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LORD OF BOOTY posted:i mean, ordinarily you'd have a point but the core gameplay of classic Sonic being dirt loving simple to understand (go right fast, hit enemies, avoid obstacles) is legit one of its strongest points. you could teach an actual chimpanzee how to play the original Sonic. Fair enough I guess, but when I was a kid I had total donkey brains and yet I still figured it out with barely a glance at the instruction manual. I mean in the very first stage of the game they hand you a "Past" goal and then practically force you to travel to the past with the "keep moving fast" mechanic. Then you'll most likely run right past the badnik machine, and if at that point you still can't figure out that you can smash it I don't know what to say. The only thing that confused me as a kid was the Metal Sonic projector. I had no idea what it did, and today the only answer I can come up with is "probably nothing at all".
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# ? May 4, 2018 21:08 |
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# ? Apr 27, 2024 10:20 |
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King Vidiot posted:The only thing that confused me as a kid was the Metal Sonic projector. I had no idea what it did, and today the only answer I can come up with is "probably nothing at all". It adds happy animals! And nowadays you'll get an achievement for getting them all.
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# ? May 4, 2018 21:19 |
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King Vidiot posted:The only thing that confused me as a kid was the Metal Sonic projector. I had no idea what it did, and today the only answer I can come up with is "probably nothing at all". I'm reading that you could get the good ending by destroying every single Metal Sonic projector and robot teleporter in the past zones. I always thought you just needed the teleporters for that alternate method, or of course you could get all the Time Stones. I've never tried and I kinda want to see if that's true.
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# ? May 4, 2018 21:24 |
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No, they really don't do anything. They only add animals to all time periods which is only a visual difference.
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# ? May 4, 2018 21:37 |
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seeing as how metal sonic is destroyed at that point, do the metallic madness stages have a metal sonic projector?
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# ? May 4, 2018 21:39 |
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it's a projection why would it require him to be alive
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# ? May 4, 2018 21:46 |
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The White Dragon posted:seeing as how metal sonic is destroyed at that point, do the metallic madness stages have a metal sonic projector? Nodosaur posted:it's a projection This is a good point - and no, there aren't any projectors in Metallic Madness, just teleporters.
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# ? May 4, 2018 22:16 |
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DizzyBum posted:I'm reading that you could get the good ending by destroying every single Metal Sonic projector and robot teleporter in the past zones. I always thought you just needed the teleporters for that alternate method, or of course you could get all the Time Stones. I've never tried and I kinda want to see if that's true. Last time I played I got the good ending from just destroying the teleporters.
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# ? May 4, 2018 22:27 |
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Yeah, you just need to either collect all the Time Stones or destroy all the teleporters. Not sure if destroying the Metal Sonic projectors gets you anything though.
Larryb fucked around with this message at 23:24 on May 4, 2018 |
# ? May 4, 2018 22:34 |
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Shadow Hog posted:A friend who recently played the game put it this way: Sonic 2006 controls terribly, but it controls consistently terribly, such that you could, over way too much time to be considered healthy exposure to Sonic 2006, get used to its awful quirks and work around them. Based on this statement, I actually don't believe they played sonic06 beyond the first level. The controls were wild and would definitely change mid stage, not even counting actual character switches or Mach speed/motorcycle sections. Asking for any of silvers physics interactions to be consistent is a joke (especially the ball puzzle). Crisis city Mach speed section was worse than anything in forces hands down. Forces has 3 characters who control semi-decently; 2006 has 9 characters who sometimes respond to you pressing buttons intentionally, but only sometimes.
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# ? May 4, 2018 23:09 |
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the metal sonic projector terrorized all the animals how did you not get that
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# ? May 4, 2018 23:14 |
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Metal Sonic projectors have nothing to do with getting Good Futures but they're still fun to find. The biggest issue with CD is that it's pointless to travel to the Future versions of Zones 1 and 2 for every stage. A CD with an objective to do in the future zones would be my favorite Sonic, easily. As it stands it's second to Mania in my book.
