Sonic 2 is objectively better than Sonic 3 & Knuckles because the level design rewards speed & memorization

Sonic 2 is objectively better than Sonic 3 & Knuckles because the level design rewards speed & memorization.
While Sonic 3 was a longer game there are more set pieces that interrupt gameplay and the level design is very stop & go.

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Sonic 2 has horrible level design.

Sonic 2 has more stilted level design, though.

Based. 3 fucking sucked.

Making blanketed empty statements without context is usually what Sonic 3 defenders do.
Hats off, user

Sonic 2 = Sonic Mania > Sonic CD > Sonic 1 > Sonic 3&K
You know im right

Best Sonic sprite right there.

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I feel like all the 2d Sanic games are stop and go heavy. I just wanna go fast but its hard sometimes.

Sonic 3 and Knuckles has better power-ups, bosses, sprites, visuals, music, character abilities...

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While Sonic 3&K does sacrifice speed, it makes up for it plenty in encouraging exploration through elemental shields and Giant Rings, which can give you 50 rings if you already unlocked the super/hyper form, which rewards memorization of the level far more than Sonic 2. Also, Sonic 3's sprite is better.

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mmmmm
Sonic Mania > Sonic 2 > Sonic 3&K > Sonic 1 > Sonic CD is the objectively correct opinion.

That would apply as git gud, lad.

Sonic Mania is very boring, IMO. It may just because we hadn't had a traditional 2D game in a while, or that Boost is unironically better.

>Boost is unironically better
Don't be autistic

Fuck off, classiccuck. Boost is better than, "Hold right to win" bs

Sonic 3 rewards speed in more ways than just going fast, such as through clever use of sloped terrain and well timed jumps to reach alternate paths and secrets. The level design is also more varied and keeps the experience fresh with well paced set pieces, and incorporates platforming more naturally, which further rewards mastery of speed and memorization.

Right about everything except the sprite part

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>Boostfags whine about Classic Sonic not being Hold Button To Win

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>Hold button to breeze through the level and enemies
>maybe one or two jumps to get on a platform
>occasional spikes
>turns to 2d platforming after 10 seconds
>Boast gauge never depletes

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Boost is holding a button down though

>Boost gauge never depletes
You've never played Generations or Unleashed, huh? This only applies to Colors(Not DS). Colors is a bad game, anyway.

Boost is good. It would be cool if they had a game where you could do both, good thing there's Sonic Generations (on PC with mods).

The boost games remind me of those mobile games where you run down an endless hallway for points, just with more level design variety?

Here's your proof, asshole.

Sonic CD is without a doubt the best Sonic game and a true masterpiece.

fucking augh

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Cunt.

I didn't like Generations 2d sections for Modern Sonic. They should've kept that to the Classic Stages. It's worse in Sonic Forces, though.

>fucking nothing
That's absolutely correct user

Cope, and seethe more, 3tranny!

>Hold button to breeze through the level and enemies
>maybe one or two jumps to get on a platform
>occasional spikes
I'm confused... this is classic Sonic or was about boostshit?

Get the fuck out
Don't shit up a decent thread with you're bullshit

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It never does in Generations, but at least the modern stage level design is good.

It can be said for both.

*your
;^)

Fuck off

I like that determined smile

Shut the actual FUCK up
.Stay mad, ClassicNigger

Exactly. Sonic's core problem goes beyond 2D or 3D.

See and fuck off. Only retards and contrariants defend that Zone.

this shit again
can't have a Sonic thread without this bait I guess
let's see which retard is gonna bite

How is "Hold button to win" better than platforming?

I initially hated Sonic's redesign in 3 as he wasn't as sleek and abstract as he originally was. They probably changed him so Knuckles' appearance wouldn't be jarring when putting the two side by side though.

3D Sonic games should have more sprawling hub like levels instead of point A -> point B levels. Keep the boost as a way to help mitigate any backtracking you might have to do, as well as tying it into a revamped parkour system from Lost World, and incorporating it into the rest of the momentum based gameplay. Make it so you can only regain boost by doing succesful trick actions (not scripted QTEs but more like they are in Advance and Rush) instead of getting it by killing enemies and etc.

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>rewads speed & memorization
That's the classic games for you, all of them, even Sonic 1.

The only thing I dont like in Sonic 2 after all these years is Sky Chase, because that shit is a drag since it is the same shit every time for 2 minutes and 6 seconds or something.

Sacrifice speed? You mean going offscreen?

That's Forces and some stages of Generations. Unleashed wasnt like that,where in most stages you had to jump a lot(like Sky Scramper), the 2d never felt forced and was fast paced, the gauge couldnt be spammed like Forces or Generations with certain skills on.
I never played Colors, but that seemed similar to the problems Forces had, probably because of Kishimoto.

