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/vr/ - Retro Games


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File: 467 KB, 583x600, sonicroallin.png [View same] [iqdb] [saucenao] [google]
1430198 No.1430198[DELETED]  [Reply] [Original]

What if Sonic 1 let you spin dash?

Do you think this would ruin the intended momentum for the game or enhance it?

Personally I wouldn't mind it, but maybe that's just because I've been so used to the spin dash in Sonic 2 & 3.

>> No.1430202

You can spin dash in Sonic 1 in Sonic Jam.

>> No.1430204

>>1430198
The iOS version of sonic one has this feature in the options. It's nice to have the instant burst of speed. Not many places to use it tho it was a nice addition. Those Taxman iOS games are incredible

>> No.1430210

>>1430202
I didn't play that one.
>>1430204
Yeah I actually really like the iOS/Android ports.
The extra little features like playing as Tails or Knuckles really make it a re-release worth playing for me.

>> No.1430225

>>1430202
As well as multiple ROM hacks. The element of strategy is still there, only you have to be careful when to use the Spin Dash. It can be hard to fight the urge once the option is there.

It's no different than Sonic 2 really.

>> No.1430230
File: 233 KB, 980x411, s1z1a1.jpg [View same] [iqdb] [saucenao] [google]
1430230

Yeah, it's in the 3DS port, too.
I leave it on, but tend to forget about it.
You don't want to be spin dashing willy nilly since you keep your momentum going better while running than while rolling unless going down hills.
Now if they had the peel out...

>> No.1430276

I wish 2 and 3 had more sections that forced you to figure out how to maintain your momentum instead of allowing you to spin dash.

>> No.1430332

>>1430202
>>1430204
>>1430225
Adding the option in at a later date isn't really the same thing.
If they had the spindash from the beginning, I'm sure the levels would feel a lot more 'stop and start' because the developers would know that at any moment you can simply hold down, mash the jump button, and get instant speed, so they don't really have to worry about level design and obstacles that bring you to a complete stop and interrupt the momentum as much because the effect of such things on the overall gameplay is diminished.
A lot of things like loops become rather pointless as well. They cease to be about whether or not you can maintain your speed up to that obstacle and get through it, and become more or less just pure spectacle.

>> No.1430349

>While drinking last night I got the urge to play some sonic on the genesis.
>Haven't played in years because I suck at them.
>Decide on sonic 1 to get back into it.
>Spend 10min thinking my controller broke because I couldn't figure out how to spin dash.
>Realize my idiocy, opened another beer, and did better than I thought I would.

I like not having it now.

>> No.1430412

Would've made Sonic 2 feel a little redundant. As good as both games were, it's the lack of the spin dash in Sonic 1 that makes it feel unique to the rest of the series, amongst other things.

>> No.1430468

>>1430276
2 and 3 were more about unique obstacles in your path than the importance of maintaining momentum. And I feel they were better games for it. Needing to get a running start for everything is too tedious.

>> No.1430470

>only own Sonic 1 because it was included with the console
>skip Sonic 2, because I had no magazines at that time to inform myself
>get Sonic 3 finally, but don't bother to read the manual, because I just wanted to play
>get stuck in the first level, because I had no idea you could spin-dash while standing still to destroy those rocks
>always build up momentum by running fast and pressing down in front of obstacles

>> No.1430473
File: 180 KB, 481x362, 1292094925128.png [View same] [iqdb] [saucenao] [google]
1430473

>>1430470
>don't read the manual
>not even on the car ride home
You and I were very different people.

>> No.1430478
File: 28 KB, 353x500, vomit.jpg [View same] [iqdb] [saucenao] [google]
1430478

>>1430473
>reading
>car ride
>mfw

>> No.1430515

the spindash was always lame and made no sense
at least the super peel-out is logical

>> No.1430548

>>1430198
>What if Sonic 1 let you spin dash?
Try it. There's a mod for that. Also let's you play solo or multiplayer for tails and knuckles.
It might break some areas difficulty, but it's nice to have some way to get up to speed.

>> No.1430558
File: 504 KB, 1280x960, Fusion 2014-02-25 15-17-10-41.png [View same] [iqdb] [saucenao] [google]
1430558

>>1430548
Go time.

>> No.1430567

>>1430515
>the spindash was always lame and made no sense
>game with sentient hedgehog
>blue hedgehog
>hedgehog that's faster than everything
>hedgehog that wears shoes
>hedgehog that collects rings that float randomly
>teleporting rings and miniplanets and running through a bobsled pipe.
>fatass inventor with giant machines can't just kill hedgehog despite having bomb technology.
>fox with two tails can use tails as a helicopter
>hedgehog is also half super saiyan and can fly
>army of robotic animals who just hang around doing what they were going to do as animals anyway.
Yeah... this isn't the series to be looking for shit that makes sense.

