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So /vr/, why is Sonic CD so highly regarded? The gameplay encourages

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So /vr/, why is Sonic CD so highly regarded?

The gameplay encourages exploration to get good futures/50 rings to get Time Stones, yet encourages you to gotta go fast.

Who the fuck even wants to go to the bad future or good future other than to listen to music?

Why is the JP/EU soundtrack superior to the American soundtrack? Seriously, the American soundtrack is too tryhard trying to make Eggman seem serious, the rest feels like elevator music I expect to hear at K-Mart.

Then a very disappointing final boss to boot.
>>
Different stokes for different folks, man. It's my favorite Sonic game.

>Awesome soundtracks
>Best special stages of the series
>Very surreal feel and great artwork
>The time travel mechanic is interesting but not pushy - it's not necessary to beat the game as a whole

I understand some people don't like how the levels kind of fuck up the speed, but I think half the fun is figuring out what routes will give you the most speed to get optimal time travel results. The exploration and finding the generators vs. running out of time is really fun to me.

Plus even with its' own surreal feeling, it's still the closest game to Sonic 1, which I liked a lot too. I think it's completely understandable if people don't like it, it's enough of a departure from how Sonic 2 took the series that it could be pretty jarring.
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>Who the fuck even wants to go to the bad future or good future other than to listen to music?

The bad future is more like a punishment, since there's more enemies than in past or present. You aren't supposed to go to the future without having destroyed the generator in the past.

The good future is there just for fun, I guess. Besides the music, the landscape changes so you can access some sections that were previously blocked (you see those rings stuck into walls on present levels? they are available on good future). Good Future levels also have no enemies whatsoever (although they still have hazards), and more rings, so it's good if you want to gather rings, too.

The HD remake by Taxman kind of fucked that aspect of the game however, as the timer no longer resets when you time travel. Most likely finding the time generator on the past will take you more than 5 minutes unless you already know the levels by heart. Then going back to the present, and then finding another post and travel to the future again, if you really want to explore the levels, you won't have enough time with just 10 minutes. The original Sega CD version makes the timer reset back to 5:00 everytime you time travel, so you can stay on the same level for as long as you want (or as long as many time posts there are) without having to worry about time over.
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>yet encourages you to gotta go fast.

Cool trool thread OP
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>>2830738
>Why is the JP/EU soundtrack superior to the American soundtrack?
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>>2830738
>why is Sonic CD so highly regarded?
it's not, it's a meme that it's the best sonic. the best is clearly 3&k.
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It seems to be pretty love it or hate it rather than universal praise. Personally I think it's the best one. I love the focus on exploration and working out the optimum route to travel in time. I can see how someone who wants to play the game to rush to the end of the level ASAP would dislike it, but it sets out to do something different than the other 16 bit Sonic games and I think it largely succeeds. The last boss really is rubbish though.

It's funny, the 2 Sonic games I didn't have as a kid are CD and 3. And CD is my favorite and 3 is my least favorite.
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>>2830848
>3 is my least favorite
Why?
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>>2830836
it's especially a problem in CD. the enemy placement is pretty bad to boot
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>>2830836
>>2830839
>anything I don't agree with is a troll

Stop it.

>>2830847
>it's a meme

Stop it.
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>>2830850
I love Hydrocity, Ice Cap and Launch Base but I think Marble Garden and Carnival Night let it down a bit. I still like it a lot but I think it's an 8/10 whereas the other are 9/10. But I know I'm in the minority as most people seem to think 3&K is the best.
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>>2830856
3&K does have a lot of clunkers but i always liked it's smooth zone progression unlike the other ones where you just kind of show up in new areas
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>>2830856
>>2830860
Marble Garden and Carnival Night aren't that bad. Sonic 2 has far more "clunkers". The second half of the game is almost unplayable for how boring it gets. Hill Top, Metropolis, Sky Chase and Wing Fortress are total chores to play. Metropolis might well be my least favourite zone in the classic era.
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>>2830874
i liked hilltop and sky chase was interesting for at least trying to change up the gameplay. metropolis is all around shit and wing fortress has too many pits though yeah
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>>2830874
Nigga are you me? I fucking hate the game past Casino Night.
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>>2830853
It's not a matter of disagreeing, though. I'll concede that the large stages would imply haste, but anyone that's played a classic sonic game knows otherwise. It's not about "going fast", it's about exploring.
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>>2830738
In my interactions, the majority of those who regard Sonic CD on a pedestal seems to be non-fans of Sonic to begin with. It seems just like a badge to appear cool in their minds, trying to go with the mixture of classic + exotic.

