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50 Frame rate Sonic the Hedgehog

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director Jeff Fowler

Release Year 2020

Adventure

duration 99 minute

USA

Sonic dubstep.

 

Tails will be in the Post Credit Scene, so don't leave immediately

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50 Frame rate sonic the hedgehog. There arent many cases of someones voice getting higher with age but ig Spongebob is the exception. 50 frame rate sonic the hedgehog characters. 50 frame rate sonic the hedgehog movie. 50 frame rate sonic the hedgehog games. IAM 32 YEARs old and my first game in 1994 was sonic 1 it was my first game i played! since them iam gamer. i play all action games and most fifgters. see my videos. sonic is my favrorite platform series. 50 frame rate sonic the hedgehog full. 50 frame rate sonic the hedgehog download.

Sonic: you shot me Tom: i know Sonic: YOU SHOT ME

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Looks nice and funny. The original Sonic games are some of my favorite of all time, and I’d like to analyze them, since it’s too easy to take them for granted as the franchise is so ubiquitous. I feel that they’re very unique platformers that make moves towards interesting directions that not many other games have picked up on or substantially developed from. I’ll be covering them in depth, analyzing the original classic series, from Sonic the Hedgehog (you’re here), to Sonic the Hedgehog 2, Sonic CD, and finishing on Sonic the Hedgehog 3 & Knuckles. Sonic the Hedgehog (which will be referred through the article as “ Sonic 1 ”), released in 1991, is a 2D platformer for the Mega Drive. SEGA needed a great mascot-driven game to compete with Nintendo and its Super Mario Bros. franchise, and so, they put their best efforts together to not just design an impacting mascot that would go well for a worldwide audience, but also be a game that could serve as an exciting showcase of what the Mega Drive was. The biggest feature of the original Sonic the Hedgehog is its presentation. It starts off with a big, anti-aliased SEGA logo and a crisp sample of the SEGA yell used on japanese SEGA TV ads. Then it displays a big title screen full of features and details that’s sure to draw your eyes if you see it at a store. All the levels look excellent, and their handmade 3D computer art- inspired graphics and several background and foreground layers make other games look incredibly flat in comparison. The graphic designers’ experience in that hardware really pays off as there were very few other console games prior to its release with the same level of graphical pizzazz (Those designers are Rieko Kodama, the woman responsible for the Phantasy Star series, who has worked on Mega Drive games since before the console’s launch, and Jina Ishiwatari, whose taste for abstract 3D shapes can be seen through the environments of the Sonic series). Super Mario World for instance, despite being made on a much more graphically powerful system, can often look like it’s running on underpowered hardware compared to Sonic 1. Those mountains in Super Mario World are all one layer, while Sonic 1’s Green Hill Zone has more than four background layers. Also, dithering? Really? Where did all the 256 colors that the Super Nintendo can display at once go? The music is also excellent, composed by Japanese pop music composer Masato Nakamura of the band Dreams Come True. The pop influence is felt throughout the whole game, with catchy tunes and strong compositions, even on tracks that are more orchestral and dramatic, like the boss fight theme. The sound programmers (Hiroshi Kubota and Yukifumi Makino) are also to thank here in translating Nakamura’s compositions to the YM2612, and programming the sounds and instruments used for the game and its soundtrack. Poster for the Dreams Come True tour, 1990. This is Sonic’s earliest known public appearance! Presentation isn’t just graphics and music — the game’s mechanics also had great impact at the time. The main difference between Sonic 1 and other platformers are its slope mechanics. Many platformers at the time didn’t really do inclined floors (remember that the Mega Man game that introduced them was Mega Man X, 6 years after the first game — and 2 years after Sonic 1), and when they did have slopes, each game had a different solution or function to them that didn’t always feel right. Sonic 1 is all about slopes, not only do the levels have slopes and curves of every angle instead of just your usual 30 and 45 degrees, but they organically affect the direction and force of your jump. If the player’s first action in the game is to just jump, they’ll be thrown slightly to the left due to the uneven ground they’re standing on. Compare it to Super Mario Bros. 3, in which Mario jumps straight up even if the ground is angled. The intricate ways in which slopes affect your movement feel great and make Sonic 1 seem very advanced when compared to its contemporaries, and despite it making basic movement much trickier to master, it’s easy enough to understand its basics and mastering it is fun. Understanding the greater reach Sonic can have by aid of slopes and momentum allows for a lot of trick jumps to get to hard-to-reach places and make shortcuts. Just remember that going downhill makes your jump go farther but not as high, while going uphill does the opposite. Most people forget that in Sonic 1 Sonic doesn’t run very fast by himself, having a somewhat low maximum running speed. The way to acquire some serious speed is to use his spinning move by pressing down while running. When spinning, your influence over Sonic’s movement is vastly diminished, to the point where inertia is mostly what carries him on flat ground, but the influence of slopes over his movement is greatly increased, and his speed cap is removed. This means that as long as Sonic is rolling downhill, he’ll keep accelerating indefinitely. This is what allows the “S-Tube” moment in Green Hill to happen — which was exactly made to teach players about this mechanic, along with other incredible displays of speed. The “S-Tube” moment in Green Hill. Notice that the tunnel forces you to get into the spinning state, then shows how you gain a lot of speed like this. However, probably as an attempt to discourage