This is a good game

This is a good game.

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Yes it is.
Pretty weird that it came out in 1998 (in Japan, but still).
Time is fucking weird.

I prefer the storyline of SA2, but the comfiness of SA1

it's very soulful

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I don't agree, but hey, that opening theme!

When the previous entries ae legendary, anything short of that (ie: 'good'), is a failure. SA was nowhere near S1-3 level. Couldn't even save the Dreamcast. Sega died under the watch of SA Sonic. They sucked.

Based

Sa1 is better than Sonic 1 and on par with 2. Only 3&K was legendary.

Sonic 2 was better than 3 though.

Only if you are a brainlet with shit taste.

Finally someone around here who knows what they're doing.

I just finished replaying it for the first time in 15+ years and I was extremely surprised at how much I still ended up liking it. I felt like my opinion was wrong or something, because all I hear about is nowadays are negative things, but nope. It has problems for sure, but I still really enjoy it overall. I wouldn't give it any less than a 8/10 or so

It's got some serious jank and really garbage writing and line delivery.

That's not exclusive with it being good.

Both SA1 and 2 are jank as hell, but the underlying ideas and gameplay is very solid.

>garbage writing and line delivery.
The writing is alright just your average shonen show for kids. The line being bad in many places makes it better.

I use to like finding anything with an incline and spin dashing off of it to shoot high into the air.
Good times, wish Sonic would get his pinball physics back, they were pretty fun if level design allowed for it

The line delivery being bad*

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>Couldn't even save the Dreamcast.
To be fair, nothing could have saved the Dreamcast. Sega as a console manufacturer was finished before it was even released

Anyone else feel that Enemy and Boss design in the 3D games were an afterthought compared to the level design?
Idk, none of them stick out to me and don't feel fun to fight unless it's a race but that's just a glorified time attack level.

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How would you fix it?

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>Anyone else feel that Enemy and Boss design in the 3D games were an afterthought compared to the level design?
I think this is true for every Sonic game including the classics except a couple in 3&K

By doing nothing it was near perfect as is normalfags just couldn't into the gameplay because it didn't hold your hand.

No, it really isn't. It's just an okay game, and I forgive a lot of its faults because it's the first of its kind. SA2 is another story, though.

>I prefer the storyline of SA2
You and your kind are part of what killed this series. Not even mad, just thought you should know.

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Cringe

This shit always made me want to cry as a kid. I sitll don't know for sure if the animals inside are the actual "robots" as in they became the robot or if they're just a life force to keep the robot alive.
That music too.

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>You and your kind are part of what killed this series.
Underage opinion.Pretty much everyone thought Sa2 was fine Shadow is when it got bad.

I didn't mind shadow. The faker thing was pretty cool. I really disliked him being the "ultimate life form" though. That was pretty retarded imo.

SA1 and 2 are great games and you eat shit if you don't like them

>I really disliked him being the "ultimate life form" though.
The point of the story was the prove that he wasn't the ultimate life form he even says in the final battle that Sonic is the true ultimate lifeform. Its the typical nature vs technology idea from the classic games with Sonic representing nature while Shadow represents the peak of technology.

my thoughts exactly. ZG slowed the game down heavily and the gravity boost/drift mechanics were braindead and too easy to manage compared to air.

But youtubers told me its bad

Why Gerald make the ultimate lifeform a hedgehog anyway?

>The point of the story was the prove that he wasn't the ultimate life form he even says in the final battle that Sonic is the true ultimate lifeform
Yes, I just find that whole thing stupid and excessive.

More tracks, and more vehicles to purchase. The track list is absurdly low, and the selection you can purchase for extreme gear is so small.

sonicc bbad

Well studied angel island a shit ton as you can see with the core of the ark being the master emerald shrine and him creating artificial chaos'. Its just headcannon but you can assume that he saw the mural from S3&K.

Soon

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I thought it was a nice way to close to series off if it was to be the final game. With the ending being the peak of nature and technology working together to defeat the ultimate threat to earth. Sadly everything got fucked when they decided to milk the franchise even more and shitted out Heroes.

I wish we could get more lore like that where we could see Gerald actually traversing angel island

Do people really believe SEGA will follow the trend and remake SA and maybe SA2?

the sonic/chaos mural, the biolizard was based on the chaos, shadow was based on the hedgehog

notice the Maya gylphs on the eclipse cannon, the artificial chaos's, etc. Gerald was studying the ruins.

Also fun fact about Maya glyphs, most aren't simple pictogrpahs or logographs a la hieroglyphs, but are actual words composed of discrete characters representing spoken sounds. It's a true, complete written language, just one that's very visually artsy. There's also a seperate logogram script where each glyph represents the idea or thing it's depicting, but the primary Maya script is basical;ly entirely phonetic/syllabic and has a complete syllabrary.

See pic and also this video: youtube.com/watch?v=lgsQndSyfHg

Other Mesoamerican scripts are variously less phonetically based, so wouldn';t count as "true" writing based on ,modern standards, but mesoamerican civilizations themselves didn't see distinctions between writing systems based more on visuals/imagery vs based now, and actually used the same words for "painting" and "writing": Even the more pictographic scripts like Aztec, Mixtec, or Teotihuacano have some phonetic elements, while even more phonetic based scripts like Zapotec or Epi-Olmec have more visual/logographic elements. Maya is just on the far "phonetic" side of that spectrum.

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I think they will but it won't be a complete remake but more like a remix. I'm scared they will fuck it up though.

What's this?

If you think Sonic 1 is a better game than Adventure, there's something wrong with you.
And I say this as someone who thinks 1 gets a lot of unfair treatment.

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>I'm scared they will fuck it up though.
I'm scared they'll fuck up Eggman. Compared to more modern Eggman, the one in SA1 and SA2 almost felt like a true evil type of character. Nowadays he's a goofy evil man but just go on youtube and watch Tails last boss fight in SA1. The way Eggman says he'll make tails minced meat is very unlike modern Eggman

srb2. the grandad of all sonic fangames

>I'm scared they'll fuck up Eggman. Compared to more modern Eggman, the one in SA1 and SA2 almost felt like a true evil type of character.
This is also true. While I like modern Eggman the adventure Eggman is still the best to me and i'm not sure if Mike can pull it off.

Sonic Robo Blast 2
A fangame made on Doom engine. It should be on either v2.1 or v2.2 by now
It's pretty old and still gets updated and it's kart racing side project is fun as fuck

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>Being this underage

Looks neat but the afterimages of his roll take up so much of the screen.

Speedrunning Amy's stages for the mission A emblem is the most boring and infuriating shit, I swear to god.

I like Sonic 1 a lot. It uses its level design a lot more to keep sonic'smomentum up since there's no spin dash/boost

Best opening movie of all time.

>Realistic graphics and characters make the apocalypse edgier, this is Sonic for grown-ups now
>Communicates how fucked everything is with the floating island crashing into the sea after all the work you put in trying to save it in S3K
>All those camera shots timed with the music
>Somehow manages to make this fat fuck look intimidating for a second
>The Egg Carrier is so huge about a fifth of the opening is just big panning shots of it from different angles (fitting for somewhere you spend almost half the game on) and Amy's shot where the entire city is in shadow just from the Carrier passing overhead is ultimate kino
>Withholds Sonic's full CG model from the viewer right up until the end, there's only glimpses and a first-person shot (speaking of the corkscrew is amazing too)
>And the music speaks for itself

They should use this video as a teaching aid.

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I always thought sonic and tails saw eggman in a different POV which is why he sounds menacing to Tails as he tries to prove himself that he could be a hero like sonic while to Sonic he sounds bumbling when he isnt being clever for once since Sonic is a lot older and dealt with him plenty of times

What you're saying just makes the game look even more mature and scares me further.

I thought the same thing but somebody one time posted a video in reply to me saying that of mike doing a threatening eggman, and he pulled it off.

Think it was something from sonic x

Also off topic I guess but happy to answer questions about Maya/Mesoamerican stuff in relation to what SA1 has.
Not going to encourage general questions unrelated to Sonic Adventure because I don't wanna de-rail the thread that much

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>HyperchaoticFox
Jesus christ there are genuinely people who live lives like this?

this
game itself was 10/10 just not enough content
still play it every few months

didnt make me cry, but I remember staring blankly and feeling pretty bummed out about it.

Sucks that I can barely find gifs/webms as examples of how great it was. All I got is this youtube video from some speedrunner
www.youtube.com/watch?v=AYptw4Qdkms
I miss it and F-Zero

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Name one game that has as much soul as Sonic Adventure. Pro-tip: you can't.

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Sonic Adventure 2

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It's also better than SA2.

Why'd they study mesoamerican culture so much anyway for SA1?
If they were going to go so hard on it to the point of actually seeing it irl, why did they just drop it after SA1 (SA2 seems to have some minor references but other that...)?

Didn't need fixing. It was too good for the boomers and babies that play Sonic games.

NiGHTS and Billy Hatcher but same company/team, different paint anyway

Good but dated. Not focusing on glitches there is some jank that is unavoidable even on the most perfect playthroughs. But overall was good, cool experimental variety, yeah I get people hate Big because they didn't read controls and they kept tutorials out of Twinkle Park but he takes 12 minutes if you know how to play not enough of a detriment to take more than a point off the game. Story is dumb cheesy shit but still the best of the series at least in terms of an attempt at a plot with dialogue (given this started as an RPG project makes sense). Would say still a solid 7/10. Good attempt at challenging Mario 64 but pales in comparison for sure. Best attempt at a 3D Sonic and a transition from 2D to 3D at least for Sonic levels.

The Mystic Ruins and Tikal theme take me back in time.

youtube.com/watch?v=Jles_BMgynE

I loved grinding in these games.
Made me appreciate skating games like THPS/THUG, aggressive inline and Skate a lot more before they died
Wonder why Sonic didn't take more inspiration from skating like half/full pipes, elaborate tricks/combos and etc since 2Ds pinball physics were slowly being phased out

This game is so fucking underrated.

