Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

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Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Brazencoronet17 » Tue Aug 06, 2019 10:17 pm

Title says it all. i review every sonic zone issues in sonic 1, 2, CD, and 3&K. System will be 0 to 100. Rankings go as follows:

0-5: GARBAGE
The zone is an atrocity. There is almost no fun to be had, there are often speed traps or long tedious gameplay. The level has almost no base around how sonic works. Is often very glitchy. May have unappealing presentation.

6-20: BAD
The zone isn't very fun, with little interest to play past that point. There may be a few redeeming qualities.

21-60: MEDIOCRE/AVERAGE
The zone has some interest and moments, but overall falls flat. Note that this allows to a large range.

61-75: GOOD
The zone is fun and creative. Reaches expectations but isn't very special.

76-83: GREAT
The zone has good gameplay, design, and appeal. The gimmicks aren't too bland or evil.

84-95: EXCELLENT
Is great all around, has few flaws, and is very fun!

96-100: MASTERPIECE
Only the best of the best get here. Basically flawless, and has good design.

Let's start with the review!

SONIC THE HEDGEHOG

Green Hill Zone

From the moment you pick up the three floating rings to the time you dodge a wrecking ball, green hill is a level with aesthetic and pleasure. With excellent teaching, rewards, and replayability, you will nearly never get bored of such a great first zone! Green Hill Zone has spectacle and fun. Challenge doesn't feel tacked on or artificial, enemies operate very well, and so many secrets and tricks to go faster can be found on every playthrough. My biggest issues are nitpicks, like a section in act 2 with the spikes and rising and lowering platforms, or various glitches like making a bottomless pit on accident. Overall, this zone is near perfect, and that is so well acknowledged. Truly a classic.
97/100

Marble Zone

Slower-paced zones aren't always a bad thing. Linear zones aren't always a bad thing. But combine the two and you get boring. It doesn't feel right to have Marble Zone as the second in level order either: it is an uncomfortable difficulty spike, and after the fast fun of green hill, it just feels bad. Enemy placement is okay, and it has its moments, but the zone (act 2 in paticular) is just a slog! But they couldn't even make a faster way through. You'll have to use a clipping glitch to get through the acts in record time. Overall, not any fun, painfully linear, and overall a pacebroken overblown mess.
45/100

Spring Yard Zone

After marble zone, how could it get any worse? Well, spring yard is your answer. This zone is a piece of garbage. According to the devs, this was the first zone to be completed, and it shows. Enemy placement is awful. It plays very poorly with the engine. You'll often run into glitchy deaths or collision. The boss is extremely annoying. I don't know how levels could be so overdone and long. How am I supposed to "COPE" with THIS?
5/100not

Labyrinth Zone

I think water zones in a sonic game are fun and a nice change of pace and challenge when done right. But it wasn't until tidal tempest that the formula was corrected. Labyrinth Zone is a bit fun, admittedly, but what were they thinking? Water isn't an issue with breath. Bubbles are practically spammed. What's the issue then? Why is this zone called a nightmare? The spike balls! They swing too fast! The water segments are too long! There are a ton of trolls! And Labyrinth Zone was playtested just about as much as Big Rigs Over the Road Racing. You can unload the signpost, crash the game, warp basically anywhere any place with the God awful collision, and get 256 lives? Okay, maybe that's a guilty pleasure. There are other things, like act 2's terrible ring distribution (see here: https://tcrf.net/Sonic_the_Hedgehog_(Ge ... Extra_Ring) that overall make this zone awful. That's no good.
4/100

Starlight Zone

Finally back in the territory of good zones we have starlight. Pacing is back on track, and the level is very fun. The level has no checkpoints, but is short and sparing. Enemy placement is a bit of an issue, and fans are glitchy. Other than that, it's pretty good. There really isn't much to say, honestly. It's just what you'd expect From sonic.
75/100

Scrap Brain Zone

It's fine. Most infamous for its difficulty, scrap brain zone is hated by many. My verdict, is again, fine. I actually like this zone a lot. It has an okay labyrinth zone even. I really like how each of the acts are unique and very branching in terms of routes. The pacing feels right, though a few speed traps are present. I can say a lot a negative things, but I just feel like the zone is just so... Right! The final boss is also pretty good! I find scrap brain playable and somewhat fun. Underrated.
76/100

THE VERDICT

Sonic the Hedgehog had a ton of issues, especially when It comes to zones. I simply can't say this is a good game. Spring Yard and Labyrinth are too abysmal, and even Green Hill Zone can't redeem the worst of the game. But it got the hedgehog on his feet and definitely has its moments, but it is more of a relic of the past.