In my opinion it's easily the worst of the old sonics (spinball, handheld titles and 3D blast excluded). But it has cool atmosphere and music (JP/EU for me). Still shit to play.
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>>2830906
>but anyone that's played a classic sonic game knows otherwise. It's not about "going fast", it's about exploring.
LMAO what? i think youre the one who's never played a sonic game here. outside of some little secret areas in 3&K and CD there's none of that shit.
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>>2830918
Right, you just magically know the fastest way through each and every level. Riiight.
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>>2830874
>>2830890

Yeah, me too. Only stage I liked from the second half is Oil Ocean.
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>>2830921
punishment for not knowing the level with an alternate shitty path isn't rewarding exploration. it's the opposite actually. and so are fast movement mechanics, you know, the primary mechanic of the whole game.
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>>2830927
>fast movement mechanics, you know, the primary mechanic of the whole game.

I fucking KNEW it was you. The "primary mechanic" is momentum control, NOT speed. The speed was purely for marketing, and conveniently provides an incentive to learn the levels.

>punishment for not knowing the level with an alternate shitty path isn't rewarding exploration

You mean, "knowing the faster path and being good enough to use it over the normal path is a reward for exploration." It's a matter of perspective.

The only reason why you think the longer paths are "shitty" is because you never bothered putting momentum control into practice, you're quite literally trying to go as fast as possible without considering that it might be faster to plan your route and move with finesse.
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>>2830890
If you rate 3&K the best then we might well be.
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>>2830961
>The "primary mechanic" is momentum control,
so, speed??
>The speed was purely for marketing, and conveniently provides an incentive to learn the levels.
i'd argue the whole design philosophy for the games were based on marketing
>The only reason why you think the longer paths are "shitty" is because you never bothered putting momentum control into practice, you're quite literally trying to go as fast as possible without considering that it might be faster to plan your route and move with finesse.
this doesnt have much to do with my experiences with the games. i'm thinking about shit like the lower path in green hill zone where the obstacles seem to be a bit more close together and punishing compared to the top path which is a bit more challenging to get too. it's not necessarily that the game doesn't try to reward players for "exploration" (using it lightly) it's that its game mechanics seem to contradict exploration so a lot of times players end up taking the worse path without even knowing there was a better path at all.
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>>2830972
>too
*to
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>>2830972
>Speed = Momentum

Go back to high school

>i'd argue the whole design philosophy for the games were based on marketing
>I don't understand what mascots are for

The MD/G is fast. Make a fast character. Marketing.

>i'm thinking about shit like the lower path in green hill zone where the obstacles seem to be a bit more close together and punishing compared to the top path which is a bit more challenging to get to*.

Wow, it's like they're trying to incentivize going faster by getting better.

>it's that its game mechanics seem to contradict exploration

You mean, "going fast" makes it hard to explore? Gee golly I wonder why!

In all seriousness though, momentum control actually lends itself to exploration. Not that you would know that, of course.

>so a lot of times players end up taking the worse path without even knowing there was a better path at all.

