What.Arcade wrote:whith no Big the Cat
The Ideal 3D Sonic Game
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The ideal Sonic game only exists in one's dreams.
Have something against those things, huh? *Looks below*
Have something against those things, huh? *Looks below*
Last edited by Shade Vortex on Mon Sep 25, 2006 3:50 pm, edited 1 time in total.
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Cause if you remember the Genesis games, he gets tired after a while. Is not like the Kirby from Dreamland 3, that can just fly the whole level, and that reason number one why I hate that Kirby game.Team Mecha wrote:Well, while we're here I'll point something out:
Espio is a chameleon.
Chameleons can blend into their surroundings.
Ninjas are stealthy by definition.
Ergo, Espio being a ninja is a matter of putting 2 & 2 together. It certainly makes more sense than Tails being a mechanic.
*shouts to the heavens* HE FLIES UNDER HIS OWN POWER! WHY DOES HE HAVE A PLANE?
Anyway, since Tails cant longer use the Sonic moves he had in the Genesis, what the heck he cant do uh?.
I remember that in "Sonic and Knuckles", Knuckles was basically a bit slower Sonic that could climb or destroy walls. Man he could even turn Super!, he definitively was a lot cooler.
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I'm not sure whether you were even implying that Knuckles got worse over time, but if you were, I'd disagree. His jump was restored to normal, and he can still break walls (although now everyone can...), plus his dash glide and climbing abilities are practically a useful as Tails' flight. Even though he lost his Super and Hyper forms (as did Sonic and Tails, so that's hardly relevant anyway), I'd say he's improved.
Wait...what with Sega out of commission for the past few years, I thought that was the point of the site. Why are you here, fellow?Shade Vortex wrote:KILL HIM FOR LIKING SUCH A CHILDISH NINTENDO THING EEW!
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Well Knuckles lost his Super spin dash, didn’t he? And is a shame he lost the super form since he only needed 7 normal chaos emeralds, like Sonic. Besidesjenkins wrote:I'm not sure whether you were even implying that Knuckles got worse over time, but if you were, I'd disagree. His jump was restored to normal, and he can still break walls (although now everyone can...), plus his dash glide and climbing abilities are practically a useful as Tails' flight. Even though he lost his Super and Hyper forms (as did Sonic and Tails, so that's hardly relevant anyway), I'd say he's improved.
Wait...what with Sega out of commission for the past few years, I thought that was the point of the site. Why are you here, fellow?Shade Vortex wrote:KILL HIM FOR LIKING SUCH A CHILDISH NINTENDO THING EEW!
Here are Knuckles moves from Sonic Adventure:
Knuckles' Moves
• Kakkuu Hikou -- (glide flight) Press the jump button while in mid-air to perform Knuckles' trademark glide. As usual, you'll take out enemies if you glide into 'em head on, aaand...
• Kabe Nobori -- (wall climb) ...if you glide into most walls, you'll latch on and can move around the vertical surface at will.
• Punch Kougeki -- (punch attack) Knuckles' standard action button attack. He puts his namesake to use and belts enemies the MANLY way. Pushing the button twice in rapid succession will make Knux peform two normal punches followed by a long dashing punch.
• Ana Hori -- (hole dig) After the Shovel Claw has been obtained, press the action and jump buttons simultaneously. If you're over soft ground, Knuckles will dig into the dirt and hopefully come back up with goodies like Rings, items, or a Master Emerald shard. If you're over hard stuff like pavement, Rad Red shoots down your ambition. You can't dig through concrete, stupid.
• Maximum Heat Knuckle Kougeki -- After the Fighting Glove has been obtained, press and hold the action button to power up ala Sonic's Light Speed Dash. Point toward the nearest enemy and let go of the button: Knux will cut loose with his own rendition of Sonic's Light Spin Attack, destroying all enemies in the vicinity with a rapid succession of glide attacks.
Permanent Items
• Shovel Claw -- Enables the Ana Hori
• Fighting Glove -- Enables the Maximum Heat Knuckle Kougeki
Vs the Sonic& Knuckles moves:
screech -- While running, quickly press and hold the opposite direction on the D-pad to make Knuckles screech to a halt. He'll skid for a short distance, based on how fast he was moving.
look up -- While standing still, press up on the D-pad to make Knuckles gaze to the heavens. As you hold up, the camera pans upward, giving you a view of Knuckles' overhead surroundings.
crouch -- While standing still, press down on the D-pad to make Knuckles duck. As you hold down, the camera pans downward, giving you a view of the stage beneath where Knuckles stands.
kaiten-- While moving, press down on the D-pad to make Knuckles curl into a rolling attack. He'll remain in this position until you jump or slow down. The speed of Knuckles' movement while in kaiten form is based on how fast you're moving when you launch it, and also on the terrain Knuckles rolls along.
Kaiten Jump-- Press A, B, or C at any time to make Knuckles leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
push -- Certain objects can be pushed by running up against them. Continue holding the D-pad against the offending cube to have Knuckles push it along the ground.
Super Spin Dash-- While crouching, tap any of the jump buttons to have Knuckles rev up with a stationary spin. Keep tapping the jump buttons to build up momentum, and let go of the D-pad to dash off with a full speed rolling attack.
glide -- Jump and press any of the action buttons while in midair to have Knuckles glide slowly to the earth, extending the horizontal distance he would cover with a normal jump. The glide can also be used as an attack to destroy enemies.
climb -- Glide into a wall to have Knuckles latch on. Press up or down on the D-pad to scale the surface, and jump to let go.
