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Post by madhair60 on May 1, 2011 20:27:23 GMT
I've been playing Sonic 3 and Knuckles again on Steam, probably for like the thirtieth time, and it's really quite astonishing just how good it is. There are so many fantastic little touches that I'm still only just noticing, little graphical details that make the zones that much more convincing. Treating Sonic 3 and Knuckles as one game (which it is, arguably), it is obvious to me that it beats Sonic 2 into a cocked hat. Yet, I see a goodly number of folks both online and off who will champion that first sequel over S3K, an opinion I have never understood. Sonic 2's not bad, but it's hardly Sonic 3 and Knuckles, is it? Yeah, 2 was made before 3K, obviously, but that shouldn't matter. Nostalgia aside, what reason is there to play 2 over 3K?
The music, perhaps? I'd say that overall, Sonic 2 may have a more consistently memorable soundtrack. You're humming the Chemical Plant zone music right now, reading this. Mystic Cave, Metropolis. All excellent. But 3K isn't too shabby on the music. While each zone obviously has a different theme song, each act features a different arrangement of said tune, and some of them are tremendous. My stand-outs are Hydrocity 2, Ice Cap 1, Lava Reef 1 and Sky Sanctuary, but they're all good. Except Marble Garden. I'm not too keen on that zone in general.
Graphically I don't think it's unreasonable to compare the two games, despite their difference in age. The Mega Drive/Genesis Sonic games are graphically pretty much perfect to me. They don't look dated in the slightest, as far as I'm concerned - the pixel work is so clean and hefty, for want of a better word. The colour use is superb, everything is so crisp and believable. They look wonderful, much better than most other platformers of that era have held up. It's tough to put a finger on exactly why.
Obviously, Sonic 2 looks great in general, but there's a particularly impressive component that I didn't really notice until relatively recently - the backgrounds. They look incredible, in places, particularly Chemical Plant, which is the graphical showcase for the game. Sonic's thrown around so fast the screen can barely keep up, and the hardware doesn't seem to even break a sweat. Rocketing over pipes filled with glittering blue liquid (another little touch I only picked up on earlier this year), with that rocking music pumping away, is pure Sonic adrenaline.
Sonic 3 and Knuckles, on the other hand, is on another level. There are so many absurdly impressive graphical additions that it's easier to list what doesn't work, and that's what hits me - there's simply nothing wrong with the graphics. Nothing that makes me sit up and go "Hmm" like Sonic 2's Hill Top Zone recolour job. Every stage in S3K is different, sometimes multiple times in the same act. Think of the firebombing of Angel Island completely changing the tone of the level. The sumptuous, diverse experience that is the Lava Reef zone. The hyperkinetic light show of Carnival Night. The sheer atmosphere of Sandopolis act 2. The changing seasons in Mushroom Hill. I could go on, and on, and on. Every single individual act has at least one graphical touch worthy of praise. Sonic 3 and Knuckles is the best looking game ever made, and thanks to its timeless 2D art, it always will be.
Cosmetics would mean nothing if they weren't affixed to a damn good game, so let's take a look at how the titles in question play. You've obviously noticed that I prefer 3K, so I'll just use this opportunity to list (in forum friendly bullet-point form) why I feel Sonic 2 is its inferior.
- Sonic 2's opening zone is an inauspicious retread of Green Hill. It's not a bad level, per se, it just hasn't the scope of exploration that Sonic 3K's opening zone has, nor of Sonic 1's. I find in the Emerald Hill zone, both acts are completely interchangeable; a criticism that can be accurately levelled at almost every one of Sonic 2's multi-act zones. I say "almost", as the aforementioned Chemical Plant (by far the standout level) has two levels distinct enough to be memorable. The first act introduces the elements and clearly ups the ante of the previous zone, establishing a sense of adrenaline, of a sequel that aims to supercede its predecessor. Unfortunately the rest of the game really doesn't live up to this, but I digress. Chemical Plant act 2 is distinctly more dangerous, with the poisonous Mega Mack an ever-present threat, a more complex, maze-like layout (Emerald Hill is basically a straightforward left to right, a limitation even Green Hill avoided), and one of my favourite moments of tension in Sonic games - the insidiously long shaft with the shifting staircases, and a sea of Mega Mack quickly rising. The sweaty palms this induces have lead me to lose many a life. I've just realised that this is supposed to be a list of easily digested bullet-points, but this one alone is 228 words. Arse.
