Project x sonic прохождение

Обновлено: 04.07.2024

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UPDATE CHANGELOG PROJECT 06 UPDATE 3.5

15/07/2020 to 02/08/2020

- Changed a dialogue randomly not playing in Crisis City Section 3

- Fixed inconsistency with Tropical Jungle's loading screen not showing the proper tips image

- Fixed oversight with amigo triggers on Aquatic Base that caused 2 Sonics to spawn and the door to open

- Fixed TGS rail grinding animation being slow

- Removed homing targets from hand rails in Crisis City

- Cleaned some obstacle placement in Wave ocean's Mach Speed Section to be more fair

- Cleaned some obstacle placement in Crisis City's Mach Speed Section to be more fair

- Moved Tails' line "We're close to eggman's base" to the actual second checkpoint of White Acropolis

- Removed damage factors of splinter objects that get launched off of Eggman's bomb cargo in Radical Train

- Fixed White Acropolis not showing on Shadow's Gold Medal Results menu

- Reduced the placement of conifers in White Acropolis Section 1 to provive better flexibility with the snowboard

- Added new event to make the final bridge in Crisis City Section 2 collapse as it should

- Fixed softlock with Crisis City if slowing down and getting caught by the tornado when having no rings

- Prolongated an enemy chain in Flame Core for more accessibility on progression of the stage

- Adjusted spring that takes too long in Flame Core Section 1

- Added more enemies at final lever area on Radical Train Section 1 to make the dialogue in that area make sense

- Adjusted trains in Radical Train Section 2 to not have many cargo containers (they appeared in Hard Mode anyway)

- Adjusted volume of fences breaking in Radical Train to not be so loud

- Added camera event when switching to Sonic after Knuckles' part in Aquatic Base to provide a better view

- Fixed timing issue with switching to Knuckles in Aquatic Base that didn't let Knuckles' dialogue play properly

- Tightened the Mercury Ball Ride acceleration and decceleration

- Reverted a dialogue regarding Iblis Golems in Flame Core Section 1 with fixed captions

- Fixed inconsistency with Iblis Golems not taking double damage when their head is exposed

- Added unused landing animations to the boards

- Reduced knockback force when stumbling on walls with the boards

- Removed voice clip multicasting for Sonic and Elise for a very persistent clip

- Added wind sounds when jumping off board ramps to help differentiate them from normal jumps

- Snowboard camera distance zooms out when on camera events now

- Slightly lowered the ground top speed of the boards

- Fixed small oversight with limiting the aerial speed of the boards when jumping

- Slightly lowered the aerial top speed of the boards when jumping

- Adjusted steering to be slightly tighter on high speeds and more turning on low speeds for the boards

- Moved Elise's dialogue on the bungee vine to be sooner

- Added unused animation when reaching the bottom of the bungee vine before getting launched up again

- Added a missing sound when getting launched from the bungee vine plus added extra wind sounds

- Extended Silver's Psycho Shock (ground pound) invulnerability to when he lands as well

- Slightly adjusted volumes and source ranges of searchlights and breakable glasses

- Added a few more trees on the ramp before the goal ring in White Acropolis Section 2

- Changed killing ceiling in Kingdom Valley's Mach Speed Section to just invisible collision

- Streamlined death sequences and functions on characters, so even if death states were to somehow get broken, the game will still fade out and restart

- Made Silver's Grab All effect slightly more prominent

- Made the swinging vine buds shine slightly more when getting ready to jump

- Slightly changed some laser placement for the Mercury Ball Ride in Aquatic Base to better ease in newcomers to the mechanic

- Moved a morninstar in the way between 2 dashpanels in White Acropolis Section 2

- Added camera event to jittery area before snowball in White Acropolis Section 1

- Fixed an oversight with the camera lens effects (waterdrops and fire haze) getting screwed over FOV changes

- Fixed a collision chunk in Tropical Jungle Section 1 having the wrong footstep tag (grass to wood)

- Enhanced the homing reticle to appear offscreen like the Sky Gem indicator

- Fixed Iblis Takers' ragdolls not having colliders, therefore not breaking a bridge that should've be broken by the ragdoll in Crisis City Section 2