>> No.1430569

>>1430470
>retro games
>not reading manuals
Bad move anon, bad move.

>> No.1430575

>>1430567
I lol'd, but are you serously responding to him?

>> No.1430584
File: 54 KB, 425x640, readingisforfaggots.jpg [View same] [iqdb] [saucenao] [google]
1430584

>>1430470
I know several people who never, ever read the manual. I've even heard one say "I don't want anyone telling me how to play the game."

You don't want to know how the fucking game works? You don't want to know what abilities you might have that won't be obvious unless you read the fucking manual?

(Unsurprisingly, a lot of these people overlap with the "I'm a Christian but I have never read the Bible" demographic.)

READ THE FUCKING MANUAL

>> No.1430604 [DELETED] 

>reading instructions

When did women start posting here?

>> No.1430614

>>1430604
>>>/v/

>> No.1430618 [DELETED] 

>>1430614
You might as well have posted about your period

>> No.1430621

>>1430604
>not reading instruction manuals
You are clearly too young for this board. Everybody did this back in the day. There were no "in-game tutorials."

>> No.1430624

>>1430621
Or we just didn't need one to figure out how to make Mario walk and jump

>> No.1430628

>>1430624
It wasn't about figuring out how to play for most of us.
For most of us, it was because we were children and exited to play a game for the first time. Because we would normally pick up the game at a store, the only thing we could do to contain out excitement was zone out on the manual and halfway imagine playing until you get home.

Obviously someone doesn't remember being a child.

>> No.1430627 [DELETED] 

>>1430621
>needing a tutorial for a game where one button jumps and one button attacks

>> No.1430626

>>1430624
>not pouring over the manual with excitement when getting a new game
It's OK to admit you're underage. It'll only net you a ban.

>> No.1430631

>>1430628
Reading in a car gives me, and always has given me, motion sickness. Never did that.

>> No.1430632

>>1430627
It's not even about "need." If you were a kid and at all interested in the game you were buying, you'd want to read up on the trip home.

>> No.1430634

>>1430631
Poor you.

>> No.1430638
File: 80 KB, 960x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
1430638

>>1430198
Sonic games were never truly about speed. Yeah, that was the gimmick that sold the game, but most of the challenge in Sonic comes from tricky platforming segments and making sure you're always holding onto at least 1 ring. I cannot think of a single instance in Sonic 1-3 that requires both speed AND a skillful execution to pull off. Almost every challenging part of each game moves at a much slower pace.
Sonic 1 features a few obstacles that require you to build up some momentum, but they are anything but challenging. Instead, they just require you to backtrack a few steps to let you build up speed.

It sounds weird to say that the early Sonic games weren't about speed, but when you get down to the core platforming mechanics, it's really about momentum and execution... Like Mario. Sonic's speed only really serves to make traveling from one part of the level to the next a bit more novel than a typical platformer.

So no, I don't thing adding a spindash would change the fundamental platforming mechanics of Sonic 1.

>> No.1430642

>>1430634
I played gameboy in the car regardless of feeling sick. But never reading. Playing mario actually takes much less concentration than reading and is slightly more bearable.

>> No.1430646

>>1430638
it is about speed though because it was inspired by playing SMB 1-1 over and over trying to go as fast as possible, same thing applies here once you beat the game you try and master it as fast as possible.

>> No.1430801

>>1430646
>same thing applies here once you beat the game you try and master it as fast as possible.
You might. Not everyone else does.
When I beat it like most games got put to the side and onto the next game. I've got thousands upon thousands of games to play, I'm not going to attempt to master every single one.

>> No.1430823

>>1430801
I'm just sayin it was a common practise back in the day Doom and Wolfenstein all had par times for their levels for you to try to beat

>> No.1430853

>>1430801
Of course not. You master the ones that are very good and have tons of replayability.
You know, like Sonic.

>> No.1430876 [DELETED] 

>>1430853
No, you're wrong. Stop having fun the wrong way, faggot.

>> No.1430884

>>1430853
Eh, sonic was interesting I wouldn't say it was very good or had tons of replayability though. It kind of got old quick.

>> No.1430908

>>1430884
What I like is in Sonic Rush, trying to get a stage cleared without ever not dashing.

