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A Thousand Miles - Adventure (singular) - His Hero

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Kilgamayan
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Re: All The S@nics - Adventure - The New Frontier

Postby Kilgamayan » 4 days ago

Piesonscreations wrote:
Kilgamayan wrote:
Piesonscreations wrote: oh no, why is this megaman an emote now.
viewtopic.php?f=12&p=443751#p443726
You have gone out of your way to unleash this blue devil into this forum. how dare you.
You're welcome!
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Matt is me
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Re: All The S@nics - Adventure - The New Frontier

Postby Matt is me » 4 days ago

Huh...at 12:57 in today's video, why did rao's timer suddenly gain 10 seconds on the timer? I was watching it as he got near the end to decide what comment to make (either "barely made that 10 minute time limit" or "good thing they got rid of the 10 minute time limit"), but....then the game threw 10 seconds on his clock for no reason and now I've no idea what comment to make.

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Re: All The S@nics - Adventure - The New Frontier

Postby Arctangent » 4 days ago

the flaming shrine looks like a goddamn doom level that spams One Specific Texture in the dreamcast version, holy crap
Matt is me wrote: Huh...at 12:57 in today's video, why did rao's timer suddenly gain 10 seconds on the timer? I was watching it as he got near the end to decide what comment to make (either "barely made that 10 minute time limit" or "good thing they got rid of the 10 minute time limit"), but....then the game threw 10 seconds on his clock for no reason and now I've no idea what comment to make.
p. sure that was just the renderer lagging while the gamesim had already fully loaded the last section, meaning time was passing during the lagspike, the game just couldn't show it

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Matt is me
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Re: All The S@nics - Adventure - The New Frontier

Postby Matt is me » 4 days ago

Arctangent wrote: p. sure that was just the renderer lagging while the gamesim had already fully loaded the last section, meaning time was passing during the lagspike, the game just couldn't show it
I had considered something like that, but it was EXACTLY 10 seconds. The timer went from 9:58:33 to 10:08:33....it seems unlikely lag would be that exact and specific, right? Unless there's some technical reason I don't know of, which could be possible.

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Re: All The S@nics - Adventure - The New Frontier

Postby Cyril » 4 days ago

for no reason that i'm aware of, that just happens the first time you clear the level
same thing happens here: https://www.youtube.com/watch?v=NSiF5uUZk1M&t=7m5s
but it doesn't happen on replays, when the end of level is replaced by a capsule
i've honestly never played a video game in my life
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Re: All The S@nics - Adventure - The New Frontier

Postby Blivsey » 4 days ago

Maybe it's a time trial thing? Since the level only ends this way during the story whereas time trials make you jump up onto the capsule and waste time, they mess with your time result so that even if you do a speedy speedrun during the story playthrough it's more fair to beat the time you set once you do it from the time trial menu.

Or something.

I hope I vaguely conveyed the idea I wanted to despite this not really making sense!!!!
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Re: All The S@nics - Adventure - The New Frontier

Postby Piesonscreations » 3 days ago

You know, when people talk about this game, it seems like they only show a handful of levels. I don't think I've ever seen this one.
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Re: All The S@nics - Adventure - The New Frontier

Postby NastCF » 3 days ago

*catching up on old videos*

I've played this game way too many times, so I've kind of become numb to a lot of its nonsense. That said, raocow's playthrough really put it in perspective for me how insane bonkers Sky Chase is as a level. Not just the aesthetics, but everything you're doing in the level - running on bridges as they get shot at by giant cannons, then destroying said cannons with missiles; the whole section where the ship tilts, turrets still firing at you and junk falling towards you, then the whole thing turns on its side and you're suddenly climbing along the floor.

Like, it doesn't necessarily make for a very fun level, it's still one of my least favorites as I find it awkward and janky. But this kind of ridiculous nonsense is all over this game and I think it's one of its biggest strengths.
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Re: All The S@nics - Adventure - The New Frontier

Postby FPzero » 3 days ago

I always remember Lost World because the snake room was so hard for me as a kid. The fact Sonic always slips and slides while riding it is so unsettling.

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Re: All The S@nics - Adventure - The New Frontier

Postby kitikami » 3 days ago

Sonic Adventure is probably near the end of any list of games i'd expect to have inspired Shadow of the Colossus, but that's pretty much what that snake thing was.
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Re: All The S@nics - Adventure - The New Frontier

Postby Heavy Sigh » 3 days ago

Fun Sonic Facts!

With all the elements finally starting to fall into place, it couldn't be kept under wraps that Sonic Team, fresh from their critically (but unfortunately not commercially) acclaimed Saturn titles, was creating a new Sonic game. Speculation on the late 90s internet ran wild, then ran even wilder when one SEGA employee foolishly let slip about Iizuka's "Sonic RPG" idea, with some fans even believing it to be the games title, like '& Knuckles' had been. However, with the exception of one screenshot (so low-quality and fuzzy that quite a number of people denounced it as a trick), everything was able to stay secret until it was announced that on August 22nd, 1998, the game would be shown off at the Tokyo International Forum. Finally getting a look at Sonic's new green eyes and grin, the showing was advertised on Japanese television and radio stations, and one deluge of bookings later, the initial two showings were turned into three.

