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Gregzilla

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  1. Thumbs Up
    Gregzilla reacted to Menace2Society in Favorite Video Game Endings (WARNING: SPOILERS FOR VARIOUS GAMES HERE)   
    We all enjoy video games, but sadly, many of them have to come to an end at some point. What we can at least hope for is for them to end with a bang, and thankfully, many of them do. What are some of your favorite video game endings?
    One of my favorite video game endings would have to be Klonoa: Door to Phantomile's own.
    So, any endings that you found satisfying enough to be one of your favorites?
    NOTE: Don't forget to spoiler tag your posts, because while there is a warning for spoilers in the thread title, people might want to check this thread to post their favorite endings without accidentally getting the ending for the game that they're currently playing.
    Also, my first thread. Yaaaaay.
  2. Thumbs Up
    Gregzilla reacted to MightyRay in ARTWORK: Can Mightyray draw? Let's find out.   
    Time for some Crash Bandicoot! And greninja too!

  3. Thumbs Up
    Gregzilla reacted to Person in TSS PHOTOSHOP CONTEST – Theme: Let's Give Him Something to Cry About (Deadline: Oct. 27), SEE PAGE 2   
    I have a lot of work to do tonight, but I couldn't pass up this opportunity. Based on this, for those who don't know:

  4. Thumbs Up
    Gregzilla got a reaction from Faseeh in Sonic GDK (So How About that Green Hill Paradise Act 2?)   
    Disregarding its lack of budget or status as a fan creation or anything like that, let's just look at it in terms of pure quality.  It's a bit of an unpolished mess.  Slopes often snag Sonic in unexpected ways, it's easy to get hit by tiny bits of geometry that slow you down that shouldn't be there, controls can be clunky, some segments are more of a hassle to traverse than they should be, etc.  It's not a clean or professional game by any means, and it certainly wouldn't be acceptable as a legit Sonic game in its current state.
    But with all that said, this is by far the closest a 3D Sonic game has come to capturing what I want from the series.
    Fact is, despite the clunkiness and frustrating moments, I enjoyed exploring this one big level with these Classic-esque physics more than I enjoyed the entirety of Lost World, the Boost games, or even a good chunk of the Adventure Sonic levels.  And I think that's because it gave me a set of physics-based moves and just asked me to play around in the level.  Unlike Adventure it put more of an effort to have rolling and momentum-based challenges, unlike the Boost games it felt very organic, and unlike Lost World it attempts to make Sonic fun to control rather than just awkward with a bunch of gimmicks on top.  It might be messy, but when I see a chunk of the level in the distance and think "how can I use Sonic's speed and the environment to reach that point?", I think that's a very good sign that the designers at the very least have their heads in the right place.  And in the end, I played it several times and took great joy in seeing how I could traverse the environment in different ways.
    A lot of folks are giving it a hard time, and I can understand that, it doesn't exactly scream QUALITY.  But that's just what I think, and y'know what?  I think it's great.  Give something like this a budget and a clean up job, and you'd have something pretty darn special, because even in its unpolished state it's pretty much the best 3D Sonic experience I've had.
  5. Thumbs Up
    Gregzilla got a reaction from Writer's Blah in Sonic GDK (So How About that Green Hill Paradise Act 2?)   
    Disregarding its lack of budget or status as a fan creation or anything like that, let's just look at it in terms of pure quality.  It's a bit of an unpolished mess.  Slopes often snag Sonic in unexpected ways, it's easy to get hit by tiny bits of geometry that slow you down that shouldn't be there, controls can be clunky, some segments are more of a hassle to traverse than they should be, etc.  It's not a clean or professional game by any means, and it certainly wouldn't be acceptable as a legit Sonic game in its current state.
    But with all that said, this is by far the closest a 3D Sonic game has come to capturing what I want from the series.
    Fact is, despite the clunkiness and frustrating moments, I enjoyed exploring this one big level with these Classic-esque physics more than I enjoyed the entirety of Lost World, the Boost games, or even a good chunk of the Adventure Sonic levels.  And I think that's because it gave me a set of physics-based moves and just asked me to play around in the level.  Unlike Adventure it put more of an effort to have rolling and momentum-based challenges, unlike the Boost games it felt very organic, and unlike Lost World it attempts to make Sonic fun to control rather than just awkward with a bunch of gimmicks on top.  It might be messy, but when I see a chunk of the level in the distance and think "how can I use Sonic's speed and the environment to reach that point?", I think that's a very good sign that the designers at the very least have their heads in the right place.  And in the end, I played it several times and took great joy in seeing how I could traverse the environment in different ways.
