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Sonic Mania (Summer 2017, Christian Whitehead, PS4, Xbox One, PC, Switch) - The New Classic

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Correct, that information supports my proposition.  The gaming press have privately seen more than we have; that fact is inarguable.

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20 hours ago, TailsBot said:

Who wants to bet we'll get a playthrough of Studiopolis act1 including the Heavy Gunner boss fight???

Or maybe more footage of Studiopolis act2?

The fact that this wasn't a PLANNED reveal of any new content, i HIGHLY doubt anything new will be shown.

On the stream, people requested them to play more Sonic Mania, and thats why they are going to play it.

They aren't going to reveal more just because the fans asked for more reveals.

Honestly, it's going to be either Green Hill Zone Act 1 (no Knuckles, they have stated before they are saving that for later for some reason), Studiopolis Act 1 (no Boss, still leaving that as a surprise), Mirage Saloon Act 2 (no Boss, still leaving that as a surprise), or Green Hill zone Act 2 (unlikely due to the fact that the build they have been using has a boss at the end, and im not sure whether they want to risk accidentally showing the music off).

But really, it's not going to be anything new. They are only playing it because people during the stream asked for more Sonic Mania playthroughs.

You should know that Aaron doesn't spill spoilers that easily :)

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12 hours ago, Gemster312 said:

Honestly, it's going to be either Green Hill Zone Act 1 (no Knuckles, they have stated before they are saving that for later for some reason), Studiopolis Act 1 (no Boss, still leaving that as a surprise), Mirage Saloon Act 2 (no Boss, still leaving that as a surprise), or Green Hill zone Act 2 (unlikely due to the fact that the build they have been using has a boss at the end, and im not sure whether they want to risk accidentally showing the music off).

 

I doubt the music is even incorporated into that build. It's more likely whatever the press has seen is a more current build that's not for public demonstration (yet, if at all.)

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Just throught I'd post this Mania EGX Rezzed Hands-On Preview. It's a nice read.

Quote

SEGA’s iconic blue hedgehog is going back to his roots, donning the 16-bit clothes that arguably suit him the best. Sonic Mania is the indie, fan-made re-imagining of the 2D Sonic trilogy from Christian “Taxman” Whitehead and Simon “Stealth” Thomley adding gameplay features, a prettier aesthetic, and tweaking level design. At London’s EGX Rezzed event, I went to visit SEGA for a preview of its first two Acts, with commentary from the game’s product manager, Jim Dyer. After just 10 minutes with the game, I’ve never been more convinced that Mania is the Sonic game fans have always wanted.

Speeding through Green Hill Zone, it occurs to me how easy it is to forget just how clever the level design of the Genesis-era Sonic games was. There are many more layers to their composition than just a single fast-flowing highway; nuances perhaps disguised by the sheer pace of proceedings. But Sonic Mania ups the ante even further from Hirokazu Yasuhara’s original 1990 vision. As Sonic crisscrosses around the level, sometimes pinging backwards before being hurled in the correct direction, Sonic’s speed no longer translates to moving quickly in a single direction. The re-imagined Green Hill Zone is a now a honeycomb of different pathways, much more complex and varied than the original version.

Sucked into tunnels or pinging across the level via springs, the on-rails sensation often encourages one to ignore precision for speed. Yet, Green Hill Zone is packed with secrets if you slow down to look, and it isn’t long before I’ve stumbled across one of those hidden areas. Having clipped through a wall, I happen across a cavern-like area with a waterfall and a strange floating circular object. “I won’t comment on what that is”, says Jim, as I press him for an explanation.

Jim defers “One of the things I will say is that Tails is in the game. That was not in the original first Sonic.” Of course, both Knuckles and Tails featured in Whitehead and Thomley’s iOS remaster of Sonic, so the truly new feature for Mania is actually the cooperative function. Tails can now drop in and out of levels as a cooperative partner via a second controller.

With respect to how Sonic feels to control, there certainly seems to have been some revamp of the physics from the original game. There is noticeably more precision, which helps to navigate more delicate sections of platforming. The addition of Sonic’s spin dash from modern games adds a welcome solution to regathering lost momentum or knocking down enemies. Mostly, though, it’s a familiar feel, except that at 60 frames per second, Sonic has never looked or felt so good. And to that point, as Jim takes over to negotiate Act 2 and a succession of zip-lines – another new gameplay feature – it’s the beauty of Mania’s pixel art that leaves the greatest impression.

