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The Deleter

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  1. Alright finally past Flying Battery and on the second original stage

    Wasn't really feeling the first act of the level, but I'm glad it exists, since the game was a lot of speed with little traditional platforming or pacing at that point. It needed it's own Marble Zone, honestly. This second act though...


    This game, man...


    1. Strickerx5



      Gotta say, not a big fan of Press Garden myself. It looks nice in that second act (first act is a bit dull tbh), but it's way slow for my taste.


    2. Penny



      >not a big fan of press garden

      >not a big fan of the final zone

      >homing attack would be an improvement




      stricker can u stop having bad opinions jeez


    3. The Deleter

      The Deleter


      I wasn't able to personally, but I'm sure you could get through the stage pretty fast with how many movement-based gimmicks there were in the stage. Feels like just the right kind of slow Sonic should have, imo.

      Plus, weren't you shushing someone about automation a bit ago? : P




    4. Strickerx5



      also, i was shushing them because i didn't want the dirty truth to break all of your spirits :v

    5. The Deleter

      The Deleter

      Stricker if you are in a situation where you need the homing attack to do well you are fundamentally playing the game poorly >:VVVV


      The only situation I can think of that the Homing Attack would apply to as helpful is jumping from a standstill and expecting to hit the enemy purely by air movement, but falling short constantly

      If you can't figure out the distance you need to run and the momentum you need to keep, that's entirely on you to figure out and preform well with. And a better grasp of the physics only leads to better gameplay all around, really. Removing that one aspect just means you have less a reason to learn and master them. And making it easy =/= making the game better >:V

    6. Strickerx5


      I'm not talking about making the game easier here (I already have like 2 100% files like come on :V). I'm just saying that it would help chain together the idea of keeping your speed while briskly moving through platforming segments. Especially in the later zones.

      Though, I will say that it isn't as much of a desired feature for me as a wall jump is.

    7. The Deleter

      The Deleter

      Well that's the thing; Whatever the homing attack can do to aid in retaining speed while dealing with enemies throughout the levels, the normal jump and bounce does just as well, just with skill involved. Unless you're directly referring to moments when you have no speed, but you want some. Then that's automation for the sake of it, and possibly removes the challenge that they intended in those situations where space is tight. When was the last time a homing-attack centered game had instances where enemies managed to be challenging outside of cheap enemies, for example?

      Though again, I haven't played through the game yet, so I guess I can't fully understand the situation just yet... it's still blasphamy on the highest level, though >:V

    8. Strickerx5


      I see your point man but I'm just in the mindset that if its fun, I don't care if it's easy I guess. Also, lets be real here, the enemies in this game only serve as road blocks more than anything. They're pretty damn easy to take out anyway.

    9. The Deleter

      The Deleter

      Well that's the thing: This is a Sonic game. Enemies need to find a balance between a challenge as an "enemy" in the game, and a quick side element to a game that's otherwise supposed to be about speed, not a singular focus on one area or element for an extended period of time. Once you figure out these enemies and any situations you find them in - like say, a microphone badnik above the corridor that you need to get past, so you need to attack him or get hurt - they become relatively easy, but the challenge they present for newcomer players, the engagement that comes from thinking about (even easy) elements like this rather than holding right constantly, and the challenge they present to veteran players to learn how to retain their speed without hitting them constantly, (either through rolling or jumping instinctively at points) along with the additional potential and challenge for them to aid in platforming via bouncing -- I'd say they do the best job at finding that balance of any enemy in a Sonic game so far. They don't merely challenge the player to learn twitch-based instincts, as more recent games do, but they challenge and teach the player to play the game in the most optimal and masterful manner possible, in all regards. Basic physics and controls mastery, engagement and critical thinking through the stage as mastery, and high-end-play mastery, eventually.

      Of course, I wouldn't say they do the best job at teaching the player certain things as they should, in the classic games... But that's more a problem with the game's design overall, rather than the fault of the enemies, tbh...

