All the S@nics - the end
- FourteenthOrder
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Re: All The S@nics - CD - ...The Problem's Chronic!
I absolutely adore both soundtracks. raocow's choice was perfect to see him react to Sonic Boom, though. Man, I love that song.
I first played this game like 2ish years back, why is it giving me nostalgic feelings like this isn't like nearly all of the other games so far that were all from my childhood
Regardless I really love this game. At first I was kind of like "this is weird and different" and unsure-y, but it quickly grew on me and its more exploration-y focus ended up making it one of my favorites. It really is kind of a natural extension of the layered, multi-path level design you see in lots of Sonic games.
I first played this game like 2ish years back, why is it giving me nostalgic feelings like this isn't like nearly all of the other games so far that were all from my childhood
Regardless I really love this game. At first I was kind of like "this is weird and different" and unsure-y, but it quickly grew on me and its more exploration-y focus ended up making it one of my favorites. It really is kind of a natural extension of the layered, multi-path level design you see in lots of Sonic games.
Re: All The S@nics - CD - ...The Problem's Chronic!
Also in each Past act is this hologram projector of Metal Sonic harassing some wildlife. Bop that, and critters will appear in all timelines of the act, especially the Good Future. However, it doesn't have any real bearing on the gameplay (it doesn't even give points!), so I'm not sure what the point was in including them.
I mean Mania's elevator goes 1, 2, 3, K, M. Don't know why a 'CD' couldn't go there either. Especially since a stage from CD comes back for Mania.Leet wrote: gamers LOVE numbers is why it isn't thought of with the other games
Was this before or after Sonic CD?Awoo wrote:I think the first proper Sonic cartoon was "The Adventures of Sonic the Hedgehog", famous for...
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Re: All The S@nics - CD - ...The Problem's Chronic!
Because a CD would interrupt the numbers, but K and M don't. Honestly I don't actually know why I'm just thinking about other experiences with gamers dismissing games that don't have numbers in the title as "just spin-offs"
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 - CD - ...The Problem's Chronic!
So, allow me to propose an idea here re: the music. I recall faintly playing this on Kega Fusion some years back, and I remembered something critical.
The bulk of Sonic CD's music tracks are basically MP3/WAV files. That's how they function. The only tracks hardcoded into the game are the Past segments of each zone, which are based on the Japanese soundtrack. That's why the Past segments sound of lesser quality: They're basically running on the Genesis/MD synth chips. When an Act is loaded in the Sega/Mega CD version, or when you go into the Present/Good Future/Bad Future, the game queues up the relevant track like a CD player. You can swap tracks by having matching file names, and the game won't know the difference.
My thinking is this: Act 1, like you did today, you play the NA soundtrack. Act 2, you swap it for the JP soundtrack. Act 3, you play whichever one you like best. I think this is the best way to make everyone happy.
The bulk of Sonic CD's music tracks are basically MP3/WAV files. That's how they function. The only tracks hardcoded into the game are the Past segments of each zone, which are based on the Japanese soundtrack. That's why the Past segments sound of lesser quality: They're basically running on the Genesis/MD synth chips. When an Act is loaded in the Sega/Mega CD version, or when you go into the Present/Good Future/Bad Future, the game queues up the relevant track like a CD player. You can swap tracks by having matching file names, and the game won't know the difference.
My thinking is this: Act 1, like you did today, you play the NA soundtrack. Act 2, you swap it for the JP soundtrack. Act 3, you play whichever one you like best. I think this is the best way to make everyone happy.
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Re: All The S@nics - CD - ...The Problem's Chronic!
i love the jp soundtrack better but seeing ronco gush about sonic boom is precious
i had the silliest grin on my face seeing raocow just gush about this game
i had the silliest grin on my face seeing raocow just gush about this game
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Re: All The S@nics - CD - ...The Problem's Chronic!
Fun Sonic Facts!
