defend this
Defend this
Other urls found in this thread:
youtube.com
youtube.com
youtube.com
twitter.com
Damn, so a game can have glitches like that and still be a masterpiece? Good point, OP. Thanks for reminding me that Adventure is great and the second best Sonic only behind its sequel.
Best 3D Sonic my man. I still like my Classic shit.
I can defend whichever crunched worker was rushed to script the game, but I can't defend the designer who thought that epic loop de loops where you just hold forward makes for good level design.
oh no no no
at what point did glitches become a bad thing? when i was a kid they were cool but suddenly they mark a bad game?
>Using the DX version to make the game look worse
why is this excuse used so commonly? are you guys really so retarded you can't tell that's the DC version?
GUYS LOOK I CAN FAIL AT A GAME, THIS IS UNACCEPTABLE
why did you let go of the controls?
youtube.com
Defend this
post cool sonic webms
Git fucking gud scrub, this type of glitch shit never happens to me because I know how to play Sonic games. Shit happens. Get over it.
keep defending this shit tier game's buggy loops, retards
It'd be fine if it was just the loop de loop instead of scripted sequences every 2 steps. Fucking atrocious, nostalgia is a hell of a drug.
How do I trigger these because I don't remember those deaths
play the game
IIRC Sonic 1's manual said that levels were filled with Robotnik's "special traps" (ie actual glitches) that Sonic couldn't get out of without dying or resetting. So all the wonky programming is actually part of Eggman's clever plan.
The problem is sonic adventure DX
never seem any of this stuff in the dreamcast one
DX or Dreamcast?
Kill yourself.
>every 2 steps
oh shut up
I love SA but hate this because they only happen when I'm running a new record
I will. You ever heard of SOUL?
Imagine not knowing how to play Sonic. What happened here is that the loop was over a pit, you tried letting the dash panels do all the work for you, and you got your shit knocked by not following through with the loop. I played both SA1 and SA2 for the first time earlier this year and this shit never happened to me once.
Step 1 Be retarded. Step 2 Buy Sonic Adventure DX. Step 3 Somehow manage to fuck up a loop de loop.
Stop using buggy emulation as proof faggot
>scripted actions aren't scripted actions because I said so!
THAT IS THE DREAMCAST VERSION YOU STUPID FUCKING RETARDS
LOOK AT THIS youtube.com
LOOK AT SONIC RUNNING THROUGH THE LOOP IN THAT AND THEN LOOK AT THE OP. ARE YOU SO FUCKING BLIND THAT YOU CAN'T TELL THE DIFFERENCE????
It was more than just loops. I only ever had the Dreamcast version and it wasn't a good time.
SA1 & 2 are, while technically flawed, still amazing. i can't wait for SA3 to come out when i'm like 60 years old.
I can't, 3D Sonic games are dogshit.
you literally have to purposely go out of your way to trigger this. Just literally hold up and you'd never encounter this
i still think the first adventure is a more faithful interpretation of the classic games in 3d, and i like the level variety and music alot more. the hub world is fucking stupid though. I also think 2 is good and i loved the chao garden but i feel the game is a bit more bloated.
have you ever noticed that the only complaints against SA1's gameplay are glitches and big/amy and yet it's lauded as this horrible dumpster fire of a game. really makes me think
>more faithful interpretation of the classic games in 3d
in what fucking way?
>have you ever noticed that the only complaints against SA1's gameplay are it being borderline unplayable and heavily scripted
Yes.
You must be. Sonic doesn't shine like he's covered in vaseline in the DC version, that being said he's retarded because the DC version is just as bad with random shit like this.