Dare I say, kino?

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The story happening and fighting bosses in the overworld was mindblowing to me at the time and I don't know why but its just one of the many things that make me love Sa1.

www.youtube.com/watch?v=SZXGzki_qww
>It sure beats fighting with the foes all the time
But I gotta do it, they always stay outta line
Sometimes I wanna just chill and land
But I'm the protector of the Emeralds and gems
>Avoiding my luck, I'm feeling kinda stuck
I'm in narrow hallways running like it's a ballgame
Hand tracks be trackin' me to different doorways
In a maze, and I don't know what to do
Guaranteed though, Imma find the Emeralds
Don't call me Knuckles for nothing, I can't lose
That's actually...kinda sad. Does Knuckles even do anything anymore?

Easy.

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If you weren't aware the Knuckles rap guy actually did a new one for Sonic Mania. It's actually good

youtube.com/watch?v=WosV9Y4l79Y

both of these games have such amazing soundtracks
youtube.com/watch?v=rLxlkEWUdO8

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He also retweets Knuckles X Rouge art all the time.

Knuckles Rap is the only rap I still like to this day

True. And if people say no they are lying.

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>Knuckles was hip-hop/rap
>Shadow was metal/industrial
>Rouge was jazz
>Sonic was rock
>Tails and Amy had pop?
I got it right?
Also Red Mountain 1 or Red Mountain 2?

Aged like shit. If I can like a game then only for future games to be more polished, for me to move on to the more polished version, I can see if it's aged poorly or not. It aged like dogshit. Too much shit that doesn't identify Sonic the fucking Hedgehog.

Mania is the best of the classic formula, next to Advance 1/3 (not 2) and yet I can still play Sonic 1 despite it being the weakest next to CD only because of its different direction as a game. SA1/2 just has too much shit that gets in the way of the Sonic stages, which is just inferior to most of the fan game engines far better controls.

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Red Mountain 2 all of the day bro

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>Thinking those fangames with racing car controls that only work for open world meme shit are good.
Yeah definitely shit taste.

Ultimately, just polish out the physics and and smooth out the animations

It goes without saying that a really smooth moving game really hopes make a game feel better to play. When you see jank on screen, it screws with your perception on how your controls work. The first game was nearly solid, just needs a HD remaster tbqh.

Nah the only thing that definitely aged like shit with both adventure games are the graphics and non-sonic gameplay
Sonic's gameplay and the music are timeless

>Compared to more modern Eggman, the one in SA1 and SA2 almost felt like a true evil type of character.
I've always thought it was amusing that while modern Eggman comes across as being less "evil" than his Adventure-era depiction, his plans are actually a lot more successful and he comes across as being more competent as a result.

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This is nostalgic overload since I used to play Sonic R with my childhood friends all the time and considered this the best track, musically and layout wise. Sonic R and Metropolis Street Racer have the best vidya soundtracks.

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add Blaze

It has 1 or 2 good sonic levels but the rest is complete garbage.

I never skipped it, it was just that good

Going to places IRL to get inspiration isn't that unusual for japanese devs.

I also wouldn't say they studied it "so much". It's obvious an aeshetical focus of the game but only superficially so. The archtecture of the ruins isn't really that accurate, nor is the dress of the echnidas, there's no actul thematic or symbolic singifcance to Maya culture, etc. It's really not that much better then any generic jungle ruin level in any platformer, other then it's used for more of the game. Hell, Tikal's father Pachacamac isn't even named after something Mesoamerican, but rather Andean: Totally seperate groups of civilizations as far apart as Britain and Iran.

The one thing I'll give it is that when you dso the flashback in the Mystic ruins, the temples and archtecture themselves actually gets red paint and such, like a lot of Maya buildings would have been, instead of remaining as bare masonry as in most depictions. Historicallt he structures had paint, stucco, frsscos, and really ornate interior and exterior walls, etc.

Pic related is from Teotihuacan rather then a Maya site, so the art style of the murals isn't the same, but you get the idea.

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How dare you try and make me choose, my post number will choose for me

Donkey Kong Country 2
Yoshi's Island

IM FREE

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another example, art showing a buried temple that's still intact today with all it's paint and such. No photos of it because archeolgists want toi leave it buried to keep it preserved, but there are photos of a 1:1 scale reconstruction at a museum.

Technically it's not "buried" so much as it is an earlier revision of an excavated pyramid, pryamids tended to be built over each other in layers rather then people building brand new pyramids, the maya spefifally also did the same thing with some temple and housing complexes, adding new raised platforms or new buildings on existing platforms as part of the same combined structure, etc. These could get pretty obscelenely big, The La Danta complex at El Mirador for instance has like 6 different pyramids and 5 different temples across hundrteds of square feet, and including the platforms the pyramids are built on the highest is actually bigger then the great pyramid of giza.

One day I'ld like to try to get wikipedia changed so it's rightfully listed as the tallest structure in the ancient world, but there's spats/debate over how much oif the height should count as "the pyramid".

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It was okay. The sonic levels were great and so was the robot, but the rest was crap. Pretty buggy too.
Though, my last playthrough was really nostalgic. As a kid this game seemed HUGE to me.

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>adding new raised platforms or new buildings on existing platforms as part of the same combined structure, etc.

An example of this, albiet on a small scale

anyways heading out but I can give more pics/answer more questions when I get back, though again try to keep them limited to stuff as it exists in sa1

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>>Thinking those fangames with racing car controls
Stop playing games like Infinite idiot.
Utopia, Islands and GT are solid takes on classic Sonic gameplay in 3D. If only Sonic Team could even be 1% as good at this so an actual team could make levels instead of being in perceptual tech demo hell, then I'd have faith in Sonic Team again.

This bug only happens in the shitty ports, it wasn't in the original game. Also it only happens if you stop running for literally no reason during a scripted sequence.

Do you know if the Steam version of DX is buggier than the original DX? I want to replay with BetterSADX and Dreamcast conversion mods but not sure which to get.

Shadow wasn't actually metal. Sky Rail and Radical Highway were just taken from Sonic's roster.

Arin Handsome said it was bad dude so yeah. go fuck yourself

BetterSADX makes the Steam version into the 2004 version.

The fact he submitted to liking Mania proves once and for all he is right and the only good one is Mania.

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>Juan "Johnny" Ortiz
The only consistently good youtuber

>All these threads around Sonic Adventure because there is the rumor of a remake
>mfw they decide to remake Sonic 2006 and we jinxed

I can play games fine but the controls are shit and only work for open world garbage.

So you've confirmed Adventures is linear trash with controls no better for linear gameplay than that of boostshit?

based.

How did Tails go from to pic related?

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>Johnny listed under Naka and Oshima
Holy trinity.

I'd be fine with that, Sonic P-06 got my nostalgia hyped for whatever reason

They just stopped caring about storytelling and any character that isn't Sonic or Eggman.

Torrent this: magnet:?xt=urn:btih:337584313A801A17BA61FA6D1777BC2DCB2B4C96&dn=Sonic+Adventure+DX+PC&tr=http%3A%2F%2Ftracker.openbittorrent.com%3A80%2Fannounce&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80%2Fannounce&tr=http%3A%2F%2Ftracker.publicbt.com%3A80%2Fannounce&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80%2Fannounce&tr=udp%3A%2F%2Ftracker.1337x.org%3A80%2Fannounce&tr=udp%3A%2F%2Ftracker.zer0day.to%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.leechers-paradise.org%3A6969%2Fannounce&tr=udp%3A%2F%2Fcoppersurfer.tk%3A6969%2Fannounce . It's the 2004 PC version, doesn't have any viruses. Check it with Virustotal if you're paranoid.`
Now, once you have installed it, use this: moddb.com/mods/sadx-dreamcast-conversion/news/new-mod-installer-now-available1 to unshittify it.

The idea was that he was emotionally unstable after Sonic's death. The execution was a joke because forces was written by a level designer and rewritten by 2 chucklefucks who worked on a semipopular edgy cartoon

That'd be great, actually.
Why remake a game that's already good, when you can fix a broken one?

Because Sega don't care anymore

Design a Sonic game's story
Super Hard mode: has to have voice-acting and has to involve characters outside the classic trio, eggman, metal sonic and amy.

Shadow and Silver spend time in the hyperbolic time chamber and realize they are related

It was a nice tech demo for the Dreamcast. As a game it was okay 6/10

The Egg Carrier is my favourite location in any game. I love Sky Deck too. There's so many small details and shit in the level which most people don't notice.

That's pretty fuckin amazing. Didn't know I wanted this

I WANNA FLY HIGH

nigga I can remember the name of every boss from every mainline sonic game

Geeze, these GIFs are old as fuck. The afterimages are a lot smaller now.

Remove the retarded fuel mechanic. Bring the original voice cast back. Make there a reason to use non-speed characters.

Because the new writers of the games have literally admitted to never playing or having any prior knowledge to any other sonic games before they were hired to write them. They literally wouldn't know about that.

Loved it's theme too www.youtube.com/watch?v=Cez3YnYfvPk

is that a fucking Amy nude mod

SomecallmeJohnny and Skyler King are the only Youtubers on there who actually care about Sonic. The others are just ones who the Sonic Twitter suck the dicks of.

I didn't even hear most of it this either because I probably rushed through the carrier or stuff like cutscenes reset it. Although the opening part is pretty good by itself anyway.

Sonic Unleashed.

kys

I loved clipping out of bounds and running along its wings.
The ocean theme you hear for 5 seconds in Gamma's story then never hear again is kino too; youtube.com/watch?v=6HaMUz7La60

Yuji Naka didn't want to stay in the studio during the recording session for the English VO of Sonic Adventure. He was in LA and needed to leave to meet his dominatrix. The man who made Sonic likes his balls stepped on with high heels and can only cum when voraciously whipped.
Later, dudes.

