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Sonic the Hedgehog Community Thread: Green Hills and Laughing Iizukas

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https://www.youtube.com/watch?v=rSMYHOMx6pQ

Through the magic of lua scripting, it seems to have been discovered that some of Sonic 2006's lost day/night cycle still works.

Edit: Oh wow, this guy has a ton more videos about this stuff

https://www.youtube.com/watch?v=VrUqtZ4XLo8 - Soleanna at Night
https://www.youtube.com/watch?v=s2IOBrQ4FDQ - Crisis City restored (not sure if this is a mod or if this is really lost content)
https://www.youtube.com/watch?v=uBaLgmj6ppE - Wave Ocean at Sunset

https://www.youtube.com/user/mephilestheD/videos
 
Well, I think part of the issue is that the lighting clearly looks like midday in spite of the night sky.

They clearly fear the night. The people of Soleanna have clearly been reading too much Twilight and The Southern Vampire Mysteries...

Err...wait...that comparison isn't so hot.

On another note, anyone know of any Sonic 3 and Sonic & Knuckles merch I can buy? My apartment lacks Sonicness.
 

TheOGB

Banned
Not soon enough

https://www.youtube.com/watch?v=s2IOBrQ4FDQ - Crisis City restored (not sure if this is a mod or if this is really lost content)
https://www.youtube.com/watch?v=uBaLgmj6ppE - Wave Ocean at Sunset

https://www.youtube.com/user/mephilestheD/videos
Wow, these two in particular are... interesting.

I've never thought about exploring Crisis City (before and after Iblis) as an Adventure Field with Silver, getting a solid picture of what his world is like. I mean, considering what we ended up with, it's probably for the best, but another intriguing "what could have been".

Wave Ocean at sunset actually looks... good. Seriously, different acts of Sonic stages should be at different times of the day. That should just be the standard from now on. That's how we get shit like this and Generations' Green Hill Knuckles race, Planet Wisp Action Master, etc.

Edit: I don't know what to say about this, but it's telling, somehow
 
Don't you get all the art by simply getting 100% completion?
If so i've got it all, in fact I was looking through it earlier this week and boy is it underwhelming, there could've been so much more but as it gets interesting it suddenly devolves into sketches for Sonic Heroes and the thoroughly unexciting sketches for Crisis City.
More environmental art for the stages in Generations would've been swell.
 

qq more

Member
It has just occurred to me that the majority voted for Egg Rocket/Cosmic Angel in that survey I made a while ago.

why


do people like awful dimps levels that much
 
It has just occurred to me that the majority voted for Egg Rocket/Cosmic Angel in that survey I made a while ago.

why


do people like awful dimps levels that much

Worse than Sky Canyon and Altitude Limit? Those are the truly awful Dimps stages. Other than those horrible stages, not a bad track record!
 

Dark Schala

Eloquent Princess
OT, but you're all Sega stans, so who is doing the Phantasy Star 25th anniversary thread next week? :3
Would you like to do it? I would love to do it in the manner of the FF5 anniversary thread from a few days ago (which I ended up having to write up within an hour), but my hands are a little full with studying and then attempting to finish off the FF4 playthrough posts I have sitting around (I have to sort through 1500 images, but most of those came from hammering on the screenshot button for certain parts of certain scenes that I wanted).

Like, you could include stuff like how PS1 was one of the first carts to have battery-supplied RAM to save games. Um, or how PS2 was one of the games whose narrative helped shape the landscape of serious RPG storytelling. You could also talk about how Alis was one of the first major female characters in a video game with a prominent protagonist role next to Samus Aran. Then you have the Phantasy Star Generation stuff and the spinoffs...

And you could also talk about how revolutionary PSO was in terms of being able to take your console online and having to play a smaller-scale RPG in terms of an MMORPG scenario. You could argue that it helped to pave the way for stuff like Monster Hunter or Ragnarok Odyssey. It also influenced the .hack series' MMORPG setting. It was simply a game that was ahead of its time.

