So here's the rest of the disconnected Jungle Joyride Day Act 1 layout: kzbin.info/www/bejne/fWLPomykjsmFm8U Also turns out someone released a mod for it a couple of days before this video, link for it has been added to the description .
@NebulonRangerАй бұрын
23:57 This is what the E Rank theme was meant for LMAO
@somehelluvafanboy83574 ай бұрын
Gotta say, smth I appreciate in these videos is that they're in-depth, pretty well-edited, and have a sense of humour to shake things up every once in a while As someone who likes the funny, that's appreciated
@auxy68584 ай бұрын
Glad to see the beta of Savannah citadel night get covered
@GlitchSpeedrunnerTrevor3 ай бұрын
32:10, There is no way Sonic just put over two thousand SPD in less than five seconds💀 The true origins of D-Speed and M-Speed?
@TheStormsChannel3 ай бұрын
I never noticed the SPD was that high there
@GlitchSpeedrunnerTrevor3 ай бұрын
@@TheStormsChannel Seems they put a "LITTLE" bit too much speed on that Dash Panel. Caught me off guard there when I first noticed it😂
@TheStormsChannel2 күн бұрын
In my lastest video that checkpoint measures 2800 SPD
@RhythmicCone474 ай бұрын
Dammit KZbin, only now it recommends me this new TheStorm™ KZbin video.
@degeneratemale53864 ай бұрын
The more videos you put out, the more I’m convinced that there was a masochist on the dev team that wanted the stages to be far harder Sonic unleashed is already decently difficult, can you imagine how much worse it could’ve been? We might’ve reached metropolis zone levels of sadism
@TheStormsChannel4 ай бұрын
Well there are a bunch of unused Hard and very hard layouts, which are much less forgiving than the X-2s we got for DLC, But yeah most stages were originally much harder, except Dragon Road Day Act 4 which was way easier
@prodbyshuri6664 ай бұрын
@@TheStormsChannel maybe they wanted that stage to be a breather for the other hard stages.
@TheStormsChannel4 ай бұрын
@@prodbyshuri666 Well judging by its stage name it was originally meant to be Act 2 instead of 4
@Cifesk3 ай бұрын
my goat
@ajcox47714 ай бұрын
When we needed him the most..
@bmonke25054 ай бұрын
Fun fact: 10:53 This pulley is still in final game
@TheStormsChannel4 ай бұрын
So it is, also in the final the little path through the building at 11:50 has a breakable door and an extra life inside, but I have no idea how you're supposed to get into it.
@bmonke25054 ай бұрын
@@TheStormsChannel Maybe they were considering on leaving this bit in the final build, replacing that sun medal with an extra life suggests it. And there are also a couple of red rings that can be found below this tower, (by one of the doors) that takes you back on top.
@TheStormsChannel4 ай бұрын
That stage has probably gone through the most changes of any stage, shown by those out of place objects back in the August Build
@bmonke25054 ай бұрын
@@TheStormsChannelJust wanted to say that I've finally finished your video, and well done with literally everything, I've been keeping up and what you're doing is awesome! I also wanted to say that maybe perhaps I can give you something to check out on your next video. I've been screwing around with mission "No Appointment" that's in Empire City. And I've noticed that you can go even further past the goal (or where Def is located) and freely play through more of what is Skyscraper Scamper Act 1. The mission itself lasts about 30 seconds, I've only went as far as exploring the 2D section and what was left over, and also found out the Interceptor still spawns at that one bridge (which I barely made it to). Would be interesting to see that explored or what not.
@TheStormsChannel4 ай бұрын
Yeah I've noticed that, turns out a lot of missions have the entire main act set layout active, but also add in their own objects. In fact some missions use the "unused" very hard set file, Love is Jerky and some Rooftop Run missions.
@sanctifiedfracture45794 ай бұрын
I find it funny how the final game has three drifting methods because of the many times they changed it throughout development (say theoretically the button to drift doesn't work, so you decide to play Savannah Citadel Act 2 with the brake and drift method 💀). It is pretty satisfying once you master all three methods though ngl.
@TheStormsChannel4 ай бұрын
The drift really was designed for the brake and turn method, once you can pull it off it makes the drift feel much better. The august preview only has the brake method The October proto added B drifting The final added Trigger drifting
@ToonyTalesX4 ай бұрын
@@TheStormsChannelSeems like the trigger drifting was added SUPER late in development considering nothing in game tells you that you can do that.
@TheStormsChannel4 ай бұрын
@@ToonyTalesX Well it was added within 2 weeks of the Final Build, the lack of it in the October prototype confirms this.
