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Personal Highlight of the Mini Direct?

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ChikoLad

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Nah.

Adding the spin dash and having a focus on constant motion and level traversing puts it leagues ahead of Sonic 1. Even in segments where you were forced to slow down in Sonic 2, it generally felt like you could take action to progress at any time.

Meanwhile Sonic 1 felt like it would stop the player at awkward moments to do nothing but wait for the scenery to shift around; Marble Zone was the worst offender by far. The only time you should ever have to wait in a Sonic game is for a setpiece or a payoff to at least offer the illusion that you're acting and progressing, not playing Red Light Green Light with the level designers.
I disagree.

Sonic 2 had overall worse level design because it often threw obstacles out at random. It has the most "cheap" level design in the Classic series. Of course, Metropolis Zone is the poster child for Sonic 2's level design, but other stages are certainly not innocent (Aquatic Ruins Zone has a lot of Grounders that just pop out of walls and bushes on what are clearly supposed to be "hold right to go fast" sections). You say Sonic 1 stops you at "awkward moments", but at least when you had to stop and slow down in that game, it was for an intelligently designed platforming challenge you could assess and see coming, not because you tripped over a bump (or in more literal terms, a poorly placed spike or enemy you couldn't see coming) in the road. In Sonic 2, the average player will actually slow down a lot more in comparison to Sonic 1, because instead of having admittedly slow-paced platforming challenges to deal with that take a little longer but make you feel like you are accomplishing something and add variety to the game, you're dealing with these short but frequent speed bumps that just get in the way.

And it's not like Sonic 2 completely did away with slow paced platforming - Casino Night and Mystic Ruins are quite slow-paced, the former especially. Oil Ocean is legitimately confusing to navigate. Hill Top has the underground sections that are actually a lot like Marble Zone. And Metropolis Zone is Metropolis Zone. Aquatic Ruins Zone is also plodding if you can't remain on the top path. Sonic 2 actually amplified the slow paced platforming and "red-light, green-light" gameplay so if you hated that in Sonic 1, there's no reason to say Sonic 2 improved on that in any capacity because it just has far more of it. Emerald Hill and Chemical Plant aren't the only zones in the game.

Sonic 2's special stage just flat out suck in the original version too. Sonic 1's were at least playable and were consistent with the game's mechanics. Sonic also feels heavier to me in Sonic 2, the physics aren't right on him (no, the Classic games don't have identical physics programming, I know this for a fact from researching them in depth).

If it weren't for the fact that Sonic 2 added the Spin Dash, Super Sonic, Multiplayer, and the fact the Taxman remake fixes a number of my issues with the game, I'd call it an objectively worse game in every possible way. As it stands, I can see why people go either way on it. For me personally though, I prefer Sonic 1. Length is just right even on an All Emeralds run, and the level design is overall a lot tighter and more intelligent. While Marble Zone and Labyrinth Zone neglect to use the game's physics mechanics for the most part, they are still solid platforming challenges (even in another game!) and many of the obstacles have intentional skips.
 

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It does feels an awful lot like Sonic 2 overall, but honestly I think its level design is inferior so far.

I can feel the effort they put into it, especially the Well Done But World's Most Early 90's Soundtrack Ever, but splitting it across timeframes seems to have made things less cohesive in level design somehow.

Lot of this is gut feeling though. More time with it might change my opinion.


If I see it on sale, it might be.
It's 5 bucks.
Is it the same as the Taxman one on console, or is it even better somehow?

They added Tails and the spin dash into the Taxman one. Those guys are wizards.


I feel more like it's an alternative direction for the series entirely than Sonic 2. They added completely different things to the gameplay, with the ones added in CD largely forgotten while the ones added in 2 kept being carried forward. It's an interesting time capsule of how two different teams approached the same basic idea of Sonic 1 in two different ways.
Its the Taxman one
If I may ask, how were the controls bad in Sonic and the Black Knight.

If it were Secret Rings, I'd agree wholeheartedly.