- Chemical Plant is the gaming equivalent of premature ejaculation, and exhibits Sonic 2 blowing its load two levels in, failing to recover the excitement in time for the (admittedly lovely) end credits. The following Aquatic Ruin zone, while aesthetically gorgeous, is a huge drop-off in gameplay quality. There are no new ideas on display whatsoever, the only fresh addition to the Sonic template being the wasp-like enemies, who have no interesting quirks whatsoever. It's just so by-the-numbers.
- Casino Night cannot be ignored. A casino-based level is not just desired in a new Sonic game but expected, now, and the originator still engages with its game of chance. It's fairly empty to play, though, with its one enemy type (that you'll barely run into anyway). And, to be fair, it's just an expansion of Sonic 1's (superior) Spring Yard zone.
- The Metropolis zone isn't just below average, it's plain bad. The worst design of the Mega Drive games, and three painful acts of it. Awful enemy placement, boring and slow gimmicks, unfair traps. It's a loathesome chore, a horrible experience, and one of the main reasons I rarely play far into Sonic 2.
- The special stages in Sonic 2 are completely unenjoyable when played as both Sonic and Tails (unless you have a second player helping out). Basically, if you want to 100% the game, you have to play as Sonic alone. Why even have the options?
There are other reasons I dislike Sonic 2, but I don't want to be too negative - it's not a great game in my eyes, but it's got a lot to appreciate. Sonic 3 and Knuckles outclasses it in every way, though. So, what I guess I'm asking is...
TL;DR: Why do you think Sonic 2 is better than Sonic 3 and Knuckles?
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Post by Baron Canier on May 1, 2011 20:46:51 GMT
I wouldn't say Metropolis is outright bad, but three acts of it really does make it feel tedious. The Badnik population also skyrockets and their placement is downright sadistic at times, but then you could argue that's just the game increasing the difficulty as if to say "This is the villain's base, son. What did you expect?"
You forgot to mention Super Sonic. More specifically, how you can actually use him and not feel like the game is constantly trying to murder you for it. Heck, S3&K even gives you a choice in the matter: you have to tap jump twice in order to go Super. In Sonic 2 it's just one jump, meaning that inevitably you're going to have to turn Super Saiyan in order to keep moving through the level.
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Post by Supermorff on May 1, 2011 20:47:26 GMT
I don't. I agree with you that Sonic 3 & Knuckles is better. Although I will disagree with one word you put in parentheses and say that I think Casino Night is better than Spring Yard.
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Post by ShayMay on May 1, 2011 20:51:06 GMT
I don't. It's not. Sonic 3 and Knuckles is, in every way, superior to Sonic 2. Couple of my own thoughts I'd like to add: The spin-dash is a massive improvement to the game, and the Sonic formula in general. A much more obvious addition than Sonic 3's insta-shield (I wouldn't bother comparing them, as in my eyes, they're both equally useful), the spin-dash allowed us to rev up and GO, rather than build momentum. But it came at a price - unless you could find a way to jump out of the ball, you were stuck like that, with less control over Sonic, and you'd inevitably lose momentum. This give-and-take made the spin-dash a really good addition, as you couldn't just suddenly have speed with no consequence. The music in Sonic 2 is excellent, although, if I'm honest, not as good as S3K's. Like, I enjoy Sonic 2's, and they suited the levels, but S3K demonstrated a much more mature method of designing the game as a whole. The music was more about atmosphere and fitting the mood, and wasn't automatically "fast beat, catchy tune" - stuff like Carnival Night Zone and Ice Cap Zone really added to the game. However, Sonic 2 had a stellar soundtrack, especially Metropolis and Mystic Cave Zone. Not as good as S3K, but still damn solid. The only way, IMO, that S3K loses points is for remixing the mini-boss theme. I much preferred the "da-dum, da da-dum, da dum-dum COME ON". There are some other pretty good moments in Sonic 2. The Aquatic Ruin Zone was pretty complex (some tricky platforming, too), I liked Hill Top Zone's approach to the see-saws, with greater height being rewarded (although leave Tails at home, the lil' [censored] just loves getting in the way here as well) and the pinball sections of Casino Night Zone were a nice touch. Boss battles in Sonic 2 were far, far too easy. They've never really been the highlight of Sonic games, but the simplicity of 2's was ridiculous.
