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Treacher

First Gameplay hack(s) of the demo.

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Classic Sonic in 3D tells me one thing, Sega are RIGHT THERE, but are off by such a TINY margin.

It's like making a portal gun, but only using it to function OTHER inventions.

Sega have the controls right there, the level design is perfect, if they'd just get rid of the boost (at least the Unleashed boost), and Frankenstein a bunch of features between the two Sonics together; e.g Classic physics, rolling, spindash, etc. with Homing Attack, Wall Jump, Stomp, level design, etc. tweak the controls a little, and BOOM, it's perfect.

You could implement the Advance 2 boost, where it activates (drastically increasing your top speed/acceleration) after running at top speed for a bit.

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I still don't see it, honestly. It looks boring to me.

I didn't say it was great, but it does look just like a 2D section in Unleashed... a very bland 2D section, but one nonetheless.

I do agree that I would rather play through it with classic Sonic though.

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Well, duh, it's Unleashed gameplay, but in 2D.

Well yeah, but a comment like 'it clearly isn't designed for Modern Sonic' gives me the impression that the hack is unplayable... which it isn't, it's just kinda basic. XD;

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Sega have the controls right there, the level design is perfect, if they'd just get rid of the boost (at least the Unleashed boost), and Frankenstein a bunch of features between the two Sonics together; e.g Classic physics, rolling, spindash, etc. with Homing Attack, Wall Jump, Stomp, level design, etc. tweak the controls a little, and BOOM, it's perfect.
Edited by Preston

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Classic Sonic also appeared in 3D in Sonic 2/3/CD(Special stages) and 3D Blast.

Yeah, I have to agree that Classic Sonic in Modern gameplay just does not work. It is really hard to hit the enemies since homing attack is gone. I'm not sure if it is just the missing homing attack, it might be because of the loose controls. If they put Classic Sonic in SA2 for example, it could work flawlessly. Since Sonic Generations focuses on boosting across long stretches of land and homing attack.

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*Sees Classic Sonic in Modern Green Hill Zone* :blink:

Dear Sonic Team, thank you for giving Sonic the homing attack ability in Sonic Adventure, I really do fear how Sonic games today would play like if it weren't for this wonderful method of attacking badniks.

Edited by S0NIC Toadstool

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Haha, what? Modern GHZ is just as shit as always, and while modern City Escape is better, it damn sure isn't designed for classic physics and no boost. I mean I'm pretty much with you otherwise, but the level design is nowhere near "perfect" for this.

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No-one find it odd that Classic Sonic didn't use spin-dash at any point? Should've sorted out those Motobugs. Also, did the game crash on the rainbow ramp?

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Haha, what? Modern GHZ is just as shit as always, and while modern City Escape is better, it damn sure isn't designed for classic physics and no boost. I mean I'm pretty much with you otherwise, but the level design is nowhere near "perfect" for this.

Edited by Voyant

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Aaron Webber showed plenty of paths for Modern GHZ, including a section where it's extremely useful for speedrunning.

When you see a dev team being interested into making different ways for a player to get through a stage, it sounds like good level design to me.

Of course, it's nowhere near City Escape, but it's still well designed... FOR A STARTER STAGE. :lol:

EDIT: Sorry about that. On my iPod.

Edited by Tatsumaki

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<br  />No-one find it odd that Classic Sonic didn't use spin-dash at any point? Should've sorted out those Motobugs.  Also, did the game crash on the rainbow ramp?<br  />
Edited by Treacher

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I find that funny cause Modern Sonic had about twice as much alternate paths than the Classic Stage did... :lol: And we haven't even seen all the different path Modern Sonic can take yet in Green Hill.

That should tell you a lot.

That says nothing. Alternate paths do not equal great stage design. For both modes, these alternate paths usually lead to the main road pretty quickly. While this isn't a bad thing in my eyes, using them as the basis for your argument is silly.

Edited by Jaymeister

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That says nothing. Alternate paths do not equal great stage design. For both modes, these alternate paths usually lead to the main road pretty quickly. While this isn't a bad thing in my eyes, using them as the basis for your argument is silly.

Is it bad that I imagine your avatar saying all your posts?

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I have no idea how you guys say it looks boring. I don't know if you noticed, but it was in 3D, and when he went downhill he started accelerating. That alone had me grin a little. xD

I'd love to try classic Sonic in Modern GHZ. Only thing is, I guess the hackers would have to find a way around the ramp thing, and find a way to put the Spindash in there.

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<br />Whether that's the case or not, it's really nice that they up'd the speed. Back when Sonic 1 was being made, he was originally about twice as fast before the actual release. But it turned out that the Genesis couldn't handle such speed, causing the developers to tune it down. So it's really nice that they now have the capabilities to make Sonic as fast as he was originally intended to go.<br />

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Dear God....Please....NO.

I would prefer SEGA keep things in order. Classic stays in his style of gaming, and Modern can have his inferior style (kidding, I love both). Now is NOT the time for Sega to start tweaking and testing things. After all, do you guys seriously think these two will be in a game together again? :rolleyes:

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