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Super Spindash

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Super Spindash last won the day on October 28 2014

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About Super Spindash

  • Birthday 03/08/1997

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  1. Sign me up! Super Spindash/5386-9238-7600/Europe/United Kingdom/GMT/Lucina/6 (black/navy)
  2. WhoSampled is nearly 100% incorrect because it's trying to imply that these are where SEGA lifted from. Only a slight few (mainly the Skip to my Loops mentions on some of Naganuma's tracks, and Beatbox Wash's mention in Back 2 Back, which was slipped as the full track onto an old Cook record for samplers, meaning that as soon as it was purchased the rights were all cleaned off) are correct in any means. If you have a look at this document here that I slapped together, this contains accurate pointers to where SEGA looked for these things.
  3. Greetings, one n' all! I'm Super Spindash, and there's no doubt that you may have heard my name before in regards to this type of research. And what do I do, exactly? I track down the origins to samples, both instrumental and vocal, that have been used in music from SEGA's many video games. Now, one thing you're probably thinking... "What is a sample, Spinny? How does it 100% work exactly?" "LET'S GET SCRATCHING!" Sampling is the technique of taking a pre-recorded piece of audio, then mixing it into your very own song. Said piece of audio can be an instrumental sequence, a drum loop (such as the famous Amen break) or, most easily noticed, a vocal sequence, be it a single shout, a phrase, or an entire damn speech. Originating from the experimentation of physically editing tape loops and vinyl records via a phonograph during the late 1960s period, sampling has come a very long way over the near-to 50 long years of its existence in music development. Modern sampling is mostly done via use of a computer program, usually to slice individual parts of a sample up to create new, fresh patterns. The original sample can be heard here. The pattern shown on the above image can be heard here. However, a sample can also be mangled into complete fetishization via some skill, as shown here. With the rundown on what the technique's all about, let's get onto this thread's main topic, shall we? How does Sonic and SEGA come into play with this? Easy. SEGA is known for also utilizing the sampling method, however, it is not the way most people believe it is. A lot of people believe SEGA samples from other music. This, by now, can be considered 100% untrue. SEGA lifts audio samples from libraries dedicated to providing the owner with such. These samples have their copyrights 100% cleaned off, and SEGA is free to use them as they please, even for existing works (such as the "go ahead, scratch me" sample lifted from Zero-G Datafiles vol 2 for Metal Scratchin' from Sonic Rush, which originates from a Looney Tunes episode, but is not where SEGA lifted from). This thread is dedicated to research on samples used in music from the Sonic the Hedgehog series (and even elsewhere relating to SEGA) and documenting them all. So far, the largest milestone we have is the origins to nearly every single vocal sample from Sonic Rush, apart from the "BILLIE BILLIE" from Ska Cha Cha and the "HEE" from Metal Scratchin'. Check out the SEGA sample collection as it holds up as of now right here: https://app.box.com/s/qao86holfw22ao912z7q If you have any questions, or anything to say regarding the project, don't hesitate to reply!
  4. Seems like this place cares more about my sample research than anywhere else. Gonna make a samples thread in a few minutes.

    1. Jassbec
    2. Riseodvi

      Riseodvi

      Sonic United is the business in the front. Sonic Stadium is the party in the back.

    3. Light The Hedgehog

      Light The Hedgehog

      Oh hi there. I wondered what happened to that topic over at ssmb.