Sonic Mania looks utterly stunning. It really is a pixel-fantasy brought to life and one that will surely resonate as much with die-hard Sonic fans as will be successful in garnering a new audience of retro enthusiasts. Sonic’s animations have been refined, and there are new touches like the way he hangs over the edge of cliff faces or spins laterally after springing up into the air. But it’s the stunning pixel art backgrounds that are Mania’s aesthetic showpiece. Christian Whitehead has redrawn everything from scratch with unprecedented texture and detail. The multiple layers of their design remind me of Castlevania games on the SNES, but this is even prettier.

In combination with a rocking remaster of the original soundtrack, Mania is an assault on the senses in all the right ways. The gameplay is absolutely there, but the way in which it pops out from the screen and gets under your skin certainly recaptures the magic of old-school Sonic. This is a franchise whose popularity is firmly rooted in offering an in-your-face blend of visual charm and exhilarating gameplay, and after 5 minutes of Sonic Mania, I feel like I’m reliving the console wars of the 1990s.

Sonic Mania isn’t likely the sort of title that is going to claim mainstream success, but it absolutely is the game to unite a divided fanbase. It feels like a love letter to the fans, and that is largely because its made by two huge fans in Whitehead and Thomley. This might very well end up being the definitive and timeless Sonic experience we’ve all been waiting for.

 

Also found an article where (I believe) someone is vaguely describing the Heavy Gunner mini-boss:

http://www.siliconera.com/2017/03/20/sonic-mania-hands-freedom-go-fast/

Quote

Sonic Mania also ended with an entertaining boss that had to be fought while moving, creating a challenging task. Players would have to manage their speed, shifting back and forth as they rushed the boss, while timing their jumps in time with that speed to land hits. It wasn’t overly hard, but still a point where it was handy to have help from invincible partner Tails (who was also handy for a lift during difficult platforming segments).

 

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So earlier today I was thinking about what zones have a chance of getting in Mania, instead of what I want myself. This is what I think

Sonic 1 -

Spoiler

Green Hill Zone - Confirmed

Marble Zone - Unlikely (Bats are in GreenHill and other references in other places)

Springyard Zone - Unlikely (rollers are in Mirage Saloon)

Labyrinth Zone - Possible

Starlight Zone - Possible

Scrap-brain Zone - Unlikely (Its a final stage)

Sonic 2 -

Spoiler

Emerald Hill - Unlikely (already have green hill)

Chemical Plant - Already In Generations

Aquatic Ruin - Possible

Casino Night - Already In Generations

Hill Top - Possible

Mystic Cave - Possible

Hidden Palace - Possible

Oil Ocean - Possible

Metropolis - Possible

Wing Fortress and Sky Chase - Unlikely (Flying battery is confirmed)

Death Egg - Unlikely (final stage)

Sonic 3 -

Spoiler

I would say that almost every stage in this game is possible. Even the first and last stage (Angel Island and Launch Base) are incredibly unique, and stick out from other final zones or first zones. Unless there are music issues, in which its narrowed down to Angel Island, Hydrocity, and Marble Garden.

Sonic and Knuckles -

Spoiler

Mushroom Hill - Already In Generations

Flying Battery - Confirmed

Sandopolis - Unlikely (Mirage Saloon is already a desert level and is in the game)

Lava Reef - Possible

Hidden Palace - Not really sure, maybe for a cutscene, but I don't think it will return as a single act zone. (I mean a Sonic 3 styled scene btw)

Sky Sanctuary - Already In Generations

Death Egg Ruins - Possible (don't see it returning as the same as it was but ruins would be really cool)

Sonic CD -

Spoiler

Palmtree Panic - Unlikely (Green Hill is in the game)

Collision Chaos - Unlikely (Mirage Saloon and Studiopolis are already very bouncy)

Tidal Tempest - Possible (I think Labyrinth, Aquatic Ruin or Hydrocity would get in first though)

Quartz Quadrant - Possible

Wacky Workbench - Possible

Stardust Speedway - Unsure (Great music and very awesome and iconic, but I think that Starlight zone is very similar, and Studiopolis is very similar too)

Metallic Madness - Unlikely (Final Zone)

What do you guys think?