Something tells me you're going to be really pleased in 2021 :-)

It's not as polished as 3&K's but you're fucking daft if you actually think it's horrible

The level design is terrible and doesn't even play like a decent slow paced platformer, which is already antithetical to the core thesis of Sonic. The time travel gimmick doesn't work and the levels are designed to limit your ability to maintain speed as much as possible while also necessitating the use of speed traps which eliminate the challenge of building up speed. Going into the future is a waste of time even when you do make a good future since by the time you find the robot generators there's no reason to explore the levels further and most of the time will be near the end anyway, and if you miss just ONE act without destroying the generator, then time travel is COMPLETELY pointless for the rest of that playthrough since you lock yourself out of the good ending via that method, same for if you get all the time stones, which does leave you free to travel to the good future, but only for half the levels in the game at best.

it goes Unleashed>Generations>Colors>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Forces

>people hate this stage because of slicers
>they dont know how to time the fucking jump over them
>hating the 3 acts when it's one of the best stages in S2 with alternative paths

>sprite

FUCK OFF /sthg/

>they dont know how to time the fucking jump over them
>timing precision jumps
>in Sonic the speed based platformer
Sonic's controls and physics don't even allow for precision platforming

The boost isn't compatible with a 'momentum based' game design. The whole point of the boost is to deemphasize the importance of using speed and momentum for maneuvering through levels.

>you made a typo, you lose!

More like they're often placed in areas that maximize the chance of players running into them to fast to react, or in corridors with low ceilings make it harder to jump over them

They do allow for precision platform, but the level design does not emphasize precision moreso than it emphasizes timing

If you really think so then we can just replace it with Boost Mode from Sonic Advance 2 where aftery you run awhile you'll go much faster depending on how many rings you have.

fucking zoomers i swear to god

Evening Star is surely gonna make another one
Right guys?

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Sonic 3 and Knuckles doesn't interrupt gameplay, it just slows it down sometimes. They're both extremely well constructed games, the "objectively" better one doesn't exist when they have different and both valid endgoals, and both meet those near perfectly.

I don't like that approach either, just because I find it much more dissatisfying to lose speed with that kind of boost compared to normal. The sudden and extreme change in speed and accelerating makes losing it more jarring, since there's a clear difference between being on boost mode and not.

Then you never got through Scrapbrain's zone top route. Or some parts of Metropolis with those blocks with spikes going around

There is one near the teleporter in a corridor that wont even appear as long as you dont destroy the one bellow before running through the bolt.
I would say 90% of them you can jump over them and watch the slices going offscreen. Or just stop, because you can stop imediately if you want.

I'd say Sonic 3 is objectively better since it does everything Sonic 2 does but better. The reasoning I often hear from people who prefer 2 is they're the type of players that prefer the 2D Mario approach to level design i.e less emphasis on variety and gimmicks, and more emphasis on basic, no frills, incremental challenges.

I completely agree on the Sonic's 3 rendition being the best. It's a damn shame that it was never used again.

That's why I prefer the previous idea. I'm sure there is a way to make the Boost Formula coexist with the momentum based gameplay. I don't know the exact solution but I do have some ideas. For one make refilling the boost a bit harder and more scarce, spamming boost to win is an obvious problem that everyone who has played a recent Sonic game should know about. Next make it so that with using the boost there is some sort of drawback, if using the boost all the time is overall just better then players will be angry about the meter draining quickly and it being harder to refill, so let me suggest that when using the boost you sacrifice precision for speed. Boost in my theory of the game should saved for backtracking, parkour, and for saving/keeping momentum. I'd rather prefer it so that the player uses it in short bursts and more tactically.

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I'll never understand why people don't like 3's sprite. It's far more accurate to his character art.

I don't understand why we need boost in the first place. It's fundamentally antithetic to the design of Sonic and undermines and trivializes speed as both a skill and a super power. Using slopes and hills to build up speed naturally has always been more gratifying than pressing a button for instant speed.

Sandopolis sucks ass and the top guiding segments of marble garden were implemented very poorly

You dont time a jump over them, theyre either offscreen and designed for you to run into them, or the scythes fucking home in on your jump arc

I had a great time playing Mania a couple times, but I got the dlc and couldn't finish it again or bother to see the new characters. There's some truth that it feels kind of gimmicky, like New Super Mario bros compared to Super Mario World.

2>3&K>Mania>1
But if I weight for nostalgia, Sonic 1 is top. First game I ever owned.

