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Sai Start Marker

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  1. Thumbs Up
    Sai Start Marker got a reaction from LongcrierCat in 'Hooked on Sonics': What Attracted You to the Series?   
    Biscuits.
     
    Not joking. The way I got into Sonic at the age of 8 (or so) was by eating biscuits. Specifically, these biscuits:
     

     
    I have a vague memory of seeing Sonic 3 at Toys 'R Us, but I think it all started with the biscuits. I got these, then I graduated to Sonic the Comic, and then I got a Mega Drive II with Sonic 2 when I was 9 year old.
     
     
  2. Thumbs Up
    Sai Start Marker got a reaction from Kiah in 'Hooked on Sonics': What Attracted You to the Series?   
    Biscuits.
     
    Not joking. The way I got into Sonic at the age of 8 (or so) was by eating biscuits. Specifically, these biscuits:
     

     
    I have a vague memory of seeing Sonic 3 at Toys 'R Us, but I think it all started with the biscuits. I got these, then I graduated to Sonic the Comic, and then I got a Mega Drive II with Sonic 2 when I was 9 year old.
     
     
  3. Thumbs Up
    Sai Start Marker got a reaction from DaddlerTheDalek in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    It's hilarious that he genuinely believes that Len Janson and Pat Allee, of all people, had anything to do with the construction of Sonic. It's nice to see Penders keeping the arrogance of the 90's Sega of America marketing department alive well into 2015.
     
    Another thing that's hilarious is his continuing libel of a dead man, re: Ben Hurst. I may not have liked Hurst's self-aggrandizing approach to adapting Sonic into a cartoon, but he doesn't deserve that shit.
  4. Thumbs Up
    Sai Start Marker got a reaction from Sonictrainer in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    It's hilarious that he genuinely believes that Len Janson and Pat Allee, of all people, had anything to do with the construction of Sonic. It's nice to see Penders keeping the arrogance of the 90's Sega of America marketing department alive well into 2015.
     
    Another thing that's hilarious is his continuing libel of a dead man, re: Ben Hurst. I may not have liked Hurst's self-aggrandizing approach to adapting Sonic into a cartoon, but he doesn't deserve that shit.
  5. Thumbs Up
    Sai Start Marker got a reaction from Sonictrainer in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    He has a tenuous grasp on reality at best. And clearly has a fixation on the individual effort as opposed to the results of good team work. I doubt he could comprehend that the first Sonic games were a combined group effort with Naka, Naoto Ohshima and Hirokazu Yasuhara steering the major elements of the projects.
     
    No, in Pendersopolis, Naka made everything with his own two programming magic hands (and probably stole all his post-1993 work from Penders, of course).
  6. Thumbs Up
    Sai Start Marker got a reaction from Monkey Destruction Switch in 'Hooked on Sonics': What Attracted You to the Series?   
    Biscuits.
     
    Not joking. The way I got into Sonic at the age of 8 (or so) was by eating biscuits. Specifically, these biscuits:
     

     
    I have a vague memory of seeing Sonic 3 at Toys 'R Us, but I think it all started with the biscuits. I got these, then I graduated to Sonic the Comic, and then I got a Mega Drive II with Sonic 2 when I was 9 year old.
     
     
  7. Thumbs Up
    Sai Start Marker got a reaction from neezTHEhuman in Ideal 2D Sonic Level Design.   
    Multiple paths and sections dedicating to rolling and precision platforming. I could just post a Yasuhara doodle to illustrate this point, but instead I decided to just rip him off:
     

  8. Thumbs Up
    Sai Start Marker got a reaction from FFWF in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    He has a tenuous grasp on reality at best. And clearly has a fixation on the individual effort as opposed to the results of good team work. I doubt he could comprehend that the first Sonic games were a combined group effort with Naka, Naoto Ohshima and Hirokazu Yasuhara steering the major elements of the projects.
     
    No, in Pendersopolis, Naka made everything with his own two programming magic hands (and probably stole all his post-1993 work from Penders, of course).
  9. Thumbs Up
    Sai Start Marker got a reaction from FFWF in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    In a world where I'm quite annoyed with Sonic's overall shaky quality control (to put it very politely), it's heartening to know that Ken Penders continues to be even worse somehow. Clinging to the back of the monstrous beast that is the modern Sonic franchise, like a gibbering moustached leech. It's beautiful in how pathetic it is.
  10. Thumbs Up
    Sai Start Marker got a reaction from lbyrd2 in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    It's hilarious that he genuinely believes that Len Janson and Pat Allee, of all people, had anything to do with the construction of Sonic. It's nice to see Penders keeping the arrogance of the 90's Sega of America marketing department alive well into 2015.
     
