>>324193151 With all the collections and Sonic games on Virtual Console and other similar things why hasn't this game ever gotten a re-release? It wasn't the best but I enjoyed it a lot, especially that sexy soundtrack.
>>324194819 It's kind of bad. Control is iffy but fun, level design is raw ass. Speed Slider is almost good, Botanic Base is iffy but decent, Marina Madness is a fucking mess, Amazing Arena is a fucking mess, Techno Tower is 5 acts of "go up," it's not good. Bosses are okay. Final boss is lame except the arena looks cool. Special stages are iffy -- they look cool, and are kind of fun, but they're annoying as shit from the fourth or fifth onward.
visuals and sound are 10/10 excellent though, it's one of the more polished things on the 32X, and it is kind of fun it's blatantly unfinished though, you can tell that Sega wanted to work on it more I remember hearing that it was originally a Saturn project that got pulled to the 32X.
but the only reason to get one of those machines is for fucking Virtua Racing Deluxe which is probably the most polished 32X game and is pretty damn fun (and has much more playable framerate than the Genesis version, along with more tracks, better audio, higher resolution graphics (Genesis version runs at 256x224, and IIRC isn't even fullscreen then, 32X version is 320x224 fullscreen), and more color) also, maybe Space Harrier on 32X, almost perfect port other than a few slight framerate drops
>>324198315 I love that though, it's so fucking sexy seeing a fully decked out Sega tower. It's like a small plastic temple.
>>324199426 CD's stage design is too fucking chunky to be the best. It's deliberately chunky, but out of all the Sonic games, it's got the least "flow" to them, where you're moving smoothly and reacting to shit and keeping your momentum. CD tries to hard stop the player more than any other Sonic.
>>324200198 >EGM: Team Chaotix's gameplay is quite different than the other three teams'. Why did you decide to bring back these characters and give them fun, silly goals like rounding up hermit crabs?
>TI: In my mind, I didn't bring back the Team Chaotix characters from the past -- instead, they're new characters who happen to fit into the game. I wanted to create at least one team that was totally different from how Team Sonic talks and acts. Those three characters, Charmy, Espio, and Vector... they're so unique in their actions, personalities, and goals. They add a lot of flavor and variety to the overall picture. There's also the fact that those characters have never been used by Sonic Team -- we weren't involved with Knuckles Chaotix; some other internal sega Development team did that. So it's not a matter of bringing up old characters... we recreated those characters from the ground up. We want Sonic to be Sonic, and for the others to be supporting characters. I'm very happy with the way Team Chaotix turned out, so I hope they'll be brought back to another title in the future. You'll see more of them!
>>324199727 >Not good A lot of the collections had mediocre to bad Sonic games in them. Mega Collection has 3D Blast which people say are bad and Gems Collection has Sonic R, Fighters & a time trial of Sonic Labyrinth in them. You don't have to agree with it being good necessarily but Knuckles' Choatix is better than previous ones I listed so I don't really see that being a reason. >Implying canon matters A lot of Sonic lore is retconned and fucked with, I doubt they put much care into what's canon.
>>324198315 >>324198597 I really do wonder how things would have turned out if Sega of America's "keep making add-ons for Genesis" strategy had been followed in stead of Sega of Japan's "MORE CONSOLES, MORE MONEY" approach.
>>324200269 Sonic 3 is pretty good about this, and S&K is (almost) better. Both games try to keep the player moving, they still have a lot of platforming involved, solid enemy placement, large and intricate levels. They have one really stupid level in each (Carnival Night act 2, which is long as shit for no good reason and has the barrel (which wasn't a problem for me, but it is poor design), and Sandopolis act 2,which isn't actually that bad, but it's annoying).
Sonic 2 is almost ace, except Mystic Cave onward has a lot of bullshit (Metropolis is a long, slow stage with bullshit enemies like the stars (and you can get stuck on the fucking bounce tunnels, Sky Chase is a cool idea but kind of boring, Wing Fortress is a bit sloppy).
