I was talking more about the game play&level design flow in the fast parts and how well the precision platforming parts were done.Breetai wrote: I don't think the level design Sonic CD should be directly compared to the cartridge Sonic games at this point. Back in 1993, sure, of if you are comparing in general, but it seems we are going into finer points here. Sonic CD took an entirely different approach to level design. A mainly different (but not entirely) team designed Sonic CD, and it focuses much more on level exploration than the cart games do. It does take away from some of the speed that you think of on the other games, and I love it, but I don't think it's fair to say it's a better design or not when it was intended to be different. It's more of a polarizing thing, where you either like the style more or you don't.
I can only think of one, and that one has spikes at the bottom. It's the only poorly designed pit (no escape) in the whole trilogy that I remember.Breetai wrote: Mystic Cave has a couple of nearly game breaking parts, where there are pits than you can get stuck in and MUST wait out the 10 minute timer before you die! Hardly flawless!!!
I personally always quit playing Sonic 2 at the end of Metropolis Zone 3