- Fixed an oversight where enemy bombs would hurt the player if the enemy was holding a bomb near the point where the player attacks

- Added a slight delay/duration randomise factor for enemy ragdolls and their explosions to hopefully tone down the super loud sounds

- Added a few camera events in Crisis City Section 3 to better guide the player through the platforming

- Fixed ANCIENT bug with Mach Speed lightdash speed not getting clamped to the top speed, therefore giving a huge boost everytime when lightdashing

- Lightdash speed momentum for normal characters has been slightly reduced

- Fixed small dialogue inconsistency in Radical Train Section 1

- Slightly increased snowboard camera distance on ground

- Fixed placement of a few trigger areas not being close to the characters to close doors in White Acropolis Section 2

- Small Mercury Balls in Aquatic Base now only have homing attack properties when getting launched by the Mercury Launchers

- Characters can now perform the moves the could perform after a Widespring launch on Springs, Rainbow Rings and Jump Panels

- Added an aiding camera event for one of Tails' parts in Aquatic Base where a lot of enemies need to be dispatched

- Fixed bug with guillotines in Wave Ocean that don't move not muting again once approaching them from far away

- Added impact cooldown for the Big Mercury Ball Ride in Aquatic Base so getting hit grants more time to step away from danger

- Added box colliders on top of the pier roofs on Wave Ocean Mach Speed (Rest in peace speedrun strat)

- Fixed small collision error on one of the half pipes in Crisis City Section 1

- Added a few wind collision objects on Aquatic Base Section 2's platforming section to reduce the punishment for failing to land a jump

- Added new collision layer to improve flexibility of collision detection for some objects in White Acropolis

- Fixed an oversight on Sonic's slide not having the same invulnerability as in the original game

- Edited Elise's eyes to look more dark blue

- Fixed little animation visual with Sonic's kickdash on the boards

- Added missing ability to homing attack into lotuses in Tropical Jungle

- Added missing dialogue when getting caught by the searchlights in White Acropolis

- Fixed bug with Silver's Psychokinesis effect and animation still playing when letting go of objects while still holding the Right Trigger

- Fixed oversight with White Gem Homing Smash being able to be performed after jumping with the purple gem while it was not possible with the Homing Attack

- Slightly buffed the lower speed charge of the spindash move

- Changed Sonic & Elise's jumpdash values to be the same as normal Sonic

- Added a few zoomed out camera events on rooms with Mercury Balls in Aquatic Base

- Added the Egg Carrier crossing the skies in Tails' Wave Ocean

- Adjusted a rainbow ring not taking the player to the high platform in Aquatic Base Section 1

- Slightly tweaked origin point and joint rotation of a few of Sonic and Elise's run animations

- New zoomed out camera now automatically scrolls up

- Changed some camera events in White Acropolis in hopes of removing the jitter

- Nerfed a combination with Purple + Sky gem which allowed to break stages

- Fixed small door collision gap in Aquatic Base Section 1's ceiling in Tails' part

- Springs, Wide Springs, Jump Panels and Jump Boards now don't hold the target direction input data (prevents characters braking after hitting the ground)

- Fixed bug with red gem sound pitch change carrying over to the menues and title screen if pausing and exiting a stage while using the red gem

- Reduced amount of object manager groups to hopefully reduce overhead

- Tweaked some animation and off-screen model updates to hopefully reduce overhead

- Updated the Bomb Box explosion effect to keep visual consistency

- Added a recreation of the wooden box seen in the pre-release screenshots of Sonic 06 (Credit to NonamiEight for the texture)

- Reduced some particles on breakable objects

- Amigos now don't try to respawn when grinding

- When holding a jump with the snowboard while grinding, the sound switches to the grating/screeching sound

- General grinding has been tweaked to be a mix between normal grinding and snowboard grinding; Auto acceleration on below average speed, and physics based acceleration afterwards

- Fixed oversight with last door before red alarm mode goes off in Aquatic Base opening before defeating the enemy