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Post by Baron Canier on May 1, 2011 20:57:45 GMT
Casino Night cannot is just an expansion of Sonic 1's (superior) Spring Yard zone. I'm going to disagree here: Casino Night feels much more iconic and full of personality than Spring Yard. I never really got what Spring Yard was meant to be. A quarry? Some weird canyon formation? Mountains made from sponge? While there's nothing wrong with avoiding cliche motifs (it doesn't just run with one idea for the level, is what I mean), I've never really grown fond of it because I'm not really sure what it is. Not that that makes it a bad level. It's fun to play, I just think Casino Night is better. I'll agree that Casino Night does feel paradoxically empty at times. I wager it's because they didn't want any stray Badniks messing with your pinballing antics. S3&K's Carnival Night Zone remedied that, though. Edit: Bugger. In trying to stand up for a Sonic 2 level I've inadvertantly stated that S3&K did it better...
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Post by Nam on May 1, 2011 22:17:44 GMT
Boss battles in Sonic 2 were far, far too easy. They've never really been the highlight of Sonic games, but the simplicity of 2's was ridiculous. Completely agree. Almost all of them can be beaten by jumping on them and staying on them. Chemical Plant and Hill top can be beaten before they finish there first attack. Aquatic Ruin can be taken out nearly as quickly by standing atop one of the totem polls. Mystic Cave, and Oil Ocean can both be beat at the second round of there attacks, and both have really easy way to dodge what they're throwing at you. Compare that to the much more numerous bosses in S3&K and there's some genuine originality to them. Of particular note, Death Egg act 2, the boss that shoots the spike bots at you, that is a genuinely inspired and original boss that can be beaten a multitude of ways, eithe by trying to get a spike bot to hit it as you go up, or revving into them on the ceiling to flip them over to try and hit it as it flips, or hit it again on the way down. If there's one problem with your post Stu, it's that you think people prefer Sonic 2 over S3&K. They don't, because they know that S3&K is a wonderful, wonderful game, that really shows what sixteen bit platforming was capable of. Three characters, all unique, all with different abilities to get throw the levels, all playing through the same levels, each getting different routes, none of which seem overly forced (on numerous occasions, Knuckles can get into Sonic's route, and vice versa). The levels reward exploration, but at the same time encourage speed, in a beutifully crafted mix of ideas and gimmicks, none of the overused or annoying. Yes, the levels have gimmicks, Marble Garden has you riding spinners, Sandopolis has you keeping the lights on, and Death Egg has the afforementioned upside down parts. While I'll concede Carnival Night is an annoying level, you almost get the feeling from the ever so slightly creepy level music, and nauseating and garish colours, that it's supposed to be annoying. Further to this, the game is a masterpiece in storytelling. Nothing is spelled out to the player at all. It's just seen as it happens, and your left to interpret exactly what's going on as you please. Sure, Stu, you've said before that nobodies care of the story of a fat man stealing emeralds from an Echidna, but that doesn't mean that the story, as basic as it is, isn't told extremely well for the setting, and allows the player to take as much or as little as they please from it. The key thing about S3&K though, is that it's actually more relevant today than it has ever been. Back in the day, the split was annoying. We had Sonic 3. It was short it was a bit buggy, there were features missing, and it generally felt incomplete. Sonic & Knuckles was obviously going to arrive, but the idea to lock the games together, was revolutionary for the time, and makes the game fantastic. If Sonic and Knuckles had been a stand alone game, without the connectivity, then it would've been another generic, short, if slightly improved sequel. Yet adding the lock on allowed Sega to do a lot more, and that feature is what makes the game relevant today. Don't look as S&K as a second cartridge, look at it as downloadable content. In one DLC bundle you get the option to play seven new levels, a new characte to play in the original game for (including getting a new boss in Marble Garden), and the option to play as Knuckles in Sonic 2. Now even with the idea to implement the lock on to make one game, there was no need to make Knuckles in Sonic 2, yet they did, and it added a bit of life not just to the new game, but also the old one. How many devs would do something like that nowadays? How anyone can think Sonic 2 is better is beyond me. Sure, it's not bad, but it suffers a lot from "Hold right to win", lacks a lot of the exploration, and just isn't as memorable in playing. It does have great music, and definately good in places, but it's just not as good and doesn't have the variety S3&K offers. Though it's much quicker for speed runners...
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Spudiator
Artist Hume
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Post by Spudiator on May 2, 2011 9:55:39 GMT
You're humming the Chemical Plant zone music right now, reading this. Actually I was humming the main boss tune (still one of my favourite Sonic tunes). Agree with the general consensus though, I still love playing Sonic 2, however I will concede that it's not without its flaws, the aforementioned "Tails effect" on the special stages most of all. What made the difference in S3&K though was the sheer expansiveness. Tails, although cutesy, is a bit of a pointless addition in Sonic 2, because he does nothing different to Sonic in his own game other than not being able to turn Super when all Chaos Emeralds are collected. Now granted that's still largely the case in S3&K, but at least he has his own ability (flying) to allow greater exploration than Sonic, and at least 1 boss played differently to Sonic (Carnival Night), Knuckles is the real difference maker though, because it's effectively a completely different game and story with him. The size of the levels though is a huge factor in its longevity, Sonic 1, 2 and CD are all great games in their own right, but they don't age quite as well because they're just too short-lived by modern standards, whereas S3&K was massive by mid-90s standards, and still stands up to current games in terms of playing time. There's just so much to explore, so much to do, so many secrets and hidden routes to find. I still remember reaching the end of Death Egg Zone the very first time and having that "holy crap!" moment at the size of what I assumed was the absolute final boss, which also had far and away my all-time favourite Sonic tune (the same one Sonic 3's final boss used). To then top that off with the Doomsday Zone, the greatest final boss of any game ever, was just epic!
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Post by Nam on May 2, 2011 11:16:28 GMT
Uhh, how is Carnival night's boss different for Tails? For all three, the act one boss is the thing that destroys the blocks your stood on, while act two is the ball launcher for Sonic and/or Tails, while Knuckles gets a pass...
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Post by Arch on May 2, 2011 11:19:18 GMT
The size of the levels though is a huge factor in its longevity, Sonic 1, 2 and CD are all great games in their own right, but they don't age quite as well because they're just too short-lived by modern standards But that's one of their saving graces for me. When I just want to bomb through a game and have a good time, I'll go to Sonic 2 (and, very occasionally, Sonic 1) because it's easy enough to get through in a couple of hours and, if I get bored, I haven't invested all my time in it and I can try again another day. S3&K is a 14-level, 3 character marathon which is amazing, yet not something to play if you're after a quick fix. It's easy enough to compare music and graphics like for like, but I think it's much harder to look at both complete experiences. As a memorable adventure, Sonic 3 & Knuckles will always win for what it brought to the table, but I wouldn't completely disregard Sonic 2 for what it brought along.
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Post by MentalAnalysis on May 2, 2011 12:25:31 GMT
What I personally like about Sonic 3 and Knuckles is how the zones connect to each other. In Sonic 2, it was simply a change in level. How did we go from colourful Green Hill Zone to the Chemical Plant Zone? But in S3K they were creative. I may it have been a trap set up by Knuckles/ Robo-Robotnik or an enemy ship just passing by after completing the first zone.
I also love how better Sonic looks overall compared to how he was in the last 2 games. (I'm a sucker for Design btw) I just feel that the pseudo-3D Sonic has more character than the bland looking one sided look of the previous sonic as When you look at the update of him, he looks more devious and intresting while the Sonic 1 and 2 sprite looks......bland...
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Spudiator
Artist Hume
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Post by Spudiator on May 2, 2011 12:52:30 GMT
Uhh, how is Carnival night's boss different for Tails? For all three, the act one boss is the thing that destroys the blocks your stood on, while act two is the ball launcher for Sonic and/or Tails, while Knuckles gets a pass... It isn't, I got my wires crossed. It was the Marble Garden act 2 boss I was thinking of.
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Post by Baxter on May 2, 2011 13:16:38 GMT
Great thread!
I wouldn't consider that a majority opinion amongst Sonic fans. 2's popularity appears to stem from those who haven't played another Sonic game, with the potential exception of 1 (and from a child's perspective, 2 is superior by default, being the faster-paced and more varied of the duo).