Yes, and the sequel is a great game. The games purely got shit on due to ecelebs and even worse gaming journalism

sonic adventure 1/2 will be remembered fondly for decades to come (and fans in denial won't admit it) while mania is slowly being forgotten.

P-06 gave me what I always wanted, that very early e3 build of Kingdom Valley that was fucking beautiful.

I always wanted a game where team Dark or Chaotix explore remnants of Chaos/Gerald's creations because G.U.N hired them to do so.
That or Babylon Rogues exploring their homeland and uncovering treasure.
Anything to get away from "stop eggman/the creature he unleashes that overpowers him" plot for once even though eggman is the best part of the franchise

That "very early e3 build" was actually a more advanced build of the game.

honestly games like sonic adventure 1 and 2, as well as phantasy star online, are probably my favorite art style for video games
Are there any other games that look like that?

>being this delusional

The adventure games are limear but in a well executed way. In booshit, theres literally just a straight path amd higly horizontal playspaces woth no platforming and moving anywhere but diward is clunky.

The sdve ture games have freeform, responive movement, playspaces have platforming, verticality, and stuff to encourage exploration even if its minimal

>472452825
rent free

>Sonic 06 came out 8 years after Sonic Adventure
>it has been 13 years since Sonic 06

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Which is only $10 worth of out of $60. $50 of trash, thanks SEGA.

I like how the adventure games were obviously rushed, but they are still the best 3d games. When the fuck will sega learn to delay the stuff they care about?

Legit my favorite Sonic game, hands down. It's a shame all of the games after didn't adopt the perfect formula it had. 06 almost did but totally went about it the wrong way on top of being an incomplete game.

I played this on my older brothers dream cast and now I have the DX version for the gamecube

The way we divide time in general is pretty weird.
Before the 20th century, centuries had aspects that had enough in common to tie them all together.
But all that changed in the 20th century. The same century that had Theodore Roosevelt's presidency, World War I, and the Great Depression also had Michael Jackson, Transformers, the debut of Spongebob, Nintendo 64, and professional wrestling.
Thematically, it would make more sense to extend the 19th century to 1950, but since a century is strictly a period of 100 years, we can't do that. What this shows is that the way we divide time into pieces is completely arbitrary and doesn't mean anything.

CAN'T HOLD ON MUCH LONGER

06 had the same forumla. Almost everything about the game rips off adventure 1 in terms of style and direction. the main enemy is an element monster, you get the lore in pieces across different stories, you get chased by a whale, character battles, super sonic solves everything, you talk to npcs about useless shit, hub world in general, upgrades, I could go on about the sa2 "influences"
They just fucked up everything they coded: physics, what things to load, the fps lock, hit boxes, button mapping, the camera, the controls, almost every scripted sequence, minigames, wasting time on hard mode layouts, ect

No, it's dogshit.

heres a song from a much better game
youtube.com/watch?v=3gPBmDptqlQ

>Because the new writers
Sonic Team has had Tails act like a complete pussy since Unleashed, it has nothing to do with the new writers.

>Much better
Hahaha. No.
>Sonic controls objectively worse
>Level design is much less interesting. They're just obstacle courses now.
>Treasure hunting is objectively worse
>Mech stages are objectively worse than Gamma's stages
>Music is much less interesting and experimental.

Nah, 06 pretty much just had you go talk to npcs all over the place while Adventure had parts where you had to do puzzles in the open world to get to the next areas for progression. If they would have made all the characters have 10 stages instead of 5 like adventure had and had each of them have a significant amount of overworld puzzles, minigames and such it would be great. Adventure 2 Had no overworld.

This is a good man.

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Sonic, Tails and a whole bunch of other characters live in a village on the mysterious Christmas Island. One morning, another island falls from the sky and crashes on Christmas Island. Sonic goes to investigate and finds the island's guardian, Knuckles, who accuses him of stealing the mystical gems that keep the island afloat. Sonic and Knuckles fight, Knuckles gets his ass kicked then gets detained and questioned. During the questioning, Knuckles reveals that a hedgehog stole the Chaos Emeralds and the Master Emerald the night before, but gets interrupted by an airship that flies overhead and deploys legions of robots and soldiers to seize the island and capture it's residents. The army is lead by Dr. Robotnik, a renegade madman that wants to overthrow an unspecified government and wants to harvest the unique powers of Sonic and his kin to do so. Sonic fucks up Robotnik's robots and confronts him on his airship, but gets his ass kicked by a black hedgehog, Shadow, who was a creation of Robotnik's grandfather, Gerald Robotnik. Sonic gets his data harvested and Robotnik starts to build a new robot with that data. Knuckles and Tails break Sonic out of the airship, gang up to defeat Shadow and destroy the airship before escaping back to Christmas Island. The Chaos Emeralds scatter across both islands, Sonic and Shadow both rush to collect them and get in scrapes with each other while doing so. Eventually Sonic collects them all and confronts Robotnik again, but this time on a mechanical fortress he build in the ocean off the coast of the 2 islands. Robotnik releases his weapon, Metal Sonic, who immediately turns on Robotnik. Sonic goes super and destroys Metal and they all loved happily ever after. The story is split between Sonic and Shadow, with Sonic's story being the main story and Shadow's story being about his life before the events of the main story to the aftermath of the main story.

*FWU-OP*

Attached: Mario Adventure.png (903x884, 418K)

Attached: 1564604604139.jpg (501x500, 65K)

youtube.com/watch?v=gJdDRkQLOds

Reminds me of a level from Unreal Tournament '99

SA2.
youtube.com/watch?v=1ZJuLcakn3Y

This any good?
I played Spark and it was alright besides the heroes length levels and it being more of a megaman x game than 2D sonic.

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Imagine being so blinded by nostalgia that you defend the controls of sonic adventure 1 for the fucking dreamcast

It’s definitely a good game but once you master the spin dash everything is trivial and the game is at your mercy. Just spin dash+jump off a slop or object and you go flying like Superman out of bounds. I can break literally every speed stage except for Ice Cap. They NEEDED to nerf the spin dash, what an oversight.

Imagine being so blinded by nostalgia that you defend the controls of sonic adventure 2 for the fucking dreamcast

You forgot to mention that the final boss in Sonic's story is recycled from the final boss in Sonic's SA story

>Sonic controls objectively worse
you have to be talking about spin dash delay. theres no other difference besides sa2 having a better light dash. I mean you run fast and you can still homing attack and slope jump.
>They're just obstacle courses now.
what do you think the platforming genre is? I think you meant to say there are less optional paths, which is still incorrect

I think everything about sa1 vs sa2 is very debatable and your reasons aren't the worst out there. keep in mind I was just hard baiting for a (you) all this time. I actually like the treasure hunting in the adventure games period, I just wish more levels were open like red mountain and pumpkin hill, and I think the mech stages could have been better if they controlled like gamma and the levels were designed better.
I just prefer sa2 for the subjective things

It's sad that sonic is still the punching bag/punchline even after mania came out. It hurt the most seeing them put him in some literal who gacha.

Attached: sonic.0.0.jpg (1400x1050, 166K)

Mania was amazing and I thought after an inarguably fantastic Sonic game came out people would have to cut him a little slack, if only for a short while, but noooo Forces had to immediately come out just a few months later.

I'm not. SA2 sucks, SA2B is only mediocre

ROLLIN AROUND AT THE SPEED OF SOUND

the level design of spark 2 is fucking garbage. the enemies serve no purpose and you can just run around them or jump over entire squads of enemies. atleast in the adventure games you chained homing attacks to cross death pits.
and the boss fights are: standing still, mashing, and parry spamming.
it is so fucking hilarious that spark was this fun experiment on 2d sonic/kirby, then they go to 3d and its awful. I refuse to believe it isn't a deep routed joke.

Yes definitely.

Pretty based desu

Attached: 1555863731871.gif (286x210, 2.17M)

I didn't grow up with both consoles, how does sa2 control different than sa2b?

What were the lyrics for the Mystic Ruins theme again?

Attached: 1561161522792.png (1200x898, 825K)

SA2B is much more responsive due to the hardware being better

The thing that surprises me the most is that despite OCs being memed upon for years, forces finally did it and.....nothing really became of it. I thought it'd be the final nail in the coffin and something people would always use it against them but no one overall really cared which surprised me.
What kind of bad is forces anyway? Most people say its mediocre overall but not unplayablly bad

Spindash delay, the pointless somersault which is only a detriment to the experience. It's an inferior experience. The light dash means jack shit because in SA1 you only ever need to use it once, and in SA2 it's lazy spectacle.

I meant what I said jackass. The levels don't feel like actual places in the world like Emerald Coast, Ice Cap, or Sky Deck did, they feel like platforming challenges connected by speed sections.

JILAAAAAAAAAAAAAAAAAAY(wayaaaah hooo) x4

HIYAAAAAAAAAAAY AY YAYAAAAAAAY
JILAAAAAAAAAAAAAAAAAAAY (wo ioooo) x2

*flute solo*

Who the fuck are you talking to? Forces is just barely above 06 bad. An utterly pathetic, boring, and embarassing game.

hyeEEEEEEEEEEEEEEEEAAAAH
owAAAAAAAIIIIIwooooa

Forceshit, Modern elitists and the Sonic Movie killed all the hard work put into Mania/Plus. Fuck this franchise man, all the retarded autistic faggots had to be attracted to this series, and retarded zoomer's hate for platformers in general really just makes it hard for Sonic to ever since the light of day ever again.

It's the worst of the boost games. The level design is about on par with Colours, and because they deleted the code which allowed them to create longer levels like in Unleashed and Generations, all the levels are an average of a minute long. Sonic controls like arse because they built the game off Sonic Lost World, and so it inherited all that game's problems.
Classic Sonic is a pointless addition and controls even worse than Generations.
The graphics are worse than Unleashed/Generations despite them spending 3 of the 4 years of development dicking around with the lighting engine.
It's not unplayable but it's embarrassingly average considering how much they hyped it and how much time they had to make it.

