Talk:Sentinel Returns

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Sperm and sphicter?[edit]

The article states: "the trees look like sperms; the boulders breathe and have a sphincter on the top"

Granted they may LOOK like a sperm and sphincter, that does not mean they are... particularly the way the author describes the boulder as HAVING a sphincter - at least he had the decency to say the trees only LOOK LIKE sperm. Even then, the trees have a flat wide end instead of the sperm-like rounded end. They look more like tall dried or frozen dollops of meringue after being removed from the plate they were frozen on... I can't even believe I am saying that something looks like tall frozen meringue... but, there ya go! MrZoolook (talk) 07:45, 7 February 2012 (UTC)[reply]

Gameplay and other.[edit]

2012-02-16

Trees no way do look as a sperm cell; personally to me on C64 "The Sentinel" they rather looked as a folded up umbrella; in S.R. only their ending differs in the way that it isn't straight anymore. If try to describe a tree, then its first property is : a vertical stick. "boulders breathe" - hmmm maybe; I would say "do stir" or "are alive".

The game works on Windows XP. I can't say the same about its installer, but if it will cause a problem - this is easy to solve today by use of a virtual machine with some older OS, and then just copy the files of installed game. I prefer to setup 640x480 8bit 120Hz software rendering, rather than use a Glide wrapper (or Glide itself); the graphics isn't the best, but textures of a near cells are not blended together on their transition (the blending between textures makes gameplay a bit more harder). I found that it is more convenient to place the cursor at start on 1/3 or 1/4 of the screen from bottom, and not on 1/2 as it initially is.

"In later levels, the Sentinel is assisted by a number of Sentries. They behave exactly like the Sentinel, but absorbing them is not necessary to complete the level." To complete a level, you have to : absorb the sentinel, put yourself on place of it, hyperspace. On C64 - yes; you may finish the level (activate hyperspace) even from under the attack by a sentry; only need to have some energy for the level to finish. And you can't take objects (incl. sentry) after there is no sentinel, but still may set. S.R. differs in few ways. If you will try to absorb the sentinel while there still do remain some sentries, the sentinel will instantly turn to your side and begin (after normal delay) absorb you. Objects begin disappear once you have taken the sentinel, but you may take them.

A hardly noticeable thing is that the sentinels and sentries sometimes change their rotation direction : one moment you watch and see that the sentinel is turning away from you, you are minding other business then, then suddenly you are getting his sight on you. I can't explain reasons. Same on C64 also.

Height of a boulder is 0.5 of a level, thus the amount of boulders being set with a sense is only 1, 3, 5, ... The amount of boulders possible to set is limited by the height in landscape; I have set, up to 2-12 boulders in my test.

On both Sentinels you sometimes have to drop your body at level start (losing 3 points), because of the start position, from where you could not advance because of being attacked or just could not be able to advance up; this happens rarely.

Alex_I — Preceding unsigned comment added by Cantregistermynick (talkcontribs) 05:49, 16 February 2012 (UTC)[reply]

Citations for the differences section - are they really necessary?[edit]

The section describing the differences betwen the PC and the PS1 version contains a list of observations that can be gathered simply by playing the game. Is a citation really needed, when everything can be readily observed by experiencing the game, which then becomes a citation itself? It would be like asking a citation for the fact that snow is white. Devil Master Resurrection (talk) 23:58, 24 September 2021 (UTC)[reply]

I already addressed this in my edit summary, but saying that the differences "can be readily observed" is absurd. You're asking the reader to acquire two different versions of a decades-old video game, a decades-old gaming console (complete with relevant cables and controller), and a decades-old operating system, and sit for hours playing them and carefully observing and recording minute details such as the number of polygons in the 3D models. Even supposing they go to such extreme lengths, it is likely that they won't draw the same conclusions as the article does. Moreover, if this is indeed the method by which this information was acquired in the first place, then it is WP:Original research and should be deleted.--Martin IIIa (talk) 21:44, 13 October 2021 (UTC)[reply]
But... snow isn't white. It's frozen water, with water being slightly blue. The reason snow looks white is that the ice crystals in it refract light, all wavelengths of light, which converge into a single focal plane on the viewers retina. A convergence of all visible light wavelengths results in pure white light, so the end result is that snow LOOKS white, but it's really just an optical effect. 2601:CF:300:4B70:ED46:FE68:3AE0:C83A (talk) 20:02, 15 December 2021 (UTC)[reply]