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Vertical Snoop [D.K.]

TSS Member
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About Vertical Snoop [D.K.]

  • Rank
    Member
  • Birthday 12/01/2001

Profile Information

  • Interests
    Eating bananas, beating up Kremlings, avoiding Cranky Kong's verbal abuse
  • Gender
    Male
  • Location
    Kongo Bongo Island

Contact Methods

  • Steam
    http://steamcommunity.com/profiles/76561198116027613/
  • YouTube
    https://www.youtube.com/channel/UC_jAI27soRpQyjpUwX9PrdA
  • 3DS
    1650-0981-4629

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  1. Random question: Do you think a full 2D Sonic game with a plain-swapping mechanic like in Metallic Madness Act 1 (or for a more fleshed out example, the 3DS Kirby games) would be possible without automating/slowing the game down too much?

    I've been thinking about that for a while now for a potential Mania 2 but I feel like it would be difficult to accomplish without sacrificing the pacing and non-linearity that made Mania so good. No one wants to wait around for 2 or 3 seconds as Sonic jumps into the background from a spring or corkscrew or whatever.

    1. TheOcelot

      TheOcelot

      Waiting for 2 or 3 second as Sonic is launched into the background/back to the foreground is not an issue (it gives the player a chance to relax for a few seconds), but automated level design is. I'm pleased plain-swapping appeared in Mania-I wanted it to appear, but they level-layout could have been better.

    2. Diogenes

      Diogenes

      i think it worked well enough in metallic madness, and i can't think of any reason it wouldn't work on a larger scale. they can tighten up the time it takes and launch you with a bit of speed if they feel it needs to be more fluid.

      though i'm not sure how much actual benefit there would be to including it; it was a nice one-act gimmick in mania, and the kirby games could take advantage of the 3d effect, but i'm not sure it brings all that much to the table mechanically.

    3. SupahBerry

      SupahBerry

      Then people will be quick to say they're ripping off the 3Ds Kirbys and modern DKCs.

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