Looks the same to me.
and mania is epic so much fun :DDDDDDD, right? fuck off
that's literally the DC version in the OP, you god damn retard. jesus christ you guys are stupider than i thought
Still the best 3D sonic game to date
>falling through a loop 1 out of 100 playthroughs, only making you lose 10 seconds of work
>unplayable
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
Well yeah, Mania is a lot of fun.
out of 100 playthroughs
Ha, I wish. Nevermind the clipping not happening only on loops.
mania is unironically one of the worst 2D sonic games to date. just a boring slog of uninteresting level design, inspired by the previously worst 2D sonic game
>expect it to be a webm about how fucking awkward running and crashing into the walls during these segments is
>Its just a glitch that barely anyone has seen.
meh
i've played this game at least 20 times and i have only ever clipped once. fuck off
Sure you did.
SA1 and SA2 are pretty bad. People like them because they have a lot of cool elements in them, like the music and legit amazing final boss fights but they really aren't very good games.
The Dreamcast Sonic games have great concepts that were executed poorly, for proof look how great the Perfect Chaos fight is in Sonic Generations:
youtube.com
Sonic Team got way ahead of themselves with SA1, the tech just wasn't there for what they were trying to do.
it's like that because the scripted segments use suction to pull you in so that you can't mess it up, though the job is half-assed as it's not only easy to still mess up but the traction causes problems of its own
wrong way, idiot. the goalie defends the goal, not the ball.
Even with that in mind, Sonic adventure 1 is miles better than it's sequel. Treasure hunting levels took a fucking nose dive in quality really hard and mech stages are mediocre shooting galleries at best. Only Sonic/shadow levels ever felt good
>Treasure hunting levels took a fucking nose dive in quality really hard
Retarded opinion. Yes the tracker is shit, who cares? The signs tell you what to look for so it makes up for it and the levels are far better designed than the ones from SA1.
>WRRRRRRRRRRRRRR
Cope
Was Sonic Adventure an unfinished game?
This post is the definition of both contrarian and bait.
cope with what? I like the Dreamcast Sonic games, but you're being retarded if you think they aren't janky as fuck.
well if feel it captures the spirit of the orignal in a few ways
if we look at the classic games, i'm pretty sure we'd agree that the basic formula is an emphasis on platforming and speed with a hint of spectacle. I feel adventure 1 has more of an emphasis on these things.
Starting with sonic's levels in 1, they have a heavier emphasis on skill based platforming then in 2. Featuring much more open level design with much more branching paths for players of different skill like in the orignals, were as 2, while had great level design, was much more linear and had less platforming.
Another point i would like to make is the actual content composition of the game. Sa2 has 3 styles, and the speed sections make up the smallest portion of the 3. While the other 2 sections, while having their merits, take up much more time compared to Sa1.
Looking at Sa1, it features 6 characters with separate stories you can play though in their entirety without switching.
Sonic's levels, as you know, are the speed sections, focusing on speed and platforming. Also while subjective i feel the themes and music of each stage is more varied than in 2. That being said what isn't subjective is that the level design allows much more options to approach the level. With many multiple branching paths and alternative routes to be found. (ie on the first section of level 1 you can spindash up the ramp onto the higher dock without taking the long way around if your savy enough).
Also each different level contains different themes, which harkens back to the orignal,
(like in speed highway you run through the highway, transition into the skyscaper scene into the city down below then complete the level) Just like in the orignal each "zone" features several parts with interpretations of the main theme. While i would argue Sa2 does very little if not at all of this type of world building. For the most part what you see is what you get.
>the tracker is shit
is it really? its just a hot/cold like system, i had no issues with it as a 6-7 years old kid, do people actually think its bad?
why couldn't they have just made an SA where every level plays like City Escape? I don't want to look for emeralds, I don't want to go fishing, I don't want to shoot robots, I just want to guide an autistic hedgehog through a series of brightly-colored environments with interesting level design. is that so hard to make?
Also lets look at tails story. After getting through sonic's story, you can play through remixed levels through the lens of a new character with unique abilites (flight). This adds alot of replayability and also calls back to the old games allowing you to choose from different characters with unique approachs to each level. Sa2 doesn't have something like this. The speed sections go by in a flash while the rest of the game is tied up by treasure hunting and mech sections.