But the only thing the motion controls do here is swipe your sword. It's just one waggle motion and its reliable. How is that terrible?
Constant waggle controls like the Blacl Knight is awful. That's why its terrible. No fun at all
 

Aurane

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Sonic 2 is the worst of the Classic Sonic series. Still a fantastic game, but it's the worst one of them.

Thats your opinion. S'alright. But to be frank- you're only saying that cause you kept getting your ass handed to by the final boss.
2017-05-06_08-39-41.jpg
 

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Ohhh yeah that monster.

It'd be cool if they remade Quest 64, but added all the **** that was gonna be in the game like party members like that princess in the beginning and money.
To be honest, I think the game works best with a character per controller. I wouldn't mind a Switch remake, where you can have another character, but that requires another player. Or a 3DS-based one. The battle mechanics makes it really perfect to have 1 character as is, and it's balanced just right. Not that I'm against party members, but it would require a bigger overhaul.

Money should be easy to do. Every enemy has a literal exp drop total. It's not easy to see due to how you gain "percentages", but it's a simple point system no different from stuff like Dragon Quest. Anyway, you could just have them drop that amount of coins(or whatever the proper money system is in real life Celtland).
 

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I disagree.

Sonic 2 had overall worse level design because it often threw obstacles out at random. It has the most "cheap" level design in the Classic series. Of course, Metropolis Zone is the poster child for Sonic 2's level design, but other stages are certainly not innocent (Aquatic Ruins Zone has a lot of Grounders that just pop out of walls and bushes on what are clearly supposed to be "hold right to go fast" sections). You say Sonic 1 stops you at "awkward moments", but at least when you had to stop and slow down in that game, it was for an intelligently designed platforming challenge you could assess and see coming, not because you tripped over a bump (or in more literal terms, a poorly placed spike or enemy you couldn't see coming) in the road. In Sonic 2, the average player will actually slow down a lot more in comparison to Sonic 1, because instead of having admittedly slow-paced platforming challenges to deal with that take a little longer but make you feel like you are accomplishing something and add variety to the game, you're dealing with these short but frequent speed bumps that just get in the way.

And it's not like Sonic 2 completely did away with slow paced platforming - Casino Night and Mystic Ruins are quite slow-paced, the former especially. Oil Ocean is legitimately confusing to navigate. Hill Top has the underground sections that are actually a lot like Marble Zone. And Metropolis Zone is Metropolis Zone. Aquatic Ruins Zone is also plodding if you can't remain on the top path. Sonic 2 actually amplified the slow paced platforming and "red-light, green-light" gameplay so if you hated that in Sonic 1, there's no reason to say Sonic 2 improved on that in any capacity because it just has far more of it. Emerald Hill and Chemical Plant aren't the only zones in the game.

Sonic 2's special stage just flat out suck in the original version too. Sonic 1's were at least playable and were consistent with the game's mechanics. Sonic also feels heavier to me in Sonic 2, the physics aren't right on him (no, the Classic games don't have identical physics programming, I know this for a fact from researching them in depth).

If it weren't for the fact that Sonic 2 added the Spin Dash, Super Sonic, Multiplayer, and the fact the Taxman remake fixes a number of my issues with the game, I'd call it an objectively worse game in every possible way. As it stands, I can see why people go either way on it. For me personally though, I prefer Sonic 1. Length is just right even on an All Emeralds run, and the level design is overall a lot tighter and more intelligent. While Marble Zone and Labyrinth Zone neglect to use the game's physics mechanics for the most part, they are still solid platforming challenges (even in another game!) and many of the obstacles have intentional skips.
You raise some valid points. I still don't agree with the conclusion, but it's honestly been years since I've played any of the classic Sonics in much depth (CD aside) and I don't feel like I'll be able to make a worthy debate opponent at this time.

Rain check it though, seems like it'd actually be a good round. I'll get back with you after I've run through them again.

The Wyvern and its glorious Jay Leno chin? Here's a refresher.View attachment 128953
"Well you see, Billy, when a dragon and a pelican love each other very much..."
 