TOTAL ZONE AVERAGE: 50/100
GAME SCORE: 60/100
Average






I will post my review of Sonic 2 in due time, In this thread. Please share your thoughts and questions. I'd love to debate within reason. Until then have fun with your sonic games I guess. Or your Mario games. Or your mega man games.

Any game.
Last edited by Brazencoronet17 on Fri Aug 09, 2019 12:11 am, edited 1 time in total.
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1)

Post by UlticraftMTT » Wed Aug 07, 2019 2:03 am

I thought Marble and Labyrinth were okay other than that i agree

i actually think all Sonic games should have a few slow-paced stages
porcupuffer cause why not

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Re: Every Genesis Sonic Zone Reviewed (Sonic 1)

Post by Royalguard » Thu Aug 08, 2019 12:25 am

Brazencoronet17 wrote:
Tue Aug 06, 2019 10:17 pm
Starlight Zone

Finally back in the territory of good zones we have starlight. Pacing is back on track, and the level is very fun. The level has no checkpoints, but is short and sparing. Enemy placement is a bit of an issue, and fans are glitchy. Other than that, it's pretty good. There really isn't much to say, honestly. It's just what you'd expect From sonic.
75/100
The design of these levels is a double-edged sword in my opinion. The fans stopping you from backtracking may keep the levels pacing fast and constantly moving towards the exit, but at the same time, this lack of backtracking really ruins the ability to explore the level, find goodies, and gather rings needed to enter special stages. Still, despite its flaws, it is one of the better zones in the game, and it has easily the best boss fight in the entire game.
Brazencoronet17 wrote:
Tue Aug 06, 2019 10:17 pm
Scrap Brain Zone

It's fine. Most infamous for its difficulty, scrap brain zone is hated by many. My verdict, is again, fine. I actually like this zone a lot. It has an okay labyrinth zone even. I really like how each of the acts are unique and very branching in terms of routes. The pacing feels right, though a few speed traps are present. I can say a lot a negative things, but I just feel like the zone is just so... Right! The final boss is also pretty good! I find scrap brain playable and somewhat fun. Underrated.
76/100
My personal problem with Scrap Brain Zone (Act 1 & 2), is that it introduces way too many new gimmicks and hazards too frequently, and usually doesn't do a good job introducing them, or expanding on their concepts and usage.
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1)

Post by Mega1221 » Thu Aug 08, 2019 7:02 am

Favorite zone, Star Light, with Green Hill coming 2nd Place
I don't know what to say... meh. :|

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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Brazencoronet17 » Sun Aug 18, 2019 3:10 pm

Yeet sonic 2 (Note: Excluding Death Egg due to being a final zone)

Emerald Hill Zone

I don't like Sonic Advance 2, because its level design is full of speed traps and automation. That exact philosiphy applies to Emerald Hill. Sonic is about mastery. You have to work if you want fast, and that is why Sonic is so replayable and fun every time! But Emerald Hill just GIVES you speed shoes and says, "Have fun, try not to be hit by the random spikes that pop up and the coconuts that you have to know is there". The hazards feel COMPLETELY artificial and unfair, and they don't even make the level hard! Now that's a lot to complain about, but despite it all, I don't hate Emerald Hill. It's just very bland and not good in substance, but still gives a good start to Sonic 2 and isn't a burden.
55/100

Chemical Plant Zone

Chemical Plant is a breath of fresh air in a toxic area. Containing speed, platforming, and hazardous play together in an imperfect but still great mix. The biggest hinderance this zone has is its glitches. Troublesome collision detection, a few softlocks and other abrasions. Another problem is the underwater nightmare RISING EVIL PLATFORMS WITH UNDERWATER PSYCHICS AND A LIMITED TIME TO GET OUT!! The most infamous part of chemical plant! Besides that, All my other issues are nitpicks. Great zone.
80/100