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Forgot mushroom hill zone, also horrible

>those fucking sawblade things you have to seesaw up
>ugly ass art style
>dude bouncy mushrooms XD

>not finding the right paths without using them

It was also used in the Sonic X Leapster game.

So, you are saying I have been doing an impossible thing over all these years because you cant do it?

It's just a spin dash that doesn't stop your running.

Im saying you’re full of shit

Is he right?

Mushroom Hill Zone is great though. I hope it gets some much deserved love in Mania 2

This

You can even control your jump if you press it backwards to place the characters better.

He is wrong. In Sonic 2 there are small slopes where you can spindash+jumping at the right timing to reach higher routes
Spindashing like a retard will make you go against spikes, bottomless pits or springs that force you to go backwards.

Spindash only got you sort of fast and didn't last if you didn't maintain form after, it was more a restart button than a reward. Also since you had to stop completely to use spin dash, most players didn't do it unless they had to.

Switch Sega Ages port when?

I doubt it will top taxmans port but they teased extra content. Plus I'm sure it will get the drop-dash

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You're crazy if you think Sonic 1 is anything but the bottom of all lists, have you replayed it? it feels like a game from a different franchise except for green hill act 1.

>rewarding memorization
you say that like it's positive. memorizing a sonic stage is time consuming and discourages exploration. what you should be doing is mastering sonic's movement and understanding ques in the level design that prepare you for enemies or rewards. i like metropolis zone though, so take my opinion with a grain of salt

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No you're absolutely right

Iizuka said 2021 is the next time we will see a 'main' Sonic game.

destructoid.com/sonic-team-re-iterates-that-2021-is-the-next-time-sonic-will-make-a-big-splash-558194.phtml

Do you think the spindash and the super peel out are antithetical to Sonic's design as well? My version of boost would be just an extension of Sonic's move set that helps him start and keep momentum not too much unlike the spindash and maybe even better. Remember once the boost meter is used up you'll still have to keep up the momentum on your own while building back up the meter. I also thought about the idea of actually having the spindash and or the super peel out being tied to the boost meter and having it drain the longer you hold it, but I dunno.

>it's another Sonic 2 vs 3 shitpost thread
for what purpose...?

Sega could even make a collection of the different versions of Sonic 1 and 2 alone. Like og versions of 1 and 2, Jam versions(including the easy, normal and original modes), Taxman versions, M2 versions, 8bit versions, Genesis GBA version and maybe something else I am forgetting

2021? Then that means 2022, for the 31 annivesary instead of the 30th.

>Also, Sonic 3's sprite is better.
pic related is u faggot

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Thanks Yea Forums, I learned that Classic Sonic was never good

I like Sonic 3s sprite, but the Mania one is the best. Not necessarily because of fidelity, but it’s a mix of the other styles, has the pointy shoes instead of 3’s blobs, and has the much nicer light blue color for Sonic.

Not an argument

It true stop larping as a boomer sonic 2 is much worse than sonic 3 and knuckles. Shit is the magnum opis

The light blue is the worst part.

Sonic 2 is good and has some great peaks like Chemical Plant or Casino Night, but Sonic 3 is consistently great throughout the whole game.

blame sonic team for that one, it's been a mandate for classic sonic to be a lighter blue since Generations.

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Unless you like to play the no save mode in 3 but you're allergic to length (Since it is stupidly long if you do) then no there's no reason to prefer 2 for anything other than opinions.

>there's no reason to prefer 2 for anything other than opinions.
That. That is always the case.

There's a reason you always see boostfag zoomers say they like 2 the most when they go back to play the Classics. Because it has the same shit game design of memorization to go fast. Sonic 1 and 3 rightfully use Sonic's momentum to COMPLIMENT the platforming, not make the entire game just memorizing where to spindash and where to roll.

what happened to cybershell? some anons told me he's a tranny now but people here says that about everybody.

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He disappeared which he is kind of known for. Last thing I heard of is he followed someone on twitter in march of this year. So yeah he is laying low

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yuki.la/v/384856234
blast to the past

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that Sonic 3 and Mania bonus video better be worth it

No, it's completely different. Spin dash's speed eventually runs out. The boost never runs out if you collect rings or boost into more enemies, which are everywhere anyway.

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Also doesn't help that the boost actually pulls in rings for you.

Your spin dash speed also doesn't run out if you do the slightest effort to maintain it.

>no argument

I just couldn't pass it up.
Sonic 1 is definitely a little too dated compared to the rest.
Starlight is max comfy tho
youtube.com/watch?v=8c4ALykXVnk

it is, yeah

I cant believe this isn't a given.

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