    A lot of folks are giving it a hard time, and I can understand that, it doesn't exactly scream QUALITY.  But that's just what I think, and y'know what?  I think it's great.  Give something like this a budget and a clean up job, and you'd have something pretty darn special, because even in its unpolished state it's pretty much the best 3D Sonic experience I've had.
  6. Thumbs Up
    Gregzilla got a reaction from Sky in Sonic GDK (So How About that Green Hill Paradise Act 2?)   
    Disregarding its lack of budget or status as a fan creation or anything like that, let's just look at it in terms of pure quality.  It's a bit of an unpolished mess.  Slopes often snag Sonic in unexpected ways, it's easy to get hit by tiny bits of geometry that slow you down that shouldn't be there, controls can be clunky, some segments are more of a hassle to traverse than they should be, etc.  It's not a clean or professional game by any means, and it certainly wouldn't be acceptable as a legit Sonic game in its current state.
    But with all that said, this is by far the closest a 3D Sonic game has come to capturing what I want from the series.
    Fact is, despite the clunkiness and frustrating moments, I enjoyed exploring this one big level with these Classic-esque physics more than I enjoyed the entirety of Lost World, the Boost games, or even a good chunk of the Adventure Sonic levels.  And I think that's because it gave me a set of physics-based moves and just asked me to play around in the level.  Unlike Adventure it put more of an effort to have rolling and momentum-based challenges, unlike the Boost games it felt very organic, and unlike Lost World it attempts to make Sonic fun to control rather than just awkward with a bunch of gimmicks on top.  It might be messy, but when I see a chunk of the level in the distance and think "how can I use Sonic's speed and the environment to reach that point?", I think that's a very good sign that the designers at the very least have their heads in the right place.  And in the end, I played it several times and took great joy in seeing how I could traverse the environment in different ways.
    A lot of folks are giving it a hard time, and I can understand that, it doesn't exactly scream QUALITY.  But that's just what I think, and y'know what?  I think it's great.  Give something like this a budget and a clean up job, and you'd have something pretty darn special, because even in its unpolished state it's pretty much the best 3D Sonic experience I've had.
  7. Thumbs Up
    Gregzilla got a reaction from Indigo Rush in Sonic GDK (So How About that Green Hill Paradise Act 2?)   
    Disregarding its lack of budget or status as a fan creation or anything like that, let's just look at it in terms of pure quality.  It's a bit of an unpolished mess.  Slopes often snag Sonic in unexpected ways, it's easy to get hit by tiny bits of geometry that slow you down that shouldn't be there, controls can be clunky, some segments are more of a hassle to traverse than they should be, etc.  It's not a clean or professional game by any means, and it certainly wouldn't be acceptable as a legit Sonic game in its current state.
    But with all that said, this is by far the closest a 3D Sonic game has come to capturing what I want from the series.
    Fact is, despite the clunkiness and frustrating moments, I enjoyed exploring this one big level with these Classic-esque physics more than I enjoyed the entirety of Lost World, the Boost games, or even a good chunk of the Adventure Sonic levels.  And I think that's because it gave me a set of physics-based moves and just asked me to play around in the level.  Unlike Adventure it put more of an effort to have rolling and momentum-based challenges, unlike the Boost games it felt very organic, and unlike Lost World it attempts to make Sonic fun to control rather than just awkward with a bunch of gimmicks on top.  It might be messy, but when I see a chunk of the level in the distance and think "how can I use Sonic's speed and the environment to reach that point?", I think that's a very good sign that the designers at the very least have their heads in the right place.  And in the end, I played it several times and took great joy in seeing how I could traverse the environment in different ways.
    A lot of folks are giving it a hard time, and I can understand that, it doesn't exactly scream QUALITY.  But that's just what I think, and y'know what?  I think it's great.  Give something like this a budget and a clean up job, and you'd have something pretty darn special, because even in its unpolished state it's pretty much the best 3D Sonic experience I've had.
  8. Thumbs Up
    Gregzilla got a reaction from LongcrierCat in Sonic GDK (So How About that Green Hill Paradise Act 2?)   
    Disregarding its lack of budget or status as a fan creation or anything like that, let's just look at it in terms of pure quality.  It's a bit of an unpolished mess.  Slopes often snag Sonic in unexpected ways, it's easy to get hit by tiny bits of geometry that slow you down that shouldn't be there, controls can be clunky, some segments are more of a hassle to traverse than they should be, etc.  It's not a clean or professional game by any means, and it certainly wouldn't be acceptable as a legit Sonic game in its current state.
    But with all that said, this is by far the closest a 3D Sonic game has come to capturing what I want from the series.