Aquatic Ruin Zone

This level is trash
Speed traps. Awful collision detection. Terrible water psychics. It all makes aquatic ruin. Act 1 is tolerable I guess. Not good, but tolerable. Act 2 is a disgusting piece of garbage. I hate this zone... not much as labyrinth... but it comes close.
19/100

Casino Night Zone

Let's untrash this with Casino Night. A very easy level, but makes up for it with its creative gimmicks, great aesthetic, and the ability to get 999 rings. You'll find this level fun and imaginative, though don't go too far with the gambling. Mechanics like pinballs and bumpers work and won't fling you into spikes or into walls. With the wide amount of branching paths, Casino Night can be replayed and replayed. Also has the best boss in Sonic 2 (Arguably).
90/100

Hill Top Zone

Hill Top has its issues with pacing, a crash in act 2, and annoying lava. Well that's everything negative out of the way. Hill Top Zone has many points of interest and challenges. It acts as a spiritual succsessor to Starlight Zone in many occasions. The zone is pretty fun and has many ups and downs, and ultimately while my favoite zone of Sonic 2, it's not quite the best, due to aforementioned issues and pacebreaking gimmicks.
79/100

Mystic Cave Zone

An atmospheric zone with flashing everything, puzzles and bridges, and a whole lot of tedium. While there are a lot of gimmicks, Mystic Cave fails to do many things of interest with them. You'll often see a formula of "Go fast, do platforming, make bridge come down, repeat". It's not a bad formula, but it is a dull one. Then there is the issue of act 2's sometimes unfair placements and issues (cough cough inescapable act 2 pit). Overall just a generic sonic zone, and has just okay execution. The level IS atmospheric though, has good gimmicks and can be fun to play.
70/100

Oil Ocean Zone

So who wants to talk pollution? Oil Ocean is a... "fracking" annoyance to most players. Personally I've never cared. I found the zone very fun and well designed. Act 2 does have a mazelike structure (this can be an issue) and being able to go under 90% of the platforming isn't that good either. Ignore these issues and you get a... sonic zone. While a bit bland, Oil Ocean isn't useless, and I still find it pretty satisfying.
75/100

Metropolis Zone

Help me
Picture labyrinth zone with no water, and lava in its place. Picture unfair hits and awful, tedious gameplay. If you weren't able to do so, then you probably haven't suffered Metropolis Zone, which is just horrendous as it is. The enemies are designed to unfairly hit you. While the gimmicks are GREAT (I've experimented them while designing experimental sonic levels, and nest things can be done by them, they are just butchered by bad everything.
4/100

Sky Chase

Just an autoscroller. A bit too slow and easy, but thank goodness it exists.
No score

Wing Fortress

Have you gotten all 7 chaos emeralds? Probably not considering how terrible the special stages are. So let's say you're in that predicament, and you go on to the final stage of the game. It is completely unfair. This is when you design a level in favor of only Super Sonic. Now, MOST LEVELS ARE LIKE THIS, but WFZ almost forces you to have Super Sonic if you want any fun with it. Not to mention that you probably believed that Sonic would be scripted to jump off the plane and into Wing Fortress, but nope, gotta do it yourself or unfair death. You can often fail some platforming and go into a way earlier section. What a disgusting final zone...
5/100

THE VERDICT

Is Sonic 2 bad? No, not from my viewpoint. But it is extremely overrated and is far from the best of the best, and suffers in several categories. Sonic 3 & Knuckles and Sonic Mania are a LOT better. But Sonic 2 is the first good sonic game and for sure a stepping stone for the hedgehog,

TOTAL ZONE AVERAGE: 53/100
(Note: Despite having such a low score, trust me. The level design is FAR better here from Sonic 1!)
TOTAL GAME SCORE: 78/100
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Uranus » Sun Aug 18, 2019 6:42 pm

I could never get past Wing Fortress zone and probably never will
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Royalguard » Mon Aug 19, 2019 2:59 am

Brazencoronet17 wrote:
Sun Aug 18, 2019 3:10 pm
Another problem is the underwater nightmare RISING EVIL PLATFORMS WITH UNDERWATER PSYCHICS AND A LIMITED TIME TO GET OUT!! The most infamous part of chemical plant!
I'm surprised this segment of the level still haunts players to this day, especially when there are at least three different ways to skip the segment completely (if not more).



Method A - Top Route: Secret Area
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Method B - Top Route: Speed/Physics Exploit
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Method C - Bottom Route: Speed/Physics Exploit
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Brazencoronet17 » Mon Aug 19, 2019 12:13 pm

Royalguard wrote:
Mon Aug 19, 2019 2:59 am
Brazencoronet17 wrote:
Sun Aug 18, 2019 3:10 pm
Another problem is the underwater nightmare RISING EVIL PLATFORMS WITH UNDERWATER PSYCHICS AND A LIMITED TIME TO GET OUT!! The most infamous part of chemical plant!
I'm surprised this segment of the level still haunts players to this day, especially when there are at least three different ways to skip the segment completely (if not more).

Method C - Bottom Route: Speed/Physics Exploit
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I use C, but can only do it when underwater
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Mega1221 » Wed Aug 21, 2019 12:26 am

Like I said, my favorite is Metropolis (fight me) and Hill Top Zone
I don't know what to say... meh. :|

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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Brazencoronet17 » Wed Aug 21, 2019 2:18 am

Mega1221 wrote:
Wed Aug 21, 2019 12:26 am
Like I said, my favorite is Metropolis (fight me) and Hill Top Zone
Well at least you have some sense liking Hill Top.
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Royalguard » Wed Aug 21, 2019 5:04 am

Brazencoronet17 wrote:
Sun Aug 18, 2019 3:10 pm
Metropolis Zone

Help me
Picture labyrinth zone with no water, and lava in its place. Picture unfair hits and awful, tedious gameplay. If you weren't able to do so, then you probably haven't suffered Metropolis Zone, which is just horrendous as it is. The enemies are designed to unfairly hit you. While the gimmicks are GREAT (I've experimented them while designing experimental sonic levels, and nest things can be done by them, they are just butchered by bad everything.
4/100
Surely you can abuse Super Sonic to get around the hazards and at least have some fun, right?

WRONG

Image

The transportation tubes in Metropolis Zone are so poorly coded, that the player moving too fast will cause the scripting to break, causing the player to get clipped into walls, and even sometimes to inaccessible areas.

The kicker? The developers where apparently aware of this oversight. Thought those lava pits under the tubes in inaccessible areas was for decoration? Nope. They are there to kill the player in case the script breaks and they'd get stuck.

It amazes me that one of last few zones, has a high tenancy of a regularly occurring gimmick to break when using Super Sonic, and even the occasional rare instance of still breaking when using normal Sonic or Tails. What a poorly designed zone.
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Brazencoronet17 » Wed Aug 21, 2019 11:21 am

Royalguard wrote:
Wed Aug 21, 2019 5:04 am

Surely you can abuse Super Sonic to get around the hazards and at least have some fun, right?

WRONG

Image

The transportation tubes in Metropolis Zone are so poorly coded, that the player moving too fast will cause the scripting to break, causing the player to get clipped into walls, and even sometimes to inaccessible areas.

The kicker? The developers where apparently aware of this oversight. Thought those lava pits under the tubes in inaccessible areas was for decoration? Nope. They are there to kill the player in case the script breaks and they'd get stuck.

It amazes me that one of last few zones, has a high tenancy of a regularly occurring gimmick to break when using Super Sonic, and even the occasional rare instance of still breaking when using normal Sonic or Tails. What a poorly designed zone.
Wow that's sad. I didn't know about this, or many of the glitches for that matter, since I use the 2013 remake
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Royalguard » Wed Aug 21, 2019 4:41 pm

Brazencoronet17 wrote:
Wed Aug 21, 2019 11:21 am
Royalguard wrote:
Wed Aug 21, 2019 5:04 am

Surely you can abuse Super Sonic to get around the hazards and at least have some fun, right?

WRONG

Image

The transportation tubes in Metropolis Zone are so poorly coded, that the player moving too fast will cause the scripting to break, causing the player to get clipped into walls, and even sometimes to inaccessible areas.

