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The Zone: 0 forum is designed for a small community of Sonic the Hedgehog obsessives to discuss the franchise. It accompanies Zone: 0, the comprehensive Sonic game guide.

New members should familiarise themselves with the basic aims and guidelines found in the welcome post before submitting their first discussions.

    • CommentAuthorsidburn
    • CommentTimeMar 10th 2010
     
    and which ones do you want them to leave out?

    Some of my choices:

    Stay:
    -Emerald Hill corkscrew strips (but they're already in there)
    -Oil Ocean cannons/Chemical Plant teleport pipes
    -Scrap Brain/Metropolis/Launch Base/Death Egg/Gene Gadget express elevators
    -Hill Top/Chaos Angel cable cars
    -Death Egg neon ring teleport devices - HELL YES!
    -StarLight/Hill Top see-saws
    -The Barrel (just messing with you)

    Leave out:
    -pretty much anything from Mystic Cave or Sandopolis Act 2
    -any unexpected earthquake/crushing sections (HydroCity Act 2 anyone?)
    -Asteron badniks (but they are already making a comeback, it seems)
    • CommentAuthorDarkChaos
    • CommentTimeMar 11th 2010
     
    Well, I don't care too much in what they bring back and what they don't, but here are some things that come to mind as nice to have or not have.

    I think they should keep the gray platforms that fell apart when you jumped on them in Sky Sanctuary Zone and the gravity warp ability that they used in the Death Egg Zone. Running upside down and that one room wear you had to hit the buttons while constantly being bounced in an odd gravity area is what I am referring to.

    I think they should leave out the neon ring teleport device that was used in the Death Egg Zone since it made the level so much easier and it used up a lot of time. I enjoyed the creativity in them though.

    The rest I don't really care one way or the other as long as it holds a challenge when playing the game. I am hoping for some creativity in the game, even if they are reusing devices.
    •  
      CommentAuthorMercury
    • CommentTimeMar 12th 2010
     
    I'm not sure I want to encourage more rehashing, but since it seems they're going with a Labyrinth-style zone, I'd love to see some diabolical button puzzles.

    Not just "press the button and open the door", but clever things like buttons performing two actions at once (say, closing one door while opening another; or having one obvious effect, but also a secret effect), reversing the direction of pulleys, and changing the water level.

    Labyrinth has corridors of swinging spikes - you could hit a button to change the direction they spin, making it easier to traverse.

    All this could be based on the path you take - Sonic shouldn't be quite so cerebral as Klonoa, so I don't think players should be confronted with anything too confusing.

    If those "whoop-whoop-whoop" neon ring things from DEZ return, I'd like to see them be player-steerable.
  1.  
    Stay:
    -loop-de-loops (of course!)
    -Pipes from Chemical Plant
    -The barrel (should be a badnik)
    -METAL SONIC from sonic cd (it is a kind of obstacle, isn't it?)

    Throw away:
    -Everything that makes you to lose your speed
    -Opposite springs
    -Ghosts from Sandopolis
    -Earthquakes from Hill Top/Marble Garden
    -Labyrinth Zone (It's too DAMN slow zone!)
  2.  
    Teh Hedgehog:
    -Everything that makes you to lose your speed
    -Labyrinth Zone (It's too DAMN slow zone!)

    The trouble is, without having anything that looses your speed, you end up with the good ol' "Hold right, and nothing but right" problem, the game becomes boring and not so challenging, plus I think the point in Labyrinth Zone was to be slow, it's there to give the element of suprise towards the player.

    To stay in sonic 4. Well, I donno, I think the newtron enemie in the video clip was nice, it really did look good, but there's nothing I would consider staying to be honest, I can only see rehashes mixing in with the recent stuff we've seen for about 10 years, so there's nothing I would consider staying.

    I would like to see new things such as swinging platforms however, and the button idea by Mercury, I like that idea and would certainly love to see that in, althought this all fits into the rehash thing.
  3.  
    Yeah, I'd definitely prefer new things over rehashed old things, but that looks like the way that this episode is heading in, so seeing as all four announced levels have a rather strong link with a specific level from the past, this is going to be a valid question. Just have to hope that there will also be some new material alongside it, and perhaps that subsequent episodes will feel like they're more their own game. If this turns out to be the only episode that is focused on blasts from the past, then I could see more merit in it.

    If you look closely at the Lost Labyrinth screen shot in the level select image (in the Sonic 4 thread), it would seem a large spherical boulder is tumbling from the top into a gap below. Not the most original object anyway but it'll distinguish that level from a complete Labyrinth clone, certainly. I suspect this and Mad Gear Zone will be a little more original than Splash Hill and Casino Street. I hope.

    Anyway, given this decision to rehash, there isn't really any object, badnik or structural tendency that I would particularly not want to see. I think I probably love all aspects of all levels from S1-&K. I have a long and storied history, and not to mention mastery over all of them, so even ones that can annoy me a bit from time to time (like unhelpful springs into spikes or other springs, or some badniks) I wouldn't want to see excluded because they actually offer me a challenge! It all comprises the classic experience, and I rarely get frustrated with any of it.

    What I would like to see specifically is a bit more from Sonic 3 & Knuckles. As I've talked about in another topic, I think this represents the cream of the crop in inventive level design and great objects, and it just isn't referenced enough in general, I feel. Perhaps some Sonic 1 and 2 badniks are a little more memorable, but I'd love to see a lot of the things that you've all said you wouldn't want to see! The unexpected earthquake/crushing sections (give me a scary challenge!), lengthy, slower paced water bits (we've gone way too long without a proper water level) and even though Sandopolis isn't a favourite level of mine, I love its objects such as the rising sand, the lights and ghosts, and the timed door switches. If they do continue to reproduce levels for the next episode, I would hope they'd have two from Sonic 3, two from S&K (which would then make two from each game), and a Sandopolis clone would be the perfect choice. Death Egg's anti-gravity is a must, and even the dreaded Carnival Night barrel will be fine by me. Would be interesting to see whether or not it would come with some sort of hint system to explain it this time though.

    Badnik-wise I will be satisfied when I see a Unidus/Orbinaut. It's one of the enduring classic designs that's probably appeared in as many games as any other, it's even in the Adventures. There are many existing varieties to choose from too.

    I'd agree with comments that they ought to find ways of at least changing and adding variety to these classic elements and finding new ways to use them. Hopefully the developers realise that necessity too - the Bubbles badnik will apparently come in a red variety too that is more dangerous than the blue ones. Little things like that will make rehashing a lot more bearable.