Sonic 3 & Knuckles was a huge step down from the first two in terms of game design.
Every level is way too fucking long, tedious, and boring.
Can't agree with this.
One of the best platformers ever imo.
Sonic 3 & Knuckles was a huge step down from the first two in terms of game design.
Every level is way too fucking long, tedious, and boring.
650 posts on, has the OP acknowledged the Chaos Emeralds yet?
That's because Sonic CD is garbage that somehow got hyped up back in the 90s because it was this almost mythical Sonic game that only the 5 people who bought a Mega CD got to play. Its visual design looks like something a hippie high on skittles and acid vomited up, and the time travel mechanic is shit. Its only redeeming features are the soundtrack and the Metal Sonic boss race.
I imagine a lot of the Sonic CD hype is a combination of people who wasted money on a Sega CD trying to justify their waste of money and people who never had a Sega CD trying to justify being jealous of those that got to play Sonic CD back in the day.
The level design of Sonic CD is just awful. It's not quite as bad as Dimps level design, but I liken it to someone loading a bunch of level tiles into a shotgun and shooting it at a wall.
Nope. Special stages are generally bad in Sonic. Sonic 1 has unfun mazes that are just rote memorization. 2's stages have wonky camera angles and I don't like those either. 3 and Knuckles special stages are just boring.
Also, getting the chaos rings is a bit easy after having the games down so I just ignore them. Going through Sonic 2's special stages is pure muscle memory at this point. Doesn't help that chaos emeralds already break what I find to be shallow games. I get nothing out of unlocking them, and blazing through stages as Super Sonic would be boring.
Funnily, I loved special stages as a kid. Especially 2's. Going in circles while playing co op are good memories. But I don't think they're fun at all now.
I imagine a lot of the Sonic CD hype is a combination of people who wasted money on a Sega CD trying to justify their waste of money and people who never had a Sega CD trying to justify being jealous of those that got to play Sonic CD back in the day.
The level design of Sonic CD is just awful. It's not quite as bad as Dimps level design, but I liken it to someone loading a bunch of level tiles into a shotgun and shooting it at a wall.
I imagine a lot of the Sonic CD hype is a combination of people who wasted money on a Sega CD trying to justify their waste of money and people who never had a Sega CD trying to justify being jealous of those that got to play Sonic CD back in the day.
The level design of Sonic CD is just awful. It's not quite as bad as Dimps level design, but I liken it to someone loading a bunch of level tiles into a shotgun and shooting it at a wall.
Not all platformers have the same point or goal but Sonic's ring mechanic combined with its tiered levels where falling from platforms doesn't necessarily mean a game over results in an overly coddled, boring platformer experience. The 16 bit era made their games easier for players, but Sonic takes it a bit too far sometimes. The result something that's not very interesting beyond amazing stages like Metropolis Zone. These elements by themselves aren't bad. But combined I feel makes a very bad platformer.
Let me tell you this about Ducktales: I beat Ducktales 1 without any problems on my first try (two years ago, at age 27), but when I first played through Sonic 1 (at age 15, so not as a small child) it took me three tries. Sonic 1 definitely is not that much easier than Ducktales 1.1. Ducktales is a great game and respawning enemies is definitely a great design choice depending on the goals of the game. We have established that a lot of games have trial and error. Trial and error isn't necessarily a bad thing. I said that earlier. A lot of 2d platformers have trial and error. Big whoop. But in some games it's pretty fun. Like figuring out a Mega Man bosses weakness. Or trying to beat Castlevania III with all characters. But you know, I have fun with that. I don't find Sonic's brand of trial and error fun. Even then, Sonic's trial and error moments are mostly fluff and aren't majorly big deals for a veteran. I don't have any problems with Sonic's trial and error while playing it. It's not a big deal to me, but because it's not a big deal to me doesn't make it actually good. For instance, I can beat Death Egg Zone no problem on my first try through pure muscle memory. But last night after playing it for the first time in years, I realized it gives you 0 rings. The game is inconsistent with its own logic. A poster earlier said that rings makes the games easier for little kids to beat, but you have to beat the final boss (two bosses actually) without getting hit once. A game like Ducktales at least has a meter. Because Ducktales has consistent game logic and Sonic doesn't. That's why Ducktales is a great game whereas Sonic is bad.