Though a handful of screenshots were leaked days prior to the show on a French news site, most didn't care, with people lining up all along the streets hours before showtime. When the doors opened, the crowd was greeted by none other than Yuji Naka, plus two Japanese radio personalities, Yūko Hamaya and Chris Peppler. With the presentation not only in person, but also livestreamed on SEGA's website and taped on VHS for those who missed it, live gameplay and prerecorded videos showcased the COOLNESS of the game, plus the new characters and greater emphasis on storyline.

Immediately, hype for the game shot through the roof, leaving Sonic Team to rush like madmen for its Japanese December release, skipping over quite a lot of bugtesting to get there. Periodically offering new updates on the SEGA website, the almost incredibly buggy game was finally released on December 23rd, 1998 to raucous reception.

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Re: All The S@nics - Adventure - The New Frontier

Postby Blivsey » 3 days ago

It Doesn't Matter is a jam and i won't hear against it
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Re: All The S@nics - Adventure - The New Frontier

Postby Cyril » 3 days ago

why won't you get a load of this?

stats about levels, for no reason! since raocow kind of brought it up
levels that all three members of team sonic play (sonic/tails/knuckles):
casinopolis
speed highway
sky deck

levels that no members of team sonic play:
hot shelter

levels that only two characters play:
lost world
Last edited by Cyril on 15 Feb 2020, 06:18, edited 1 time in total.
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Re: All The S@nics - Adventure - The New Frontier

Postby Arctangent » 3 days ago

truly, sega captured the true meaning of being a protagonist within sonic's story






that is to say, to just kinda sorta stumble around and find the plot while all of your supporting characters actually proactively follow and further plot threads

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Re: All The S@nics - Adventure - The New Frontier

Postby kitikami » 2 days ago

This felt kind of short to me, but i think it's because i kept waiting to see where the story ended up going once Sonic stopped getting sidetracked. It felt like it was still the early game as long as the story was on hold, but then it turned out that Sonic getting sidetracked was pretty much the whole story all along. It's good to hear the potentially interesting things that get hinted at in the background actually get explored in the other characters' storylines.

Heavy Sigh wrote: With the presentation not only in person, but also livestreamed on SEGA's website and taped on VHS for those who missed it, live gameplay and prerecorded videos showcased the COOLNESS of the game, plus the new characters and greater emphasis on storyline.
Whoa, you could livestream video in the '90s?
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Re: All The S@nics - Adventure - The New Frontier

Postby Grounder » 2 days ago

Sonic just kind of not being a major story factor in his own game will crop up again in 06, but we'll cross that broken bridge when we get there.

But anyway, I remember Egg Viper's "gotcha" attack getting me more than a couple of times as a kid, even with the warning. :ehh:
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 - Adventure - The New Frontier

Postby Blivsey » 2 days ago

Grounder wrote: But anyway, I remember Egg Viper's "gotcha" attack getting me more than a couple of times as a kid, even with the warning. :ehh:
Sometimes it feels like he predicts where you'll be if you're moving when he makes his dash, sometimes it doesn't. Sometimes, you can just stand there, and he'll miss completely like a moron! :mgmnds:

Best bet is to stand between two platforms and try to read which one he's aiming for, since he hits directly in the middle of the platform.
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Re: All The S@nics - Adventure - The New Frontier

Postby FPzero » 2 days ago

To be fair to Sonic he doesn't actually spend that long getting sidetracked. Mission 1 is rescuing Tails, Missions 2-4 are finding Chaos Emeralds so Eggman can't get them (though that always fails), Missions 5-6 are looking for Amy (which is the main sidetrack), then 7 is chasing Eggman, 8 is on Eggman's ship, 9 is a sidetrack but it's smaller, and then 10 is the Final Egg(man) chase. Maybe it just feels like more sidetracking because Lost World is a bit out of nowhere for how late in the game it is, and it does feel like the climax occurred on the Egg Carrier after the Chaos 6 fight.

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Re: All The S@nics - Adventure - The New Frontier

Postby Heavy Sigh » 2 days ago

Fun Sonic Facts!

While the Japanese launch had been quite successful, even the most thick-skulled SEGA chairman knew Sonic Adventure would need some serious polishing before it could make a big splash in the western market. Therefore, a handful of Sonic Team members were transferred out to Sega of America's HQ in San Francisco. Dubbed "Sonic Team USA," the group's primary job was about localizing the game, as its release would herald another shift for SEGA, this time in how the series would be marketed.

Unlike previous Sonic titles where entire storylines were swapped out and art completely redrawn for whichever part of the globe it was released in, for Sonic Adventure these regional versions of the story would be erased, with the Japanese canon becoming the one, official story for Sonic...which made for some 'fun times' when the comic book titles had to fit Sonic Adventures plot in its entirety into their wildly differing universes.

