V-sync and Triple Buffering are in the video setting. Running in fullscreen and with both V-sync and Triple Buffering turned on it doesn't even raise my 1050Ti's idle GPU clock of 139Mhz.
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V-sync and Triple Buffering are in the video setting. Running in fullscreen and with both V-sync and Triple Buffering turned on it doesn't even raise my 1050Ti's idle GPU clock of 139Mhz.
Can anyone help? I am trying to use either a Saturn USB pad or a Genesis mayflash controller adapter neither will format properly when I try to assign buttons on Steam. My dumbass thought it would be easy like Kega or Snes9x. Do I need to get a new controller just for Steam?
The pacing is all off. It's just too much. Among some other changes, I've always wished Sonic would have adopted an Outrun approach to its levels. Let my ability to reach certain routes dictate where I go from there (or hidden exits to new worlds a la Taxman's Sonic 2 iOS remake). That's my chief problem with Sonic 3/Knuckes/Mania: You have these massive levels, but they're ultimately pointless. There's no incentive to explore or take a more difficult path. They're all the same. This doesn't exactly make the game bad. It just hurts the overall pacing and wastes resources just to offer the player more redundancy.
Xpadder is your best bet. It allows you to remap keyboard keys to a controller. I've uploaded the program+ Saturn controller profile, as well as an updated profile for Mania. You can get it here.
If the controller doesn't work with the controller profile I've provided (I'm using a Saturn Mayflash adapter+official Saturn controller), then you can create your own by hitting the small icon on the left on the profile>New. Then it's a simple case of pressing buttons for it to be picked up and then just saving the profile. You can just remap the controls then. It's a simple program, you'll get the hang of it seconds.
Keymappings I used:
Dpad: Arrow keys
A: A
B: A + S
C: A
X: W
Y: Q
Z: Escape
Start: Enter
Yeah I am only playing in short sessions. After all three lives than exit to desktop. Maybe over the weekend I'll put more fight into it.
loving this, but oil ocean act 2/boss can suck a butt!
This is a great critique, and it's a shame that Sonic games haven't advanced to more in this direction. Something along the lines of what Streets of Rage Remake did would have been absolutely excellent, with branching paths and new levels. Maybe they'll do that if they make sequels, because that would really improve the overall gameplay of Sonic in a big way.
I think that Mania's levels are big and expansive, but I think unlike the unwieldy level design of Sonic CD, Sonic Mania's levels are designed with absolute top speed in mind, to the point where it feels hard to enjoy the level if you're looking for any of the Chaos Emerald rings. Otherwise, it's off to the races in a really, really smooth way. The way Sonic blazes through loop-de-loops is unreal, there's no stopping to the action at all. The levels are a bit too huge, but it really is quite in line with Sonic 3s level design.
So I ended up "fixing" the announcer on my own. Enjoy:
https://www.youtube.com/watch?v=S9BpQa_bmA0
If anything, you should have modded in GAME OVER YEEEEAAAAHHHHH.
It is a bit weird that some giant rings are so much work to get to, taking it slow and avoiding anything that makes you bounce away or fall down (seemingly with points of no return here and there especially as Sonic alone), or looking in awkward places where you wouldn't think to, when you can just replay GHZ and go to the easy to get to ones. But at least you can restart if you screw up. Outrun style paths would remove all the risk of falling/bouncing off the path you're on or the option of willingly changing paths midway though and that's less interesting to me.
The levels veer more towards S3 & CD designs for the most part, but they're never as messy as most of CD was and for the most part work well with the giant ring hunting. I always preferred S2's way of getting to special stages because of the problems I mentioned, though it's not like they can't be avoided with smarter level design.
The levels needed to me more linear for better pacing, focus and design. The way it is now feels too much a reminder of some sandbox go-anywhere-collect-em-all-athon.
Mixed opinions on this game. On the one hand, I really enjoy it, but on the other I have some reservations about some chosen design decisions:
I agree with Alianger's point above about the special stage rings; they're too annoying to get to outside of the first couple of levels, and you typically have to go searching for them a little too hard for my liking.
I may just be imagining things but the level/boss design seems to have an element of cheapness that wasn't really present in the original games. For example, I seem to be dying significantly more often of accidental crush deaths than I ever remember experiencing in S3K. Some enemy placement is also quite cheap.
The Sonic 3 type special stages get old fast; there are too many of them and they're not particularly fun. Sure, they're optional, but it would have been nice if maybe there had been another stage type to mix things up a little.
It's a little hard to define why, but I find the game more fatiguing to play than S3K; I tend to end up playing in quite short bursts. Perhaps it's a pacing issue.