    Fact is, despite the clunkiness and frustrating moments, I enjoyed exploring this one big level with these Classic-esque physics more than I enjoyed the entirety of Lost World, the Boost games, or even a good chunk of the Adventure Sonic levels.  And I think that's because it gave me a set of physics-based moves and just asked me to play around in the level.  Unlike Adventure it put more of an effort to have rolling and momentum-based challenges, unlike the Boost games it felt very organic, and unlike Lost World it attempts to make Sonic fun to control rather than just awkward with a bunch of gimmicks on top.  It might be messy, but when I see a chunk of the level in the distance and think "how can I use Sonic's speed and the environment to reach that point?", I think that's a very good sign that the designers at the very least have their heads in the right place.  And in the end, I played it several times and took great joy in seeing how I could traverse the environment in different ways.
    A lot of folks are giving it a hard time, and I can understand that, it doesn't exactly scream QUALITY.  But that's just what I think, and y'know what?  I think it's great.  Give something like this a budget and a clean up job, and you'd have something pretty darn special, because even in its unpolished state it's pretty much the best 3D Sonic experience I've had.
  9. Thumbs Up
    Gregzilla got a reaction from Nightly in Sonic GDK (So How About that Green Hill Paradise Act 2?)   
    Disregarding its lack of budget or status as a fan creation or anything like that, let's just look at it in terms of pure quality.  It's a bit of an unpolished mess.  Slopes often snag Sonic in unexpected ways, it's easy to get hit by tiny bits of geometry that slow you down that shouldn't be there, controls can be clunky, some segments are more of a hassle to traverse than they should be, etc.  It's not a clean or professional game by any means, and it certainly wouldn't be acceptable as a legit Sonic game in its current state.
    But with all that said, this is by far the closest a 3D Sonic game has come to capturing what I want from the series.
    Fact is, despite the clunkiness and frustrating moments, I enjoyed exploring this one big level with these Classic-esque physics more than I enjoyed the entirety of Lost World, the Boost games, or even a good chunk of the Adventure Sonic levels.  And I think that's because it gave me a set of physics-based moves and just asked me to play around in the level.  Unlike Adventure it put more of an effort to have rolling and momentum-based challenges, unlike the Boost games it felt very organic, and unlike Lost World it attempts to make Sonic fun to control rather than just awkward with a bunch of gimmicks on top.  It might be messy, but when I see a chunk of the level in the distance and think "how can I use Sonic's speed and the environment to reach that point?", I think that's a very good sign that the designers at the very least have their heads in the right place.  And in the end, I played it several times and took great joy in seeing how I could traverse the environment in different ways.
    A lot of folks are giving it a hard time, and I can understand that, it doesn't exactly scream QUALITY.  But that's just what I think, and y'know what?  I think it's great.  Give something like this a budget and a clean up job, and you'd have something pretty darn special, because even in its unpolished state it's pretty much the best 3D Sonic experience I've had.
  10. Thumbs Up
    Gregzilla reacted to Indigo Rush in Sonic GDK (So How About that Green Hill Paradise Act 2?)   
    It's definitely a rough demo, but I feel like there's a diamond in that rough. If given some better direction and more intentional level design (which isn't to say the level design isn't intentional), I believe it's the start of the definitive 3D Sonic experience. Needs work, but I think it speaks volumes that I had as much fun as I did with a fangame of all things. It's also worth noting that a lot of the weird non-palatable issues (wonky camera, clipping on walls, imperfect angles for rolling) are due to this being a non-professional effort by a small team; if you gave Sonic Team the task of designing the code around this concept for a 3D Sonic platformer, I think we'd see something truly amazing.
    That being said, what makes this fangame so awesome isn't necessarily the final execution, but its proof of concept for 3D Sonic controls. Could it be better? Absolutely. Does that totally override everything its going for? I don't think so. I think GHP2 is one of the most fun experiences I've had controlling Sonic in 3D.
    Again... needs work. But I liked it a lot.
  11. Thumbs Up
    Gregzilla reacted to Rey Skywalker-Ren in The Best Voice Acting in Sonic   
    For Sonic, I honestly do think Roger Craig Smith is his best voice actor for him. Mainly because of how he has the ability to emote through his voice, that and the voice pretty much fits the character. He's a confident teenager who is also cool at the same time. However, when he is disappointed or angry, you'll hear it.
  12. Thumbs Up
    Gregzilla reacted to gingienator in ARTWORK: Gingie's Sonic fanart/doodles   
    I have some fanart to share > u <
    I hope you like them
     
