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Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 04:38
by MonkeyShrapnel
Ookalf wrote: For the record, Sonic does still have a tail.
Image


How in Sam Fisher's ghost have I never noticed this

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 04:46
by Super Llama
raocow eventually gets to the Adventure-era games and somehow fails to get all Chaos Emeralds despite them being completely unmissable.

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 04:49
by Sebby19
The Chaos Emeralds in Sonic Spinball are required.

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 04:52
by FourteenthOrder
When I was little I found this game super average, and don't think my opinion's changed much on that end. It's fun overall, it just has some pretty rough aspects and was never as memorable to me as the Genesis ones or the later 8-bit entries.

also Raоcow

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 05:05
by Blivsey
Act 1 is not a level to watch in fullscreen with that flashing. Oof.

Also that final boss is almost kinda a fusion of Sonic 1's final boss with

Wacky Workbench's boss

. But, like, not as good.

Also also I propose naming the clone R'aocow, to make the name WAY COOLER LOOKING YEAHHH and sidestep the word filter with grace at the same time

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 05:16
by kitikami
It's the DT3 warship!

I was confused by the title at first because "When the Night Comes Falling From the Sky" is very noticeably an '80s song, but then again Bob Dylan did have a lot of older material re-released with outtakes and alternate versions later on, so I guess that's what happened.

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 05:38
by Ashan
And to this day, no one ever stole Sega's OC character

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 13:17
by Grounder
:/

anyway, i feel like the concept of sky fortress is more climatic than labyrinth 4 in 16 bit

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 13:51
by Bean
Interesting game. Never went through any of these ones fully since they didn't hook me in at the time. There's a good game here at times though. Looks like the only thing that changes if you have the emeralds is that dark cloud above the island goes away.

Re: All The Saonics - 1 (8B-Bot) - Birdying The Generation Gup

Posted: 09 Jun 2019, 16:59
by Awoo
Oh, man, what a trip!

I really hope that raocow gets all the emeralds in Sonic 2 SMS/GG, since it's absolutely required for the final zone. Also dang that game is still tough. Can't believe I played it as much as a kid as I did, but then again things were way more simple back before this weird thing called the "internet"



Makes me wonder, since I have legit no idea, did other things like Sonic Chaos, Triple Trouble, and Tail's Sky Patrol get SMS versions? I know there's options in KFusion to play GG games in SMS screen size if nothing else so it's not so zoomed in.

Re: All The Saonics - 1 (8B-Bot) - Birdying The Generation Gup

Posted: 09 Jun 2019, 17:12
by Super Llama
Awoo wrote: Oh, man, what a trip!

I really hope that raocow gets all the emeralds in Sonic 2 SMS/GG, since it's absolutely required for the final zone. Also dang that game is still tough. Can't believe I played it as much as a kid as I did, but then again things were way more simple back before this weird thing called the "internet"



Makes me wonder, since I have legit no idea, did other things like Sonic Chaos, Triple Trouble, and Tail's Sky Patrol get SMS versions? I know there's options in KFusion to play GG games in SMS screen size if nothing else so it's not so zoomed in.
Sonic 1 & 2, the 8-bit versions of Mean Bean Machine and Spinball, Sonic Chaos and Sonic Blast all got Master System ports (though the Sonic Chaos one was Europe only and Sonic Blast was Brazil-only)

Re: All The Soaonics - 1 (80-Bat) - Birdying This Generator

Posted: 09 Jun 2019, 17:22
by Awoo
Super Llama wrote:
Awoo wrote: Oh, man, what a trip!

