New 2D Sonic game "Sonic the Hedgehog 4" announced for 2010

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Uhh... is getting back to back Jackpots on Casino Street Zone 1 common? Because I have gotten about 8 Jackpots in a row just by re-entering the... err, bar thingy that actives them. (Only gotten 1 Eggman Slot before I start getting back to back Jackpots.)

*EDIT*
Ok... make that 15 Jackpots in a row giving me a total of 999+ Rings, as if I already had enough after the the earlier Jackpots, however the Timer was getting close to 9 Minutes, so I had to go Super and rush to the end of the level.

Score: 1109400 (Jackpots give you 50000, I forgot to mention I had other bonuses come in from the slots.
Time: 9'42"11
Rings: 983

Honestly... is getting Jackpots in a row common in this game or is it just me? >_>

The only time I've found myself getting lots of jackpots is as Super Sonic. Are you sure you were normal Sonic when you used the slots?
 
I think it was just a coincidence. As I never get as many jackpots as that.

It like getting tails 500 times in a row. The quarter isn't gimped, you just got lucky.
 
Quick question, does the slot wheel stop automatically, or do you have to press something to stop them indivitualy?, just curious.
 
Quick question, does the slot wheel stop automatically, or do you have to press something to stop them indivitualy?, just curious.

Automatically stops.

If the 1st slot stops on a Eggman icon, then get ready to dash out 100 Rings as the other 2 slots will most likely be Eggman.

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I personally have too many lives in this game now, thanks to Casino Street Zone 2.
 
Well, I just bought the game recently (Along with Castle Crashers PS3 :D), and I must say...

70+ lives by Mad Gear 2, wow.

Also, I have really noticed the problems with how your momentum doesn't apply to being in midair, and how you have to hold the directional button down to keep going.
 
Some guy on youtube said:
ITS A BETA COME ON GUYS STOP WHINING...... Geez,

I really liked this comment for some reason...
SEGA's going to improve the game, most likely, so just wait until hopefully they release the full version. Not in some wierd "episode" system...

If they do it like that, that is. I really don't know, because I didn't research Sonic 4. I'm probably not about to play it or buy it anytime soon either.
 
http://www.gonintendo.com/viewstory.php?id=143608
In this title, we have not done a straight port of the gameplay [from the Genesis games], but rather updated it with actions which could not be done in the previous titles, like ceiling-running. These changes probably made for a different feel to the longtime Sonic fans. We’re happy for feedback like this, and we’ll make sure we can improve the quality even further in upcoming titles.
Episode 2 to have better physics?
 
You could run on the ceiling in the classic games... Mushroom Hill Zone is a pretty good example of that.
 
Thanks for the further proof that they either don't care and want to attempt to get on the fans' good side, or they just simply don't understand a single thing about the retro titles.

Well, I'm not holding out hopes for Episode 2 for sure, now. They're painfully clueless and we shouldn't expect anything good for this game's future.
 
Yeah, it's the ceiling-standing that I think everyone is pissed off about.

Also, wasn't making it feel like the older games their number one priority, for this game?
 
SEGA needs to just come off it and admit they're not going to fix the physics, and they're certainly never going to bring the old gameplay back. I'd have considered buying Episode 2 for the sake of Tails gameplay in spite of sure-to-persist flaws, but all of this never-ending PR double-talk is driving me away entirely.
 
What big corporation doesn't do this?
Not every big corporation is known to ignore its past entirely and refuse to fix existing flaws. All I'm seeing out of SoJ's dodgy antics anymore is the shrugging of shoulders as if to say, "What physics problems?" It's painfully obvious that the developers don't care what the classic fans want, so at this point I've lost practically all interest in any episode of Sonic 4.
 
Yeah, it's the ceiling-standing that I think everyone is pissed off about.

Yeah, the ceiling-standing is pretty ridiculous, but the length of time that Sonic spends running upside-down also seems wrong. As pointed out, Sonic could run across a ceiling in Sonic 3, but only briefly. In Sonic 4, it seems like Sonic could run a whole marathon upside-down.

In Sonic 3, Sonic would only be able to run across ceilings when the slope was increasing. But in Sonic 4, Sonic routinely defies the laws of physics by running DOWN a slope, and ending up running on the ceiling.

Also, wasn't making it feel like the older games their number one priority, for this game?

Doesn't seem like it. The game seems like more of a modern game than a classic one, with all the annoying characteristics of modern games. I think the whole Sonic 4 hype was just an attempt to draw attention to the game.