Yeah, no. There's tons of bits where you catch a glimpse of a later part of the level, or implies that there's more to be seen instead of just holding right to win. It's not like you can only play sonic once.
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>incongruous level design that is like a 12 year old fucking with a level editor
>lame-ass bosses
>slow down
>colour scheme that resembles technicolour puke
>shitty unwieldy time travel gimmick
>near unplayable terrible bonus levels
>not one but two lame and cheesy not to mention badly dated soundtracks that sound like a poor man's 1990's dance rave
>inconsistent and utterly forgettable zone themes
>a confusing mess of a game that was heralded as the best sonic ever by hipsters because the average joe never played it first time around
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>>2831027
Y'know it stops being funny when you try so hard.
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>>2831006
wtf the challenge in literally every speed-based game is keeping momentum. why are we differentiating here?
>I don't understand what mascots are for
..yes i do.
>The MD/G is fast. Make a fast character. Marketing.
exactly.
>Wow, it's like they're trying to incentivize going faster by getting better.
and my point is these are hard to notice at all.
>You mean, "going fast" makes it hard to explore?
exactly. dont even try telling me that going fast and maintaining that momentum wasn't primary when a lot of the obstacles in the game are only overcome with speed. stopping to look around for alternate paths is kind of contradictory.
>Yeah, no. There's tons of bits where you catch a glimpse of a later part of the level,
wtf how do you even do this in a primarily horizontally designed sidescroller? genuinely curious but it kinda looks like youre making up even more shit about how the games work
>just holding right to win
i never said that's how sonic worked or how it should work
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>>2831040
he's right with most of those
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>>2831046
>he
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>>2831048
sorry?
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>>2831043
>the challenge in literally every speed-based [you mean "rewarding"] game is keeping momentum

Velocity =! Momentum. Go back to high school.

>exactly.

No, not exactly. Just because he CAN go fast doesn't mean new players SHOULD. You say "the whole design philosophy" without realising how incredibly vague that is; "the whole design philosophy" was about _rewarding_ the player with speed, not outright giving it to them. That's boring, and by extension bad design.

>and my point is these are hard to notice at all

Sure, that's why you noticed them. You can play sonic more than once (and I'll expand by noting the price of carts again incentivizes repeat playing).

>exactly.

Not exactly, I was being facetious. My actual point was underneath.

>dont even try telling me that going fast and maintaining that momentum wasn't primary when a lot of the obstacles in the game are only overcome with speed.

>momentum control actually lends itself to exploration.

Oh look we agreed for once.

>stopping to look around for alternate paths is kind of contradictory.

Oh jesus christ. Did you ever consider that finding a better starting point to have more momentum at said obstacle is considered "exploration"?

>wtf how do you even do this in a primarily horizontally designed sidescroller?

I dunno, how about including my whole point instead of stopping on a comma?

>or implies that there's more to be seen

In Green Hill Zone, there's a section just before the first loop that has a rising floating platform. And if you missed that one (probably by going too fast) there's another one just before the first S-tunnel.

In Chemical Plant Zone You literally see two interweaving pathways and are given a choice between the two.

>i never said that's how sonic worked or how it should work

Right, because you get speed by not holding right. I believe that.
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>>2831087
https://en.m.wikipedia.org/wiki/Momentum

Dude wat. Okay. Its linearly proportional to your velocity vector.
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It's okay OP, nobody seriously prefers CD to the Genesis trilogy aside from a loud hipster minority.
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>>2831101
Yeah. It's not the same.

Velocity is a part of momentum. Claiming sonic is about velocity is ignoring that he weighs anything ingame.
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It really doesn't encourage speed very much at all, you gotta keep in mind it was in development the same time as Sonic 2 and is arguably more of a 'proper' Sonic 2 as it had the lion's share of the original devs. Exploration and puzzle solving is far more emphasized than speed and you need to 'unlearn' a lot of what 2 and 3 taught you because of this, spin-dash mechanics being the obvious example. When you approach the game this way you can enjoy it a lot more.
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>>2831105
I do.
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>>2831124
I'm sure you do, son.
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>>2830826
This, Sonic 2 really took the series in a different direction and, being the most successful game on the Genesis and probably the most popular of all Sonic games, came to really 'define' the Sonic game. CD was a divergent title developed at around the same time, meaning it was another team's decision on how to take the series into the future.

