Re:Why Sonic the Hedgehog is 'incorrect' game design
by jandrese on Thursday July 27, 2017 @12:54PM
(#14867106)
Oh yeah, that line about it being influenced by Pinball gave me one of those "of course it was" moments where something has been obvious forever but you never noticed it.
Bumpers, spinners, bouncers, Sonic himself when he gets going... It's semi-linear pinball.
Re:Why Sonic the Hedgehog is 'incorrect' game design
by colanderman on Thursday July 27, 2017 @01:08PM
(#14867274)
> Sonic Spinball
Which, ironically, is possibly the slowest and most plodding Sonic game. It should have just been endless variations on Casino Night Zone.
Re:Why Sonic the Hedgehog is 'incorrect' game design
by nickpeterson on Thursday July 27, 2017 @01:49PM
(#14867698)
I can still hear the Casino Night Zone and Mystic Cave Zone music in my head. My sister and I would try to play through all of Sonic 2 on our genesis in her room waiting for Christmas day. It made us so happy to beat it. Sometimes we'd take a break because the genesis would heat up and start to make sonic run in slow motion. Thanks Sega.
I didn't realize before I read this article that the design of Sonic (even excluding Sonic Spinball) was driven by pinball, though it makes tons of sense in retrospect. Pinball's got the same thrills; you're constantly in an unstable state, not really learning a puzzle so much as trying to manage a high-degree of chaos before you inevitably get thrown off the horse. It's a different brand of fun than the article's "correct" game design, less/more appealing to different people and less/more appealing when you're in the wrong/right mood.
[1] "Ilinx" in the taxonomy of Roger Callois's "Man, Play, and Games," though a personal caveat that I didn't really enjoy that book.