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Why is this stage disliked so much?

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Why is this stage disliked so much?
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>>3506552
I suppose abysmal framerate on some areas and sloppy physics didn't help too much. You can only appreciate WW by playing the remake imo.
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>>3506552
All you do is hold right. It tries to be a diff. Stage with its verticality but I imagine most people play it like a normal Sonic stage, beat it in 50 seconds and denounce it as terrible
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>>3506552

too much wackiness
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The level layout is...unique, to say the least. I actually really like it but it's basically the antithesis of traditional Sonic level design, the point where most people turn off the game and start shitposting on /vr/ about how overrated it is. The one flaw for me is the lack of straight paths as it makes it REALLY tricky to get enough momentum to time warp, especially on the original PAL version where you need to run for like three seconds more.
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>>3506552
Shit level design, and an awful gimmick.

The boss was one of the more interesting ones in the game though, but that's not saying much.
>>
>>3506552
too much work
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Imagine a Sonic stage where if you fall down, instead of going to a lower path you hit a dead end and have to climb straight back up to where you were to keep going.

Now turn it upside down

That's Wacky Workbench
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>>3506552
It's actually pretty clever.

They wanted to invert the difficulty of the higher and lower paths.
But they forgot to remove the deadends from the upper path.
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>>3506552
>Wacky Workbench III: Zone 1

So which is it, the third Wacky Workbench or the first Wacky Workbench.
That misleading title is bullshit and the stage deserves the hate on those grounds alone.
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>>3506606
all the stages have that III. I don't understand why.
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>>3506608

because Sonic CD is the real Sonic III
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>>3506614
It's the only real Sonic 4. The "Sonic 3 is bad" meme needs to die before people start to actually believe it without bothering to play it themselves. It's a contrarianism announcement at this point.
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>>3506628

But it was released before Sonic 3.

Sonic 3 should never have been released separated from Sonic & Knuckles, and 3&K would be the real Sonic 4.
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>>3506632
I keep hearing this and never understand it.

Having elements unique to each zone is a gimmick? I think it makes each level memorable and keeps the game interesting.
>>
Because people think Sonic has to be GOFAST ALWAYS and can't play actual challenging platformers.
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>>3506608
they're just there for style
but someone should have noticed that it looked like a III at some point, blah

>>3506632
>Too many gimmicks that hinder the flow of gameplay.
Like what?

The most egregious gimmicks in 3 are the tops in Marble Garden (which are still kind of cool) and the CNZ barrel, and only in that one locked room (where it stops you and you have to go up/down for a bit).

That's it.

S&K is slightly worse off than S3 in that regard (MHZ's pulleys and swings, SZ act 2's ghosts, DEZ's slow ring running things), but I also think S&K has slightly better stage design overall.

The gimmick argument has always been pretty retarded.
>>
>>3506630
Well son of a bitch, color me stupid. Never even looked it up.
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>>3506694
I think the most popular explanation was that it took place on an island, therefore it had water. The weird thing is the utter lack of water in the S&K stages.
>>
>>3506694
>Ice Cap's snow
The things that go poof when you spin through them?

>Launch Base's elevators
You hop in, 3 seconds later you hop out.

>these things in Lava Reef.
I always thought those were cool. Same with the wheels in Marble Garden.

Literally nothing worth bitching about. It's still a platform game. You don't have to be running full speed all the time.
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>>3506681
>The gimmick argument has always been pretty retarded.

This. Those very gimmicks did nothing for the game's flow for me, as a kid or today, and kept the game entertaining.

Earthworm Jim 2 did something similar and it worked just as well.
>>
>>3506694
>Also, what was Sonic 3's obsession with water? Every zone had it except Marble Garden.

They changed the level order midway development, causing all water levels to be at the beginning.

Originally Flying Battery was supposed to go between Marble Garden and Icecap. You fly up into it with Tails and at the end the door you kick down becomes your slide in Icecap.
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>>3506720

Stop the autism australia.
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>>3506717
Sure, if you played the SNES version. And that bonus level isn't doing your argument any favors. That shit was fun.
>>
>>3506745
That sounds incredibly subjective. I had the attention span of a gnat and it was neither of those things.
>>
Reminder that ALL of Sonic CD is bad. Not just these levels.
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>>3506737
>levels with great flow

More or less.

>fantastic aesthetics- Sonic 1, 3 and CD are simply too drab by comparison

Not in your life time.

>introduced the spindash, the most useful ability in the franchise

And there are people who can't play Sonic 1 without the spindash, so it wasn't really that much of an accomplishment.

>most enjoyable bonus stage as long as Tails doesn't troll you

That's not Blue Sphere.