  2. Sonic Mania Reviews/Impressions Thread

    Not sure whether to post in the spoiler thread or this one, but I'm just gonna reiterate my overall impressions up to flying battery due to the statuses being a spoiler-free territory for the most part. First the kinda iffy stuff. The first thing that was immediately clear to me when I started playing this, was that the physics were pretty different from the classics, due to my playing Sonic 1 and 2 so much before it released. The acceleration feels longer and faster than Sonic 1, while a bit slower than Sonic 2, but more importantly the rolling physics are what stuck out to me the most. Rolling doesn't give you as much speed as it would in Sonic 1 and especially not Sonic 2, and doesn't really regard minor slopes that much as a result. They're not bad or highly inaccurate, (they're more gradual and have a higher potential top speed, and every game's physics can be good if they capitalize on them in the best ways possible) but they definitely took some getting used to. What's really bugging me, though, is how holding down on the control pad while rolling down straightaways no longer seems to guarantee you'll keep moving, and the roll comes to a stop in places it really shouldn't, such as Flying Battery's moment when you run/roll under the airship. Fell right off the ship due to a loss of speed, and I tried it again both holding right instead or not holding the stick at all. Still fell off both times, and only managed to clear the area randomly where it barely worked somehow. It's not just here, either, it's across any and all areas that have semi-flat ground to deal with. Dunno if it's just me who's experiencing this, but it is an imperfection nonetheless, as the classics never really had an issue with inputs and speed loss while rolling at high speeds. Also, the stages are preeeeetty generous with the ring amounts in this game. I've made it through only 4 zones so far playing semi-well, and I get around 200 rings near every level, and have a life count above 20 already. For a save-less game like Sonic 1 or 2, I'd say this might be good game design, as if you're playing through the first zones as well as I am through the game after being sent back by a game over, it'd emphasize the ideal way to play the game and teach players how to perform better in the process, while also giving a safety net for the later zones in the game that'd feel rewarding and assuring. Having this many in a save-based game that only throws you back to the beginning of a zone, though... It makes lives seem trivial with how easy they are to earn and how little the game actually challenges you so far, tbh. I'm sure later zones will get harder and have less rings overall, but it really doesn't feel like it scales well as a life system for a save-state game. Definitely don't feel the need to scout out life monitors, for sure. And that's a gameplay and exploration element that has lost some of its value as a result. That's it on my end so far though, in terms of negatives. Now... *ahem* This game, you guys. To start with, Green Hill Zone impressions. Like I said, first thing I noticed were the physics being different, and that took some getting used to, which also impacted my enjoyment of the first act. But being able to explore the zone much further past the level design of the originals is a lot more prominent an aspect in this zone, I gotta say, I love this zone for it now. On the first playthrough it was pretty neat, but coming back to it (as I keep playing the first three zones over and over rather than progressing and I don't know why, lmao) being able to spend up to nine minutes exploring around an "expanded" Green Hill Zone with Tails at Sonic's side ready to give him a lift anytime, is just my favorite thing to do right now, practically. Act 2 was pretty good, too, and the zip lines are a great concept when you can manage to work them into the flow of your gameplay. It was here where I started to get the hang of the physics, and basically getting my flow down again. And overall I think they managed to stay pretty faithful to the Green Hill level design, as well, despite using a few "flowing" design methods. It's not entirely the same, but I don't think I'd want it to be. Just glad it differentiates itself from the other level design in the game, honestly. Act 2 was also the first time I encountered the special stages, and man, these have to be my favorite of lot by far. Not only does it scratch that itch for a truly 3D Sonic game that hasn't been fully touched in forever, it takes the concept of the Heroes special stages and CD special stages and splices it with something I actually enjoy: Racing games. Managing the turns, retaining your speed, taking the corners as well as possible; it's all great fun, and combined with the verticality of Sonic's jump, they're constantly engaging and fresh imo. Heck, nailing a jump on a 3D ring item and managing to use that momentum to clear a gap, or reach another item, may just be the most classic Sonic example in a 3D game yet. All without a homing attack, as well. After that, I moved on to Chemical Plant zone. Out of all the zones I've played so far, I'd say act 1 is probably the least noteworthy stage, honestly. It's more chemical plant, really faithful to the design of the original, and the long, spliced lines of automation from the original stages actually make more sense than I thought they would in the context of a bigger and