It's incredible that this project is still alive and kicking. I love that they have a whole archive of old builds and descriptions. Based on the descriptions I must have played this around March 2001 (a few months before the release of Sonic Adventure 2!)--my memory exactly matches up with the description of Demo 2. I doubt at the time that I thought it would even make it to a Demo 3! Kudos to everyone involved.
This looks fantastic, but I can’t help but wonder how long before SEGA or the owners of the Sonic intellectual property take legal action against the game.
Looks interesting, but I can't pass the camera control tutorial level. As I move the mouse to control the camera, eventually, the mouse moves outside the browser window, and the camera direction gradually aligns with Sonic's POV before I can move the cursor around the window to re-enter the opposite side to continue moving. Continuous mouse movement seems necessary to keep the camera aligned differently from Sonic's movement direction.
I found the game & it's spin-off "Robo Blast Kart" like 6 years ago? The Kart game is SUPER fun & honestly better than official Mario Kart games. I didn't know the original game is 25 years old?? Incredible
I've still got burned CDs of some of the Bid For Power alphas downloaded from KaZaA (I think?).
My memory was that despite the enormous time-sink required to get it working, it actually wasn't very good. Like once you get over that initial thrill of being able to levitate in 3D space and blast a crude Kamehameha at people, the rest of the experience was pretty clunky.
Crazy imagining the alternate history is they'd figured out the Doom engine would be a good match for this back in the day. Although I'd never have believed it if I hadn't seen it.
I didn't know about these Sonic games, but as a Doom fan, I have to say that the use of the Doom engine for Sonic makes good sense. The way it feels to move around in "3D" space in Doom is one of the best parts of the game, IMO; there's a weight and sense of momentum to the player that I found lacking in full 3D games like Quake. I could see this working very well in a platforming/kart racing context.
SRB2 is easily my favorite 3D Sonic game, and judging by the recent ports to stuff like the Sega 32x, it makes me wonder the “what if?” Universe where Sega had made a competent 3D Sonic game to compete with Mario 64.
Working on SRB2 mods kickstarted my computer science career about twenty years ago. It's a really good game and, incidentally enough, an amazing learning tool for springboarding level into level design and practical C/C++ knowledge.
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[ 2.9 ms ] story [ 47.3 ms ] threadI don't think this is how it's supposed to work.
https://hyuu.cc/
https://wiki.srb2.org/wiki/SRB2Kart
My memory was that despite the enormous time-sink required to get it working, it actually wasn't very good. Like once you get over that initial thrill of being able to levitate in 3D space and blast a crude Kamehameha at people, the rest of the experience was pretty clunky.
Then, when I look at the walls, I don't know why, it just "feels" Doom to me.
Very cool!
I owe my career to this community.