Personally I think that CD should have been the model for future Sonic. It certainly would have helped it from becoming the straight-line theme park of pointlessness that was to be the future of the series if the games had instead veered toward the path of openness and exploration a la Mario.
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>>2830874
agreed, I think I actually like my Sonic games shorter or in smaller bursts. Sonic 2 is just too long, it gets pretty boring.
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>>2831243
>Not pausing and leaving the console on all night to take a break

It's like you've never played retro before...
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>>2830738
The music is fucking fantastic. Other than that it's pretty shit compared to other classic Sonics.
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>>2830738
Stardust Speedway is such a mess.
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God Tier:
Quartz Quadrant

High Tier:
Palmtree Panic

Mid Tier:
Collision Chaos

Low Tier:
Stardust Speedway
Metallic Madness
Tidal Tempest

Shit Tier:
Wacky Workbench
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>>2831087
anon have you only played sonic 1? if the whole purpose is to reward momentum then it's a damn easy game since you can go top speed just holding down and pressing a a couple of times.
>In Chemical Plant Zone You literally see two interweaving pathways and are given a choice between the two.
ok? this gives you zero information about what's ahead or which path to take. it's not hinting at a later part of a level, it's just a confusing faux-choice.
>Right, because you get speed by not holding right. I believe that.
are you really arguing with the strawman you made of me last post? do you really think "holding right to win" is how sonic works after giving me all of this shit? you make no sense. typical sonic fanboy
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>>2830738
>Seriously, the American soundtrack is too tryhard trying to make Eggman seem serious
Ugh. This perception of "Eggman" is the fucking problem, and it's why I hate that shitty, cutesy Japanese weeaboo name.

"Eggman" is a fat pussy who rides around in a goofy car and is routinely destroyed by the cool American Sonic the Hedgehog, who is never the least bit troubled or worried about destroying the foolish Eggman who is not even a threat.

Dr. Robotnik will FUCK YOUR DAY UP. Listen to the music from Sonic 2, or Sonic & Knuckles. Compare that to the gay-ass shit from Sonic 3. Robotnik will kill you and he will laugh about it. He enslaved all your friends. He will destroy your world. And he will stop at nothing to do it.

If you see Robotnik, you're fucked. If you see Eggman, you laugh.
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>>2832430
barring all of this the sonic games are still p boring mechanically anyway.
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>>2830738
>The gameplay encourages exploration to get good futures/50 rings to get Time Stones, yet encourages you to gotta go fast.

You explore to learn the stages and figure out the best way to go fast to time travel.
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I liked how after each boss you could run and break the capsule containing the animals while maintaining speed. I always bothered me a little bit how you had to slow down and carefully jump on top of them in the other ones from around that time.
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>>2832442

Ever hear of the Sonic Hedgehog protein? It plays a role in one of the signalling pathways in the brain. The people behind it named it that after the character in the game.

They have also discovered something that blocks the Sonic Hedgehog gene from functioning properly, so the scientists called it Robotnikinin.

My point is that don't worry, you're not the only one who knows what the guy should be called.
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Stardust Speedway is one of my favorite levels in any Sonic desu. Surprised to see hate for it.
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>>2832442
i always thought eggman was supposed to be some kind of engrish insult from sonic
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>>2832495
it thinks youre impressed with all the insane loop-de-loops but it's actually just kinda boring gameplay-wise. chemical plant kind of had the same problem in sonic 2

the boss fight was interesting though and is one of the only ones that really compliments sonic's movement
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>>2831269
I don't really like Sonic enough to care about finishing 2. Only games I ever left on to beat (in memory) are Mega Man and Batman.
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>>2832430
>reward momentum
No, speed is the reward. Y'know, because you're trying to race through the level as fast as you can handle.
>it's a damn easy game since you can go top speed just holding down and pressing a a couple of times
Officially missed the point.

>do you really think "holding right to win" is how sonic works after giving me all of this shit