    Another thing that's hilarious is his continuing libel of a dead man, re: Ben Hurst. I may not have liked Hurst's self-aggrandizing approach to adapting Sonic into a cartoon, but he doesn't deserve that shit.
  11. Thumbs Up
    Sai Start Marker got a reaction from Monkey Destruction Switch in Ideal 2D Sonic Level Design.   
    Multiple paths and sections dedicating to rolling and precision platforming. I could just post a Yasuhara doodle to illustrate this point, but instead I decided to just rip him off:
     

  12. Thumbs Up
    Sai Start Marker got a reaction from Sonictrainer in Ideal 2D Sonic Level Design.   
    Multiple paths and sections dedicating to rolling and precision platforming. I could just post a Yasuhara doodle to illustrate this point, but instead I decided to just rip him off:
     

  13. Thumbs Up
    Sai Start Marker reacted to Milo in Ideal 2D Sonic Level Design.   
    Retro has a pretty awesome thread on 2D Sonic level design (largely based on those from the Genesis games), courtesy of Sparks. (They have a thread on 3D Sonic level design too, courtesy of P3DRO, but you don't want it so OK I guess.)
     
    There's some additional material covered in the thread like bottomless pits, HA chains, how the level design mentality differs depending on each Genesis game, etc.; but I'm just going to copypaste some of the main points touched on in the above thread:
     
    - Routes. They can vary in having specific "height-specific" routes (usually a "low", "medium", and "high" route) as seen in the likes of Sonics 1, 2, and CD (this is based on the previously mentioned "higher risk/higher reward" concept Yasuhara had); though each Genesis game usually handled it in a different manner. That said, Sonic 3 & Knuckles handled things quite differently from the other titles by having big, expansive routes (where height-specific routes still exist, but they are less obvious than in the previous Genesis Sonic titles). Character-specific routes (again, Sonic 3 & K) are also possible too, though there are some rules to abide by when designing them:
    1. Don't overload the character-specific gimmick (don't have the player constantly using abilities --flying, climbing, etc.-- that deviate from the main Sonic gameplay)
    2. Don't make character-specific paths blatantly obvious
    3. Don't let rules be broken (i.e. a Knuckles-specific route shouldn't allow the player to somehow access it with Sonic and/or Tails)
     
    - Special note on routes - Routes that make use of the looping Y axis-or in other words, "wraparound" routes like in Metropolis Act 1 or Ice Cap Act 1 (used many times in Sonic 3&K). They have the potential to effectively break remaining boundaries of level design-no limits on length on vertical routes, which makes it ideal for levels that make use of vertical transportation; i.e. climbing-based (i.e. Marble Garden, Sky Sanctuary) or water-based levels that simulate water slides (Hydrocity). They also completely eliminate the concept of height-based routes by allowing all the routes have a consistent design, no matter where you go. The only problems are that this requires the bottom and top of level maps have to perfectly align together; and even then you need the proper engine and/or coding know how to pull it off.
     
    Know Your Design
    - Loops and their themes. They all fit a certain zone, and each have their own design. While some are similar, they should be designed enough to look unique. Loops should also fit the design and shouldn't be slapped in; and their inclusion shouldn't be overdone (in fact, for some levels loops aren't even necessary).
     
    - Level themes and their layouts. A good rule of thumb to adhere to (but not necessary-its your level, so design it how you like) is that the theme of zone plays a big part of the layout of the zone: note how terrain for environmental areas are designed to be similar to their real life counterparts; whereas levels in manmade areas tend to be direct angles or straight paths. Ruins, while manmade, tend to lean towards one of the other aspects or combine both of them. Ultimately though, each zone should look unique.
     
    - Level gimmicks. Without them, your level can come off as dull. Every level should not only have gimmicks, but also have a huge collection of them. Having a huge number of gimmicks is crucial when it comes to keeping the acts/zones of your level fresh; with a limited number or usage of gimmicks, your zone runs the risk of being bland. Ideally, one should more than enough gimmicks for each zone, whether to spread them throughout the zone a la Sonic 1/2/CD or having each act hold a variety of gimmicks a la S3&K. Like level design, the gimmick in most cases should usually match the theme of the level. It also helps to also design level-specific gimmicks that are fresh and original, and not something you've seen before in most cases.
     
    - Springs. Use them to expand the level layout, but don't use them to usher Sonic throughout the level with minimal effort on the player. This means use of diagonal springs will likely be not much.
     
    ---
     
    Additional sites I would recommend would be Zone 0 (which has level maps/layouts of all of the Genesis games; and has walkthroughs for each zone) and Sonic Science (which is incomplete, a bit outdated, and covers the gameplay aspects of Genesis Sonic more than anything else but it's still a great site). And fellow member Palas also has a great thread on level design as well at the Sega Forums (HISS).
     
     
    ....if one hasn't noticed already (and I do apologize), I'm a very, very, very big fan of Genesis Sonic level design. Sorry for the infodumping, but yeah.
  14. Thumbs Up
    Sai Start Marker reacted to Drawloverlala in Ideal 2D Sonic Level Design.   
    ohh! XD
    multiple routes! yes!  its the way i like the 2D zones..
    its really nice when only you can go through a way that nobody knows or that nobody can't reach..
  15. Thumbs Up
    Sai Start Marker got a reaction from Drawloverlala in Ideal 2D Sonic Level Design.   
    Multiple paths and sections dedicating to rolling and precision platforming. I could just post a Yasuhara doodle to illustrate this point, but instead I decided to just rip him off:
     

  16. Thumbs Up
    Sai Start Marker got a reaction from Vertekins in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    It's hilarious that he genuinely believes that Len Janson and Pat Allee, of all people, had anything to do with the construction of Sonic. It's nice to see Penders keeping the arrogance of the 90's Sega of America marketing department alive well into 2015.
     
