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Sonic Mania (Switch, PS4, Xbox One, PC) Developed by Christian Whitehead, Headcannon and PagodaWest

#3676 User is offline Ayu Tsukimiya 

Posted 18 March 2017 - 03:44 PM

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View PostRitz, on 18 March 2017 - 09:28 AM, said:

I'm glad everyone is just now realizing how shit FBZ is now that it's too late and the Fan Favorite is getting the spotlight it deserves


Has FBZ ever really been remembered for much outside of the music?

#3677 User is offline Glaber 

Posted 18 March 2017 - 03:50 PM

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View PostIcewarrior, on 18 March 2017 - 11:05 AM, said:

View PostFelik, on 18 March 2017 - 03:59 AM, said:

I think it's just a new badnik that was not revealed yet due to being present in one of the new zones.

Also thinking more of it the junk pit does look like little effort was put into drawing it.
I mean heck, look how it was done in Megaman X
Posted Image
The FBZ junk pit does look embarrassingly amateurish compared to this.
PagodaWest, c'mon guys. I know you can do much better.

And no, TimmiT, I guarantee you that it's not just work-in-progress stuff. It was drawn, accepted and will go straight into the final product unless someone on the dev team revisits it and decided to redo it completely.


Actually I'd tend to disagree. Your example uses multiple layers which seems to be the general style for Megaman X but not for a Sonic game IMO, especially for such a tiny part of a stage like that robot trashbin.
To me the way Mania did it fits the Sonic level style well. Less is more as they say.

That example is also from a fan game too. Not one of the Official Capcom games

#3678 User is offline DigitalDuck 

Posted 18 March 2017 - 03:54 PM

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View PostAyu Tsukimiya, on 18 March 2017 - 03:44 PM, said:

Has FBZ ever really been remembered for much outside of the music?


Personally it's my favourite zone because of the level design. It has a great mix of speed, open platforming, and tight platforming segments. It feels like what Spring Yard was trying to be and utterly failed at.

The music being great helps too, of course.

#3679 User is offline TimmiT 

Posted 18 March 2017 - 04:06 PM

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Just so people don't get the wrong idea about what I've been saying: of course criticism is fine, and I agree that Flying Battery has problems that can be improved. But complaining about it as if none of it is going to be improved or fixed is just annoying. Nothing shown so far is confirmed to be final, it being shown off in a trailer isn't confirmation of that things won't be changed. Again: it's very possible that the developers know about the flaws you all are pointing out and haven't gotten around to making improvements.

Of course, it's also possible that they don't know about them yet, in which case pointing that stuff out is helpful. So I don't think any of you should stop pointing out flaws that you notice. Just don't bring them up with the expectation that none of it is going to be fixed. Obviously it's possible that a lot of it won't be, but I haven't really seen any indication of that they won't get around to making the improvements all of you want to see. If anything the recent delay shows that they have more time to polish the game, so that's promising.

Basically: just please keep in mind that this game is still in development and everything that's shown may not be representative of the final game.
This post has been edited by TimmiT: 18 March 2017 - 04:08 PM

#3680 User is offline Black Squirrel 

Posted 18 March 2017 - 04:14 PM

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View PostAyu Tsukimiya, on 18 March 2017 - 03:44 PM, said:

Has FBZ ever really been remembered for much outside of the music?

Absolutely - as younglings we rarely got past the stage!

I still refer the "outdoors route" of Flying Battery Act 2 as "the trap" because we didn't think it was beatable back in the day. I was six years old and we usually played as Knuckles.

#3681 User is online Blue Blood 

Posted 18 March 2017 - 04:17 PM

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View PostDigitalDuck, on 18 March 2017 - 03:54 PM, said:

View PostAyu Tsukimiya, on 18 March 2017 - 03:44 PM, said:

Has FBZ ever really been remembered for much outside of the music?


Personally it's my favourite zone because of the level design. It has a great mix of speed, open platforming, and tight platforming segments. It feels like what Spring Yard was trying to be and utterly failed at.

The music being great helps too, of course.