Fun Level Facts!

There's a real life beach named "Emerald Coast" in Destin, Florida. With a multitude of hotels lining the sands, it bears an incredible resemblance to the level in-game.

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Re: A Thousand Miles - Adventure (singular) - His Hero

Postby Cyril » 2 days ago

eggman's dialogue is incredibly menacing in tails' story specifically and i love it. tails is a terrified child
my favorite part of tails' story is how

he plays three sub-games including both sky chase acts back-to-back in the middle of his story, with only cutscenes between them

i've honestly never played a video game in my life
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Re: A Thousand Miles - Adventure (singular) - His Hero

Postby Blivsey » 2 days ago

I don't like how a lot of the dialogue in Tails's story is adjusted dialogue from Sonic's story? Like they're remembering things differently even though they were both there? How?

It's real funny that Tails remembers himself being more important tho, like how "If it isn't Sonic!" becomes "If it isn't Sonic and Tails!!"
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Re: A Thousand Miles - Adventure (singular) - His Hero

Postby Anad » 2 days ago

"SPOILER-FREE" TIPS:
As I mentioned before, Tails has two character upgrades both of which are optional but one of them is permanently missable*; I said before, I'd tell you more about it when we got to Tails's campaign, so here we are: now that we've seen a Tikal flashback scene, with the ancient Echidna civilisation, you should know that that's where one of Tails's upgrades is placed, in his flashback, thus why you can potentially miss it. It's not at all hard to find, it's basically right out in the open, it will only take a couple of seconds to get, but it is technically out of the way. I know you have a severe phobia of exploring 3D environments but if you can manage to overcome your urge to immediately walk straight to Tikal the moment the flashback starts, I'm sure you'll be fine. As for the other character upgrade, since you can get it at any time, the only hints I'll give you are that it's hidden somewhere in Station Square and that you previously, frustratingly, tried really hard to get to its location as Sonic; he can't get to this place but Tails can. (Remember, Tails has no weaknesses!)
I'm posting this here in case you've muted me on YouTube or otherwise wouldn't see my comment about it. You've already gotten all of the upgrades for Sonic, so I think it's worthwhile to find all of the other upgrades as well. None are hard to find, but they do require going out of your way to get them; whether you get them while playing through a character's campaign, after each character's campaign, or get all of them at once in a wrap-up video after finishing all characters' campaigns: it's fine. The only one of particular concern, is the Tails one I mentioned above.

Something else I wanted clarify about my earlier conversations here, my intent with my arguments against playing "betterSADX" with the "DC overhaul" mod wasn't to bash Sonic Adventure DX as a whole or even the mods themselves; I honestly love SADX and appreciate its many additions to the base game and, while I don't think the mods do a great job of capturing the look of the original, if 100% percent accuracy doesn't matter to you, they're a perfectly fine way to enjoy the game or if you just like the way they look, that's fine too. I just felt "betterSADX" was the wrong way to go about documenting Sonic Adventure for All the Sonics; for raocow's goal of documenting the "original" Sonic Adventure, emulating the Dreamcast version, seemed to me, to be the best way to accomplish said goal. So yeah, to clarify, I wasn't trying to put down SADX or any other version of Sonic Adventure or say "SADX sucks; Dreamcast or die"; I just felt showing off a modded version of the 2004 PC version of SADX, purporting to be the "original" Sonic Adventure experience, would've misrepresented the game for the majority of the audience not familiar with the many version differences.
*Edit: Never mind, I dun goofed: it turns out the Rhythm Badge is required to leave the area and thus is not skippable; credit to DustinVG, on YouTube, for pointing that out. I always assumed it was optionally because, despite you being required to pick it up before you can leave the flashback, you're never once required to use it in the entire game. Whelp.
<Mod> Added spoiler tags because this is not as spoiler-free as it claims
Last edited by Anad on 16 Feb 2020, 17:01, edited 2 times in total.

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Re: A Thousand Miles - Adventure (singular) - His Hero

Postby Matt is me » 2 days ago

Blivsey wrote: I don't like how a lot of the dialogue in Tails's story is adjusted dialogue from Sonic's story? Like they're remembering things differently even though they were both there? How?

It's real funny that Tails remembers himself being more important tho, like how "If it isn't Sonic!" becomes "If it isn't Sonic and Tails!!"
I've always pictured it in my head as 6 characters each telling the story from their memories, after it happened. So both Sonic and Tails were there, and they both told the story with the dialouge as they recalled it, but probably both got bits wrong and the truth is somewhere between.

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Re: A Thousand Miles - Adventure (singular) - His Hero

Postby 10204307 » 1 day ago

It turns out that this was Rashomon Adventure the entire time!

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Re: A Thousand Miles - Adventure (singular) - His Hero

Postby Leet » 1 day ago

Blivsey wrote: I don't like how a lot of the dialogue in Tails's story is adjusted dialogue from Sonic's story? Like they're remembering things differently even though they were both there? How?
This is, like, incredibly normal for memories though???
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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