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/vr/ - Retro Games


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File: 9 KB, 320x224, sk-mhz-summaryimg.png [View same] [iqdb] [saucenao] [google]
1228514 No.1228514 [Reply] [Original]

Pic related
>All dem vibrant colors
>Changing seasons in act 2
>Lots of unique gimmicks
>Cool badnik designs

Fucking love Mushroom Hill Zone

>> No.1228523
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1228523

And everything after it.

>> No.1228537
File: 6 KB, 320x224, gunstarheroes.png [View same] [iqdb] [saucenao] [google]
1228537

I'm not a fan of forced-scrolling space shooters, but this level kicks ass.

>> No.1228860
File: 284 KB, 640x480, Grunty_Industries_entry.png [View same] [iqdb] [saucenao] [google]
1228860

I know people generally hate this level, but I can't get enough of it. It's so stupidly huge and complex that I actually had a lot of fun figuring this place out in a recent playthrough.

>> No.1229329
File: 36 KB, 250x219, 250px-KrazyKremlandPart1[1].gif [View same] [iqdb] [saucenao] [google]
1229329

DKC2 has a lot of winners, but there's something about the overall atmosphere of Kremland that I really like.

>> No.1229351

>>1228514
>gimmicks
Welcome to everything that's wrong with the games post Sonic 2.

>> No.1229395
File: 53 KB, 500x377, Art_stg01_04.jpg [View same] [iqdb] [saucenao] [google]
1229395

I guess it's not really retro yet, but Seaside Hill from Sonic Heroes will always be my favorite level from any game, ever.

>that music
>that effect on the water
>all those giant whale-shaped islands

>> No.1229427

>>1228860
I really like the music.

>> No.1229434

Any of the big levels without so many enemies in Thief, particularly The Lost City. For a game I actually played when it was new, probably Robotricks in Rise of the Triad, dat music complements it so well. The Angry Quilt was pretty nice too.

>>1228860
Agreed.

>> No.1229467
File: 637 KB, 640x360, Terrydactyland.png [View same] [iqdb] [saucenao] [google]
1229467

The level itself wasn't too great but t-rex mode was awesome.

>> No.1229470
File: 8 KB, 320x224, s2-mz-objectsimg1full.png [View same] [iqdb] [saucenao] [google]
1229470

>>1229351
You're retarded.
Every single zone in every single classic Sonic game is full of unique gimmicks and that's a large part of what made those games great. Every zone was rich and unique. They didn't all blur together like some Mario game where you'd usually have at most one or two new obstacles or enemies per level.

>> No.1229498
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1229498

Rich with vibrant colors and unique design, that's how games should be.

Not all, mind you. If every single one was like that, it'd blur together. You need the dark with the light, it's how you know good times are coming.

>> No.1229528

Tree Tops in the first Spyro was the best level across the first three games.

>> No.1229529

>>1229470
Not him but 3 introduced so many silly gimmick obstacles that it just got boring. 1/2/CD used mostly the same obstacles in interesting ways and when another new obstacle was introduced it didn't seem out of place or forced like 3/S&K had.

I'm not saying 3/S&K was bad, just not really up to the high level that the others were.

>> No.1229545
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1229545

>>1229529
>1/2/CD used mostly the same obstacles
No, they really didn't.

>3 introduced so many silly gimmick obstacles that it just got boring
>it didn't seem out of place or forced like 3/S&K had.
Do you have even a single example to back this shitty opinion up?

>> No.1230386

>>1229329
>Dem hive levels
Fucking amazing. The look, the atmosphere, the music, the fact that bees are cool in general. Pretty much perfect.

>> No.1232456
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1232456

>>1228514
you ever play mushroom hill zone, man?
you ever play mushroom hill zone..... ON WEEEEED?

>> No.1232615

>>1228537
>Dat space level on expert difficulty

Playing that was like being in a trance. Beating that game on expert without ever dieing made me feel like a bad ass

>> No.1232641
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1232641

Dat music and pretty colors: http://www.youtube.com/watch?feature=player_detailpage&v=5OqsxiIHiYI#t=113

>> No.1232670

>>1229545
It's not a matter of the gimmicks, but S3&K had very, very long levels and some of them were fairly difficult too if you weren't accustomed to the previous games already. S3&K is about the only Sonic game where getting killed by timeout is a legit concern (Metallic Madness act 2 in Sonic CD being the other great offender).

>> No.1232685

>>1229529
I disagree wholeheartedly. 2 and 3/K are very much cut from the same cloth.

>> No.1233190

>>1232641
>using savestates

>> No.1233193

>>1233190

Stop. Now.

>> No.1233207
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1233207

You know shit's about to start goin' down hard when that baseball diamond starts sinkin'.

>> No.1233216

>>1229545
Fucking Casino Nights Zone.

>giant fun levels
>lots of speed
>flashing lights and points out the ass
>decently hard boss

Glorious.

>> No.1233228

>>1233216
>6
You had me until decently hard boss. Spin dash + jumping off the wall is not hard.

>> No.1233758

>>1233228
He was hard relative to other sanic bosses

>> No.1233767
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1233767

>>1233228
When I was a kid I was for some reason convinced that weirdly shaped neon light on top could damage you. Gave me so much trouble.

>> No.1234728

>>1232670
>S3&K is about the only Sonic game where getting killed by timeout is a legit concern

I've never taken longer than 5 minutes in an act in S3K. What on earth are you doing that gets you close to hitting the 10 minute mark so often?