Probably should have remembered this from any of the last three times I bought a Sonic game, but I do not comprehend this franchise. It might be aggravated somewhat by the fact that I’m playing on the Switch, which is likewise new to me, but–all four face buttons do the exact same thing, right? The only other meaningful control is directional input? Am I correct in this assumption, or have I missed something?
I’m getting through the stages alright, mostly, although I’ve had to figure out the harmful elements by trial and error. I think part of the problem is that I’m not clear on basic aspects of how Sonic “works” as a character, how spinning vs. running affects speed, whether a homing attack and/or a lock-on exist–I assume so from a sign I found in the casino, but I’m at a loss as to what superior play even looks like, let alone how you’d execute that. Like, in the “Collect Blue!” bonus stages, is there a reason I rotate 90 degrees with every step? How do I even control that stage??
the “lock on technology” sign refers to the technology in the sonic and knuckles cartridge, which had another cartridge slot in the top, you don’t have a homing attack in this game
moving less than 90 degrees in blue spheres would be a hindrance! if there’s a big solid square of blues, go round the edge and they’ll all tuen into rings
think of Sonic like a slingshot or a rubber band. once you aim and let go, you let him do his thing.
it’s not Mario. the basic action is not ‘run,’ it is ‘spin dash’. press down, then spin dash, then let go. see what happens. it’s sling shot pinball pixel platform speed porn.
these are very recent revelations for me, I had the same problem as you
Key point I almost-grasped for decades: Sonic’s jump height is based on current horizontal speed. If you can’t reach a platform, walk a few character widths and you’ll jump 20% higher.
Sonic 1 involves this mechanic a lot. It’s a somewhat traditional challenge-based platformer design with its innovations being in artwork and physics.
In Sonic 2 the series amplified some design elements and deemphasized others in a way that amounts to a change in what the experience is even supposed to be about. Sonic 2/3 are about careening around vast, dreamlike, disorienting spaces. Do you let yourself go with the flow or do you fight against it or navigate it cleverly to find alternate paths? And the challenging sections that remain also have a primarily spatial meaning, as chokepoints where you are suddenly free from agoraphobia but instead face the reverse (like the iconic, agonizing purple-liquid shaft in Chemical Plant).
Sonic’s spaces are nightmarish, really. But the game is about processing this nightmare as enjoyment, learning to either control your trajectory or accepting your lack of control and going with the flow. On another thread someone mentioned that “fun” is mostly about experiencing dangerous things in a safe space, overcoming and gaining a sense of mastery over them. Most platformers gain their fun from overcoming twitch skill challenges, but Sonic gains it from overcoming disorientation.
I enjoy Sonic entirely for aesthetic reasons; like most Sega games, I find it sloppy and partially unknowable; movement for movement’s sake. I’m the person who loves Chemical Plant Zone and dislikes Sonic 3’s over-dense levels.
Knowing the jump rule has made Sonic much more enjoyable to play, though. I’m actually impressed how close it is to standard platform rules, off-kilter, to make jumping feel semi-random.
i played hours of 3D Blast when i was a kid. It’s a bad game and a worse Sonic game, im surprised anyone cares enough about it to release a “directors cut”
I struggled to remember whether or not I’ve ever played Sonic 3D Blast or whether I’m just confusing it with another game that I definitely did play like Snake Rattle’n’Roll. I’ve concluded that I did play it for an hour or two on an emulator once, and that my feelings about it are True Neutral
I can still feel the muscle memory of Sonic 3D Blast in my thumb, the constant overshooting-on-ice feeling and doubling back through huge empty levels looking for a tiny flicky that I missed (and that itself might be moving around the area) for the exit gate to open.
she was struggling with the controls, eventually got stuck on the oil ocean zone boss, restarted with tails, and just got to stardust speedway with 17 lives and four emeralds