Sword Of Doom
Member
Just try to move forward and beat the levels. I try not to think too much about it
I'd have to say Sonic's design as a game always baffled me as well. I think mostly the game just needs a main reason to go fast like a sense of urgency to accomplish something.
I'd have to say Sonic's design as a game always baffled me as well. I think mostly the game just needs a main reason to go fast like a sense of urgency to accomplish something.
Never understood the love for Sonic. I like a the weird shit that it has spawned though. The world would be a lot less interesting without it.
This thread is nonsense and you should all be ashamed of yourselves.
What is the benefit of going fast in Sonic? There has to be a reason why you as a player want to bother taking risks. Also why am I collecting a bunch of rings when you can just cheese the game with 1 and only die rarely due to physical contact with something bad?
The first level in Sonic 1 teaches you literally everything about the game in the first like 3 screens and then immediately after throws a large map with several branching paths interconnected in confusing ways. It's a clusterfuck to be honest
You're collecting a lot of rings because 1) at 100 rings you get an extra life, which is useful, 2) the amount of rings you end a level with determines your score for the level, at certain score levels you earn an extra life, which is useful, and 3) having a larger number of rings when you are hit causes a larger amount of rings to fall out of Sonic, making it easier to grab some to protect yourself, making it inherently safer to have more rings than fewer.What is the benefit of going fast in Sonic? There has to be a reason why you as a player want to bother taking risks. Also why am I collecting a bunch of rings when you can just cheese the game with 1 and only die rarely due to physical contact with something bad?
So what is the goal of Sonic then? Go fast and complete the level at top speed or find collectibles? The issue is that the two of them are direct opposite design philosophies.
Ex/current I don't know actually GAFFER and all around Sonic fan is doing a stream of Sonic Mania, he knows a lot about Sonic so I would assume he knows how to play it
Spoils for Sonic Mania obvioulsy
https://www.twitch.tv/krejlooc
What is the benefit of going fast in Sonic? There has to be a reason why you as a player want to bother taking risks. Also why am I collecting a bunch of rings when you can just cheese the game with 1 and only die rarely due to physical contact with something bad?
The first level in Sonic 1 teaches you literally everything about the game in the first like 3 screens and then immediately after throws a large map with several branching paths interconnected in confusing ways. It's a clusterfuck to be honest
Eww.Ah, this is where I would be confused. I only ever played the 8 bit versions which were apparently completely different from the 16bit. Special stages in the 8-bit did literally nothing.
It's a simple difficulty spike, for some may be a bit more challenging in terms of (Bayo) getting your ass handed to you in a battle vs. (Sonic) Getting lost or not being able to successfully navigate through a stage.... or boss. I think difficulty and spikes are healthy for video games.I can totally understand this point of view. Its just that whenever Im completing a level all the while seeing parts of it that I cant get to or cant complete properly, Im not having fun. And I cant speak for the OP, but personally when I play the game and am not having fun, I look around and see other people who fervently love these games, and I think maybe Im missing something.
There are a lot of games that I can play and appreciate while knowing that its not a game for me. I dont like character action games, but I can recognize when a character action game like Bayonetta is good and why people like it. With Sonic I have always felt more like I dont understand the parts of it that people enjoy. And Im searching for an answer there.
Not sure what you mean. I like Sonic 2 and Colors, Colors is in fact the only modern Sonic game I like because it doesn't play itself. It has tons of good platforming, moments where you should take it slow, and it's not boost to win like Unleashed or Generations.
The benefit of going fast is.. it's fun? Right? Going through a level and nailing the obstacles, getting momentum, etc etc. I can nail Green Hill Zone in Sonic 1 perfectly. Its a blast.
Your collecting rings because of the reasons you said + they allow you entry into bonus zones, which allow you to get chaos emeralds and power ups, and allow you to get the true ending, and allow you to unlock characters like Super Sonic.
Sonic 1 plays a bit slower than the rest. The zone your referring to is Marble Zone. Just pick a route you like and keep going. Then the next time you play pick a different route. Then the next time you play pick another route. Boom, more replay value. Each route might have different obstacles, different secrets, etc.
Idk what makes it such a clusterfuck? :/ Would you like one straight path?
The first stage is very overwhelming actually, there is a constant flow of new information being thrown at the player which gives you little time to digest each idea and because of the fast nature of the game it's alot for your senses to take in at once. It wouldn't hurt if the first level was slower paced and more linear to get the hang of the basics before introducing alternate paths and stuff.
Yes I know about the chaos emeralds but I don't remember if it's indicated in the game that you need X amount of points to enter the bonus stage, or if it just throws you into it without you knowing exactly what you did to get there. Like does the game provide feedback so that you know what caused the ring to spawn at the end?