harder stage, but I've never really felt the urge to explore this level due to how arbitrary the original's exploration felt in the first place, with pipes taking you to areas you don't even know the location of entirely. It's a well designed stage, (well, aside from the water section actually crushing you this time around) but I don't feel the need to experience it past simply running through it once more. Act 2 on the other hand, oh man I love this level. It's probably even more heavily automated than the first stage, but it's blazing fast speeds that you typically control Sonic with at all times, and it almost becomes a psudo-Unleashed or Rush level in it's execution. As a recurring design this might be a problem, but for a single stage ala Hydrocity or Chemical Plant in the originals, it's a short-lived blast. It's alternate routes appear to be on the lower end of things, but with the way the stage is designed I don't mind it much. Too many options other than the occasional left or right might have broken up the pace, honestly. And in general the theming of the entire stage is really cool, taking place more in a industrialized lab than the production factory the original felt like. There's something to be said about how often checkpoints are used, though. Combined with the plethora of rings you can collect throughout a stage, these things pop up so frequently and readily they almost break the flow of the game. They're entirely optional, sure, but my motto going into the game, was to beat as many blue sphere stages as possible in order to unlock stuff first. I guess it's good for the casual player to have a good shot at seeing the unlockable stuff, but eh. Speaking of, I love the new framerate for the blue sphere stages, but good gravy I think it may make the stages harder than before with how fast it can get now. I've finished around 10 of them in my run, but I sorta dropped off rushing through them as soon as I realized I wasn't beating the game anytime soon. Next up was Studiopolis Zone, and can I just say that I love that one small area where there are a dozen shutter bugs and they try to slaughter you over a ring capsule? Mania may have some form of a story already, (as weird as it is) but I'm gonna remember moments like that as the actual adventure I went on in a game focused around simplicity, lol. Really cool moment. Anyway, the first act of this zone is a new classic already, from what I can tell. The level design is top notch for an open-ended, CD-esque stage, and it directs you in the right directions almost constantly with level props and points of interest, the exploration aspect along with the windows is really cool and makes you wonder if something lies behind near every corner you see, and the kind of loops and stunts you'll pull off in this area is especially creative, zipping you about every which way through terrain that looks almost nothing like the loops and slopes you typically encounter. The challenge in this zone is on point, as well, offering plenty of platforming challenges that either demand manageable precision or a good amount of speed to overcome, (either/or is the key factor here) or enemy encounters that'll attempt to stop you in your tracks, but don't cheaply surprise you, and you can deal with relatively easily if you're quick enough. Speaking of which, anyone else noticed that they basically fixed the orbinauts in this game? Rather than being unkillable unless you get hit, wait for their projectiles, or time the instashield right, they have a time limit until they're completely dangerous, which you need to beat in order to defeat them, all done by attacking directly and easily. Pretty smart take on such a classic enemy. And I love the theming of the stage, from the clapperboard striped walkways above the stage, movie-theater tape reels and platforms, and popcorn machines, to the broadcasting hornets, televisions you're beamed to ala Mike Teavee, and the badniks all being based around a recording material. I even noticed that the heavy gunner hard-boiled heavy isn't piloting the helicopter, but hanging on to the side while another does, and shoots a rocket launcher at you. Basically something straight out of buddy-cop action flick. I love that detail, lol. But overall, this is what a stage designed in the same vein as CD should be like, for sure. Utilizes all it's elements in tandem expertly, is an easy to understand stage despite being unconventional, and has a perfect sense of challenge as a more navigational-heavy stage that wants to test your skills. Act 2 on the other hand, oh boy. This stage is craaaaazy ambitious with it's props, throwing a million elements at you a mile a minute. It's a pretty flowing stage in the grand scheme of things, aping Sonic & Knuckles design more than anything, but the blocky terrain, CD style routes for item dead-ends, and complex art style initially threw me off how to play this stage, gotta admit. Once I got the hang of it, though, this stage is a blast to play through. The entire theming is great in this stage too, and I have a love-hate relationship with the lights as platforms honestly. They were the last thing I was expecting to land on or to fall from immediately after, but gotta hand it to them for the cleverness in the location it's in, and managing to make simple platforming a brief challenge with their disguise as the background. They also add to the cleverness of exploration in this stage, as well. Due to how easily