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azurite
Jul 25, 2010

Strange, isn't it?!


Doctor_Fruitbat posted:

Sunset Park with the train set piece would also be great.

Yessss. I nearly forgot there's a treasure trove of stuff from the SMS/GG games.

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Rorac
Aug 19, 2011

VikingofRock posted:

Okay but when the boss shoots the ground-level lasers and blue flames shoot up you gotta admit that was pretty tight.


The first time, maybe, but it doesn't really make up for the rest of the fight.

beep by grandpa
May 5, 2004

Paul.Power posted:

I'm not a fan of Oil Ocean. I don't like orange, oil slopes are annoying to deal with, the pneumatic cannon thingies are slow, the badniks are surprisingly good at hitting me (like, Metropolis level good) and the music just rubs me up the wrong way for some reason, which is a shame because in most other respects Sonic 2 is my favourite game soundtrack period.

My second biggest problem with Sonic the Hedgehog 2 is I just feel it is too long and feels like it starts to drag in the second half. I think if you got rid of Oil Ocean Zone and Hill Top Zone (or combined their ideas somehow) it'd make for a much, better tighter experience.

I know, I know, that's rich coming from a guy like me whose favorite title is Sonic 3 & Knuckles but what that game does so brilliantly is make every act change so much from 1 to 2 that the pacing is just about perfect.

It doesn't help Sonic the Hedgehog 2 that Hill Top, Mystic Cave and Oil Ocean are long as poo poo too. This might be just me being weird though, like I prefer Mega Man 2 and Mega Man 9 to Mega Man 3 and Mega Man 10 for pretty much the same reason. 2 & 9 are the perfect length and 3 & 10 just drag on for me even tho people mostly consider 3>2 and 10>9, just like with all the Sonic 2>3ers out there. How do you all feel about the Classic Games' game length?

Augus
Mar 9, 2015


Oil Ocean and Hill Top are cool actually.

Evil Eagle
Nov 5, 2009

Marble Garden is my least favorite classic Sonic stage. I could be halfway through a full playthrough of CD by the time I finished both of those extremely long acts.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
I had a lot of trouble navigating Hill Top.

Spiderdrake
May 12, 2001



So if rumors are putting release at late april (apparently there's also a french leak giving a different day, but also late april) are we expecting the March 16th thing will (re)introduce 1-2 new(ish) zones and then give us a release date in april?

VikingofRock
Aug 24, 2008




Evil Eagle posted:

Marble Garden is my least favorite classic Sonic stage. I could be halfway through a full playthrough of CD by the time I finished both of those extremely long acts.

Agreed, and I feel the same way about Carnival Night (plus that barrel is such goddamn bad design). Luckily the other four zones in Sonic 3 are all really good.

Also I do kinda like the Marble Garden boss.

beep by grandpa
May 5, 2004

I *always* forget Hill Top Zone is in the game or when it's supposed to come up until I finally get there. In fact I'm gonna see if I can rattle off the Sonic 2 level order from memory right now:

Emerald Hill
Chemical Plant
Aquatic Ruin
UMMMMMMMmmmmmm......
Casino Night Zone
Hill Top Zone
Mystic Cave Zone
Oil Ocean Zone
Metropolis Zone
Sky Chase Zone
Wow totally blanking on the name of this one even tho my brain is playing its mp3 right now. I want to type Launch Base but that's Sonic 3 :(
Death Egg Zone

How'd I do fam

VikingofRock
Aug 24, 2008




beep by grandpa posted:

I *always* forget Hill Top Zone is in the game or when it's supposed to come up until I finally get there. In fact I'm gonna see if I can rattle off the Sonic 2 level order from memory right now:

Emerald Hill
Chemical Plant
Aquatic Ruin
UMMMMMMMmmmmmm......
Casino Night Zone
Hill Top Zone
Mystic Cave Zone
Oil Ocean Zone
Metropolis Zone
Sky Chase Zone
Wow totally blanking on the name of this one even tho my brain is playing its mp3 right now. I want to type Launch Base but that's Sonic 3 :(
Death Egg Zone

How'd I do fam

Wing Fortress? I think you got the rest right though.

I also really like Wing Fortress zone. It's just the right amount of challenging and has fun gimmicks.

edit:
https://www.youtube.com/watch?v=nNPIStzy7Zo

beep by grandpa
May 5, 2004

Yeah it's Wing Fortress. I do agree and enjoy that level, but man it used to completely kick my rear end as a kid. I think I have the most respect for it in Sonic 2 levels as it's basically the progenitor of Sonic 3's sick level transition cutscenes :rock:

VikingofRock
Aug 24, 2008




Has anyone posted this remix yet?

https://www.youtube.com/watch?v=eeOLvh_DcEY

Spiderdrake
May 12, 2001



VikingofRock posted:

Also I do kinda like the Marble Garden boss.
Which one? There's two, well, maybe two and a half.

