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All The S@nics & Knockles - 3&K - Angel

this is the place where lps are being talked about. it's important to talk about games being played on the internet.
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Mandew
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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Mandew » 3 months ago

just eyeballing it here,

it seems the goal is not to reach any certain speed, but to maintain a high-enough speed for a desired length of time.

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby KobaBeach » 3 months ago

Mandew wrote: just eyeballing it here,

it seems the goal is not to reach any certain speed, but to maintain a high-enough speed for a desired length of time.

Spoilering it just in case even though I feel it's not necessary:

Yep. Like it was said earlier, Ohshima was pretty inspired by Back to the Future when making Sonic CD. You just need a good stretch of land, or two springs next to eachother or whatever, to reach top speed and maintain it for a few seconds then you're whisked away to the chosen time period.



Also I keep having to look up how to spell Naoto Ohshima's name because Torahiko Ooshima from Morenatsu has the exact same surname, kanji and all, but people romanize the Oo (大) part differently for some reason. Shout outs to my fellow furries in the audience.

Ohshima is Bigisland from previous games if you're not aware, that's a literal translation of his surname.
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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby 10204307 » 3 months ago

There's actually a few objects in the game that preserve Sonic's momentum while keeping him in place, which can be used for easy time travel. The spinny platforms we saw in Palmtree Panic Act 2 are an example of this- if you build up enough speed for the sparkle trail to appear and then land on one of those platforms, you can just spin in place for a few seconds until you warp. It's actually pretty hard to time travel just by running through the level, which is why the speed shoes are usually pretty useless. The levels are full of sudden walls and spikes that are placed in such a way that you just can't keep your speed up long enough to time travel.

It would be interesting to see an actual modern take on the Sonic CD mechanics, where the levels are actually built in such way that you can time travel just by playing the game normally, and the time travel effect happens instantaneously without load screens between it. It's genuinely really cool seeing the same zone in different time periods, but it's such a pain to actually go between time periods.

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Arctangent » 3 months ago

srb2cd when

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Heavy Sigh » 3 months ago

Fun Sonic Facts!

Looking back on the original Sonic the Hedgehog, Ohshima concluded that the game's cast was simply too sparse. He began thinking that two new cast members would be idea; one to serve as a possible extra protagonist, and more importantly, an enemy that could be marketed on the same level as Dr. Eggman. The game's visual designer, Kazuyuki Hoshino, was tasked with creating the designs of these two new characters for the game.

The first of these, Amy Rose, was actually inspired by a character of the same name being used in the Sonic the Hedgehog manga (though she regrettably lost her mohawk in the transition). With Amy drawn up, and taking the standard route of involving female characters in the plot through kidnapping, Ohshima wanted to avoid the kidnapping/romance scenario so incredibly overused in the gaming world. Therefore, he decided that Amy would harbor an unrequited love, with Sonic only rescuing her to foil Eggman's schemes.

The second new face in the game, Metal Sonic, was expressly designed to be a sleek mechanical copy of Sonic, as Ohshima was none too pleased at the sight of the clunky Mecha Sonic drawn up for Sonic the Hedgehog 2. It was a simple yet eye-catching design, and with the status of first Sonic rival, as well as being plastered all over advertising materials for Sonic CD, this look for Metal Sonic has outlasted all others.

EXTRA FUN FACTS! METAL SONIC

Metal Sonic's robotic specifications at one time formed part of his official Sonic Channel profile in Japan, taken from the Japanese manual for Sonic CD. These specifications are oddly reasonable for what a machine of Metal Sonic's capabilities might require.

" Height: 765.4 mm
Weight: 125.2kg
Outer Armor: Strength Enhanced Navy Blue Metal Tektite

Main Computer Artificial Intelligence: ROBOTNIK Custom Chip Series
Internal CPU has a neurological network system capable of both high mathematical computation and independent high-speed reactions throughout the body.

The power control system is governed by the Neo Super FX DSP Chip (with a 5 link system connecting to each section of the body). The TV picture imaging compensation unit is the Next Risk Chip Series 3 Model (each eye has an 8 link system utilizing RGB imaging).

Main Engine: 255 cc, 4 Valve Organ Fusion Engine
Maximum Output: 55ps/6800rpm
Maximum Torque: 7.54 kg-m/4000rpm

Secondary Engine: Tesla Power Coil, produces electricity through electro-magnetic induction
Maximum Output: 256kW"

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Cyril » 3 months ago

you made that level last about as long as it possibly could

the bosses in this game are weeeird btw, yeah

this one you can literally just get behind and kill in literally seconds if you wanted to
i've honestly never played a video game in my life

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Piesonscreations » 3 months ago

Damn, Metal Sonic is one heavy mf
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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Grounder » 3 months ago



Prototype 510 of CD had this boss, but with pincers on the sprite. Presumably it was meant to be able to hurt you at one point, though even by this point that idea had been scrapped.
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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Super Llama » 3 months ago

Good Future time:


Also it's time for the best damn boss theme ever made:

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Re: All The S@nics - CD - ...The Problem's certainly a thing!

Postby Awoo » 3 months ago

What is up with the US soundtrack for this game? It's somewhat subdued for the good future with such minor variation that it's pretty much just the exact same piece without much distinction.