But really the one who lost more with the change to 3D was Tails...where the heck is his "kaiten"?
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I think what really bugs me is the somersault. That was a stupid idea. SA1 really had the spin dash going: you could spindash with B whenever you wanted and if you were running, just press B that Sonic (or Tails, OR Knuckles) would spin on the floor in all it's glory. Press B again, and their up and running on their two feet. That was just perfect.
And yeah. I really prefer SA1. Sonic zones have always been about speed and alternative routes. Just look at Green Hill Zone. I don't think I know every inch of it (no wait, maybe I do), because there's a lot to explore. If you take a look at that beach level I really don't recall the name, there's a lot to explore there, there are alternative routes and stuff, and so does in every other stage.
And spindash on ramps. Oh yeah, that ruled. Specially on the echidna past, you could get everywhere. I must've spent a whole day spindashing on those buildings. Actually, the echidna past was one of the things I really enjoyed, which showed there was a lot of care for this game. They really went to Machu Pichu and saw the ruins, took pictures, inspired themselves to create this story. SA2 is just another evil twin cliché.
And yeah. I really prefer SA1. Sonic zones have always been about speed and alternative routes. Just look at Green Hill Zone. I don't think I know every inch of it (no wait, maybe I do), because there's a lot to explore. If you take a look at that beach level I really don't recall the name, there's a lot to explore there, there are alternative routes and stuff, and so does in every other stage.
And spindash on ramps. Oh yeah, that ruled. Specially on the echidna past, you could get everywhere. I must've spent a whole day spindashing on those buildings. Actually, the echidna past was one of the things I really enjoyed, which showed there was a lot of care for this game. They really went to Machu Pichu and saw the ruins, took pictures, inspired themselves to create this story. SA2 is just another evil twin cliché.
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And that’s why I would "Insert worst thing ever here" if that had the side efect of Naoto Oshima working again in Sonic games.Opa-Opa wrote:I think what really bugs me is the somersault. That was a stupid idea. SA1 really had the spin dash going: you could spindash with B whenever you wanted and if you were running, just press B that Sonic (or Tails, OR Knuckles) would spin on the floor in all it's glory. Press B again, and their up and running on their two feet. That was just perfect.
And yeah. I really prefer SA1. Sonic zones have always been about speed and alternative routes. Just look at Green Hill Zone. I don't think I know every inch of it (no wait, maybe I do), because there's a lot to explore. If you take a look at that beach level I really don't recall the name, there's a lot to explore there, there are alternative routes and stuff, and so does in every other stage.
And spindash on ramps. Oh yeah, that ruled. Specially on the echidna past, you could get everywhere. I must've spent a whole day spindashing on those buildings. Actually, the echidna past was one of the things I really enjoyed, which showed there was a lot of care for this game. They really went to Machu Pichu and saw the ruins, took pictures, inspired themselves to create this story. SA2 is just another evil twin cliché.
You may say Naoto Oshima haven’t done much since he left Sega, but we know that when he was in Sega, most game he was involved where good, sure Burning rangers had glitches and al, but we could blame it all to the Saturn.
PS: Talking about the Saturn, any of the Nights staff still works at Sega?l
Last edited by Arcade on Sat Oct 07, 2006 5:05 pm, edited 1 time in total.
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Sadly it's a lot like Advance 2 with all the holding right and pit deaths, but I hold much more respect for it for implementing multiple routes better (in the first 4 or 5 zones), the best Special Stages since Chaotix, and being more fun in general. Oh, and the kick ass soundtrack. The rest is shaky. To sum it up, not nearly as embarrassing as Advance 2 and 3, relatively on par with the decency of Advance 1, and not even close to the caliber of the originals. Dimps still has a lot of slack to pick up.
I don't get Penguin's argument at all. Rush's models don't bother me in the least, and especially because modelling everything in 3D would give them the versatility to try new level gimmicks and other fun stuff that you could only dream of doing easily in 2D alone.
I don't get Penguin's argument at all. Rush's models don't bother me in the least, and especially because modelling everything in 3D would give them the versatility to try new level gimmicks and other fun stuff that you could only dream of doing easily in 2D alone.
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There are countless ways. Like running along a path on the side of a mountain slope and seeing the shadows of boulders rolling down above before they crash onto the path and shatter to pieces, or grinding on a rail with the camera titled to a diagonal rear-view so you can see a little farther ahead and lean left and right to avoid bashing into protruding walls, or...shoot, most anything you can imagine.Crazy Penguin wrote:Examples?FlashTHD wrote:I don't get Penguin's argument at all. Rush's models don't bother me in the least, and especially because modelling everything in 3D would give them the versatility to try new level gimmicks and other fun stuff that you could only dream of doing easily in 2D alone.
In just flat 2D with sprites, some parallax scrolling, and maybe visual gimmicks like sprite stretching (Yoshi's Island), there's a limit to how ambitious you can get before it becomes a lot of work. It's supposed to be cheaper to be able to assemble a 3D model of something and program animations into it rather than try to craft painstakingly detailed sprites, isn't it? I'm not doubting the ability to make something amazing with one less dimension to work with, but I would definitely like to see more experiments with Sonic in 2D-in-3D.