Articoli marcati con tag ‘sonic x-treme’

Sonic X-Treme: scovato il character model di Amy Rose

Tra i titoli Sega mai rilasciati Sonic X-Treme rimane uno di quelli più affascinanti e carichi di mistero. Diverso è il materiale inedito riguardante il gioco uscito fuori in questi ultimi anni e chissà ancora quante sorprese ci riserva il futuro. Di recente è riemerso dall’oblio niente poco di meno che il modello di Amy Rose, personaggio sul quale l’artist Ross Harris aveva già confermato anni fa di aver lavorato. Sul sito di Harris è disponibile un portfolio dove sono presenti diversi modelli del gioco tra i quali Sonic, alcuni badnik ed infine proprio Amy:

Harris ha rivelato che Amy era prevista come un personaggio giocabile e che avrebbe utilizzato gli anelli come arma a distanza per colpire i nemici. Gli anelli lanciati sarebbero stati sottratti al totale degli anelli raccolti. Già in passato era stata confermata questa tipologia di attacco come una delle nuove mosse di Sonic. Tra le caratteristiche di Sonic X-Treme vi era infatti quella di dotare Sonic e gli altri eventuali personaggi giocabili di nuove mosse, un concetto poi ripreso in Sonic Adventure.

Di seguito le immagini presenti sul portfolio di Ross Harris:
sonic-xtreme-1 sonic-xtreme-3
sonic-xtreme-5 sonic-xtreme-8

[Source RossHarris via SonicStadium]

Dopo 19 anni giochiamo a Sonic X-treme

Dopo 19 anni di attesa possiamo posare le mani su Sonic X-treme o perlomeno su parte dello stesso. Questa possibilità ci è fornita dall’utente JollyRoger del forum AssemblerGames, che è riuscito a rendere compatibili con i computer più recenti, alcuni source code del gioco (versioni PC e Saturn) trovati tra una moltitudine di materiale appartenuto alla software house Point Of View.

La parte per ora giocabile è un singolo livello ma non mancheranno ulteriori release in futuro. Si tratta in particolare della zona Jungle Level.

Potete scaricare la build direttamente dal forum AssemblerGames o, se non si è registrati allo stesso, da alcuni mirror (link 1, link 2).

Sonic X-treme’s Version 037 engine has been painstakingly ported to Modern Windows and Open GL by JollyRoger, from Windows 95 and also required the NV1 Graphic’s card hardware..

And Guess what ?! This port of X-treme is out there right now! Ready for “YOU” to download and enjoy!

However, We’d like to point out that this is a single level release.( More builds and levels to come later !)
We would also like you to know that this is an almost as is port of the engine (Almost as how the original developers had left it, A snapshot in time “if you will”.
This first public release consists of a Jungle level, which I like to refer to as “The E3 Jade Gully level” since it was shown in one of the E3 96 Promo videos.

Fun Facts:
*JollyRoger had to massage much of the code back into place to restore functionality since some code had been commented out due to being in mid engine re-wright by STI or POV.

*The game ran on the NV1 GPU by Nvidia, supported true Quad polygons (Like Sega Saturn) instead of quads made up of 2 triangles.

*Currently the port lacks true quad polygon rendering, *check out the sides of slopes where the textures look distorted*
Future releases may or may not incorporate true quad like rendering to fix the issue.

*The level data file itself had to be edited to improve physics to the point of playability, As well as remove ring collisions so the level could be explored properly. ( rings would push sonic off ledges if he walked near them)

*The Bouncing ball effect when sonic Lands can be disabled. Which allows for better playability, but in this case it was kept to better match the E3 Videos.

*You guys can tweak physics quite easily by opening the .def files in your text editor of your choice.

*I had attempted to fix up the Sonic Magnetic effect so as to help Sonic better when rotating the level in ball mode. This was tried so that it wouldn’t sling shot sonic over the edge of sharp angles when rotating the levels.
I did have it fixed so that the slingshot no longer happened, but it caused other issues with Gravity, and gravity relative to jumping (causing low jump heights), Jumping near walls and celling would cause sonic to stick to objects incorrectly.
Many of these could be remedied by counter balancing with other tweaks, however after 3 days worth of trying, I just could not find a sweet spot that replicated the feel of the E3 video gameplay clips without the rotation sling shot flying issue.
(so we had to give up fixing the Magnetic level rotations in favor of better play Mechanics. ( perhaps one of you may be able to find that sweet spot)

* More Builds and levels to come !

Un pezzettino di Sonic X-Treme riaffiora in video

Grazie agli sforzi della Sonic Community emerge dalla rete un pezzettino di Sonic X-Treme per Sega Saturn. In particolare in uno spezzone del programma canadese degli anni ’90 The Anti-Gravity Room, tra i diversi giochi Sega e Nintendo mostrati è possibile vedere una boss fight con tanto di Metal Sonic riguardante proprio Sonic X-Treme.
Un altro pezzetto di quello che doveva essere il primo vero Sonic 3d della storia, condito dalla verve di quegli anni.

Di seguito alcuni dettagli su come funzionava questa boss fight:

Christina Coffin, developer:

The L,R triggers were set up to rotate the camera around sonic.
You could also press a certain button on the Saturn controller to
‘lock the camera onto the boss’ so then all of your d-pad movement
would become relative to the boss character.

For example:
lock on mode controls:
left/right on d-pad lets you circle strafe left/right while facing the
boss (good for dodging projectile from mecha sonic)
up made you run towards the boss while the camera is still looking at
him.
down made you run away from the boss while the camera still looked at
him.

As you can imagine, fighting the boss with the camera in ‘lock on
mode’ is very useful to dodge harmful things from the boss, and makes
it feel more like a 1 on 1 fighting game which is what I wanted.
Having the unlocked camera mode, where the camera stays in 3rd person
view behind sonic is also useful as well, so it depends on player
preference and certain bosses (I had plans for another boss to spawn
smaller enemies around him that you would have to jump/spindash into
and they go back to fighting the main boss)

La pagina dedicata al TGS 2020 Online

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