No, that's why I'm criticising you for it. You're oversimplifying the process of going through a level, so I hyperbolized.
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>>2832628
>No, speed is the reward. Y'know, because you're trying to race through the level as fast as you can handle.
ok so outside of 1 it's a damn easy game since you can go top speed just holding down and pressing A a couple of times
>Officially missed the point.
obv i understand there's more to sonic's challenge than moving right. the thing is for new players a lot of times these obstacles are in places new players cant see coming. you can pretend this was the point of the challenge but sonic team was clearly dissatisfied since they added the spin dash which completely got rid of the mechanic of gaining momentum anyway
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2 > 3 > 1 > SnK > Triple Trouble > Chaos >>>>>> CD >>>>>>>>>> Chaotix
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>>2832641
2 is overrated trash.
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>>2832651
Thanks for sharing your insightful opinion with us, hipster faggot.
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>>2832671
not him but 2 gets a little bad once you get to mystic cave. plus it has the worst enemy placement next to CD. 3&K is easily the best imo
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>>2832671
The game becomes trash after Casino Night and you know it.
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>>2832675
The only objectively bad part of later Sonic 2 is Metropolis and that's only because the mantis bots are memoshit.
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>>2832651
Fuck you
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>>2832674
>3&K is easily the best imo
I can understand putting 3&K over 2 but I disagree, I didn't really care for its bloated levels, the special stage was worse (halfpipe is best), and it had way too many stage gimmicks that crippled the game's flow, while 2 and 1 had a decent amount of gimmicks that didn't seem forced on you like 3&K's did. Also the shields totally kill any challenge the game might've had.

2 is, simply put, the greatest Sonic game of all time.
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>>2832702
>Actually defending Sonic 2 special stages
How low can you go?
>while 2 and 1 had a decent amount of gimmicks that didn't seem forced
Then what is sky chase?
>2 is, simply put, the greatest Sonic game of all time.
You sure convinced me.
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>>2832707
>Then what is sky chase?
A neat little autoscrolling level that gets referenced in several future Sonic games?

Also halfpipe was so good that Sega used it again in 3D BLAST.
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>>2832710
>3D Blast
>Good
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>>2832712
>implying I said anything about the main game
Gee, you CD fanboys sure are stupid. Enjoying your zones that arbitrarily end with no way of beating them forcing you to kill yourself?
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>>2832714
>arbitrarily end with no way of beating
dude what?
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>>2832710
halfpipe is a fuckin nightmare with tails behind you. for some reason they made him lose your rings if he ran into anything and his laggy-ass ai doesn't help
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>>2832719
metallic madness future, act 2, if you use up all the sign posts there's no way to warp back in time and the end of level area is blocked off with no way of progressing

if that's not proof sonic cd has shit tier lazy level design, i don't know what is
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>>2832720
Well in 2 Tails is pretty useless so you may as well just go Sonic solo.
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>>2832739
>if you use up all the sign posts there's no way to warp back in time
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>>2832742
he's somewhat helpful with bosses
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>>2832636
It's not about gaining momentum, it's about maintaining it; spindashing was added to allow for more complex and varied obstacles by reducing the approach distance needed for higher speeds (not to say that all obstacles require blistering speed, of course).

As for unforeseen enemy placement, most enemies are on the ground and can be destroyed by rolling. Rolling down a hill is faster than running.

Trial and error. So on and so forth.
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>>2832739

Sonic 2, Oil Ocean Zone Act 2: If you turn the Genesis off you can't finish the level

If that's not proof Sonic 2 has lazy design, I don't know what is.
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>>2833220
Apparently not.
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>>2830738
>The gameplay encourages exploration to get good futures/50 rings to get Time Stones, yet encourages you to gotta go fast.
You can do both. The stages aren't that big.
>>
Because the graphics are colourful, the music is catchy (in both versions) and most importantly, its fun.

What more could you want?
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>>2830738

what in the fuck are you talking about the US sountrack is kickass. who the fuck wants to hear some idiot go "HUEHUEHUE" in stardust speedway when the US version actually feels like a tense race against Metal Sonic?

and palmtree panic actually sounds like paradise instead of some sort of game show intro. and that bassline and smooth rhythm of tidal tempest. metallic madness showed you that shit just got real.

the only good JP song is wacky workbench.
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I didn't know this was considered a "hipster" game until I came to /vr/.
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>>2833291
>but but we will still have the JP past musics in our US soundtrack because lol why not XD

