All the S@nics - the end
- KobaBeach
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Re: All The S@nics - Sonic Jam - 3, 2, 1, Let's Jam & Knuckles!!
you cant silence me
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
Re: All The S@nics - Sonic Jam - 3, 2, 1, Let's Jam & Knuckles!!
Yay, that was fun (:
(And hey, I did say there were FMVs in the Movie Theater, and he ignored that ): )
So, interesting fact: This game was compatible with the Sega Saturn's 3D Control Pad, which (true to Sega's MO at this point in time) was a big reaction to the N64 controller. While Sony had a similar reaction with the Dual Shock, the design elements of this controller are quite...something:
For what it's worth, it did introduce a new idea at the time: Analog shoulder pads, which allowed for button input to be measured by button press sensitivity as opposed to a simple on/off binary.
This controller design is also the beginning of the lineage of controllers that are now embodied in the current Xbox One controller designs.
(And hey, I did say there were FMVs in the Movie Theater, and he ignored that ): )
So, interesting fact: This game was compatible with the Sega Saturn's 3D Control Pad, which (true to Sega's MO at this point in time) was a big reaction to the N64 controller. While Sony had a similar reaction with the Dual Shock, the design elements of this controller are quite...something:
For what it's worth, it did introduce a new idea at the time: Analog shoulder pads, which allowed for button input to be measured by button press sensitivity as opposed to a simple on/off binary.
This controller design is also the beginning of the lineage of controllers that are now embodied in the current Xbox One controller designs.
- raocow
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Re: All The S@nics - Sonic Jam - 3, 2, 1, Let's Jam & Knuckles!!
clearly seeing the dna of the dreamcast controller there
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- SAJewers
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Re: All The S@nics - Sonic Jam - 3, 2, 1, Let's Jam & Knuckles!!
On that note, as an FYI to raocow/anyone attempting to emulate the Saturn, most emulators (or at least Mednafen and it's libretro port) default to the Standard Saturn controller for input, and you have to change a setting/edit the config to use the 3D Pad instead.thatguyif wrote: ↑4 years ago Yay, that was fun (:
(And hey, I did say there were FMVs in the Movie Theater, and he ignored that ): )
So, interesting fact: This game was compatible with the Sega Saturn's 3D Control Pad, which (true to Sega's MO at this point in time) was a big reaction to the N64 controller. While Sony had a similar reaction with the Dual Shock, the design elements of this controller are quite...something:
For what it's worth, it did introduce a new idea at the time: Analog shoulder pads, which allowed for button input to be measured by button press sensitivity as opposed to a simple on/off binary.
This controller design is also the beginning of the lineage of controllers that are now embodied in the current Xbox One controller designs.
Re: All The S@nics - Sonic Jam - 3, 2, 1, Let's Jam & Knuckles!!
Indeed. The lineage I would proscribe to this is Saturn 3D Control Pad -> Dreamcast controller -> Original Xbox controller -> Xbox Controller S -> Xbox 360 controller -> Xbox One controller.
- BobisOnlyBob
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Re: All The S@nics - Sonic Jam - 3, 2, 1, Let's Jam & Knuckles!!
excuse me but it is called
- Falky
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Re: All The S@nics - Sonic Jam - 3, 2, 1, Let's Jam & Knuckles!!
Morning Mood from Grieg's Peer Gynt.Reecer7 wrote: ↑4 years agolet the record know that i was talking about the bit in the beginning, i kind of didn't notice it transitioned to in the hall of the mountain king, except that isn't the william tell overture either, it's... i am terrible at remembering classical music titles, but wto also has a bit of an iconic calm part and i assume all iconic calm parts in classical music are the same, aaaaaaaaaa
- Crow
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Re: All The S@nics - Sonic Jam - 3, 2, 1, Let's Jam & Knuckles!!
looks like good practice for adventure DX's mission mode
i've honestly never played a video game in my life
- Heavy Sigh
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Re: All The S@nics - Sonic Jam - 3, 2, 1, Let's Jam & Knuckles!!
Fun Sonic Facts! SONIC R
Sonic R was the second Sonic project to be entrusted to Traveller's Tales, the British studio previously responsible for Sonic 3D Blast. The projects shared many members, including studio head Jon Burton (design and programming) and lead artist James Cunliffe. Just like their first Sonic project, it was monitored by members of Sonic Team outlining their requirements and provide feedback as Traveller's Tales implemented their demands.
Funnily enough, Sonic R originally wasn't a Sonic game at all, but a Formula One game. Bizarre Creations, a studio to Sony like what Travellers Tales was to SEGA, had created the breakout PS1 hit B Formula 1 in 1996 , and Sega needed something to hit back with on the Saturn, so the team were sent to work shortly after its release.