they can be passed off as merely the background, people can often pass by secrets unawares, but then return and get a better look at the stage, and find secrets using their intuition instead of blind faith. And I loooove exploration being tied to intuition rather than sheer luck. One of my favorite moments of exploration in the game, for example, was a moment where I noticed how two electric enemies were placed somewhat close to a stage gimmick that makes you vulnerable. One enemy may have just provided a good challenge to avoid, but the fact that there were two placed at the same height, the second at a distance that the gimmick nor the ground could reach, made me curious to look around. I backtracked to before the gimmick, saw a ramp, and tried using it. Hit the ceiling the first time, but then I jumped at the apex of the ramp, and ended up running into an opposing wall/ramp, and started running along the ceiling above said enemies. Eventually the ceiling ended, and I thought I had only found a shortcut to keep speed up with, but during that thought I realized I had landed on one of the hidden lights. Managed to jump off it before I even knew where I should go, and just barely reached the second light platform by the skin of my teeth. Made it clear of danger, and a special stage ring floated right in front of me. Perfect example of good exploration and reward in a Sonic game right there, in my opinion. And Mania follows rules like these pretty often for it's exploration I find, so I'm really happy with the way it turned out so far. I particularly liked the reference to a certain anniversary stream at the end of the level, as well : P Flying Battery act 1 is relatively normal, but I did like the addition of the electric shield to the level design for a fun twist, and Mania captures the linearity of the original stage perfectly. I've always liked flying battery to a degree, and this version is no exception. It's just a larger, if not more flowing version of the stage, and that's cool. It's when it gets to act 2 where things get really interesting, in my eyes. Not only is the concept of exiting the ship introduced, but several different elements - elements of Wing Fortress coming into play, encountering control rooms, wings, and storage areas, the alternate paths remaining linear to themselves and spreading throughout the level in different directions - combined with that one factor, make flying battery feel like something I've never even thought about before: It being a ginormous battle ship you're travelling through at mach speed. You even get to run along the underside of the ship, which is crazy cool. (when it works properly >:V) I especially love how the routes themselves basically become their own level in the process when following them, establishing specific gimmicks, hazards, and props for each path exclusively, (one being under a garbage pit leading to Wacky Workbench callbacks and level design) and expanding upon them as the stage progresses. Fantastic reimagining that really goes great lengths to recontextualize the entire level, and it being set during intermittent thunderstorms as the ship passes through them doesn't hurt matters much, either. The boss for this level I found to be particularly good, as well, as it's a pretty gimmicky boss all things considered, but the way it behaves and the way you can influence it's behavior basically guarantees that you'll be able to curbstomp Eggman if you know what you're doing, with barely any waiting inbetween patterns or anything. Exactly the way a classic Sonic boss should be. Speaking of which, the bosses in this game a pretty routinely fantastic, going by what I've seen so far. They all pretty much abide by those rules for a good classic Sonic boss, but quite a few are done so originally and creatively they almost eclipse the actual classic games in their execution, and that's fantastic. I hope to continue the game further past this point at some point down the road, but honestly I've gotten so much enjoyment from these first four zones I don't feel like I'm missing out on much at all. Which is an incredibly weird feeling when playing a Sonic game of all games, tbh. Typically I just want to get to another level as fast as possible, but with these stages, it feels like I could just play them forever. And I mean look at them. Look at them. They're chock-full of unique gameplay gimmicks and features at near every corner, the stages are diverse and unique, the potential exploration is vast and replayable to no end, the level design is smart, tight, intuitive, and challenging, the content they offer is enormous, and it's all topped off with Classic Sonic's sublime movement quirks that feel like a dream to play with. Plus, I play as Sonic and Tails, so having the ability to have Tails carry and help me without the need of a second player is the absolute best, and even scratches that "Gotta have characters and story" itch in a way just by having a meaningful relationship between two characters as I play through the game. I gotta say, despite the small sampling I have at the moment, I haven't played a Sonic game that validated it's existence as a video game as much and as readily as this one has; heck, not even the classics can reach it, going by what I've played so far. That, is insane. Really looking forward to see what else is in store later on in this game... If I ever make it past these stages, that is :V
  3. This might spund stupid but:

