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Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
I'm super into this LP because in an ideal world, I'd have done it myself. However, I don't have a PS3, nor a way to record it, nor am I doing much LPing anymore.

But ever since I saw the first "lol at this mess" people bumble their way through the stages, I had the burning desire to play this legend of badness for myself because I so adore rear end-games, and I always thought "come on man, this one is for sure on you". And yup, often, it is. Your analysis is spot-on, Sonic 06 is really loving bad, but someone, at some point, designed parts of some levels, and those parts almost work, and when they come through, it is actually fun. I personally consider most games like a puzzle presented by the designers - almost all games are designed to be winnable, and there is most of the time one or two "intended" ways, and I like finding those intended ways. Sometimes in this game, the intended ways plain don't work, but I imagine that every stage at least was played through by one person once at the very least, and this one time they said "okay, this works fine I guess, let's test the next, shipping is tomorrow", and I like finding this one path that does, indeed, work every time.

Sadly, my friend's PS3 where I was playing the game on died at some point and he never got it fixed (bought a PS4 instead), and I can't be arsed to buy a used one myself JUST to play this garbage fire which I somehow adore a little too unironically, but I got a good ways in and yes, YES it's fun to play sometimes, God drat it, and more often than people might think. I'd not S-Rank it once I eventually maybe get a computer that can run a PS3 emulator, but I might consider finding all the silver medals.

Individual video comments!
- ONE: The stage has obviously been worked on the most because it's the first and it shows the potential quite well. Some semi-hidden optional and faster side paths, secrets and rewards tucked away, it's worth replaying and exploring. However! I personally think the Tails sections are super pointless because playing them "normally" is painfully tedious because his attack sucks dicks (in an unfun way!), and you should just skip the fighting anyway, so you might as well skip it all (as shown), so...you might as well not play them. Their "design" is there, but inconsequential.
Also, the mach speed section is maybe the most working one but it's still super super bad and will kill you at a moment's notice. When you veered off into these walls and slid off juuust right to continue running, I thought that you'd get hit every time. And you might as well have been, the physics are so so bad.
- EXT: I fully agree with your assessment of Shadow's combat. It's awkward and hilarious but to me, kicking things in the face with just one button until they die and zipping between weak mooks is simply satisfying on a very basic level. The gliding section is rear end, though. I never got around to Shadow's later levels so I cannot comment on Omega, he looks super unfun tbh.
- TWO: a weirdly fun level considering its super awful on paper gimmick. As your main movement abilities still work, you can largely ignore Elise's love bubble, and the level design allows you to just fly over everything as shown. I'm a sucker for homing to and fro with springs and boosts and poo poo, it's...good?
- THREE: Generally I think this game's soundtrack is hilariously awful, from the infuriatingly catchy for how disgustingly simple it is hook from His World to the absurd banjo notes for the results screen, but I genuinely enjoy the synthy poo poo the snowboard section pulls. Which is the only good thing I'll ever say about it, that final jump is the worst thing in the universe*. The small on-foot part for Sonic is nice if you don't lose your speed, it feels like a game. The Tails section, again, is completely broken by him being able to fly (how is this a surprise to the designers?) and again might as well not exist. I think one of the laser wall switches is completely broken or something, I tried playing it legit once and gave up at some point of not being able to progress no matter what unless I chose your path of just flying over everything.
The final section is baffling unless you realize that they obviously designed it for Shadow first (with driving around the big snowfields and up broad ramps), then hastily put some laser walls and grindrails some places to try and completely fail to guide Sonic along a path that leads a bit around the perimeter of the wide half-circle-ish thing the map forms. Obviously it is maybe well intentioned but one of the instances in this game where it's probably the biggest challenge to try and figure out what they were even going for; truly a remarkable puzzle posted by the designers, but in practice, it's far, far better to just skip the lot with one of the game's funner glitches (the ones that always work reliably and only in your advantage).



*that's not true, there's a lot of jumps in Sonic 06 that are of also quite galactic awfulness.