Sonic 1 has every other level not having any flow at all, which is a shame (Marble is pretty okay though, and I enjoy bits of Scrap Brain, Labyrinth can fuck off though). The fast stages are kind of easy, other than a few minor bits of spike ball bullshit in Spring Yard. It's okay.
>>324200976 Sonic R is fucking great. The only issue is that it's short as fuck (like, within the first hour after you get used to the controls, you'll probably have beaten the game), but the visuals are pretty solid, the soundtrack is silly but brilliant, and the track design is actually fucking ace and very impressive.
Controls are iffy, but they're more than serviceable once you get used to them (drive Sonic like a car).
>>324201295 Hilariously badly. also, the only addon Sega of America had a hand in was the 32X like, SoA couldn't even get development Sega CDs from Sega of Japan
>>324201503 nope only thing I can think of is the Sonic in Chaotix hack, which just replaces Mighty with Sonic
>>324201719 While I listed it, I actually did enjoy Sonic R myself. I only listed it since I was just going off of the (seemingly) general opinion on the game. I wish more racing games (like the Animal Crossing track in Mario Kart 8) had seasonal changes for each track like Sonic R did.
>>324201719 >Controls are iffy, but they're more than serviceable once you get used to them >iffy That's being a bit nice isn't? The controls were hot ass anon. Then there's the fact that you had to go out of your way for the Emeralds and other collectibles AND win the race. On top of that when it comes to unlocking other characters you have to not only get said collectibles and win but beat the character or be forced to collect that shit again.
>>324202143 It was explained, on the manual, the fact that you never have/had do use UP/DOWN in Sonic games till then, even when there were barrels prior to this specific zone that never used this method, then yes, it is a bad design by all means.
>>324202143 Carnival Night is actually a pretty poorly designed stage comparatively. It gets super closed off, and then drags on and on. Certainly not one of my favorite areas. Even ignoring the barrel debacle.
>>324202212 >The controls were hot ass anon. Then there's the fact that you had to go out of your way for the Emeralds and other collectibles AND win the race. On top of that when it comes to unlocking other characters you have to not only get said collectibles and win but beat the character or be forced to collect that shit again.
You can do that all in one run of the course (maybe two if you haven't played in a while), unless you're bad, and the game is extremely easy. and the only time the controls have ever been bad is during the brief period where I pressed up to move Sonic forward (or actually, Knuckles, who I played as when learning the game), and couldn't really move well at all once you stop that The stages were specifically designed to be explored,
>>324202035 I mentioned that being bullshit. I never said S3 was flawless (and fuck, I specifically said S&K was better than S3).
>>324202649 CNZ1 isn't too bad (not amazing), but CNZ2 is exactly that.
>>324202879 >>324202453 http://info.sonicretro.org/index.php?title=File%3ASonic3_MD_US_SonicJam_manual.pdf&page=1 it's not in the US manual, too lazy to check the EU one and can't read nip for the JP one
>>324203317 wow, part of my post disappeared >once you stop that once you stop that, you can actually move Sonic and co pretty damn well The stages were specifically designed to be explored to get some life out of the small number of stages.
personally, I'd rather have had another 4 or 8 more linear stages, but they're pretty damn good stages
>>324195167 No, it's not fine. It's absolutely not fine. It could have been fine, but it wasn't. If you replaced Knuckles with Sonic and got rid of the bungee gimmick it would still be a bad game. The music and spritework are so fucking good, it has one of the best special stages, the new characters (and return of Mighty) are neat, even the bungee gimmick is pretty neat, and it was awesome getting a spin-off starring Knuckles that wanted to do things a little differently.
But the thing that absolutely ruins the ever-loving fuck out of it is level design. This is how important level design is. And each area has FIVE fucking acts of what feels like randomly generated nonsense. It desperately needs a romhack, it's just begging for it.
