Some gaffers didn't began playing until after the early '90s (or even much much latter like with Xbox 360, PS3 and Wii).Smh @ GAFers not even knowing the name Bonk.
After watching gameplay of Bonk online to try and understand why this thread was made... I don't understand why anyone in their right mind would pick Bonk. Hell, I don't even understand why anyone would remember Bonk.
There's alot LESS for the player to master as far as your skill set goes. Getting better at Sonic implies simply replaying it until you have a general understanding of how levels flow and a substantial dose of memorization, where as with Mario once you get used to how your character handles itself, you can breeze through most of it based purely on reactive platforming. Mario is elegant ballet. Sonic is panicked skidding at a frantic pace. Both are valid and fun, but there is both a higher ceiling and a lower floor for Mario.
I see my Steve Reich analogy flew right by you. Let's attempt to rephrase it to accommodate this specific case... what you are saying is essentially the equivalent of what Dream Theater/Steve Vai/Satriani/etc fans say whenever their music is accused of being shallow and that is precisely the point. Overly complex sets of tools only serve to further box one in. To further flesh out the analogy to fit this bill, Mario would the Manuel Göttsching to Sonic's Petrucci. There is infinite depth in the simplest of systems, which is why E2-E4 has the reputation it does despite being built on 2 fucking notes where as DT's stuff gets stomped on for limiting itself with such unnecessary cacophony. If music isn't your thing, imagine Mario is Ozu or Bergman and Sonic is Refn or Snyder and you will have film equivalent to that very same analogy.
In short, the simplest of systems will be the one who provides both the player and the creator with the most amount of freedom. Complexity most certainly does not equate with depth. They aren't mutually exclusive, either, but more often than the former will actively impede the latter, not the other way around.
That is precisely what is happening. If you frequent discussions about Sonic level design when I'm posting, you may notice me talking up Sonic CD quite a bit, frequently mentioning that "it plays best if you master the physics." This is what I'm referring to - the level design in Sonic games is highly dynamic in the way it moves Sonic. I love Sonic CD because, more than any other Sonic game, it's level design is conscious of the math under it all and is built to be exploited. Which is to say, if you understand how Sonic moves and what the underlaying math is, you have more control over him than in any other game. People call the level design in that game schitzophrenic, but it's not - the pieces all interact with Sonic to control his velocity and angle and depending on how you hit every curve or dip you will fly in different directions. It's built specifically for people who are mindful of the trig involved.
So let's look at a very specific example of where the underlaying math comes into play:
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This is Green Hill Zone act 3, right before the boss. The final palm tree just before the bridge contains a muteki box that makes the boss a snap. It's exceptionally well hidden because Sonic's normal jumping height will not reach it, nor will his jumping height when running. if you stand under the box and jump, you will not bump the box.
The way you reach that box is with the small, almost indiscernable dip in the ground that I have marked in pink. What we see in Sonic is not what we are interacting with, each solid tile actually corresponds to a solidity chart that is loaded along with the level. Conceptually, it looks like this:
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This is a mapper that maps solidity and angle mappings to every piece of ground in the game. The bottom left of the screen is a piece of grass (barely visible) being mapped with white (FF) points to note solidity. In that specific piece, the ground is completely flat. This is what Sonic uses to determine the angle he runs at, and the angle he runs at determines his velocity along with his current speed, and his velocity affects his jump height.
That spot in pink has a very tiny, very slight upward tilt. When you race along towards it, if you jump at the apex, Sonic's velocity will be so great that he'll jump higher than normal and reach the box. Here's me demonstrating this in motion:
https://www.youtube.com/watch?v=foqZn6rG61Q
Skip to 3:53
Sonic, the entire series, is built off of this concept. This isn't accidental design, it's very methodically designed to be abused. Higher routes let you go way faster than lower routes, but to get to these higher routes, you have to know how to play with the angle and velocity and watch the ground like a hawk. The level design is tied very much to the flexibility of the physics system.
Go with rigid pre-calculated physics, and all this vanishes. This close link between physics and level design is what makes Sonic great. It's what stuff like Sonic Advance 2 is missing. It's what Sonic Generation's 2D stages got right - even if the physics weren't exactly 1:1 with the originals, the levels were still designed explicitly with the way the new physics worked in the same fashion that the Genesis games were designed with.
The physics are precisely why Sonic is such a terrific game. You ditch the physics, you ditch what makes Sonic, Sonic.
That's an interesting comparison, considering Sonic 3 was released almost six years after Super Mario Bros. 3.
I can maybe understand if people in a widely-acknowledged "hardcore" gaming forum like NeoGAF don't know who, say, Zool is, but Bonk or Master Higgins? I remember Bonk, in particular, always being shown headbutting the TurboGrafx-16 logo in the system's magazine and comic book ads.
we have a lot of teenagers (or even adults, I guess) on here via Reddit and Youtube and so on that were born after Bonk stopped being even remotely relevant
like, the real question here is Sonic or Crash
I can maybe understand if people in a widely-acknowledged "hardcore" gaming forum like NeoGAF don't know who, say, Zool is, but Bonk or Master Higgins? I remember Bonk, in particular, always being shown headbutting the TurboGrafx-16 logo in the system's magazine and comic book ads.