You really should have expected it when the writers started ripping off DBZ 20 years ago

Forces is just ridiculously mediocre. If it came out after 06, it'd have been considered a decent-ish game. It plays like a mod of Generations made by fans who don't understand what makes the levels work. Each level is tiny and pretty much plays itself. It's just insultingly basic in every way.

Having that after Mania was a joke.

It doesn't help that the writing is so attrotiously bad and also so voluminous

honestly, you rarely have to use the somersault if you are good. look up the storage technique. It lets you walk through stuff you normally have to roll under, and it can naturally chain into a spindash after.
light dashing wasn't used to its fullest potential, but I wouldnt call it a lazy spectacle. occasionally you can take a light dash after you land to get back up to speed, and its used really well in the later half of metal harbor.

gonna have to hard disagree with that last part though, metal harbor feels like prison island, city escape feels like san fransisco, and I thought the space levels made the ark setting authentic. the human world of sa2 felt legit. I think what you mean is that they aren't "mobius" levels. I don't want every new game to have green hill, chemical plant, and ice cap. Just look how pathetic it came off in sonic forces. i thought the sa2 locations were refreshing. not to mention, the later games built upon pumpkin hill with heroes's mystic mansion and hang castle, and shadow the hedgehog's cryptic castle. I thought the "halloween mountain zone" was a perfect fit for a classic sonic trope.

That's quite the wrong statement. Forces is bad but not unfinished absolute bottom of the barrel bad like 06. It's just not good.

...

Sonic adventure 1 is the best selling Sonic game of all time and was widely considered a great game when it released.

I don't expect nu-Yea Forums who gets their opinions from YouTubers to understand this, though.

Spindash delay is a good thing you cuck, being able to spam it was OP as fuck, adding the delay makes it match the classics.

You are rarely forced to use the soumersalt and while it can be a mometum killer, like half of the places you use it can preserve your mometum with it and SA1's stages overall have more forced stops then SA2 does.

As far as "feeling like actual places", I completely disagree. City Escape, Metal Harbor, Green Forest, Pyramid Cave, Final Rush/Crazy gadget, etc all are equally contextualized or feeel real just due tpo their qaeshetic as much as the stages in SA1

>Level design is much less interesting. They're just obstacle courses now.

Bullshit. People always suck SA1's dick about being more nonlinear but that's ot even really true. Emerald Coast has a few areas that branch off the path for like 2 seconds and lead to a ring box and that's it. You can sequence break on shit like Speedhighway, but Radical highway allows this too.

>Music is much less interesting and experimental.

Litterally every character in SA2 has their own genre of music, SA1's soundtrack is almost all the same sort of rock.

I did say just above. Forces is still unplayable, but because it's boring and annoying rather fundamentally broken. Also Force's story manages the incredible feat of being WORSE than 06.

Just copy the Paper Mario storys.

It was considered great by sega fanboys, sort of like sonyfags who pretend to like TLOU

>Being this stupid

Attached: 1564097512852.jpg (460x368, 27K)

CANT HOOOOLD OOOOOON MUCH LOOOONGAHHHHHH

Hell no its not good, nor okay, or bad, it's a master piece. It just goes an incompetent company that was always bad can successfully draw in the most vulnerable of audiences and slowly turn children more autistic.

Attached: true sonic tiers.png (1151x492, 741K)

Based informed Mesoamerica-kun samefags this much and gets no response. The absolute state of this board.

S3&K is better than 2

That's two games, not one.

I have it on one disk for PC

I'm aware port compilations exist.

The obsession of the Robotnick line is harnessing the power of the chaos emeralds for their value as perpetual motion machines. Eggman wanted to harness their power using robots and devices that can drain the random energy they emit, but his grandfather read the Angel Island murals of Super Sonic and Chaos and worked to create a biological lifeform that could harness their power, leading to the artificial chaos, biolizard, and eventually Shadow.

Sonic will never have soul like this again. The failure of Sonic Forces made Sonic into an even bigger joke and normies now think that Sonic can only work with 2d which is not true.

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I'm back btw

Here's a pic of El Mirador's La Danta complex; to get a sense of what I mean, was built up this way like . The image says it maxxed out at 230 feet high, which would be less then Giza, but there are other sources indicating it hit around 560 feet, which would be bigger then Giza.

Again, I think it comes down to how much of the underlying platforms are included, as you can see here if you are including everything it's pretty fucking massive. Also note the top right corner text noting that the stuff in the map is just the city center and there were expansive suburbs around it: Whenever you see reconstructions of Maya cities or look at ruins there's only a few pyramids and maybe a palace complex or two, you are only seeing what would have been the city's center, there were expansive suburbs around that going out for dozens (for medium to moderately large cities) to even hundreds (for the biggest cities) of square kilometers which just gradually decreasing density. Most Other Mesoamrerifan cities from other civilizations had a similar "dense but small urban core, less dense but expansive suburbs" approach to urban design (in contrast to european cities having a dense, but-not as-small -as-cores-but-not-as-big-as the-suburbs set, defined area composing their cities), though usually not quite as expansive as with maya cities, which honestly makes it hard to define the population or size of them; especially when the suburb expanses get so big with the huge sites that they combine/surrond other urban cores/cities in one giant megalopolis, like at Tikal

>sonic R in masterpiece

user, please. The soundtrack is god tier but nothing else about the game is good.

>Boom in masterpiece
you what

It was designed as 1 game m8, they just choped it in half due to catridge size limits.

Attached: El Mirador La Danta 5W graphics Smithsonian Magazine.jpg (2600x1768, 1.27M)

It's not a compliation it's one game. The genesis versions are incomplete due to hardware limitations

Sonic R is in Master Piece for the same reason as all the others. How many games can you have fun by just looking at without playing?

There has never been a good 3d sonic game

Shit, I had no idea SA1 had DLC. Just beat the story and booted the Mission mode. There are like 100 missions to do and a new twinkle circuit. I wonder if there's more. BetterSADX+Dreamcast Conversion is pretty good. A perfect package.

There's a glaring flaw with it though, in that it spoiled Perfect Chaos. They should have only featured the "station sqaure being flooded" scene, that way you don't find out what caused it until the end.

>Spindash delay is a good thing you cuck, being able to spam it was OP as fuck
Spammable spindash is part of what made SA1's movement fun, though. It doesn't really matter that it's OP since the game is already incredibly easy anyway. Also SA2's removal of it to be closer to the classics doesn't mean much either when the level design didn't follow this approach, nor did gameplay as a whole become more momentum-based. If anything the speed levels SA2 probably feature more automation than SA1's.

It's just a needless change only done to compensate for the addition of the somersault, which didn't even need to be added when Sonic ALREADY had a seamless move that would turn him into ball when moving.

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Sonic 1 is the best one

now THIS is a good game.

Attached: 250px-SonicBatltle[1].jpg (250x251, 28K)

The mission mode was added in SADX.

Attached: bait.png (625x626, 128K)

This and the sonic riders artstyle were cool

Speed should be gained purely from the level design. If you spamdash, you're boosting. There is no functional difference.
This is how you should gain speed in SA1. If you spamdash, you're cheating. Don't exploit Sonic Team's clean lack of programming skill to make Spindashing work like it does in the 2D games.

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06 was at least a mistake
Forces wasn't.
andrearitsu.com/2015/08/01/just-how-did-sonic-2006-happen/

>had to purposefully avoid the dashpad to demonstrate "speed through level design"
SA1 is made for babies. The only way to make it fun to play is to abuse shit like the spindash in order to move through levels in ways that wasn't intended.

best art styles indeed

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Ah, so the Sonic 1 approach?

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This kills the lock on niggers

Why is classic sonic so adorable

I always liked the artstyle in Riders' opening but I thought the in-game style was ugly.

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Moreso, never a solid Sonic game. The "bests" was experimental garbage that SEGA even considered dropping in favor of "better" attempts, meanwhile Unleashed was the most polished game in the series after S3K, with as much soul as SA1, with the one thing that kills it all, to the equaliant of if Big the Cat was 50 of SA1 with only Sonic being the other playable character.

No 3D Sonic game nails it, and that's why it's dead. It's a failed product, and the only thing to do is hand it over to someone that can rewrite it into something well thought out and solid, or kill it off and join the Blue Bomber in the dimensional seat.

>SA1 is made for babies
Sonic has always been on of the easiest platformers.

You ever noticed that final bosses post 3K are the easiest parts of Sonic games?

Attached: IMG_20190421_215052.jpg (218x197, 43K)

Best writing in the series with fun gameplay. One of my favorite GBA games for sure.

See Tails at 2 secs in, now see this. SA1 is objectively superior with pointless side character garbage tieing the game down. SA1 would have be perfect if Sonic, Tails and Knuckles was the only playable characters, with Amy as a bonus unlock instead of being tied to the final story.

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I mean 3&K was pretty easy as well you have to try to die in doomsday zone.
Sonic 2 is the only game with a hard final boss desu.

But this same thing happens in Sa1 just as much in fact.

True, which is why I find the modern complaints of "Sonic is bad because I keep running into enemies" kinda pathetic.

Post examples

Just go into any loop in the game kek. I mean i'm a adventurefag but even I have to admit the scripting in both games is pretty bad at times.

>SA1 would have be perfect if Sonic, Tails and Knuckles was the only playable characters
Do people really have an issue with how Gamma played? I never thought his segment of SA1 was bad at all and instead was very arcade-like. He also had the best story and the premise of being able to play as a Badnik is an interesting addition.

It's really just Amy and Big that deserve the trash bin.

Post examples

>Just go into any loop in the game kek
That wasn't a loop I was showing off. I'm aware all lops in 3D Sonic are scripted, but that part was showing how the dashpads' scripting is outside the model's mesh area, while in SA1 Tails can go around them without issue.

