Sonic The Hedgehog Games

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Which game do you play the most in Sonic Mega Collection?

  • Sonic 1

    Votos: 28 4.5%
  • Sonic 2

    Votos: 112 18.0%
  • Sonic 3 and Knuckles

    Votos: 246 39.5%
  • Sonic 3D Blast

    Votos: 23 3.7%
  • Sonic Spinball

    Votos: 24 3.9%
  • Dr. Robotnik's Meanbean Machine

    Votos: 90 14.4%
  • they're all good in my opinion

    Votos: 100 16.1%

  • Total de votantes
    623
turns out, the Genesis 3D Blast music is just pre-set templates from a very specific KORG board
I'm not familiar with the Genesis version but I was one of the 20 kids that had a Sega Saturn and the "Mystic Ruins" from that version is some of my favorite Sonic music of all time, which is saying a lot.
 
I'm not familiar with the Genesis version but I was one of the 20 kids that had a Sega Saturn and the "Mystic Ruins" from that version is some of my favorite Sonic music of all time, which is saying a lot.
The saturn port's OST is great but IMO the genesis one fits the game's stages better. Similar feeling to the JP/EU OST of sonic CD vs. the US one. One was clearly made with the game in mind and one was made as a replacement for something that was already there
I sometimes wonder how it'd sound if they kept the OST but just gave it the HD instrumentation in the saturn port.
 
The saturn port's OST is great but IMO the genesis one fits the game's stages better. Similar feeling to the JP/EU OST of sonic CD vs. the US one. One was clearly made with the game in mind and one was made as a replacement for something that was already there
I sometimes wonder how it'd sound if they kept the OST but just gave it the HD instrumentation in the saturn port.
https://youtube.com/watch?v=JpprlLkFycIhttps://youtube.com/watch?v=f15twYCWlBQ
Hyper niche and maybe I'm retarded but this reminds me of the Title Music from Woody Woodpecker in Crazy Castle 5 for the gba
 
Played Knuckles' Chaotix for about five minutes before deciding sorry, this is not a sonic game and deleting it.
Played and completed Sonic 1 for Game Gear and it's pretty meh. I won't be playing the second one.

Currently playing Sonic Pocket Adventure and it's an improvement.
 
Sonic R is being decompiled by jnmartin,
I love Sonic R it is a guilty pleasure of mine. Really happy to see this.
Some of the best music in all of gaming each level being an earworm and the concept was so cool mixing platforming and racing in 3d with complex levels (although once you know the fastest route the level becomes a straight line unless you are going for all coins/emeralds).

Out of all the Sonic games I need to see get this treatment, I would love to see:
  • Rush series
  • Battle (add online mode, custom characters, mods etc... things only a good decomp project could do.)
  • Storybook series (Fix control for SR and get BK into more people's hands still super underrated).
I believe I've already mentioned all of this before.

What are your Top 3 Sonic games, that NEED a good Decomp?​

Similar to Sonic Unleashed decomp, LOZ OoT and MM, Mario 64 decomps, etc...
What Sonic games, (At most 3 since we could really say all of them) in your opinion need a good decomp.

Some common reasons to get your brain going on this topic are:
  • Making the game easier to access and play on all different/modern hardware
  • Providing needed fixes, patches, stability, etc...
  • By going Open Source allowing the Sonic Modding community to run rampant with additional content, gameplay revisions, features, etc...
  • Enabling Online Multiplayer.
  • Enabling features, mechanics, etc... to start getting ported to other games, (Like Mario 64 in Half Life, Minecraft, etc...)

My Top 3 are:​

  1. Sonic Battle​

      • Online Battles, (1v1, 2v2, and more)
      • New Characters, with the insane amount of Fan-Sprites made over the years based on Battle this would work. (Shadic, Nazo, Blaze, Eggman, fun fan shit etc...)
      • New levels with unrestricted camera.
      • HD resolutions, HQ Song remasters,
      • New Game Modes, (Survival, Rogue-like survival like Garou, Level creator, Sprite/Color editor, Tournament mode, etc...)
      [*]
  2. Sonic and the Black Knight / Secret Rings, (Same engine / built on top of each other like OOT and MM I consider a packaged deal here)​

      • Some of the most underrated experiences stuck on the Wii with some of the best charactization, music, creative level design, and peak Sonic characterization. That with a few touch-ups, could be classic experiences.
      • Wide-screen and Ultra wide screen, Graphics enhancements, texture fixes, resolutions up to 8k, etc...
      • Control fixes, better movement, etc..
      • Online for the Mario party multiplayer.
      • Controller Gyro support to mimic the original control scheme
      [*]
  3. Sonic Rush Series​