In Super Mario games, falling off a platform does not necessarily mean death either. There are levels where it does, but even in harder levels, like SMB3's e-Reader level Para Beetle Challenge, which is all about "make a mistake -> die", this is not always true, in fact, in the beginning, there are always the clouds protecting you from death. Also, the funny thing is, when Sonic gets more demanding wrt pits of doom, people cry like crazy, the bottomless pits in the Dimps games made so many people furious. Same for Unleashed, to the point that Sega felt forced to add warning signs in Generations...1.
The Game Gear version has a smaller screen resolution, but a higher color palette. Sonic's sprite is smaller and the control feels lighter. In the first zone of the Game Gear version, warning signs have been placed as the high speed combined with the narrow screen can cause problems.
I imagine a lot of the Sonic CD hype is a combination of people who wasted money on a Sega CD trying to justify their waste of money and people who never had a Sega CD trying to justify being jealous of those that got to play Sonic CD back in the day.
The level design of Sonic CD is just awful. It's not quite as bad as Dimps level design, but I liken it to someone loading a bunch of level tiles into a shotgun and shooting it at a wall.
Shitty, tiny image, but it was the only one I could find. But the warning signs weren't a new addition, they first appeared in the Game Gear version of Sonic 1.
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http://info.sonicretro.org/Sonic_th...ween_the_Master_System_and_Game_Gear_versions
Sonic 2 has the worst issues. Bad special stages and terrible enemy placement. Got to Metropolis Zone and decided it was time for a break. Sonic 3 & Knuckles is the best. Only stage that drags a bit is act 2 of Sandopolis.
You just made me install Generations on my PC again and replay. Its just such a fun game lol
In Super Mario games, falling off a platform does not necessarily mean death either. There are levels where it does, but even in harder levels, like SMB3's e-Reader level Para Beetle Challenge, which is all about "make a mistake -> die", this is not always true, in fact, in the beginning, there are always the clouds protecting you from death. Also, the funny thing is, when Sonic gets more demanding wrt pits of doom, people cry like crazy, the bottomless pits in the Dimps games made so many people furious. Same for Unleashed, to the point that Sega felt forced to add warning signs in Generations...
Let me tell you this about Ducktales: I beat Ducktales 1 without any problems on my first try (two years ago, at age 27), but when I first played through Sonic 1 (at age 15, so not as a small child) it took me three tries. Sonic 1 definitely is not that much easier than Ducktales 1.
Well, the reasons given for the Master System games don't apply for Generations and the similar Unleashed before it didn't have them. Yes, warning signs are not a new invention, but them being used so consistently to warn about pits was unusual for the series.
Yeah, the idea that Sonic 1 is easier than Ducktales is lol. Like, that's just wrong. I beat Ducktales my very first time playing when I was like 10 years old. Sonic took me probably a dozen sittings to finally get through.
I see we have entered the Sonic CD bashing stage of the thread.
It has the best level design in the series, if you want to get the good ending. Extremely challenging and intricate. All about exploration and discovery.
Most people don't seem to care about playing the game properly. That's fine. Life is short. But, when people describe the level design of the painstakingly thoughtful Sonic CD as in any way arbitrary or haphazard, it doesn't ring true to me.
Well, I like Dimp's games (at least up to Colours).It was unusual, but a nice addition IMO. Sonic games had suffered from the Dimps school of level design long enough.
I see we have entered the Sonic CD bashing stage of the thread.
It has the best level design in the series, if you want to get the good ending. Extremely challenging and intricate. All about exploration and discovery.
Most people don't seem to care about playing the game properly. That's fine. Life is short. But, when people describe the level design of the painstakingly thoughtful Sonic CD as in any way arbitrary or haphazard, it doesn't ring true to me.
Sonic CD is a garbage Sonic game. There are lots of blatant issues with it. But I still enjoy playing it, because its so different.
The level design is atrocious, its like those 90's level makers I tinkered with. Slapping objects here and there and some spikes there and be done with it. It hardly makes sense. The gameplay, the spindash, is bad too. Taxman didn't implement the Sonic 2 spindash for nothing. Because the original is shit. The peel out makes no sense as the game isn't about building momentum at all. That move would've made more sense in Sonic 2 or 3, though it would probably break those games. Its probably been thrown into the dumpster for a reason.
What I like about Sonic CD is how different it is, and the fact you could time travel to the past and get very peaceful future stages. However, whats the use of the Future signs? None. And again, this feature was better suited for Sonic 2. As Sonic CD has not many places you could build up speed. For that reason a lot of stages have springs opposed to eachother which makes the level design look dumb. In general, the time travel mechanic goes against how Sonic CD is designed.