That's my patronising generalisation hypothesis, anyway; as someone who's played the series extensively, I don't get the adulation that's foisted upon 2. What I mean by that is that it's by no means bad, and a decent platformer on its own merits -- it's just comparatively underwhelming. Level design is pedestrian and by-the-numbers (Emerald Hill), weird, inappropriate and jarring (Oil Ocean) or an outright chore (Metropolis), and even at its best fails to match a bog-standard 1 or S3&K stage. Nor is it the defining instalment many seem to proclaim: 1 establishes the main tropes, whereas 2 until its closing phases functions moreso as a glossier upgrade (even Casino Night - iconic as it is - simply takes the Spring Yard mechanics and applies them to their most logical extreme).
For my money, S3&K is the pinnacle of the series in that it not only refines but perfects all that made its predecessors great, whilst introducing a plethora of new elements that influence the series to this day. As of 2010, I think the series is better than at any point since S3&K itself, but part of me still wishes they'd left it here before embarrassing themselves.
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Post by madhair60 on May 2, 2011 15:24:34 GMT
If there's one problem with your post Stu, it's that you think people prefer Sonic 2 over S3&K. It's an opinion I've seen frequently, though not so much here. It's kind of a rhetorical question anyway, that exists to provoke a response from people who didn't read the whole OP. BUT YA KNEW THAT DINTCHA
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Post by Alex on May 2, 2011 15:33:26 GMT
I do, actually. It may just be a nostalgia thing, given that Sonic 2 was -the- gameplay experience that defined my childhood, while I never actually got to play the whole S3&K package until the Mega Collection (having only played S&K and never having owned Sonic 3).
I still kinda feel that Sonic 2 is more of a complete package than S3&K. There are parts of S3&K that just drive me insane - like the stupid [censored]ing barrel, how utterly bland most of Launch Base is and the fact that Sandopolis Zone's colour palette gives me a headache - but there's just genuinely nothing in Sonic 2 that I'd change. Well, ok, there's -one- thing I'd change - the Tails AI in the special stages, but that was never really a problem for me as a kid as I almost always played with my brother (and if I wasn't, I'd play as Sonic alone).
The music, the levels, the bosses, the ending... all great from start to finish. Sonic 2 could only really be improved by adding more to it, not by changing any of what's already there - and that's a pretty special thing in a game. S3&K is arguably the result of taking Sonic 2 and adding more great stuff to it - and that's great. Seriously, S3&K is a fantastic game/s. But Sonic 2 will always have more of a place in my heart, and it will always be Sonic 2 that I go back to before S3&K.
Again, arguably mostly just a personal experience thing - but that's why I prefer Sonic 2 over S3&K. So that's your answer.
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Post by Samface on May 2, 2011 15:49:47 GMT
I have fonder memories of Sonic 2 - it was the first game I played on a Mega Drive (my brother was babysitting me one night and had the bright idea of a) getting his girlfriend to come over and b) getting her to bring her MD and setting it up in my room so I wouldn't bother them all evening ), and when I actually got an MD of my own it came in the box. So I've played it a lot - as Arch says, it's a good game to bomb through with your brain half-switched off. S3&K, meanwhile, I didn't properly get to play until I got Sonic Jam. So while I prefer 2 from a purely subjective viewpoint - I've got more fond memories wrapped up in it - objectively I can see that 3&K is clearly the better game. Even if a couple of the bosses suck. The end
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Post by Baron Canier on May 2, 2011 17:14:34 GMT
There's just genuinely nothing in Sonic 2 that I'd change. Special Stages. [censored] 'em.
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Post by L. T. Dangerous on May 2, 2011 21:08:05 GMT
S3&K is my favourite game of all time. It's perfect. It may not be the "best" game I've ever played but it's the one that makes me happiest.
I've also seen a lot of people say they liked Sonic 2 more and, oddly, Sonic CD which surprises me more given only 12 people in the entire world actually owned a Mega CD (according to Sega's own sales figures). I enjoy both but they're too damn easy.
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Post by madhair60 on May 2, 2011 21:13:28 GMT
I think Sonic CD is very, very good. I didn't used to, but then I got it. I've written at length about it somewhere.
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Post by Baron Canier on May 2, 2011 21:14:02 GMT
Sonic CD's a neat little game. However, I have to really be in the mood to play it due to the vast task of fixing all the futures.
CD has different design priorities in regards to its levels, making it difficult to judge alongside the standard Sonic games. It's still one of the better Sonic games, though. Final boss could've been better.