Never cared about him gameplay wise but storywise is why I'd keep him

>colors fag

No that is not whats happening in that webm. See in the Adventure games the loops have a script that instantly makes you go a certain speed and direction in the webm shadow hits that script and it forces him to speed up and go toward the center of the road because thats how the devs wanted you to come off that loop.

This

Then why even have a dashpad there? Just to hid the forced scripting?

I guess so. I do think the dashpads would allow you to keep speed longer because from my experience once the loop script ends you almost instantly slow down.

>Sonic 2 is the only game with a hard final boss
You mean tedious. All you have to do is
>let Eggman jump in the air
>make him land in the far right side of the area
>attack him right as he lands
>run to the far left side of the area to avoid that arm attack thing
And then repeat. Not hard at all.

Lately I've been kinda disliking how most games (especially fangames) litter the level with dashpads so I just avoid them to see if anything changes

Silver Sonic before that is the hard part or atleast it was for me as a kid the attack where he shoots out spikes everywhere always got me.

>Silver Sonic before that is the hard part or atleast it was for me as a kid
I can remember feeling the same when I was younger, but there reaches a point when you realize he just has the same pattern every time and you can beat him in 10-15 seconds. I don't think I've seen his spike attack in years and forgot he even had it.

I'm glad people are getting tired of them.
The whole enjoyment of the classic games, Advance games, and even in SA1/2 when given the moment to do so, is letting the flow of your speed shine through, not be determined 24/7 and controlled outside of your control. It really became a bad clutch for Sonic Team to use so heavily

It used to be blamed on Dimps for this kind of level design practices, but I guess it was Sonic Team's doing all along.

Attached: The fanbase predicts Sonic Forces level design.png (854x1335, 641K)

What if Amy was taller than Sonic

Attached: Amy Rose Redesign.png (1043x728, 228K)

Not even surprised. I'm just glad I got to see the kino with my own eyes.

>that last one
Please tell me that's a fucking edit

youtube.com/watch?v=lopKpBGiqtE

I feel retarded only just realizing some years back that Amy is a hedgehog and not some weird human/animal thing...

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No, it's level design literally thrown together by college grads/interns.

Yes. As in Knuckles' dialogue is.
The boostpads though, are not.

soul kino

Is that admiration or incredulity?

Arousal

That works, too.

It's really fun.

Fucking hell, dashpads were a mistake

This and his role in SA2 made me like him. He still has some childish traits but is, or was on the path to being an independent person.

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Guys, this is pure, unbridled Autism Mode but I need to confirm a couple things about the E100 series:

1) Zero was one of them, right? Do we ever see a 'normal', non-upgraded version of it?
2) EVERY member of the line looked like E-102 Gamma once before any upgrades? Cause I remember Beta in the cutscene Gamma shockingly found him upgraded, Beta had an arm and single handcannon like Gamma laying around instead of the double handcannons he fought you with.

I genuinely hope this gets finished because the changes made to Silver and match speed alone fix a lot of beef I have with the game.

I feel conflicted about my revisit with the advance series. I loved 2 because of the aesthetics, trick system and boost mode if you stayed in constant speed for a long period of time.
Same time, hate the amount of dashpads, level design can go fuck itself at times and overall was the start of artificial speed/the game playing itself.
Advance 1 is pretty good while lol Advance 3. Times has not been good with me and that game even though the tag team mechanic was interesting.
I like watching these from time to time
www.youtube.com/watch?v=XKd96qAdEP4&list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v&index=5&t=0s

Attached: o_GoQL.gif (320x212, 1.89M)

>That description

God Sonic games are fucking retarded

It seems the reverse to me: They wanted to nerf the spindash, so they made it so you had to hold it and merely added the soudmersalt as a replacement action for the tap.

Should have just had Sonic curl up and roll from a tap instead like Tails and Knuckles did in SA1.

>90s: Flickies
>00s: Chao
>10s: Wisps
>20s: ???

>Animals
>Mutants
>Aliens
>Robots?

Hopefully Chao return, the Wisp are a tumor slowly killing the franchise.

Opened up YouTube just now to give it a watch again after reading this post. It's pretty fucking awesome.

Why have low-poly models never made a comeback in the indie scene compared to pixel art?

Attached: 1555897569934.gif (320x240, 1.97M)

3D games take way more talent/skill to make than pixelshit.

>tfw there are people who born when this game was first created and are now old enough to be on the team working on it
It's amazing how old this game is

Wow, this is actually really good.

When done right, they look cool

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I must be the only person to like amy's gameplay. If you know what you are doing you can go fast as balls

I agree with you user sadly most people don't want to put in time to git gud. The mechs in Sa2 are similar.

fuck yuo sonioc eggman always wins

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I FUCKING HATE WISPS. I HATE THEM.

imagine the _ _ _ _ _

reddit

Rolling down a slope is actually superior to spindashing and boostpadding in terms of speed gain. Try doing it in Tails' casinopolis stage, absolutely insane speed gains

This in both Sa1 and Sa2 rolling has no speed cap so its faster than both dash pads and spindashing.

>this is considered good

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I've seen worse happen in SM64 when just trying to climb up a ledge. Also stop intentionally breaking scripted segments and blaming the game.

>this game had DLC, leaderboards, holiday events, promotional tie-in contests, and more
>In 1998
Blows my mind desu.

i recently played the DC version and i've gotta ask; is it supposed to control like this? it feels like the movement is direction-locked, like if i point the stick in one direction, sonic just clicks to that. there's no smoothness to it at all. DX is far superior right now..

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Sega was always innovating and they truly went all in with the DC.

Dude, cause you arent running, youre fucking tapping the action button as often as possible on a scripted section. If you just played the game like a normal person. People who do this literally haven't played the game

>it feels like the movement is direction-locked,
Its the opposite actually DX limits directional movement while the dreamcast version is full 360

I'm not going to go record the game, but try to walk through the bottom of this loop. I tried a few times a while back but the script always grabs you and forces you to do the loop-de-loops.

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certainly not how it feels

Maybe your DC controller is busted the sticks go bad all the time.

wait, how do you even just roll into a ball without spindashing in SA1 and 2? I didn't realize you could

That's how it's supposed to be, you retard. Sonic IS the joystick. It's called kino control

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Garbage fire opinion

You can't really just roll with Sonic but if you just tap the spindash button its basically the same thing. Test it out on the inclines in City Escape and you will see just how fast he goes.

this is a genuinely honest and innocent post and im wondering why youre here now

youtube.com/watch?v=zfqloFaznDA

Can't do it with sonic as even just pushing the button will still boost you ahead a little. You can jump out of a roll if you push the button while spindashing, though. Pretty useful for a quick stop.

shit opinion. SA1 and 2 are just great games. I play them more often than any shitty boost title or "classic" game.

lol wtf i cant even move tails in a damn circle wtf is this dumb shit?

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examples?

Go watch some speedruns of both. They do alot of glitches but you can see just how fast their core gameplay is if mastered.

>all the levels are an average of a minute long
surely you're exaggerating

>Colors good
>Boom enjoying Boom at all
>Implying Adventure games can only be enjoyed ironically
>Sonic 3 and Knuckles average

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steamcharts.com/app/584400
steamcharts.com/app/213610

M-Mania bros...?

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He isn't sadly the longest a level took me on my first playthrough was about 1:40.

There doesn't need to be an in universe reason, for the same reason there's no explanation as to how or why Sonic and his friends exist as walking talking animals with superpowers in an otherwise human and real world. Shadow is the way he is because of the themes of being a dark doppelganger, representing that which is repressed or struggled against, and the size difference between him and the Biolizard which symbolises his struggle against his past as something huge which needs to be conquered.
Also obviously he's a fucking gameplay counterpart to Sonic and within the character design philosophy of the franchise he works really well visually as a hedgehog. Duh.

God I love Mayan ruin levels

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Got any questions about the culture/their archtecture/whatever?

god I love how this looks, the colors especially

seems like Mania BTFO'd SA2 here though?

>Shitposters still trying to make Classic vs Adventure a thing
Pathetic

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Rush games, advance games, generations and the racing games belong in good. Sonic 3 also moves up to good you retard

have another

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Meteor herd is an awful level.

But its one of the best in the game and perfect for how Knuckles controls.

This is what I mean when I say I enjoy Sonic Adventure's writing over the new shit.

Some of you fags go;
>"Oh, so you like le edgy ultra serious storytelling.""
But it's just far more interesting having proper character development, and characters which don't just devolve into flanderizations of themselves.
It doesn't need to be ultra-serious. Not writing the game to be ultra edgy doesn't mean that they have to write the games to mock themselves, as if the writers don't even like the characters they're tasked with bringing to life.

I liked Tails character progression in Sonic Adventure 1 and 2. They could have so easily did what modern games did, but instead they give us a satisfying character arc for Tails.
Just write the games like a lot of shounen write themselves. You're not taking it too seriously by doing that, but also not just mocking your own game either.

the DC version has full analog movement

oh no no no no no no

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Imagine sitting around playing a dreamcast game all day searching for obscure glitches just to shitpost on 4channel. I respect your autism (You)

Absolutely incorrect.


>Sonic
City Escape: A+
Metal Harbor: A
Green Forest: B+
Pyramid Cave: B-
Crazy Gadget: E
Final Rush: C-
Average: B-

>Shadow:
Radical Highway: A+
White Jungle: A
Sky Rail: C+
Final Chase: D+
Average: B

>Tails
Prison Lane: C+
Mission Street: C+
Route 101: C-
Hidden Base: C
Eternal Engine: D-
Average C/C-

>Eggman
Iron Gate: B-
Sand Ocean: C
Lost Colony: C
Weapons bed: B+
Cosmic Wall: A-
Average: B-

>Knuckles
Wild Canyon: B-
Pumpkin Hill: A-
Aquatic Mine: D
Death Chamber: D
Meteor Herd: B
Average: C+

>Rouge
Dry Lagoon: C+
Egg Quarters: E+
Security Hall: D+
Route 280: D
Mad Space: E-
Average: D

A is fantastic, B is good to great, C is meh to alright, D is supbar to flawed, E is outrigght bad to shit.