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# ? May 4, 2018 23:51 |
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Shadow Hog posted:A friend who recently played the game put it this way: Sonic 2006 controls terribly, but it controls consistently terribly, such that you could, over way too much time to be considered healthy exposure to Sonic 2006, get used to its awful quirks and work around them. Sonic Forces, meanwhile, changes the rules for top speeds, acceleration and deceleration depending on what character you're controlling, what stage you're playing as them in, what part of that stage you're playing as them in, whether you're on the ground or in the air, whether you're boosting or spinning, et cetera et cetera. As such nothing ever feels right, because what started to feel right a few seconds ago now no longer applies. There's probably better examples but the worst "section" for me in Forces was the second Infinite fight where you control the OC in a 2d view. Moving from one side of the screen to the other is extremely slippery and your character's broken momentum makes it so you keep getting hit by everything by walking straight into enemies or attacks.
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# ? May 5, 2018 00:02 |
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Stairmaster posted:the metal sonic projector terrorized all the animals how did you not get that I got that... what I didn't get it what function it had in the game by destroying it. I never noticed any of the little animals coming back after you destroyed it, probably because I rarely if ever went back to the present afterwards and in the past the only living things are the flowers.
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# ? May 5, 2018 00:05 |
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Evil Eagle posted:Metal Sonic projectors have nothing to do with getting Good Futures but they're still fun to find. The biggest issue with CD is that it's pointless to travel to the Future versions of Zones 1 and 2 for every stage. A CD with an objective to do in the future zones would be my favorite Sonic, easily. As it stands it's second to Mania in my book. A CD where there's a reason to go to good futures & time traveling isn't obnoxious would be great.
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# ? May 5, 2018 00:10 |
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GUI posted:There's probably better examples but the worst "section" for me in Forces was the second Infinite fight where you control the OC in a 2d view. Moving from one side of the screen to the other is extremely slippery and your character's broken momentum makes it so you keep getting hit by everything by walking straight into enemies or attacks. The Lightning Wispon at least makes it a little easier as with it's range you can basically always hit him no matter where he is, I agree it's very slippery and kind of hard to see what's going on onscreen though (I have the same problem with the last Avatar level where you're scaling the tower).
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# ? May 5, 2018 00:11 |
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King Vidiot posted:Wait so that video is saying that if you do no research on a game, have no idea what you're doing and flail around in it you'll have a bad time and then blame the game? Gammatron 64 posted:A lot of people are like "it should be obvious what to do in a game and you shouldn't have to read the instruction manual and its bad dated game design otherwise". "Such and such thing is 'dated'." I mean who as a kid didn't end up reading the instruction manual on the ride back from funcoland anyways Sonic CD was def still in the era of "read the manual", it's easy to forget that nearly every game, platformer or otherwise, was a lot more heavy on the booklet tutorial over in game tutorials, especially in the pre-internet (or, if you were really stuck, "phone call to the tip hotline in the back of the manual") days. Sonic may be a platformer but I can't recall an actual "tutorial" in any of the games that was more informative than "Get Blue Spheres!" I don't disagree that it's dated today when you're lucky if a manual exists, let alone in a format you can access easily, but that's not something you can retroactively fix.
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# ? May 5, 2018 01:05 |
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Ventana posted:Based on this statement, I actually don't believe they played sonic06 beyond the first level. The controls were wild and would definitely change mid stage, not even counting actual character switches or Mach speed/motorcycle sections. Asking for any of silvers physics interactions to be consistent is a joke (especially the ball puzzle). Crisis city Mach speed section was worse than anything in forces hands down. At any rate, instead of me paraphrasing what he said, how about I just post direct links: here and here.
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# ? May 5, 2018 01:19 |
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Shadow Hog posted:Counterpoint: he's played the piece of poo poo long enough to have a 2-million viewcount video detailing the myriad ways it blows, and earlier made another video showing an S rank of Crisis City which he later used to rebuff people in the comments of the former video accusing him of deliberately playing the game shittily on purpose to make the game look bad (). oh hey you still talking to blazehedgehog?