The team spent a few months working on the Formula One project (writing an engine and even producing 3D assets) before the troubled Sonic X-treme was cancelled. This led to Sega scrambling for some form of Saturn Sonic , tasking Traveller's Tales to adapt the F1 engine into a Sonic racing game in time for Christmas 1997.
Sonic R was the second Sonic project to be entrusted to Traveller's Tales, the British studio previously responsible for Sonic 3D Blast. The projects shared many members, including studio head Jon Burton (design and programming) and lead artist James Cunliffe. Just like their first Sonic project, it was monitored by members of Sonic Team outlining their requirements and provide feedback as Traveller's Tales implemented their demands.
Funnily enough, Sonic R originally wasn't a Sonic game at all, but a Formula One game. Bizarre Creations, a studio to Sony like what Travellers Tales was to SEGA, had created the breakout PS1 hit B Formula 1 in 1996 , and Sega needed something to hit back with on the Saturn, so the team were sent to work shortly after its release.
The team spent a few months working on the Formula One project (writing an engine and even producing 3D assets) before the troubled Sonic X-treme was cancelled. This led to Sega scrambling for some form of Saturn Sonic , tasking Traveller's Tales to adapt the F1 engine into a Sonic racing game in time for Christmas 1997.
Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
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Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
Uh, so as a point of advice/quality of life thing (since there's not really anything in the game that'll tell you this, from what I remember), Sonic can double-jump in this game. It's pretty helpful for taking shortcuts and such.
- Blivsey
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Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
Despite how beloved Sonic R is, this game is secretly not very good. You may have noticed.
The controls are the buttest of butts, there's a ridiculously clunky spindash mechanic that barely works, every character apart from Sonic is just plain not as good as him, boost pads steal all the rings that you need to unlock doors, that loop at the end of the lap in Resort Island is actively detrimental to go through since you can walk around it, the music is kinda wasted since you're trying to beat levels as fast as possible, and oh god the draw distance is way worse than I remember. Did the Gems Collection port just fix things up a bunch?
From what I remember, there are two different turning buttons? The shoulder buttons, like, "bank" or something for tighter turns, but they also work on their own?? Might help mitigate some of those traction issues.
Also if you get all five tokens in one race and then place in the top 3
The controls are the buttest of butts, there's a ridiculously clunky spindash mechanic that barely works, every character apart from Sonic is just plain not as good as him, boost pads steal all the rings that you need to unlock doors, that loop at the end of the lap in Resort Island is actively detrimental to go through since you can walk around it, the music is kinda wasted since you're trying to beat levels as fast as possible, and oh god the draw distance is way worse than I remember. Did the Gems Collection port just fix things up a bunch?
From what I remember, there are two different turning buttons? The shoulder buttons, like, "bank" or something for tighter turns, but they also work on their own?? Might help mitigate some of those traction issues.
Also if you get all five tokens in one race and then place in the top 3
you race a hidden character to unlock them
convenient noise thread for stress-relief purposes
Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
What? Tails and Knuckles blow Sonic out of the water, as do a couple of the secret characters. Easier shortcuts, better handling...
Last edited by Grounder 4 years ago, edited 1 time in total.
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
- Blivsey
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Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
....it has admittedly been a very long time since I played R, and to be honest I may be thinking of a different Sonic versus game altogether
convenient noise thread for stress-relief purposes
Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
As far as Resort Island goes, you still need to collect the five tokens and place in the top three to unlock the Rival race for the course. Win, and you unlock the rival as a playable character.
I know you usually pick Sonic in every game that gives you a choice, but you should really consider trying out the other characters since they all have unique abilities to help in races. Knuckles would probably be your best choice, since he has the best handling and he can glide. That may not sound like much, but water is used in place of walls a lot of the time, so while everybody can cut corners, Knuckles can just flat-out skip half of the track a lot of the time. Maybe use Sonic for the race itself, and Knuckles for the collectathon sessions. (Gee, I wonder if we'll see that pattern used officially soon?)
This is another game where the GameHut channel has a lot to say about development. The reflections in the logo and loading screen are rather fascinating mechanically, and the fading animation during the levels is not only unique in it hides the poor draw distance artistically, but also does so without using fog to make it look like Sonic runs through "Silent Hill Zone", but it also is technically impossible for the Saturn to do, and is rather amazing that they were able to pull it off. Traveler's Tales seemed to have a reputation for not just scraping the bare metal as far as Saturn programming goes, but pulling off feats like this that even the console developers didn't think was even possible.