PaletteSwappedNinja
Jun 3, 2008

One Nation, Under God.
Sonic 3&K drags like hell - the levels are huge and while the gimmicks change a lot, the level of challenge plateaus fairly early on so it can be pretty tedious. Sonic 2 is the sweet spot.

Spiderdrake posted:

I hope Mania sells well enough to see a mania 2 that covers a wider reach of Sonic stuff.

I mean I hate the rush games but I'm sure there's good level themes in there, and the 8-bit games had their own stuff too.

The whole reason Mania is a remix game is because the engine is specifically modelled after the MD-era Sonic games and is made to reuse as many assets from those games as possible; if they had the resources to draw entire zones' worth of engine-appropriate assets they'd probably just make all-new stages, I think.

VikingofRock
Aug 24, 2008




Spiderdrake posted:

Which one? There's two, well, maybe two and a half.

Good point. I meant the one where Tails is flying you around and you are dodging the drill guy mid air and doing cool jumps to hit him and stuff.

A Great Big Bee!
Mar 8, 2007

Grimey Drawer
The Sonic 2 level I always forget is Aquatic Ruin because it's sandwiched between Chemical Plant and Casino Night, which have the benefit of much more memorable to the extent that my brain tells me there's nothing in between.

Doctor_Fruitbat
Jun 2, 2013


Aquatic Ruin is great in looks, concept and music, but needs more ways of hopping in and out of the water (and more requirement for doing so) so that it doesn't feel like Dry Land Zone with a vast progress-slowing area waiting just under the screen.

Rorac
Aug 19, 2011

LOCUST FART HELL posted:

The Sonic 2 level I always forget is Aquatic Ruin because it's sandwiched between Chemical Plant and Casino Night, which have the benefit of much more memorable to the extent that my brain tells me there's nothing in between.


The music is :krad: though.

Mr Phillby
Apr 8, 2009

~TRAVIS~
I firmly believe that if you swapped Hydrocity for Sandopolis S&K would be the perfect sonic game on its own.

Dabir
Nov 10, 2012

PaletteSwappedNinja posted:

Sonic 3&K drags like hell - the levels are huge and while the gimmicks change a lot, the level of challenge plateaus fairly early on so it can be pretty tedious. Sonic 2 is the sweet spot.


The whole reason Mania is a remix game is because the engine is specifically modelled after the MD-era Sonic games and is made to reuse as many assets from those games as possible; if they had the resources to draw entire zones' worth of engine-appropriate assets they'd probably just make all-new stages, I think.

They are doing that though? And it's not entirely modelled after MD per se, it's more of a hypothetical 2D Sonic on the Saturn.

Frankston
Jul 27, 2010


Sandopolis is the worst level out of all the 16-bit games. (3D Blast not included)

Edit: or spinball

Overbite
Jan 24, 2004


I'm a vtuber expert
I don't like casino or carnival. Put lava reef in there come on.

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.
So with Sonic 2, there's a map of almost every stage in my head. I don't know the entire layout, but for every stage until Oil Ocean I know where the "high" path is and what you need to do to get there. The levels are simple enough that I also know most of the enemy placement on the high paths meaning I can storm through a lot of the game with sufficient, but not unreasonable practice. And honestly, that's what I enjoy. I think it's because when you're playing well, it's obvious that you are because you're going through the level quickly and being rewarded with high ring counts.

Most people list Oil Ocean as a low point in Sonic 2 and I agree because it's here that the stage becomes too big, with the high path ceasing to be obvious. So you end up slowly going through a level with no real idea of whether you're playing "well" or not.

In what is unlikely to be a surprise the stages in Sonic 3 that are most problematic fall into this trap as well, Marble Garden, Carnival Night and Sandopolis all loop around like crazy so it's never clear whether you're playing the game "right" or not.

I've always felt the concept that a player intuitively knows whether they're playing the game "well" or not is undervalued in game design. A lot of people granted, enjoy the adventure of finding new things, but I find a lot of people, myself included, enjoy the idea that they're finding the "best" path through something and are being rewarded for it. Again, perhaps unsurprisingly I find that these people tend to really enjoy a lot of the Sonic games.

Nodosaur
Dec 23, 2014

Frankston posted:

Sandopolis is the worst level out of all the 16-bit games. (3D Blast not included)

Wacky Workbench

Dabir
Nov 10, 2012

Yorkshire Tea posted:

So with Sonic 2, there's a map of almost every stage in my head. I don't know the entire layout, but for every stage until Oil Ocean I know where the "high" path is and what you need to do to get there. The levels are simple enough that I also know most of the enemy placement on the high paths meaning I can storm through a lot of the game with sufficient, but not unreasonable practice. And honestly, that's what I enjoy. I think it's because when you're playing well, it's obvious that you are because you're going through the level quickly and being rewarded with high ring counts.