    { I drew Classic Sonic once the Project Sonic 2017 trailer debuted! }
     

    { I made this as a joke idea XD but I'm thinking of genderbending the other Sonic characters for fun! }
     

    { An Amy doodle I did last week with one of her recognizable poses.  I miss the old SA art style they did before. }
     

    { Elise isn't the strongest character but I actually like her design. }
     

    { Doodle of my favorite characters > u < This is a part of a meme I'm completing and so are the next images at the bottom. }
     
     
    { Doodle of my two favorite games! The Unleashed one is a screenshot redraw. }
     

    { I actually like the Sonic Boom show for its cheesiness XD }
     

    { These are also a part of the meme I'm completing. They are screenshot redraws too and they're suppose to be favorite moments from games  There's more but I'm still coloring those. }
  13. Thumbs Up
    Gregzilla got a reaction from Monkey Destruction Switch in Classic and Modern - More than just a Stylistic Choice   
    Classic and Modern Sonic being separate entities is probably for the best at this point.  They have almost completely different appeals in both playstyle and often aesthetics.  I'd rather we get both in different sub-series than have one replace the other.
    My problem is that it got to this point in the first place due to years of poor decisions.  Rather than simply evolve by refining mechanics and trying out new features and stories that followed any sort of logical progression, Sonic Team instead has given us a collection of games that in many ways don't even resemble each other.  It's easy to see how Mario has gotten to where he is now, with ultra-refined platforming mechanics and a sub-set of 2D games that, while fairly unimaginative, still use the normal character designs and feel like they belong in the same series.  Then there's Sonic, in which we have Classic, Modern, Boom, and over the years have gotten 2D platformers, 3D platformers with a million gameplay styles, 3D action platformers with vibrant aesthetics, games with overly dramatic stories, games with blazing fast arcadey action, games with slower paced platforming challenges, etc.  There's variety, and then there's just having no idea what the series' identity is.  By now it'd be pretty much impossible to please every kind of fan by consolidating Sonic into one single entity again, even if some of us (including myself) would prefer that.
    Basically I don't like the separate Sonics that much, but it was sort of inevitable considering all the past blunders.  And if it means we get more Classic style Sonic games with the old character designs, I certainly won't object.
    Classic and Modern teaming up in the same game again is beyond lame though.
  14. Thumbs Up
    Gregzilla got a reaction from Sixth-Rate Soma in Draw Sonics Badly: A chill thread for bad art   
    Positivity is good.
  15. Thumbs Up
    Gregzilla got a reaction from Zavok the SpinningSilver in Draw Sonics Badly: A chill thread for bad art   
    Positivity is good.
  16. Thumbs Up
    Gregzilla got a reaction from Lord-Dreamerz in Classic and Modern - More than just a Stylistic Choice   
    Classic and Modern Sonic being separate entities is probably for the best at this point.  They have almost completely different appeals in both playstyle and often aesthetics.  I'd rather we get both in different sub-series than have one replace the other.
    My problem is that it got to this point in the first place due to years of poor decisions.  Rather than simply evolve by refining mechanics and trying out new features and stories that followed any sort of logical progression, Sonic Team instead has given us a collection of games that in many ways don't even resemble each other.  It's easy to see how Mario has gotten to where he is now, with ultra-refined platforming mechanics and a sub-set of 2D games that, while fairly unimaginative, still use the normal character designs and feel like they belong in the same series.  Then there's Sonic, in which we have Classic, Modern, Boom, and over the years have gotten 2D platformers, 3D platformers with a million gameplay styles, 3D action platformers with vibrant aesthetics, games with overly dramatic stories, games with blazing fast arcadey action, games with slower paced platforming challenges, etc.  There's variety, and then there's just having no idea what the series' identity is.  By now it'd be pretty much impossible to please every kind of fan by consolidating Sonic into one single entity again, even if some of us (including myself) would prefer that.
    Basically I don't like the separate Sonics that much, but it was sort of inevitable considering all the past blunders.  And if it means we get more Classic style Sonic games with the old character designs, I certainly won't object.
    Classic and Modern teaming up in the same game again is beyond lame though.
  17. Thumbs Up
    Gregzilla got a reaction from KingScoopaKoopa in Classic and Modern - More than just a Stylistic Choice   