THE SONIC CD STORY
Although Yuji Naka and Hirokazu Yasuhara had gone to San Francisco to help mentor (Naka's status as mentor was debateable at best) the newly-hired employees of the Sega Technical Institute in the development of Sonic the Hedgehog 2, Sonic creator Naoto Ohshima chose to stay behind in his native Japan, ready for his next assignment. Meanwhile, Sega of Japan, in preparation of the launch of the Mega CD, wanted a Sonic the Hedgehog title on the console to headline its existence, hoping the tailwind of their premier franchise would drag the new technology to superstardom. At first, the company considered the quick and dirty solution of simply developing an enhanced port of either the original Sonic the Hedgehog or of (preferentially) the upcoming Sonic 2, a practice that would define the Mega CD library in the years that followed. However, for reasons no one at SoJ quite remembers anymore, it was decided that instead of porting an existing title, a new entry in the Sonic series would be developed from the ground up to show off the incredible capabilities of the Mega CD.
Once the decision was made, it took about ten seconds before Sega gave free reign to Naoto Ohshima as Director of the project. Not wanting to make a game that was essentially the same as Sonic the Hedgehog 2, Ohshima contacted Yuji Naka and other members of the Sega Technical Institute during the initial planning stages, where both teams exchanged information about what the other wanted to do. It was during these early moments that Sonic CD started to take shape, in the moment Naoto heard the words "Time Travel".
THE SONIC CD STORY
Although Yuji Naka and Hirokazu Yasuhara had gone to San Francisco to help mentor (Naka's status as mentor was debateable at best) the newly-hired employees of the Sega Technical Institute in the development of Sonic the Hedgehog 2, Sonic creator Naoto Ohshima chose to stay behind in his native Japan, ready for his next assignment. Meanwhile, Sega of Japan, in preparation of the launch of the Mega CD, wanted a Sonic the Hedgehog title on the console to headline its existence, hoping the tailwind of their premier franchise would drag the new technology to superstardom. At first, the company considered the quick and dirty solution of simply developing an enhanced port of either the original Sonic the Hedgehog or of (preferentially) the upcoming Sonic 2, a practice that would define the Mega CD library in the years that followed. However, for reasons no one at SoJ quite remembers anymore, it was decided that instead of porting an existing title, a new entry in the Sonic series would be developed from the ground up to show off the incredible capabilities of the Mega CD.
Once the decision was made, it took about ten seconds before Sega gave free reign to Naoto Ohshima as Director of the project. Not wanting to make a game that was essentially the same as Sonic the Hedgehog 2, Ohshima contacted Yuji Naka and other members of the Sega Technical Institute during the initial planning stages, where both teams exchanged information about what the other wanted to do. It was during these early moments that Sonic CD started to take shape, in the moment Naoto heard the words "Time Travel".
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Re: All The S@nics - CD - ...The Problem's Chronic!
Might as well post the JP music here:
Also here's some sick-ass remixes.
If you haven't listened to it, Temporal Duality is the single best Sonic fan album OCRemix ever put out.
Also here's some sick-ass remixes.
If you haven't listened to it, Temporal Duality is the single best Sonic fan album OCRemix ever put out.
- Arctangent
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Re: All The S@nics - CD - ...The Problem's Chronic!
i've never really thought about it, but the dbz-like terrain in the attract cutscene actively prevents the terrain from looking sonic-like
i have a mental image of the two styles mixed, but it doesn't carry the Blatantly DBZ vibes that the actual stuff has, so
anyway
below is probably not very spoiler-y as a whole but it's a rant that ended up being waaaay bigger than i thought it would
i have a mental image of the two styles mixed, but it doesn't carry the Blatantly DBZ vibes that the actual stuff has, so
anyway
below is probably not very spoiler-y as a whole but it's a rant that ended up being waaaay bigger than i thought it would
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Re: All The S@nics - CD - ...The Problem's Chronic!
Alternative option: convince raocow to play the 2011 remaster as Tails, and play with the JP music there.thatguyif wrote: ↑4 years ago So, allow me to propose an idea here re: the music. I recall faintly playing this on Kega Fusion some years back, and I remembered something critical.
The bulk of Sonic CD's music tracks are basically MP3/WAV files. That's how they function. The only tracks hardcoded into the game are the Past segments of each zone, which are based on the Japanese soundtrack. That's why the Past segments sound of lesser quality: They're basically running on the Genesis/MD synth chips. When an Act is loaded in the Sega/Mega CD version, or when you go into the Present/Good Future/Bad Future, the game queues up the relevant track like a CD player. You can swap tracks by having matching file names, and the game won't know the difference.
