Given Classic Sonic's history of non-linear level design, do you think something like this would work? The idea is that something like Rondo of Blood. For those uninitiated with it, what level you go to is based on where you finish the level, and not simply getting to the end goal. Different paths have different levels, different design philosophies, and different bosses.
Marble Garden Zone kind of has something like this, in that the Sonic and Knuckles paths feature different bosses in act 2 (And it is technically possible for Sonic to fight Knuckles boss, and vice versa through a very convoluted and difficult means of glitching the shit out of the game), but the character's starting position in Carnival Night Zone is fixed based on the character itself, and not where the level was finished. So it's wasted potential.
Consider our example, Marble Garden. Let's say the player could finish either path without needing to glitch the game. Finishing each route would open up a different level, and the player would face a different boss fight. This would open up a lot of possibilities with Sonic's non-linear level design, and give the chance for a lot of levels in a single game without having to play all of them (You could say, have 20 levels in a single game but only need to play through about 8 of them to beat it). You could also do a path that emphasis clearing through levels in a very speedy fashion and a path that emphasizes more on exploration, and possibly one that's more suited to players who want a more difficult Sonic experience. Of course you'd also get the people bitching that they can't experience all the levels in one playthrough, but eh, can't please everyone.
Would this be a gameplay style you'd like to see in a Sonic game?
Marble Garden Zone kind of has something like this, in that the Sonic and Knuckles paths feature different bosses in act 2 (And it is technically possible for Sonic to fight Knuckles boss, and vice versa through a very convoluted and difficult means of glitching the shit out of the game), but the character's starting position in Carnival Night Zone is fixed based on the character itself, and not where the level was finished. So it's wasted potential.
Consider our example, Marble Garden. Let's say the player could finish either path without needing to glitch the game. Finishing each route would open up a different level, and the player would face a different boss fight. This would open up a lot of possibilities with Sonic's non-linear level design, and give the chance for a lot of levels in a single game without having to play all of them (You could say, have 20 levels in a single game but only need to play through about 8 of them to beat it). You could also do a path that emphasis clearing through levels in a very speedy fashion and a path that emphasizes more on exploration, and possibly one that's more suited to players who want a more difficult Sonic experience. Of course you'd also get the people bitching that they can't experience all the levels in one playthrough, but eh, can't please everyone.
Would this be a gameplay style you'd like to see in a Sonic game?


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