I know you usually pick Sonic in every game that gives you a choice, but you should really consider trying out the other characters since they all have unique abilities to help in races. Knuckles would probably be your best choice, since he has the best handling and he can glide. That may not sound like much, but water is used in place of walls a lot of the time, so while everybody can cut corners, Knuckles can just flat-out skip half of the track a lot of the time. Maybe use Sonic for the race itself, and Knuckles for the collectathon sessions. (Gee, I wonder if we'll see that pattern used officially soon?)
This is another game where the GameHut channel has a lot to say about development. The reflections in the logo and loading screen are rather fascinating mechanically, and the fading animation during the levels is not only unique in it hides the poor draw distance artistically, but also does so without using fog to make it look like Sonic runs through "Silent Hill Zone", but it also is technically impossible for the Saturn to do, and is rather amazing that they were able to pull it off. Traveler's Tales seemed to have a reputation for not just scraping the bare metal as far as Saturn programming goes, but pulling off feats like this that even the console developers didn't think was even possible.
- Leet
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Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
The rewards for getting the tokens are way more interesting than the reward for getting the chaos emeralds (so yes raocow should do it). Anyway I like this game a lot but don't remember it being hard to play; maybe it's just easier on the later versions.
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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- Mata Hari
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Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
Should point out that contrary to what raocow said, the R in Sonic R actually stands for Red, referring to the red Sonic
- Arctangent
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Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
i would say that it's pretty simple once you get acclimated to the controls and physics, but the acclimation period can range from adapting to it pretty quickly to taking forever and a half to get used to it all
- TehRealSalt
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Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
I didn't realize this game uses the same HUD assets as 3D Blast until now.
(Also as iterated by other people, the shoulder buttons are the "do the sharp turns" buttons)
(Also as iterated by other people, the shoulder buttons are the "do the sharp turns" buttons)
- LunarRainbowShyGuy
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Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
Now this is a game that I like a lot. It's also another game that, like Sonic 3 and Knuckles, I played on the computer when I was really young. Because of that I don't really remember a time that I wasn't that good at this game, so watching someone that has no idea what this game is like is an interesting experience. I don't have much else to say right now that hasn't already been said, so I reckon I'll wait for raocow to play some of the other courses.
Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
Man, this game is very nostalgic for me. It's one of those games where it technically isn't like super great or anything, but as a kid it's endlessly fun to just mess around in and try to find all the secrets, since some of them are surprisingly well-hidden; I remember the emeralds in the fourth level being particularly obscure, although maybe I was just not very smart when I was a child.
- Matt is me
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- Whimsical Calamari
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Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
re: analog control discussion, does rao use an analog controller at all? or is everything through the SNES pads?
- Piesonscreations
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Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
It really is a shame that raocow is stuck with Sonic in this game, because playing with Knuckles is actually a billion times better. And like some other peeps said, should buttons to turn save lives.
Also, glad to hear one of the top 3 soundtracks in Sonic history.
Also, glad to hear one of the top 3 soundtracks in Sonic history.
- Heavy Sigh
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Re: All The S@nics - ℝ - Can YOU Feel The Sunshine?
Fun Sonic Facts!
For a while, Sonic R was going to be titled "Sonic TT", with the source code still making reference to that original title. Though one could be forgiven for thinking this referred to Traveller's Tales, but it was actually meant to reference other racing terms such as "Time Trial" or "Tourist Trophy" (and Manx TT SuperBike, released by Sega two years prior).
Sonic Team designed everything on paper, sending their designs to Traveller's Tales to be converted into 3D models. Some of the original texture work greatly resembled the look of Sonic 3D, particularly in the look of its bushes, but all the artwork had been completely redone by the time the final game shipped.
The game was playable at E3 1997, however Jon Burton noticed that people were giving up the moment they slipped into the water, due to the fact that Sonic's original water speed was almost a dead stop. This was somewhat remedied in time for the final game.
For a while, Sonic R was going to be titled "Sonic TT", with the source code still making reference to that original title. Though one could be forgiven for thinking this referred to Traveller's Tales, but it was actually meant to reference other racing terms such as "Time Trial" or "Tourist Trophy" (and Manx TT SuperBike, released by Sega two years prior).
Sonic Team designed everything on paper, sending their designs to Traveller's Tales to be converted into 3D models. Some of the original texture work greatly resembled the look of Sonic 3D, particularly in the look of its bushes, but all the artwork had been completely redone by the time the final game shipped.
The game was playable at E3 1997, however Jon Burton noticed that people were giving up the moment they slipped into the water, due to the fact that Sonic's original water speed was almost a dead stop. This was somewhat remedied in time for the final game.