...if you want, I'll do it but it'll look like this, kind of. Though would you rather concentrate on the game itself or the entire series up to PSO2?

why

do people like awful dimps levels that much
Probably because they look pretty.

Kinda wish Zone:0 would put up maps for some of the handheld games.

PhantomOfTheKnight said:
Has anyone unlocked all the concept art in the Generations' Collection Room?
You unlock it by getting all the Red Rings, non?
 

qq more

Member
Worse than Sky Canyon and Altitude Limit? Those are the truly awful Dimps stages. Other than those horrible stages, not a bad track record!

Hard to say which is worse, I'll have to replay those games eventually. Egg Rocket is pretty bullshit when you're not tails or knuckles. Otherwise it's full of annoying pits and cheap enemy placement. Oh and don't forget the spikes. :argh:

Because they have pretty sweet music.

Can't argue with that.
 
I always remember horrible stages but this one doesn't stick out. It has been years and years since I last played Advance but I don't remember finding it horrible, I'm watching a playthrough of it but I know already, I would have lost several lives in Sky Canyon and Altitude Limit before. Those two stages were just THAT bad.

Spikes are bad but bottomless pits are worse and Sky Canyon and Altitude Limit might as well be called Bottomless Pit Zone.
 

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Member
I always remember horrible stages but this one doesn't stick out. It has been years and years since I last played Advance but I don't remember finding it horrible, I'm watching a playthrough of it but I know already, I would have lost several lives in Sky Canyon and Altitude Limit before. Those two stages were just THAT bad.

Spikes are bad but bottomless pits are worse and Sky Canyon and Altitude Limit might as well be called Bottomless Pit Zone.

I used to think Egg Rocket was a cool level as a kid... then I replayed it and I was perplexed. The 2nd phase of the level was so awful with those conveyor belts and moving floating springs over large bottomless pits.


Thinking about it though, Sky Canyon might be the worst simply because while it does all of the same offensive bad design... it also has a boss with an instant kill move. Not cool, Dimps!
 
Ahhh but what about Altitude Limit and the floating platform gauntlet of DOOOOOOOOM?


Just thinking about that stupid stage and the stupidness I had to go through...screw you Dimps for Sonic Rush!

And watching this replay more...I sort of want to play the Advance trilogy again...it's been years...maybe I can find them all cib for a decent price...*ebays*
 

Sciz

Member
Pocket Adventure and the first four zones of Advance 1 are pretty good. Then Dimps' level designs drop off a cliff until you hit Rush Adventure.
 

Dark Schala

Eloquent Princess
Pocket Adventure and the first four zones of Advance 1 are pretty good. Then Dimps' level designs drop off a cliff until you hit Rush Adventure.
I wonder what happened to make them stick to that sort of level design for years, though. Sonic isn't all pits, boosters, and springs...

Instantaneous speed isn't all there is to the level design, but having to design the level to facilitate building up speed through platforming and then letting loose with it while platforming (ex: jumping while curled on the apex of a convex hill) is another part (and this is partially why I miss the curling a lot; I don't get why uncurling has to be a thing in some of Dimps's games at all).
 
Pocket Adventure and the first four zones of Advance 1 are pretty good. Then Dimps' level designs drop off a cliff until you hit Rush Adventure.

I disagree. While they aren't the greatest, I thought a lot of the stages were designed pretty well. Advance 2 and 3 had some really interesting stage designs...3 had some really nice ones like Toy Kingdom, Chaos Angel, that one Cyber level...etc. And then 2 had Music Plant...mmmmm. I mean shoot, they experimented at the very least...look at the variety in stages!

And even the Ice levels in the Advance games were pretty nice sooooo I don't get it.

I wonder what happened to make them stick to that sort of level design for years, though. Sonic isn't all pits, boosters, and springs...

