don't click here

Show Posts - Marth


Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Marth

Pages: 1 ... 4 5 [6] 7 8 ... 12
151
General Sonic / Re: Post-Completion Days
« on: October 08, 2006, 12:56:55 pm »
RPG: Umm... your "main" file? Does that mean it's not your original file?
You couldn't have gotten the emblems in 28 hours on the first try.
It took me 91 hours (minus a few for time-attacking and for replaying the story...
I guess that'd bring it down to about 75 hours or something).
Also, 270 hours? That's not much, considering that you're one of the best players.
(The main chart shows that you're in 5th, 5th, 5th, and 5th. I guess the average would be 3rd, then. :P )
And... less than 3 hours for knuckles_sonic8's Riders file??? What is it really- 20?

I don't feel like starting up my games right now, so I'll just estimate. I remember it well enough.
I'll try to remember to write the numbers down next time I play.

SADX's time is something like 510 or 515 hours. I think the ring count is 160,000.
Of course, this doesn't count the tens or hundreds of hours and tens of thousands of rings
that I got on my countless other files which were deleted. (I started writing down those times more recently.)

SA2B's time is probably around 180-200 hours, and the rings might be 60,000-80,000.

152
General Sonic / Re: Back In the Day...
« on: October 08, 2006, 12:42:40 pm »
I don't know... I guess... a fun game with some unlockables (which I know it has) and good replay value.
Fast is good, but I already know nothing compares to F-Zero.
And new cutscenes with Sonic are kind of cool, but the messed-up voices will ruin them.
Can Japanese voices be used in this game? (I can't imagine this having so much talking
that some extra recordings can't be stuffed in.) At least that would make some characters
(Sonic and Knuckles, for example) sound like they did in Sonic Adventure (English).

I'm mostly playing single player (as usual). My brother will probably want to do multiplayer
if I don't like it (or if it's really dumb), and he won't want to if I like it and if it's fun.
(I don't know why, but it usually turns out like that. For example, he likes playing Sonic Heroes-
including the Ring Race, which relies completely on the timing of the Team Blast a few seconds from the end.
He doesn't like the F-Zero games, though.) I also have a friend who lives nearby and will
probably play for a little while, but it seems like he and my brother tend to just lose interest in
multiplayer games after playing them a few times.

About the controls, I tried the game out for a few seconds at a store, and they seemed kind of stiff.
I guess I'll have to read the manual and properly try out the controls (and play for a while)
before I can really say if the controls are good or bad.

153
General Sonic / Re: Back In the Day...
« on: October 06, 2006, 10:16:49 pm »
Riders had better be good. I'm getting it for my birthday.

Sonic R is pretty good. Sure, it was way too easy, but time-attacking is kind of good
(excluding the semi-random tag and balloons), and beating all the slow characters is fun.

Heroes 2 shouldn't exist. I'd rather have Sonic Adventure 3.
It doesn't have to be bad (it would be good if those flaws mentioned by others in this thread
were fixed), but why even bother putting three characters at a time?
Besides, the two "messages" SH gives are dumb: 1. Teamwork is really, really important.
2. Only "Sonic Heroes" can be any good- If you're a stupid, weak human, then too bad.

154
News and Updates / Re: Sonic 06 demo on Xbox Live
« on: October 06, 2006, 09:58:30 pm »
That's because SM64 wasn't trying too hard to make people think it was fast.
(I read about SA's development. It was going to have a decent camera, but it looked too slow.)

SA's camera is really bad (turning around in the middle of a jump), although holding both camera buttons down helps.
SADX's Free Camera would be pretty good, if it didn't keep turning itself off between levels and at certain places.
SA2B's is just evil. (I remember complaining about it recently. Was that in the thread about 3-D Sonic games?)
And on top of that, the L+R trick doesn't work.
SH is kind of sloppy, plus it turns around sometimes or disables certain features at almost random times.
It's not as bad as SA2, though.

155
Wikkity! / Re: How much of pi do you know?
« on: October 03, 2006, 07:38:38 pm »
I was never told (in my schoolwork) to memorize more than the symbol π (duh), 3.14, or 22/7,
but I still knew 3.14159. I don't know how much I could memorize if I tried.
I know I could get a few more digits almost effortlessly (though there are more useful things
to memorize), and maybe I could surprise myself and memorize dozens or hundreds.
I don't think of myself as being really good with memory (except at memorizing a short thing
very quickly), but it seems easier to memorize stuff than I expect.

156
Wikkity! / Re: itt Inter-TSC Constructive Criticism
« on: October 03, 2006, 07:31:57 pm »
Well... I guess I'll post. This is constructive criticism, so it shouldn't get me too angry
if someone says something kind of negative about me.

Just to make this into more of a post, I'll start criticizing F-Man. :P
He's mean because he beat most of my scores and Race times in SA. :(

Okay, being more serious, he's pretty generous with strats and stuff (more than I am).
I'm not sure whether to say he's very trusting or not trusting enough.
I think it balances out pretty well. And I think I might've been a little
un-trusting toward some people myself (not necessarily at TSC).
(No, it's not that I'm attacking him because he's my rival in SA.
It's that I've talked (and argued) with him more than with most other members here.)


And yeah, about myself... I tend to procrastinate and/or be lazy,
but I've fought that... not too badly, I guess. Hey, I can't do everything at once.
And I'm not sure about my sense of humor (in other words, random silliness sometimes).
Some people love it, but I wonder if maybe not everyone "gets"/likes it all the time.

157
General Sonic / Re: Favourite 3D Sonic!
« on: September 30, 2006, 10:42:57 am »
So... Shadow's Spin Dash is like the dash from the Genesis games?

Anyway, SA beats everything. It just takes a bit of timing, and it never stops Sonic,
except when he stumbles over a seam, but that's still not as bad as SA2.
And the Action Button isn't used for as much stuff.
(The Light Speed Dash isn't really used much, and it doesn't take a single tap of the button.
The only flaw I can think of right now is that picking up stuff (outside the Chao Garden) is
a bit difficult sometimes. Sonic can just run by the item and dash instead of picking it up.

158
General Sonic / Re: Favourite 3D Sonic!
« on: September 27, 2006, 10:16:33 pm »
I'm reposting this message from a few days ago.
But first, remember the most important thing: SA is the best.



F-Man: I agree. You know why it's like that, right? It's because Sonic is going downhill. :(
(I was just talking about this at another forum earlier today.)
I haven't played Shadow the Hedgehog, though.
---------------------------------------------
I mostly agree with magnum12:
-High % of good stages, yes...
1. Nah, that'd probably be Sonic 3. I liked S2, SCD, and S&K more. S3&K is good,
but only when the two games are locked-on. S3 just isn't as good as the others for
stage design and music (in my opinion, of course), and I hate that it has no continues.
2. SA's camera is evil (as if SADX's unreliable Free Camera wasn't bad enough),
but SA2's is way worse. It snaps back when the character moves, and it's the most stubborn
camera ever when it comes to pulling through walls (a problem that is in most games to some degree).
It's almost impossible to pull it out from behind a wall without jumping 30 feet out away from the platform.
*SPLASH!* NO! *camera pulls through to show Sonic dying*
3. True, except I don't mind Knuckles's music (still not my favourite, though).
-My main complaint is that the extra characters almost always bring inferior gameplay.
Knuckles has hunting. Big has fishing. Gamma's stages are okay, but the SA2 versions aren't so great.
Amy had slowed-down Sonic stages. Teams from SH made the controls bad and added
dumb puzzles and excessive fighting (made worse by the controls).
Tails was okay, though. His gameplay wasn't quite as good as Sonic's, but
I wouldn't mind seeing him as a playable character in newer games (without his Cyclone, of course).

---------------------------------------------
S3DB is really 2-D. I define a 3-D game as a game that uses three-dimensional polygons for its graphics.
S3DB is obviously pre-rendered. The gameplay acts kind of 3-D, but it's not completely 3-D.
And it doesn't use the perspective effect (the "Stretchy Polygon Effect") to make distant objects smaller,
except in the Special Stages. (Those are kind of 3-D. At least they use layers
and some kind of cool background distortion trick.)
---------------------------------------------
Groudon, did you say Shadow's Spin Dash is worse than SA2's??? Uh, oh.
Why'd they have to mess with it? Just leave it like SA: one button has one function.
Rolling makes Sonic smaller (to squeeze through small spaces), and it also can break boxes.
Why make all this other junk and put it on the Action Button?
SA2 has a Zelda-inspired roll move (of course, Link is slower than Sonic). What's ShtH have? (Do I want to know?)
---------------------------------------------
Graphics: SA2B is the best so far, in my opinion, although every existing Sonic game looks
Playstation 2 at best. Of course, this doesn't count Sonic 06.
I looked at the SADX model yesterday, and it surprised me.
Sonic mostly looks like in SA2B. His arms and legs are terrible, and the ugly, white shine
shows the polygons on his spikes really clearly, but his face is surprisingly smooth.
Also, his face looks... taller... or something... that must be why his head looks so flat.
Heroes wasn't bad (its shine effect was between SADX's and Sonic06's for quality...
sort of a "smooth, shiny plastic" look), but the model was a little blockier.
So,
SA2B: smooth characters, realistic, surprisingly clear textures, a little too much pop-up
SH: okay characters, nice-looking first level, N64-like last level, SA2B-quality draw distance and a bit of overlap
SADX: N64-like, with a few nice textures, a pretty nice Sonic model, nice water (and 2 effects at once)...
and terrible draw distance (object pop-up, level clipping, overlap glitches), and a glitched framerate
Sonic06 (at the top for quality): smooth characters, good textures, unknown-quality water
(in that jungle place, it has reflections like Starfox Adventures, but the beach place doesn't seem so great),
decent draw distance that may still be fairly flawed (it looks like the horizon is about to start
covering the too-empty boardwalk in that one picture taken from the lighthouse)

159
Information Kiosk / Re: Suggestion for RA's involving the annoying lil' "?"
« on: September 27, 2006, 09:53:08 pm »
There's no such thing as true randomness in games or anything related to computers. In Megaman TAS people can cause enemies to drop particular powerups they need by doing very specific, frame-perfect dances before killing them. The same sort of thing will hold true of ? ring boxes in Rush and any other game that has them, but since we've come a long way since the NES the method used to "randomise" their output may be too complex to be manipulated practically.
It's close enough to random, though, and it isn't necessarily possible to manipulate.
Maybe the ring boxes change all the time, but maybe they don't.
The numbers could be preset from when the stage loads or at least from when Sonic approaches
the ring box and when it pops into view. I think earlier Mario Party games did this with the Dice Block.
But we can't know for sure unless the Chankast people develop a savestate system
or unless someone does some special hacking or something.

160
Gaming and Grazing / Re: Major news regarding the Wii.
« on: September 21, 2006, 10:46:09 pm »
I got Banjo-Tooie a few weeks ago for $15. (Actually, my brother bought it, but I didn't mind.
I wouldn't pay that much for most games, though, nor would I pay more than that even for Banjo-Tooie.)
It was supposed to be $20, but he got them to lower the price a little.
So, yeah, $8.50 isn't bad (though it might get a little higher in Canada :( ).
At another store, N64 games are only $6, but good games almost never show up.
(If anything does show up, it's always something I already have, even if I had been
looking for that game up until a few weeks before.)

Project 64 is pretty good for 3-D games. Many earlier games, at least, work well
(especially better than on Nintendo's official emulators, like on the Zelda Collection for GCN).
Banjo-Tooie might've had glitches and slowdown, though. I can't remember.

161
Information Kiosk / Re: Suggestion for RA's involving the annoying lil' "?"
« on: September 21, 2006, 09:52:45 pm »
Don't forget, though, boss fights use artificial intelligence. Ring boxes probably don't.
In other words, a boss is designed to react to certain moves done by the player,
and that is supposed to be known (although it is probably meant to be a bit unpredictable).
A ring box only gives random numbers of rings.

I don't know if the ring boxes in SA are truly random, but they aren't affected by anything I can see.
I almost always do homing attacks (same speed), and it's at roughly the same time (haven't checked
the centiseconds), and I already know it's not anything about the number of rings Sonic has at that time.

About DS emulation, why is it so nowhere? I thought the big problem would be the touch screen.
It's basically a slightly-improved N64, right? (Or maybe the dual-display is hard to emulate.)

162
Gaming and Grazing / Re: Major news regarding the Wii.
« on: September 14, 2006, 08:50:31 pm »
I saw a thread with a link to the IGN article a few hours ago.
It looks pretty cool, especially about the downloadables being a decent price,
instead of over $20, like the NES Classics series was making me think.
(I knew it was possible for the prices to be good, but it wouldn't have surprised me if
Nintendo had set it as $15 for NES, $20 for SNES, and $30 for N64.)
I heard they'd be a bit more than you said, but either way, it's not bad.
(What's NES? I doubt the games will be 25 cents each! :P )

163
Gaming and Grazing / Re: Oh look, a Rumorville
« on: September 14, 2006, 08:46:37 pm »
I guess you were right. (You've probably seen the information about the Revolution anyway, so I don't need to explain.)

Okay, I'll start another one. (Actually, I mentioned this at another place.)
I read that Retro Studios saw the new controller like 2 years ago, and that they were
already thinking of ideas. Now, put that together with the MP2 demo.
Could the GCN version be designed to work with the new controller already?
I know they probably didn't have enough time or information for this, but I need to take
credit for guessing just in case I'm right. Also, the point here is to start rumours. :P

164
General Sonic / Re: Strange thing on City Escape
« on: September 14, 2006, 08:03:54 pm »
Cool, that's like using Action Replay in SADX to keep the Free Camera's features in the snowboard segment.

Yeah, I guess it's just some random thing that happens. Or maybe you can bypass the camera trigger thing somehow.

165
News and Updates / Re: Snippets of Sonic 06 news
« on: September 14, 2006, 07:30:51 pm »
Sonic hasn't gotten slimmer, his limbs got thicker. Seeing him in action and in cutscenes, however, makes him look surprisingly 'normal'. This is like... the best looking, most well animated and full-formed rendition of Sonic ever.
Overall, I think of him as being slimmer. Yes, his limbs are thicker (especially compared to his
oldest design), and his legs somehow look almost like he's wearing pants (crazy, I know).
But he's a little slimmer, especially around the stomach (remember how round he was...
a little bit in SA2B, quite a bit in SA, and a lot in StH?), and I think he doesn't look right in that
one picture that shows him with Shadow and Silver (the one that started the PC rumours).
In the game, though, he doesn't look that different. It's just a slight change as usual,
and I agree that this is a good rendition (though I haven't seen much more than screenshots).
SA2B's model was nice, but this one still has better shoes and shiny fur (done right this time, not like SADX),
and it has to have better animation. (Sonic tilting his head to one side when he turns?
Or... I can't remember. His jumps were kind of cool.)

166
News and Updates / Re: Snippets of Sonic 06 news
« on: September 11, 2006, 09:28:57 pm »
Oh, and Marth, your interest and analysis is appreciable, but you risk coming off as a graphics tart! :O
Oh no!
Yeah, I know I'm talking too much about graphics, but... I just think this whole next generation is overrated in graphics.
(Screenshots=graphics. Next-gen=graphics. Screenshots+next-gen=graphics, graphics, graphics!!!)
And really, I care more about music than graphics. I just haven't heard any of the new music
because the pictures are already loading slowly enough (dial-up).
(Also, notice that my most-played game has terrible, glitchy, '90s graphics,
and that old games make up a big part of my game collection.
Sonic games have good gameplay and music, but all of them except Sonic06 look so-so at best by now.
But I still like Sonic games!)
---------------------------------------------------
I haven't seen the robot picture, but isn't it easy to tell the difference between Gamma and Omega?
(Unless it only shows his head and shoulders.)

EDIT: Okay, it looks like maybe Sonic isn't really taller. Like every time before, he's just gotten a little slimmer.
(I looked at the picture that shows him standing beside Elise. It would help if she was also standing, though.)

167
News and Updates / Re: Snippets of Sonic 06 news
« on: September 08, 2006, 06:43:21 pm »
It's nice to know someone agrees with me.
I take what I said about the shadows being SA2-quality back, although
they still aren't as good as some GCN games. Also, I just got Banjo-Tooie a few days ago,
and it has completely un-pixelated shadows! I don't know how it was done (probably has
something to do with a flat polygon model or something), but it's amazing for N64.
And since I'm not bumping a dead topic with this, I'll say that Shadow's eyes, as far as I can see,
are exactly the same smoothness as in SA2B. That rumour mentioned on Wikipedia is obviously false.
Warning: Long Post Ahead I didn't intend for my post to turn into a mess like this. :(
Quote
In previous Sonic titles, character models were constructed with about 1,500 polygons. While there is still debate over the validity of the claim, a recent issue of GamePro said that player models in this game will be composed of over 1 million polygons each.
That's about 667 times as smooth. Yeah, right. F-Man said the Sonic model is 4 times as smooth,
and I think even that is pretty generous. I think they conveniently forgot SA2B.
At 1 million polygons, the GCN could easily handle that under normal conditions.
If I remember it right, the head of a single player in an N64 basketball game was 600 polygons.
So SA2B is N64-quality? Also, if the GCN can do 10-12 million polygons (and up to 14-15 sometimes),
think of how many SA2B Sonic models (1,500 polygons each) it can handle at once.
Let's say SA2B uses... 7 million polygons (high Dreamcast-quality) for everything except Sonic.
That means it could have from 2,000 to 5,000 Sonics standing around, and still run normally.
Unless I'm calculating something wrong. But still, it looks like both numbers are exaggerations.
I'm guessing that both are at least tens of thousands of polygons.

Sonic06 has good graphics, but it doesn't use the hardware right, and/or the hardware isn't all that great.
I should probably just shut up about the graphics now. They don't matter much, anyway.

WHEW!

168
News and Updates / Re: Snippets of Sonic 06 news
« on: September 08, 2006, 05:42:53 pm »
At first, I thought that Emerald Coast place was a direct copy (sort of like SADX, except it actually looks
decent this time, instead of just like Dreamcast land in 60fps), but then I saw a lot of stuff that's different.
Am I seeing it wrong, or is most of the floor in the EC place still missing? (Look at the one with the
close-up of the lighthouse.) The stage still looks cool, though... :(
And it's funny, because I've been using SA Dreamcast screenshots on my desktop,
and the one I have now shows the polygony, N64-like whale, with its pentagon mouth wide open,
chasing a slightly-chubby Sonic with dark blue fur through a gloomy-looking Emerald Coast.

Oh, and I still say the graphics are barely above anything GCN could do. :P

169
Competition Central / Re: The Maxed Time Discussion Topic
« on: September 06, 2006, 08:20:55 pm »
Someone claims to have gotten 1'16"-- on City Escape by falling through the floor,
but this hasn't been proven. I don't even know if the stage is laid out in the right way.

Anyway, I'll try to guess at different kinds of perfection in SA: inhumanly and humanly possible.
I'm not sure whether to define "inhumanly possible" as a Tool-Assisted Run or as true perfection.
It seems like they would be close together, but no one knows how good true perfection could be.
Maybe I'll just do TAS-quality. It's easiest to understand. :P
TAS-quality is on the left. Humanly possible is on the right. Oh, and one more thing: I'm mostly going by
what shortcuts are known or at least possible. I'm not going to take off seconds to predict new discoveries.

Sonic

Emerald Coast: 1'03" - 1'07"
Windy Valley: 1'20" - 1'23" (I missed the capsule and hit the ground at 1'25"25. I can definitely cut seconds off even that.)
Casinopolis: 0'06" - 0'10" (6 seconds because there is a place to jump from, even if it's tiny.)
Icecap: 0'10" - 0'11" (There's not much that can be done here so far, although it's not impossible that there's something.)
Twinkle Park: 0'55" - 1'01"  (big lack of knowledge about Dreamcast here :( )
Speed Highway: 1'03" - 1'07"
Red Mountain: 0'52" - 0'55"
Sky Deck: 1'12" - 1'15"
Lost World: 1'05" - 1'10"
Final Egg: 0'07" - 0'07"50

Tails

Windy Valley: 0'18" - 0'20"
Casinopolis: 0'10"50 - 0'11"50 (I'd put the human one higher, but I'm only working with half-seconds. :P )
Icecap: 1'27" - 1'30" (maybe even 1'20", probably tool-assisted)
Sky Deck: 0'20"50 - 0'22"
Speed Highway: 0'47" - 0'48" (no, wait... I forgot what everyone has on this stage)

Amy

Twinkle Park: 0'44" - 0'46"
Hot Shelter: 2'18" - 2'24"
Final Egg: 1'23" - 1'24"50

E-102

Final Egg: 6'00" - 5'50"
Emerald Coast: 4'00" - 3'55"
Windy Valley: 11'50" - 11'42"
Red Mountain: 5'03" - 4'55"
Hot Shelter: 99'56" - 99'54"

I'm kind of forgetting what the best times are. If you feel like yelling at me, don't. :(
If you think any of these are crazy, feel free to comment, so I can either correct my mistake
or explain what crazy glitches I'm thinking of.

I should get back into map-making. It could be very useful for figuring out where a
shortcut is possible. It showed that Sonic could safely land after falling out of Icecap, for example.
(I probably wouldn't have guessed that and tried making a shortcut. It's natural to think that
the mountain isn't going to loop over itself and glitch under without using ceilings.)

170
General Sonic / Re: Favorite theme song?
« on: September 01, 2006, 12:50:46 pm »
Remember that I like almost all Sonic music. It's hard to choose my favourites. :(
(Sometimes it's fairly easy, sometimes it's hard, and sometimes it's really hard.)
These are mostly in order, with the best song generally being the first.
I included every Sonic game I could think of.

main series:
StH: probably Scrap Brain, then Spring Yard
StH2: Chemical Plant
SCD(English): probably Metallic Madness B or Collision Chaos
StH3: Icecap 1
S&K: Flying Battery 2
S3DB(Genesis): Panic Puppet 2, then Green Grove 2 (PP2 is a great level, and the music helps.)
S3DB(Saturn/PC): Volcano Valley... 2? (second music track, but possibly the first act)
SA: Emerald Coast 1, Open Your Heart, Final Egg 2, Icecap 3
SA2: Metal Harbor 1, then Pyramid Cave
Heroes: Metal Overlord, Bullet Station, Egg Fleet

portable:
StH for Game Gear: probably Labyrinth, then Scrap Brain
StH2GG: Underground (I can't remember all the music, though.)
Chaos: Mecha Green Hill
Triple Trouble: Sunset Park Boss, first level (forgot what it's called)
Blast: I easily remember which one I don't like... but maybe Green Hill is my favourite.
Drift: probably invincibility
Drift 2: probably Emerald Hill, though I can't remember
Spinball: I think it's Lava Powerhouse. It was used in the opening for a few seconds.
Tails' Skypatrol: I can't remember which one is my favourite. It might be the second half of the real second stage.
Tails Adventures: the first woods area (I barely got anywhere in this game.)
Labyrinth: Again, I don't really remember. Probably the first stage or something.
What's the 12th GG game? Is it so terrible that it has disappeared from my memory? :(
Advance: I've barely played this game. I think this was called Secret Base 2 or something.
(It's fast, and the background sounds NES-ish.  ...  I just checked, and it's #8 on the sound test.)
Battle: I think it's the beach place. Second might be the town area.

misc.:
Spinball: Lava Powerhouse
Mean Bean Machine: Password
Chaotix: Speed of Sound
Fighters/Championship: Giant Wing, then Death Egg's Eye
Sonic R: Reactive Factory


EDITS: I read RPG's post, and it reminded me that I forgot Panic Puppet's music!

According to my brother's track labels on his CD, yes, that SAdva one really is Secret Base 2.
(Listening to everything again, every music track in that game sounds NES!
That wasn't exactly the best way for me to describe it.)
Also, I think the Sonic Battle one is called Emerald Beach. (It's a battlefield.
The 2nd-place one is the map where that beach can be accessed.)

171
Information Kiosk / Re: Suggestion for RA's involving the annoying lil' "?"
« on: September 01, 2006, 11:28:46 am »
Does that mean they visibly change from one item to the next, and 20 rings can be gotten with good timing?
(sort of like a slow Dice Block, or that glass box from Super Mario World)


It won't surprise me if both new games have random boxes, a bad camera, worse control,
and more annoying glitches (but also invisible walls to stop glitch finders).
They'd only be following the pattern set by earlier games (although there are exceptions,
like SADX's good glitches, SH's lack of random boxes, and Shadow's improved rail-switching).

172
Competition Central / Re: Generic SA questions.
« on: September 01, 2006, 11:22:16 am »
Okay, I think I remember when you were talking about this before.
You didn't want to submit a time, because Dreamcast can max out the 100-minute timer
and ruin the competition. If all it does is cut off the 1 on the level select, that's not terrible,
(times can still be submitted easily enough) but it would still give Dreamcast a huge advantage
for no good reason. (That's like if the timer ran slower on a stage like Emerald Coast.
If it did, it would give Dreamcast an advantage, even though the levels and shortcuts are the same.)
But then, that just gives GCN the advantage, and only because the DC version's timer is cheap. :(

173
Competition Central / Re: Generic SA questions.
« on: August 30, 2006, 12:40:22 pm »
I tried sending you a PM (in the chat) to ask about HS-Gamma, but you weren't there.
I figured that whatever it was, it didn't really count as an advantage.

What do you mean about the time not being shown anywhere?
I thought it was shown on the stage select, but not during gameplay.
(If it isn't shown, how do you even know what the time limits for the systems are?)

174
I hate the random boxes, but I agree that it would be more difficult to figure out the ring scores,
and it would ruin the competition on many stages, at least in Sonic Adventure.
SadisticMystic's example is silly (at least the rings idea is good enough to be considered),
but it's true that Knuckles's stages are just another random, annoying thing, and they might as well
get some new rules too (which, of course, they can't).

How many games use random boxes? Was this fixed for Shadow? What about the next-gen games?

Anyway, I still don't think the randomness makes it interesting. It just makes it Mario.
A 1st-place score should depend on skill (and knowledge), not on luck and on how much
time was wasted on a stage. But there's nothing we can really do about the existing games.

175
Gaming and Grazing / Re: Next-Gen Games We're Getting
« on: August 28, 2006, 04:45:16 pm »
Revolution (That's not out-of-date. Cool is what it is.):

The Legend of Zelda: Twilight Princess (though maybe I'll get it for GCN instead)

Super Smash Bros. Brawl (unless my friend gets it, and it turns out that there still isn't enough 1P game)

Sonic and the Secret of the Rings (unless it turns out to be such garbage that even I don't want it (I probably know even less than everyone else)... it can be done right, but it can be terrible instead)

Sonic 06 (They'll port it eventually. If they don't... THEY DIE! And then I'll wait 50 years and get a 360 or PS3 for $10.)

Metroid Prime 3: Corruption

Super Mario Galaxy (If it turns out to be a bit of a disappointment, I won't really want it, but someone will end up getting the game for me...)

Super Monkey Ball: Banana Blitz? (maybe... don't know much about it, though)

Animal Crossing? When was that announced?

F-Zero (It's bound to come sometime in the next 5 years.)

176
Competition Central / Re: Generic SA questions.
« on: August 28, 2006, 03:54:18 pm »
Thanks guys. That guide is well done and an interesting read. From that, so far, the DC version has a net 55-60 second advantage while SA2 has a net 45-50 second advantage for the DC version.
Thanks. :)

-----------------------------------------

About Chaos 0, I did mean that Chaos has to land on the pole. Waiting for him to come down could
get a similar result (maybe under 20 seconds if you're lucky), but that's only good for Adventure speedruns.

177
General Sonic / Re: STH2 Beta
« on: August 26, 2006, 05:34:58 pm »
First ROM I downloaded (StH2 Beta). :D      ...          :(

-About Hidden Palace, the reason Sonic dies after going under the Emerald could be that the looping
was never finished. I found a slope that seemed like it should've gone from the bottom of the stage
to the top. (Sonic can't reach the top normally, and he dies if he goes down to the bottom.)

-Yeah, I heard about the time travel somewhere. What reasons are there to believe that?
(I know about Aquatic Ruin being Neo Green Hill, but I thought there was something else...)

-The Long Version hack was cool, but there were a few things I didn't like. The main one was that
one Dust Hill stage is really confusing. I spent a long time trying to get through it the first time,
and then I just ended up forgetting when I went back to replay the game.
Also, there were a few other things that seemed like "cheap challenge", and Genocide City
wasn't how I expected it. (It didn't look as nice as some other stages, and it wasn't factory-like.)

-Hidden Palace could've been a really cool and cool-looking stage, with 3-D-looking backgrounds,
water slides (which, as I remember, didn't work right in Long Version), glittery jewels
(do I sound too much like Rouge? :P ), and the cave design.
Sonic and Knuckles didn't make up for this. It was a regular part of the game (instead of being
the secret stage for getting the Emeralds, like I hoped before I knew much about the game),
it was smaller, it was simpler, and it just didn't look as cool overall.