    Are you a Dragon Ball fan?


    I remember seeing you in a DB topic here but I'm not sure.

    1. The Deleter

      The Deleter

      I like the original Dragon Ball, DBZAbridged, and Battle of Gods by quite a bit. Haven't managed to get through Z though, so I wouldn't say I'm a huge fan of it, nah. I only managed to watch the original show in it's entirety because I wanted to see what a good old anime was like, and marathoned the heck out if only due to how funny it was and how neat the tournament arcs were.

      Planning on trying out Super sometime later though.

    2. Diamond Dragon X

      Diamond Dragon X

      Oh ok then.

      Sorry for the wierd question.

  4. Just beat studiopolis act 1 again and uh I just noticed something

    What's the "cool bonus" on the scoring screen???? Is there some sort of SA2 style scoring present in this game that no one's aware of yet?

    1. Strickerx5


      I've noticed that it doesn't go up at all if you die so I think it is literally just a sort of skill gauge or something.

    2. Polkadi


      I think you have to not die once for it.

    3. The Deleter

      The Deleter

      Ah alright. So basically a combo-system for not dying in the game, then. I wonder if other elements like hit counts mid-stage matter as well, then...

    4. CleverSonicUsername


      I think it's a performance rating. Things that could possibly impact it are whether or not you died, total rings you completed the stage with, completion time, and if you entered special stages/earned emeralds. The score def varies, I've sometimes gotten it pretty high and other times a bit closer to 0.

  5. Shoot man I could have just been given the first three zones in Mania and I would of been satisfied apparently why on earth do I keep replaying them why aren't I finishing the game stop it don't do it noooOOOO

    *continues to scout out every secret in Green Hill Zone all over again while grunting at self*

    1. Strickerx5


      You're just trying to get the most use out of a game you waited a long time for. Shit, I wish I had that kind of patience with most games. Once I finish them I'm often like "Welp... that went quickly." XD

    2. Ferno


      i keep dying at the zone 3 boss and saying "screw it i'll just replay green hill a few more times"

    3. The Deleter

      The Deleter

      @Strickerx5: Not really though. My main goal with this game before I failed to get it at midnight was to play through the game as fast as possible, and complete all the blue spheres stages potentially before everyone else, since I loved playing through them in Sonic 3&K and thought I may have a shot at finding stuff before other people, lol.

      Needless to say that's been thrown out the window by now, lol. Really I'm just replaying these stages over again because I already know how much I enjoy them, and how little time I have to pick up my Switch and play them probably makes me think I can't get very far in the game subconciously, and I just... tend, toward the no save file, lmao.