My thinking is this: Act 1, like you did today, you play the NA soundtrack. Act 2, you swap it for the JP soundtrack. Act 3, you play whichever one you like best. I think this is the best way to make everyone happy.
Re: All The S@nics - CD - ...The Problem's Chronic!
Sonic CD's an oddball, but it's one of the ones I liked. One of the few Sonic titles I went through on my own channel. Should be fun to watch raocow go through this one and see how it's one of the more exploration-based adventures in the series. More partial to our soundtrack than the original one, but they both have their hits and misses.
Re: All The S@nics - CD - ...The Problem's Chronic!
If I may make a small correction, the signposts don't go away on a timer, but rather if you start going fast enough for the sparkle trail to appear behind Sonic for a few seconds, and then slow down or stop moving before you actually time travel. If you've touched a "past" sign and don't want to lose it, it's best to avoid rushing while you look for a place where you can safely build up enough speed.
As far as soundtracks go, I greatly prefer the Japanese one, but ultimately it doesn't matter too much since you're going to be in the past most of the time anyway, which is the same in both versions. The American soundtrack is alright, but I find it kind of bland for the most part, with the exception of Tidal Tempest Present and Sonic Boom.
Other than the ability to select the soundtrack, another major improvement the PC port makes to this game is reverting the spin dash back to the way it works in the other classic Sonic games. (There's an option to make it work like it does in the original Sonic CD, but I don't know why someone would want that...)
As far as soundtracks go, I greatly prefer the Japanese one, but ultimately it doesn't matter too much since you're going to be in the past most of the time anyway, which is the same in both versions. The American soundtrack is alright, but I find it kind of bland for the most part, with the exception of Tidal Tempest Present and Sonic Boom.
Other than the ability to select the soundtrack, another major improvement the PC port makes to this game is reverting the spin dash back to the way it works in the other classic Sonic games. (There's an option to make it work like it does in the original Sonic CD, but I don't know why someone would want that...)
Re: All The S@nics - CD - ...The Problem's Chronic!
Clearly the best solution is to have both soundtracks playing at the same time, one on the left channel and one on the right channel, so the listener can choose. :v
Regarding the signposts, there's a fangame called Sonic Time Twisted that implements the mechanic, but with an interesting change: you just have to run past the signpost at a certain speed to be instantly warped, and you can re-use the signs as much as you like. The downside is that it's much easier to time travel by accident, but that's fine as long as there are plenty of signposts available to travel back. I think if it had been implemented like that in CD it would have improved the game a lot.
Regarding the signposts, there's a fangame called Sonic Time Twisted that implements the mechanic, but with an interesting change: you just have to run past the signpost at a certain speed to be instantly warped, and you can re-use the signs as much as you like. The downside is that it's much easier to time travel by accident, but that's fine as long as there are plenty of signposts available to travel back. I think if it had been implemented like that in CD it would have improved the game a lot.
- FourteenthOrder
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Re: All The S@nics - CD - ...The Problem's Chronic!
Strongly agreed.Super Llama wrote: ↑4 years ago If you haven't listened to it, Temporal Duality is the single best Sonic fan album OCRemix ever put out.
Re: All The S@nics - CD - ...The Problem's Chronic!
I prefer the ending theme version. I hope raocow gives it a listen.
Ending theme is the only thing I like about this game(intro too).
"There's not much Past signs in the past".
Don't tempt me.
Ending theme is the only thing I like about this game(intro too).
"There's not much Past signs in the past".
Don't tempt me.
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Re: All The S@nics - CD - ...The Problem's Chronic!
there's actually one level with a past sign in the past, and if you get it and use it, it sends you to the super-past, where you are stuck forever and have to restart your game to break out of.
the super-past is, of course, labyrinth zone from sonic 1
the super-past is, of course, labyrinth zone from sonic 1
i've honestly never played a video game in my life
Re: All The S@nics - CD - ...The Problem's Chronic!
I'm assuming SONICCD has a Debug mode.
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Re: All The S@nics - CD - ...The Problem's Chronic!
Fun Sonic Facts!
