I wouldn't call it a bad game, just an underwhelming and disappointing one, especially considering the name that was slapped on it.
The physics are indeed pretty ass, though. No argument there.
I wouldn't call it a bad game, just an underwhelming and disappointing one, especially considering the name that was slapped on it.
The physics are indeed pretty ass, though. No argument there.
That's not so much broken as anachronistic: it's how the first game works and does make more sense. Only what makes more sense than physics is catering to fans, who largely like the spindash, and once the spindash is in making a normal roll impede progress conflicts with game design. The spindash I've always felt a crutch for very poor players, with level design elements that encourage or necessitate using it added to mask this--playing Sonic 1 on Jam there's not a single point in the game that makes sense to use it, doing so would be as much a token of game fatigue as would using a state save.
Wait, what? You can't possibly be saying that rolling in Sonic 4E1 works the same as it does in Sonic 1. The differences are massive.
Quickly jumping after a spin dash in Marble Zone allows you to cross certain lava areas without having to wait around for those stupid blocks (Sonic wouldn't be able to build enough momentum to clear the jumps otherwise). There's always a legitimate use if you're willing to take the time to find it.
The problem isn't just the spindash StarMist. Rolling into a ball MAKES YOU GO SLOWER when going down. That's failing at first grade physics.
When going downhill you mean? Then that's broken. But going slower after rolling into a ball on a plane or gentle, short decline makes sense--slower than Sonic's run with momentum, not slower than his trot.
Also, not all the 'sense' I mentioned referred to realworld physics; gameflow shouldn't be recklessly tampered with as it was in Sonic 2 by introducing the spindash that began the end of Sonic's momentum based play which was completed in 3 and &K. Now 2 and &K are great games but they're exploration based and slow (if you want to actually see the levels, they can of course be speedrun by bouncing off springs and spindashing but that's not the same), and the total feeling is akin to playing SMB3 with an infinite P-gauge code on.
So is it exactly the same as the physics in 1? Nope. But half the internet's putative Sonic fans call Sonic 1 broken/unplayable: I was reacting more to the idea that feeling mixes into Ep 1's reception.
What gets to me is when people say Sonic 4 has 'different' physics. They utterly fail to realise that a ball rolls a certain way in reality.
You remember in Strider how awesome it is running down that snowy crag in lv 2? Maybe that's what they were going for in Sonic. Down every hill in the game.
You can't tell me that wouldn't be a pretty awesome crossover, all thing considered? --Which reminds me, what ever happened to those vertical semicircles Sonic runs up where the player has to switch direction halfway to keep him moving forwards? You know, a little momentum based gravity. Notwithstanding there are a few in Metropolis Zone that's the sort of thing the spindash killed. Of course Sega's not realising that would kill momentum play is why there are so many momentum based areas in Sonic 2, it's basically designed around Sonic 1's physics. Not that any of the Genesis games really suffered for it, it was more an indication which way Sega would eventually go with the series...down the tubes.
There are currently 1 users browsing this thread. (0 members and 1 guests)