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Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Kurieg posted:

It just reminded me of the Egg Viper from SA1 that pulled a similar "Suicide at the enemy post combat" trick, which had a fairly involved detonation sequence that was visible in the background of the victory screen.
Egg Viper could also actually kill you with this and it really loving hurts. Source: my recent playthrough of Sonic Adventure.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Oh, I didn't mean it's completely impossible due to a glitch or so (you never know with this game), but that it's highly unlikely because the solution is "run in a circle in a wide-open field". Egg Viper is genuinely tricky to avoid the suicide attack of, and it can kill you either directly or because you dodge wrong, seeing as you're on a few precarious platforms.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
The on-foot part of Crisis City is indeed one of the singular most fun segments of the entire game because it simply works rather well far more often than not, allows you a lot of freedom in where you want to go and has a bunch of shortcuts and skips you can do with well-placed homing attacks. However, I gotta say one thing: I got pretty good at finding all those shortcuts - I went for the Rainbow Ring at its beginning like you did, and I did, in fact, also get the Rainbow Ring (by luck) once which you never got, because I had to replay the beginning a bunch of times.

That's because I was playing the game with a buddy getting more and more drunk, and we went in one sitting up to Crisis City, and the final section especially is NOT nice to someone whose reflexes are impaired. For anyone who is watching this going "ah, this doesn't look so bad", it's not so bad as the LP wants to stress, but you have to loving earn the knowledge of how to make the game work in your favor through blood sweat and extra lives. For example, jumping over the pipe (chimney?) in the mach speed section? You cannot control your jump angle at all once you leave the ground, and Sonic jumps far at mach speed. If your initial jump is just slightly off, you'll go careening towards an abyss or a hurtie in gracious slow motion and there's nothing you can do about it. Any and all of the homing attacks in the beginning section, especially towards grind rails, can also fail at a moment's notice.

I'd be giving the game more poo poo about not quite working, but just yesterday I was bored and tried Sonic Adventure 2 because it's on my steam list through a package deal, and the final Sonic level? It's just as bad about letting you home in on rails. Hell, it's maybe even worse. The level would be great fun if it wasn't so insanely wonky. So maybe it's not just Sonic 2006's fault specifically, the homing attack might actually work MORE than in the Adventures, they just do more complicated stuff with it and then it often breaks down completely.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Augus posted:

you can take damage in that final part from shockingly small pieces of debris from the cars being thrown around

um, that's probably because the homing attack locking onto rails wasn't actually a thing in that game.
That probably explains the...disproportionate amount of trouble I had. Thing is, there's these...integral symbol shaped rails that take you up high ledges, and I found homing attacking towards them to be a good way to get Sonic up the ledge? Like if S is Sonic, the arrow the direction of the homing attack, and we want to get on top of the T: S -> _|T

Because that worked, I thought the homing attack would generally work. Let's turn it around again, then: because it barely works in Sonic 06 where it's definitely an existing mechanic, playing SA2 afterwards made me just think "it probably didn't work properly...again" instead of thinking "it probably doesn't work at all in this game".

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
I'm gonna hit you with a hot opinion right here: Marble Zone always was my favorite level in Sonic 1.

The reason for this is actually very easy to explain: to this day, I know of exactly one person who owned a Genesis when we were both kids, everyone else either didn't play videogames or had a SNES (I have never seen a real life NES). So the platformers I was used to were Super Mario World, Yoshi's Island, and a bunch of actually pretty good (Aladdin, Tiny Toon Adventures: Buster Busts Loose!) to godawful (two Asterix games) licensed stuff. Playing Sonic at my friend's just confused me - why are we jumping over half the level? I literally cannot control this guy, is it normal that we're so fast? Why do these springs keep sending me everywhere, help?

Marble Zone has amazing music and exactly the gameplay pace I was used to. Jump precisely from platform to platform over lava, push some of them into lava, ride them while dodging obstacles - felt like Mario to me! That was firmly within my comfort zone, and I liked it. I never felt like the level was betraying what Sonic was about or anything, it was simply different than Green Hill Zone and I liked it more than that and far more than Labyrinth (which I think I never beat).

Honestly though, my one biggest problem with Sonic is completely insurmountable: it didn't have a save feature. Completely killed my interest to engage with it any further.

Upon revisiting it later (I got the Classic Collection on DS which I know are terrible ports but eh I never had much fondness for Sonic anyway, I just wanted to get a feel for them myself, finally), I still like Marble Zone. It's at least got a consistent slow pace. In almost every other classic Sonic game (yes, even Sonic 2 and 3) there's a part in every level where it punches the brakes hard and tells you to stop and deal with a slow-rear end annoying platforming segment, until you can finally have fun again zooming along. Unless you always stay on the super top route which I'm honestly simply not willing to devote a bunch of memorization attempts to.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
I don't memorize poo poo because it's not the early 90s anymore, but I still absolutely adore Generations. You kind of have to keep an exact route in mind if you want all the Red Rings, but just zoomin' through you can absolutely go by reflexes alone and never ever have to stop. The best levels, the ones I replay just because they're fun, are all like that: Chemical Plant, City Escape, Crisis City, Rooftop Run...

