into platforming and jump or stop at the right times. If you don't, you're thrown into the most dangerous paths, the ones with water right beneath them, the ones with lots of those blue balls in a row, the ones with two explosive spiders side by side etc. You could still run, but that'd demand a lot more skill and awareness, which in turn would have granted you access to easier paths anyway. So even though the level pushes you forward, it's still building something out of it. So running prevents further running, maybe at the cost of a player's life. On the other hand, using this speed as a resource in platforming (even it's if as simple as jumping over the first red spring or jumping once to change lanes) grants you more possibilities for speed later on and with less risk. This is what I feel the Advance games and Sonic Rush mostly did wrong. First, you almost never need the level in order to get speed - and this has something to do with the physics, yeah; second, you never use that speed. It's an end in itself, which maybe the designers thought you'd enjoy because things are moving faster on the screen or something. The level design doesn't offer you anything in terms of using that speed as a resource in order to progress within the level with less risk or to avoid some danger. So it's still just something you do, but that doesn't return anything. Now, Sonic Rush does have speed as a mechanic. There's a button that gives you instant speed and you need as much speed as you can get to access the special stages. The game counts your speed, it's a thing in the game. The only other game that does such thing is Sonic CD (and Sonic Blast arguably but just as a gimmick). So speed is something you have to play for, not only with. But the main difference between Sonic CD and Sonic Rush, and the reason why Sonic CD is my favourite Sonic game and Sonic Rush is the one I hate the most, is that in Sonic CD you have to find that speed in the level, whereas in Sonic Rush the level has nothing to do with it. The levels in Sonic CD all have a quirk that help you build that kind of speed, but you have to learn how, as the same quirks might as well stop you. So it's all about not only exploring but understanding the level. It's funny, because it's the game that gives you the least free speed. Well, actually it makes a whole lot of sense, since it's the one classic game in which speed is a thing. EDIT: Actually the fact that the Advance games in particular feel so empty even with all the speed is one of the reasons why I think Sonic isn't about speed. They even assign you incredibly stupid and long tasks if you want to reach the special stages, maybe because they noticed there wasn't any meat to it, and they are so counter-intuitive that they end up being almost another game within the same cartridge.
  20. Maybe, since speed is one thing Sonic's about (well, it's there). But it isn't fallacious to say speed isn't what you play Sonic for. It's what Egoraptor said himself - it isn't a proper mechanic, it's something you do.
    1. Milo


      the sequel the fanbase has been waiting for

    2. McGroose


      "Ancient puzzle"

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