FFWF, MainJP, Nightly and 4 others like this

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I think Aquatic Ruin by your standards should be "unlikely" considering the whistle appears in Mirage Saloon. It would be rather odd for the same musical cue to appear in two stages if we're already ruling out other stages for having representation.

Of course in the end nothing is sure fire. I made a list some pages ago with similar criteria and for the most part, yours looks like mine, so I agree with it.

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2 hours ago, CleverSonicUsername said:

I think Aquatic Ruin by your standards should be "unlikely" considering the whistle appears in Mirage Saloon. It would be rather odd for the same musical cue to appear in two stages if we're already ruling out other stages for having representation.

Of course in the end nothing is sure fire. I made a list some pages ago with similar criteria and for the most part, yours looks like mine, so I agree with it.

Reason I ruled out things like Spring Yard for having rollers in other stages is because Springyard doesn't really have too many traits beside them, and Studiopolis and Mirage Salloon are already "bouncy" stages. 

I would still love to see Spring Yard appear though. Maybe they could make new enemies for it or something.

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My own thoughts on zone possibilities and potential, based on the above by Psychicmoose103.  This is less so much a confirmed/deconfirmed/possible run-through as my thoughts on each zone, how much potential I think it has, what I would do with it.

Sonic 1:

Spoiler

Preface: To me, a lot of Sonic 1 levels feel underdesigned, with all of them having in a sense already been resurrected and revamped by equivalents in later games, so none of them seem quite urgent.  It's more likely to me that elements of them would be integrated into new versions of their successors.  With that said:

Green Hill Zone: Confirmed.

Marble Zone: Honestly, this is the project I would want to take on.  I really like the tension between the two sides of the level, and I think it would be interesting to try and redevelop this into a level with a speedy and open but treacherous top path, and a slower and more platforming-heavy bottom path.  However, saying that is also a bit of an admission that Marble Zone is a muddled concept that doesn't know what it wants to be.  The argument above that one of its unique badniks has been moved elsewhere is as good as a deconfirmation.

Spring Yard Zone: A less interesting Casino Night Zone.  While I'd like there to be a pinball-heavy zone somewhere in Mania, I don't think they'd use this one.  Again the badnik argument suggests that it's been deconfirmed.

Labyrinth Zone: Holds up better than some Sonic 1 levels in aesthetic comparison to its successors, I'd suggest, and might have some value as an archetype of this kind of level.  But it seems more likely that they'd go for Hydrocity Zone or Tidal Tempest.

Star Light Zone: I don't think it does enough to save itself, aesthetically, from being outclassed by Stardust Speedway.  There's not quite enough going on for Mania.

Scrap Brain Zone: I have actually come to believe that a much-overhauled Scrap Brain Zone will be the final zone of Mania.  If we project six classic zones, that would indicate that only one game will have two returning zones, and it would fit for that to be Sonic 1 because Green Hill Zone is obligatory and sort of doesn't count; it would also feel pleasingly symmetrical for Sonic 1's final zone to also return and to be the finale of Mania.  (I also suspect that later Death Egg Zones have been ruled out - see my S&K sections.)  Aesthetically, I feel it still works and can be overhauled to fit the Mania standard.

Sonic 2:

Spoiler

Emerald Hill Zone: Made redundant by Green Hill Zone.

Chemical Plant Zone: I wouldn't use it because it's already been revisited in Generations; other Sonic 2 zones deserve a chance.  It's a good-looking level, but perhaps there shouldn't be too many factory-like zones.

Aquatic Ruin Zone: Trailer theory suggests that it might be in.  (I'm not worried about the returning whistle; that seems to join the game together better rather than being redundant.)  As a sort of grassland/labyrinth, it seems like an odd choice, but it's not uninteresting and could have Labyrinth-type zone elements mixed into it.  If Act 2 is always going to be more wildly different than Act 1, they could de-emphasise the grassy overgrowth in that version and put more focus on the ruins.

Casino Night Zone: Was revisited in Generations 3DS, and arguably effectively remade a whole bunch of times before that.  Studiopolis also appears to have casino elements.  Let's give other Sonic 2 zones a chance.

Hill Top Zone: A bit of an odd zone, sort of a fusion between various grasslands-types and Marble Zone.  I like it, but I like it partly as it's kind of a visual breather and doesn't do too much.  If we were definitely getting two zones per game, I'd seriously consider this, but I don't see both Hill Top and Aquatic Ruin getting in.  If Aquatic Ruin isn't in, it might have a chance.