>wonderful music, the best score the series has to offer

haha It's good, but it's no SCD JP. Even S3&K could at least be on par.
>>
>>3506614

Sonic CD is the real Sonic 2, if anything. They were being developed at the same time, on different sides of the planet with very little communication between the teams. They both intended to be a 'sequel' to the first game, as they weren't sure which would release first. The spindash for instance was added late and the CD team only had an explanation over to phone to go on, hence why it behaves totally different to the spindash in 2.
>>
>>3506801

Definitely, I think that's what SEGA intended though - they sent the meat of the team to make Sonic 2 and the younger, quirkier interns to create CD. 2 is definitely the legit sequel but both were built from 1, Sonic 2 quite literally. Had CD hit it's planned release date of March '93 it would have came out just four months after Sonic 2, SEGA probably pushed it to the end of the year to create the illusion it was the 'next' game in the series and that they'd been developed in sequence. The confusion still lives on today.
>>
>>3506606
Possible sarcasm notwithstanding I always disliked that part of the visual.
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>>3506694
What about those weird platforms on swinging arms that you need to dash into like 6 times in a row for no reason then never see them again?

I'd honestly include the ziplines and snowboard, considering how completely pointless they are when sonic moves the way he does normally.

A surf board would have barely made sense yet still, wouldn't have been as cool as just running on water to begin with.

>>3506707
>Literally nothing worth bitching about. It's still a platform game. You don't have to be running full speed all the time.
I think the problem is that it stops and breaks up the gameplay so you can do literally only exactly the inputs you're asked to do, being the equivalent of a QTE or fetching a key in an empty area when you're playing something like Resident Evil. It's basically not a game, it's a chore, and this is only magnified when you're pressing a button to power a stupidly designed elevator that has no reason to be there in the context of the game's plot.

As much as I find the ziplines and snowboard uninteresting, I can at least forgive them for not being boring and stupid.
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>>3506552
Shit is wack
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>>3506717
why don't you go fuck yourself. EJM2 was better than the first one. It made EJM1 a pile of shit.
>>
Like most Sonic CD stages if you press right to win, it sucks. You're supposed to explore the levels for machine generators and metal Sonic holograms.
>>
>>3506552

all the stages sucked.

There was no speed, except for parts you had no control of. Just clunky platforming
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>>3506903

It baffles me that people try and play it as a regular Sonic game, wouldn't you stop and try again after the game telling you that you suck at the end of every stage? The exploration part of it is fun, the 'finding place you can teleport' part is cumbersome. Especially in later stages when there's barely any room.
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>>3506552
Annoying as fuck to time travel but that's about it from me.
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>>3506552
Idk man no one had a sega cd
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Bouncy floors and damaging background objects.
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>>3506885
>being the equivalent of a QTE
No, a QTE is a cutscene that pretends to be gameplay.
Those mechanisms that "force" you to spin on them are platforms. They serve a purpose.
I guess you could stand on them and wait for them to bring you up, but that's more boring than a real QTE.

>or fetching a key in an empty area
What? There are no "key fetching" parts in sonic. The closest you get is a button switch.

>pressing a button to power a stupidly designed elevator that has no reason to be there in the context of the game's plot.
>stupidly designed elevator
Again, it's more involved than standing on a moving platform.

>that has no reason to be there in the context of the game's plot.
What? Robotinik probably put it there. Not like it matters, who cares this much about the plot of a platforming game?

>I can at least forgive them for not being boring and stupid.
I wish I could do that for you, but this was irredeemably stupid.
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Because it's not Chemical Plant Zone.
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>>3508126
Just jump on a spring or shoot up a 90 degree curve

Your reading comprehension is also terrible stop doing drugs you fucking failure
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>>3506771
Nah, they were nothing special.

Stardust Speedway and Collission Chaos were probably the best levels in the game, the rest was all meh.

Metallic Madness was okay for the first act, but a ridiculous joke for the second one (take a wrong turn once, and you won't have time to finish the level).
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Just don't go to the bad future whatever you do, there's fuck all Past signs to be found and practically nowhere left to time travel.
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>>3506737
>wonderful music, the best score the series has to offer
not Sonic CD JP/EU
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>>3506563
>basically the antithesis of traditional Sonic level design
In Sonic games you always get the slow route if you're shit. You can zoom through the whole level without getting bounced once
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>>3506632
Like the screws, warpers and bouncers in metropolis zone? The cannons in Oil Ocean? The everything in Casino Night?

Every single sonic game is full of elements that stop the 'flow' of the game. They're platformers, not infinite runners.
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I am replaying CD and I just beat it. It's annoying but not hard.

>>3506608

What is with the III anyway?
>>
>>3507173

In regular Sonic games I don't even get the Chaos Emeralds. I'm lucky if I even see a Special Stage, nevermind beat one.
Thread posts: 49
Thread images: 4


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