Oh totally. Flying Battery is really good fun. The level had lots of little secrets that you could easily miss, like pushable spikes and hidden pulleys, and it's share of creative platforming and speed. Act 2 got particularly awesome with those strange booster-things. The magnets were fun too. Actually, thinking about it critically, it's probably one of the best and most varied levels from a design point. The music was the icing on the cake.

You know how GHZ1's boss is basically the original GHZ boss with a new spin on it? The FBZ1 boss had better be the sign post.
This post has been edited by Blue Blood: 18 March 2017 - 04:19 PM

#3682 User is offline Dark Sonic 

Posted 18 March 2017 - 04:40 PM

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The boss will smack you around with sign posts for arms.

#3683 User is offline OcelotBot 

Posted 18 March 2017 - 05:35 PM

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View PostDark Sonic, on 18 March 2017 - 04:40 PM, said:

The boss will smack you around with sign posts for arms.


This could explain why there's sign-posts in the scrap-heap at the bottom XP

Posted Image

#3684 User is offline Overlord 

Posted 18 March 2017 - 06:13 PM

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For what it's worth Flying Battery is one of my favourite zones of S3&K, I'm really happy with the choice. Sandopolis, the zone immediately after, on the other hand is one of my least favourite. Fortunately thanks to Mirage Saloon it's a safe bet it ain't in Mania. =P

#3685 User is offline tokumaru 

Posted 18 March 2017 - 06:28 PM

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FBZ is one of my favorites too. I love all the play with the animal containers, using them for badniks, rings, and even making a boss out of one.

#3686 User is offline XCubed 

Posted 18 March 2017 - 08:19 PM

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Damn guys, that background interior is completely different and I love it! I think one of the charming things about the 2D games is that they are never perfect....and that's ok!

#3687 User is offline Chaud 

Posted 18 March 2017 - 08:34 PM

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View PostXCubed, on 18 March 2017 - 08:19 PM, said:

Damn guys, that background interior is completely different and I love it!


This part I agree. It looks amazing:

Posted Image




And since I can't help but to show it, a comparison of what it "could be":
Spoiler

This post has been edited by Chaud: 18 March 2017 - 09:16 PM

#3688 User is offline Dolphman 

Posted 18 March 2017 - 10:13 PM

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Yeah, that effect for FBZ's interior background does remind me of the effect used in Jazz Jackrabbit 2. Where the sky BG is 3D behind the parallax layers.
And speaking of Jazz Jackrabbit. I noticed the icons on the monitors have an animated gradient border. The first Jazz game's monitors had that effect.
Posted Image
This post has been edited by Dolphman: 18 March 2017 - 10:14 PM

#3689 User is offline Nova 

Posted 19 March 2017 - 03:32 AM

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View PostAyu Tsukimiya, on 18 March 2017 - 03:44 PM, said:

Has FBZ ever really been remembered for much outside of the music?

Posted Image

Flying Battery Zone is my favourite Sonic level of all time. Alongside Chemical Plant and Star Light Zones. It flows beautifully, has some amazing set pieces, the music is insanely good and it has an extremely memorable end for a stage too. That's on top of the fact that like CPZ, I believe it epitomizes great Sonic level design.

SXSW was literally all I could have hoped for. Next classic Mania level is FBZ? Holy shit. They used the U/C/G Modern style for Forces? HOLY SHIT.

Couldn't be happier right now.

#3690 User is offline XCubed 

Posted 19 March 2017 - 07:41 AM

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View PostChaud, on 18 March 2017 - 08:34 PM, said:

View PostXCubed, on 18 March 2017 - 08:19 PM, said:

Damn guys, that background interior is completely different and I love it!


This part I agree. It looks amazing:

Posted Image

And since I can't help but to show it, a comparison of what it "could be":
Spoiler



Oh wow, thanks for this comparison! Now I can easily see the palette changes. I honestly never noticed those pipes/interior bits before as there is always so much going on during the level, but apparently the level design wasn't even complete after the "let's split Sonic 3 in half" decision!
This post has been edited by XCubed: 19 March 2017 - 07:42 AM

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