Instantaneous speed isn't all there is to the level design, but having to design the level to facilitate building up speed through platforming and then letting loose with it while platforming (ex: jumping while curled on the apex of a convex hill) is another part (and this is partially why I miss the curling a lot; I don't get why uncurling has to be a thing in some of Dimps's games at all).

Yes but I also don't like the feeling of having to climb up a hill at times. The Advance games get me flying at the start and I like that about them. I do appreciate games that start levels like a roller coaster, building up your anticipation and then giving you that exhiliration you so crave but just being thrown in from the start is also cool. Sonic really is the fastest thing alive...give me that feeling...and the Advance games do that.
 

Sciz

Member
I disagree. While they aren't the greatest, I thought a lot of the stages were designed pretty well. Advance 2 and 3 had some really interesting stage designs...3 had some really nice ones like Toy Kingdom, Chaos Angel, that one Cyber level...etc. And then 2 had Music Plant...mmmmm. I mean shoot, they experimented at the very least...look at the variety in stages!

And even the Ice levels in the Advance games were pretty nice sooooo I don't get it.

Advance 2 and 3 had some interesting stage themes. The actual designs were effectively indistinguishable from one another. 2 in particular looks like its maps were created by a random stage generator locked to a gently downward sloping shape with loops, rails, pits, and floating chunks of geometry evenly dispersed. 3 sort of managed to give each zone its own identity, but none of them had three acts' worth of ideas.
 
Advance 2 and 3 had some interesting stage themes. The actual designs were effectively indistinguishable from one another. 2 in particular looks like its maps were created by a random stage generator locked to a gently downward sloping shape with loops, rails, pits, and floating chunks of geometry evenly dispersed. 3 sort of managed to give each zone its own identity, but none of them had three acts' worth of ideas.

Some of those features I see more as a function of Dimps style. They're different from the Genesis games, which have their own style of level design. I certainly see the Genesis games as having better level design but I don't see this idea that the Advance level designs are that mindless.
 

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Member
Ahhh but what about Altitude Limit and the floating platform gauntlet of DOOOOOOOOM?
It's been 7 years since I've last played that game so I can't really give an opinion of it. It was definitely awful but I don't remember HOW awful it was though. I've definitely became a lot less tolerable about bad level design in Sonic games since then so I can easily see myself hating it more than I've did 7 years ago.

And watching this replay more...I sort of want to play the Advance trilogy again...it's been years...maybe I can find them all cib for a decent price...*ebays*
I was lucky enough to get a CIB of each Advance game for 10-15 dollars each. For some reason, someone on Amazon sold Sonic Advance 1 at the lowest price and it was in great CIB condition... Weird but cool!

Pocket Adventure and the first four zones of Advance 1 are pretty good. Then Dimps' level designs drop off a cliff until you hit Rush Adventure.
I agree. Angel Island was where Dimps started to get annoying with their traps. The level design through most of 2/3/Rush were really flawed. I can't say much of Rush Adventure as I've barely played through it... but the level design does seem improved. I can only count one bad enemy placement from the two zones I've played.


My favorite level of Sonic Advance 1 are the casino ones. Oh, that reminds me I need to complete Pocket Adventure real quick.
I can't decide which level is my favorite in that game. Maybe Secret Base? It was an awesome level all around, really. Casino Paradise might be second.

Some of those features I see more as a function of Dimps style. They're different from the Genesis games, which have their own style of level design. I certainly see the Genesis games as having better level design but I don't see this idea that the Advance level designs are that mindless.
I think what he's trying to say is that Advance 2's levels (or at least some) comes off as uninspired. Hot Crater is a good example of this. It's a fire themed stage but... does not try to take advantage of that fact. There's no unique level gimmicks/hazards/objects. It had a few fire enemies sure but that was about it. It felt like a reskinned Leaf Forest (that level itself was already uninspired) if that makes any sense.
 
It's been 7 years since I've last played that game so I can't really give an opinion of it. It was definitely awful but I don't remember HOW awful it was though. I've definitely became a lot less tolerable about bad level design in Sonic games since then so I can easily see myself hating it more than I've did 7 years ago.