players from abusing the spinning state, the developers gave Sonic a unique jump when you jump off of a spin, which the fans called a Rolling Jump. This jump locks you out of influencing its direction and you get committed to an arc that’s dependent on your speed and angle. I can understand why they felt the need to implement this, probably to keep players from spinning all the time and then jumping to regain speed, but this is a solution that raises more problems than it solves: it forces levels to be completely safe when there’s any downhill structures and suggests players not do anything while spinning down, since a player has very little control or guess as to how the Rolling Jump ’s arc will be like. In any case, Sonic 1 isn’t really a challenging game in a way that putting that Rolling Jump restriction keeps the game from being broken, and a lot of later games don’t have the Rolling Jump and work completely fine. To account for the great reach that players can have with Sonic’s movement, Sonic 1 does level design in an unique way by having multiple tiers, as if levels are made out of two or three different levels layered on top of each other. This makes it so that if you’re going too fast and you fall into a pit that was hard to avoid, your penalty is minimal and you can just climb your way back up. Yuji Naka, Sonic 1’ s programmer, has also claimed that the idea for Sonic 1 ’s general design came from playing the first level of Super Mario Bros. over and over again, getting better at it, and clearing it faster every time. The multi-tiered level design then also allows earlier levels to keep feeling fresh after several playthroughs, as you can approach them differently every time, and even allows for the level to bring adequate challenges to novice and seasoned players alike, by placing easier obstacles on lower level tiers, and harder ones on higher tiers. Higher tiers can also sometimes be seen from lower tiers to dangle rewards for novice players — This can inspire them to do better and practice the game’s movement mechanics to get to hard-reaching places without much fear of losing a life. By that principle, the Green Hill Zone provides a great first set of levels with the scarcity of serious hazards, an open nature, and serpentine hills allowing players to use its levels as playgrounds to practice the controls and mechanics. A section of Green Hill Act 1, with lines drawn to represent the different paths. White: Lowest, Yellow: Middle, Red: Highest. Notice how they intersect and how the red path is made out of small platforms that are very easy to fall off. Another mechanic that helps mitigate punishment is the Ring system. Rings are collectibles that scatter all over the screen when you get hit by an enemy, but you won’t lose a life as long as you’re holding onto at least one ring. It was obviously made first and foremost as a showpiece for the Mega Drive — look at how many objects the system can show moving fluidly at once without the game slowing down or flickering! But also, the ring system makes it so you’ll only lose a life if you make several consecutive mistakes. This, unfortunately, has two issues: The first is that Sonic 1 relies on a structure akin to arcade games — It expects you to die so you’ll re-do the first levels more, as replaying and getting better at them is part of learning the game. The designers then are put in an awkward contradictory position of punishing players very little to encourage experimentation, yet must try to make the game kill you enough times so a first-timer will Game Over at least a few times before ever beating it. This can be seen in the level design — extra lives are hard to come by if you’re not actively looking for them, and they implemented a unique behavior to spikes to punish players further: Perhaps to keep players from just damage boosting and picking up the same one ring through long spike pits, spikes in Sonic 1 will neglect invincibility frames after getting hit. It’s a weird feature, and because lava pits don’t share that quirk, it feels like the designers were just experimenting with it and forgot to remove it. All later games in the franchise, including revisions and re-releases of Sonic 1 (like the Sonic Jam and 2013 mobile versions), have removed this spike behavior. The Sonic 1 spike behavior in action. The second issue is that in order for a game like Sonic 1 that rewards boldness and experimentation to have that kind of damage system, the game can’t place much value in having a lot of rings, otherwise, the more rings a player has, the more fearful and conservative will their play be, as they get worried about getting hit and losing them. This opposes what the punishment mitigation of the ring system is trying to do, and is also a death sentence to playing Sonic 1 in an engaging manner. After all, aren’t rings exactly there so you don’t have to worry too much about getting hit? Since all you need is one ring to survive most obstacles? A reward for players that don’t get hit or collect a lot of rings could be implemented well, but only if that rewarding mostly concerned experienced players. Unfortunately, the game eggs on novice players the most to collect lots of rings and to not lose them as they grant extra lives, and finishing a level with 50 or more rings grant you access to the Special Stages (as seen below), which are the only places in the entire game that you can get Continues. In other words, Sonic 1 really wants you to collect and keep rings, but being overzealous of rings can lead you to a very frustrating experience. For as much as the level design and ring system tries to make the player comfortable with going faster, the screen space does the opposite, being way too tight to allow novice players to react to hazards in time. This is Sonic 1 ’s biggest problem, not only because it goes against playing the game in an engaging manner, but also because Sonic’s momentum-based movement makes you feel extra sluggish and impotent at slow speeds. This problem is mitigated the more you play the game and learn the levels by heart, as it allows you to confidently move with a much better flow and really start playing with the level layouts, rather than being afraid of moving too fast to be able to react. The game also helps you learn these levels by having them look and feel different