This is something I've been thinking about as of late, and I wanted to hear your thoughts on it.
The Aspect engine allowed Sonic to run at 4 pixels per frame and jump roughly 96 pixels tall, just barely able to make it over 3 blocks high. The Ancient engine allowed Sonic to run at 3 pixels per frame and jump roughly 80 pixels tall, but was still able to make it over 3 blocks by "stepping up" by about 16. Despite these differences, it would seem that the physics could be roughly interchangeable without too much negative impact on gameplay (though Aspect's physics may allow Sonic to clear wider gaps). Sonic does accelerate far more quickly than in the MD games, however. He does accelerate at the same speed between Ancient and Aspect physics, just takes longer in the latter due to the higher max speed.
Because of this, I think it'd be best to leave the levels at 1.0x scale vertically. Horizontally, however, I'm not sure what the best solution would be. Rings are often just 16 pixels apart, which is only really seen in SCD (and only on occasion) in the 16-bit line, most of the time it's 24 pixels apart leaving an 8 pixel gap between the far edges. One could leave it horizontally 1.0x scale and allow the acceleration to remain roughly the same, but the 6 pixel max speed would allow him to clear wider gaps, finish levels quicker and as a result make the levels feel too small.
Therefore I thought that maybe 1.5x could be appropriate for maintaining the 48 pixel gap between rings and making the 4 pixel SMS max speed match up with the 6 pixel MD max speed. However, this would result in less view than the SMS games (though still more than the GG view size) and would make the proportions different than as viewed in the SMS games. Another solution could be to do a 1.33x horizontal scale so that it results in the same physical/graphical proportion as viewed in the SMS games, and make for a balance between the discrepancies in max speed vs. acceleration rate. Not sure what it would mean for ring placement, however (though it'd all need to be tweaked by hand anyway given that it's somewhat messy in placement, especially in S2 SMS).
Good approach? Or am I going about it all wrong?
The Aspect engine allowed Sonic to run at 4 pixels per frame and jump roughly 96 pixels tall, just barely able to make it over 3 blocks high. The Ancient engine allowed Sonic to run at 3 pixels per frame and jump roughly 80 pixels tall, but was still able to make it over 3 blocks by "stepping up" by about 16. Despite these differences, it would seem that the physics could be roughly interchangeable without too much negative impact on gameplay (though Aspect's physics may allow Sonic to clear wider gaps). Sonic does accelerate far more quickly than in the MD games, however. He does accelerate at the same speed between Ancient and Aspect physics, just takes longer in the latter due to the higher max speed.
Because of this, I think it'd be best to leave the levels at 1.0x scale vertically. Horizontally, however, I'm not sure what the best solution would be. Rings are often just 16 pixels apart, which is only really seen in SCD (and only on occasion) in the 16-bit line, most of the time it's 24 pixels apart leaving an 8 pixel gap between the far edges. One could leave it horizontally 1.0x scale and allow the acceleration to remain roughly the same, but the 6 pixel max speed would allow him to clear wider gaps, finish levels quicker and as a result make the levels feel too small.
Therefore I thought that maybe 1.5x could be appropriate for maintaining the 48 pixel gap between rings and making the 4 pixel SMS max speed match up with the 6 pixel MD max speed. However, this would result in less view than the SMS games (though still more than the GG view size) and would make the proportions different than as viewed in the SMS games. Another solution could be to do a 1.33x horizontal scale so that it results in the same physical/graphical proportion as viewed in the SMS games, and make for a balance between the discrepancies in max speed vs. acceleration rate. Not sure what it would mean for ring placement, however (though it'd all need to be tweaked by hand anyway given that it's somewhat messy in placement, especially in S2 SMS).
Good approach? Or am I going about it all wrong?


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