Mystic Cave Zone: One of the most unique-looking zones in Sonic 2 and maybe in the classics overall.  A lot of people seem to like this level, and I see their point; I'd give serious consideration to including it.  It also seems like the sort of zone which is ripe for having reimagined elements from other zones popping in.

Hidden Palace Zone: Arguably, it's already sort of a "remake" zone, and it would be a bit brash to use a classic slot on what's not really a classic zone, wouldn't it?

Oil Ocean Zone: There are very few "outside factories" in the series, so that's certainly an interesting factor.  With that said, I find it to be a little ugly, I'm afraid.  But I wouldn't rule it out; it has a lot of potential.

Metropolis Zone: Iconic, but like Star Light, I find it to be a bit too uniformly green - and for some reason it feels strangely hackneyed, as if I've seen it too often, though I can't really think why I feel that way.  With that said, as factory-types go, it's by no means uninteresting, and is visually quite unique among the many grey factory levels in the series, so it has that going for it.

Sky Chase Zone / Wing Fortress Zone: Despite the two names, they're really one zone; also, the former is barely a zone at all.  The argument that they're made redundant by Flying Battery Zone is a fair one; Wing Fortress's aesthetic of being set on the outside of a flying airship feels to me more like something to be integrated into another level rather than being that special in its own right.

Death Egg Zone: They would never use this instead of S&K Death Egg, and it's just a couple of boss fights, one of which was redone in Generations.  Doesn't stand a chance except for visual homages, I'm afraid.

Sonic 3:

Spoiler

Note that I'm assuming they'd find some way around the music problem, most likely by using the PC soundtrack or composing new music for the problematic zones.

Angel Island Zone: Unburnt it's a grassland, and burnt still seems like a betrayal of Sonic 3; it would be interesting to see the whole zone recovered, but I don't know if we need it at all.

Hydrocity Zone: A popular zone and I would say probably the most probable of the various labyrinth-types to return.  If Aquatic Ruin is really in, though, then I don't know if Hydrocity could be; rather, Hydrocity would be folded into Aquatic Ruin.

Marble Garden Zone: A zone I like a great deal, but again, I don't know if it works alongside Aquatic Ruin - even though it has no water in it whatsoever.  In terms of level design, it's obviously very different, but visually it feels cut from similar cloth.  They even both have arrow launchers.

Carnival Night Zone: Is it different enough from Studiopolis?  Probably, actually, and we'd all like a rematch with that barrel.  There might be new ways of playing with the "lights out" gimmick, too, though equally I'd find it interesting to put that same gimmick into a different level like Casino Night.

Ice Cap Zone: It's iconic, but is the colour palette too limited?  I also found myself stuck in the cave areas a lot as a child, so I've developed a kind of bias against them even though they're still very pretty.  I'd do more to interconnect the upper and lower pathways, I think.  A lot of people like this zone, and it's certainly the archetypal Sonic ice zone, and I'm sure there's still plenty that can be done with it.

Launch Base Zone: Honestly the one I'd probably go for, a curious zone which is visually hard to classify and which almost feels like two separate zones for how different the second act is.  I've suggested in the past that you could have more snow blowing in from IceCap, and that would change the zone a great deal, as would the idea of it being ruined post-Death-Egg-launch, but I don't know if they're actually being quite that radical.  With that said, the zone already has a lot going on - possibly too much, if we're honest.  I wouldn't rule it out for being a final zone, though - it doesn't feel like one of those at all.

Sonic & Knuckles:

Spoiler

Realistically, I think we're getting one zone only from this game, and that zone is already confirmed.  But just as it's fun to speculate, it's also fun to think about what could have been.

Mushroom Hill Zone: I think there are fun things you could do with the season-changing gimmick, but realistically, even though it's very different from Green Hill Zone, I don't know how many first-zone grasslands we can accept - especially when it was also in Generations 3DS.

Flying Battery Zone: Confirmed.

Sandopolis Zone: The realisation of the tropes is very, very different, but I just don't think you can have two sandy desert zones in one game.

Lava Reef Zone: A great zone, with a very flexible molten/frozen gimmick you could do more with - but to me, it's already perfect; I don't know what I would improve about it.  Yes, I'm ruling this one out for being too good, rather than not good enough.