Coricus

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I disagree.

Sonic 2 had overall worse level design because it often threw obstacles out at random. It has the most "cheap" level design in the Classic series. Of course, Metropolis Zone is the poster child for Sonic 2's level design, but other stages are certainly not innocent (Aquatic Ruins Zone has a lot of Grounders that just pop out of walls and bushes on what are clearly supposed to be "hold right to go fast" sections). You say Sonic 1 stops you at "awkward moments", but at least when you had to stop and slow down in that game, it was for an intelligently designed platforming challenge you could assess and see coming, not because you tripped over a bump (or in more literal terms, a poorly placed spike or enemy you couldn't see coming) in the road. In Sonic 2, the average player will actually slow down a lot more in comparison to Sonic 1, because instead of having admittedly slow-paced platforming challenges to deal with that take a little longer but make you feel like you are accomplishing something and add variety to the game, you're dealing with these short but frequent speed bumps that just get in the way.

And it's not like Sonic 2 completely did away with slow paced platforming - Casino Night and Mystic Ruins are quite slow-paced, the former especially. Oil Ocean is legitimately confusing to navigate. Hill Top has the underground sections that are actually a lot like Marble Zone. And Metropolis Zone is Metropolis Zone. Aquatic Ruins Zone is also plodding if you can't remain on the top path. Sonic 2 actually amplified the slow paced platforming and "red-light, green-light" gameplay so if you hated that in Sonic 1, there's no reason to say Sonic 2 improved on that in any capacity because it just has far more of it. Emerald Hill and Chemical Plant aren't the only zones in the game.

Sonic 2's special stage just flat out suck in the original version too. Sonic 1's were at least playable and were consistent with the game's mechanics. Sonic also feels heavier to me in Sonic 2, the physics aren't right on him (no, the Classic games don't have identical physics programming, I know this for a fact from researching them in depth).

If it weren't for the fact that Sonic 2 added the Spin Dash, Super Sonic, Multiplayer, and the fact the Taxman remake fixes a number of my issues with the game, I'd call it an objectively worse game in every possible way. As it stands, I can see why people go either way on it. For me personally though, I prefer Sonic 1. Length is just right even on an All Emeralds run, and the level design is overall a lot tighter and more intelligent. While Marble Zone and Labyrinth Zone neglect to use the game's physics mechanics for the most part, they are still solid platforming challenges (even in another game!) and many of the obstacles have intentional skips.
Hell no those sections in Hill Top aren't like Marble Zone, at least nowhere near on that magnitude. Once you went underground Marble Zone went on a level of plodding I've never seen another Sonic level touch even with the flawed portions in various other Sonic levels.

Even with the absolute slowest paced spots like the elevators in Casino Night and the box pinwheels in Mystic Ruins you're still moving your butt faster than you ever did in Marble Zone. And that's saying a lot since you literally are just sitting there in the elevator. It's not even an awkward moment with Marble Zone, it's just a nonstop drip of molasses.

I would say to light Marble Zone on fire, but the magma is pretty close to it already so I can't even have that.

The physics don't just not get used, they actively go against the level design. The speed physics are too slippery for the precision platforming the level uses.

Thinking on it, they even put Advancing Walls of Doom in Marble Zone which I always dislike. While Hill Top had them as well, Hill Top at least left me some breathing room for me to maneuver. Marble Zone was downright clunky and claustrophobic to the point where you could feel your head slamming on the low clearance ceiling as you jumped over the pipes taking up half the walkway. While even that wasn't as bad as the overuse of the trope in Sonic 4, Marble Zone kind of gets sullied even further by going right back to slow platforming challenges riding blocks over lava when you're done.

TL;DR I can admit that Sonic 2 has flaws but Marble Zone is too obnoxious for those to even matter to me by comparison. Like comparing tripping to having to listen to water dripping out of a leaky faucet.

