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All the S@nics - the end

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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Ashan
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Ashan »

Leet wrote: 4 years ago
kitikami wrote: 4 years ago The Mario/actor thing comes from a comment Miyamoto made in an interview, but I never got the impression Mario canon is something Nintendo takes seriously anyway.
Well yes but that's referring to how they create the games' stories, it's not supposed to be taken as a literal in-universe explanation.
Nintendo pretty much treats Bowser the same as Mario at this point. What's immediately coming to mind is those Switch parental controls videos with Bowser starring as the concerned parent, trying to keep Bowser Jr safe from the dangers of the internet and limiting his time spent playing games.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Leet »

We could probably have a whole thread on mario lore interpretations
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Ashan »

I'm pretty sure the discussion in this thread alone has involved about 100x more thought than Nintendo ever put into the subject
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Heavy Sigh »

Fun Sonic Facts!

During the planning stages, Sonic 2 once incorporated a time travelling mechanic - a feature that, while unable to be fleshed out enough to be used in the game, would have its day as part of Sonic the Hedgehog CD.

However, Sonic 2's version of time travel was quite different - time zones would be accessed in a linear way, and rather than appear as re-skinned, slightly tweaked versions of the same levels, each time period would have an entirely new set of stages. This is part of the reason why Sonic 2's stage progression doesn't make much sense, since at the stage the zones were conceptualized, Sonic wouldn't have just been travelling all over South Island, he'd be hopping back and forth through time to halt Eggman's evil schemes. There were four times periods that would've been used: "Present"( for zones like Emerald Hill), "Past" (For zones like Aquatic Ruin), "Future" (For zones like Chemical Plant), and "Ruined Present"(for zones like the sadly cut Dust Hill), and travelling to each of them would be done using a warp point, which would be represented between zones as points on a clock.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Grounder »

well, at least there won't be an excuse to miss the emeralds once 3&k rolls around

as for 2... p sure the dream is dead
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Sebby19 »

As long as raocow goes for just the Chaos Emeralds in Sonic 3 & K, he should be fine. As long as he also doesn't go for the Super Emeralds as well.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by DinnerSonic »

It's no wonder you drowned, you were running out of air but started begging for water, so the game listened to you and filled Sonic with water!



Something that was pointed out to me at one time that stuck with me afterwards, is how early Sonic games designed their bosses. Instead of having long invincibility periods and then requiring 3 hits(or having short invincibility periods and taking 3 hits, like some Mario bosses) they were vulnerable for much of the time they're on screen, and take quite a few hits that you try and sneak in whenever you can. It's also interesting how sometimes they just leave in ways to cheese the bosses if you approach them correctly.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Blivsey »

"So, the Special Stages are out there somewhere, right?"

"Could be. We'll never know by staying here."

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"But... how far could a raft take us?"

"Who knows? If we have to, we'll think of something else."

Sonic and Tails promptly capsized at sea and were whisked off to Traverse Town back to the beginning of the stage.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Reverning »

Wow they got REALLY intense with the parallax in Sonic 2.

That's not at all totally visually distracting. Nope.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Piesonscreations »

ITS JUST ONE OF THOSE DAYS
WHERE YOU DON'T WANT TO WAKE UP
:gravytea:

Also, happy birthday needlemouse
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Nast »

There's a secret boat ride?? Excuse me???

This playthrough is making me realize I actually know nothing about this game
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by SAJewers »

Last edited by SAJewers 4 years ago, edited 1 time in total.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Le Neveu de Rameau »

You know, I feel like actually giving the hammer a hitbox here would have been a pretty simple and effective way to prevent the player from cheesing the boss as raocow did. At least Tails is dumb enough to demonstrate how the fight was intended to work...
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Grounder »

Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by KobaBeach »

NastCF wrote: 4 years ago There's a secret boat ride?? Excuse me???

This playthrough is making me realize I actually know nothing about this game
I only knew about it because I used to play the Simon Wai beta as like a 4yo
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Ashan »

If this kind of level is something you enjoy, power to you but to me it just highlights everything I don't like about Sonic games. Nothing here ever feels like an overall cohesive level where you have a challenge presented to you, it plays around with that, expands on it, increases difficulty, etc. The typical platformer style of level design. Instead it's just a series of random obstacles constantly fighting against your basic control of the game and punishing you with minor annoyances if you "mess up" by not knowing what you were supposed to do ahead of time. In many ways, it reminds me of the pachinko game in Mario Sunshine that everyone hates. It's you versus nonsense physics!
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Leet »

not exactly "normal"
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Heavy Sigh »

Fun Sonic Facts!

