So I just got done with unlocking every character using CXBX emulator. This game is one that I will always go back to. I know that its pretty well regarded around here, but I want to discuss some of the aspects of this game.
>What's your favorite level? Explain. I think that my favorite level is either Kibogaoka Hill or Highway Zero. Kibogaoka has a really cools aesthetic to it with the airplane flying overhead, or the mysterious doomsday clock on at the end of the level. I like Highway Zero because it brings up memories of racing my sister when we were younger. The neon-green color is really neat and most of the level feels fast since you're grinding or wall-riding a lot. >Favorite song? Switches between Koto Stomp, I'm not a Model, and Me Likey the Poom Poom. >Favorite character to play as? While unlocking all of the characters, I started to look at what all of the stats actually meant and tried out the Love Shockers. I feel like they are the best for races since they have so much cornering. The Immortals are pretty cool too. >Other comments about the game? I have always been interested in learning more about this game. I remember there was a leak a year ago where someone found some unused sound clips in the sound files, and one of them had DJ Professor K mentioning the graveyard of Gouji's ancestors or something. It got me interested in some of the cut content of the game. I like to imagine that the doomsday clocks in Kibogaoka Hill and Rokkaku-dai Heights actually did something, or there was a bit more of a mention of a literal missile silo in Kibogaoka. And then there is that empty spot on the map between The Skyscraper District and the Tokyo Underground Sewage Factory. It seems like something was rushed there or cut out, because if it's supposed to be the Site of the Tokyo Line, I wonder why it's empty after you go there. Maybe it was cut content. Well I hope we can all discuss this. I really love this game, I usually replay it every 6-12 months.
>What's your favorite level? Explain. Dogenzaka Hill and 99th Street. Dogenzaka Hill is a great starting level and tells you everything you need to know how to play the game right off the bat. It’s well-paced, very well-designed, and is overall just a joy to blast through. 99th Street has a really cool aesthetic to it that just pops out to you and the flashy neon colors really help to accentuate it. >Favorite song? Aisle 10 and Statement of Intent >Favorite character to play as? My main boy Yoyo. I just love his design and I would use him almost everytime. >Other comments about the game? Nothing more to say. One of my favorite games of all time.
>>What's your favorite level? Explain. Rokkaku-Dai Heights. Really cool sense of elevation, tons of cool pathways, and a really stylish aesthetic. >Favorite song? UNDERSTAND, UNDERSTAND >Favorite character to play as? Garam >Other comments about the game? Even to this day, I still wish that we got a modern HD port.
Yeah, I've always like Dogenzaka. I like how the game introduces the bookstore shortcut, and when you get to the end of the game, you actually explore the bottom area for some decently difficult spots
Andrew Gray
>>What's your favorite level? Explain. Shibuya Terminal. Awesome design, tons of rails to grind and ramps to jump, and is small and compact. >Favorite song? Oldies but Happies >Favorite character to play as? I like to mix it up between Beat, Cube, and the Doom Riders. >Other comments about the game? I really like how whenever you go back to the GG’s hideout, they’ll always have something new to say and how depending on who you play as, they’ll even react to you differently. Like how Yoyo stammers like crazy when talking to Mew/Rhyth because it’s implied that he has a crush on her.
Rokkaku-dai had some cool secret areas, like the fountain and that weird temple that Rhyth is by. I like that there is some kind of conveyor belt dropping shipping containers directly left of the entrance from the Garage.
Connor Powell
I feel like Shibuya was a map that the devs were proud of since its featured so much. The stairs going everywhere is pretty unique. You can use them to combo a lot of places.
Samuel Moore
>Like how Yoyo stammers like crazy when talking to Mew/Rhyth because it’s implied that he has a crush on her. Garam actually does the same thing when you play as Jazz too. Shit’s pretty cute.
Why did you go with the Xbox version over the PC version?
Owen Davis
HD PORT WHEN AAAAAAAAAAAAAAA
Ian Bailey
No PC version of Future
Brayden Brooks
Don’t the devs have tons of licensing issues to deal with first?
Nathan Thomas
Yeah, I think they lost the rights to some of the songs so if an HD port was to be made, they’d probably have to make a ton of concessions. Which is a shame because a modern JSRF port would be the tits. >upscaled visuals >extra online features >expanded on multiplayer
I have an broken original xbox (would mysteriously turn on all by itself and stay on since I didn't notice) and a 360. But the emulator doesn't have the slowdown that the 360 has at the night levels. And I have a PS4 controller that I prefer using over the 360 controller.
Blake Williams
Should I play the original first?
Joseph Taylor
I’ve been replaying JSRF a lot lately and it has aged a lot better than I thought it would. Trying out the Test Runs is fun as fuck.
I don't get why Sega decides to keep making Sonic games only. They aren't really well-received. You would think that they would experiment with what works more.
Jeremiah Barnes
JSR and JSRF are two different takes on the same concept. JSR is more arcade-based, harkening back to Sega’s more score-driven gameplay philosophy, and has you learning how to prioritize your time and plan out your routes in order to avoid the police, tag all of the graffiti in time, and get the highest score possible, as well as race characters in order to unlock them for you to use. JSRF is a more laid-back, free-roam experience with interconnected hub locations that had you explore and navigate through levels at your own pace, with an increased emphasis on performing tricks in order to get to where you need to go, as well as more expanded on level design. Overall, both games are very good and you won’t be lost if you play one or the other first.
Once you play JSRF, it is really hard to go back. The controls on Future are much more tight and you can actually speed up while grinding. I would at least try to get the JSR, but if you don't like it, JSRF is a much more developed(?) game. To me, Future is much more fun to play.
Adrian Parker
Sonic is what brings them the big bucks. Well, that, and Yakuza apparently.
Thomas White
Sonic has a very rabid and loyal fanbase, user. Plus, he is marketable as hell. In comparison, the JSR games are a lot more niche despite having tons of critical acclaim.