The kicker? The developers where apparently aware of this oversight. Thought those lava pits under the tubes in inaccessible areas was for decoration? Nope. They are there to kill the player in case the script breaks and they'd get stuck.

It amazes me that one of last few zones, has a high tenancy of a regularly occurring gimmick to break when using Super Sonic, and even the occasional rare instance of still breaking when using normal Sonic or Tails. What a poorly designed zone.
Wow that's sad. I didn't know about this, or many of the glitches for that matter, since I use the 2013 remake
I've never played Taxman's mobile version of Sonic 2, but I heard that a lot of the game code and scripting is significantly overhauled over the Genesis version. Good thing too, as I assume the original never got adequate playtesting or bug fixes.
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Brazencoronet17 » Wed Aug 21, 2019 7:06 pm

Royalguard wrote:
Wed Aug 21, 2019 4:41 pm
Brazencoronet17 wrote:
Wed Aug 21, 2019 11:21 am
Royalguard wrote:
Wed Aug 21, 2019 5:04 am

Surely you can abuse Super Sonic to get around the hazards and at least have some fun, right?

WRONG

Image

The transportation tubes in Metropolis Zone are so poorly coded, that the player moving too fast will cause the scripting to break, causing the player to get clipped into walls, and even sometimes to inaccessible areas.

The kicker? The developers where apparently aware of this oversight. Thought those lava pits under the tubes in inaccessible areas was for decoration? Nope. They are there to kill the player in case the script breaks and they'd get stuck.

It amazes me that one of last few zones, has a high tenancy of a regularly occurring gimmick to break when using Super Sonic, and even the occasional rare instance of still breaking when using normal Sonic or Tails. What a poorly designed zone.
Wow that's sad. I didn't know about this, or many of the glitches for that matter, since I use the 2013 remake
I've never played Taxman's mobile version of Sonic 2, but I heard that a lot of the game code and scripting is significantly overhauled over the Genesis version. Good thing too, as I assume the original never got adequate playtesting or bug fixes.
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Royalguard » Wed Aug 21, 2019 11:34 pm

Brazencoronet17 wrote:
Wed Aug 21, 2019 7:06 pm
Royalguard wrote:
Wed Aug 21, 2019 4:41 pm
Brazencoronet17 wrote:
Wed Aug 21, 2019 11:21 am

Wow that's sad. I didn't know about this, or many of the glitches for that matter, since I use the 2013 remake
I've never played Taxman's mobile version of Sonic 2, but I heard that a lot of the game code and scripting is significantly overhauled over the Genesis version. Good thing too, as I assume the original never got adequate playtesting or bug fixes.
How did you discover this?
Key word is assume.

Between development resources being split in half due to one team making Sonic CD and the other team making Sonic 2, I assumed that caused quite a bit of development issues. I also assume by its final release date (1992/11/24) that Sonic 2 might have been rushed out the door for the 1992 Christmas shopping season, possibly before it was ready.

As far as comparing Sonic 2 (G/MD) and Sonic 2 (2013 Mobile) goes. The 2013 version was completely remade from the ground up from scratch, with completely different engine and coding. So I'd assume most glitches/bugs from the original G/MD versions are likely not present. That said, the level design flaws still exist for the most part as the levels where never changed, though, some zones like Oil Ocean and Mystic Cave greatly benefit from Widesceen, as the firefly and seahorse enemies that are very easy to run face first into in the the G/MD version, can be seen from farther away in the mobile release giving you much more time to react as necessary.
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Brazencoronet17 » Thu Aug 22, 2019 2:36 pm

Royalguard wrote:
Wed Aug 21, 2019 11:34 pm
Brazencoronet17 wrote:
Wed Aug 21, 2019 7:06 pm
Royalguard wrote:
Wed Aug 21, 2019 4:41 pm


I've never played Taxman's mobile version of Sonic 2, but I heard that a lot of the game code and scripting is significantly overhauled over the Genesis version. Good thing too, as I assume the original never got adequate playtesting or bug fixes.
How did you discover this?
Key word is assume.