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Post by Alex on May 2, 2011 21:26:56 GMT
Never understood the appeal of Sonic CD. When people complain about the "hold right to win" aspect of some of the newer Sonic games, they seem to have suffered a brain-fart and forgotten that that's basically all Sonic CD was.
There was just something about it that seemed to miss the character and charm that the other Sonic games had. The levels didn't feel the same, Sonic didn't move the same, even the sound effects are completely alien to the series. It's the most different of the original era games, but I've never understood how people took that to mean it was the best.
Sonic 2 and S3&K are just far more enjoyable Sonic games than Sonic CD ever was.
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Post by Nam on May 2, 2011 21:36:12 GMT
Never understood the appeal of Sonic CD. When people complain about the "hold right to win" aspect of some of the newer Sonic games, they seem to have suffered a brain-fart and forgotten that that's basically all Sonic CD was. Tidal Tempest wasn't all hold right to win, there were some bits that were heavily multirouted as I recall. Wacky Workbench required perfect timing in several places or you'd just get constantly flung to the ceiling, and as I recall Metallic Madness, while linear, did have a lot of complicated jumps and tricky obstacles to navigate. It is mostly possibly to just old right to win in a lot of places, but you won't get the good futures if you play it like that, which is the success of the game. It can be rushed through like Sonic 2, or you can explore it and try to get everthing in it, ala Sonic 3.
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Post by Baron Canier on May 2, 2011 21:39:13 GMT
When people complain about the "hold right to win" aspect of some of the newer Sonic games, they seem to have suffered a brain-fart and forgotten that that's basically all Sonic CD was. I don't recall many levels being like that at all. For the most part what I remember about CD's levels is that they were a tad...strange. They had lots of differing sections of the levels, and encouraged exploration (some winding routes culminated in dead ends, for example) so that you could find the ideal means to gather the required speed to travel back in time. Badniks and pits are scarce in CD, but they're not your main opponent: it's the level layout itself that's trying to stop you. Admittedly that does go against the general design mantras of Sonic games, but at the end of the day it's still a fun game. I also have to admire the amount of work put into it: all those different eras for the zones, accompanied by their own unique music depending on whether or not you changed the past. It was quite ambitious. I wouldn't call it the best Sonic game ever. Not by a good margin. But, like I said, it's a neat little game and the experimentation was executed much more competantly than some of the later titles. On a random note: I do wonder why they bothered calling the magic tokens of the week "Time Stones", since in the game they're rendered just like the Chaos Emeralds.
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Post by madhair60 on May 2, 2011 21:51:12 GMT
Never understood the appeal of Sonic CD. When people complain about the "hold right to win" aspect of some of the newer Sonic games, they seem to have suffered a brain-fart and forgotten that that's basically all Sonic CD was. No, it's hold right to finish the game. To win, you have to explore.
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Post by Nam on May 2, 2011 21:51:02 GMT
On a random note: I do wonder why they bothered calling the magic tokens of the week "Time Stones", since in the game they're rendered just like the Chaos Emeralds. There was an episode of SatAm that also used the Time Stones, I'm not sure if that came first, or if it was inspired by the game. Considering Amy was refered to as Princess Sally in America at least in CD, it might be a further attempt to tie the two together. Furthermore, CD was developed at the same time as Sonic 2, hence they went with Time Stones, because while it was being made, there was only one existing game and the idea of the same set of gems being used for everything probably hadn't occured yet. The fact that they were developed at the same time is part of why everything's different, such as the Spin Dash, and there being a lack of Tails. It's also why the Pinball-esque level is a loose composit of Spring Yard, and isn't a rip off of Casino Night like every pinball level since. Generally CD's the oddball to the series as it was developed after Sonic one, where the ideas of what would stick around, and what would dissappear from the series hadn't yet quite been cemented. However, considering how few copies sold (due to the lack of Sonic CD sales) it's not surprising that the only element that's stuck with the series from Sonic CD is Metal Sonic's design.
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Post by L. T. Dangerous on May 2, 2011 22:41:43 GMT
Never understood the appeal of Sonic CD. When people complain about the "hold right to win" aspect of some of the newer Sonic games, they seem to have suffered a brain-fart and forgotten that that's basically all Sonic CD was. No, it's hold right to finish the game. To win, you have to explore. How zen! And how true of each of the best 2D Sonic games.
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