QUOTE (Neo @ Aug 2 2010, 05:51 PM)

QUOTE (Vinchenz @ Aug 2 2010, 06:25 PM)

I've always wondered why someone hasn't hacked Sonic 2 and Sonic 3 & Knuckles to make it so that Tails has collision with the sides of the screen and can't move off camera.
I think that would make multiplayer a little more fun in those games.
Now let's say Sonic hits that first horizontal spring in Emerald Hill Zone 1, and Tails doesn't. What happens next?
Do you remember the part in AIZ Act 2 immediately preceding the boss? The part where the camera unceasingly pans to the the right until the ship drops all of its bombs and flies off? Remember how Sonic and Tails are dragged along by the left side of the screen if they do not keep running? I may be wrong, but I think this may have been what Vinchenz was trying to suggest, that if Sonic keeps going to the right or the left, Tails will naturally get dragged along by the left side/right side of the screen, respectively, without slowing Sonic down at all -- and Tails can choose to pick up the pace at any time and catch up to the middle of the screen with Sonic.
QUOTE (Neo)
I've thought about this in the past, and the only solution I've come across is to split the stages into action parts and puzzle parts. While in action parts, the screen is split and each player can travel at their own pace. Cooperation regresses into simply not getting into the other player's way and not making their life harder (causing platforms to fall, setting off traps, etc.). After a bit of running, the level design causes the players to slow down and enter a section where they must cooperate in order to get through. When the first player gets here, he is stuck waiting for the second player to reach the same spot. At this point, the screens merge back together and the players cannot get too far away from eachother (and the level design should be so that such a situation isn't prone to happening) until they solve the puzzle and are able to enter the next action segment. A similiar philosophy would be used for boss battles.
You can clearly see the problems with this scenario. The leading player is stuck having to wait for the trailing player to catch up, which actually promotes both players travelling at a similar pace, but the fact that players need to eventually end up at the same location means the the level design cannot be as open-ended as a standard single player map. Alternate paths may (and should) exist, but eventually they must all converge into a single puzzle area, meaning they can't stray as far away from eachother and thusly can't be as varied.
I've also thought about that type of gameplay before, except I would take it a step further and have puzzle parts that
make your characters split up to activate two different switches or mechanisms that are in separate locations from each other, but these would together open up the path ahead for both places simultaneously. And these two paths would then eventually meet up, and sometime have switches or gimmicks which open doors or remove obstacles from the other player's path, which would sometimes be necessary, sometimes just give the other player an easier time.
Or sometimes both players will be stopped by a door in one place, and 1P or 2P, depending on his their character's abilities, would go off on some side path that only Sonic or only Tails can get through to get to a switch that must be held down for the other player to get past the then open door, who then hits a switch that teleports the other character there. Also, should one character pass the goal signpost first, if the other isn't close to it the player may take him to a checkpoint signpost and it will teleport his character to the end; alternatively, 1P/2P might be able finish second immediately by hitting the Start button so as to cut to the chase and not make the other player not even wait half-a-minute.
Also, Co-op bosses where you have to distract the boss with one character and attack him/it in some way with the other would be cool, though not the majority of bosses. Another idea would be for 1P in one of the screens to fight one boss while 2P in the other screen fights another boss or a group of 20-50 enemies.
This post has been edited by DTX: 03 August 2010 - 10:45 AM