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Retro Re-view: Sonic in 3D (part 2)

6:00pm 3 Nov '07

Posted by Hudson. Filed under News, Retro, Sonic. Tagged with , .

Right, so, Sonic on the Saturn? Not so great. Some cool stuff sprinkled here and there, to be sure. But any groundbreaking titles?

super_sonic_racing.jpg
Can’t you feel the sunshine?

Outstanding musical scores by Richard Jacques aside, not so much. But on the Dreamcast? Well that, my friends, is a different story…

sonicadventuredc1.jpg
We’re not really sure what he’s doing either.

Sonic Adventure was a great way to start things off. The beginnings of where the series went wrong can be traced to Adventure, but it’s hard to blame it for where later games ended up. Sonic’s levels were generally excellent, and many of the secondary characters actually applied the Sonic 3 and Knuckles “same level, different pathways” approach.

For argument’s sake, though, let’s focus on the character whose gameplay was meant to represent the Sonic experience in 3D: Sonic.

The Sonic levels of Adventure were surprisingly faithful to their 2D origins. Today we’re going to take a good close look at a video of Emerald Coast, the first level of the game.

Let’s dive in:

YouTube Preview Image

00:04- Standing start! With rare exception, Genesis Sonic games started you out standing. Later 3D Sonic titles tended to give you a running start, which placed even more emphasis on pure speed.

00:13- Springs! Springs in 2D were often placed to help you reach the upper routes or secrets in each level. 3D springs usually came in sets of three or four placed consecutively for a nice boost of speed that looked cool and let the player get a breath in edgewise. (see 01:12 for an example of old-school spring use).

00:23- Loops! Loops in 2D were pretty much standard stuff by the later games. Take a look at Mushroom Hill Zone for an great example of loops in action. 3D loops were fun, but felt less natural because they took control completely away from the player. The fact that speed pads were needed to keep things going through a loop was always a bit suspect, though.

00:25- Cooldown areas. 2D Sonic games were not, contrary to popular belief, all about speed. Stages encouraged you to speed up for some segments, and slow down for others. There was delicate balance of momentum and flow that kept things more interesting than just pushing right all the time.

By sometimes launching you up instead of forward ramps could slow the action down without breaking Sonic’s momentum- a gentle arcing fall is always better than a faceplant into a wall. We’re looking at you, Secret Rings!

00:46- Scripted events. Most prominent in S3&K, scripted events fleshed out stages by making the landscape subject to change. The earthquake segment of Marble Garden Zone is a great example of this. The “look behind you!” camera of Adventure’s chase scenes could be irksome at times, but the scripted events themselves were usually fun enough.

01:19- Pits! But look- they are not bottomless! While gusts helped keep you from falling through the gaps here, if you did manage to take a dive it just landed you back at the start of the area. In contrast, falling in 2D games often meant you would drop to a lower path, but keep your momentum.

01:36- Multiple paths! Keeping your speed up here let you run along the wall to a spring shortcut through the platforming segment below. While not as extensive as in 2D games, these deviations helped keep things in 3D interesting and encouraged replaying each stage to find new routes.

01:59- Homing attack! The homing attack was vital to Sonic’s success in 3D- it helped make up for the high degree of control during jumps that was lost in the transition from 2D. Hooray, homing attack!

02:19- Weird jumping pads! That’s all I’ve got on these, really.

02:32- The wind down. Genesis titles had a gentle downward slope or open area before the end of many stages that let you know the end was coming. You could let your guard down and sort of coast through the goal- a bit like the end of a roller coaster ride.

The lesson learned from Emerald Coast is one of momentum and flow. So…

Component number 2 for a great 3D Sonic game: smooth transitions between fast and slow segments that preserve the sense of momentum that was so enjoyable in the 2D games.

That’s it for today’s entry. I hope you enjoyed taking a closer look at an exemplary 3D Sonic stage, as well as its 2D roots. I know I did!

Join us next time for a look at Sonic Adventure 2 and beyond, as well as the big reveal: at long last, the best 3D Sonic stage!

[part 1]

Comments on this article

There have been 11 responses to this article.

It’s wonderful to hear somebody raving about Sonic Adventure when most people these days seem keen on insisting “3D Sonic sucks.” The last couple attempts sucked. But they were going in a great direction for a while.

Bryan

Posted November 4th, 2007 at 12:32 am.

First, I think that Sonic R is a good game, not only for Richard Jacques performance…

Traveller Tales reach a good harmony between racing and platforming, the result in one of the best spin off of Sonic.