The bosses are by far the worst and least challenging. The Metal Sonic race was nice on paper, but that level doesn't really flow nicely as well. I get that Sonic CD is more about exploration and finding posts and generators, and trust me its how I always play it, but the Metal Sonic race should've been more like it would end up to be in Generations.
Sonic CD ended up on a lot of GOAT shortlists and I can see why lots of gamers who tried it afterward are puzzled about this. Sonic CD is absolutely no patch on Sonic 2 but it being so radically different might save it somewhat. And the time travel mechanic is awesome (if it wasn't implemented so poorly).
In Super Mario games, falling off a platform does not necessarily mean death either. There are levels where it does, but even in harder levels, like SMB3's e-Reader level Para Beetle Challenge, which is all about "make a mistake -> die", this is not always true, in fact, in the beginning, there are always the clouds protecting you from death. Also, the funny thing is, when Sonic gets more demanding wrt pits of doom, people cry like crazy, the bottomless pits in the Dimps games made so many people furious. Same for Unleashed, to the point that Sega felt forced to add warning signs in Generations...
Let me tell you this about Ducktales: I beat Ducktales 1 without any problems on my first try (two years ago, at age 27), but when I first played through Sonic 1 (at age 15, so not as a small child) it took me three tries. Sonic 1 definitely is not that much easier than Ducktales 1.
In Super Mario games, falling off a platform does not necessarily mean death either. There are levels where it does, but even in harder levels, like SMB3's e-Reader level Para Beetle Challenge, which is all about "make a mistake -> die", this is not always true, in fact, in the beginning, there are always the clouds protecting you from death. Also, the funny thing is, when Sonic gets more demanding wrt pits of doom, people cry like crazy, the bottomless pits in the Dimps games made so many people furious. Same for Unleashed, to the point that Sega felt forced to add warning signs in Generations...
Let me tell you this about Ducktales: I beat Ducktales 1 without any problems on my first try (two years ago, at age 27), but when I first played through Sonic 1 (at age 15, so not as a small child) it took me three tries. Sonic 1 definitely is not that much easier than Ducktales 1.
Warning! Bad Level Design!
This makes bottomless pits essentially impossible even if they wanted them except on the lowest tier of the maps. So with Sonic, rather than instant death, you often get inconvenienced.
From Dimps I only played Sonic Rush 1 on DS as I was told how good it was and how Sonic was finally back.
It was dog shit. Hold right, and jump over pitfall. The bosses had to be the worst ones in existence. I thought 'what am I not seeing?'. That game's level design was nowhere near the likes of say, Hydro City, Ice Cap or Flying Battery. Its just sad that such a game was considered good, said a lot about the perception of Sonic in general I think.
Well I guess I also beat both Sonic 4 games and they were by Dimps as well. They were shit.
But you seem to find just being inconvenienced as not too big a deal because it pushes you to get better. I think it shows that your actions rarely matter. And I can't say with a straight face that your actions not mattering makes a good game.
In Sonic CD, I usually did both. So I collected all gems and I destroyed all generators. I think it was a trophy on the PSN version, even.
And yeah, if you can collect the stones early on, you can go to the future and not be bothered by enemies. Which is a good reward for your hard work (and those damn hitboxes on ufos).
Exactly my point.
But you seem to find just being inconvenienced as not too big a deal because it pushes you to get better. I think it shows that your actions rarely matter. And I can't say with a straight face that your actions not mattering makes a good game.
Also, I happen to sometimes prefer the low tier of Sonic levels depending on the stage.
Same story. Bought it on DS. Was doo doo.
A platformer where death is rarely a problem when you fall from platforms isn't a very good platformer at all.
I hate Sonic's floaty jump.
I will not go as far as "bad game." The description I will go with is that Sonic was good when it was released but did not hold up.
This video by ChaseFace is very entertaining on analyzing the game's gameplay. Check it out.
Calling Sonic 1 bad is like calling Uncharted 1 bad. All it does is make you look like someone who doesn't appreciate progress.
Sonic 1 is actually a bad game.
[Citation needed]
Alex Kidd in the Enchanted Castle is a mediocre game.
Zool is a mediocre game.
Chuck Rock is a mediocre game.
Sonic the Hedgehog is significantly better than any of those games. Therefore...
Sonic the Hedgehog is a bad game.
Whenever this kinds of threads come up I feel like I live in opposite land. I grew up with Sonic and the Mega Drive...