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>> No.2823393 [View]
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2823393

>>2823370
>youre theorizing what a first player would do the same as me

I'm not theorizing shit. I presented you a webm and personally ran through that area multiple times right now. The scenarios you're describing are not possible because of how the objects were placed, the length of running space the player has to achieve a certain speeds and the jump arcs possible at all possible speeds.

A new player would have to be running some wall hacks shits or intentionally running into shit in order to do the things you're describing. You're theorizing, I'm putting them into practice.

In the specific example of GHZ3 and in that area, none of your scenarios are plausible. You'd have to be Super DSP to achieve that.

You want to talk about poor level design in Sonic games? Okay, mention how awful Metropolis Zone is to even walk around. Mention the garbage pitfall in Mystic Cave Zone. Mention the barrel that stumped a majority of players in Carnival Night Zone. Mention all of Wacky Workbench.

Cite actual examples that everyone and their mother agrees were poor design choices. That's when Sonic was at its worst.

But to use the lower route section of GHZ3 that's incredibly slow and complain that the game is too fast to deal with any of that shit? That's just straight up horse shit. Sonic's biggest flaw, to some people, is the break in flow with Marble Zone and Labyrinth Zone, and their only crimes were being too slow.

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