Author Topic: Sonic the Hedgehog 4: Episode 1  (Read 524597 times)

Offline George

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Re: Sonic the Hedgehog 4
« Reply #1260 on: September 29, 2010, 01:24:08 pm »
Or they can have a Sanus version where the whole game is QTE's. I'm sure you would like that.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Shigs

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Re: Sonic the Hedgehog 4
« Reply #1261 on: September 29, 2010, 02:03:20 pm »
Quote from: "Sega Uranus"
I was recently watching a Sonic Colors video and the player was really confused why he could not roll or do the spindash... Why is it not in there? Seems so obvious to everyone BUT Sonic Team...

Even the terrible version of Sonic Unleashed on Wii had some spinning, why not have it like that at the very least? Or how about he rolls instead of sliding on his back?

Actual hedgehogs do not spin anymore, news at eleven.

It seems obvious to everyone but you that spindashing and rolling in 3-D space doesn't fucking work!

Have you played Sonic Adventure or any of the 3-D Sonic games that let you roll? It's useless and pointless in 3-D. You just end up veering out of control. They took it out because it became obvious is just wasn't working.

Spindashing in 3-D space makes less sense than homing attack does in 2-D space. (Not that I'm big on either.)
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »
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Offline Sega Uranus

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Re: Sonic the Hedgehog 4
« Reply #1262 on: September 29, 2010, 02:35:33 pm »
Quote from: "Shigs"
It seems obvious to everyone but you that spindashing and rolling in 3-D space doesn't fucking work!

When he is boosting, make him roll instead of just having a blur effect come out of him. Simple fix. It would make more sense, not just because that is how he used to gain speed, but because he smashes into things when doing this. He has to protect that face of his!

Games like Metroid Prime, Super Monkey Ball, Kameo and tons of others (including download-only releases) can have normal rolling physics perfectly fine, I do not know why Sonic Team is incapable of this. I assume they do not try because they do not like him rolling, or simply do not know this is what made the character unique to begin with.

Quote from: "Shigs"
Have you played Sonic Adventure or any of the 3-D Sonic games that let you roll? It's useless and pointless in 3-D. You just end up veering out of control. They took it out because it became obvious is just wasn't working.

Spindashing worked fine in Sonic Adventure 2. I can understand it was kind of glitchy in Sonic Adventure 1, but much of that game was designed with the Saturn in mind, which did 3D spaces differently, and it was slower originally too. Not the perfect indication of something working in 3D or not.

If veering out of control is the problem, then the games are too fast. They need to focus on it being a platformer instead of a racing game.

Quote from: "Shigs"
Spindashing in 3-D space makes less sense than homing attack does in 2-D space. (Not that I'm big on either.)

They never attempted it in many ways, but always tried similar concepts that were not working or just replaced them with stuff like the sliding. In the case of that, I do not know why he is sliding on his back, it could just be the same thing with a spinning animation.

Still, Sonic Colors is over half 2D anyways, I do not see the problem if not just for these sections.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline CosmicCastaway

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Re: Sonic the Hedgehog 4
« Reply #1263 on: September 29, 2010, 02:44:14 pm »
I actually found the Spin Dash more useful in the first Sonic Adventure as it took less time to rev up and if you mashed the button while going through levels you would go really fast. It was a good move in time trials.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »
Unlimited Continues:
http://unlimitedcontinues.wordpress.com/2012/08/18/favorite-five-video-game-ninjas/

For this edition of Unlimited Continues I share five of my favorite video game ninjas, three of which are SEGA characters!

Offline Aki-at

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Re: Sonic the Hedgehog 4
« Reply #1264 on: September 29, 2010, 03:29:39 pm »
Quote from: "Shigs"
It seems obvious to everyone but you that spindashing and rolling in 3-D space doesn't fucking work!

What? Of course it works! However for it to work there needs to be fundemental changes, that being the removal of the boost pads that pretty much does the work of the spindash and Sonic must become much slower, the spindash in the original Sonic games gave Sonic a higher speed then he would get by just running in a straight line, as it is now, Sonic can reach that top speed by just running straight.

