Maybe it's just the way I wrote that sentence that makes you disagree it. And though I don't fully agree with everything you said, it seems our opinions are not too polarised. In fact, there's a lot in common, so I don't think I'll have to debate
Seriously SEGA... WTF?! This game was announced back at the same time Assasins Creed and Resident Evil: Degeneration were announced. All three games are ports of an existing game and yet AC and RE have both now been released... without trying to be disrespectful to the origional Sonic games (hate the 3D ones, well, except the 3Dish Sonic Rush games), I would've thought that this one would've been the easiest, and therefore quickest, of the three announced games to port? So why's it taking so long?
Maybe they're struggling with the controls? I mean Sonic is a fast game, where quick reactions and responsive controls are required. With that in mind, I don't think a virtual d-pad or accelerometer would be able to cope, based on my experience with the platformers currently available. I think the only way to truly do Sonic on iPhone is in full 3D, with the camera behind Sonic like in Snail Mail. In fact, use the Snail Mail graphics engine (the cool cell shaded look is awesome) and add some of Sonic's classic attacks (gesture based), a good variety of enemies, all the standard power-ups, some traps (spikes, dead ends), multiple paths (see Unleashed - more difficult to access quicker paths) and multiple zones/worlds! Add a decent score system for each level with unlockables (wallpapers, soundtrack, artwork, bonus challenges like in Unleashed) for gaining an s rank ala Unleashed. Maybe even online leaderboards? Now that would be amazing! Knowing Sega, we'll just get a quick port with dodgy controls!
You're virtually guaranteed at least one wise ass answer on here Anyway, I agree with Nizy, I think the controls seem to be the only reason I can think of that that is delaying the game. Not so much because of the 'speed' because the early Sonic games were more about platform negociating (sp?) than they were sprinting to the finish. I would go as far as to say they are actually quite slow, at least in comparrison to the speed of Sonic games we're used to now... I really can't imagine a virtual d-pad being a 'big' issue (but you are right, it hasn't been successfully implemented in many of the similar style games currently available). Unless SEGA are adding in some additional content (which it wouldn't surprise me if they didn't) then it seems that 'controls' would be the only issue delaying what sounds like a straight port... and if after all this time they're still having problems, it makes you wonder whether it's worth it. I want it regardless of their controls because I've always had a soft spot for the first two Sonic games, it just seems strange that the port seems to be taking so long (though if they go the Resident Evil: Degeneration route, then for all we know it's already been submitted and due for release any day... I can only hope).
Do everything Sonic Unleashed did, without the nighttime crap. And I have a control scheme, comment on it or criticize it if you want: Roll to move left or right, like Bounce On. Tap once to jump, double-tap quickly to do a homing attack. When a different path opens up, a button pops up in the bottom right/left, switch it up to make it more difficult. Tap the button on time (a few seconds tops), and you go down the separate path. Shake to do a Sonic Boost. What do you think? EDIT: Instead of the roll to move, there's also an option to have an on-screen d-pad (that should be very responsive ) to control Sonic.
The problem is the fact that Sonic was not designed to be used with a virtual d-pad or accelerometer; it was designed for a physical, responsive d-pad. Sonic is a fast game - he is a character who quickly gains speed, and a major part of the game is dealing with that such as avoiding hazards. Thus controls have to be very responsive - how annoying would it be to lose all your rings because the jump "button" didn't recognize your tap? At least in the original, if I lost my rings, I knew it was my own fault! Lets take a quick look at some platformers for the iPhone and see how well their controls work. 1. Bounce On - accelerometer movement, tap to jump. It is functional, but can be infuriating at times. Maybe if they allowed us to adjust the sensitivity that would improve. Also, bear in mind that this is a much slower game, with levels designed around the constraints of these controls. 2. Toy Bot Diaries - accelerometer movement + touch. This is more puzzle based and very slow paced, with helps the controls work. 3. Sway - gesture based controls. This works well, but is a very unique set up, not suited to Sonic. 4. Archibalds Adventures - d-pad + buttons. Functional, but slower, puzzle based again. The d-pad is ok, but frequently doesn't recognize actions. 5. Rolando - accelrometer + gestures. Works very well, but its a slower, puzzle based platformer. 6. Snail Mail (sort of a platformer) - accelerometer + tap to shoot. Great controls, very fluid movement and certainly has the same sort of fast paced action as Sonic. gscal, what games (especially 2D platformers) have you played using a virtual d-pad that are so brilliantly responsive? Most that i've tried are either visually intrusive (take up a lot of screen space) or are quite slow and unresponsive, especially when quickly performing actions. Same goes for action buttons too. I still hold out hope that Sega will make a new Sonic, like that stated in my previous post. EDIT: Bounce On becomes annoying to me when trying to get the golds. It becomes faster like Sonic, but at the same time less controllable.
@nizy: I don't agree Archibald's Adventure controls are not responsive. From all the iPlatformers I've tried, it has the best virtual d-pad and one of the best controls. Rick Rocketson is also good, but AA has better controls. I love playing AA and if not for the puzzle, I wouldn't mind roaming and exploring the levels. I agree it might not be responsive enough for Sonic, but certainly great in its own rights and for me it even works better than Rolando or ToyBot.
That's exactly what I was saying: it works because its been designed with the limitations of the control scheme in mind - slower pace, puzzles, simple platforming.
maybe have accelerometer and touch to jump, but when you release, not when you tap. so you hold on to the screen while moving and let go to jump. This would be much more precise.