And that boss music, good lord, were they trying to give people nightmares?

I guess this kinda explains why people freaked out over the "Fun is infinite with Sega Enterprises signed Maijin or whatever that, um, thing, is.

People seriously prefer the US soundtrack? I really don't get it :ehh:
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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Le Neveu de Rameau » 3 months ago

Well, it's a good thing that Act 3 was considerably shortened (yet still kept distinct from Act 2) on account of that fearsome boss.

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby 10204307 » 3 months ago

Super Llama wrote: Also it's time for the best damn boss theme ever made:
The war is declared... the earth trembling in fear... Bold, brainy, and cold hearted. The distance grows closer, little by little... Wow, the power you possess is incredible! He doesn't stand a chance!

Work that sucker to death, c'mon now, work that sucker to death!

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby kitikami » 3 months ago

Heavy Sigh wrote: Ohshima wanted to avoid the kidnapping/romance scenario so incredibly overused in the gaming world.
Cool, introducing a female character whose role isn't to be in love with and rescued by the male protagonist
Therefore, he decided that Amy would harbor an unrequited love, with Sonic only rescuing her to foil Eggman's schemes.
...oh.
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Re: All The S@nics - CD - ...The Problem's certainly a thing!

Postby BobisOnlyBob » 3 months ago

Awoo wrote:

I guess this kinda explains why people freaked out over the "Fun is infinite with Sega Enterprises signed Maijin or whatever that, um, thing, is.

Yeah, the Japanese version still has the spooky message, but accompanied by the goofy and upbeat JP audio seen above. It crossed the line into high-octane nightmare fuel with the OST change.
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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Cyril » 3 months ago

well, let's wait and see if raocow gets game over, then

i've honestly never played a video game in my life

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Kleetus » 3 months ago

At first I thought that Robotnik swapping out woodland creatures for plant seeds in his killer robots was kinda lame, but from a technology standpoint it's way more impressive and probably more efficient.

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby 10204307 » 3 months ago

For some reason I've always assumed that the flowers represented the spirits of the animals Robotnik turned into machines, but in hindsight that's probably not what they were going for.

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby CrappyBlueLuigi » 3 months ago

i'm late but @ thread title: Tell Me, Does Life Exist Beyond It?
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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Grounder » 3 months ago

CrappyBlueLuigi wrote: i'm late but @ thread title: Tell Me, Does Life Exist Beyond It?
Yes. Exactly three times and counting in the games, and once in the anime.

The werehog is more of an unviable class change.
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Re: All The S8nics - CD - ...The Problem Roblem Droblem Froblem Problem!

Postby Awoo » 3 months ago

Oh, raocow, you almost went to the good future nyoro~n

Congrats on the 3 for 3! You're way better at these special stages than I've ever been :pal:
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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Cyril » 3 months ago

total reading failure

"Past" and "Future" are not similar words, you dolt :rao:
i've honestly never played a video game in my life

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby MonkeyShrapnel » 3 months ago

As others have expressed already, I'm impressed that raocow managed to go back to the past instead of the future,
and very amused that upon seeing a future sign, thought "oh no, don't wanna break stuff".
Uh...Do I just sign here? What do you mean it should be obvious? There are people in this world...well...a whole lot of people that can't follow basic instructions!

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Piesonscreations » 3 months ago

I don't know if you've noticed raocow, although i'm pretty sure you have, but right next to your life counter shows whatever time post you've gotten last. Wouldn't blame you if you haven't tho, since this is a pretty graphically busy game.
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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby Heavy Sigh » 3 months ago

Fun Sonic Facts!

Though not on the level of the gigantic Sonic 2, Sonic CD did have its own collection of scrapped content, something miraculously never mentioned in any magazine (to the point where the first discovery of anything unused was in the 1996 PC port) much as its co-existing Mega Drive sibling. However, the only unfinished level in the game is known as R2.

R2 (the name is from a reference to a deleted level from Sonic CD. By examining the level files on a PC, the sequence skip from R1 (level 1) to R3 (level 3), with no R2 to be found.) Little is known for certain about the unused and unfinished level, butaccording to The Taxman (developer of the 2011 mobile port of Sonic CD) a number of sketches in the developers diary relate to it and that the antlion from the extended ending was also a part of the level. However, the level has no map or in game graphics, as it was removed some time before the 510 build of the game, the earliest known prototype.

Part of this lack of unused content is because, strangely, the team was practically exempt from corporate's looming gaze. Even though this was the game meant to turn the Mega CD into a smash hit, Ohshima believed the lack of oversight was due to the concurrent development of Sonic 2, as recounted below.

“Sonic CD wasn't Sonic 2; it was really meant to be more of a CD version of the original Sonic. I can't help but wonder, therefore, if we had more fun making CD than they did making Sonic 2, because we didn't have the pressure of making a 'numbered sequel'.„

Released in Japan on September 23rd, 1993, the game would go on to be considered more than just a must-have Mega CD title, becoming seen as one of the best Sonic games ever produced. However, all that praise translated to anemic sales for the struggling add-ons sales.

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Re: All The S@nics - CD - ...The Problem's Chronic!

Postby 10204307 » 3 months ago

Every time I play this game I spindash at the start of this level and run directly into the spikes and die.


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