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# ? May 5, 2018 01:41 |
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Shadow Hog posted:Counterpoint: he's played the piece of poo poo long enough to have a 2-million viewcount video detailing the myriad ways it blows, and earlier made another video showing an S rank of Crisis City which he later used to rebuff people in the comments of the former video accusing him of deliberately playing the game shittily on purpose to make the game look bad (). People accusing others of playing lovely on purpose is hella weird. Back to the point though, those tumblr comments don't really add anything. If anything they make him look more wrong, since 100% Sonic R controls much worse than Forces. Nor does it change those earlier wrong viewpoints being...wrong. Picking up and playing Knuckles in 06 for 2 seconds alone would tell you enough that Forces doesn't control anywhere close to being bad, and Sonic 06 switches controls to other characters probably more than Forces (if you don't count using different Wispons, but some people might) which completely ruins any argument about consistency.
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# ? May 5, 2018 02:04 |
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ArfJason posted:oh hey you still talking to blazehedgehog?
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# ? May 5, 2018 02:13 |
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My favorite part of sonic 2006 is that any time you're playing knuckles or Rouge and jump on a wall, there's a 30% chance that you'll just be trapped and unable to get off the wall for another 2-5 minutes
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# ? May 5, 2018 02:17 |
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ninjewtsu posted:My favorite part of sonic 2006 is that any time you're playing knuckles or Rouge and jump on a wall, there's a 30% chance that you'll just be trapped and unable to get off the wall for another 2-5 minutes It's a beautiful little moment.
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# ? May 5, 2018 02:26 |
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Ventana posted:Based on this statement, I actually don't believe they played sonic06 beyond the first level. The controls were wild and would definitely change mid stage, not even counting actual character switches or Mach speed/motorcycle sections. Asking for any of silvers physics interactions to be consistent is a joke (especially the ball puzzle). Crisis city Mach speed section was worse than anything in forces hands down. The controls in Forces are miles away from "decent"
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# ? May 5, 2018 02:31 |
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Oxyclean posted:A CD where there's a reason to go to good futures & time traveling isn't obnoxious would be great. https://www.youtube.com/watch?v=UcLpwUccCqo Check this cool poo poo too: https://www.youtube.com/watch?v=JvbYzFBMPE8
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# ? May 5, 2018 03:41 |
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Yes, in Sonic CD you usually just see the past and present and never see the future till act 3 because there's no reason to go there. So there are two variations of each level that are there that you almost never see and are kind of a waste. Here is how I propose fixing that: The changes I would make for CD is that I would only have 2 time zones, past and future. Get rid of the "present". You start in the bad future, then go to the past, fix it, then return to the good future. There's no risk of getting the wrong sign post because they are all past or future and never a mix of the two. I would keep the 88 MILES PER HOUR time travel method because its fun, but I would make it more forgiving. If you screw up, the sign post returns to normal so you can try again. Also maybe you can't finish the level in the past. You have to return to the future to clear it. That way you see the good future and the changes you made.
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# ? May 7, 2018 15:09 |
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Gammatron 64 posted:A lot of people are like "it should be obvious what to do in a game and you shouldn't have to read the instruction manual and its bad dated game design otherwise". "Such and such thing is 'dated'." Being intuitive in general is a good aspect for everything human-related but people conflate "dated" with whatever it is they don't like anymore. Together with the word nostalgia which pretty much has a negative connotation nowadays. As for manuals, there's always the Afterlife guide which holy poo poo might as well be a better product than the finished game itself. Elentor fucked around with this message at 04:07 on May 8, 2018 |
# ? May 8, 2018 04:04 |
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Elentor posted:As for manuals, there's always the Afterlife guide which holy poo poo might as well be a better product than the finished game itself. Never played Afterlife, but see also: SimCity 2000, SimAnt, other Maxis games.