Finally the boost must be removed for there to be a need for roll, as it is, why use either when you can just boost.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Autosaver

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Re: Sonic the Hedgehog 4
« Reply #1265 on: September 29, 2010, 03:40:29 pm »
I think Spin-dash doesn't really work in a game like Sonic Colors.
You want to be moving forward 100% of the time. What is the point of spin-dash when boost pads are there?
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline MadeManG74

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Re: Sonic the Hedgehog 4
« Reply #1266 on: September 29, 2010, 03:48:10 pm »
Quote from: "crackdude"
I think this can relate to homming attack overshadowing Spin Dash.

When I first read this, I thought it said hummus attack.

So anyway, I'm pissed that Hummus is no longer a key feature of Sonic gameplay, and I will therefore not be buying this game.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline crackdude

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Re: Sonic the Hedgehog 4
« Reply #1267 on: September 29, 2010, 04:08:33 pm »
Quote from: "Sega Uranus"
Well it does not. The homing attack you can use at all times, and it is not just the spindash that is made useless, but basic momentum, rolling and aiming your jumps towards enemies at all. It also makes the game much much easier, when in the case of the rocket skates you not only lose cans, but because it aims at nothing it does not significantly change the gameplay in any way and the use of it constantly WILL make the game harder. In fact, if they were to remake Jet Set Radio 1, I think this would be a great addition to it. Because the scoring and level design might be effected if they were designed around this though, I think it should be in an optional extra mode. Jet Set Radio always could have used some extra modes, and speaking of which...
But the thing is it did make the game easier. When you were caught by the police you just PUSH B TO WIN HERP.
JSRF was overall much easier to get into. The rocket skates were what today would be called a "hipster gimmick for casuals".
Of course I liked them there, not the point lol

Quote from: "Rob Zombie's mum"
I should make Jet Set Radio 2 myself! I would design it just with George in mind, with the entire soundtrack with nothing but Rob Zombie songs.
I thought we were all tired of shitty rock music cofcof
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »
SEG4GES

Offline George

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Re: Sonic the Hedgehog 4
« Reply #1268 on: September 29, 2010, 06:11:09 pm »
I don't think Spin dash works very well in 3-D space. There really hasn't been a 'purpose' to have it. Most of the time, it will just make you die.

But now that SEGA is doing '2D -3D' Sonic titles....
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Sega Uranus

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Re: Sonic the Hedgehog 4
« Reply #1269 on: September 29, 2010, 08:21:15 pm »
Quote from: "crackdude"
But the thing is it did make the game easier. When you were caught by the police you just PUSH B TO WIN HERP.
JSRF was overall much easier to get into. The rocket skates were what today would be called a "hipster gimmick for casuals".
Of course I liked them there, not the point lol

It is not really the same thing at all. You need to have like 10 cans to do it when most characters can hold around 25. If you use it, you have to search for more cans and you might make things a lot harder. If anything it adds to the game. This is not like the homing attack or even the spindash at all.

Quote from: "crackdude"
I thought we were all tired of shitty rock music cofcof

It was a joke because George really hated that.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline George

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Re: Sonic the Hedgehog 4
« Reply #1270 on: September 29, 2010, 08:32:56 pm »
I thought jokes where suppose to be funny.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline fluffymoochicken

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Re: Sonic the Hedgehog 4
« Reply #1271 on: September 30, 2010, 06:02:11 am »
Quote from: "CosmicCastaway"
I actually found the Spin Dash more useful in the first Sonic Adventure as it took less time to rev up and if you mashed the button while going through levels you would go really fast. It was a good move in time trials.
Exactly. Most speed runs of SA1 that I've seen take advantage of the spin dash.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Barry the Nomad

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Re: Sonic the Hedgehog 4
« Reply #1272 on: September 30, 2010, 07:44:09 am »
24 new screens! I smell a SEGA Blog update:
http://www.sonicstadium.org/news/2010/0 ... reenshots/
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline CrazyT

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Re: Sonic the Hedgehog 4
« Reply #1273 on: September 30, 2010, 10:09:48 am »
Sonic doesn't have that glow like he does in the new trailers. I think those are still early build screens.

Not that it matters since they're just slight visual upgrades, but I do wonder why they still show older build pics though.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline CrazyT

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Re: Sonic the Hedgehog 4
« Reply #1274 on: September 30, 2010, 05:52:50 pm »
New Mad Gear trailer

http://www.gamespot.com/ps3/action/proj ... Bgamespace

Enjoy and share your thoughts.  :mrgreen:
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »