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 ... 5 6 [7] 8 9 ... 12
181
I don't agree. That's an exaggeration.

Anyway, you make terrific points. If I'm wrong, I'm wrong. BUT Sonic06 is still totally rad.
1. You're right. The models in Sonic06 aren't that smooth. :P
Okay, but being serious, they both look near-perfect, except when the camera is super-close.
I would get some pictures of SA2B to remind everyone about the smooth models,
but my webcam probably isn't good enough (unless maybe I focused on a very small part of the TV).
Maybe you're right. I'll check again, and maybe I can get some pictures.
But don't forget:
- I'm not talking about the humans. That would be silly. I'm talking about Sonic and Shadow,
who had some of the best models in SA2B, and who are shown in most of the Sonic06 pictures.
- There are many different levels of quality. The lowest one, used for Action Stages in the Dreamcast version,
is very simple by GCN standards. It sometimes appears in SA2B's versus mode for some reason.
The FMA cutscene model isn't too bad, but edges are easily visible, especially around Sonic's eyes.
It seems that SEGA figured that the SA2 models were good enough and didn't need to be replaced for SA2B.
The model used in Action Stages in the GameCube version is very smooth, and flat edges are
very hard to see at the regular resolution, even when the camera is very close.
The main flaws are that Sonic has no mouth, and that his hands are a bit simple.
Finally, the model used in the intro to SA2B has a mouth and smooth hands, and
Sonic looks smooth all over (around his eyes). I haven't compared it directly to the Action Stage model.
Remember that I'm only talking about Sonic, especially in this case. The other models are probably from Dreamcast.

2. Thanks. And it does have good graphics (just unimpressive, considering that this is a new generation).
About the gameplay... I haven't seen much, and I don't want to look at it too much until it gets ported,
or until I somehow manage to get thousands of dollars of extra money (or until XB360 emulation
gets up to full speed in a few decades, but by then, the system will cost $20).

182
Information Kiosk / Re: use of your works
« on: August 14, 2006, 02:42:50 pm »
Many of the current maps were made by Stealth, and he'll let you use them.  Rolken wanted to eventually get better-quality, non-watermarked maps, and if those ever turn out then you could use those as well.
Okay, I fixed your message.

In case you also wanted to use my Sonic Adventure maps, leo03,
I don't mind. I guess credit isn't even really needed.
(You could say "from The Sonic Center" for them, though.)
They already have my name and picture in the corner, anyway.

183
It has real time collapsing objects, a relevant physics engine, expressive character models with a toon consistency to them, and high speed gameplay... among anything else I might have forgotten.
Most of that is pretty standard (with the exception of the physics engine,
which might be very good, although, knowing Sonic, I'm not expecting much).
Sonic Adventure had all that (especially the expressive characters... too expressive! :P).
There were many places where objects collapsed, one of them being Sky Deck 2,
where about a third of the Egg Carrier's wing broke up and fell.
And SA is 8 years older, plus it's on hardware that was already very
old and outdated even before the XBox 360 was released (and it was a launch game).
Oh, and again, there's a difference between physics and graphics.
F-Zero GX cars can look pretty good, but they're still quite simple. The tracks look good, but they're hardly ambitious. F-Zero GX gets away with looking good and being fast, but it was the least it can do considering the approach they took with the game.
It's not just "fast". You seem to be familiar with it, so you must know that
the machines can move at over 1000-3000 km/h, even when they aren't diving.
(The Space Dive trick would make that 9500+ km/h.)
And there's the size: roads hundreds of feet wide (a good part or
even most of an Action stage), "small" boost plates that are at least
60x25 feet, and pit lanes that could swallow long, narrow action stages whole.
F-Zero and Sonic can't be directly compared in graphic quality
(in detail and polygons) if the size and speed are so different.
Well isn't that expected? I thought it was with all games, not just Sonic06.
Exactly! I doubt that any of the three systems will
go more than half a generation ahead of the current ones.
Rolken blames it mostly on this game. I half-agree.
Sonic hasn't delivered good graphics since 2001, and this one
probably follows those more-recent games. Also, it probably follows
the original Sonic Adventure by relying on a new system to look good.
(SA was said to have good graphics just because it looked better than
what was already out (meaning N64 games, most of them still without
the Expansion Pak). It didn't use the system as efficiently as
some other games (I don't have a DC, so all I know is that SA looks
really bad compared to GCN, and I don't know about other DC games.), though.)
Mainly, I still blame it on this generation of systems just not being as
much of a step up as every other time since the NES or whenever.
Screenshots I've seen of Revolution (Wii) don't look much better.
They could have looked better, but I can't believe that they could look almost as good as Sonic06.
You agree with me at least on that the models in SA2B are
around the same smoothness as the models in Sonic06, right?
And even though SA2B mostly uses Dreamcast graphics (and doesn't
come close to pushing the GCN to its limits), some stages
(mainly non-metal stages) don't look that bad even on GameCube.
(On the other hand, the Kart racing stages and Sky Rail look pretty bad,
and the space stages are unimpressive, all of them partly because of pop-up.)
Metroid Prime doesn't have a lot of speed. The game also has the benefit of not having to display a character model 99 percent of the time. Also, most of the environments are tight indoor spaces, with many opportunities to load.
1. It's not that slow, and the Boost Ball is especially fast.
2. But it can display the model at any place in the game.
You can press X repeatedly, and there's also an Action Replay code to
make Samus's model stay in front of the visor and cannon at all times.
3. Almost every game (some exceptions being platformers with wide-open
stages (the Mario games) and any non-racing sport I can think of)
does that, but MP gets off easy by having so many tunnels and corridors.
Other games have to hide the pop-up behind corners.
SA2 and Sonic Heroes obviously do this. I didn't notice anything in Sonic06,
(I only watched the video once), but it must be happening,
even if it's hidden perfectly (which it probably isn't).
It doesn't really count as a huge environment when pieces of it
appear and disappear all the time, and especially when the stages
are broken into areas with load times between them
(didn't you complain about that being in Sonic06 a while ago?).

184
-That probably would be harder on the CPU, but that's not really anything about graphics.
The environments in previous Sonic games haven't been that big. It's mostly that Sonic zips
through them in seconds, while Fox takes a long time to jog across about any area.

-What does this Sonic game do that is dynamic and impressive?

-F-Zero GX manages to look very good in screenshots and in most videos.
It only looks bad when the camera goes right up against a wall (or any object),
or when the draw distance (for certain objects) starts getting really bad
(Aeropolis and the first Green Plant really fail here.). Of course, this would look
really, really bad if there was a Sonic-style camera, but then, GX, with environments
that are many, many times bigger, is completely different, and so it doesn't really have
any advantage or disadvantage here. (A bug would see Sonic's worlds as being really
ugly, so then a bug game would look much better. But then, it would have even smaller worlds.)
The machine models are simple, but they still use quite a lot of polygons.
(Most of the F-Zero X machines are as blocky as ever, but some AX machines, like the
Cosmic Dolphin, are very smooth... at least where they are supposed to be smooth.)
Oh, and speaking of F-Zero GX, this is a game that almost never slows down.
(It can slow down at the end of a race if you do too many things at once, and for
a few other reasons like this, but in regular gameplay, it's a steady 60 fps.)
We still have to see about the Sonic game. (I'm guessing it'll tie here. It can't exactly win, anyway.)
Again, I'm not saying it looks as good as or better than the next-gen Sonic.
My point was and still is that there's just not a really big difference.

-No, of course not. Wasn't that for PS1, anyway? Games of that era often had one good feature,
but looked bad in other ways. Most GameCube games are much less like this.
I drew attention to the wheel mainly because I was showing that the graphics are simply flawed (not bad).

-Yes, the graphics seem to be consistent, and I can see that the game looks better than GCN.
I should look at the video again, but still I don't think it was really impressive in any way.
It has lots of stuff in the levels, but I don't think the speed has much to do with the graphics.
And again, it doesn't look like a full generation leap. (It's not that Sonic doesn't use the hardware.
It's that the hardware isn't as much of a leap up as it was the last few times.)

I'm trying to think of games I have that look consistent... the Sonic games
(SA2B and SH) were similar to the next-gen Sonic, except with lower quality overall.
If they had been done right (they obviously aren't pushing the hardware to its limits),
they probably could've looked pretty close to this. SA2B, at least, uses about the same
polygon counts on the models (at least for some characters, like Sonic and Shadow).

And then Metroid Prime has speed, framerate, draw distance, detail, and textures,
and it just has a bit of jaggedness. Oh, and it uses multiple light sources.
It still doesn't look as good as the Sonic game, but still again, I say that it's not too far.

Okay, I'm kind of tired of arguing (at least until Sunday or whenever :P).
Remember my main point so I don't have to repeat it so much. :P
Now I can finish arguing with F-Man about Sky Deck.

185
Sorry I took so long to reply.

About SFA, it still had some pretty big areas (Walled City). I don't see how speed makes
such a huge difference here. Sonic would just go across the area in less time.
The draw distance was nearly perfect in SFA, and that's more than I can say for Sonic's earlier games.
SA had pop-up just a few feet away (maybe 15 feet for rings, and 200 feet for the worst mountains,
although I didn't actually measure the distance... anyway, it's bad).
SA2 and SH used pop-up in ways that it wasn't so easily visible, but it still happened a lot.
(Of course, that doesn't necessarily mean anything about this game.)
As for this new game, I haven't seen much of it, but it wouldn't be easy for it to beat SFA in draw distance.
Now, if you really care about size and speed, look at F-Zero GX. Some things faded in,
but the basic course and most of the buildings or mountains usually stayed visible from miles (or tens of miles) away.
The entire Emerald Coast stage could probably fit into the pit areas of the first track.
(Okay, that could be an exaggeration, but it would be interesting to see how true it is. Maybe it's even completely true!)

Even if you still insist that this next-gen Sonic game still looks much better than anything on GCN,
you can't say it's even nearly a full generation ahead of GameCube.
Remember how big of a difference that should be?
At first, there were just a few basic polygon shapes, with flat shading and few textures.
Everything about the graphics was bad (framerate, polygon counts, draw distance, everything).
Then, there were huge, fully-textured, 3-D worlds. There were still jagged edges and other flaws,
but it was much, much better than any SNES Super FX stuff.
And now (GCN), we have smooth models that can look almost perfect (except close-up),
crisp textures, high framerates, etc. This new generation should bring in models that
look perfect even close-up, as well as even better textures and all that stuff, but it doesn't.

186
News and Updates / Re: grafix
« on: August 07, 2006, 04:06:02 pm »
nice observation Marth, thanks

It still looks great though. It definitely looks much better than Gamecube in any case.
What were you playing, Mario Kart? Really, this does not look that much better than, say,
Star Fox Adventures. (I would say Resident Evil 4. Going by what people say about it, it
might look better than this Sonic game, but because I haven't played it myself, I can't use it as an example.)
Again, I still think the graphics are good. It's just that I've seen models like this on GCN,
and overall, this still doesn't look that much better. (It's a leap over anything Sonic on GCN, though,
but mainly because there are no actual Sonic GCN games, unless you count the multiplatform Sonic Heroes,
which most of the time, looked the same as the upgraded Dreamcast ports, anyway.)

And now, these new pictures are just confirming that this doesn't look next-generation.
Sonic looks very different than he did on GameCube, but it's because of his new look,
not because he has way more polygons (because he doesn't).
The shadows are only about as good as they were in Sonic Adventure 2: Battle,
which was far from having the best shadows on GameCube.
The environments are good, but jagged edges are all over.

187
General Sonic / Re: Sonic
« on: August 04, 2006, 09:49:15 pm »
GameCube: Sonic Adventure DX: Director's Cut, Sonic Adventure 2: Battle, Sonic Heroes, Sonic Mega Collection, Sonic Gems Collection

PC: Sonic 3D Blast

188
Did you mean pixels or edges? More pixels would make the edges more visible.
Anyway, I'm not saying the graphics are bad. This game looks very good (except for that tire). :P
The reasons I drew attention to the flaws were:

-eggFL said it was perfectly smooth.

-This doesn't look that much better than GameCube, even though it's the next generation.

-Revolution (yes, I still use that name) can't be too far behind in graphics.

-The GCN's power has been underappreciated from when it got the "kiddy" image (2002?)
to now, when so many people are "ooh"ing and "ahh"ing over the XB360.

-Yeah, like Crowbar said, Sony and Microsoft (not sure about SEGA, though) just care about graphics.
Speaking of that, didn't Sony claim (years ago) that the PS2 could do smoother graphics than in this pic?

189
Information Kiosk / Re: New Competition Suggestions
« on: August 01, 2006, 08:21:00 pm »
Well, Marth. Thanks, but those won't count. No SPECULATION times are allowed. It needs to be exact since the game gives the time in precise detail - milliseconds too. But, check out your clear time and I'm sure gs93 will be happy to add it for ya.

Second, are you saying you'd like to support it - Mean Bean?
1. Yeah, I know. I'm just posting a few times. I didn't expect to be added to the rankings.
Oh, and it's actually hundredths (centiseconds?), not milliseconds.
(Milliseconds are used in F-Zero X and GX, and that's about it, as far as I've seen.)

2. Uh... I don't know. Can I give half-support? If not, I guess this shouldn't count as support.
I've already said that I'm more interested in playing the existing games than adding new ones (in most cases).

190
YOU LIE

he's a gajillion polygons and is as round as a baby's cheek

Okay, I think you were joking there. If not...

191
Information Kiosk / Re: New Competition Suggestions
« on: August 01, 2006, 03:34:17 pm »
I don't have the exact times (although my total clear time is saved), but I know about how good a few are.
(all with Sonic)
South Island: about 26
Aurora Icefield: 23? (definitely somewhere under 27)
Death Egg Hangar (I didn't even know that's what it is. This is Robotnik's stage, right?): about 5 1/2 seconds, I think

Dr. Robotnik's Mean Bean Machine... hmm... maybe I'd try that a little, but I don't know if
I'd really count as a full supporter. There are other games I'd be more likely to play.

192
Eww, I can see the polygons on that car! I counted 12 edges on the wheel.
Isn't that as smooth as Amy's skirt in SA for Dreamcast?not that I care any less about the game being ported to Revolution... I STILL WANT IT!
Ohh, and I think I see some edges on Silver's hair... he's about SA2B quality. But yeah, XB360 doesn't impress me.
If the Revolution is at all more powerful than GameCube, it'll probably come pretty close.

That picture makes Silver look like he's a little shorter than the car... that'd be... 4 feet?
I thought Sonic was just gradually getting slimmer, but he must've suddenly grown a foot now!
(But then, Sonic might be shorter than Silver, and those cars could be really small like in SA.)

193
Competition Central / Re: I found a glitch!
« on: July 29, 2006, 06:10:57 pm »
Yeah, it's pretty cool, but I already found that one. Also, it works with any character,
although I guess it doesn't work as a shortcut for anyone except Knuckles.
(Sonic just lands on the spring and the camera goes back into place.)

194
Information Kiosk / Re: New Competition Suggestions
« on: July 29, 2006, 10:51:57 am »
SH: Yeah, I was going to say that Knuckles and Omega are the same.
The teams spread out in the same way, the hit detection is already sloppy, and
it shouldn't matter that Omega is around a foot and a half taller.
(Like I said, the hit detection isn't totally accurate, and the spheres are on the ground, anyway.)

Shuffle: (Remember, I haven't played it, but I'm familiar with the Mario Parties.)
If a 4-player game can be done with one controller, then maybe dummies could be allowed
(I mean, some games need 4 controllers for the 4-player option to appear.
Others allow the controller to be switched between players to get the game set up.),
but I'm thinking that it might be best to allow any difficulty, as long as it only affects
computer-controlled characters, and not other things, like Mario Party 2's jump rope.
Of course the easiest level is what would be used. If there's a reason to use any other level,
then that would require a rule. ("The Easy level must be used.")

195
Wikkity! / Re: Aitamen's TSC Shirts proposal type thing!
« on: July 26, 2006, 10:31:58 pm »
I'll repeat: "But... how do you get these shirts to everyone?"
And then, there's this quote: "I will not ask for addresses until"...
If you took away the "until", then I'd have no problem,
although it would just bring back the first problem.
You'd have to teleportify them to everyone or something.
My parents wouldn't want me giving away my address, and
I'm sure at least half the members here have the same problem.
(The average member here is what, 17?)

196
Competition Central / Re: <<<***SA2:B CHALLENGES***>>>
« on: July 26, 2006, 10:23:54 pm »
I guess I'll be playing the Cosmic Wall one.
I might give the Green Hill (blindfold ahhh, that wouldn't be as effective as having my eyes shut
and being turned away from the screen) eyes closed mission a try, too, if it's not too late.

When are you getting the rankings for the last 2 challenges up? (I mean WC and GH.)

197
Wikkity! / Re: Aitamen's TSC Shirts proposal type thing!
« on: July 20, 2006, 09:16:07 pm »
Here's my pick for what 20 deserve the "elite" shirts.
UNIVERSAL TOP 10
#10: sonicam
#9: douglas
#8: SS101
#7: F-Man
#6: SM
#5: Taco
#4: RPG
#3: eredani
*drumroll please*
#2: ...no one?
#1: Sprint/mike89

As for persons 11-20, I would add yoshifan, myself, and 8 people I can't decide at this time.

AHEM!
*waits patiently*

But... how do you get these shirts to everyone?

198
Gaming and Grazing / Re: Owned Games
« on: July 20, 2006, 09:07:37 pm »
Nintendo Entertainment System

90 in 1 Cartridge Story
Big Nose the Caveman
Chip 'n Dale Rescue Rangers
Cobra Triangle
Dragon Warrior
Dr. Mario
Fester's Quest
Final Fantasy
Jackal
Karnov
Kirby's Adventure
The Legend of Kage
The Legend of Zelda
Mach Rider
Marble Madness
Mega Man 3
Rescue: the Embassy Mission
Roadblasters
Super Mario Bros./Duck Hunt (x2  )
Super Mario Bros. 3
Teenage Mutant Ninja Turtles
Teenage Mutant Ninja Turtles 2: The Arcade Game
Tetris
Tiny Toon Adventures
Wizards & Warriors


Super Nintendo Entertainment System

Cool Spot
Disney's Aladdin
Donkey Kong Country
Donkey Kong Country 2: Diddy's Kong Quest
Donkey Kong Country 3: Dixie Kong's Double Trouble
Eek! The CaT
F-Zero
Krusty's Super Fun House
Mario Paint
Mega Man X
NHL '94
Road Runner's Death Valley Rally
Spider-Man, X-Men: Arcade's Revenge
Star Fox
Super Mario All-Stars
Super Mario Kart
Super Mario World
Super Mario World 2: Yoshi's Island
Super Tennis
Tiny Toon Adventures: Buster Busts Loose


Nintendo 64

Diddy Kong Racing
Donkey Kong 64
F-Zero X
The Legend of Zelda: Ocarina of Time
Mario Kart 64
Mario Party 2
Mario Tennis
Pokémon Snap
Starfox 64
Super Mario 64
Yoshi's Story


Nintendo GameCube

Animal Crossing
Crash Bandicoot: The Wrath of Cortex
F-Zero GX
Harvest Moon: A Wonderful Life
The Hobbit
The Legend of Zelda: Collector's Edition
The Lord of the Rings: The Third Age
The Lord of the Rings: The Two Towers
Luigi's Mansion
Mario Golf: Toadstool Tour
Mario Party 6
Mario Power Tennis
Metroid Prime
Metroid Prime 2: Echoes
Midway Arcade Treasures 3
Sonic Adventure 2 Battle
Sonic Adventure DX: Director's Cut
Sonic Gems Collection
Sonic Heroes
Sonic Mega Collection
Starfox Adventures
Super Mario Sunshine
Super Monkey Ball 2
Ty the Tasmanian Tiger 2: Bush Rescue
Vexx
Viewtiful Joe 2
Wario World

_____________________________
A few notes:

-That's about... 6 years since I got the SNES. Some of these were thought over,
some were given to me or my brother as presents, and some were just bought with little thought
(hmm, why not get this?). Fortunately, I would call few of them super-boring.

-I play all of them at least a bit. I'm guessing that on average, I beat games, but I don't get 100%.
(But I haven't gone over the list to see if that's true.)

-I have PC games, but I haven't made a list of them. Many of them were the free CD-ROMS that came in cereal boxes.
Others were bought / gotten as gifts, including Sonic 3D Blast.

199
Information Kiosk / Re: New Competition Suggestions
« on: July 20, 2006, 04:57:05 pm »
I don't have Sonic Shuffle, and I'd hate to have to use Chankast.
I have Gems Collection, so I could do Sonic the Fighters,
but like with most games other than SA, I'd be playing semi-casually.
(I could at least start by submitting what I have saved.)
About other stuff, like the Game Gear games... nah... I have them in SADX,
but there are a bunch of games I'd play first, including SA2 (haven't really
played that in a while), SH (I plan to get a bunch of new submissions in,
once I get around to playing with those teams), Sonic CD (I've gotten pretty good,
although I've beaten very few staff times), and Sonic Drift (I wasn't bad, but I
stopped playing for some reason).

EDIT: Making it more clear... I don't even have Sonic Shuffle on the PC. I've never played it.
I'd have to "borrow" someone else's internet connection to download it.
Maybe I'll get a job, and maybe I'll buy a Dreamcast, and maybe I'll get Sonic Shuffle for it...
blah. It's not looking really likely with all those "maybe"s. Anyway, the point is that
I haven't played it, and I haven't even done time-attacking for all the games I own.

200
Competition Central / Re: <<<***SA2:B CHALLENGES***>>>
« on: July 14, 2006, 06:03:19 pm »
0'45"14 for now :(

I can definitely cut off that bit to improve my rank... and that's not counting that I plan to
experiment with holding the controller in different ways (instead of just with my right thumb
on the control stick and with my left thumb on the buttons).
______________________________

Now, I'll just add these little comments and stuff about the last challenge.
I don't know how much anyone cares, but at least part of it is a bit funny.

-White Jungle was the first one I did. It didn't take long to figure it out (go past the boxes
and use the sloped sides of the path to jump back over and through the wall),
and I just happened to land on the boxes on one of the first tries.
I noticed that the cheap, flat, fake roof of that place is the same in Green Forest.

-Metal Harbor was second. It was a little tricky, but not super-hard in any way.
(At the chain of floating robots, do a big jump to land on the last one, and then
bounce off it. Time it so you bounce off right when the sliding box comes by.
For the line of rings, use the hook thing to get up to where the item was,
jump around the first stack of crates, climb up on the second, and then jump from
the top of the tower to easily reach the runway place.)
Then, I came to the third huge jump (there was one?). I tried jumping to the Chao platform,
but I couldn't quite reach it. Then, after too many deaths, I noticed the rocket right below the line of rings!
As if that wasn't bad enough, when I was talking to RPG, he reminded me about the Mystic Melody!
(I might've thought of it, but for some reason I didn't think it was allowed or something.)

-Then, I did City Escape. There's not much to say, other than that I discovered the hard way
that you need to have no more than 3 rings when rolling into the truck area at the end.

-I tried to do Sand Ocean, but I got stuck at the part with the stack of containers.
Then, I checked the thread and found out that I was supposed to be playing Mission 3!
(I had memorized the challenges, and I hadn't seen them for a few days.)
M1 might be possible, if Robotnik can get on top of that flat roof above the little jar things
(He could hover around the corner from there.), but I don't think that can be done without cheats.
M3 was slightly easier! :P
____________________________

EDIT: 0'37"52... "Huh! Good enough!" I guess, although an S would be nice.
I can't remember exactly what I said about the controller, so I made this picture. (Excuse the sloppiness.)
This way is almost as easy as having it right-side-up, except it hurts my wrists.

EDIT2: 0'34"35...  YAY!

201
Competition Central / Re: SADX No Light Shoes Challenge
« on: July 11, 2006, 09:10:58 pm »
You can still get into Casinopolis (there are at least 2 ways), but no cutscenes will start.
(stupid security junk... it's like they knew we were going to find glitches)

One way is to do a homing attack through the wall of the station to land in the casino street. (GC, maybe DC)
The other way is to jump on top of the train and jump through the ceiling from there. (DC only)

202
Competition Central / Re: SADX No Light Shoes Challenge
« on: July 09, 2006, 08:02:16 pm »
Yeah, that also works, but you forgot to mention one little detail: Sonic gets stuck if you do that.
It can be fixed, though (this also works if you enter the Twinkle Park tunnel by jumping up
out of Station Square's "protected water"). After you come out of the elevator, turn around
and dash into the closed doors. You might have to be turning slightly right.
You'll be able to fall through into the Cyber-Net building if you keep dashing.
This gets really easy with a bit of practice. Try it with Auto Camera and see what happens.

203
General Sonic / Re: Sonic vs. Mario
« on: July 09, 2006, 02:01:16 pm »
Crash Bandicoot: The Wrath of Cortex looks like it can be fun, although it was a little frustrating the first time.
Yes, there's a lot of trial-and-error gameplay. Ugh... I remember that one boss...
with these attacks that kill Crash when he jumps over them, and he has to jump over them
while at the same time reaching platforms that are barely reachable.
But then, Sonic can be the same in some ways. Although he doesn't have super-limited
jumping ability (it's often too good for the game), I found Sonic Heroes to be super-tough at first.

Now, getting back on topic... I choose all of them! (Why is that allowed, anyway?
I could choose Mario and Sonic if I wanted.) Okay, being serious, I like them both,
but I prefer Sonic because of SA and because of his lack of sports games and annual parties.

204
Competition Central / Re: <<<***SA2:B CHALLENGES***>>>
« on: July 09, 2006, 01:49:12 pm »
I did the City Escape, White Jungle, and Metal Harbor challenges.
I got stuck on the Sand Ocean one, but that was probably because I forgot
it was supposed to be Mission 3! :P I didn't time them, but I can explain the solutions and
include a few comments on the difficulty and stuff soon (as soon as possible after the deadline).

EDIT: Okay, I did the Sand Ocean one. I think the time was 1'23"80. (I actually set a record,
so I can go check at any time!) It's 8 PM here. I guess the challenge is closing now?
(I'm ready to talk about the challenges. :D )

205
Competition Central / Re: SADX No Light Shoes Challenge
« on: July 09, 2006, 01:42:33 pm »
Hey, my guide didn't have anything to do with this, did it? :D
I knew about all that stuff, but I haven't tried doing the whole game without the shoes.
I'll think about getting the shoes but not using them (except to destroy the monkey guard).
From there, it should be really easy.

*Marth runs through the rest of the stages in his head*

Yeah, there's nothing to it. There are just a few parts that would need the shoes,
but skipping them with long jumps is basic time-attack stuff.

206
Gaming and Grazing / Re: An interesting, unexpected event at Best Buy
« on: July 04, 2006, 08:28:03 pm »
I did something kind of like that. When I was looking through bargain bins at Wal-Mart,
I pulled up a bunch of Sonic games (including SADX) and put them all on top of the messy pile.
That was probably a little less effective than the DS download thing, but hey...
maybe... just maybe... I got someone to buy the unfinished masterpiece that is SA! :D
maybe even a future time-attacker

207
General Sonic / Re: Sonic 1 remake
« on: July 04, 2006, 08:22:12 pm »
Sonic the Hedgehog is 1 MB, and GBA cartridges can hold at least 16 or 32 MB.

The only reason we have to think it won't have the original is that it's the same company
that likes making so-so remakes and collections. (It's not that I don't like the games.
I don't regret buying any of them. I just think they could've been more generous with about every Sonic game for GC.)

208
Competition Central / Re: Getting 0:00:08 in Final Egg (SADX)
« on: July 02, 2006, 08:33:07 pm »
I thought the PC version was a step closer to being the true SADX.
Although it didn't fix the main problems (glitches and no beta content),
it had better graphics, and at least some glitches were fixed.
If it really is like GC, then I don't care so much about getting it
(especially now that I've already done texture editing in Super Mario 64).

209
Competition Central / Re: Getting 0:00:08 in Final Egg (SADX)
« on: June 30, 2006, 08:38:12 pm »
I guess you are the only one. :( I'd like to get it some time, but I wouldn't do time-attacking on it.
I prefer to play on game consoles (mainly because there's always someone on the computer),
and I heard about the controls for the PC SADX being really bad.


Oh, and I had forgotten to mention Casinopolis with Tails-

I think it might actually be possible on Dreamcast, but it's much harder.
Somehow, I've gotten Tails through the walls and slid over the top of the pipe that
he has to jump from to get through the ceiling.

210
General Sonic / Re: beating SA2B without Bounce Bracelet
« on: June 29, 2006, 10:09:28 pm »
So I was right, then. :D I have to go try it soon (when I remember to).
What part of this jump is hard? If I remember it right, it's not too hard to at least see the tunnels.

Pages: 1 ... 5 6 [7] 8 9 ... 12
Hits: 1 | Hits This Month: 1 | DB Calls: 8 | Mem Usage: 1.48 MB | Time: 0.13s | Printable

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