- Added aiding indicators on poles in Crisis City Section 3

- Began unloading unused assets when restarting a stage, dying, after results screen and quitting a stage

- Changed Sonic's grinding anim to be the original on slow speeds (the slow speed one appears in TGS Sonic anyway)

- Moved a small trail of unpickable rings on the first rope jump in Kingdom Valley Section 3

- Moved a broken bridge slightly up to fit more with the stage geometry in Kingdom Valley Section 3

- Fixed some dashpanels not getting to touch the player and not triggering in Dusty Desert

- Moved 2 lightdash ring trails from Radical Train Section 2 to always get the player to the jump panels instead of leading to death

- Added new arrow indicator on ramps that can be jumped off of with the boards

- Changed the camera events in the platforming top of the tower in Dusty Desert to be more flexible

- Slightly moved the water boosters to be aligned for easier progression difficulty

- Sped up camera rotation with right stick

- Slightly tweaked the dash ring in Radical Train Section 2 to not clip through and give more space for movement when landing

- Fixed slight oversight with Super Sonic's invulnerability and Sonic & Elise's shield dealing damage before landing a homing attack and falling off because of it

- Added new option for enabling E3/XBLA jingles and music

- Using the purple gem now allows to go under lasers (shrinks collider in the same way as in spindashing, sliding and kicking)

- Placed a few springs in an isolated rail in Crisis City Section 2

- Applied new way of detecting homing attack targets, to prioritize enemies and objects over rails

- Applied important fix to remove any chances of perfect frame breaking states of objects and characters

- Slightly changed steering speed to be faster

- Extended lock time on the dashpanels in the last scripted segment of Tropical Jungle Section 1 to avoid getting thrown out of the path if holding a direction if so slightly

- Moved yellow Egg Buster in Kingdom Valley Section 3 inside the castle so the player won't land on top of it

- Changed a spring in Radical Train Section 1 to point directly at the rail it takes the player to

- Updated CaramelDan's name in the credits to Acro

- Nerfed speed up of the speed shoes to more reasonable values

- Added a constant blinking animation to Elise's model

- Added guiding lights to Knuckles' orbs that fit into a slot of spirals to unlock the door in Flame Core Section 2

- Added extra deathplane under the water of the bungee vine sequence in Tropical Jungle Section 1 if falling from high up

- Changed some of the enemy internal code for destroying groups or minions to avoid destroying them at the same time and avoid sound saturation

- Changed the Teleport Dash move of Silver to allow constant use of it until the gauge runs out or if letting go of the A button, with this, speed has also been increased

- Adjusted brightness of the light bolt effects of Super Sonic to be lower and fixed a bug where both yellow and blue auras would stay active if the speed condition was equal

- Adjusted some camera events to get enabled when interacting with certain objects, as it was the case in the original game

- Added new easter egg :^)

- Changed Water Slide mechanic when using Super Sonic; Animation changes to flying and speed never decreases to the point of falling off onto the water

- Fixed regression in code for bombs used by enemies not getting destroyed when they're holding bombs and they disappear either by distance or by death

- Slightly lowered down and zoomed out the first person camera for when performing a Dummy Ring Snipe or throwing the Sky Gem

- Tweaked shadow casting and transparency for glass objects to display properly

- Added the ability to slightly steer direction while spin kicking

- Added ear detail to Elise's in-game model

- Added slight light scattering to Elise's hair shader

- Added swinging motion to Sonic and applied a camera static adjustment when riding the orca in Wave Ocean Section 1

- Edited Elise's texture to have a more stylized eyeliner color

- Extended invisible walls of an easily breakable area of Flame Core Section 1

- Removed a few window glasses of destroyed buildings in Crisis City Section 2 to create a more fitting visual presentation

- Cleaned some event trigger code executed on the last glass explosion area in Crisis Section 2

- Fixed an instance where walking on an automated loop segment in Aquatic Base Section 2 while going backwards would clip Sonic into the collision

- Fixed a door event being out of place when switch to Tails and not closing the door therefore allowing tails to backtrack

- Tweaked Knuckles' gliding to be a bit more floaty on the start and slowly descend, more akin to the adventure games