Hidden Palace Zone: Intriguing though the idea is of turning this into a full zone, perhaps with elements of the new S2 Hidden Palace, then I just don't see it.  This level's function is largely a narrative one for S&K; I don't think it's worth bringing back.  It would also not really be "bringing back" so much as "making from scratch," considering how short it was; the Knuckles version was just a staircase!

Sky Sanctuary Zone: A strange zone, structurally very unique in having just one act with multiple boss fights scattered throughout.  I don't know if the Generations version quite did it justice - but having been remade already, and having already been something of a classic reference zone by containing two classic boss fights and a new robot Sonic, I don't know if it was ever very likely - save by proposing making it more of its own zone than it ever was in the original.

Death Egg Zone: Until the Flying Battery reveal, I would've said this was a shoo-in for final zone, especially as a "ruined" version.  But perhaps there's also an argument for drawing a line under the Death Egg saga - and frankly, I do not think two flying mechanical Eggman bases from one game are getting in.  Flying Battery rules Death Egg out.  Alas!

Sonic CD:

Spoiler

Palmtree Panic: As weird and unique as CD's angular take on the grassland aesthetic is, and as much as you can argue that the temporal alternatives put a new face on it, Green Hill rules this out.

Collision Chaos: I've made an argument for a pinball zone, and it's just about possible they could bring this zone back and rework it from that perspective.  But I don't know that I ever found it very interesting.

Tidal Tempest: I always enjoyed this level, visually and musically, as far as alternative takes on Labyrinth Zone go.  But I just don't know if it's the version of Labyrinth they'd have gone for.  If Aquatic Ruin is in, I could just about see it scraping in alongside, as it's so visually distinct... but I can't call it probable.

Quartz Quadrant: Much like Hill Top, this is a zone I always thought of as just being kind of "there," with an aesthetic I think of as sort of "humble."  But for mine-based stages it's visually striking and has some great alternative versions.  I feel a little like people settle on this one from a process of elimination, but there are worse zones.

Wacky Workbench: Visually, this is the most "Sonic CD" zone to me, with its wild colour schemes and visual punch.  But there's no getting away from it - the level design, maybe the whole level concept, would have to be radically rethought.  Out of the question?  No... but improbable, all the same.

Stardust Speedway: This feels like the ultimate version of Star Light Zone, which I don't see getting in ahead of this.  But the contention that it has overlap with Studiopolis is a fair argument - and furthermore, I feel that whether or not this zone would be in depends very much on what they want to do with Metal Sonic.  I'm not sure the boss fight can be done without any reference to the iconic Metal Sonic race - and that was revisited in Generations.  A dilemma.

Metallic Madness: Maybe this is why Metropolis feels so similar to me?  Although some of the other versions of it are very different and much prettier.  The gimmicks aren't great, though, and there's a real question of whether this of all the other final zones would be the one they want to bring back; with that said, though, the level doesn't feel to me like a final zone, perhaps because of the Metropolis aspects.  Still, I think they'd be more likely to rework Scrap Brain.

 

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7 hours ago, FFWF said:

 

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Realistically, I think we're getting one zone only from this game, and that zone is already confirmed.  But just as it's fun to speculate, it's also fun to think about what could have been.

  Reveal hidden contents

 

Actually, I have some reason to think that we are getting at least 2 per game. Here's me out

1. Multiple developers should have stated that that Mania is a big game. If we are getting only 5-6 classic levels, there is only gonna be like 4 new levels, for around 9-11 zones, and I can't see this game being shorter than 3&K if it really is so big.

2. Taxman has recently put on his twitter we will be visiting "Some" stages from each game. I'm pretty sure some means more than one, so It will be interesting to see what they do

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http://twinfinite.net/2017/04/sega-is-listening-regarding-physical-sonic-mania-release-is-a-game-for-fans-full-qa/

Here is a good recent interview!  TimmiT points out on Retro that there is a chance the information isn't completely accurate. 

I feel like this part must be accurate enough however! ^_^

Quote

From SEGA’s point of view, Sonic is adored by our fans and we want to make a game that is by fans for fans, and is exactly what they want. The Sonic Team’s actual input to this project is next to none, they just provide the assets and give them the creative freedom to do want. It is a real labor of love for those guys. And to that point, this is why we’ve recently delayed the game because they are working overtime. They are making little adjustments and adding things here and there to enrich the experience. This is very much by fans for fans and we want to give them breathing room to make it the best possible game it can be.