One example were the team didn’t reach this harmony, is Sonic Riders, and it’s from Sonic team, not travellers tales…

To change subjects, after the release of Sonic Heroes, I always thought that the basis for a REAL Sonic 3 was Sonic Adventure.
The transistion from 2D was good, it has high speed level and more slower part, NO RAILS, NO BOTTOMLESS PIT, it was free, the design was fresh and very similar to the old sonics, it has the adventure field, one of the greatest idea for Sonic in 3D, and it has 6 characters with different gameplay, story and sometimes level.

Later, Sonic Adventure 2 had near flawless gameplay, but to obtain this, they sacrifice the freedom.
The real fault of SA2 was the continuity: this is when the series becoming to go down, and the reasone is simple, in a game of Sonic, you want to play ONLY Sonic, other characters must be a bonus to finish tha game at 100% , to see all the story and to unlock the real ending.
Instead in SA2 you change gameplay and character every time you finish a level. In this way you cannot really enjoy one character.
Another problem for the continuity was the lack of the adventure field, this make the story less detailed and let the gamer much less in the world of Sonic.

From SA2, Sonic team lose totally the goal for a Sonic game, try to include much characters as possible, try to create different gameplay and for some reason, they abandon the great gameplay of SA1 and SA2 in favor of the ugly gameplay of Sonic Heroes.

City Hunter

Posted November 4th, 2007 at 6:54 am.

Just throwing this out there, but I felt the gameplay in Sonic Heroes was a strong point of that game. The 3 character swap felt like the 3 dragon type swap in Panzer Dragoon Orta. Good stuff.

Anyway, good Retro Re-view.

Raidens Huge Laser

Posted November 4th, 2007 at 7:20 am.

Well I did like Emerald Coast…

jonboy101

Posted November 4th, 2007 at 8:44 am.

Sonic Adventure was the only good 3D Sonic game. No other 3D Sonic game, even the decent Sonic R can compare. The GameCube remakes also were perfect, and added bonus content. Unforunately, after that Sonic Heroes and Sonic the Hedgehog (2006) came and practically destroyed Sonic Adventure.

Sega, if you don’t bring back Sonic Adventure, the Sonic franchise will die. Trust me, after Sonic RPG, Sonic will probably be dead, unless Sega can conquer their fear of not making the next Sonic game 3-D and be 2-D, but we all know that (might) not happen.

CaptainUlt

Posted November 4th, 2007 at 9:32 am.

Wow too bad SA DX blew chunks.

Radrappy

Posted November 4th, 2007 at 1:07 pm.

A 2003 game on a more powerful console having a worse frame rate than a 1998 DC game is sort of sad… Still for what it is, it’s good if you don’t have a DC.

Kogen

Posted November 4th, 2007 at 1:20 pm.

Another wonderful article by Hudson. Great stuff, man!

Chris

Posted November 4th, 2007 at 1:32 pm.

Yeah, I mean aside from the framerate problems it’s essentially the same game (although, the new skins actually made Super Sonic and Perfect Chaos look even worse at the end). But considering the opportunity they had to improve a classic and address the scathing criticisms that plague us today, its pretty much a disappointment. They didn’t seem to care about delivering a great experience at all, just to try and sell as many copies as they did SA2: Battle.

For reasons unknown to me, I am extremely fond of Sonic R. Maybe it’s the level designs?

I suppose it’s too much to hope that what’s left of Sonic Team stumble upon this article and become inspired.

Radrappy

Posted November 4th, 2007 at 2:19 pm.

Sonic R isn’t really that bad, and I think I’m about as fond of it as you are, Radrappy. It’s just a really awkward racing game, and not technically a platformer. The reason it played as well as it did (at least for those that had put in the time to learn the admittedly awkward control scheme) was that the viewpoint was one of a racing game- directly behind the character, no matter what. This was effective because it played like a racer, with an acceleration button and such. Can you imagine playing through Sonic R with the same camera, but the controls of a platformer? It’d be horrific!

Also, I personally love the soundtrack. It’s the last of the good natured silliness in the Sonic franchise escaping in one concentrated burst. Delightful!

Hudson

Posted November 4th, 2007 at 3:01 pm.

Sonic R was great as a single player experience, I thought. Collecting coins was great, and once you got used to the controls (which are quite difficult to get used to), the game became very manageable and fun. I played through the entire game, unlocking everybody and everything, 3 times I think.

But racing games should be excellent multiplayer, and I think Sonic R lacks a bit there. The controls are too weird for friends to just pick up and play, so anybody who has any idea what’s going on just smokes everybody else. The characters were also really unbalanced… Knuckles was just too damn good.

Bryan

Posted November 4th, 2007 at 3:48 pm.

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