- Adjusted a spring that launched too far up in a narrow path in Crisis City Section 2

- Added extended UI images on the results screen so widescreen resolutions don't look weird

- Tried a fix for paths making the character get stuck (doesn't guarantee it will fix the randomly getting stuck)

Addeddate 2021-01-02 04:31:58 Identifier project-06-update-3.5 Scanner Internet Archive HTML5 Uploader 1.6.4

Reviewer: Ninja_ Caga-02 - favorite favorite favorite - August 24, 2021
Subject: please do it for 32-bit


Collect and maintain 100 rings until the end of the level.

  • Dr Eggman
  • Decoe
  • Bocoe
  • Mermaid x24
  • Column x39
  • Ring x136
  • Yellow Chaos Emerald

Secret Zone Entrance

Access via the cemetery route heading back left by the the tombstone labelled "In Memory Of Dj" in the background and then behind the doors.

The player has been captured by Doctor Eggman, alongside several other Mobians, during one of his invasions. Unfortunately, Pili and Mili, two assistants of Dr. Akari who are working on a secret project of a love potion, accidentally drop too much of Dr.Akari's pheromon in their concoction when their facility rumbles from the chaos Doctor Eggman is ensuing on the city. The project expels a love potion cloud around the world. With hormones rampaging at an unprecedented rate and many of the world's heroes incapacitated it's up to the player to get to the source of the issue and save everyone from an unusual fate.

The game features a simple control scheme: Two buttons for attacks, one for jumping and movement controls. Certain joystick or button combinations can make a character perform a slide or dash attack, a stationary attack, an aerial attack, an area attack, or a special attack. The game also features a quick time event to avoid some attacks made from the enemies.

Story Mode

In Story Mode, players will guide the characters through a series of levels: The Egg Argonaut, Leaf Forest, Atlantis Ruins, Pumpkin Kingdom, Lost World, Mewfertitis Park, Nova City, and Delta Labs, which will have the player traverse the world and face enemies from the Sonic universe and original enemies.

Story.jpg

Arena Mode

In Arena Mode, the player battles enemies in gradually increasing waves of difficulty, eventually having to face off against powerful boss versions. The player gets a rest between waves, and recovery items will occasionally spawn between waves as well to give the player a break, which can either be used immediately or saved until needed.

Arena.jpg

Boss Rush

This is similar to Arena Mode, except you'll fight against stage bosses from Story Mode in order of their appearances.

Boss Rush.jpg

Stage Select

Simply allows a player to skip levels and advance to a specific stage.

Stage.jpg

Gallery

Allows a player to view all the grapple animations from the lesser enemies.

Gallery.jpg

Boss Gallery

This is similar to the Gallery, except it pits the player in a fight against a boss of their choice and gives the player infinite health, allowing them to subject themselves to grapple attacks as often as they like without losing.

Boss Gallery.jpg

Sound Test

Allows a player to listen to the various music found in the game while one's choice character dances seductively.

She is coming back.jpg

Approved Project X Wikia Pages in Other Languages

Known Unauthorised Projects based off Project X

Please note that representatives of Metrostar are currently in control of the Russian, Turkish, Ukrainian and Japanese versions of this Wikia community. The content on those pages should not be considered valid.


Appearance

For attire, Sonic loses his white gloves, exposing his hands, and his socks become slightly frilled in the back. The white stripe on his shoes is replaced with grey metal that has three spikes on the surface. The bottom of each of his soles are now covered with eighteen small, metal spikes.

In Project X

Up from version 5.5 Werehog is one of the bosses of Pumpkin Kingdom zone along with Lah.

No_Favorite

  • Graphic Violence
  • Explicit Sexual Content
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Publication date 2019-11-28 Usage Attribution-NonCommercial-NoDerivs 4.0 International Topics porn games, 18+ game, adult games, sonic, porn, nsfw Language English

I added both versions just in case

Addeddate 2021-03-09 20:18:16 Identifier project-x-love-potion-disaster Scanner Internet Archive HTML5 Uploader 1.6.4

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