Also those special stages were unfun as well, I'd take Tails losing my Rings over that any day. Although admittedly maybe it's more fun for people with different preferences in game genres.
 

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Truth be told.

I like all of the classic Sonic games except for CD.
 

SegaNintendoUbisoft

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Sonic 3 and Knuckles is best out of the classics, but I think Sonic CD has the best aesthetics.

Sonic Mania appears to going with CD's visuals and 3 and Knuckles' level design, which I'm more than happy with.
 

ChikoLad

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Hell no those sections in Hill Top aren't like Marble Zone, at least nowhere near on that magnitude. Once you went underground Marble Zone went on a level of plodding I've never seen another Sonic level touch even with the flawed portions in various other Sonic levels.

Even with the absolute slowest paced spots like the elevators in Casino Night and the box pinwheels in Mystic Ruins you're still moving your butt faster than you ever did in Marble Zone. And that's saying a lot since you literally are just sitting there in the elevator. It's not even an awkward moment with Marble Zone, it's just a nonstop drip of molasses.

I would say to light Marble Zone on fire, but the magma is pretty close to it already so I can't even have that.

The physics don't just not get used, they actively go against the level design. The speed physics are too slippery for the precision platforming the level uses.

Thinking on it, they even put Advancing Walls of Doom in Marble Zone which I always dislike. While Hill Top had them as well, Hill Top at least left me some breathing room for me to maneuver. Marble Zone was downright clunky and claustrophobic to the point where you could feel your head slamming on the low clearance ceiling as you jumped over the pipes taking up half the walkway. While even that wasn't as bad as the overuse of the trope in Sonic 4, Marble Zone kind of gets sullied even further by going right back to slow platforming challenges riding blocks over lava when you're done.

TL;DR I can admit that Sonic 2 has flaws but Marble Zone is too obnoxious for those to even matter to me by comparison. Like comparing tripping to having to listen to water dripping out of a leaky faucet.

Also those special stages were unfun as well, I'd take Tails losing my Rings over that any day. Although admittedly maybe it's more fun for people with different preferences in game genres.
Honestly, the only thing I can say to this is to learn how to speedrun Marble Zone better. It really isn't plodding at all. Act 1 is one of the shortest levels in the game.

In any case, Sonic Mania is gonna be the best game of all time so these discussions are meaningless.
 
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Coricus

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Honestly, the only thing I can say to this is to learn how to speedrun Marble Zone better. It really isn't plodding at all. Act 1 is one of the shortest levels in the game.

In any case, Sonic Mania is gonna be the best game of all time so these discussioms are meaningless.
Of course it is.

Because it's going to skew closest to Sonic 2's physics. :4sonic:


Also because CD style animation and I get to play as Tails while all of the Sola Sonicas suffer. Gotta prioritize the important things in life. ~
 

ChikoLad

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Of course it is.

Because it's going to skew closest to Sonic 2's physics. :4sonic:


Also because CD style animation and I get to play as Tails while all of the Sola Sonicas suffer. Gotta prioritize the important things in life. ~
This joke would've worked better if I hadn't already played Sonic Mania. :V
 

Robertman2

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Sonic 3 and Knuckles is best out of the classics, but I think Sonic CD has the best aesthetics.

Sonic Mania appears to going with CD's visuals and 3 and Knuckles' level design, which I'm more than happy with.
Also Japanese/European CD has the best music.

Which Mania seems to be using too
 

Coricus

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This joke would've worked better if I hadn't already played Sonic Mania. :V
Well somebody's going to be in trouble for saying that where I could see it then.

I don't remember who, but somebody is. :079:
 

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Something something Sonic CD, something something nobody's played it.
Does anyone else here even own a SEGA CD?

I don't know which I like more between 1, 2, & CD, but I do know that I like S3&K the least between the Classic Genesis games. Also Sonic 1 Master System I have a huge soft spot for.
 

praline

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To be honest, I think the game works best with a character per controller. I wouldn't mind a Switch remake, where you can have another character, but that requires another player. Or a 3DS-based one. The battle mechanics makes it really perfect to have 1 character as is, and it's balanced just right. Not that I'm against party members, but it would require a bigger overhaul.

Money should be easy to do. Every enemy has a literal exp drop total. It's not easy to see due to how you gain "percentages", but it's a simple point system no different from stuff like Dragon Quest. Anyway, you could just have them drop that amount of coins(or whatever the proper money system is in real life Celtland).
Maybe but they did plan for the princess and I think also Zelse to be playable characters in the game.
 

Aetheri

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You know what? **** it! I'm gonna get MK8D tomorrow...

It'll be different for me since I don't really play Mario Kart games at all (or racing games for that matter), and it'll give me something else to play for the time being...it is a game with a fair amount of replay value as well so it'll keep me occupied...

It's not Smash but I might as well keep the same tradition by picking :4link: first once I start the game...I don't know if there's any different stats between characters or if it's all just aesthetic...but as far as mains go I haven't a clue...
 

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Maybe but they did plan for the princess and I think also Zelse to be playable characters in the game.
Kiliak, actually. Zelse was still a villain as normal. I've seen the beta screens. It's possible they still had it as single player, but you could choose multiple characters, and switch them out as needed. Like Teenage Mutant Ninja Turtles for the NES, if you will.

It's hard to see what was completely planned or scrapped. At one point, you could see a full action rpg style(akin to Zelda 1, if you will), where you would be active on the screen and could see enemies as is. You could also look at Super Paper Mario as a better example.

Anyway, despite the plans, they have to figure out a way to make the battle system work well. The A.I. is pretty bad, so your allies attempting to dodge attacks, well... let's just say it's hard to swallow. I'd like to see an improvement on that front. Higher tier enemies could try and dodge sometimes. It's more logical than a giant rock suddenly missing. It might make more sense for some elemental attacks to miss if against the same element, and obviously status effects don't always inherently hit. Spell resistance, if you will. It's easy to have some logic.
 

Professor Pumpkaboo

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You know what? **** it! I'm gonna get MK8D tomorrow...

It'll be different for me since I don't really play Mario Kart games at all (or racing games for that matter), and it'll give me something else to play for the time being...it is a game with a fair amount of replay value as well so it'll keep me occupied...

It's not Smash but I might as well keep the same tradition by picking :4link: first once I start the game...I don't know if there's any different stats between characters or if it's all just aesthetic...but as far as mains go I haven't a clue...
there are stats, Heavy, middle and small. They have different effects on the racing. Link I think is in the middle
 
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Opossum

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Random question. It's for a thing.

If a World of Warcraft character were to get into a crossover fighting game, what character would be chosen? I know next to nothing about Warcraft lore. From google searches, Lich King and Thrall come up a lot.
 

Coricus

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Trying to see about using Twitter more, but part of that involves actually having something interesting to say.

I keep going through #Nintendo, but I'm not finding too much. I keep blocking every advertisement I see and it's still not enough to sort through it all, so I've been gradually weeding out other things like news sites as well in the hopes of finding the everyday people hidden in there a bit more.
 

redfeatherraven

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Honestly, the only thing I can say to this is to learn how to speedrun Marble Zone better. It really isn't plodding at all. Act 1 is one of the shortest levels in the game.

In any case, Sonic Mania is gonna be the best game of all time so these discussions are meaningless.
Bout that.

So here's a speedrun clocking in at 14m55s. Current top time in the Glitchless run category. Pulls some crazy stuff with the physics engine, it's worth the watch.

I went through and got the times the clock stopped at for each act. Stacking them up, here we go:

Green Hill Zone
0:25
0:19
0:32

Marble Zone
0:58
1:05
1:24

Spring Yard Zone
0:24
0:33
1:08

Labyrinth Zone
0:47
1:00
1:22

Star Light Zone
0:25
0:25
0:55

Scrap Brain Zone
0:44
0:54
0:22

Final Zone
1:13

So, with every skip and trick in the book, act for act, Marble Zone literally took the longest time to complete in this run. I'm still looking for additional data, if you have any you'd like to point out.