      I think I'll be able to continue once I write up my thoughts on these first stages in the impressions topic. I still really want to finish it; all these Mania videos are floating around, the neogaf thread and spoiler thread on here are probably the largest post-release topics I've seen for a Sonic game, and I'm not able to watch or read one bit of it. I want in on the hot topic, doggoneit. >:V

  6. Sonic Forces is Rated E10+...

    And that stupidity has barely anything to do with the plot and premise of the game with Forces, and everything to do with Shadow the Hedgehog's They are not comparable parallels...
  7. Sonic Forces is Rated E10+...

    Infinite and the OC are nowhere near the same level as ShTH in terms of narrative significance. One is just another NPC in the game turned into a playable character, the other is just an angsty villain on the same level as Zavok, just more flamboyant in his fashion and music tastes. Just because Sonic Team makes stupid design decisions for a video game in one form or another, does not mean that stupidity automatically carries over to the narrative, you know...
  8. Sonic Forces is Rated E10+...

    First "Oh no, the city is destroyed! Forces is wanting us to take it seriously! Sonic Team why..." Then "What the, there's Classic Sonic in the game, he's smiling, and the director says that the game won't be entirely composed of destroyed cities for the sake of keeping it lighthearted! Sonic Team what have you done..." Followed by "Oh wait, the director of 06 is directing the game and writing the story; it's probably going to try and have the same kind of serious tone as 06! Sonic Team what on earth..." Immediately corrected by "Oh no, Pontaff is writing the game?!? Their work is too lighthearted and poorly written for my tastes! Lol Sonic team..." And now we're back to "What?! The story is written and controlled by Nakamura again, and he wants it to take itself seriously?!? Lmaoooooo Sonic Team..." I know we aren't a hivemind or anything but good grief, the way you all flip flop on what's good or bad for the game like a light switch is ridiculous. It's like the game can't win at anything one way or another in this regard; if the story exists in one form or another, it's bad, even though it's literally the one aspect of the game we know basically nothing about...
  9. Here's a question that may be loaded with the honeymoon period hype of the latter, but...

    Which game remixed previous stages better, in your opinion? Generations or Mania? In terms of classic, not modern, preferably.

    1. Celestia


      I'd say Mania simply cuz of the second Acts and how much they've added.

    2. Penny


      mania, and its not close. Gens did some neat things with it's classic Sonic levels, but they didn't really add a whole lot new to the table. they were essentially just level revisits. in mania, they add a whole boatload of things to a lot of the classic remixed levels so that they almost feel like new levels. yeah, some are more different than others, but overall what mania did was far more impressive and fun. even with that said, Generations Classic levels were still great.

    3. JezMM


      Yeah, Mania no question.  I like the whole exploding business of Chemical Plant but the rest were all pretty much straight recreations with the memorable moments of the original stage amped up rather than added to.

      Mania has creates brand new memorable moments, rather than remixing the existing ones.

  10. Finally getting around to playing Mania again. Flying battery spoilers: 

    While it was relatively tame with it's themeing and music tbh, was really fun to play with what they did with it imo. Felt like a more realized level around an airship with the way you move throughout the entire thing and use it's propellers so often, and running on the underside of the ship was fantastic. The boss at the end of act 2 was the first time I've seen a gimmick boss done right honestly, as well, and I love that you can basically curbstomp him the same way you could a normal boss fight once you know what you are doing, rather than having to wait for the gimmicks to perfectly align or anything. First boss of the game that impressed me, really.

    This game  feels like it's way to generous for it's own good though, imo. I'm only four zones in and I already collect around 200 rings per level, and am up to 22 lives by now. On a no-save game like Sonic 1 or 2, this'd be pretty good design imo, as the better you get at the previous zones and the game's mechanics, the more lives you earn for the stuff that killed you later in the game. In a saveable game that only boots you back to the beginning of a zone though... eh. Sorta nullafies the value of lives a tad in the process. It's not like I'm seeking out lives currently or anything, as well. Just playing the game semi-well.