Sure, the game is 2D, but so were the games of the Sonic Advance trilogy. And to be honest, Sonic Advance did a much better job of imitating the classics, although they didn't get it quite right either.

We have the homing attack, much of the game is just letting the speed boosters do the work for us, etc.

One thing Sonic 4 almost got right: Super Sonic. Like in the classics, we collect the seven emeralds through the special stages, and then we get to play Super Sonic in all the levels. They even were smart enough to allow us to jump with fifty rings without automatically transforming.

However, something didn't seem right. Once you go Super, it seems like the only worry you have left is to not fall into a pit. Usually by the end of the level, I've got at least double the rings I had when I transformed. I think there's too many rings in the levels for Super Sonic to catch, and the levels are probably too short too. Certainly, the levels in Sonic 4 are significantly shorter than the levels in Sonic 3, but they may not be shorter than the ones in Sonic 2.
 
What big corporation doesn't do this?
The thing is, recently I've actually gotten used to companies that don't. Blizzard and Valve in particular come to mind as companies that are quite capable of admitting when they made a mistake. For example, World of Warcraft has developers write long explanations of how things went wrong and what they're going to do to fix it.
 
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As pointed out, Sonic could run across a ceiling in Sonic 3, but only briefly. In Sonic 4, it seems like Sonic could run a whole marathon upside-down.

In Sonic 3, Sonic would only be able to run across ceilings when the slope was increasing. But in Sonic 4, Sonic routinely defies the laws of physics by running DOWN a slope, and ending up running on the ceiling.

As someone that's done ROM level hacks (actually, the very first! ;) ), this is actually not true. You can run along a ceiling for as long as you'd like, and the slope can even be decreasing, or have no slope at all. You just don't see this excessively used in the official level designs.
 
Carnival Night in particular utilizes this both through level geometry and gimmicks. Apart from that, it doesn't make much of an appearance.

IIRC, though, once you lose some amount of speed, you'll stop clinging to the walls/ceiling. Don't know how Sonic 4 handles this.
 
I strongly disagree with this notion that the physics changes were made for newcomers. I'd disagree with the modern gamers bit, but that only depends on what you mean by 'modern gamers' - as there is a way you can re-interpret that term to include this.

That said, watch this:


- 0:07 Instant deceleration is a change made to cater to the iPhone.
- 2:27 The 'single-charge' spindash (where revving doesn't make a difference) is a change made to cater to the iPhone.

I'd go as far as to say that things like automated loops and upside down "ceiling running" sections (ex: 1:47) were made to keep the iPhone version from being frustrating to play with using tilt controls - that the various boosters/springs were there to keep pacing for the iPhone users.

If you keep in mind the history of leaks - from the website leak that had the iPhone gif, to the minecart xbox build leak that had the same camera system as the iPhone version, to interviews where they claimed that they wanted to make an game on the iPhone that was as good as the console versions, it starts to hint strongly that the game wasn't planned so much to be Sonic's triumphant return to consoles as it was SEGA's attempt to produce an iPhone killer app.

The changes weren't made to accommodate new players - they were made to make it playable on the iPhone with a control setting (tilt control) that, as far as I've gathered, not many people ended up using in the first place. Why there was so much focus on a platform whose interface (flat touch screen) is obviously not made for this kind of gaming is beyond me though.
- User from Sega forum

Anyone else feel that this might be the reason why (some of) the physics are like this? It seems the game was built for the phone. It easily explains why there is instant stop, one speed for spin dash, homing, boosters, scripted running up walls, etc.
 
I'm not reading through 84 pages so this might have been said already, but I recently gave this game a try and it does sort of feel like a sequel to Sonic 3 while in some ways it doesn't. It feels like Sonic 3 in terms of the gimmicks and level structures but the controls, music, lack of other characters, and the stage select screen make it feel like it's not part of that trilogy. Because I tried it on an iPod I can't possibly say that it feels like an older game, at least until I get used to the controls. But even things like the homing attack don't deter the older gameplay since the past sequels added new features too. It's just really hard to put into words but overall I think it plays like a classic game but not so much feels like it.

And this is all my opinion, just throwing that out there.
 
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I think it's funny how everyone's complaining about how different sonic controls in sonic 4 but no one talks about how stupid spin dashing is in Sonic CD.

I've played the demo of sonic 4 and I thought it was okay, sure, the physics weren't the same but you'll get used to them, they aren't "Unbearable" like everyone's said.
 
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