Eww.
It's a simple difficulty spike, for some may be a bit more challenging in terms of (Bayo) getting your ass handed to you in a battle vs. (Sonic) Getting lost or not being able to successfully navigate through a stage.... or boss. I think difficulty and spikes are healthy for video games.
Neither one of those games are boost to win. Colors is probably the most painful of the three to play due to the momentum stopping platforming, where as in Unleashed and Generations, you maintained speed and focused on the jumps along the way. There are plenty of stages to reflect that.
It's kinda like saying Classic games play themselves due to Green/Emerald Hill.
I bought Mania in the hype but it just reminded me of how I never really got along with Sonic games. There's something about the flow of Sonic; how it's so stop start that annoys me. I find it frustrating that the speed is constantly interrupted.
I somehow figured this out at 6 years old...
Some people in this thread
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It's just a fast paced platforming game , guys, it's not friggin rocket science.
Yes they are. Colors has significantly better platforming than the both of them and you can't just boost the entire stage like you can in those two. I think they're shit and I feel like they're boost to win. Only good modern stage in Generations is Sky Sanctuary.
You can explore, you can go fast, you can collect rings, or you can ignore them. Play how you want.
Yes they are. Colors has significantly better platforming than the both of them and you can't just boost the entire stage like you can in those two. I think they're shit and I feel like they're boost to win. The only good modern stage in Generations is Sky Sanctuary.
Yep, much worse gameplay and design than Mario games. But...gotta go fast!
Colors platforming was terrible because your momentum was constantly stopped by wisps and having to unlock them in order to use them, and the wisp gameplay itself was haphazardly painful, not to mention the majority was in 2D with 0 platforming in 3D.
Unleashed and Generations stages had some challenging 3D stage that had some crazy tricks if you were willing to take a chance.
Outside possibly the first stage of both games, the stages had A LOT of platforming that people seem to love to overlook in favor of pushing some concept that those games were just "boost" to win, while Unleashed focused on timing, drift, and speed control, Generations focused on exploration.
Both of these games rewarded players for speed and platforming.
Great examples would be Cool Edge, Dragon Road, Jungle Joyride, Arid Sands, Chemical Plant, Speedy Highway, Splash Hill, City Escape, Crisis City, Sky Sanctuary, etc. All of these stages present a LOT of 3D and 2D platforming, however they do not halt or get in the way of the forward based game design.
Also, Platforming isn't just "jumping on platforms".
The barrels problem makes so much sense now...
I kid, I kid!
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Please do! I'm legit serious. I'm confused at what people are confused about.When Sonic Mania comes out on PC I will record myself playing it for the first time and post it for all to see. Might actually be interesting.
There's actually significantly more platforming in 3D in Colors than there are in the others even though Colors has way more 2D than both of them. Generations outside of Sky Sanctuary DID NOT focus on exploration, no idea how you could even say that. Enemies in those games are also NEVER a threat because you can kill them by boosting and you gain boost constantly. They reward players for speed by making everything piss easy.
-Indeed-
Sonic games aren't games filled with levels like Mario, there are a set selection of stages with unique gimmicks. The games are more towards Mastery and forward based exploration, than backtracking. You rediscover through replays of the game not find everything in a single playthrough, such as faster routes, bonus/special stages, chaos emeralds.
The best way to realize this is to SKIP Sonic 1 and go straight to Sonic 2, then Sonic 3&K because those games are the refined and mastered visions of what a Sonic game should be, as Sonic 1 set the foundation, but design goes against the concept the most.
It's not even confusing.
Because all of the stages in Generations were huge and alternate paths sometimes required risk taking, like jumping off the pipe in the beginning of Chem Plant Zone, or the Helicopter in the beginning of Speedy Highway. Not to mention Unleashed's ranking system actually demanded you to be good. As in a death will result in you missing out on that S. Also that entire list of stages I mentioned dud demand exploration. Hell even in Green Hill Modern you can stomp out the bridge and take a secret route.
Color's platforming was slow and in the way af. That shit was not good.
Except I suppose most people posting confusion havent played the previous games. Maybe they were SNES kids or whatever. If you arent familiar with the games, then everything you see in videos is sonic running you have no other context to help paint a picture.
It was good, and it was better than the other 2 modern games. I don't really care if you disagree and you aren't going to agree with me so it's whatever. Also using Green Hill Modern as an example of anything good is fucking hilarious as you can beat that stage without touching the control stick even once. You can get an S rank on that stage playing it that way too.
I was playing Galaxy a few days ago and raging over Luigi's Purple Coins until I realized there are way more than 100 in the level and I didn't have to collect all of them.I wonder if anyone's ever made a thread asking if you should collect all the coins in a Mario level