Most people list Oil Ocean as a low point in Sonic 2 and I agree because it's here that the stage becomes too big, with the high path ceasing to be obvious. So you end up slowly going through a level with no real idea of whether you're playing "well" or not.

In what is unlikely to be a surprise the stages in Sonic 3 that are most problematic fall into this trap as well, Marble Garden, Carnival Night and Sandopolis all loop around like crazy so it's never clear whether you're playing the game "right" or not.

I've always felt the concept that a player intuitively knows whether they're playing the game "well" or not is undervalued in game design. A lot of people granted, enjoy the adventure of finding new things, but I find a lot of people, myself included, enjoy the idea that they're finding the "best" path through something and are being rewarded for it. Again, perhaps unsurprisingly I find that these people tend to really enjoy a lot of the Sonic games.

The thing about Sonic 3 that complicates this is that the 'right' way to play is really a bit more slow and explorey, so you can find enough chances to get the Emeralds. Look at Angel Island, you can have four emeralds by the end of the Zone, but other than the one that's handed to you at the start of Act 2, they're all on the bottom routes.

Rorac
Aug 19, 2011

Yorkshire Tea posted:

So with Sonic 2, there's a map of almost every stage in my head. I don't know the entire layout, but for every stage until Oil Ocean I know where the "high" path is and what you need to do to get there. The levels are simple enough that I also know most of the enemy placement on the high paths meaning I can storm through a lot of the game with sufficient, but not unreasonable practice. And honestly, that's what I enjoy. I think it's because when you're playing well, it's obvious that you are because you're going through the level quickly and being rewarded with high ring counts.

Most people list Oil Ocean as a low point in Sonic 2 and I agree because it's here that the stage becomes too big, with the high path ceasing to be obvious. So you end up slowly going through a level with no real idea of whether you're playing "well" or not.

In what is unlikely to be a surprise the stages in Sonic 3 that are most problematic fall into this trap as well, Marble Garden, Carnival Night and Sandopolis all loop around like crazy so it's never clear whether you're playing the game "right" or not.

I've always felt the concept that a player intuitively knows whether they're playing the game "well" or not is undervalued in game design. A lot of people granted, enjoy the adventure of finding new things, but I find a lot of people, myself included, enjoy the idea that they're finding the "best" path through something and are being rewarded for it. Again, perhaps unsurprisingly I find that these people tend to really enjoy a lot of the Sonic games.



That actually makes a lot of sense, although I have to make one disagreement with Marble Garden specifically. That level is large, but it's also somewhat special in that there isn't really a specific high and low path, just different paths that take you down different routes (separate from the sonic/knuckles specific routes), and which path is better is actually left up to the player. This is as opposed to the high path usually being the fastest or otherwise best one. I think this may have been a deliberate design choice.

Basically, Oil Ocean feels like an experiment in ditching specific high/mid/low pathing, and it didn't really work out. I think that Marble Garden was a refinement of the idea, and did actually work. At the very least, Marble Garden has parts of it that are actually fast. I never felt like I could build up speed in Oil Ocean, and there's lots of slow sections in Marble Garden, but there's also segments where you can haul rear end. Hell, it's not even 'you can', with those slopes hauling rear end is mandatory.



Actually, in retrospect, I think my biggest problem with Oil Ocean is the speed. Or rather, the total lack thereof. I dislike Oil Ocean because it feels like you just can't get going for any appreciable amount of time. Marble Garden, Carnival Night and even Sandopolis has moments where you can just go full tilt, but you find nothing like that in Oil Ocean.



Dabir posted:

The thing about Sonic 3 that complicates this is that the 'right' way to play is really a bit more slow and explorey, so you can find enough chances to get the Emeralds. Look at Angel Island, you can have four emeralds by the end of the Zone, but other than the one that's handed to you at the start of Act 2, they're all on the bottom routes.


That's a bit unfair to S3 though. I'm pretty sure you can get every single emerald in the first act of S2.

Edit: I remembered wrong. Still, you can get them all in the first 2 acts and have one to spare if you hosed one of them up.

Rorac fucked around with this message at 14:48 on Mar 1, 2017

beep by grandpa
May 5, 2004

I think I usually have all the chaos emeralds by the midway point of Hydrocity Zone Act II and all the super emeralds by the end of Mushroom Hill Act II.

I always go for perfects in every stage except the yellow/blue tile super emerald where you draw the huge lines with rings already waiting in the middle. Getting the rings half the time makes me go too fast by the end and I'll skip a sphere jumping in the straight line and blow it :(

Frankston
Jul 27, 2010


I forgot about marble garden, that's the worst. gently caress you marble garden.

beep by grandpa
May 5, 2004

Man I just thought about how epic a fully 3D rendered for blue spheres game would look running on a taxman special edition and now I'm a little upset...

