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| Sonic the Hedgehog; All things Sonic go here. | |
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| Tweet Topic Started: Sep 4 2010, 07:44 AM (41,919 Views) | |
| -Blacklightning- | Dec 31 2011, 02:29 AM Post #646 |
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BL;DR
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Oh, so someone DID catch that before my quick little edit. Just goes to show how much I'm obsessed with that game. >.>
Edited by Blacklightning, Dec 31 2011, 02:29 AM.
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| -Havoc the Tenrec- | Dec 31 2011, 03:14 AM Post #647 |
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Master
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There was one puzzle in that first episode that really got on my nerves, I'm not even sure how I even got through it... it might've been in that Here it is 5:08 Edited by Havoc the Tenrec, Dec 31 2011, 03:24 AM.
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html-initialize: <head> <blinkingtext/"I am growing stronger"</blenked> </endhtml> | |
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| -Blacklightning- | Dec 31 2011, 03:45 AM Post #648 |
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BL;DR
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Don't even fucking get me started with that torch puzzle. Even when I remember the perfect order to relight the damn things in it still takes me a good five minutes or so to get the timing right because the platforms don't stay open for an equal amount of time. I have no idea what Dimps was smoking when they thought anything even remotely resembling a scenario like that was in any way a good idea, because besides the fact that it's a technically shit puzzle it still kills all the pacing of the game and ruins the feel of an otherwise flow-oriented game. At least the fuse-lighting bits didn't keep you waiting THAT long if you happened to reach the soon-to-be-bombed route before the fuse did. |
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| -Arem- | Dec 31 2011, 04:32 AM Post #649 |
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Fabulous Homosexual
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Damn it, BL beat me to the speechstorm about that puzzle. >_< |
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| Psycho Werekitsune | Dec 31 2011, 06:08 AM Post #650 |
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Part man...part beast...full psycho!
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SHUT UP BL, I WAS VENTING, YOU LEAVE MY STRAWMAN OUT OF THIS! *huffpuff* Actually, I really did believe that the WiiWare version was the definitive version, with the others being ports of it, just the impression I got at the time. Also, I don't see the issues with either the minecart level or the midi music; the level looks fine, albeit, a bit confusing near the end and I figured the midi music gave the game a more retro feel. On that note, how the hell does the iPhone version manage to handle mp3s while the WiiWare version doesn't? What the hell is up with that? |
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| -The Raging Zephyr- | Dec 31 2011, 06:40 AM Post #651 |
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The Winds of Change
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Havoc, next time you post a video to make a point, can you please not pick an absolute retard to play through it? They got stumped by things that were absurdly simple, never mind the torch puzzle (really, that was supposed to be difficult?) |
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| -Havoc the Tenrec- | Dec 31 2011, 06:42 AM Post #652 |
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Master
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lol, hey I said where to start the video, if you watched any further or back it ain't my fault. Yeah the guy isn't that good at it. |
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| -Luffy Foxtrot- | Dec 31 2011, 07:45 AM Post #653 |
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Raining on your parade with a truckload of awkward awesomeness.
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Jesus hell, that guy sucked even worse than I did. And I'm terrible at sidescrolling games ._. Fucking dumbass. And people actually watch his playthroughs? |
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| -Blacklightning- | Jan 1 2012, 11:12 AM Post #654 |
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BL;DR
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what the fuck is this i don't even There is literally nothing to suggest that the Wii was even the lead platform, let alone the definitive one. Unless we're somehow going by completely different definitions of "definitive", and frankly, I see nothing to suggest that it should be the weakest port of the game without debate. Oh god, you're actually serious aren't you There was not a single interesting thing that actually happened in that level. All it really consisted of is moving right. That's all it consisted of. I mean, you could say that about Splash Hill with some reasonable amount of justification, but even that had a few cockblock walls and motobugs if you abused the equisite art of holding right irresponsibly. Here, nothing else happens. Nothing. It's practically "Straight Line Zone: The Zone". Any attempts to the contrary that I can see are just plain futile - the enemies can't kill you (hell, if I'm not mistaken, the touch of death mechanics are actually completely inverted, which entirely defeats the purpose of having enemies to begin with), the cart struggles with any form of coherent platforming (you SAW that bit within the first few seconds of the level, right? There is literally no way the cart should clear a step jump so obviously only for the hitbox to somehow be still rubbing up against it), the switch sections are a detour that takes all of two seconds in the opposite direction followed by an auto-guided spring chain, and the only form of challenge that even exists is the occasional (most likely bottomless) pit, which is literally the most binary kind of difficulty you could possibly inject into a level like this. It's also hilarious to note that the physics are so broken that not only can you spontaneously detach from the ground by flying off a slope less that 20 degrees off the previous one, in true Sonic 4 fashion it even kills nearly all of your momentum every single fucking time it happens. This looks fine to you? This is your definition of "fine"? I'm just baffled that I even had to go to all this effort to explain exactly how ridiculously wrong you are about this, because every single quality I can possibly gather about this level is either horrendously bland and repetitive, or blatantly and offensively bad level design, on top of being an absolute batfuck stupid and nonsensical level gimmick bordering on outright genre twist that even special stages of all things somehow obey the game's rules more than this trainwreck (if you'll pardon the awful pun). And on a brief note about the MIDIs - big fuckin' difference between sounding "retro" and sounding "dated", just for the record. Stuff like MM9 gets away with it easily because well, it's dated by very design to emphasize the retro gimmick, and even then it at least ensured the musical style was consistent with the same chiptune the previous games used. Sonic 4 is not dated by design. It is something that strived to be, at the very least, an upgrade in presentation over the games that spawned it, so it should go without saying there's a big elephant in the room when the sum of the game's parts aren't consistent in that regard. To say nothing of how much weaker it actually sounds in comparison to proper waveform music, as subjective as that can be. Edited by Blacklightning, Jan 1 2012, 11:14 AM.