@somehelluvafanboy83574 ай бұрын
First time I do something like this, but I felt challenged and I was compelled, so here it is: every little change on the level layout compared to the final Act 1 of Arid Sands Day (that I could spot)! 29:56 one of the missile robots is way farther back than in the final act 30:04 a Power Ring is missing 30:13 a checkpoint that's not in the final act 30:18 weird camera angle change + 1-up not in the final act 30:22 Dash Ring, got replaced by a spring 30:25 lack of the "bonus rings through loop" mechanic (present throughout the rest of the act) 30:31 missing shooter Eggbot 30:43 missing 1-up in the rightmost lane 30:57 this dash ramp, which isn't in the final act 31:01 two ring lanes instead of one 31:16 missile robot on the ground + missing spring platform (where the missile robot would be) 31:23 plaltform doesn't move + spike wall in upper platform (present in Act 1-2) 31:52 less falling pillars 32:03 misplaced Power Ring (to the far left) 32:48 inverted Jump pad became a ? pad in the final game 33:06 dash rings, got removed in final game 33:10 camera is farther away from Sonic + spikes at the tip of the dash panel platform, also removed from final act 33:20 in act 1, you'd have gotten hit. The Spike Ball lane is longer there, having you jump over it regardless + missing 1-up + missing fallen pillar ahead
@SSRUS14 ай бұрын
Ay man thanks for the shoutout! My jaw dropped at the arid sands day act 1 and jungle joyride day act 1. Now it finally makes sense why there were so many objects out of bounds of jungle joyride both in the retail version and the october prototype. Arid sands if i recall correctly only has a few objects left out of bounds in the retail but it's nice to know most of them are remenants of the old level geometry that sadly no longer exists. Are you going to cover other stages? Even though i've done videos on some of them in the past i doubt many people watched them so it would be nice for you to show them off. Anyway, loved the video! Im sure it was alot of work to research and put it all together.
@TheStormsChannel4 ай бұрын
The debug cam would make showing the objects easier, could definitely make a video on them, just wish the object pop in range was better
@MugApwool4 ай бұрын
Finally a nice long one to sink my teeth into 😃
@TheStormsChannel4 ай бұрын
One of KZbin's recommended replies is "Did it work?" Lol
@BraveBlitz4 ай бұрын
I…did not know they had a bomb item/pickupable items planned, funny that picking it up turned the game into something you could have passed as a creepypasta in the 2010s Also poor sonic’s arms in the dragon road night part ;-;
@degeneratemale53864 ай бұрын
Sonic exploded into hyper realistic bloody giblets, as I heard the kefka laugh from final fantasy six. About 7.636 seconds after the game over screen, I saw a horrifying video of Sonic’s body being turned into a (delicious looking) stew
@hfplaysrblx69644 ай бұрын
11:13 Imange hearing that every single stomp you did in the final LOL! 18:12 HUUUUHHhUUUUu 43:19 *HhhhUUUUUuYYYYYaAAAaaahhHHHHH!* 1:01:06 *UUUUUUNNNNHHHHH!*
@ToonyTalesX4 ай бұрын
I always wonder why so much unused stuff is left over in the final versions of games. Like do they not go through the files and remove anything unnecessary to reduce the install size?
@TheStormsChannel4 ай бұрын
I'm honestly glad they don't, it's very interesting to find this stuff.
@stanzacosmi4 ай бұрын
They don't need to, most unused things wouldn't bring them down a disk size or anything unless you're talking about very old games like NES and what not. Games on disk actually tend to be PADDED to fill the space, like smash bros brawl having 2 gigabytes worth of dummy data, or animal crossing on gamecube being over 1gigabyte of dummy data (since the actual game fits entirely within gamecube ram)
@TheStormsChannel4 ай бұрын
@@stanzacosmi True, these unused set files take up less than a single Megabyte each,
@Crystal-pro-2024Ай бұрын
In truth, the thing that ends up taking the most amount of space is the physical objects, and even then, most of the time, specially back then, we're talking megabytes. Nothing to substantial, and a file saying where objects should go, that's usualy even smaller, into the killo bites. The most intensive use of memory on the disk for this game was the lighting, as shown with how 2 disks where needed before they compressed the shit out of the lighting. In truth, most of the time they just forget, and since the combined left over data is like 1 gigabyte, its not worth the time scrounging around. Exception being audio as audio takes up more space then you think.
@ToonyTalesXАй бұрын
@@Crystal-pro-2024 So I would assume the biggest things in the files of this games would be the high quality music, the HD pre-rendered cutscenes, and the game’s lighting system/engine?