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Group:
Member: Members
Active Posts:
334 (0.22 per day)
Most Active In:
General Sonic Discussion (93 posts)
Joined:
25-February 09
Profile Views:
171
Last Active:
User is offline Yesterday, 07:09 PM
Currently:
Offline

My Information

Member Title:
Avid Drawer & I.C.T. Enthusiast
Age:
21 years old
Birthday:
April 30, 1992
Gender:
Male Male
Location:
United Kingdom
Interests:
Computers, technology, gaming and drawing.

Previous Fields

Project:
2D. Sonic level designs.
National Flag:
uk
Wiki edits:
24

Latest Visitors

Posts I've Made

  1. In Topic: YouTuber raises some interesting criticisms of the 16-bit Sonic games

    24 April 2013 - 01:41 PM

    View PostHukos, on 22 April 2013 - 10:34 AM, said:

    View PostJosh, on 22 April 2013 - 03:52 AM, said:

    In Sonic 1, 2 and CD, I always disliked the "boring" parts of stages. Marble Zone is full of them. Springyard has the dull moving block columns. Metropolis's screw bolts are terrible offenders. Because I'm so damn good at the games, these sections aren't difficult by any means. They're just dull. They're impeding my progress, and there's NOTHING I can do to become more skillful at them, so I feel like I'm just waiting.

    If it's any consolation, you can skip all of the rising block sections in act 1 in Spring Yard if you get the speedshoes at the start and have the bumper shoot out over the top of the level :eng101:

    I don't think you can skip them in act 2/3 though.

    I just tested it out. If you play your cards right and take the correct paths, you can actually get through Spring Yard Zone by using a total of only one mandatory moving-block section, which is near the beginning of Act 3. Every other section of that kind in Act 1 and Act 2 can be avoided by mostly sticking to the upper routes. One part towards the end of Act 3 requires taking a lower route instead, in order to bypass another moving-block section.
  2. In Topic: Why Sonic 2?

    25 February 2013 - 08:49 PM

    View PostTyty, on 25 February 2013 - 07:22 PM, said:

    View PostZephyr, on 25 February 2013 - 02:06 AM, said:

    Because the level design encourages exploration and back tracking.

    I always wondered why people liked this about Sonic CD. Sonic's movement is very unsuited to backtracking, especially in a speed platformer environment where you're timed. I can get a lot of the rest of Sonic CD, it has wonderful abstract design and bright colors everywhere, along with a great soundtrack, but the level design just feels... weak.

    I almost feel as if the reason Sonic CD's level design is, at times, all over the shop, is due to the fact that the developers couldn't devote a lot of effort to just one layout per level. Rather, each level has Past, Present and Future iterations, so perhaps level layout efforts had to be stretched across those three versions, and thus why they had less time to fully flesh everything out.
  3. In Topic: Relic Entertainment is now a subsidiary of SEGA

    25 January 2013 - 12:29 PM

    Might already be known, but SEGA's made a blog post about this: Notice of SEGA's Acquisition of Relic Entertainment and Some IPs Owned by THQ Inc.
  4. In Topic: Sonic 4: Episode 2 Discussion

    17 December 2012 - 06:31 PM

    Happy Holidays! - Sonic 4 Episode II animated e-card.

    Found out about it via SEGA's Facebook post.
  5. In Topic: Terrible Sonic jokes

    16 November 2012 - 01:12 AM

    Q. - Why did Eggman throw away one of his robots?

    A. - Because it was in bad nick!