Another point i would like to make is that Sa1's treasure hunting sections are superior due to not having a broken radar for the excuse of padding out game time.
Probaly lastly i would say the alternative game styles in Sa1 have less of a focus. Both Knuckles, Gamma, and even amy have unique elements to bring to the game, but don't overstay their welcome. They don't overshadow the emphasis on the speed and platforming sections unlike in two, where most of your time spent on a play through would probably be in the treasure hunting or mech sections.
All of these things combined point to the conclusion that 1 is a more faithful recreation of the classic formula in 3d. I'm not saying sa2 is a bad game for straying away from the formula, but doesn't keep the same design philosophies that 1 did.
that is pretty much sonics story in Sa1
-glitches
-bad camera
-amy & big being horrible
-knuckles' gameplay being irritable
-tails gameplay being annoying
The game got a huge pass back then due to Sonic's absence and his first steps in 3D. It was fun then but would be considered a a forgettable shit show with any other mascot.
>is that so hard to make?
No, hence that's all Sonic's story essentially is. But Sega wanted to use SA1 essentially as a launch day advertisement for the other types of games the system could provide, so as a result you end up with stuff like arcade-esque robot shooting or fishing being shoved in when the focus really should have just been on Sonic, Tails, and Knuckles.
That said, I've never really had an issue with Gamma's story, and I think the premise of being able to play from a badnik's perspective is pretty neat.
Works on my machine
This was explained in Unleashed. Sonic's levels go by too fast for how much development time they take and would essentially leave players pissed that they paid 60 bucks for a 10~ hour game at best. Thats why we get all the other gimmick shit to help fatten out the games.
Scripted events except specific player input. Sega put a checkpoint right before this loop so the player would have a chance to learn scripted areas for repeat playthroughs without being too punishing.
>Sceptic Adventure fanbois acting like their game has any actual mechanics or consistency
lol stop
>knuckles' gameplay being irritable
What's irritable about it? I actually think Knuckles' levels are the best realized stages in the game, since his abilities actually make him feel like a character that was made to explore 3D spaces. Sonic's stages rely a little too much on automation, imo.
>tails gameplay being annoying
I don't see how when Tails' segments are just Sonic: easy mode. You just fly over everything.
You're right about everything else, though.
Most 3D Sonic games are, unfortunately.
It's not necessarily "bad" it's just more tedious because you have to play the levels in a very specific way. And don't listen to that other retard who said just read the signs since that detracts from your score which makes you rank lower. So if you want to get an A rank you HAVE to follow the specific order, or just stumble upon the treasure piece randomly. (Or if you're a speedrunner be autistic enough to memorize every layout possibility.) SA1's hunting levels allowed for more freedom and made replaying them a little different every time. SA2's is much more rigid in that regard. They're not exactly "nosedive" tier, but it's easy to see why someone would prefer SA1's version of the mechanic.
Not him, but I did too, and I will never understand what you retards do to break the scripted loops in SA1. I've only ever had it happen a handful of times and I've played it many times myself since it came out. You hold forward. That's it. That's all you have to do to get the scripted events to work properly. Now, I'll be the first to agree that it's very good Sonic game design, but it's still perfectly playable. The cherrypicked webms are very misleading and don't even highlight the real issues with SA1, which are more fundamental in nature.
Which is funny since the boost gameplay just made the problem WORSE since you go a hundred times faster in those games than you ever did in SA1. Forces is a prime example of why the boost formula only shoots Sonic Team in the foot. Without the 15 scale mile long levels the average Sonic stage is over in 30 seconds.
>Now, I'll be the first to agree that it's very good Sonic game design
*NOT, obviously. Foiled again by my autism.
can someone post the letterbox one?
Stop changing directions mid loop and maybe you'll stop dying, retard.
easy. the game is clearly going into a cut scene but you're still moving the controller.
you deserve to die (in game).