 

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Just to point out the stuff that isn't accurate: he mistakes the remasters Christian developed for "modded ROM versions" and thinks that "Tee Lopez" worked on those as well. Considering he gets stuff like that wrong, it wouldn't surprise me if that Sega rep wasn't actually well informed enough to talk about Sonic Mania and just talked out of his ass.

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Hey guys, I have a very interesting concept for a game after Mania. I know we all want 3&K remastered, but why not put them all into a pack, Super Sonic Classic Collection!

it would include the iOS remakes of 1, 2, and CD. However, it would also be cool for them to have 3&K remastered (maybe even with updated graphics?) But wouldn't it also be cool to have remakes of the first two games also?

They would also include updated graphics (and maybe made into the 2 act 3&K style, with mini bosses and updated level design (to make stages like marble and Labyrinth better) and they could also include lost or other stages! For example, to make Sonic 1 bigger, they could add in Bridge, Jungle, and SkyBase zones from the gamegear games (maybe include them too). Sonic 2 could have dust hill, genocide city, wood, etc. What do you guys thing?

(by include the game gear games, I mean like ports of them)

TL:DR - A collection that has ports of the classic and game gear games, but also has remakes with new levels and updated graphics for Sonic 1, 2, and 3K.

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23 minutes ago, TimmiT said:

Just to point out the stuff that isn't accurate: he mistakes the remasters Christian developed for "modded ROM versions" and thinks that "Tee Lopez" worked on those as well. Considering he gets stuff like that wrong, it wouldn't surprise me if that Sega rep wasn't actually well informed enough to talk about Sonic Mania and just talked out of his ass.

Can only be a good thing to the delay the game and give Tax & co more time to polish it up so Mania can be the best it can possibly be.

As Taxman said; "more time, more love".

18 minutes ago, Psychicmoose103 said:

TL:DR - A collection that has ports of the classic and game gear games, but also has remakes with new levels and updated graphics for Sonic 1, 2, and 3K.

Haha, no chance.

Much as I'd love a collection to include Sonic 3 Remastered (especially with 32-bit visuals), the reality is Sonic 3 isn't happening.

The most likely collection we could realistically expect is one featuring Mania and the Sonic 1,2 and CD remasters which I'd be more than happy with!

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17 minutes ago, Psychicmoose103 said:

Hey guys, I have a very interesting concept for a game after Mania. I know we all want 3&K remastered, but why not put them all into a pack, Super Sonic Classic Collection!

it would include the iOS remakes of 1, 2, and CD. However, it would also be cool for them to have 3&K remastered (maybe even with updated graphics?) But wouldn't it also be cool to have remakes of the first two games also?

They would also include updated graphics (and maybe made into the 2 act 3&K style, with mini bosses and updated level design (to make stages like marble and Labyrinth better) and they could also include lost or other stages! For example, to make Sonic 1 bigger, they could add in Bridge, Jungle, and SkyBase zones from the gamegear games (maybe include them too). Sonic 2 could have dust hill, genocide city, wood, etc. What do you guys thing?

(by include the game gear games, I mean like ports of them)

TL:DR - A collection that has ports of the classic and game gear games, but also has remakes with new levels and updated graphics for Sonic 1, 2, and 3K.

Great idea. They'll probably have to keep the 3&k sprite for Sonic though to avoid backlash.

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Sonic has always had one of the largest variety of level tropes out of any platforming game series so I was curious as to which ones haven't been used yet. If only so we can speculate on what kind of new zones we might see.

One that I thought of after seeing Sonic ride a skateboard in Generations was a skate-park, since all the hills and slopes that come with one would be a natural fit with 2-D Sonic gameplay. Maybe Act 2 could be something straight out of Trials Evolution that really takes advantage of steep slopes requiring well timed drop dashes to avoid falling in a Scrap Brain type hellhole.

Also what do you guys think about the idea of Sonic running through a more urban setting? I know some say Sonic's had enough city levels but those have always seemed more suburban or just flat-out highways and interstates. I was thinking more like running through the ruins of decayed buildings in older sections of a city (or if you want some continuity you could even make it the ruins of Station Square, not unlike what was seen in Perfect Chaos' fight in Gens but with more color than grey) where you have to avoid many of the hazards you'd expect to see from exploring a condemned building, just with that extra Sonic zaniness.