I've got high hopes for Sonic Mania as well but I'll be skeptical until that thing ships. Just been burned too many times.
 
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praline

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Kiliak, actually. Zelse was still a villain as normal. I've seen the beta screens. It's possible they still had it as single player, but you could choose multiple characters, and switch them out as needed. Like Teenage Mutant Ninja Turtles for the NES, if you will.

It's hard to see what was completely planned or scrapped. At one point, you could see a full action rpg style(akin to Zelda 1, if you will), where you would be active on the screen and could see enemies as is. You could also look at Super Paper Mario as a better example.

Anyway, despite the plans, they have to figure out a way to make the battle system work well. The A.I. is pretty bad, so your allies attempting to dodge attacks, well... let's just say it's hard to swallow. I'd like to see an improvement on that front. Higher tier enemies could try and dodge sometimes. It's more logical than a giant rock suddenly missing. It might make more sense for some elemental attacks to miss if against the same element, and obviously status effects don't always inherently hit. Spell resistance, if you will. It's easy to have some logic.
Which one was Kiliak?
 

Robertman2

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Does anyone else here even own a SEGA CD?

I don't know which I like more between 1, 2, & CD, but I do know that I like S3&K the least between the Classic Genesis games. Also Sonic 1 Master System I have a huge soft spot for.
Me! I have a not working model 2 and a CDX. Also have a 32X
 

redfeatherraven

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Does anyone else here even own a SEGA CD?
Heyo.

Unfortunately I own no Sega CD games to go with it, and my Genesis' power port crapped out before I could get any, so I can't even tell you if it functions.

Also have a 32X
That I ain't got.

Guess I can't say I have a working model 2 anymore either.
 

ChikoLad

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You know what? **** it! I'm gonna get MK8D tomorrow...

It'll be different for me since I don't really play Mario Kart games at all (or racing games for that matter), and it'll give me something else to play for the time being...it is a game with a fair amount of replay value as well so it'll keep me occupied...

It's not Smash but I might as well keep the same tradition by picking :4link: first once I start the game...I don't know if there's any different stats between characters or if it's all just aesthetic...but as far as mains go I haven't a clue...
Characters have stat differences based on their weight class. The heavier they are, the faster their top speed is, but their acceleration is slower and their handling is worse. Being heavy also means you don't get bumped around as easily. You also drive a different size of vehicle depending on weight class.

MK8 also further splits the Light, Medium, and Heavy classes into more classes. Link falls into the Cruiserweight category (alongside Rosalina and King Boo - in the original game, Roy Koopa, Waluigi, and Donkey Kong also resided here), which is the lightest of the Heavy class sets.

Cruiserweight is generally considered to be the best class, since with the right vehicle build, you can have really fast top speeds while still maintaining a respectable placing in other stats.

Bout that.

So here's a speedrun clocking in at 14m55s. Current top time in the Glitchless run category. Pulls some crazy stuff with the physics engine, it's worth the watch.

I went through and got the times the clock stopped at for each act. Stacking them up, here we go:

Green Hill Zone
0:25
0:19
0:32

Marble Zone
0:58
1:05
1:24

Spring Yard Zone
0:24
0:33
1:08

Labyrinth Zone
0:47
1:00
1:22

Star Light Zone
0:25
0:25
0:55

Scrap Brain Zone
0:44
0:54
0:22

Final Zone
1:13

So, with every skip and trick in the book, act for act, Marble Zone literally took the longest time to complete in this run. I'm still looking for additional data, if you have any you'd like to point out.

I've got high hopes for Sonic Mania as well but I'll be skeptical until that thing ships. Just been burned too many times.
I was referring to Act 1 specifically, and at a moderate skill level.

Goes without saying Marble Zone collectively is the longest zone, but Act 1 is short, while the others are of normal length.
 

redfeatherraven

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I was referring to Act 1 specifically, and at a moderate skill level.