I'll never understand how everyone can love 2 so much. 2/3rds of the stages are braindead worthless garbage, and the sonic stages aren't nearly as good as the sonic stages in 1. And the soundtrack doesn't fucking touch SA1, its probably one of the best video game OSTs in history.
Emerald hunting in 1 blew balls. Depending on where they were placed you could easily miss one and get stuck looking for that fucker. Its why SA2 made the system piss ant easy.
That was the complaint. Tails was boring Sonic. Remember this was a time everyone was craving as much fast paced blue blur hi jinx as they could get.
With all this said, I liked the SA games when I played them and wouldn't even mind a 3 provided emerald hunting never came back, Sega learned to polish a game, and mecha game play was regulated to Gmeral/Omega/Eggman.
>Depending on where they were placed you could easily miss one and get stuck looking for that fucker.
I've never had that issue, but then again I like it when games force me to explore. Different strokes, I guess.
>That was the complaint. Tails was boring Sonic.
Then you should have said that instead of using a generic "annoying" descriptor.
>Remember this was a time everyone was craving as much fast paced blue blur hi jinx as they could get.
Tails' stages aren't any slower than Sonic's. If anything you could finish them faster as Tails than as Sonic.
Actually isn't even changing directions, he literally let go of the controller right after he hit the boost pad. Try it for yourself, this "glitch" is easily replicable.
That's even more retarded. Why would he stop moving mid loop?
The only thing that's retarded is having a somewhat glitchy setpiece placed over a bottomless pit. Managing to fall out of a loop in the very first level shouldn't cause the player to die. That's just stupid.
Just hold forward you retards
To make this bait webm of course.
It's not glitchy, it just relies on player intuition. If the player wanted to get past the loop, he would keep moving the character forward, just like in the 2D games.
>It's not glitchy
Come on, bro. I love Sonic adventure, but get fuckin real.
> Retarded children defending literal glitches
> Defending no momentum in a Sonic game causing your speed to drop to 0 in a single frame
It's like nobody has any idea what made the Genesis games good anymore. You'd make good Sonic Team employees at least.
>It's not glitchy
SA1's collision is very glitchy, what are you talking about?
>just like in the 2D games.
The 2D games doesn't result in the player literally flying out the top or though the bottom of a loop. You just fall to the floor, forcing the player to have run back to gain more speed or to use a spindash. Rarely is there any chance of dying as a result of failing a loop, especially when talking about the FIRST LEVEL.
>If the player wanted to get past the loop, he would keep moving the character forward, just like in the 2D games.
Letting go mid-loop in the 2D games doesn't make your speed drop to 0 instantly. The 2D games have momentum. You must be being willingly ignorant here.
I like the Tails/Eggman stages...
the game has some quick sequences where the camera changes like this. The perhaps smarter thing to do would be remove control from the players during these sequences and have them simply be prefabricated, but instead it's expected that the player will continue holding "up" to move forward, and then remapping the movement direction relative to the control direction for those moments. You still have full control however, so you can just do shit like jump out of the loop, or suddenly move sonic the wrong way relative to the momentarily remapped controls, and in both cases it just breaks the loop and sonic falls out of it.
>And the soundtrack doesn't fucking touch SA1
You're right, it rapes and pisses on its corpse, unless you seriously enjoy a good amount of the tracks being 3D Blast remixes.
>unless you seriously enjoy a good amount of the tracks being 3D Blast remixes
3D Blast has a good soundtrack, so no, there's nothing wrong with enjoying that.
>sonic is about momentum
fuck off already classicfags
>This adds alot of replayability and also calls back to the old games allowing you to choose from different characters with unique approachs to each level.
I strongly disagree with this, unlike the classics SA1's take on stages with different characters feel neutered in a way that each of the alternate cast received a lower quantity of the stage roster (amy and big being the worst offenders) and/or only having access to some of the weaker sections in order for them to work.