    Classic and Modern Sonic being separate entities is probably for the best at this point.  They have almost completely different appeals in both playstyle and often aesthetics.  I'd rather we get both in different sub-series than have one replace the other.
    My problem is that it got to this point in the first place due to years of poor decisions.  Rather than simply evolve by refining mechanics and trying out new features and stories that followed any sort of logical progression, Sonic Team instead has given us a collection of games that in many ways don't even resemble each other.  It's easy to see how Mario has gotten to where he is now, with ultra-refined platforming mechanics and a sub-set of 2D games that, while fairly unimaginative, still use the normal character designs and feel like they belong in the same series.  Then there's Sonic, in which we have Classic, Modern, Boom, and over the years have gotten 2D platformers, 3D platformers with a million gameplay styles, 3D action platformers with vibrant aesthetics, games with overly dramatic stories, games with blazing fast arcadey action, games with slower paced platforming challenges, etc.  There's variety, and then there's just having no idea what the series' identity is.  By now it'd be pretty much impossible to please every kind of fan by consolidating Sonic into one single entity again, even if some of us (including myself) would prefer that.
    Basically I don't like the separate Sonics that much, but it was sort of inevitable considering all the past blunders.  And if it means we get more Classic style Sonic games with the old character designs, I certainly won't object.
    Classic and Modern teaming up in the same game again is beyond lame though.
  18. Thumbs Up
    Gregzilla got a reaction from -Ace- in Classic and Modern - More than just a Stylistic Choice   
    Classic and Modern Sonic being separate entities is probably for the best at this point.  They have almost completely different appeals in both playstyle and often aesthetics.  I'd rather we get both in different sub-series than have one replace the other.
    My problem is that it got to this point in the first place due to years of poor decisions.  Rather than simply evolve by refining mechanics and trying out new features and stories that followed any sort of logical progression, Sonic Team instead has given us a collection of games that in many ways don't even resemble each other.  It's easy to see how Mario has gotten to where he is now, with ultra-refined platforming mechanics and a sub-set of 2D games that, while fairly unimaginative, still use the normal character designs and feel like they belong in the same series.  Then there's Sonic, in which we have Classic, Modern, Boom, and over the years have gotten 2D platformers, 3D platformers with a million gameplay styles, 3D action platformers with vibrant aesthetics, games with overly dramatic stories, games with blazing fast arcadey action, games with slower paced platforming challenges, etc.  There's variety, and then there's just having no idea what the series' identity is.  By now it'd be pretty much impossible to please every kind of fan by consolidating Sonic into one single entity again, even if some of us (including myself) would prefer that.
    Basically I don't like the separate Sonics that much, but it was sort of inevitable considering all the past blunders.  And if it means we get more Classic style Sonic games with the old character designs, I certainly won't object.
    Classic and Modern teaming up in the same game again is beyond lame though.
  19. Thumbs Up
    Gregzilla got a reaction from Misty Milo in Classic and Modern - More than just a Stylistic Choice   
    Classic and Modern Sonic being separate entities is probably for the best at this point.  They have almost completely different appeals in both playstyle and often aesthetics.  I'd rather we get both in different sub-series than have one replace the other.
    My problem is that it got to this point in the first place due to years of poor decisions.  Rather than simply evolve by refining mechanics and trying out new features and stories that followed any sort of logical progression, Sonic Team instead has given us a collection of games that in many ways don't even resemble each other.  It's easy to see how Mario has gotten to where he is now, with ultra-refined platforming mechanics and a sub-set of 2D games that, while fairly unimaginative, still use the normal character designs and feel like they belong in the same series.  Then there's Sonic, in which we have Classic, Modern, Boom, and over the years have gotten 2D platformers, 3D platformers with a million gameplay styles, 3D action platformers with vibrant aesthetics, games with overly dramatic stories, games with blazing fast arcadey action, games with slower paced platforming challenges, etc.  There's variety, and then there's just having no idea what the series' identity is.  By now it'd be pretty much impossible to please every kind of fan by consolidating Sonic into one single entity again, even if some of us (including myself) would prefer that.