Goes without saying Marble Zone collectively is the longest zone, but Act 1 is short, while the others are of normal length.
On that list, Act 1 is the third longest act without a boss, beaten only by its own Act 2 and Labyrinth Zone Act 2.

It's longer than two boss levels.

That's at a high skill level.

If you're telling me it'll get any better at a moderate skill level you're out of your mind.

Also I have to remind you of this:

Honestly, the only thing I can say to this is to learn how to speedrun Marble Zone better.
A speedrun already suggests we've moved beyond moderate skill levels.
 
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Aetheri

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Characters have stat differences based on their weight class. The heavier they are, the faster their top speed is, but their acceleration is slower and their handling is worse. Being heavy also means you don't get bumped around as easily. You also drive a different size of vehicle depending on weight class.

MK8 also further splits the Light, Medium, and Heavy classes into more classes. Link falls into the Cruiserweight category (alongside Rosalina and King Boo - in the original game, Roy Koopa, Waluigi, and Donkey Kong also resided here), which is the lightest of the Heavy class sets.

Cruiserweight is generally considered to be the best class, since with the right vehicle build, you can have really fast top speeds while still maintaining a respectable placing in other stats.



I was referring to Act 1 specifically, and at a moderate skill level.

Goes without saying Marble Zone collectively is the longest zone, but Act 1 is short, while the others are of normal length.
So what you mean to tell me is....

Link is top tier!? :p

----

Edit: I think I'm going to start saving up for a Pro Controller...I'm not going to commit myself to buying one just yet, but I might as well try to put some money aside for it in the mean time, worst comes to worst and I decide to not get one I'll have some extra money for something else...
 
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Ivander

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Random question. It's for a thing.

If a World of Warcraft character were to get into a crossover fighting game, what character would be chosen? I know next to nothing about Warcraft lore. From google searches, Lich King and Thrall come up a lot.
In terms of overall Warcraft characters, the only ones I can really think of are Medivh, Arthas(who would later become the new Lich King), Jaina and Thrall. I think Gul'dun, Grom and Uther are also rather big and I know Illidan is popular, although I think his importance is smaller than the previous 3. But this is only coming from someone who's only Warcraft experiences were Warcraft III and it's expansion Frozen Throne. Otherwise, I certainly know nothing of World of Warcraft(only MMOs I really did back then were the first Guild Wars and later Aion).
 
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Robertman2

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Heyo.

Unfortunately I own no Sega CD games to go with it, and my Genesis' power port crapped out before I could get any, so I can't even tell you if it functions.


That I ain't got.

Guess I can't say I have a working model 2 anymore either.
The 32X is so bad. All I have is the worst version of Doom by far, and that Knuckles game.

And Sonic CD and Jurassic Park for the 32X
 

ChikoLad

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On that list, Act 1 is the third longest act without a boss, beaten only by its own Act 2 and Labyrinth Zone Act 2.

It's longer than two boss levels.

That's at a high skill level.

If you're telling me it'll get any better at a moderate skill level you're out of your mind.
No, I'm not out of my mind. Marble Zone Act 1 has a fairly low skill ceiling. It's an easy speedrun to pull off because in terms of physical layout, it's easily the smallest level in the game. It's just quite dense and does a lot with it's space, but it's also pretty linear.

I play at a moderate level and I get around the same time as that guy in Marble Act 1 for that reason. Other levels that are shorter in his run take much longer at a moderate level as there are more routes and such to optimise your run with that you need to figure out.

Please don't accuse me of being out of my mind when you're the one who hasn't even played the game in years yet is trying to act like they know it inside out. I know you seem to think numbers are the end all be all, but they mean diddly squat without the proper context and knowledge of other aspects.

And even without all that, none of what you said counters my point at all - I didn't say Marble Zone isn't the longest zone. I said it isn't plodding. The times you posted for Marble Zone are all less than a minute and a half, one is less than a minute too. If you consider that plodding or overly long in ANY video game, then you'd have to be pretty impatient.
 
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