>>324196385 32x emulation has been around forever. I first played it ages ago, and Sonic Crackers a few years before that.
>>324193151 There isn't one. Not really. You have your oddballs like Super Mario Bros 2, Super Mario Land, Luigi's Mansion, Super Mario Sunshine, and awful crap like the edutainment and CD-i games. Virtual Boy Wario Land was on a system barely anybody had, but that was actually a solid game. Yoshi's Island was an impressive spin-off that had a totally different feel, kept Baby Mario tethered to you, and was arguably more like a 32x game compared to the much more modest spritework of the launch title that was Super Mario World. Except everybody had a SNES and Yoshi's Island is a classic.
>>324203632 I agree, because fuck tutorials. There are ways around this. Like a D-pad in the light signs flashing on the wall to spell out the up and down arrows. Even stylized to look remotely part of the level.
>>324203653 >32x emulation has been around forever. I first played it ages ago, and Sonic Crackers a few years before that. Obviously this increased the number of people who played it, maybe even dramatically. But someone has to care enough to care to track it down to begin with. If it were packaged in a Sonic Collection, people would stumble across it a bit more naturally and just give it a go.
You can have an actual discussion with short posts too, unless you want mistakes to happen like this >>324203496 where they get all messed up and end up confusing people instead of having a discussion.
You do this often? Twisting people's words just to play Vlad the Implier and post your meme reaction faces? You're a very sad person.
>>324204343 it's pretty easy to actually pick your character (particularly if you liked partnering with Vector), but that was retarded as a whole and just led to you hitting the reset button to try again
>>324204460 I never understood why people like Vector. Is an awesome alligator who wears headphones really enough without any real gameplay advantage? Charmy's flight could be exploited pretty easily and I was surprised to learn he wasn't any kind of fan favorite.
>>324204487 >The barrel responds to jumping. I'm convinced that was a later addition in development to make the barrels seem more dynamic. shame we don't have any Sonic 3 betas at all (only thing we have are a possible "Complete" edition of Sonic 3 with the S&K half)
>>324204734 Of the designs, Vector's the coolest. As a partner, he's iffy (the weight is pretty useful though, which is part of the reason Heavy doesn't completely and utterly suck in every possible way, just most of them). Charmy sucks as a partner, but he's absolute easy mode as a player character.
>>324204487 still, having computer-controlled Tails along makes the jumping method impossible, and even though this is a relatively old game we're talking about that's still too big of a red flag that it's not the method the developers meant you to use. I didn't play Sonic 3 until long after the barrel had become infamous but I'm convinced the people complaining about it just didn't try to get past it very many times, and/or weren't very clever to start with. If something seems difficult to do, then you need to start exhausting every possible option available to you that you can think of, and that means pushing every single button on the controller.
>>324206547 >having computer-controlled Tails along makes the jumping method impossible Well, I had a human controlled one. Which made it extra confusing, because when it doesn't work you just assume your friend fucked everything up.
>>324206083 other than the stages, the game just lacks general polish the ending (good and bad) is plain in a way Sonic games hadn't been up to that point the stages are mostly slapped together and don't change terribly much throughout the betas from what we have the main menu literally looks like something out of a debug build
also, there's the fact that it was on the 32X at all, and nearly ALL the 32X games were slammed together in a couple of months
>>324206547 >and that means pushing every single button on the controller. Look, everyone figured it out eventually. It was just a pain in the ass. And not all kids think so rationally about trial and error, or the impossibility presented by a computer controlled partner..
Back then, there were a lot of games that just weren't thoroughly tested. QA was not as thorough as modern day games, and there were a lot of really poor design decisions in video games. Your mindset that all games are considerate in their designs really reveals the era you were born into.
>>324207332 You'd think even a kid realizes that the game should have some way of actually beating it. I even admitted that yes, we're talking about an old game and back then critical bugs or design fuck-ups may have been more common. But still.
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