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# ? May 8, 2018 04:38 |
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Time travel should be done by charging a spindash up really really high. Would probably get annoying after the first time but the system CD has is already pretty fuckin annoying.
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# ? May 8, 2018 04:38 |
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Time travel should remain the way it is (making the signs not deactivate is a great idea though)
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# ? May 8, 2018 05:09 |
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MikeJF posted:Never played Afterlife, but see also: SimCity 2000, SimAnt, other Maxis games. I had those and their manuals were all wonderful. It's hard to find a pdf of the Afterlife manual. Apparently it had two, a short one, and a really long one that contained a bunch of background story and the flavor text of every building in the game. Half the buildings were ironic punishment dispensers in hell and the flavor text was really amusing since it was written with a comic tone. Then there's the story of this angel who was so annoying that he got banished to hell, then was so annoying in hell that the powers-that-be turned him into a sentient rock because he was not very grateful for having senses, going so far as trying to make hell worse because he didn't feel the torments he was undergoing were bad enough. The story is told in multiple parts based on each building he built in Heaven and Hell to "improve the experience".
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# ? May 8, 2018 06:05 |
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time travel... should not be in sonic games
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# ? May 8, 2018 06:07 |
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sharrrk posted:time travel... should not be in sonic games Sonic Generations was good though.
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# ? May 8, 2018 06:23 |
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sharrrk posted:time travel... should not be in sonic games gonna travel back in time and slap this post right outta you
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# ? May 8, 2018 06:24 |
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The time travel isn’t all that fun to do in CD but it’s still worthwhile just for the music remixes.
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# ? May 8, 2018 06:46 |
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Screaming Idiot posted:Sonic Generations was good though. Yeah but the closer to in-level time travel we got, the worse it was. See: Time Eater
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# ? May 8, 2018 08:14 |
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Kikas posted:See: Time Eater Looks like a homing attack...!
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# ? May 8, 2018 08:19 |
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kirbysuperstar posted:Looks like a homing attack...! Oh this reminds me, I've recently got to playing through Forces and holy poo poo do I agree with every crticism I've heard of this game and some more. It's like a horrible chimera of Bad Sonic Design all over. But the worst offender has to be the constant chatter from the support cast, what the gently caress. It was one of the worst things in the Generations final boss and now it's back for some more action. Plus I don't "feel" the game at all. It's due to the structure - every time I think I just got the rhythm right, WHAM. The level ends and the next one is something completely different. The 3 gameplay modes don't complement eachother, they're just similar enough for the differences to be jarring when you switch between one and the other. Plus the Avatar stages kinda suck, you end up smashing your silly face against enemies a lot cause you forgot you can't boost through. And it's a shame cause I kinda like the world they made. The overall themes of levels feel really close to Heroes, especially in the "city" stages which look very much like an evolution of Metropolis levels from Heroes. Plus Space Gate or however that Death Egg escape level was called reminded me of Egg Fleet, which I always thought was a really cool level and I wished they decided to revisit it after Heores.Although what the gently caress happened to the music? Why is it all chiptunes when it's not a vocal track? It's so grating at places. Really glad I skipped this until now and got my Sonic kick out of Mania.
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# ? May 8, 2018 10:52 |
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Oh yeah and the Homing Attack itself loving sucks. It has a weird delay and doesn't always want to home in, which was a complete pain in the rear end in the Zavok bossfight. And sometimes it works. Are some levels on the Lost World engine while others are on the Generations engine? Cause it sure feels like I keep switching games when playing this.
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# ? May 8, 2018 10:56 |
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# ? Apr 27, 2024 10:20 |
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Kikas posted:But the worst offender has to be the constant chatter from the support cast, what the gently caress. It was one of the worst things in the Generations final boss and now it's back for some more action. They let you shut it off entirely in the menu this time though, so there's at least that. I left it on until I was replaying stages because I liked doing Tag levels and letting Sonic tell me how cool and good I am.
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# ? May 8, 2018 13:07 |