I just want them to bring back the goddamn Chao Garden.

btw for the guy that was talking about scripted shit in SA1, look at how the loop literally sucks sonic towards it

Attached: scripted.webm (570x432, 715K)

This. Max comfy.

Attached: LWSONIC.png (1076x880, 987K)

You don't click left to right in the classics, advance, etc. It should 1 to 1 to his 2D controls, just like the other successful platformers did it.

>"Let me just repeatedly jump cancel for no real reason whatsoever"
>"What!? How is that fair? How can I just die like that going through a loop while jump cancelling!?!?"
>"Woooooooooooooooow, nice game SEGA."

Attached: -.-..jpg (604x604, 52K)

wtf are you talking about? In the classics you had to slow down before you turned completely around that is still true in the Adventure games.

steamcharts.com/app/637100
That is a MASSIVE, yikes from me desu. Modern Sonic """fans""" don't care about the games, just surface value 2000s shonen nostalgia.

You're either playing on a shitty emulator and not telling us or your Dreamcast controller is fucked, you should have full analog movement on the DC version of the game.

> perfect for how Knuckles controls.
Perfect? Not 100%, just compress the level's size by 25% and then it would be perfect.

Fuck off

Nah the size makes drill diving from the top so satisfying

Doesn't happen on the Dreamcast version, just SADX.

Top kek, i've never noticed that.

>Not writing the game to be ultra edgy doesn't mean that they have to write the games to mock themselves, as if the writers don't even like the characters
This so much. It's an almost kneejerk reaction for the writing whether its the boom show, the games or the fucking Twitter to constantly shit on itself in an annoying self-deprecating manner. Yes we get it, sonic's a laughingstock but give it a rest once in a while if you're not having anything new to joke on

>doesn't happen on the dreamcast version
that is the dreamcast version

that is still true in the Adventure games.
This post 100% contradicts this statement if this image is true. In fact Boostshit is more actuary, just overly slow compared to Classic. Hell the problem isn't even when you turn going fast, it's always been unanimous it's when he goes slow he turns like a RE character in mud.

what game?

Hey, I'm just shiting on that idiot trying to be slick.

Nah that shit doesn't matter when the fucking point is FINDING EMERALDS NIGGER.

He isn't trying to be slick he is just a falseflagging faggots that tries to shit up every thread.

It gets worse
This game came out 2 months ago
steamcharts.com/app/785260

Thats easy too if it takes you more than 3 minutes to beat the level you have brain damage. Getting to the top and bottom is extremely easy.

thank you, it's very hard work considering how amazingly well designed this game is

Attached: not.webm (518x390, 254K)

>This is ideal in a video game
Also
>VMRRREEEEEEEEEEEEEE

Attached: King-K.-Rool-Super-Smash-Bros.-Ultimate.jpg (1200x600, 86K)

You need to expand your criteria for what makes a bad game. Forces is a nothing game where you do nothing for about 2 hours and then it ends. 06 on the otherhand, with its plethora of half implemented mechanics and bugginess, messy extra modes layered on top each other, excessive extra stuff which dilutes the main adventure, STILL manages to have at least 5 or so total hours of solid gameplay in some really exceptionally designed levels. There is plenty of non-ironic fun to be had in 06 despite it's overwhelming flaws, while there is nothing in Forces in terms of gameplay, at all.

Considering I have replayed the full game 50+ times and replayed individual levels more than that and never had these glitches it must be.

Go play RNG Quest in Smash faggot and leave RNG cock sucking out of Sonic threads

I'm here to edcuate you fags. Two words: Sonic World.

Swdx latest video:
youtu.be/LhZFtQC_x_s

Sonic world r9 showcase:
youtu.be/Y8dU8wOshxk

That's his SADX character model and the annoying shiny SADX effects

wtf are you talking about? I don't play nu-smash sorry. Knuckles can move so fast in Sa2 rng hardly matters at all and you can get easy A ranks with any combination learn the level layouts and figure out the fastest way to move in them before crying faggot.

>SA2, Heroes, Shadow, Riders. Rush, Advance and countless other spinoffs came out between SA1 and 06
>all in between the span of 8 (EIGHT) years
This is fucking me up more than it should be honestly...

Just run for a bit and you pick up quite a lot of speed. If you press the attack button while going top speed you can jump really high without losing any momentum

Of course it's not ideal but they had no choice. You have to remember that at this point, there was nothing like loops or corkscrews in 3D gaming. It's not as simple as the classic games where you just held right. The team had to either hope players would be smart enough to manually adjust the control stick to match sonic's position on the loop/corkscrew and ensure they had enough speed going in or just automate the whole thing. Realistically speaking, the option they chose probably saved this game from even more ridicule

are you two braindead? that's the fucking DC version

Attached: dreamcast sonic.jpg (750x645, 38K)

It's stilt shit because it's Too Bigley
Ranking: Pumpkin Hill > POWER GAP > Wild Canyon > Meteor Herd >> Aquatic Mine >>> Death Chamber >>> Shit >>> Rouge levels.

>playing the dub
the game supports dual audio

I love that screenshot. Games really need to focus on skyboxes a lot more

No its "shit" because you don't understand how to play it. git gud Pumpkin Hill is way "bigger" than Meteor Herd just because it doesn't have easy transportation across the level.

Or, you know, make them wider. Like, I don't know, in SONIC R, which did loops with far better scripting on loops where it still took enough speed to make the loop or else you fell off of them.

You're correct, my bad. Not gonna delete my post though

>No its "shit" because you don't understand how to play it.
I Unlocked Green Hill Zone in SA2 nigger. Don't tell me how to A rank a game. Shit is shit. Galaxy proved how shit all of that stuff was, and as a collecting gamemode, it wasn't the best experience, just more tolerable with smaller stages.

i like the game a lot dude but even i'll admit that i've fallen through shit a few too many times

>Galaxy proved how shit all of that stuff was,
That game came out 10 years later on much more powerful hardware dumbass. Also Meteor herd doesn't even have gravity elements.

Of course you fall through shit but rarely on the scripted loops. Especially on the DC version/

Sonic R handles loops terribly and you can barely make it through them unless they put guardrails to compensate for bad control you have on them. Not to mention its eyeaids when the camera tries to track you.

gee the control on these games is really intuitive and smooth..definitely better than that boostshit

Attached: roger plays sa2.webm (1360x568, 2.96M)

So the target demographic for boostshit is braindead 40 year olds that never played a game before in their life? Sounds about right.

>That game came out 10 years later on much more powerful hardware dumbass.
Yes, I like better examples of things done better. I had this opinion since Sonic 3K, after playing Sonic 2 to death. Knuckles gamepllay, was mediocre gameplay then, then a better example made it worse. It's like how Mania made the classic part in Generations 100% a waste of time.

The levels size was the only way to make them tolerable, and when I said "perfect" I mean, acceptable for the time, but not great. I was trying to be fair, but then you had to just go lol nope I'm right you wrong get fucked.

Sonic adventure 2's demo where he had his old shoe design was a lot more fluid and free feeling than the final game
gotta say thats probably the best feeling sonic shit ive played

Attached: Sonic 06 Experience.png (1920x1080, 3.32M)

>Sonic R handles loops terribly and you can barely make it through them unless they put guardrails to compensate for bad control you have on them.
>it's a "He plays the game like a platformer instead of like a racer and blames it on the game" episode

No retard I've 100%'d the game multiple times and know all about the drifting controls you need to master to git gud the loops are still ass.

What exactly are you trying to prove? That good games get more congurrent players?

Again, (You) just suck at playing the game proper. Not my problem palio.

Nice non argument.

I'd imagine.

i miss cybershell bros what happened to him

Guess you got no comment left to say lol

Why would he jump here?

I've already said everything I needed to, the loops are terrible even when you are good at the game. Sorry if that hurts your feelings user.

For shitposting sake.

>It's terrible because it doesn't play itself and I have to try in a video game
Just cope that you can't get gud proper at a game like Sonic

Attached: 1506484180108.png (600x515, 466K)

i find theres alot of nuance in the spin dash especially if you play like i do i play it like a character action where i play as extravagantly as possible because thats how sonic should do it

Fuck off. Sonic R's loops are the superior 3D loops. Have fun with your shitty scripted suction crap.

Attached: Sonic R_loops.webm (1192x960, 2.77M)

But it does play itself user all you have to do is hold forward and the guard rails save you. They put them there because the camera and general controls on loops suck ass.

you literally just push forward but you have to have some speed going in...wow...truly superior

how?

>Hold forward and pray you don't fly off the side
>Even if you wanted to try and control Sonic on the loop the camera doesn't even show him on screen so you can't
S-So this is the power of unscripted loops

They kinda touched up on it again during Sonic Battle and Sonic Chronicles but that timeline just got erased by time eater i guess. makes you wonder if there were echidna cultists that worshipped time eater. just a thought.

>It's another shitposter-kun invades multiple boards episode

how the fuck would you fly off the side? seriously. it's like 2 seconds, i don't even think you could unless you entered the loop already on the edge

You can but its unlikely because they made it small enough so that you can't see how little control you have on it. For the bigger loops they put guard rails up to compensate.

Based and (R)edpilled
What guard rails? Do you see any in ?

Attached: 1500849364638.png (300x464, 138K)

I think Sonic was never good guys

Only loop in the game without them.

>even this meme phrase is starting to sound more and more phoned in
at least it means even you guys are getting bored of it.

Sorry to say but I just don't see it

>Only loop without them
>Remembers distinctly there isn't on in Regal Ruin Zone
>Or in Reactive Factory
>Only in two levels
Retard.