178
Competition Central / Re: The Top Ten Sonic players in TSC's history!
« on: August 26, 2006, 04:51:37 pm »
I would even go so far as to say they would have many different Top 10s such as Top 10 TAers, SAers, etc., but that sounds like way too much work for them, especially considering how they never finished the bios for the last top ten (even though that was mostly RPG's fault... >_>).
Hahaha! I'd kind of forgotten about that. I was going to post what I thought was said, but I figured
it'd be better to get the exact words by dragging up a quote from page 12 or wherever it was:

<Bio withheld>

What does this mean? Zonos! Find out soon.


--------------------------------------

The Top 10 list is coming up so quickly! When will it be... next month?
(I didn't pay attention to the dates on the earlier posts.)

It was right after the last Top 10, but don't forget all my Sonic R stuff.
That's right. I did all that between the last Top 10 and this one. :D
Count that with what little SA stuff I did (which I can still change, if I hurry), please.
and put me in the top 10, whether I beat all of F-Man's records or not

179
Competition Central / Re: Generic SA questions.
« on: August 26, 2006, 04:36:49 pm »
1. Yeah, I've thought of it. It would take some work, but it's the kind of stuff I'm interested in. :)
There's a nice little guide on GameFAQs (which was one thing that made me want the Dreamcast
version more), but it's very incomplete in some areas (it leaves out most of the glitches).

2. Yeah, basically what Paragon said. On GC, you have to wait until Chaos lands before letting go of B
(or at least it seems that way). I think F-Man attacked earlier by playing on Dreamcast.

About E-101 mkII... ugh. (Look at my position on the board.) I haven't really spent much time at all.
I'm pretty sure all his attacks always happen, but it seems like you can speed up the battle a bit
by avoiding threatening him (going toward him, for example, makes him fly around and waste time).
His patterns probably are completely controllable. I know Chaos 4 was like that.
Check the guide. I'm thinking there could be a few inaccuracies (I'd have to check again
to see exactly what it says, but I remember that I get the same results, even though I don't
play the same way), but overall, it explains the patterns well.

180
Models in SA2 are horrible (in polygon count), please don't compare them to those in Sonic06. Or if you do, do it from all angles considered, not just X and Y like from a screenshot (pictures are 2D). But even then, I don't see how they can be comparable.
We already talked about this a bit (or a lot) in the Chat, but I'm posting a more-organized reply.

I don't know what you meant there. I said in my last post that I'm talking about the highest-quality models
in Sonic Adventure 2: Battle. That means no Dreamcast or cutscene junk.
The best models are very smooth (pretty good even by GameCube standards),
and they appear to be perfect except in very close or clear pictures.
I put a picture of SA2B and a picture of Sonic06 up on the screen at the same time.
The models looked pretty close in quality, although there was a difference in quality between the screenshots.
Other than the bright blue shine of Sonic's fur in Sonic06 (which, as far as I can see, was
done much more nicely than the ugly white shine in SADX), and Sonic's new look,
the models were about the same. (I counted at least 5 polygons along the edge of
one of Sonic's spikes in SA2B, and 6 along the edge of the spike in Sonic06.
The eyes looked worse than usual in both pictures (bad angle), but they seem to be about the same.
Sonic's shoes are definitely better now, mainly because there isn't just a black bitmap
showing the hole where Sonic's ankle is supposed to go. The hands in Sonic06 are around
the same smoothness as the hands of the highest-quality SA2B models.)
I don't know about that picture taken at Chao World, though. I'd have to see if I can
make Sonic look that bad in my copy. Either he's a little blocky from the back,
or he somehow just looked bad in that picture. But then, I haven't seen Sonic in Sonic06 from the back like that.

Anyway, the SA2B models are definitely not blocky. Flawed, like everything, but not blocky.
And I say they are comparable to Sonic06, even if there might be slight differences in polygon counts.
(Pictures are attached. They're blurry, but you can get your GCN out and try close-ups like this yourself.)

Pages: 1 ... 4 5 [6] 7 8 ... 12
Hits: 1 | Hits This Month: 1 | DB Calls: 8 | Mem Usage: 1.55 MB | Time: 0.11s | Printable

The Sonic Center v3.9
Copyright 2003-2011 by The Sonic Center Team.