One of Oshima's first and best decisions was choosing Hiroyuki Kawaguchi as Art Director to shape the worlds of the game. Although comparisons can be made between the levels in the first Sonic the Hedgehog and its CD sequel, Kawaguchi's creations were a feast for the eyes, standing out from anything that had yet been seen in the franchise.
Although the Sonic 2 team discarded their idea of time travel as a play mechanic, Ohshima took the idea and ran with it, immediately imagining the level Sonic was in to suddenly change around him (it was around this time that Ohshima had seen a subbed version of Back To The Future), the player instantly being warped to a different place. But when he tried to make such a 'Time Warp' reality, the lead programmer Matsuhide Mizoguchi mutinied, claiming that such a thing was impossible to accomplish on the Mega CD, and insisted on putting a "loading sequence" in first, which became the brief moments where a star-studded Sonic is flying through a green background. Though Ohshima kept pushing the programming team to skip the loading screen (still seeing BTTF's version of Time Travel as the only kind cool enough for Sonic), Mizoguchi's team of programmers could not find a way to make such an idea work with Naka's engine.
However, even after Sonic CD was complete, Ohshima remained adamant that if Naka had been the chief programmer on Sonic CD, he would have been able to find a solution.
One of Oshima's first and best decisions was choosing Hiroyuki Kawaguchi as Art Director to shape the worlds of the game. Although comparisons can be made between the levels in the first Sonic the Hedgehog and its CD sequel, Kawaguchi's creations were a feast for the eyes, standing out from anything that had yet been seen in the franchise.
Although the Sonic 2 team discarded their idea of time travel as a play mechanic, Ohshima took the idea and ran with it, immediately imagining the level Sonic was in to suddenly change around him (it was around this time that Ohshima had seen a subbed version of Back To The Future), the player instantly being warped to a different place. But when he tried to make such a 'Time Warp' reality, the lead programmer Matsuhide Mizoguchi mutinied, claiming that such a thing was impossible to accomplish on the Mega CD, and insisted on putting a "loading sequence" in first, which became the brief moments where a star-studded Sonic is flying through a green background. Though Ohshima kept pushing the programming team to skip the loading screen (still seeing BTTF's version of Time Travel as the only kind cool enough for Sonic), Mizoguchi's team of programmers could not find a way to make such an idea work with Naka's engine.
However, even after Sonic CD was complete, Ohshima remained adamant that if Naka had been the chief programmer on Sonic CD, he would have been able to find a solution.
Re: All The S@nics - CD - ...The Problem's Chronic!
two for two on the time stones so far
already going better than 2 did
already going better than 2 did
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Re: All The S@nics - CD - ...The Problem's Chronic!
yeah these special stages are painful raocow's doing really dang good at them
they are actually action-based rather than trial and error garbage like sonic 2's though, at least
they are actually action-based rather than trial and error garbage like sonic 2's though, at least
i've honestly never played a video game in my life
Re: All The S@nics - CD - ...The Problem's Chromatic!
Super looking forward to seeing how raocow does at the
It's one of the best things about that game, honestly
Chaotix
special stages, assuming he plays itIt's one of the best things about that game, honestly
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Re: All The S@nics - CD - ...The Problem's Chronic!
Since raocow's locked out of the Bad Future for Palmtree Panic might as well post both versions.
Re: All The S@nics - CD - ...The Problem's Chronic!
Is This Comedy?
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Re: All The S@nics - CD - ...The Problem's Chronic!
I feel like you'd have less of an issue time travelling if you made use of the shoe powerups you see in the levels.
Re: All The S@nics - CD - ...The Problem's Chronic!
This game was released two years before Mellon Collie and the Infinite Sadness, so the Smashing Pumpkins must have written "Bullet With Butterfly Wings" about playing Sonic. It kind of makes sense if the song is written from the perspective of one of the animals trapped in Robotnik's robots.
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Re: All The S@nics - CD - ...The Problem's Chronic!
no you'd just have more of an issue because you'd be triggering it every goddamn time you ran despite not being in the proper stretch of land for it, interrupting you and losing your chance
I actually find them much easier for that reasonCyril wrote: yeah these special stages are painful raocow's doing really dang good at them
they are actually action-based rather than trial and error garbage like sonic 2's though, at least
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*