If anyone cares btw I did beat the Hero Story of SA2 by not flinging myself off everything constantly because I assumed I could home to rails, however I gotta say that the rail mechanics are still super janky and Sonic 06 definitely has a better implementation. The rail transfer which is supposed to work by holding a direction and pushing the jump button works at most 50% of the time and if it fails, you are dead period. Or maybe you get super lucky and fall down for ages onto another rail, skipping half the level. Or you miss its super tiny hitbox and re-enter violently anyway. In the end, I succeeded by just not trying anything and staying on a rail all the time, which is super boring in a way because I really like exploring for secrets, but it's a complete death sentence in Final Rush. Too bad, really, everything else is quite fun.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
I think I discovered each and every one of those shortcuts in Radical Train because I kept game overing on the mach speed section (and yes, the non-shortcuttable conveyor parts really are the worst), so I'm super glad they put so many in. Each repetition was a little faster. Absolutely gently caress that mach speed section though, there is no way in the universe you're not getting hit by the criss-crossing trains, and then later by the explosion debris, and also by random blades of grass (they're sharp).

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Oh you just wish they had come up with the easy "lane switching" with the shoulder buttons for Sonic 06. The only thing you can control is his vague trajectory, and that means that if you nudge the control stick a tiny bit he immediately tries to veer off into the nearest wall. If you dare to touch the jump button, Sonic will fly towards probably certain doom for the next five minutes, uncontrollable by you. You see, this mach speed section is so unbelievably bad because you have to jump to avoid the trains, but jumping is complete suicide, so the game basically forces you to die again and again until you get, by pure chance, the angle right.

Iirc if you hit the wrong speed-up pad ramp, you crash into the wall and die horribly. Like they didn't program this one ramp's impact point to be a "Sonic hops on and on towards random targets" startup point. So it just kills you instead. I've also fallen off loops here because I went onto speedups just wrong enough. It's a complete and utter nightmare to play because there's a billion tiny ways in which it does not work. At all.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
I play a lot of games I think are completely terrible, but I usually have a lot of fun doing so, "dislike" therefore is definitely the wrong word.

Most recently I played all the way through Tomb Raider: Angel of Darkness with my wife and we were laughing our asses off all the way through. The game can't even claim to have good level design in places, it's an utter trash fire from start to finish, but it was some of the most fun we had playing games together. A++, would suffer through again if blind because holy poo poo the places those animation glitches go!

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

BioEnchanted posted:

AoD annoyed me because my copy was broken - I got to the Trials of the greek Gods, but on the second or third one it refused to load.
I'd say you didn't miss much, but the game is actually really long for how obviously unfinished it is at the same time (hm that reminds me of a certain other game), and it only gets crazier (and worse) as it goes on. So, condolences, I guess!

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
"There's nothing directly wrong with it" he says while skipping all the speed bosters that would prevent him from getting the rings in a line behind them, but they're misplaced so you can't actually get them.

*gets speedbosted into wall centimeters off the loading zone*

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
There are some aspects of Silver's levels which are genuinely fun, throwing things at enemies can be quite satisfying (if, you know, it works), and you can do some crazy skips by floating to/off the right points in the level. The latter is actually a serious downside in levels that are less linear, like the one in the jungle: I inadvertedly skipped so much of the level the first time I played it, that I had no idea where the game actually wanted me to go after a few minutes. Ran in circles for half an hour. Otoh that's probably good for S-Ranking if you do know where the goal is. But you also have to kill enemies...

Playing as Blaze is fun, at least!

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Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
"I don't find the physics system in Sonic 2006 to be incredibly accurate" - careful that you don't burn yourself on this hot take, tough guy!!

I personally kind of enjoy some on-rail parts in Sonic games, if they are done well they give me a sense of speed and exhilaration even if I'm not doing anything - it's the illusion of Go Fast, I guess. That's also why I enjoy the DIMPS-made 2D-games more than many people I've seen comment on them, they have tons of parts in their levels where you're just being sped and bounced along and maybe you can reflex-jump at one point to get to a higher segment, but that's fine by me. Therefore, I really like the part where Sonic goes on the roof of the church, it looks neat. The combat is of course insanely dull, but the boost paddery is okay, I think.

When assessing the level length, one has to keep in mind that the Silver segment especially can be much longer. Especially when you're not really used to his mechanics yet (as many people would finish Sonic's story first before starting Silver's, I reckon).

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