    Basically I don't like the separate Sonics that much, but it was sort of inevitable considering all the past blunders.  And if it means we get more Classic style Sonic games with the old character designs, I certainly won't object.
    Classic and Modern teaming up in the same game again is beyond lame though.
  20. Thumbs Up
    Gregzilla got a reaction from neezTHEhuman in Sonic Forces | PS4, Xbox One, Switch, PC "The Next Generations"   
    Is it a Boost game?  Is it something new?  Either way, I'm incredibly pessimistic.  Bringing Classic Sonic back basically tells me that they aren't confident that Sonic's 3D gameplay can stand on its own.  And if they aren't, then maybe they should work on cleaning them up instead of relying on gimmicks to fall back on.  Maybe the gameplay will totally take me by surprise, but for now, I'm keeping my expectations EXTREMELY low.
    Sonic Mania sure looks good though!
  21. Thumbs Up
    Gregzilla got a reaction from -Ace- in Sonic Forces | PS4, Xbox One, Switch, PC "The Next Generations"   
    Is it a Boost game?  Is it something new?  Either way, I'm incredibly pessimistic.  Bringing Classic Sonic back basically tells me that they aren't confident that Sonic's 3D gameplay can stand on its own.  And if they aren't, then maybe they should work on cleaning them up instead of relying on gimmicks to fall back on.  Maybe the gameplay will totally take me by surprise, but for now, I'm keeping my expectations EXTREMELY low.
    Sonic Mania sure looks good though!
  22. Thumbs Up
    Gregzilla got a reaction from Syntax Speedway in Sonic Forces | PS4, Xbox One, Switch, PC "The Next Generations"   
    Is it a Boost game?  Is it something new?  Either way, I'm incredibly pessimistic.  Bringing Classic Sonic back basically tells me that they aren't confident that Sonic's 3D gameplay can stand on its own.  And if they aren't, then maybe they should work on cleaning them up instead of relying on gimmicks to fall back on.  Maybe the gameplay will totally take me by surprise, but for now, I'm keeping my expectations EXTREMELY low.
    Sonic Mania sure looks good though!
  23. Thumbs Up
    Gregzilla got a reaction from Dee Dude in Sonic Forces | PS4, Xbox One, Switch, PC "The Next Generations"   
    Is it a Boost game?  Is it something new?  Either way, I'm incredibly pessimistic.  Bringing Classic Sonic back basically tells me that they aren't confident that Sonic's 3D gameplay can stand on its own.  And if they aren't, then maybe they should work on cleaning them up instead of relying on gimmicks to fall back on.  Maybe the gameplay will totally take me by surprise, but for now, I'm keeping my expectations EXTREMELY low.
    Sonic Mania sure looks good though!
  24. Thumbs Up
    Gregzilla got a reaction from Lord-Dreamerz in Sonic Forces | PS4, Xbox One, Switch, PC "The Next Generations"   
    Is it a Boost game?  Is it something new?  Either way, I'm incredibly pessimistic.  Bringing Classic Sonic back basically tells me that they aren't confident that Sonic's 3D gameplay can stand on its own.  And if they aren't, then maybe they should work on cleaning them up instead of relying on gimmicks to fall back on.  Maybe the gameplay will totally take me by surprise, but for now, I'm keeping my expectations EXTREMELY low.
    Sonic Mania sure looks good though!
  25. Thumbs Up
    Gregzilla got a reaction from Blacklightning in Bad things about Good Sonic games   
    As much as I adore the Classic games, there's one huge problem that shows up in varying intensity in all of them: running into obstacles you couldn't see coming.  Since it's an old 2D series where Sonic takes up a fairly significant portion of screen space, the high speed gameplay makes it inevitable that you'll run into shit unless you've memorized the level.  It also doesn't help that Sonic doesn't have a ton of lead room.  For the majority of the time he'll be smack dab in the middle of the screen, or sometimes even a bit to the side of the screen he's running towards if he's moving fast enough.  Considering how fast he moves, it would have been beneficial for the camera to pan over so that there's more room in the direction he's facing, though with the small resolution of these games it would still probably not solve the problem entirely.  The Sonic CD remake's widescreen resolution certainly helped a bit, and shows how much the extra visibility can improve these games.
    Were they to make a new Classic-style Sonic game nowadays, they'd have much higher resolutions to work with, so all they'd have to do would be to zoom the camera out a fair bit.  Generations Classic Sonic did this to an extent, and it makes some of the levels feel a lot more comprehensible as a result.  Unfortunately his top speeds in Generations are kind of ridiculous, especially his spin dash, meaning they sorta brought back the problem even though they almost fixed it.  Still, it was a good effort.
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