I really hope that raocow gets all the emeralds in Sonic 2 SMS/GG, since it's absolutely required for the final zone. Also dang that game is still tough. Can't believe I played it as much as a kid as I did, but then again things were way more simple back before this weird thing called the "internet"



Makes me wonder, since I have legit no idea, did other things like Sonic Chaos, Triple Trouble, and Tail's Sky Patrol get SMS versions? I know there's options in KFusion to play GG games in SMS screen size if nothing else so it's not so zoomed in.
Sonic 1 & 2, the 8-bit versions of Mean Bean Machine and Spinball, Sonic Chaos and Sonic Blast all got Master System ports (though the Sonic Chaos one was Europe only and Sonic Blast was Brazil-only)
Oh, man, the 8-bit version of Spinball is seriously different. I'd completely forgotten that was even a thing.
Different enough to justify raocow playing it in addition to the Genesis one I imagine?
Let's find out together! :rao:

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 18:07
by thatguyif
So this may have addressed already, but...I have a theory as to why the ratchet scrolling messed up in the Jungle Zone Act 2, with raocow dying in spots where he shouldn't have.

The Master System and the Game Gear are basically the same hardware, with the only major difference being the screen resolution (256 x 192 vs 160 x 144). This game was designed originally for the Game Gear, with Ancient (the developer) creating a Master System version on Sega's request. My guess is, this game was given a code copy-paste on the SMS version with only visual adjustments made to account for the better display size/resolution, along with some changes to compensate for the additional screen real estate (for example, the final boss is quite different in the GG version). For 90% of the game, this was okay to do. However, in Jungle Zone Act 2, its ratchet scrolling maintained the code parameters from the Game Gear version regarding what triggers a death in that particular stage. Because it was such a minor detail, it was likely just forgotten.

To put it in simple terms, if raocow were playing this game on the Game Gear, his deaths would've actually made some sense because Sonic would be below its screen threshold. Granted, it would be rather strict regardless, but it would still make sense in comparison to how it looked on the Master System.

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 19:59
by Sebby19
And now I just learned there are two different versions of Spinball

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 20:49
by KobaBeach
16 bit spinball is garbage and shit but 8 bit spinball is downright unplayable. that's the difference

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 22:00
by HiroshiMishima
Man, I haven't touched Spinball since I played my cousin's copy way back when. I have vague memories of liking the idea but finding it super frustrating due to the limited amount of the board you could see, and there being a lot of ways to get killed. Loved the idea, though.

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 22:02
by Blivsey
thatguyif wrote: So this may have addressed already, but...I have a theory as to why the ratchet scrolling messed up in the Jungle Zone Act 2, with raocow dying in spots where he shouldn't have.
Strong flaw in your argument: the GG version does not have ratchet scrolling at all

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 22:54
by BobisOnlyBob
If anyone wants to play Sonic Spinball because of good nostalgia, and doesn't have prescription strength rose tinted glasses that'll let you enjoy it regardless of its glaring flaws (I'm lucky enough to own such a pair), I just wanna recommend Yoku's Island Express. It's on PC and all the consoles. Pinball metroidvania, basically. Quite charming and lovely. Not very challenging, but a good 6-10 hour romp through lovely visuals, music and atmosphere with some genuinely good pinball "tables".

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 09 Jun 2019, 22:58
by SAJewers
oh, this should probably go here now since gg aonic is the same as sms sonic


Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 10 Jun 2019, 00:34
by Piesonscreations
I can't believe raocow would do a completely blind jump into the abyss only for it to lead to where he needed to go for the chaos emerald and then not get it cause he barely missed a jump
this series is going to remove like 20 years from my lifespan :kood:

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 10 Jun 2019, 02:02
by thatguyif
Blivsey wrote:
thatguyif wrote: So this may have addressed already, but...I have a theory as to why the ratchet scrolling messed up in the Jungle Zone Act 2, with raocow dying in spots where he shouldn't have.
Strong flaw in your argument: the GG version does not have ratchet scrolling at all
Perhaps not, but raocow's deaths could only make sense if the devs coded it with a GG screen in mind.

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 10 Jun 2019, 02:24
by Leet
...no?

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 10 Jun 2019, 03:38
by Cyril
acab

first demo, now sonic, why are all my idols being ruined

Re: All The S@nics - 1 (8-Bit) - Bridging The Generation Gap

Posted: 10 Jun 2019, 03:40
by Leet
sonic has had voice acting since since 1991!

Re: All The S@nics - WWSP - But, Like, For Real This Time alsoeraserwouldhavebeenalmosterasedfromhistory

Posted: 10 Jun 2019, 03:43
by Grounder