    Another thing that's hilarious is his continuing libel of a dead man, re: Ben Hurst. I may not have liked Hurst's self-aggrandizing approach to adapting Sonic into a cartoon, but he doesn't deserve that shit.
  17. Thumbs Up
    Sai Start Marker got a reaction from baba_944 in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    It's hilarious that he genuinely believes that Len Janson and Pat Allee, of all people, had anything to do with the construction of Sonic. It's nice to see Penders keeping the arrogance of the 90's Sega of America marketing department alive well into 2015.
     
    Another thing that's hilarious is his continuing libel of a dead man, re: Ben Hurst. I may not have liked Hurst's self-aggrandizing approach to adapting Sonic into a cartoon, but he doesn't deserve that shit.
  18. Thumbs Up
    Sai Start Marker got a reaction from Drawloverlala in 'Hooked on Sonics': What Attracted You to the Series?   
    Biscuits.
     
    Not joking. The way I got into Sonic at the age of 8 (or so) was by eating biscuits. Specifically, these biscuits:
     

     
    I have a vague memory of seeing Sonic 3 at Toys 'R Us, but I think it all started with the biscuits. I got these, then I graduated to Sonic the Comic, and then I got a Mega Drive II with Sonic 2 when I was 9 year old.
     
     
  19. Thumbs Up
    Sai Start Marker got a reaction from QuantumEdge in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    It's hilarious that he genuinely believes that Len Janson and Pat Allee, of all people, had anything to do with the construction of Sonic. It's nice to see Penders keeping the arrogance of the 90's Sega of America marketing department alive well into 2015.
     
    Another thing that's hilarious is his continuing libel of a dead man, re: Ben Hurst. I may not have liked Hurst's self-aggrandizing approach to adapting Sonic into a cartoon, but he doesn't deserve that shit.
  20. Thumbs Up
    Sai Start Marker got a reaction from SurrealBrain in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    It's hilarious that he genuinely believes that Len Janson and Pat Allee, of all people, had anything to do with the construction of Sonic. It's nice to see Penders keeping the arrogance of the 90's Sega of America marketing department alive well into 2015.
     
    Another thing that's hilarious is his continuing libel of a dead man, re: Ben Hurst. I may not have liked Hurst's self-aggrandizing approach to adapting Sonic into a cartoon, but he doesn't deserve that shit.
  21. Thumbs Up
    Sai Start Marker got a reaction from Monkey Destruction Switch in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    He has a tenuous grasp on reality at best. And clearly has a fixation on the individual effort as opposed to the results of good team work. I doubt he could comprehend that the first Sonic games were a combined group effort with Naka, Naoto Ohshima and Hirokazu Yasuhara steering the major elements of the projects.
     
    No, in Pendersopolis, Naka made everything with his own two programming magic hands (and probably stole all his post-1993 work from Penders, of course).
  22. Thumbs Up
    Sai Start Marker got a reaction from Blue Swallow in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    He has a tenuous grasp on reality at best. And clearly has a fixation on the individual effort as opposed to the results of good team work. I doubt he could comprehend that the first Sonic games were a combined group effort with Naka, Naoto Ohshima and Hirokazu Yasuhara steering the major elements of the projects.
     
    No, in Pendersopolis, Naka made everything with his own two programming magic hands (and probably stole all his post-1993 work from Penders, of course).
  23. Thumbs Up
    Sai Start Marker got a reaction from lbyrd2 in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    He has a tenuous grasp on reality at best. And clearly has a fixation on the individual effort as opposed to the results of good team work. I doubt he could comprehend that the first Sonic games were a combined group effort with Naka, Naoto Ohshima and Hirokazu Yasuhara steering the major elements of the projects.
     
    No, in Pendersopolis, Naka made everything with his own two programming magic hands (and probably stole all his post-1993 work from Penders, of course).
  24. Thumbs Up
    Sai Start Marker got a reaction from biznizz in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    He has a tenuous grasp on reality at best. And clearly has a fixation on the individual effort as opposed to the results of good team work. I doubt he could comprehend that the first Sonic games were a combined group effort with Naka, Naoto Ohshima and Hirokazu Yasuhara steering the major elements of the projects.
     
    No, in Pendersopolis, Naka made everything with his own two programming magic hands (and probably stole all his post-1993 work from Penders, of course).
  25. Thumbs Up
    Sai Start Marker got a reaction from Sky The Destroyer in The Lara-Su Chronicles and Ken Penders topic - READ PAGE 164, POST 4096   
    He has a tenuous grasp on reality at best. And clearly has a fixation on the individual effort as opposed to the results of good team work. I doubt he could comprehend that the first Sonic games were a combined group effort with Naka, Naoto Ohshima and Hirokazu Yasuhara steering the major elements of the projects.
     
    No, in Pendersopolis, Naka made everything with his own two programming magic hands (and probably stole all his post-1993 work from Penders, of course).
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