Between development resources being split in half due to one team making Sonic CD and the other team making Sonic 2, I assumed that caused quite a bit of development issues. I also assume by its final release date (1992/11/24) that Sonic 2 might have been rushed out the door for the 1992 Christmas shopping season, possibly before it was ready.

As far as comparing Sonic 2 (G/MD) and Sonic 2 (2013 Mobile) goes. The 2013 version was completely remade from the ground up from scratch, with completely different engine and coding. So I'd assume most glitches/bugs from the original G/MD versions are likely not present. That said, the level design flaws still exist for the most part as the levels where never changed, though, some zones like Oil Ocean and Mystic Cave greatly benefit from Widesceen, as the firefly and seahorse enemies that are very easy to run face first into in the the G/MD version, can be seen from farther away in the mobile release giving you much more time to react as necessary.
I was talking about the glitch, but yeah the 2013 remake is great, and is a much more definitive version
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Royalguard » Thu Aug 22, 2019 5:47 pm

Brazencoronet17 wrote:
Thu Aug 22, 2019 2:36 pm
I was talking about the glitch, but yeah the 2013 remake is great, and is a much more definitive version
If you are referring to the glitch with the tubes in Metropolis Zone, its happened to me several times over the years.
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by BunnyMeistro » Mon Aug 26, 2019 4:25 pm

unpoplular opinion: i like marble zone! if you watched sonic 3 and knuckles's channel you know that when he finished marble garden zone in his sonic 1 no badnik hurt run he had a fast route to go through it, honestly marble garden zone just shows that creativity = speed, and speed = good OR bad, people complain about marble garden too much, god. give it a chance
i would rate it as close to great as possible, its not so good at first, but when you learn that creativity = speed, levels that are slow can become fast at your own mind, dont overlook bad zones, be creative and find out good ways, also he doesnt use glitchs in sonic 1 so no he does not use the zip, just sayin
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Brazencoronet17 » Mon Aug 26, 2019 9:28 pm

BunnyMeistro wrote:
Mon Aug 26, 2019 4:25 pm
unpoplular opinion: i like marble zone! if you watched sonic 3 and knuckles's channel you know that when he finished marble garden zone in his sonic 1 no badnik hurt run he had a fast route to go through it, honestly marble garden zone just shows that creativity = speed, and speed = good OR bad, people complain about marble garden too much, god. give it a chance
i would rate it as close to great as possible, its not so good at first, but when you learn that creativity = speed, levels that are slow can become fast at your own mind, dont overlook bad zones, be creative and find out good ways, also he doesnt use glitchs in sonic 1 so no he does not use the zip, just sayin
I actually have fun with it too, it's just that I still can't deny it's not that great.,
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Royalguard
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Re: Every Genesis Sonic Zone Reviewed (Sonic 1, 2)

Post by Royalguard » Mon Aug 26, 2019 9:58 pm

Brazencoronet17 wrote:
Mon Aug 26, 2019 9:28 pm
BunnyMeistro wrote:
Mon Aug 26, 2019 4:25 pm
unpoplular opinion: i like marble zone! if you watched sonic 3 and knuckles's channel you know that when he finished marble garden zone in his sonic 1 no badnik hurt run he had a fast route to go through it, honestly marble garden zone just shows that creativity = speed, and speed = good OR bad, people complain about marble garden too much, god. give it a chance
i would rate it as close to great as possible, its not so good at first, but when you learn that creativity = speed, levels that are slow can become fast at your own mind, dont overlook bad zones, be creative and find out good ways, also he doesnt use glitchs in sonic 1 so no he does not use the zip, just sayin
I actually have fun with it too, it's just that I still can't deny it's not that great.,
I'm pretty neutral on Marble Zone myself, well there is a ton of wall shortcuts and some advanced techniques to speed some segments up, some segments are painfully slow, not helped by the monotonous music and dull visuals (in my opinion).

Then again I'd willingly play Mable Zone any day, if it meant never playing Marble Garden Zone ever again. Between the unwieldy top gimmicks, annoying ball & chain placements, and grasshopper enemies that are invisible due to hiding underground. Its all a complete mess, even if it does have better pacing than Marble Zone by comparison.
Due to my current inability to play MMM in a satisfactory manner on either of my devices, I will be on hiatus from activity for an indefinite period of time.

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