      1. Screen Ratio fix for non dual screens, And 2 window option so we could place one window each in a monitor above the other monitor, (aka giant DS).
      2. Zoom in / Zoom out camera
      3. Wide-screen and Ultra widescreen, resolutions up to 8k, Graphical enhancements, texture fixes, HD sprites, and Model replacements.
      4. Sound/Music replacements using HQ samples
      5. Allowing for Cross-Game progression, (package both and once I finish Rush, it immediately boots up Rush Adventure. Allow me to farm resources in Rush Adventure by playing Rush stages. Similar to OOT/MM cross game progression ala the video linked here.)
      6. Online (Time trials, Races, etc...)
      7. Mods, Custom Stages, Characters, movesets, expansions, etc...
      8. Allow Non-Touch controls from Special Stages
      [*]
1759765713037.png
 
I love Sonic R it is a guilty pleasure of mine.
idk why people consider it a bad game to begin with. It's like any other racer where each character has different stats for Speed/Accel/Turn. F-Zero, WipEout, Cruis'n, its like those games. Only difference is that you can go off track to explore and find secrets that unlock other characters. Water isn't even a threat if you have the snow weather turned on (but then you have to deal with slippery roads).

Only downside is the CPU on the hardest difficulty. If you're playing any of the unlocked characters not named Super Sonic, you're pretty much playing the "I always lose" game because Super Sonic is OP as fuck and will always be one lap ahead of you. On the other hand, if you got all the emeralds and characters and play as the regular crew and win, you pretty much get the good ending regardless (and by good ending I mean one extra pic to view before the "Congratulations" screen) , so it doesn't even matter. The fog isn't even an issue because you can just play the GameCube version and see ahead for days.

The biggest strike though is the amount of tracks. Sonic Drift 2 had more tracks than this game and that was a GameGear title, there's no excuse for R to only have 5 tracks and call it a day.
 
I love Sonic R it is a guilty pleasure of mine. Really happy to see this.
Some of the best music in all of gaming each level being an earworm and the concept was so cool mixing platforming and racing in 3d with complex levels (although once you know the fastest route the level becomes a straight line unless you are going for all coins/emeralds).
I still don't know why Sonic R was so hated when it has the best music and most personality of any of the racing games in the franchise, was it just in the wrong place at the wrong time?
 
I still don't know why Sonic R was so hated when it has the best music and most personality of any of the racing games in the franchise, was it just in the wrong place at the wrong time?
I think that's precisely the case. Remember, Sonic R was originally released on the Saturn, and was the ONLY fully-original Sonic game on the system (the others being Genesis ports).
 
I still don't know why Sonic R was so hated when it has the best music and most personality of any of the racing games in the franchise, was it just in the wrong place at the wrong time?
I think that's precisely the case. Remember, Sonic R was originally released on the Saturn, and was the ONLY fully-original Sonic game on the system (the others being Genesis ports).
I think part of it also has to do with the fact people think the game controls bad, keyword being think. As the game started off as a Formula 1 racer before Sega heard about it, the characters control like vehicles, which threw people off thinking the characters would control like platforming characters given that they're on foot.
 
I still don't know why Sonic R was so hated when it has the best music and most personality of any of the racing games in the franchise, was it just in the wrong place at the wrong time?
Pretty much, on top of some people not being able to get used to the controls in a similar manner to 3d blast. God this is just reminding me how back int he day a bunch of friends and cousins would just play the shitout of sonic R and sonic the fighters on the gamecube port collections. Well more specifically the second one that had both on it, gems collection.

the characters control like vehicles, which threw people off thinking the characters would control like platforming characters given that they're on foot.
The controls are similar to other racing games but they do NOT control like vehicles. They all got really specific feels to how they go. If you go into sonic R expecting it to feel like a normal racing game control scheme wise it w ill be the worst game to you lmao
 
I think part of it also has to do with the fact people think the game controls bad, keyword being think. As the game started off as a Formula 1 racer before Sega heard about it, the characters control like vehicles, which threw people off thinking the characters would control like platforming characters given that they're on foot.
No way. Sonic R's controls are bad, and are the big reason why people don't like it. The character manage to feel both stiff and slippery to control at the same time. Can you get used to it and learn to have control over them? Sure, but if it feels unintuitive and awkward then I don't think that counts as good controls. I got used to the controls and physics of Sonic 06 well enough to feel like I could make the characters do what I wanted them to, but if I said that Sonic 06 didn't have bad control just because of that then people would call me a crazy apologist. There's people who have gotten used to Star Fox Zero's controls, but that's not doing anything to rehabilitate that game's image either because there's no reason it should control like that.
 
the Mega Drive one will always be my favourite of the two
The Mega Drive's sonic palette, deriving from its architecture, was one of the most significant choices in video game and music history. I can never fault anyone with a soft spot for good MD tunes; my soft spot for it is a mile wide.
 