>> No.1430953

>>1430884
Even if the game got old FOR YOU, the amount of replayability is pretty undeniable, what with all the branching paths, all the hidden shit everywhere, the way levels are designed such that speedrunning is very possible, having a limited number of times to access and complete special stages per playthrough to get the good ending, and S3K having multiple playable characters.
http://www.soniczone0.com/games/sonic3/downloads/s3-mgz-act2map.png
http://www.soniczone0.com/games/sonic3/downloads/s3-lbz-act2map.png
http://www.soniczone0.com/games/sonicandknuckles/downloads/sk-mhz-act1map.png
http://www.soniczone0.com/games/sonicandknuckles/downloads/sk-sz-act1map.png
http://www.soniczone0.com/games/sonicandknuckles/downloads/sk-dez-act2map.png
You could play levels like these dozens of times and play them differently every time. This isn't up for debate, it's plainly apparent.

>> No.1430974

Why do so many people assume, I had the chance to read the manual in the car? The game was a gift. It took me 3 seconds from laying my fingers on the box to putting the game into my MegaDrive. Not a single thought was wasted that day, that the manual even existed.

>> No.1431003

>>1430974
I don't know about you, but when I got gifts, my parents didn't let me run and play it. Always had to sit through family festivities first. Reading the manual was for killing time then too.

Are there exceptions where you wouldn't get the chance to read first? Of course. Some people bought used and didn't get a manual. But it still seems bizarre to me that you wouldn't want to know the nuances. Games like this always had some kind of obscure hint you might not come across just doing the basic actions. Like Earthworm Jim's manta shield.

>> No.1431067

>>1431003
This, even if I got the game at home and played it without reading the manual I'd still get around to it sooner or later.

>> No.1431254

Played it that way on the 3DS port.

Actually, it really made the game shine that much more. I thought it would ruin it, but nope.

Obviously, you can't spin dash a whole lot in Marble Zone. But the points where you could in Spring Yard and Labyrinth Zones, it really made them more bearable. And it actually proved a nice little challenge of when and when not to use it in Scrap Brain.

>> No.1431267

>>1430638
>I cannot think of a single instance in Sonic 1-3 that requires both speed AND a skillful execution to pull off.

Ever seen Sonic 1 speedruns? It's there alright.

But you're right, Sonic 1-3 were certainly careful platformers with bursts of speed. Sonic CD did require both of those things, though.

>> No.1432139

>>1430468
>Needing to get a running start for everything is too tedious.
And spin dashing past every obstacle is interesting? It's not a huge problem in sonic 3, which has a lot of non-momentum based platforming right off the bat, but sonic 2 feels kinda empty because of how easy it is to breeze through the levels, especially in the first half of the game.

>> No.1432197

>>1432139
>And spin dashing past every obstacle is interesting?
You don't do it past every obstacle dilweed, just certain stuff where it's necessary to go fast. Really it's more a time-saver than anything, and it's definitely not the godmode you make it out to be.
>sonic 2 feels kinda empty because of how easy it is to breeze through the levels, especially in the first half of the game.
I agree that Sonic 2 is too easy, but that's not because of the spindash. The level design is just not challenging, and the mechanics are such that it's very easy to get free lives and continues.

Challenge is not the sole element that makes a game fun, nor was it ever the primary element in Sonic games. Control, atmosphere, speed -- these are what set Sonic apart from his fellow platformer heroes and are why his series is one of the best in gaming.

>> No.1434632

>>1430198
>Do you think this would ruin the intended momentum for the game or enhance it?
Yes it would.

>> No.1434682

>>1430953
There are branching paths but it hardly matters when the branching paths are pretty much consistently the same shit and all the interesting stuff is where the branches meet anyway. For the most part if you've seen one path you've seen the other.
You could hunt down all the secrets if you gave a shit about 100% runs but for people who care about the experience more than the completionism, okay yeah some extra rings, a few shields and some extra lives, great.

>> No.1434686

>>1434632
...Yes to which?

>> No.1434787

>>1434686
Believe he means that it would ruin it. Which I never got because the spindash is such a deliberate move that you have to execute. Like simply having the spindash in Sonic 1 wouldn't change anything at all, unless you choose to use it.

And even THEN, the spindash doesn't ruin anything. Because the game wasn't built with it in mind, you'd constantly be running into shit and going TOO fast off platforms. I know this because I've played tons of ROM hacks that included the move and I barely had a use for it outside of maybe two levels.

Bottom line is, it wouldn't ruin Sonic 1, but it wouldn't really add anything either. Sonic 1 is fine the way it is, adding any new move to it is dumb because the level design isn't geared towards it. It's either fucking nothing like with the spindash, or it's game breaking like the homing attack or air dash. Or Tails flying, makes the entire game basically a joke.

If you want to include new moves to Sonic 1 you better be prepared to heavily edit some level layouts, because otherwise it's gonna be a clusterfuck.

>> No.1434818

why does sonic have to go fast?