So something I've been wondering ... how much are the act 1 classic levels copy pasted from the originals? I can tell certain areas are lifted straight from the originals, but can anyone easily tell if the majority of the level layouts are completely lifted from the originals? I haven't played them in a while, so I can't tell. Edit: It seems like they are largely lifted from the originals. I'm sure this was Sega's idea, but it seems kind of lazy and cheap to me. I already bought the games that had these levels 8 times over, ya know?
Yeah, I was gonna mention this, actually. It works really well in the context of the stage. It resembles the blue goop snake things that come hop between pipes.
Everything looks excellent bar the Act 1s being a mishmash of the old act 1 and 2s so far. I'm seriously impressed with how fresh Chemical Plant and Green Hill are with their new Act 2s. I did not expect Green Hill's Death Egg Robo surprise and how it simply kills you via stage destruction if you take too long...even if you beat it at the edge since it takes part of the stage with it. The edge case I'm curious about is if it is possible to beat the boss, bop the egg capsule with the animals, land on the edge of the stage, and die via Sonic and Knuckles's leaping victory animation pushing them over the edge?
The first boss suddenly creating a bottomless pit when you're supposed to have won is completely unfair and just shouldn't happen... That's Dragon's Lair levels of trial and error there. Even the Angel Island boss creates a bridge after being defeated just so the player can't die accidentally. Doing the opposite is certainly not a good idea.
Ever since CPZ in Sonic 2, I've never approved of instakill pits during boss fights. If the fight is harder as Super Sonic you've done something wrong. I think the death egg robot could have done without making the massive hole in the ground.
I like this reply. This is a good reply. Anyway, for those not keepin' up, here's the low-down. Uuuuhhh... E3 owns. Ohshima-san came by and gave us his blessing. We've had lines around the booth with everyone super excited to play the game. We currently have 4 publications (including IGN and GameInformer) awarding us Best in Show Nominations (Overall, Platformer, Switch Game). Sonic and Crash Bandicoot got into a dance-off. I've been taking non-stop photos of the booth that you can check out on muh Twitter. Stealth has also been takin' photos on his Twitter. This has been the coolest week of our lives. Thank you to all the Retro people who have come by to kick it with us. It means the world.
You can't actually fall down that hole the boss makes, you'll realize what the hole is for when you play the final game...
I don't think that Taxman and Stealth would have ever decided to put a nasty bottomless pit in a 2D Sonic considering how many anti bottomless pits replies have probably been posted since before the Retro Sonic SAGE demos.
While it would be appropriate to have Hydrocity Zone in a hole after the first boss, I don't think that's possible because it's on Angel Island.
I would love it if you fell straight into Hydrocity from there. I know I just complained about levels being reused, but I would love to see that level truly re-imagined (as long as it's not a copy-paste ). Thanks for coming to clear that up a bit Taxman. Hope you guys know that even if people like me complain, this game is still an insta-buy. I even pre-ordered.
Well, it wouldn't be the first time Taxman and Stealth make a level transition using seemingly bottomless pits am i rite. Echoing the insta-preorder, here.