Dabir
Nov 10, 2012

Rorac posted:

That actually makes a lot of sense, although I have to make one disagreement with Marble Garden specifically. That level is large, but it's also somewhat special in that there isn't really a specific high and low path, just different paths that take you down different routes (separate from the sonic/knuckles specific routes), and which path is better is actually left up to the player. This is as opposed to the high path usually being the fastest or otherwise best one. I think this may have been a deliberate design choice.

Basically, Oil Ocean feels like an experiment in ditching specific high/mid/low pathing, and it didn't really work out. I think that Marble Garden was a refinement of the idea, and did actually work. At the very least, Marble Garden has parts of it that are actually fast. I never felt like I could build up speed in Oil Ocean, and there's lots of slow sections in Marble Garden, but there's also segments where you can haul rear end. Hell, it's not even 'you can', with those slopes hauling rear end is mandatory.



Actually, in retrospect, I think my biggest problem with Oil Ocean is the speed. Or rather, the total lack thereof. I dislike Oil Ocean because it feels like you just can't get going for any appreciable amount of time. Marble Garden, Carnival Night and even Sandopolis has moments where you can just go full tilt, but you find nothing like that in Oil Ocean.



That's a bit unfair to S3 though. I'm pretty sure you can get every single emerald in the first act of S2.

Edit: I remembered wrong. Still, you can get them all in the first 2 acts and have one to spare if you hosed one of them up.

True but getting to emeralds in Sonic 2 is essentially part of the main gameplay loop - get rings, don't get hit, hit checkpoints. Sonic 3's big rings are a separate thing that you have to really go out of your way to concentrate on doing - and in a few places it does detract a bit from the level. Hydro City isn't awful, maybe a bit long and reuses the same set pieces a lot, but the main reason I don't like it is that I know there's at least three big rings and I can never find them all no matter how much I search. Just playing the level it's fast and fun, it even speeds you through the water sections like it's ashamed of them.

Dabir fucked around with this message at 15:53 on Mar 1, 2017

Spiderdrake
May 12, 2001



Is today's facebook post a preview of an upcoming zone AAAAAAHHH march 16th can't come soon enough

probably not

PaletteSwappedNinja
Jun 3, 2008

One Nation, Under God.

Dabir posted:

They are doing that though? And it's not entirely modelled after MD per se, it's more of a hypothetical 2D Sonic on the Saturn.

They're doing it to a degree but even the original zones use a lot of existing assets alongside new ones.

When I say it's modelled after MD I mean the game is structured around MD-era physics and the specific dimensions of the MD sprites/tiles, so you can't really go slapping GBA or DS graphics in there without a lot of editing and at that point you may as well just draw something original.

Stairmaster
Jun 8, 2012

prediction: the water levels gonna be marina madness

Overbite
Jan 24, 2004


I'm a vtuber expert
I don't get the hate for Sandopolis Zone. Never found it that annoying, not even the ghosts and the light switches.

The only genesis sonic level I really don't like is marble garden. I just don't think it's all that interesting.

Mystic Cave is pretty bad too.

Doctor_Fruitbat
Jun 2, 2013


I can't help but love Marble Garden. That first drop accompanied by that great music is just so good. I'd be more than happy with a remixed version.

beep by grandpa
May 5, 2004

Overbite posted:

I don't get the hate for Sandopolis Zone. Never found it that annoying, not even the ghosts and the light switches.

The only genesis sonic level I really don't like is marble garden. I just don't think it's all that interesting.

Mystic Cave is pretty bad too.

I think Act 1 is a little long in the tooth with not enough ideas to justify its length but Act 2 just owns. It's also the scariest level in the game for a kid :ohdear:

edit: sandopolis, not mystic cave

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.
Mystic Cave owns for the pit with spikes.

They could have made it bottomless, sure. But they wanted you to spend another 5 seconds knowing you'd hosed up.

Heran Bago
Aug 18, 2006



Garble Marden is a good Sonic level. Marble Zone on the other hand...

Sea Lily
Aug 5, 2007

Everything changes, Pit.
Even gods.

Yorkshire Tea posted:

Mystic Cave owns for the pit with spikes.

They could have made it bottomless, sure. But they wanted you to spend another 5 seconds knowing you'd hosed up.

didn't that pit get turned into the secret entrance to Hidden Palace Zone in the iOS version? that was really the best place to sneak that in

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Macaluso
Sep 23, 2005

I HATE THAT HEDGEHOG, BROTHER!
Mystic Cave Zone rules cause the music is DOOOOPE

https://www.youtube.com/watch?v=X1cbKFgz-9g

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