Part 1: [link]
Part 2: [link]
Part 3: [link]
Part 4: [link]
Part 5: [link]
Part 6: [link]
Part 7: [link]
Part 8: [link]
Part 9: [link]
Part 10: [link]
Part 11-1: [link]
Part 11-2: [link]
part 11-3: [link]
Part 11-4-1: [link]
Part 11-4-2: [link]
Part 11-5-1: [link]
Part 11-5-2: [link]
Part 12: [link]
Lost world special:[link]
Part 13-1: [link]
Part 13-2: [link]
Big one. Talking about the level design of all Sonic platform games. Jup.
Going to split it up in some parts tough, footage makes the files heavy.
Footage used from Sega- capcom-accolade-Monolith-Konami-Apogee.
Thanks to Alex as level design consulant.
I have to be honest, I didn't play Sonic CD very thoroughly during my research, and when I played it as a kid I just plowed troguh it, so I never noticed anything like that.
Might take a new look. At the moment, all I remember is often getting stuck between 2 bumpers knocking me all over the place.
yeah, it was either that or Angry Birds for a whole week. and I played the android version which ran at a constant 60 frames per second. and considering touch screen controls, the later quarter of the game got very maddening and I never even bothered with the special stages.
It doesn't deserve the hate it gets for being too platform focused and slow, but it certainly isn't the best game in the series.
Just Kidding I really do love the game to call it my favorite of the series but I do have the same problems you do. It's equally infuriating considering the core function is traveling through time and the way to do so is to keep moving at a steady pace without stopping. I remember vanilla CD had collision detection problems which fucked me over and I recently began playing the re-released version on PSN which is......slightly better but not perfect. It's still playable but the criticisms aren't wrong.
I tought it was one of people's favorites.
Sigh, people's opinions about each game changes everytime.
Altough, it's probably becaue there's at least 3 diffrent Sonic fan factions.
Kinda reminds me of Sonic CD, it has less a rhytm or logic and is more ideas and gimmick based levels.
So I suppose they would count as the Sonic adventure 1 kind of level design, only 2d.
Both Chronicles and Robo blast don't fit in any category here, both being wide open and not having many complex platform elements. More Mario 64 with a super fast Mario then any of the categories here.
I'd like the idea of a Mario 64 esque Sonic game.
I recognise them very quickly too, even when they just type, heh.
I consider Rayman 2 to be one of the best 3d platformers of all time, while Rayman 3 is one of the most boring 3d platformers of all time, so he's hit and miss.
But what I remember from Rayman 1, and the 3 levels of Origins I played, while Rayman is extremely tough to play, I do feel it's mostly my own fault when I died, so the game does feel fair. And it did have a good pacing. And it does use the speed as part of the challenge, rather then have the speed only complicate the challenge. So who knows what kind of cool Sonic game Ubisoft could cook up.
Maybe I didn't catch that correctly, but you may have missed one more argument why platformer games are not meant to be only focused on the speed itself. It is not just that there are many examples of games that do not do that (including some of the Sonic games), but it is technically impossible.
How can you be propelled very fast forward in 2D game and still "playing" the game? You see Sonic in the middle of a screen... A screen with a very small resolution. Player can see in all directions only very limited distance. That is like 6 to 8 times Sonic's height? How come that hero who can supposedly run faster then a speed of sound will be able to react to anything? Such a small distance you can see will be at this speed (or even a lower speed which is present in some games) overcome in fractions of second. So you are telling the player: go wild, run as faster you can. But if you overcome 10 screen lengths in a second, how can you possibly play that game? Either is the level designed to play itself, or it is making you react in superhuman speed. And not just that, you can't possibly react if you are falling into a hole or a trap. You must believe that either direction you choose, you will never be punished for that (unless you remember the whole level, then you can choose right).
And since I am the person who enjoys the speed gameplay, I must say that I could never ever play the old 2D Sonic games and have the same feeling or the same experience. It's in fact a completely different gameplay. In 3D, you can see miles in front of you if you have an open space. In 2D you can't. It almost sounds to me, that those who only want to play the 2D platforming style of his games are in fact denying who he is - or who he was made to be after it was decided that he is the fastest thing alive.
The only games you're really describing with this complaint are teh rush games. Or specifically the first, Rush adventure had slightly more damage control.
I kind of miss the Red Hedgehog.
I have to stop being a fangirl... I can't help it...
as always, your movies makes me think, I never though about level desing, it's true, sometimes I feel that something is missing in sonic games, maybe is that about that balance between whee funny speed parts and the challenger parts...
Also missing are clearer set piece segments.
Generations was pretty good in level design regards, anyway.
well... I'll play generations again to see the desing of the levels again
(Looks it up)
Oh wait, I did watch a few of their video's. No idea it was a series, tought it was just 3 or 4 little essays. They're pretty interesting, yeah.
also nice dissecting. gotta go check out part two
Honestly, I like the Adventure games best in how you control Sonic. I always feel in control and knowing what I'm doing to do. It's the most like a platformer, I guess?
Sonic adventure 1 has a lot of interuptions or genre shifts during the levels, that didn't bother you?
When I think of the old 2D games, I think of myself trying to go fast and running into things, getting hurt, and slowing down. When I think of Sonic Adventure, I think of myself constantly moving and accomplishing something. It could be that the Adventure games are easier and that's it, I guess.
I'm currently playing Donkey Kong Country Returns at the moment, & I am quite impressed with its level design where you can study the environment, looking out for secrets & collectibles & thinking if its physically possible to get it. And its interesting to note how to make a platform game harder by making 95% of the level bottomless or lava with teeny tiny platforms or ropes.
also, props for using footage of Claw, I've been trying to hunt that game down for years..till I used Ebay XD.
It's not brought up in script.
Yeah, hated just using megaman and castlevania footage when I could honer a couple more rare platformers instead. Soundtrack of captain claw rules.
Something that also makes the right impression for a level would be the background music.
is there a chance you'll be talking about that as well?