I was lucky enough to get a CIB of each Advance game for 10-15 dollars each. For some reason, someone on Amazon sold Sonic Advance 1 at the lowest price and it was in great CIB condition... Weird but cool!


I agree. Angel Island was where Dimps started to get annoying with their traps. The level design through most of 2/3/Rush were really flawed. I can't say much of Rush Adventure as I've barely played through it... but the level design does seem improved. I can only count one bad enemy placement from the two zones I've played.



I can't decide which level is my favorite in that game. Maybe Secret Base? It was an awesome level all around, really. Casino Paradise might be second.


I think what he's trying to say is that Advance 2's levels (or at least some) comes off as uninspired. Hot Crater is a good example of this. It's a fire themed stage but... does not try to take advantage of that fact. There's no unique level gimmicks/hazards/objects. It had a few fire enemies sure but that was about it. It felt like a reskinned Leaf Forest (that level itself was already uninspired) if that makes any sense.

Altitude Limit is just that bad...most of the level feels like a bottomless pit and it really isn't that exciting looking of a level...just a boring aircraft themed level with nothing but death.

Glad to know CIB copies aren't that expensive...I've got enough costly CIB games to buy as is!

I think this argument about the traps things just comes down to personal preference. I do remember having issues with the placement of spikes in Ocean Base but that's the only stage I remember in the Advance games where I was really bogged down by the traps.

I don't really mind Hot Crater not using the lava gimmick this time around. Seems like every stage in a volcano has magma but they don't utilize it well or just have it sitting there, doing what magama (There is a difference between the two, DARN IT). If you're just having it for the sake of having it, why bother in the first place?

Casino levels were always boring to me. Unless you count Carnival Night Zone as a part of them.

They are the single greatest thing ever introduced to platformers.
 

Sciz

Member
I think what he's trying to say is that Advance 2's levels (or at least some) comes off as uninspired. Hot Crater is a good example of this. It's a fire themed stage but... does not try to take advantage of that fact. There's no unique level gimmicks/hazards/objects. It had a few fire enemies sure but that was about it. It felt like a reskinned Leaf Forest (that level itself was already uninspired) if that makes any sense.

That's the gist of it. Seriously, look at this shit. The only two zones that aren't carbon copies of the same basic template are Music Plant, whose distinguishing features boil down to a bunch of glorified bumpers and tubes and is otherwise no different from the rest, and Sky Canyon, where they had the novel idea of making the levels gently slope up instead. Nothing changes as you progress through an act, nothing changes as you progress through a zone, and nothing changes as you progress through the entire game.
 

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Member
I don't really mind Hot Crater not using the lava gimmick this time around. Seems like every stage in a volcano has magma but they don't utilize it well or just have it sitting there, doing what magama (There is a difference between the two, DARN IT). If you're just having it for the sake of having it, why bother in the first place?

I just want the level to be interesting and not dull, that's all. I find it inexcusable they didn't put any effort into giving it features. I'm sure that's an important element in platformers level design.

Casino levels were always boring to me. Unless you count Carnival Night Zone as a part of them.
I disagree but I can see why some wouldn't like Casino levels. Although I'd never imagine anyone calling them boring, to be honest.
 

Lijik

Member
Ahhh but what about Altitude Limit and the floating platform gauntlet of DOOOOOOOOM?

This was the worst fucking thing the first time I played it.
Precision platformingwith Rush physics across tiny descending platforms over a giant fucking pit right at the end of the stage, of course I took that slow.
Turns out if you take it slow and careful you can run out of platforms and lose the stage

Altitude Limit is one of my favorite stages now that Im used to Rush though, but oh my god its the biggest gauntlet of bullshit the first time
 
Wow, y'know, I honestly thought Advance 2's stages were, well, flatter than that. But nope, constantly going down like a cheap hooker.

The first level in particular is like a gradual descent to the bottom that just keeps going and going and going and...

sv2z11.png
 
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