I dunno, the idea of urban exploration and Sonic goes hand in hand to me when you consider Sonic's nomadic lifestyle and adventurous spirit so I could totally see him running through dangerous, run-down sections of a city just for the thrill of it. You could even have badniks based off of Roberto here to give it that authentic bad neighborhood feel.

d0e3901f2495219275a6b06e51d01d2b.gif

 I guess if you could consider Crisis City to fit this trope already but I'd rather see it with less apocalypse and fire.

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Guys I just thought of something crazy, and i'm curious what you think.

So you know how in 3K, there is seamless act transition, but when there is a zone transition, the cutscene will play, the screen will go to black, and then the next zone will start. What if there is seamless zone transition? What would you guys think of that? 

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4 hours ago, TimmiT said:

Just to point out the stuff that isn't accurate: he mistakes the remasters Christian developed for "modded ROM versions" and thinks that "Tee Lopez" worked on those as well. Considering he gets stuff like that wrong, it wouldn't surprise me if that Sega rep wasn't actually well informed enough to talk about Sonic Mania and just talked out of his ass.

Thank you for posting this interpretation here too!! :) 

It is good advice that we would be cautious with this specific set of very interesting but also fairly abstract information as most of it has not been presented before.  It's kind of the opposite of the Sonic 2 special stage pipe mention in the recent interview where basically that was information many people did not want to be accurate! :lol:^_^ 

8 minutes ago, Psychicmoose103 said:

Guys I just thought of something crazy, and i'm curious what you think.

So you know how in 3K, there is seamless act transition, but when there is a zone transition, the cutscene will play, the screen will go to black, and then the next zone will start. What if there is seamless zone transition? What would you guys think of that? 

I feel like some of Mania's cutscenes will be among peoples' new favorites! 

What you are describing must at least be possible with the programming they have available but maybe it will be done in the traditional way just due to how strangely memorable the screen turning off and on is within the original games!   

Thinking about your idea and what we weren't able to see in the original games, perhaps with Flying Battery, a good example is between Sky Sanctuary and Death Egg it was not possible to see how Sonic or Tails actually finds their way to the inside, it is easy to imagine but it is possible to actually see more movement and progress during cutscenes with current day game resources!  :o:) 

Psychicmoose103 likes this

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So what you're saying is, like in Sonic 2 (more or less) when Sonic gets transported to the Death Egg? Cause if so, then I hope not. The time between levels should be expedient, the whole point of the Sonic 3 act transitions was to preserve the pacing of a zone and give you the feeling that things were moving ahead more quickly. Longer cutscenes is the last thing I'd want, just keep them short and sweet except for very major moments in the story.

OcelotBot likes this

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I've talked about it before in other places but I always thought a zone centred around an electrical plant would be cool. Act 1 would involve going through the insides of buildings and dealing with turbines and other things, and act 2 would be outside travelling long distances over huge electrical wires that intersect and intertwine, and would include going through utility poles where there could be some more complex platforming as opposed to the mostly smooth wires. There could be sections of exposed electronics that only Sonic with a well timed insta-shield could make it through (even though there is no insta-shield in Mania, shit). idk, it would be cool. 

Potada and Psychicmoose103 like this

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10 hours ago, CleverSonicUsername said:

So what you're saying is, like in Sonic 2 (more or less) when Sonic gets transported to the Death Egg? Cause if so, then I hope not. The time between levels should be expedient, the whole point of the Sonic 3 act transitions was to preserve the pacing of a zone and give you the feeling that things were moving ahead more quickly. Longer cutscenes is the last thing I'd want, just keep them short and sweet except for very major moments in the story.

What I kinda meant was like it doesn't fade to black. An example, in sandopolis, you fall down a pit. The screen fades to black, and then you keep falling into lavareef. What I'm saying is like the screen wouldn't fade to black, and you would see the background transition into lava reef and then land in lava reef without ever stopping, to increase the flow.

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That would be interesting, but I imagine it would depend on how the game stores and loads each zone's graphics.

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1 hour ago, Psychicmoose103 said:

What I kinda meant was like it doesn't fade to black. An example, in sandopolis, you fall down a pit. The screen fades to black, and then you keep falling into lavareef. What I'm saying is like the screen wouldn't fade to black, and you would see the background transition into lava reef and then land in lava reef without ever stopping, to increase the flow.

Considering you'll be hopping between games, that seems like it could come across as jarring and sudden if not done very tactfully.

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