  5. Sonic 1: 13pts Sonic 2: 16pts Sonic 3: 13pts Sonic & Knuckles: 13pts Sonic Adventure: 13pts [+1] Sonic Adventure 2: 23pts [-1] Sonic Unleashed: 31pts Sonic Generations: 28pts
  6. Sonic 1: 14pts Sonic 2: 16pts Sonic 3: 13pts Sonic & Knuckles: 13pts Sonic Adventure: 9pts [+1] Sonic Adventure 2: 13pts [-1] Sonic Unleashed: 32pts Sonic Generations: 30pts
  7. Sonic 1: 14pts Sonic 2: 15pts Sonic 3: 13pts Sonic & Knuckles: 13pts Sonic Adventure: 9pts [+1] Sonic Adventure 2: 16pts [-1] Sonic Unleashed: 31pts Sonic Generations: 29pts
  8. Sonic 1: 14pts Sonic 2: 15pts Sonic 3: 13pts Sonic & Knuckles: 13pts Sonic Adventure: 9pts [+1] Sonic Adventure 2: 17pts [-1] Sonic Unleashed: 31pts Sonic Generations: 30pts
  9. Sonic 1: 14pts Sonic 2: 15pts Sonic 3: 13pts Sonic & Knuckles: 13pts Sonic Adventure: 8pts Sonic Adventure 2: 19pts [-1] Sonic Unleashed: 31pts Sonic Generations: 29pts [+1]
  10. Sonic 1: 14pts [+1] Sonic 2: 15pts Sonic 3: 13pts Sonic & Knuckles: 13pts Sonic Adventure: 8pts Sonic Adventure 2: 21pts [-1] Sonic Unleashed: 31pts Sonic Generations: 27pts
  11. Sonic 1: 13pts Sonic 2: 15pts Sonic 3: 12pts Sonic & Knuckles: 13pts Sonic Adventure: 8pts Sonic Adventure 2: 23pts [-1] Sonic Unleashed: 31pts Sonic Generations: 27pts [+1]
  12. Not Enough Rings is an online Sonic comic produced by comic and manga fan and artist Veronica Vera. The goal of the entire comic is to cover every single act and special stage from Sonic 1, 2, 3 and Knuckles. That's right: all the way from Green Hill, then when they hit The Doomsday, that's it. The comic has so far completed Sonic 1, 2 and 3; now nearly halfway through Sonic & Knuckles, the latest strip being the Flying Battery Zone boss, as seen above. A new strip is released every Saturday. Be sure to check it out and discuss! http://www.notenoughrings.com/ Yeah, disclaimer: I'm not responsible for this comic; I just think it's deserving of a topic.
  13. I seriously love the Sonic Channel wallpapers, and this is easily my favourite of the bunch, heh.
  14. We all know this level. Often considered "worst part out of 3&K", "too slow", "annoying", "bland", "cheap", among other insults, it's become infamous for one of the most commonly despised levels in the classic Sonic games. Now let's actually slow down and think for a second... Is Sandopolis Zone, the ninth level in Sonic 3 & Knuckles, really that bad? Let's think about this... Level Design Sandopolis Zone is split into two acts like most other levels. The first act takes place outside in the lethal heatstroke of the shifting sands. Act 2, meanwhile, takes place inside a pyramid Sonic enters after defeating the miniboss. Said pyramid is dark, ancient, abandoned, and haunted by vengeful spirits. Both acts of this level are extremely slow in comparison to most other 3&K levels. You know what? I like this. I despise Hydrocity for its automation and the way it always forces you forward; Sandopolis is the total opposite, allowing you to explore and forcing you to feel that amazing sensation of earning your own speed through the rolling mechanic. There are gimmicks such as pushing blocks to become moving platforms, slides full with quicksand akin to the oil slides in Oil Ocean Zone (Sonic 2), ziplines to hop between two towers, and the famous ghosts in Act 2 which get more vicious as the light dims. These gimmicks are fresh and never seen before or after in the game, providing Sandopolis its own experience. Music Sandopolis Zone is often considered to have the blandest music in 3&K... I call nonsense. These two tunes are the only ones from 3&K that actually manage to stick in my head. These tracks really give me that feeling of being in a wide, open desert with no people or water in sight (Act 1) and that feeling of being trapped inside a large structure, dim and haunted by ghosts (Act 2). The only thing the two songs are different from each other is pitch. This, to me, is a positive. It helps you remember that this is indeed the same level, just a section within it when you pass into Act 2. Atmosphere Picture done by dantemustdie00 on deviantART Picture done by fajar2 on deviantART Picture done by ashman718 on deviantART Sandopolis Zone has arguably the largest change of atmosphere between its two acts. Act 1 takes place in an empty, lumid Egyptian-esque desert with ziplining towers, quicksand pools/slides and pyramids. Meanwhile, Act 2 takes place inside a massive pyramid, dark, ancient, full of murals, abandoned and haunted by evil ghosts named Hyudoro. At the very bottom of said pyramid lies... Eggman's latest attempt to destroy Sonic, the Egg Golem. No, not the SA2 boss. Quite the easy fight, Eggman has hidden his Eggmobile inside an Egyptian statue and is controlling it from the inside. Sonic must smash the statue open to reveal Eggman and land a hit or sometimes even defeat him in one smash of the statue if you can make enough jumps. Enemies The Sandworm is a caterpillar-style badnik that appears submerged in Sandopolis' many quicksand pools before performing a dolphin jump up to the surface, trying to harm Sonic. Like the Caterkiller from Sonic 1, its only weak point is the head, as the spikes on the rest of its body will harm Sonic if he touches them. However, seconds before they perform their jump, a rippling effect is shown in the sand; therefore giving a slight idea of where they are at the point in time. Rock'n at first appears to be just a regular rock that Sonic can smash, but when he approaches, BOOM! Rock'n comes to life, revealing a badnik underneath. Rock'n cannot be jumped on to destroy due to the platform above it; instead, you must charge up a spindash to hit the vulnerable lower half of its body. Rock'n is also unable to cause damage to Sonic; although it can squash him against walls by trapping him between it and said wall. Often considered the most infamous badnik in all of the classic Sonic games, Skorp is a scorpion-esque badnik that roams Sandopolis Zone, keeping an eye out in case Sonic is approaching. With a ridiculously finnicky hitbox, Skorp is near impossible to avoid; the lengths its ball and chain can stretch to are surreal also. Despite these flaws... I don't really mind the badnik all that much. Instruction manual description "No desert has shiftier sands than this treacherous terrain. Play the sands to your advantage. Time your attack on the Skorp just right!" Overall, I think Sandopolis Zone is an underrated gem of a level that really does deserve more credit than it usually receives. What do you guys think?
  15. Yo Sonic... if Amy changed her personality to become more laidback and cool, could you find yourself actually liking her in that way? can shaddap this totally isn't inspired by our RP >:U
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