Lazy fucks. If your gonna change the soundtrack at least put in some fucking effort.
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>>2833296
>The only tracks in the original version that were left untouched were the "past" mixes, as they had been programmed into the game and would require a greater amount of effort to change than simply replacing one set of Redbook audio files with another.
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>>2833301
>would require a greater amount of effort to change
>So lets just do half a job XD
Typical
>>
>>2833295
It's hipster to claim it's better than the Genesis Tetralogy. It also came out on a more obscure platform. So, there you go.
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>>2833305
>It's hipster to claim it's better than the Genesis Tetralogy
I've seen people say that about Sonic 1 too.
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>>2832720
>for some reason they made him lose your rings if he ran into anything
Nah man he only loses the rings that he's collected.
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>>2832442
>>
>>2830738
>So /vr/, why is Sonic CD so highly regarded?
Because it's a fun game. Who would have ever thought
>>
>>2833314
well then they were a fucking retard, and not for their taste necessarily
>>
Hype culture kills.

I feel like it's lost a bit of regard lately since it became more readily available with the Taxman ports. A lot of people were probably disappointed when they finally got to play the allegedly "BEST SONIC GAME EVER RELEASED" and found it to be quite different from the other classic Sonic games. I know I was at least.
The graphical and map design clashes a bit with the other ones, but if you can get over that there's a fun game to be had. Some level designs are a bit questionable though. I dislike Wacky Workbench and found Metallic Madness to be a chore to play.
>>2831241
>Personally I think that CD should have been the model for future Sonic.
Didn't Sonic Adventure and, to an extent, Sonic Colours keep going in this direction though?
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I think Sonic CD was just some throwaway experiment sent to the Sega Mega CD to pad out its exclusives.

I also think that its scarcity is apart of its allure. Some may like Sonic CD the most because it was the one Sonic game they wanted to play the most but didn't get the chance to until much later.
>>
>>2830738
I don't know if I would say it's highly regarded
This game have is very divisive in the fanbase(some hate it,some love it)

It's one of the most innovative games ever(then again all of the original 4 games were very innovative especially 3&K)

I like the game for what it offers which is basically Sonic 1 being taken and thrown upside down(it's a nice concept and I like it but I much prefer the philosophy of the Genesis Trilogy)

It could have been better and I think it could have used 2-3 more zones at least

JP Soundtrack is tied with 3 & Knuckles for the best of the franchise

Overall I like it...not as much as I do Sonic 1,2 and 3 but it's still a great game
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>>2830856
>Like CD for exploration
>Hates Marble Garden which is basically the most "explorative" zone in the entire franchise basically

seems legit
>>
>>2831241
>Personally I think that CD should have been the model for future Sonic. It certainly would have helped it from becoming the straight-line theme park of pointlessness that was to be the future of the series if the games had instead veered toward the path of openness and exploration a la Mario.

Well I'm glad you don't work at Sega cuz you sound absolutely retarded

3&K did exploration far better than CD ever did
And Hirokazu Yasuhara knew Sonic's gameplay strengths far better than Ohshima ever did

CD was a nice experiment that worked decently but that's about it

Sonic 2 didn't create any problem at all
Sonic as a concept just doesn't work in 3D period
Sonic Adventure killed Sonic not Sonic 2
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>>2832442
Fuck off SATAM/Archie Comics Fag
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>>2832710
Half-pipe is the worst shit ever invented
Holy fuck...words cannot express my hatred for these special stages

Sonic 1 Mazes and Blue Spheres from Sonic 3 are way better than this shit
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>>2833424
>It's one of the most innovative games ever
the only innovative sonic game was the first one
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>>2833334
ok? still just as big a problem
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>>2833543
Not really because Tails is behind you and only picks up the rings you've missed anyway.
>>
>>2833554
then he proceeds to lose all of them
>>
>>2831241

Why is there this idea that Mario is about exploration?

In fact, I don't understand why people talk about how Sonic is simpler than Mario, which is literally an obstacle course from the left side of the screen to the right side of the screen.
>>
>>2833652
That always confused me too. If anything there's more to Sonic's gameplay because it adds the whole momentum thing whereas Mario has a run button.
>>
>>2833652
mario world is p explorative. like half of the levels are secret.

& the powerups, tense enemy encounters and overall level design is more engaging in mario games. all of which is lacking in sonic. if anything sonic is much moreso "an obstacle course from the left side of the screen to the right side of the screen."
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