    Think I'll stop posting statuses for anything past this zone, though, for spoilers sake. Haven't posted anything seriously on the main part of the forum for a while, though, so I dunno if I'll move impressions over to the spoiler thread or not, and just wait until the end of the game for my impressions...

  11. Man having to wait until 3 AM for Mania last night really messed up my plans for the game. Been busy the entire day, so I haven't made any progress past Studiopolis yet. Bah.

    Ah well. At least being stuck waiting in the car made me cave in on buying the Taxman version of Sonic 2, finally. Didn't get to finish downloading it actually, but I have it ready to go whenever I'm stuck again, at least.

    1. Strickerx5


      now if ya had a switch...

    2. A wreaKING heavy engine

      A wreaKING heavy engine

      At least you don't  have to wait two more weeks to play it.




    3. The Deleter

      The Deleter

      I underestimated the time it would take and left it home, thinking I wouldn't get to play it anyways :[

    4. A wreaKING heavy engine
    5. The Deleter

      The Deleter

      Oh a day or two of being preoccupied is nothing compared to two weeks, lmao. Just feel pretty disappointed with myself for making the wrong calls on most stuff recently, is all.

      I did, though, thanks. Just hang in there a little while longer, you're gonna love it : P

    6. A wreaKING heavy engine

      A wreaKING heavy engine

      Thanks. The spoilers I've seen are slowly fogging away in my mind and I forgot what the music is like except for two boss themes.

      Also a situation happened on my job today so I should have a busy and interesting two weeks.

  12. Just came across an area in Studiopolis 2 where the mic enemies were weirdly placed after a balloon that makes you vulnerable, and got curious. Went back and tried jumping off the ramp that leads up to it just to mess around and see whether it leads anywhere or not, hit the wall and started running up it, over the mic enemies, fell onto a light platform for a split second, reacted just in time, and found a special stage ring right in front of me

    Good stuff

  13. Dude, replaying Chemical Plant zone 2, the level design is sooooo good. It has a lot of automation, honestly, but with the way it relies on you rolling or jumping in time in order to follow through the flow of that automation, it almost plays like a Sonic Unleashed or Rush level, but with momentum. Crazy fun.

    1. Falonso14


      Oh i loved Chemical Plant. Act 2 felt smooth af

    2. Indigo Rush

      Indigo Rush

      That's the difference, really. Sonic has always had "automation," but there's such a big difference between level design philosophies in how you obtain that speed and how you interact with the environment during those sections. It was never for too long, and in most cases you're still in control and have the opportunity to adjust and control your speed. Modern Sonic and Adventure Sonic can't afford that agency, lest you fall to your death or glitch out. 

    3. The Deleter

      The Deleter

      Pretty much. There's also the factor of rolling that takes away the scripted nature that most of the automation would be like, and lets you accelerate even faster than possible otherwise, and in a really analog manner, making it feel less like the game is playing itself for you and more like you're actually putting the effort into going that fast.

      I wouldn't say that Classic Sonic has used automation to this extent or in the same way in the past, though. Typically if there was any, it'd be one long stretch of automated rollercoaster sections, and then you get flung into the air and start on a platforming or momentum-focused section, in order to make a "Platform, then reward, then platform, then reward" design that allows every player to experience a little speed, regardless of skill level. CPact2 just combines the two intermittently and makes the retention of that speed feel automated, while simultaneously skill based in order to retain it for more than a few seconds, like Unleashed or Rush are designed.

      And while I wouldn't want an entire classic game designed around this kind of level design necessarily, for a single level, just like Chemical Plant in Sonic 2 or Hydrocity in Sonic 3, it really works well in the grand scheme of things...

  14. Is the second version of the Mania opening anywhere online yet? I keep searching for one but I can't find it...

  15. I just realized it was the onions I cut yesterday that made my eyes feel so abnormally tired. Well that backfired on me, lmao

    Think I'm gonna replay the game up to the point I was at today. I got a good feel of the game now but there are still some stages I don't really have the hang of just yet tbh