Mario doesn't even deserve to be Sonic's second fiddle. It should be Sonic and Crash. Mario can suck a warp pipe.
Crash is another character that stopped being relevant for the younger generations.we have a lot of teenagers (or even adults, I guess) on here via Reddit and Youtube and so on that were born after Bonk stopped being even remotely relevant
like, the real question here is Sonic or Crash
Crash is another character that stopped being relevant for the younger generations.
The last time a new Crash game was popular was on PS2.
People clamoring for it played the series on PS1/PS2 at least a decade ago.
Zool is another character along with Jazz Jackrabbit, that I'd be more confident on a GAFer being able to name over Bonk in order to save my life.
I'm unfortunately not aware of the content of the system as a whole. I'm in my mid 30s and yet it just wasn't a system I saw any coverage of at the time. Maybe being from the UK makes a difference I don't know. I could name a bunch of 16bit era mascots like Zool, it was on the Amiga and that system was big here. I never really encountered Bonk. He looks vaguely like I've seen him in another thread here before but that's it.I can maybe understand if people in a widely-acknowledged "hardcore" gaming forum like NeoGAF don't know who, say, Zool is, but Bonk or Master Higgins? I remember Bonk, in particular, always being shown headbutting the TurboGrafx-16 logo in the system's magazine and comic book ads.
I'd like to think if someone is into a hobby they'd look at little into the history. Never played a Bonk game or any TurboGrafx 16 game for that matter, but from basic knowledge osmosis I learnt of Bonk's existence (like the Wii's VC release schedule). It's not like we're talking about something obscure like Llamatron.Some gaffers didn't began playing until after the early '90s (or even much much latter like with Xbox 360, PS3 and Wii).
I'm saying that younger generations have little interest for Crash because just like Bonk (but in a much bigger scale of course) it didn't release relevant product past a certain point in time (we are talking 10-15 years which is a big timespan).Yeah, but it stayed relevant for years after just due to the enormous prevalence of PS1s in the wild, and also by being pretty fucking good. Same reason Sonic's in this conversation. (Sonic Adventure certainly doesn't contribute much.)
I think this is a case of people not knowing the name Bonk, but recognizing the character. Like, for example, Master Higgins. If people see him, they wouldn't know his name is Master Higgins but they'll go, "Oh, the Adventure Island guy!"
I'd like to think if someone is into a hobby they'd look at little into the history. Never played a Bonk game or any TurboGrafx 16 game for that matter, but from basic knowledge osmosis I learnt of Bonk's existence (like the Wii's VC release schedule). It's not like we're talking about something obscure like Llamatron.
I'm unfortunately not aware of the content of the system as a whole. I'm in my mid 30s and yet it just wasn't a system I saw any coverage of at the time. Maybe being from the UK makes a difference I don't know. I could name a bunch of 16bit era mascots like Zool, it was on the Amiga and that system was big here. I never really encountered Bonk. He looks vaguely like I've seen him in another thread here before but that's it.
I bet you have blind spots of your own. You can't be exposed to everything.
I'm saying that younger generations have little interest for Crash because just like Bonk (but in a much bigger scale of course) it didn't release relevant product past a certain point in time (we are talking 10-15 years which is a big timespan).
Sonic, while the quality wasn't always good and he definitely lost the central role he had in the '90s, still released products that could sell 2 million units or above (well at least until the current generation ah ah).
Some gaffers didn't began playing until after the early '90s (or even much much latter like with Xbox 360, PS3 and Wii).
Good for you but I don't expect that everyone on GAF know who Bonk is or what a PC Engine is.I was born in 1990 and I know who Bonk is. He's a gaming icon!
It's more about devaluing classic Sonic tbh.
Sooo putting aside the topic in question, what are some good underrated platformers?
Maybe it's just being a UK gaffer, but Ive been playing games since the mid 80s and definitely remember Zool because of the Amiga, but not Bonk until someone posted a screenshot. I don't think anyone I knew had a Turbografx.
Perhaps it's because all the caveman characters get mixed up in my head? There was Joe and Mac, Chuck Rock and several more. Funny how prevalent the word 'ninja' was, Zool was a ninja ant, Joe and Mac were caveman ninja, Ninja turtles, Shinobi, Ninja Gaiden. Everything was ninja
Same goes for the edgy, cutesy mascots. I can remember Sonic, Zool, Bubsy, Aero, Starfy, Cool Spot, after that it gets kinda hazy. I guess Crash and Spyro are sort of the descendants of that line.
Sonic 8-Bit. Million times better than the mediocre MD/Genesis game.
Ah, fair enough, thanks! That might be because of a bigger ad campaign around Zool at the time, I dimly remember it being pitched as the Amiga's Mario/sonic at the time.Bonk was on Amiga too, renamed as B.C.Kid. (I also think ZOOL is more memorable for some reason lol)
Bonk is a video game character from NEC's TurboGrafx-16 console. Known in Japan as "PC-Genjin" and as "BC Kid" in PAL territories, Bonk was a mascot for NEC's console.
New Adventure Island is my favorite PC Engine platform game.Chuck Rock and Adventure Island are better plataformers than Bonk.