Even as Sonic Team figured out early on that time was short, as Sonic 2's release date raced closer it was a mad dash to finish the eleven zones that were selected for the final game. Cyber City Zone, a one-act level that was meant to follow Metropolis Zone (and was briefly called "Genocide City", but that lasted only until Cerny told the Japanese developers what the word actually meant), was reworked into the third act of Metropolis.

As the time crunch bit down on the team, one last removal was needed to get Sonic 2 out the door. The very last level to be removed was one of the first that had been conceived, Hidden Palace Zone. Conceptualized as an area Sonic would warp to after collecting all seven Chaos Emeralds, deadlines forced the team to stop trying to work it into the game flow, instead simply giving the player the reward Hidden Palace was meant to contain.

The drastic cutting didn't sit well with many of the American artists, who had been the ones responsible for a great deal of the cut content, and rarely saw the japanese staff's designs up on the chopping block.

Even with the cuts, Sega of Japan had thirteen additional Japanese staff members fly out to San Francisco to iron out any problems the game had mere weeks before the Christmas season. The title screen itself was finished only days before certification, and even the credits were thrown together at the absolute last minute, with many people miscredited in what they contributed to Sonic 2.

LEVEL FACTS!

Casino Night Zone was based around Sonic Team's experience in going to casinos for after work R&R. The road trips (or 'Entertainment Research') to Las Vegas from San Francisco took about four hours, and mostly took place at night, creating a powerfully American image to work from for the zone.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by DinnerSonic »

My favorite part of going to casinos is when I repeatedly attempt to spend money at the slot machine only to be knocked around by giant bumpers into deadly spikes, thus being unable to give the casino my money.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by 10204307 »

I'm pretty sure Casino Night Zone actually has the fewest total checkpoints out of any level in the game (excluding Sky Chase), with each level only having two. Which is funny when you consider how easy it is to get fifty rings here!

The music in this level is really fantastic. While the structure is fairly simple (it's just the same section repeated twice, with some extra instrumentation the second time around) the melody is catchy and I love the chord progression, which really gives it a sorta cheesy, big-city jazz flair. I definitely prefer it to Sonic 3's casino level theme, which I find obnoxiously repetitive in a level that's already way too long... But that's still a ways off.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Reecer7 »

um, it is not "cool" that this casino has elevators. their presence is mandated by disability laws, and is completely necessary to maintain an accessible environment. sonic should stop advertising what should be an industry standard as a "level set piece" if he were at all a responsible business owner
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by CrappyBlueLuigi »

Reecer7 wrote: 4 years ago um, it is not "cool" that this casino has elevators. their presence is mandated by disability laws, and is completely necessary to maintain an accessible environment. sonic should stop advertising what should be an industry standard as a "level set piece" if he were at all a responsible business owner
casino night is notable for being the first industrialized sonic zone to follow even a handful of construction and accessibility laws, and even then it still has huge dropoffs into steep slopes and big moving blocks that crush you against walls. the people of west side island should rebel
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Lockirby2 »

Of course the casino didn't want you to play. In video games the house always loses!
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Kleetus »

The video perfectly captured my personal experience at a casino; not actually gambling, just wandering around looking at all the pretty flashing lights while helping myself to the free pop because everyone else is ignoring it in favour of ACTUALLY PAYING MONEY for booze. Honestly the elaborate artwork and effects on modern slot machines are more entertaining (and less anxiety inducing) then the actual gambling part.

Anyway I went because one of my friends wanted to see what a casino was like and invited a bunch of people along. After losing fifteen bucks to the slots, she declared that she will never enter a casino again, launch a personal war on all gambling in the country, and become a nun, so I don't think we're heading back anytime soon.

The moral of the story is you don't need to spend money to have fun.
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Re: All The S@nics - 2 - I Could Go Super Sonic...

Post by Grounder »

phun saenik fax too

the boxes in this zone are all lootboxes
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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