There isn't even a loop in Regal Ruin you tard and the one is Reactive Factory is so shit everyone skips with the bounce pad.
I thought you said you were good at this game? Oh you are just shitposting and don't know what you are talking about.

Alright so its like Sonic Generations but different.

Start in Silver's future timeline and everything's actually nice for a change. The Little Planet form Sonic CD is making its annual return, but things fall into chaos when the death egg apparates into the future. Back in the past (Well Present), Sonic, Tails and Knuckles are trying to find out about where eggman has vanished off to and they find out more about the orgin of the time stones.

Bonus Episode : Have Time Eater mess with Shadow's past making him relive past events such as Maria's death, Alternate timelines in Shadow the Hedgehog, Mephiles, Infinite, etc.

>There isn't even a loop in Regal Ruin
youtube.com/watch?v=2TjvJiceZpc - 1:55
Thanks for confirming you never played the game retard. Time to off yourself

Only happened to me once because i moved the control stick wrong.

>Ignoring the guard rail at the end to save his ass because you can't fucking see Sonic 90% of the time on the loop
Next level shitposting friend

do you consider horizontal loops loops?

But its impossible to fall off there user, i remember there being an invisible barrier that stopped you from going places where the game doesnt want you to go.

There are loops in every stage except Radical City. None of the loops have "guardrails" around the whole thing but it doesn't matter because there's an invisible barrier stopping you from running off the side of any loop, even the one in Resort Island. You are allowed to drop from the top of the loop onto the bottom of the other end though.
If that's what you're referring to then I don't even understand what the issue is here. What do you want the loop to end on, a fucking pool of water?

The point is they block you from falling off the loop every single time so its no different from the scripted shit in Adventure its just less pretty to look at and the camera spazzes out. Loops don't work well in 3D and never will so its always just gonna be there for spectacle

yes, but its buggy as hell.

It is super sugoi
though the 2nd one is better
youtube.com/watch?v=Fg-KL47tI4A

I walk into an Adventure thread to be treated to faggots talking about R. Cool.

Attached: 1561435181152.png (444x331, 166K)

Sonic R still has the perfect blueprints for a good loop. The loop requires speed, momentum, and is not automated. It's not even hard to stay on the path. If they got rid of the barriers, it'd still be easy to stay on it.

+1

fuck off you had your turn

No they don't because the speed required is next to none and the camera never works on them I have yet to see a 3D loop work with a camera even the utopia ones look awkward. There is a reason they put those scripted boost pad things in front of every loop in Sonic R

Just increase the speed and show a side-show camera. Wow...so hard

Both Adventure and Adventure 2 are great despite the bad presentation.
Thank you user, very cool.

Attached: inline_mho5vl2Qhe1r02tpd.jpg (288x318, 13K)

>Show a side show camera
Okay then what do you do about the controls? Completely flip them on a dime? Or just make it so holding forward takes your through? If its the first option then it will control like shit if its the second option then its the same as every scripted loop in the series.

Absolutely seething.
>Less pretty
>cares more about spectacle instead of function
DOUBLE YIKES
I knew I remember your faggot ass, you're that loops autist that freaks out when people posted Utopia gifs of them going through loops and reeeeee that the Sonic Team way is the ONLY way 3D loops can ever work.

Kill yourself you little troubled child, no one likes your retarded no effort cinematic experience.

Attached: SonicUtopia2.webm (480x270, 2.79M)

>holding forward is bad
Do you not realize how stupid it'd be to push forward and then quickly push backward and then quickly push forward again to properly simulate loop movement?

Reminder to dab all over this LoopSperg.

Attached: loopin-camera.webm (784x360, 1.96M)

This. Also, when are we going to get a Sonic game that looks and plays like Utopia?

Dunno who you are talking about but you sound like a schizo the Utopia loops don't look good at all and play the same as the scripted loops in Adventure though.
I don't care if its just holding forward I just think its retarded to complain about shit being scripted but then be okay with just holding forward nonstop to go through the loops. Its basically the same thing gameplay wise.

Forget loops. What we need to do is figure out to make corkscrews work in 3D

This looks fine because its less of a loop and more of a corkscrew

>Completely flip them on a dime?
Holy IGN Batman, post just proves how retarded you are at video games.

Attached: IGNorant.webm (1280x720, 2.49M)

The big difference is in entrance speed and momentum, you retard. Holding forward is not the problem, the problem is being sucked into the loop and then being guaranteed a ride even when you put the controller down

Wow, I haven't seen that webm in a long time. Those were some nice threads.

what are you getting at? in the 2D games you just hold right as well

Do you not understand what a side show is? It would mean turning the camera to show the side of the loop and thus changing the controls.
But getting momentum has never been a challenge ever since the spindash was introduced. Even the loops in the classics was more spectacle than anything even if you could jump at the top of the for slightly more speed.

No you do not just hold forward to go through a 3D loop. The bend to make the loop means you'd have to tilt the controls 5 degrees to the side otherwise you'll just fly off backwards at the top of the loop. Aka, not as simple as a forced script, it takes skill and a trained eye to hand coordination to pull it off.

It literally doesn't in Utopia because the camera does all the work for you.

>It would mean turning the camera to show the side of the loop and thus changing the controls.
Literally not an issue since Sonic Unleashed.

>It literally doesn't in Utopia because the camera does all the work for you.
False, play the game idiot. Actually play the game, I have 50 times now to know you're bullshit.

Attached: IGN playing Sonic Utopia.webm (1280x720, 2.43M)

>Even the loops in the classics was more spectacle than anything
unironically this. i don't know why people act like automation in loops is bad. they're basically just there for show

>Wanting scripted 2D shit in a 3D game
Okay why are you complaining about scripted loops again?
your webm literally proves me right the only reason he fell off is because he went in at a retarded angle the camera was already preparing to help him get through it.

wow i have to push the stick a little to the left, god damn truly incredible

Utopia was so fucking satisfying to control post more webms

Not him, but your webm shows another problem with manual loops: the slightest deviation from going forward sends Sonic away from the loop's path, and sends him falling down. This problem would certainly be a lot more apparent when Sonic isn't as tiny as he is in Utopia.

The camera does nothing except follow the player object. Utopias physics are entirely based around the player object itself.

fuck off and play a real sonic game

Attached: generations.webm (356x258, 2.56M)

>your webm literally proves me right the only reason he fell off is because he went in at a retarded angle the camera was already preparing to help him get through it.
He was going straight ahead. If you don't position yourself right of course you won't make it. The point is that it takes skill to master loops, just like it took a literally baby to overcome 2D loops
3D loops is just a big boys first challenge. Easy to get into, Easier to master. Just make them wider for beginners like in then narrow them as the game gets harder and bam, noob to pro Sonic player.

Or you know, just turn 100% of everything in Sonic into a movie. That will work ok for the modern Sonic fanbase anyways.

???

Oh my god, are you telling me...players actually have to....pay attention to what they're doing???

Attached: pathetic in 3D.png (640x480, 445K)

Connecting to the badnik then the slope at the end felt so good

Attached: Sonic Utopia Physics.webm (640x360, 2.27M)

>come into sonic thread late, past the first 150 posts or so
>its full on autism
Everytime

Are there any good adventure style fan engines?

I've seen a few but they all seem to be less responsive and lack the same fluidity SA1 and especially SA2 had. SA2 in partiuclar has a bunch of unique animations for doing sutff off of jumps, rolls, etc which almost made it feel like a parkour game, haven't seen any fan engine replicate that

IT DOESN'T MATTER
WHO IS WRONG OR WHO IS RIGHT
WHEN I DON'T SHOW UP DON'T CRITICIZE
03AOLTBLRPhlWZLvxOjcabiInV8wEUbIOdgadlV9-w9M4HmiViu4TlGPf5U1WiD6WIIvVHG0Ypj5aSAXytsKFOtUfKaoUoMgLU-miJe2F174VC4hR4_OWsGSjzod9wsmEUnOPLD9GveV6WJP3UZ1O16E9YRYGC9kTOLo_MNCK8-tAAgLLcbx1jlH2k7jczH-AQL9VGx5OALn0jYWdFNH9AZtU3zz5Rh5z0ekYDU4y-WbkLnAJjKJCI-QwjTPNNU-DDc3Y3Fl6YHu0y

fuck would you prefer?

They take absolutely no skill at all and not to mention at high speeds they just flat out don't work due to the camera spinning around so fast.
Look at this webm look how much he has to struggle just to stay on the loop for half a second and thats with practice and utpoia has simple as fuck level design I can only imagine how bad it would get with more complex shit.

Seems like the best we have for that right now is Project Hero.
youtu.be/wKdo5f5X_qc
youtu.be/JEHBtq4xvS4
youtu.be/iM6qebS36IU
It's still in development, but it looks really solid.
Don't be surprised if it gets cancelled though, 98% of Sonic fangames always do...

Attached: D_TTV58XoAEFWCh.jpg (1200x896, 93K)

I'm legit convinced that anyone who criticizes the gameplay of Utopia is a straight-up zoomer brainlet.

The joke is Sonic fan games don't get cancelled by DMCAs, but rather just project mismanagement or disinterest

Its works well for a simple open world level but not for an actual platformer

>i don't know why people act like automation in loops is bad. they're basically just there for show
Loops in the classic games were typically used as obstacles that would then result in spectacle if run through successfully. 3D games just use them as spectacle only. Is every loop in classic Sonic an obstacle? No, but their typical function was to tell the player "you need to maintain more speed to progress." 3D games use them almost primarily as "this is a Sonic game so here's Sonic running through a loop, how fun!"

On a similar note, do we really NEED loops in 3D Sonic games? Could 3D Sonic not have its own equivalent to the shuttle loop that works better in a 3D space instead? I'm thinking of something like having large tubes that Sonic can run around the inside/along the ceiling of if the player's maintained enough speed to do so. I think one of Unleashed's dlc levels has something like that (although it wasn't momentum-based, obviously).

