The Sonic the hedgehog thread V.3-2012 Sonic 4: Episode 2

sonic CD is a pre-quel to sonic 4???

in the words of Shadow: NOOOOOOOOOOOOOOOOOOOOOOOOO

#inb4zeldatimeline

Sonic CD being Sonic 4’s prequel is more funny than anything TBH.

So I decided to get a bit mathematical (and my math sucks so this won’t be anything I’d consider dry concrete). In the original games (used Sonic 1 for this little experiment) Sonic jumps approximately 5 times his standing height. In Generations? A little bit under 4 (also considering the slight camera movement that occurs). So you’re right. It isn’t as high as it could’ve been. For the hell of it, I’m gonna see if I can do this with modern Sonic somewhere… aaaaannnd… it seems he’s just under 5x his height. Looks like classic Sonic been eating too many chili dogs. :3

Sonic on that Knuckles jump status.

Sonic 1
Sonic 2
Sonic CD
Sonic 4 episode 1
Sonic 4 episode 2
Sonic 3 and Knuckles

is this right?

also generations pays homage to sonic rivals…sonic boom remix…sonic adventure 2 music remixed…

im ready…

If they happen to put a playable classic Knuckles in this game that goes through classic levels… (which I hope they don’t - modern Knuckles is no exception either)

LOL getting technical, the shorter jump itself doesn’t stand out nearly as much as the fact classic sonic stops and drops so fast and abruptly compared to genesis sonic it doesn’t look or feel natural.

I noticed that during the first demo, but I can’t really be disappointed if this is how it winds up.

In the end, aside from a few aspects, there’s nothing 16-bit perfect about Generations classic Sonic (in the console version at least) aside from the side scrolling aspect. Outside of how Sonic functions, the enemies function differently with more flare than how they acted before. There are speed strips on the ground (never existed in any green hill/1st stage in classic games). You get a spin dash speed boost going through those corkscrews that are inside mountains. There are corkscrews in the level that connect from one area to another which was an Emerald Hill feature. The 360 loops are huge. The bridges collapses. Enemies are setup in various places for platforming. The springs that bounce you vertically up cease all horizontal movement and you don’t even have to jump directly on top of them. When hit, rings just bounce up and down around you and don’t go “everywhere.” I can say I’m still not used to the fact they gave animation to Sonic getting up after being hit lol. I’m sure there are a lot more differences to note. The result is that classic Sonic is more of a visual replica that focuses more on fashion from the 16-bit era than function of the 16-bit era to the point comparing the function to the old game is inevitable, but pointless. It’s all done very beautifully inside and out and after playing this demo/going back to the old games, I don’t think I would want the 16-bit Sonic physics in this game because… well, it’s not that. For me, there seems to be a lot to like about Generations classic Sonic and I really had to empty my cup on the old Genesis feel most of us have come to appreciate, especially after playing post-Genesis games since their introduction.

I still had a lot of fun with the demo, though yeah classic has a really odd jump height and sinks like a rock. Still, it’s was fantastic.

ummm…guys? Have you tried holding down and pressing A or whatever the jump button is? I played it this morning and was able to rev up the spin dash manually. Or am I missing something?

Definitely give a listen to the night stages without the interruptions.

Arid Sands - Night
Jungle Joyride - Night

Ahh I had Casino Night mixed up with Chemical Plant, which is my favorite track. Sonic 2 was pretty baller all around.

People on Gaf are saying there are pictures floating around of a shop in the inside of the game where you can buy upgrades. One of the icons in the shop is the Super Peel Out.

WTF is a Super Peel Out?

Super Peel Out simplified is sort of like opposite of the spindash. Instead of spinning in place and reving up for more speed, Sonic will instead run in place before taking off. Spindash puts you into a spin to prevent you from running into enemies where as Super Peel Out doesn’t since it puts you out at a run. The only time Super Peel Out was safe was in Sonic Triple Trouble where it has a couple seconds of invincibility when you let go of it. It’s a move that hasn’t been used much in the Sonic franchise but it got it’s start in Sonic CD.

I remember that in Sonic CD. I mostly liked it for it’s really cool looking animation.

yyyyup…the figure 8 run. I remember when they animated that in Brawl it completely blew my mind. It’s so flashy and makes absolutely no sense lol.

I really like the sound of violins so this one is an automatic win. The piano in it is really nice. It successfully sounds like something I’d want to listen to at night.

Oh I see, hopefully these upgrades are easy to purchase and also allow some stages to be completed differently.

I just compared both even at his highest classic sonic’s jump is a little bit lower then genesis sonic whatever. But the real issue is how unlike genesis sonic with classic you can’t hold down while rolling and maintain momentum you just slow down:mad:

12 days left for 20 years of love. Not much longer til US PSN gets a small sample.