Sonic the Hedgehog IN THE THIRD DIMENSION
- Kogen
- Posts: 1339
- Joined: Fri Jun 25, 2004 11:34 pm
- Location: Mount Zion
- Contact:
Re: Sonic the Hedgehog IN THE THIRD DIMENSION
I do not think the gameplay of any of the good games (16-bit style 2D, Adventure) works with grinding at all. Only those Rush-like games where you watch it play itself work. They tend to defeat the way platformer levels are made and instead change the game into a weird hole-dodging experiment.
- Segaholic2
- Forum God
- Posts: 3516
- Joined: Fri May 21, 2004 11:28 am
Re: Sonic the Hedgehog IN THE THIRD DIMENSION
It's funny because the very definition of "platformer" is an exercise in hole-dodging.Kogen wrote:They tend to defeat the way platformer levels are made and instead change the game into a weird hole-dodging experiment.
- FlashTHD
- *sniff*
- Posts: 1504
- Joined: Fri Mar 31, 2006 7:00 pm
- Location: Out of earshot
Re: Sonic the Hedgehog IN THE THIRD DIMENSION
Scratch this, I didn't catch the part about Unleashed's rails (which do suck) leading into this.FlashTHD wrote:And I thought my attention span was bad. I'm not arguing against how ineffectively grinding tends to be used, but come on.Opa-Opa wrote:I am just simply bored because i'm just watching Sonic sliding over a rail
What you're forgetting is what SA2's grinding has that the other games still don't*: balance mechanics. Inconsistent rail-jumping aside, they had a good thing going because what gave the wilder rails a legit sense of tension (keeping balance when you had to) are the same things that gave you options if you felt like it (crouching and leaning don't mix usually, but clever use of both can speed you up). Say what you will about the execution, but it sounds suspiciously like "play with the physics to do cool things" don't it?
* Sonic Heroes polish-chipping disclaimer: IIRC, falling from bad leaning either doesn't happen or has to be done totally deliberately (yet rail-jumping became glitchier) and that silly hop-boost...frequently I have a hard time telling if it's propelling me forward or chopping my momentum to shreds, and it isn't obvious that it's often better to hold it like crouching.
As for how they put the rails to work, that's the level designers' problem and a whole other can of worms.
- Xyton
- Posts: 222
- Joined: Fri May 05, 2006 9:53 am
- Contact:
Re: Sonic the Hedgehog IN THE THIRD DIMENSION
I seem to remember this happening while not crouching, too. I could just be getting things mixed up since it's been a while, though.FlashTHD wrote:Um...don't hold the crouch button all the time? That's the only mistake I can think of that you're making.Xyton wrote:Also, I never really found rhyme nor reason for why I would sometimes turn sideways and stop, then fall off the rail. Balancing didn't seem to make a difference -- it would happen about as often if I tried to balance as if I didn't.
- Opa-Opa
- Posts: 1371
- Joined: Sat Jun 26, 2004 3:14 am
- Location: Rio de Janeiro
- Contact:
Re: Sonic the Hedgehog IN THE THIRD DIMENSION
The thing is that these games do not encourage hole-dodging. Sonic Unleashed feels like a racing game. The holes that you must dodge are almost always a surprise. There are some platforming sections, but they are too few and don't fit in the fast pace of the game (actually, the platforming from the night levels are quite nice). Plus, most of the times bottomless pits get me they're under one of those awfully-placed "cannons" where you have to press jump or boost fast before it just drops you. Those cannons are nice for a forkroad or something, but giving me a death-penalty for not noticing it in 1 second is a bit too much. That or some glitchy target mechanism, as if I just want to boost forward while I'm on the air, but he targets a grabbing pole under me and sends me flying towards my doom. I'm sure you know the feeling if you played Unleashed.Segaholic2 wrote:It's funny because the very definition of "platformer" is an exercise in hole-dodging.
That's true, I didn't remember the balance and leaning mechanics from SA2. That was a step in the right direction there. I should play that game again...FlashTHD wrote:What you're forgetting is what SA2's grinding has that the other games still don't*: balance mechanics. Inconsistent rail-jumping aside, they had a good thing going because what gave the wilder rails a legit sense of tension (keeping balance when you had to) are the same things that gave you options if you felt like it (crouching and leaning don't mix usually, but clever use of both can speed you up). Say what you will about the execution, but it sounds suspiciously like "play with the physics to do cool things" don't it?
- Arcade
- Posts: 1045
- Joined: Thu Feb 02, 2006 9:55 pm
Re: Sonic the Hedgehog IN THE THIRD DIMENSION
Plataforming as in "Monster hog"? No thanks. Plataforming as in Sonic 1, 2, 3, Sonic &Knucles, and Sonic 3 &Knucles, hell yes!.
More than a few levels in Sonic games required to move slow and time your jumps, Chemical plant zone anyone? a Bad jump and you where toast!
More than a few levels in Sonic games required to move slow and time your jumps, Chemical plant zone anyone? a Bad jump and you where toast!
- Kogen
- Posts: 1339
- Joined: Fri Jun 25, 2004 11:34 pm
- Location: Mount Zion
- Contact:
Re: Sonic the Hedgehog IN THE THIRD DIMENSION
This is what the INT-tur-net has told me. I do not see any mention of putting holes everywhere.Definition: Platformer is a genre of video game in which the characters travel along horizontal surfaces, climb, jump and otherwise move from surface to surface collecting items and defeating enemies.
Platformers were originally 2D only, and many still are, but the genre has grown to encompass 3D as well.
Pronunciation: PLAT-for-mur
Also Known As: platform game
Examples:
Examples of platformers include Donkey Kong, Sonic the Hedgehog and Castlevania: Symphony of the Night.
- Segaholic2
- Forum God
- Posts: 3516
- Joined: Fri May 21, 2004 11:28 am
Re: Sonic the Hedgehog IN THE THIRD DIMENSION
There is no single authoritative definition for "platformer" because it isn't a word. The definition of its parent word, "platform," is listed as "a usually raised horizontal flat surface; especially : a raised flooring" and we can deduce that a game based on the concept of platforms such that the genre name derived thereof is "platformer" should consist primarily of the action of navigating a series of platforms, i.e. a series of raised horizontal surfaces. We can further deduce that there will be empty space or other obstacles existing between said platforms, hence the "exercise in hole dodging." QED.
The definition for "platform game" on Wiktionary says much the same.
The definition for "platform game" on Wiktionary says much the same.
- Kogen
- Posts: 1339
- Joined: Fri Jun 25, 2004 11:34 pm
- Location: Mount Zion
- Contact:
Re: Sonic the Hedgehog IN THE THIRD DIMENSION
Holes to where, though?
One would assume more platforms!
One would assume more platforms!
- Arcade
- Posts: 1045
- Joined: Thu Feb 02, 2006 9:55 pm
Re: Sonic the Hedgehog IN THE THIRD DIMENSION
No, holes that led to bottomless pits, cause programers are just too lazy to put something there...