I actually much preferred SA2's approach on making individual stages more distinct and designed for their playstyle in a way that makes them feel like full stages in the first place, and mind you i consider SA1 to be one of my favorite 3D platformers ever.
git gud
>Gamecube
Discarded.
Saturn yes, Genesis version lol fuck no which is what SA1 took notes from sadly.
Why can't people just enjoy there favourite game without what others think.
Sonic literally was about momentum for the 2D games. That was the entire point. It was in the design documents. What the fuck else would it be about? It's not like Sonic is actually that fast in almost any of the games anyway, and especially not in the Adventure games.
With this particular setpiece, it's not glitchy. It's designed with player intuition in mind. Is it great game design? No, especially not having the player fall to his death for screwing up his first loop. Would this happen in a game with proper physics that would allow you to run through loops manually and not just having loops be setpieces? No. I'm not claiming the game has similar physics and momentum to the classic games, I'm saying it relies on similar player intuition from those games. And that player initiation is "I get through the loop by holding forward", just like with the genesis games.
>kills himself on purpose
>wow wtf garbage
i was talking specifically about tails story in that quote. That character gives you the tools to beat the levels much faster than sonic due to his unique abilities.
But regarding the other characters, I would say they gameplay is more heavily routed in the classics than sa2s alternative characters.
The game is just faster. Sonic and Tails get the speed sections.
Amy gets exploration and a chase gimick.
Knuckles gets superior treasure hunting
and even Gamma is much faster than the mechs in sa2
Ultimately, these alternative characters are just that, the meat and potatoes of the game is sonic's story. You can't argue that much more of Sa2 is spent in non speed/platforming levels. The 3 gameplay styles clash much heavier than the 6 in one, considering that you constantly have to switch despite whatever character the player wants to play as.
My entire argument isn't whether Sa1 is a good game or not, but that out of the 2 adventure games, that 1 applies more of the 2d games design philosophies. From branching paths, higher emphasis on speed and platforming, to the different "acts" in each level, all of this put together you can't really argue sa2 uses more of the classic formula than 1.
Its a much slower experience, and platforming and speed is the style of game play your playing the least.
SA aren't even that good and SA2 isn't better than SA1.
>Saturn yes
Correct.
>Genesis version lol fuck no
Incorrect.
Sorry buddy, you got bad taste.
>press right
>WOW WHY SONIC TURNS RIGHT
You are retarded
How do I do this, even if I try to fuck it up on purpose it works perfectly fine on my machine?
I want to make epic funny webms like this too
Just let go. No really, that's the trick to all of these. When you enter the loop, or right when the traction effect begins, just let go of the control stick.
>With this particular setpiece, it's not glitchy.
OP's webm proves otherwise. Why should Sonic fly out of the loop when the player lets go of the controller? If anything the speed gained from the dashpad should put him at least halfway though the setpiece's spline before falling. It's just another issue with the game's collision.
Based Sneedchad dabbing Adventurehaters
OP is a dumb nigger who thought the loops are scripted but it turns out if you dont run forward Sonic stops and you fail the loop, like it should be.
Like em all you want buddy, I'll just never understand you
>like it should be
>A sonic game shouldn't have momentum
>Stopping moving should throw you out of the loop entirely instead of just stop your motion
>like it should be
You should have been aborted.
>If anything the speed gained from the dashpad should put him at least halfway though the setpiece's spline before falling
That assumes Adventure 1 has similar physics to the Genesis games, and it clearly doesn't. That's why the boostpads there, that's why these set pieces exist.
Sonic is not a rock, it uses his feet to move, which you control with buttons, if you give no input he stops running dummy. Notice how the loop doesnt fail when hes spinning
how the fuck do you do trigger these? I literally can't do it, even on the half assed pc version
whats the rules for multi-ball in soccer?
The genesis games had setpieces too retard
SA2 is much better, Adventure feels like a demo
What does that matter? Clearly a spline of some kind exists, which is why all the player has to do in order to navigate the loop is hold forward. There's no reason why Sonic should be completely thrown out of the loop if the player stops moving. It doesn't matter if the games have different physics, if the player lets go of the analog stick, then he should just fall and slide backwards down the loop's slope/spline, not fly away and die. But he doesn't, because the game was rushed as hell, and these glitchy setpieces (along with the messy collision) are a result.
>defending 3d platformers
Only morons would do that. They've been bad since Mario 64 and you all fucking know it.
Sonic is not weightless, he is supposed to have mass, and therefore momentum. Go back to high school.
You're insane. Genesis has far superior tracks.
Let go of the control stick after entering the loop.
>there are still die hard SA fans
I guess as I get older, I forget that people ok this board are younger and younger and these were their first games, so they have rose-tinted nostalgia goggles glued to their face. SA was an ugly awkward nightmare with a good butt rock OST. SA2 had so many bad levels as Tails/Eggman and Rouge/Knuckles that the few good Sonic/Shadow levels seem like the best thing ever, but only because they're not absolute shit. Had a good, but weaker, butt rock OST.
Hes a blue hedgehog who runs at the speed of sound you fucking retard
>Had a good, but weaker, butt rock OST.
The Knuckles and Rouge stages had the best music
>tfw he's never coming back
The loops in Genesis games weren't setpieces however, those worked perfectly with player input.
The point is that the player shouldn't be stopping in the first place. That's why theres a long narrow path right before the loop, it's telling the player to keep holding forward, which further lends itself to the player's intuition of that same instruction. The set piece works as intended, but the intention isn't that the player stops right after the boost pad.
Spotted the autistic zoomer
>The point is that the player shouldn't be stopping in the first place.
There's no real reason why the player shouldn't be allowed to stop. You could stop mid-loop in the previous games, so why not here? If the result of the player choosing to experiment is the game's collision system deciding to panic and throwing the player out of bounds then the devs should have just made the whole thing be completely automatic and have player input not matter in slightest for these types of setpieces. But again, they didn't because the game was heavily rushed and lacks certain elements of polish as a result.
The game doesn't need to be idiot-proof user. You're solution would be nice to have, but the issue is so easily avoidable that it wouldn't help much.
The game is a solid 7/8 out of 10. Calling it an "ugly awkward nightmare" is wrong.
SA1 Received an EGM Gold rating when it came out. The game was never as well received as SM64, but it was widely recognized as a solid title. You're the one who needs to take his goggles off.
are you guys still arguing over faked webms? god you guys are retarded
>There's no real reason why the player shouldn't be allowed to stop
Yes actually there is. There's a giant pit underneath Sonic in all the webms posted. Why would you want to experiment instead of just go forward? Stop comparing 2D games to 3D games. They're designed totally differently.
>But again, they didn't because the game was heavily rushed and lacks certain elements of polish as a result.
Or because the Dreamcast's hardware limitations got in the way
>the dreamcast can't handle loops
Ass mad Adventure shitposters should to consider glass choking.
>You're solution would be nice to have
My solution should be considered basic implementation. That's how it SHOULD work from the get-go. I don't even understand why people are defending it. It's not like it's a common issue anymore, so why can't people just agree that certain parts of this game wasn't implemented that great and be done with it? Hell, SA1 is one of my favorite Sonic games, but I'm not going to act like being killed because you didn't push the right direction during a setpiece is something that should just be considered "okay". It's not. It's bad. It's a good thing they've gotten slightly better at implementing them since then.
>but I'm not going to act like being killed because you didn't push the right direction during a setpiece is something that should just be considered "okay". It's not. It's bad.
May as well say the same shit for countless of other games that attempted setpieces yet where well received regardless.
>Yes actually there is. There's a giant pit underneath Sonic in all the webms posted
That's just another issue, honestly, especially in the first level. You teach the player to make sure they hold forward during a finicky loop sequence by killing them? What a joke.
>Stop comparing 2D games to 3D games. They're designed totally differently.
The 3D games (or at least SA1) is clearly trying to emulate the 2D games is some ways, so the comparison is justified, especially when we're talking about a game that was a direct sequel to a previous 2D entry.
werks on my sega dreamcast :)
CAN'T HOLD ON MUCH LONGER
>The 3D games (or at least SA1) is clearly trying to emulate the 2D games is some ways, so the comparison is justified
>it's similar in some ways so it's totally comparable
kill yourself shitposter
Sure, but I'd bet a lot of those games don't get people jumping to said setpieces' defense every time they're slightly criticized like what typically happens with the Adventure games, despite said setpieces clearly being flawed on a fundamental level.
I mean, Duke 3D is generally well received, but nobody defends when the player gets instantly killed by something as simple as a door opening, because that shit sucks. It sucked back then and it sucks now. SA1's collision was glitchy then and it's glitchy now and as a result makes the game janky to play at times. Why people can't just admit this and explain that they like the game despite it is beyond me. Instead these threads fill up with endless back-and-forths because everyone wants to give dumb shit a pass for some reason.
>it's similar in some ways so it's totally comparable
Correct. Or are you going to tell me that devs weren't trying to recreate classic gameplay in 3D for SA1?
If I were to rate this game on a scale of 1-10, this problem wouldn't change the rating by even 0.1. I'm not defending this problem, I'm attacking the idea that it harms the game.
Teaching by killing is fine if there's a just checkpoint just beforehand.
Were you going to make a point?
How the fuck do you niggas break these games like this?
>game has you controller character by moving them
>let character be pushed by momentum and let go of controlling them
>WAOW HOW COULD THIS HAPPEN
you know the same thing happens in real life when you accelerate in a car and let go of the wheel, even if its a straight road
if you don't control yourself when you have momentum, bad things happen, meaning this is solely your fault
I don't agree, especially on the first level. There should be a small area below the loop that the player can land on so they can try it again if the devs are fine with the player being completely thrown out of the loop.
this happens 100% of the time when you enter a loop or scripted sequence with your characters position and direction offset. It happens if you miss the entry boost pad by jumping over it or missing its hitbox. Your controls, except jump and up become locked until you exit the sequence so if youre not facing the exact angle the game wanted you to be, you're dead. The newer 3d games fixed this by having scripted sequences be a path you can enter from any point
You're playing Sonic Adventure DX, which is shit compared to the original version. DX is based on an earlier version of the game.
Intentionally try to fuck the game up by holding the stick in the opposite direction when he runs through a loop de loop and then clap your hands and screech like a monkey when the game bugs out and post it on reddit.
DX version is the worst one that includes the steam release without mods
it's the same kind of chimpanzees who record themselves dodging a dark souls enemy for hours on end until they capture the moment there's a janky hitbox and they trim and convert the file to webm and spam it on a mongolion basket weaving forum
>Best level design in the series
>Looks amazing
>Has the best Sonic voice
>Soundtrack I listen to daily
>6 different gameplay styles, 4 are great and 2 are okay
>Glitches that are charming as shit
>Recaptures magic of classic sonic in 3d
>Has a competent story unlike boost games
Its Kino Bros
>want to run forward
>decide to completely let go of the controller instead of pressing forward
>act surprised when bad things happen
huh...
Big is NOT "okay".
The saving grace is that his story is over quickly enough.
While I prefer SA2, though, I agree SA1 is better than most in this franchise.
nah it still works when you let go because the momentum gained either from the slope or the dash pad preceding the loop de loop pushes sonic through
you have to actively try to make it bug out by pulling the analog stick back
Literally just lying.
Adventure 1 is jank but tolerable. Adventure 2 is fun until it hits the real low points (treasure stages, especially the space ones, and YMMV on the mech stages). Heroes is okay on a Rose or Sonic run, but Chaotix and Dark suck ass. Shadow is okay when you don't have to hunt down 100 rings or find that one asshole you failed to kill. 06 isn't good, but if you fix the loading it'd be at least tolerable garbage. Unleashed has too much Werehog but everything works fairly soundly. Colors has too much 2D and gimmick stage filler, but is okay all around. Generations is fun even if Classic Sonic is jank ass crap. Lost World is mediocre. Forces is a different kind of mediocre.
Big is okay. His levels can literally be beaten in less than a minute once you get the float tube. Just swim to the spot above froggy, drop the lure, and bingo - you're done.
With his story being beatable in less than 10 minutes, i don't see anything to complain about. His entire part of the game is done in less time than shits i've taken before
>You're playing Sonic Adventure DX
Most of his webms are of the dreamcast version. You can tell by the models.
>IGN reviews
>I'm not defending this problem, I'm attacking the idea that it harms the game
It's a result of the game's collision system, which is janky almost all the time, which does harm the game. Why is this even a discussion.
>Colors has too much 2D
This complaint was always dumb to me. People should criticize the blocky platforming, not just that the game's mostly 2D, as if there's anything objectively wrong with that.
it's wrong because the game is advertised as a 3D sonic game and yet you spend the majority of it in 2D
How fucking bad at video games are you?
It's not just that the platforming was blocky, it also played poorly. It's basically the same physics as the 3D portions with no momentum, an over-reliance on boost pads, scripted sequences, homing attacks, that flaccid double jump, and the wisp gimmick. They feel like a joke even compared to the 2D sections in Generations.
>it's wrong because the game is advertised as a 3D sonic game
Where? I just remember it being advertised as a Sonic game, not specifically that it would be mostly 3D or anything.
The original japanese DC version is also full of glitches and seems the DX version is based on that version.
The only versions that are alright are the PAL/US DC versions and international version
Me and a friend of mine both owned Dreamcast and SA1 and we never clipped through loops or the floor like those webm show. The most we got were clipping through the bridge in the whale section(which was rare) and some colision detection in corners.
Yes. They started working on Sonic Adventure for the Saturn for a couple of months with a ridiculous small team, then Sega showed them the Dreamcast and they had to restart their work and do it in 8 months or so for japan and then they had extra couple of months to rework some glitches for westerns releases and an international version for japan(which was the west one). The Sonic Jam 3D world is what they were working initially
SA2 they did had the time to work on it, almost 2 years and was a rare exception with Sonic.
How do you even trigger all of this? I have played this game for years and never triggered this loop a loop glitches. You must go out of your way to follow this.
>It's not just that the platforming was blocky, it also played poorly.
Okay. I don't really care, bitch.
I personally find it hilarious how Sonicfags get so defensive when their precious shitpile excuses for games are rightfully shit on.
Sonic was never good, at the very best it was mediocre garbage and the only reason it had any sort of staying power is the main character was an obnoxious cocky cunt which was the hot trend in the 90s. Nowadays he's only relevant because of bottom of the barrel autism cases, furries and le epin memesters keeping the dumb blue faggot afloat. Just look at the terrifying ratio of vile fetish porn, fanfics and miscellaneous "fan" creations that this fucker spawned. Look at motherfucking CWC.
Every single Sonic videogame is hot fucking garbage and all defenders are braindead faggots with zero taste in entertainment that let Sonic Team's stanky shit fly because they refuse to admit their autism ball of blue spikes is a shit character with shit games, shit fans, shit fan creations, shit reputation and a fuckton of other things. Every game is fundamentally fucking broken on more than several levels, and you bunch of retards keep gobbling it up. Congratulations, you have the lowest standards for any sort of video entertainment on the planet. What a thing to be proud of.
SA1's final boss is absolute shit, what are you on?
All of this shit happened to me as a kid and they're still my favorite Sonic games.
I own the vinyls for Adventure 1 and 2
holy fuck sonic fags on damage control
fpbp
sonic adventure 2's strong points are the kino dialogue and music and the sonic/shadow levels
that's it