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| -YCobb- | Jan 1 2012, 03:30 PM Post #655 |
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Master
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To clarify the point about the iPhone handling MP3s while the Wii couldn't, which BL skipped: iPhones have a minimum of 8gb memory, up to 64gb, while the Wii only has 512mb. Storage capacity on the Wii is a joke. |
also CHORNO FUCKING TRIGGER ![]() ![]()
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| Psycho Werekitsune | Jan 1 2012, 03:48 PM Post #656 |
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Part man...part beast...full psycho!
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I'd just assumed that this was the level at an earlier stage in development and that the final product would've had more. For a trial run, it seemed okay to me. Also, the Wii can utilise up to 36GB SD cards, so I don't see why developers aren't capitalising on this. When the option shows up to download a large game, it should tell you that you won't be able to download it to the Wii's hard drive because it's too small. Seriously, that shouldn't even be a legitimate excuse. |
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| -Blacklightning- | Jan 1 2012, 03:49 PM Post #657 |
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BL;DR
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@Psych: You'd be surprised at just how much content was left completely unchanged from the ParterNET leak that video, among things, originated from. Hell, most of the glitches and exploits still possible in the retail game were discovered all the way back then and still nothing was done to fix them despite the delay they claimed was made for the explicit purpose of doing so. Bearing that in mind, had Dimps not decided that the entire level was a complete wreck beyond salvaging, I seriously doubt much about the level would've been changed, if anything. @ Ycobb: I skipped on that point because I'm preeeeeety sure Wiis can use SD cards as storage now, which can probably handle at least that same 8 gigs of data at once. The issue would have more to do with the 40 meg Wiiware limitation than the Wii's own storage space if filesize was a genuine contributer to the Wii version's lack of MP3 - though again I must reiterate my disbelief on whether that could have been the main factor based simply on the atrocious simplicity of the OST itself. I have some pretty strong doubts as to whether a bunch of 60 second loops could've taken up an entire 40 megs by itself. What is that, about 20 songs all up including title/boss themes and such? Can't say I care to check. EDIT: Google'd up a Sonic 4 OST download and it was 38mb, compressed. Looked through another, and it was 29mb. I can't seem to get a consistent filesize so far, but either way the music takes up a fair bit more space than I thought. How the fuck did that happen? Edited by Blacklightning, Jan 1 2012, 04:01 PM.
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| Psycho Werekitsune | Jan 1 2012, 04:02 PM Post #658 |
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Part man...part beast...full psycho!
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I have the OST: 17 songs (including jingles) and they take up about 30mb, uncompressed. Each song is about a minute and a half long. |
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| -Blacklightning- | Jan 1 2012, 04:07 PM Post #659 |
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BL;DR
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Just out of curiousity, do any of the songs there loop more than once? I'm more concerned with how much memory it would've taken up as is in the game (aka: single loop, no duplicates yadda yadda yadda). |
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| -Crimson Phoenix- | Jan 1 2012, 10:19 PM Post #660 |
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Master
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I wouldn't expect a song that's looped to take up more memory than the same song played only once. Shouldn't you just need a single (probably in the kilobytes sized) command to repeat the music for the duration of the level? It's not like the music alone is inviting a stack overflow for the Wii's memory, and I'd be a little surprised if a repeated song is actually an infinitely strung together series of the same song just that many times bigger in filesize. Just asking a question here.
Edited by Crimson Phoenix, Jan 1 2012, 10:20 PM.
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