on different tiers — This gives players an accurate sense of where they are in the level so they don’t get lost. They can also feature repeating structures in themselves and similar pacing between levels of a Zone to help give players a sense of where they are and make learning and memorizing their layouts easier. The screen space issue mentioned before is also somewhat addressed on the 2013 mobile versions, since the game is remade to fit a 16:9 format, which expands the play area horizontally. If you aren’t too picky about accuracy to the originals, and if you can play with a controller, I recommend playing the 2013 mobile version of Sonic 1 due to the larger play area, extra features, and better engine that gets rid of many bugs from the original. With multi-tiered levels and intricate slopes being Sonic 1 ’s big defining features, it’s at least a little odd that nearly half of the game is composed of levels that almost completely exclude these features. Labyrinth Zone and Marble Zone ’s levels are mostly made out of rectangular shapes with only a few angled surfaces and slopes, and they’re linear, slower-paced levels with low ceilings, much fewer alternate paths and more focus on traditional platforming. The developers have stated that they were a bit insecure on whether they could make a whole game with Green Hill Zone ’s design style, as the multiple tiers and accounting for how slopes wildly affect Sonic’s movement have probably forced them to concede a lot in regards to the game’s difficulty, so these levels were thrown in to compensate. I don’t have a lot of issues with the Marble Zone, its levels are mostly paced well enough and still allow for a lot of speedy, skillful movement when you know how to pull them off, but Labyrinth Zone ’s levels are so slow even at high level play that it really feels out of place compared to the rest of the game. You can forego the slow lava block rides in Marble Zone with speedy, well-timed jumps! A few other things also don’t quite fit. The Special Stages (the rotating maze seen previously) being one of them, and while they aren’t hard or demanding enough to be frustrating, it’s still glaringly obvious that their main purpose is as a technical piece, rather than tie together the game better in some way. Also, none of the bosses make use of the slope mechanics, strangely enough, and are very simple and cookie-cutter. Some of the bosses do resonate with the game’s overall design in the sense that they can be trivialized and beaten very quickly if you know the trick to them — which, much like many level obstacles, often involves knowing Sonic’s movement very well. The last, most out of place feature of Sonic 1 is Scrap Brain Zone Act 3, which is just another Labyrinth Zone level with a gray coat of paint — Worse, it’s structured deceivingly different than any other level in that your main goal is not to go right, but upwards instead. Every time you fall from a higher path or let a chance to go upwards slip by, you’re actively hampering your progress instead of just progressing in a parallel path like any other level. It’s very confusing and deceitful when no other level works like this, and regurgitating the game’s weakest Zone is an anti-climatic send off. Yes, I meant the gray coat of paint comment literally. What best represents Sonic 1 ’s strengths and general design are the loop-de-loops. They’re a testament to the strength of the movement mechanics: they exist and work because the movement and slope mechanics work. The loops aren’t an exception, they’re running on the same rules that any other surface does, and are just a very simple obstacle that sums up what Sonic is about: If you have enough speed, you’ll go through them, if not, you won’t. I’d like to break that down for a bit: I don’t mean that to say that speed is the goal of the game. Sonic 1 isn’t exactly about going as fast as possible like many people think, instead, speed is a tool which allows you to reach places or do things you otherwise can’t. It’s a small but important distinction. If Sonic 1 really was about going as fast as possible, it’d probably be structured more like a racing game than a platformer. Instead, the game allows and occasionally forces you to take it slower a bit — Speed is a tool to be used and mastered. Beating levels fast is the result of in-depth knowledge of the levels, rather than the main goal from the get go. When you get good enough at Sonic 1, it looks a bit like wizardry as you bounce from enemies and structures at amazing speeds and finesse hard to spot in games prior. However, even getting to a point in which you play at a faster and more continuous pace takes a bit, as it not only requires you to get proficient enough at Sonic’s movement, but also be familiar with the level layouts some since the screen doesn’t allow you to see much further ahead. The slower levels also undercut those mechanics by asking players to take one obstacle at a time, rather than helping the player realize that Sonic has a much better reach than most other platformer heroes depending on his speed and angle. It’s possible the designers knew the screen was too small for that kind of play to be demanded from the start and so didn’t make scenarios that absolutely required it. That way, players can naturally engage with it once they know bits and pieces of the level layouts by heart and are better acquainted with Sonic’s movement. When you start reaching that point in the learning curve of the game, Sonic the Hedgehog is truly a wonderful and unique platformer that still has little to no equal outside of its own franchise, but it’s very unfortunate that this point may never be reached by a lot of players, who may be left with a not very cohesive experience instead.

50 frame rate sonic the hedgehog video

Can we please get another one these? This was like a whole series of the Anime, but better

What is this monster 5:48. It's so scary. Imagine how much money they'd make if they sold us the shoe we all want. Also imagine how many people would all be walking around in Sonic shoes. I'm sad to say this is not that reality. I'm going to see the movie on the day it comes out.

The internet officially bullied an entire movie studio into redoing the sonic movie... i love democracy❤.

 

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