An interview with Mike Fischer, the former Product Manager at Sega of Japan and VP at SoA.
Mike Fischer: I mean, there were some challenging times, right? Peter sent me back… I think it was in some of his interviews and in Console Wars. He sent me back to deliver this “Gamer’s Manifesto.” I’m like, “Hey, here are the trends in the U.S. Here are some of the things we need to pick up on. The gamer market has become more mature, M-rated games are important. It’s really good really important to have a multi-player component so people will play the games longer. You can’t just do arcade ports because people will buy the game on Tuesday and then return it by the weekend to GameStop to get the maximum money back, and then we’re just recycling secondhand sales.” I made the mistake of delivering it in Japanese. My Japanese wasn’t as good as it had been at its peak, but they got the point. And a few people like Toshihiro Nagoshi got it. I don’t think that he made Yakuza based on the input that I gave him. I think he already wanted to make Yakuza, but it was interesting that after Monkey Ball, his next game was Yakuza. Naka just went fucking ballistic on me, yelling at me, saying I wanted to make porno games. Literally, I’ve never seen someone foam at the mouth, but he had literally like foamy spit at the corners of his mouth. “How many games have you made? How many hits have you delivered? Who are you to come here and tell us?” And I’m like, “Dude, I’m just here to tell you where the hockey puck is going. These are the trends in the U.S. We are diverging in the games we make and the games that the market wants” and did not go wrong. Yeah, Naka-san was a challenge. That’s when he made Billy Hatcher and the Giant Egg, if you recall that.

Sega-16: Oh yeah, I remember that game, on GameCube.

Mike Fischer: Yeah, I remember looking at the game. He wanted to call it Giant Eggs, and we’re like, “Well, to lay a big egg in the U.S. just means a failure.”

Sega-16: True!

Mike Fischer: If you look back, like eggs played an odd part in a lot of Naka-san’s content. It’s like, “What’s the obsession with eggs?” Anyway, one of the guys on my team said, “Well, let’s call it Billy Hatcher” because it’s a hatching game with a cute character. The main character is the the boy, not the egg. Of course, Naka-san hated it. We called it Billy Hatcher and the Giant Egg, which he still hated. We at one point – I promise you, I am not making up this story; I have two witnesses! At one point, he he visited the U.S. Sometimes, I translated, and sometimes other people translated. He goes, “Well, I know another name for the boy wearing a rooster suit. Another name for rooster is cock. Can we call the game Giant Cock in English?”

Sega-16: Oh my god! I would have been half-tempted to agree, just to see what happened.

Mike Fischer: I should have. He is literally the most miserable person I have ever worked with in games or anything else in my life, just a a horrible human being, and you can quote me on that. As you know, he’s also now also a convicted felon.
Sega-16: Yeah, he has quite the colorful reputation.

Mike Fischer: Well, the thing for me was that I saw him at one point get up on stage and receive a lifetime achievement award for creating Sonic the Hedgehog. I saw him give an interview where he talked about why he decided to make Sonic blue, and, as you know, he wasn’t responsible for any of that. That was all Naoto Ōshima, and Ōshima-san is one of the most wonderful, kindhearted people you’ll ever meet in your life. The only reason that I agreed to talk to the guy who wrote Console Wars was because I wanted to set the record straight, and I’m really proud that it is now on the record. There were three of them right? There was Ōshima, who was the character creator…

Sega-16:and there was Hirokazu Yasuhara.

Mike Fischer: Yeah, Yasuhara-san was the designer, and Naka-san was sort of like the team leader. I guess he was also the programmer. He certainly had had a hand in it.

Sega-16: There are so many people. I teach college game study courses, and the introductory course is all game history, and of course, we talk about Mario and Sonic. My students are all raised on Sonic, but they’re all 18 or 19, so they’re all post-console Sonic and they know Eugene. We talk about Rieko Kodama’s role and about Flicky – the flicky birds in the Sonic games. Most don’t know that he had his own game in 1984 that was designed by Yuji Ishii, and it’s where Ishii perfected the technique of making a fast side-scrolling screen. If it hadn’t been for Flicky, there might not be a Sonic the Hedgehog. There are all these other people that are so deeply involved in making a game. It’s like when Atari when people say that Nolan Bushnell was the founder of Atari. He wasn’t the only one! So, when they talk about like Naka being the creator of Sonic the Hedgehog, it just drives me crazy.

Mike Fischer: Well, he just was so malignant in trying to rewrite history. You know that Ōshima-san worked on Blinx the Cat. When we had the Xbox One debut, he was there, and Naka-san was invited and refused to sit in the same row as Ōshima-san because he accused Ōshima-san of trying to steal his credit.
The sweetest thing was we we brought the the Sonic the Hedgehog mascot character up to Nintendo, and the Mario mascot character was there at the door of Nintendo of America and gave him a hug and welcomed him in. I think Arakawa-san from Nintendo of America was there. I’m not going to lie, I got a little teary-eyed when I saw that happen. It was really sweet.
Although, I will say that it would be nice to see them bring some fresh blood to Sonic Team. I don’t think that they’ve ever really met the creative potential that Sonic really brings since that original generation of of 16-bit games and you know Takashi Iizuka has taken over from from Naka, and there’s some important handover legacy there, but the games just aren’t good. The only good Sonic game they had in a very long time was a fan-made game.
 
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