Attached: 1452475313076.jpg (400x400, 17K)

All I got
youtube.com/watch?v=yEi-dQfkqDs
Don't let the name fool you, it's SA2 x Sonic 2 styled

>Utopia
>Open World
Like I said, zoomer brainlet

>Loops in the classic games were typically used as obstacles that would then result in spectacle if run through successfully.
Maybe in the first game but once the spindash got introduced they were purely spectacle.

>They take absolutely no skill at all and not to mention at high speeds they just flat out don't work due to the camera spinning around so fast.
All false. Gid gud fucking zoomer

Attached: 1563266816318.png (702x810, 291K)

ucking Penders

Attached: Pender'd.png (1322x398, 36K)

Its about as open world as you can get with a dev team of 2 people. Nice projecting though i've been Sonic since before you were born.
>Literally proves me right with how hard the guy has to struggle to stay on anything constantly jerking left and right.
Good job

>Look at this webm look how much he has to struggle just to stay on the loop for half a second
I blame my shit bluetooth controller.

> thats with practice
Actually, only like the 2nd or 3rd time I actually tried, and again, with a shit bluetooth controller at the time. Even then with more practice was was acing it without issue by then so what's your excuse? Being just shit at games?
Again, make them wider if you're even more shit then that take and you'd still make it with such a noobie fix for scrubs.

>they were purely spectacle.
Actually in the Genesis games and Mania, they do increase the players speed on the downward ascent, giving them a greater speed when they exit the loop than when they entered it initially. Using the loop-jump corner technique even doubles, if not triples that

Even with the inclusion of the spindash loops would still stop the player from progressing forward if they didn't have enough speed to run through it. Having to stop to spindash through a loop still makes the loop itself an obstacle, because it forced the player to have to come up with a solution to move forward.

>Its about as open world as you can get with a dev team of 2 people
The devs literally designed it as an A to B point layout with alternate branching paths. They admitted though that they made the route too wide, but you can make it out clearly in this image, via the mountains around the main path leading the player into the distance. There's nothing "open world" here, it's literally a wide corridor.

Attached: maxresdefault.jpg (1280x720, 152K)

>but not for an actual platformer
Why? Utopia is just intended as a glorified test level. What about its gameplay wouldn't work in a stage with more structured level design?

can we please talk about the fucking adventure games

>>Literally proves me right with how hard the guy has to struggle to stay on anything constantly jerking left and right.
See

I feel like that's what really bothers me at the end of the day over anything else, the devs have tried time and time again to stress that it was just a test level, but people to this day still just assume the whole game will be like this, what more does he have to do to make it obvious?

Attached: 1516849872967.png (1472x1120, 2.68M)

The physics are too OP and break level design.

According to?

No, you'll get your chance when the adventure autist makes another SA1/SA2 thread like he does very day.

It's really just an over-ambitious test playground. A good one though, at that.

I've played utopia going through a basic loop isn't very hard the problem is the different variables that can happen and the increased speed making it that much more challenging sure it works in this tech demo because there is no risk of dying or even failure but what happens with actual level design?

>Couldn't even save the Dreamcast.
You a dumb ignorant gorilla monkey. SA is literally not even top 100 reasons why DC was discontinued.

Only if your levels are as microscopic as a Sonic Adventure level

If you have a functional brain you can see it. Look at how much airtime you can get just from basic rolling in this game. Unless you want every level to be a giant sandbox with nothing really to do like the level in the tech demo I don't see it working.

honestly the kart racing """side project""" is probably the best kart racer you can play today.

Sonic adventure 1 and 2 are great games. The fact people are still talking about it shows how popular the adventure games still are.

Crash was until they added the Grand Prix

The physics are only OP because the level design allows them to be. A stage that isn't filled with huge, downward sloped ramps obviously wouldn't allow Sonic to gain as much speed as he can in Utopia's demo.

honestly never happened to me
is this a gamecube emulator problem?

why do people have so much trouble telling the difference between the DC and GC version of this game?

That's the dreamcast version.

Your functioning brain is only envisioning 3D Sonic levels as they are in games like Adventure 1, 2, Heroes, and Generations. Utopia has an entirely different architecture that lends to vertical level design based on abusing the physics to get airtime, and rewards it by letting the player find higher and faster routes to get to the goal faster.

Not really true just a simple spin dash jump off a small slope still gives insane amounts of airtime. Also why would you develop a insane physics system if you aren't gonna use it?

Fun thread. See you boys next time.

Attached: 1529242236336.gif (500x372, 1.6M)

No my functioning brain sees even if you have vertical level paths the physics system completely shits over any amount of platforming to be had because you can literally spin dash or roll jump over everything.

Not my fault you didn't play the demo and actually experienced platforming. If somehow you actually did play it, I bet you didn't even find the hidden Chaos Emerald because you just jumped and flew everything.

do you even like video games? You aren't even rating the levels by the level design, you are just rating how much you like the characters. Level design is not equivalent to character physics.
the only thing that makes sense is that you looked at projared's video and just reflected his opinions instead of making your own.

>Security Hall: D+
you are so bad lmao. There are so many different ways to ascend quickly (springs and rockets), and since the room is a cube with a smaller cube area up top, its easy to scan around with the radar.
Only a child takes 2+ minutes on security hall, you absolute shitter. also give dry lagoon a B, its good, especially since designed to ease people like you in. very aesthetically pleasing and short.
>Mission Street: C+
so you are going to rate mission street better than any tails level, period? You are going to put the level where they drop enemies on top of you and shoot missles from behind the camera that you cannot dodge on your first playthrough ABOVE eternal engine, and you aren't even gonna give it an E? Let me take a wild fucking guess, you fell in one of the death pits in eternal engine, and you didn't die in mission street? "well -clearly- it must be a better level". Yes, it is the last tails level, it is supposed to be slightly more difficult. They teach you early in the level to not shoot the dynamite, its your own damn fault if you push b while looking at them.

Yeah I played the demo and the platforming was non existent because I could abuse the physics system and jump over everything. Its fun for a bit but would get boring in a full game.

>there are people who struggled with gem hunting stages

>Not really true just a simple spin dash jump off a small slope still gives insane amounts of airtime.
Then the level design would compensate for this fact? Sounds like a non-issue to me.
>Also why would you develop a insane physics system if you aren't gonna use it?
Who says it wouldn't be used? A physics system that allows for large air time could also result in stages that are vertically layered. Think outside the box a little.

> Look at how much airtime you can get just from basic rolling in this game.
Muh buzzword. And HOW does that break the game where there's no average of overshooting the level that's MOSTLY FLAT? Unlike in the SA1 examples itt Going high with such air acceleration lets you just fly over most of the level. With proper level design there's no point you got fast forward plus really high at the same time.

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See ya later, Batgirl

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I was bad at video games as a kid. Now they are easy for me.

>I bet you didn't even find the hidden Chaos Emerald
Not him
Where?

The problem again is that platforming is completely broken by this physics system. If you want a game where sonic just runs around a opening flat level like muh Sonic CD opening then thats fine I guess but I prefer my platformmer to have more platforming.

>The problem again is that platforming is completely broken by this physics system.
No it isn't. Stop thinking SA1/Mario tier platforming

Just stop, and think for one sec, if you took Sonic CD level design, but in 3D, and had Utopia's physics. You could actually explore those elevations with momentum instead jumping like Mario to each one. Sonic has always platformed best with physics, not with his legs.

Hell just look at Sonic Robo Blast 2 for a better example of vertical level design.

they really couldn't get her eyelid to close?

Kinda funny how Robo Blast 2 always gets praise, but Utopia is where it's going too far, and that was just a test level.

Sonic CD's platforming wouldn't work in Utopia because once you got to the top level you could just fly over the rest of the level anytime a platforming challenge came up like in CD you would just spindash jump over it.

Robo Blast 2 is was more tame physics and even then you have the same problems of being able to jump over a majority of shit even if they try to wall you off alot of the time.

Good thread bros.

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>because once you got to the top level you could just fly over the rest of the level anytime a platforming challenge came up like in CD you would just spindash jump over it.
What retarded logic is this? Is Tails and Knuckles now bad in 3D? Does the Cape Feather now make SMW shit?

Tails and Knuckles would be shit in 3D if they didn't have levels designed around them. Sonic with the amount of power he has in Utopia breaks levels to the same degree as Tails did in Sa1.

This game is trash

So Sonic is just shit in 3D. Should have just stated this since the beginning instead of shitposting this whole time.

No Utopia has a good idea but the way the physics are don't work right now atleast for platforming they need to be nerfed a great deal and then they will be fine.

>You aren't even rating the levels by the level design, you are just rating how much you like the characters. Level design is not equivalent to character physics.

I'm rating how much fun each mission is to play. So it's a combination of both level design and character-gameplay-design. After all, level design is only truly guageable in the context of the plauyer's abilities and mechanics.

>you are so bad lmao. There are so many different ways to ascend quickly (springs and rockets), and since the room is a cube with a smaller cube area up top, its easy to scan around with the radar.

I originally had security hall higher, as a C+; but I changed it to a D+ after replaying it a few times recently. The problem isn't the time limit, the problem is the tedium of changing the switches if you get emerald spots where you need to change the switches multiple times in a single run.

>so you are going to rate mission street better than any tails level, period? You are going to put the level where they drop enemies on top of you and shoot missles from behind the camera that you cannot dodge on your first playthrough ABOVE eternal engine, and you aren't even gonna give it an E? Let me take a wild fucking guess, you fell in one of the death pits in eternal engine, and you didn't die in mission street? "well -clearly- it must be a better level". Yes, it is the last tails level, it is supposed to be slightly more difficult. They teach you early in the level to not shoot the dynamite, its your own damn fault if you push b while looking at them.

except it's stupidly easy to shoot the airlocks by mistake.

keking hard at 500 replies for this shit thread