Xeogred wrote:Don't get me wrong, I don't hate Sonic 3. It's just easily my least favorite of the classic 5.
Gunstar Green wrote:
Only in comparison to the rest when being compared its own

, in the context of being the first half of a game it's great.
Don't mistake "weaker" as bad, even in its day I thought, "that's it?" when beating it which was disappointing mostly because I was having so much fun. Once S&K came out it all made sense. But I'm talking for the sake of talking at this point because you already know I love it.

Oh I understand guys, no worries, I'm just whining for the fun of it.
ExedExes wrote: But I went from the first game to CD and well that broke my perspective of the series. What's all this
platforming stuff doing here anyway?
WEAK! This isn't about the go, it's about the stop & go!
I do have to argue with this though Exed, if I may.

Though this isn't really directed at you so much as more of my reactions to the idea that S3&K slows things down too much.
Simply put, I don't understand why you're holding up 1 & CD as examples of "go".
Here's the thing. Earlier in the thread I said that Sonic isn't just about the speed. Sonic 1 and CD are prime examples of that. Looking at Sonic 1:
Green Hill - Intro. Pretty fast.
Marble - Slow and methodical, lots of traps. This level forces you to wait often. Even if you rush, there are many points where you must wait for some object to help you along to the next area.
Spring Yard - More traps, but a roller coaster design that zips you along.
Labyrinth - Extremely slow. Even when you know this level and can get through it quickly, the water slows you to a crawl. Also, people complain about the infinite sand slide in S&K's Sandopolis zone, but the idea was born here. Act 3 of Labyrinth has an infinite water slide right at the beginning. And escaping it is more complicated than the Sandopolis version.
Star Light - Almost purely speed. There's that roller coaster again.
Scrap Brain - A mix. Its filled to the brim with tricks, traps, and gadgets, but once you learn the level it becomes pretty brisk. Act 3 remains a gauntlet however, for anyone who doesn't know the shortcut.
So it alternates. Then you have CD, with its odd, complex design. People who dislike this game often complain that it resists you too much and slows things down.
Palmtree Panic is pretty fast, but from there the game slows you down in various ways. Collision Chaos has some platforming and a just plain clunky boss, Tidal Tempest is a water level, and Quartz Quadrant has some tricks to overcome. But then, Wacky Workbench - brick wall! This level brings everything to a screeching halt, and I've watched people stop playing at this point out of irritation. Even Stardust Speedway, a stage that rockets you around everywhere, forces you stop and consider your route lest you jam yourself in a spring loop. Finally, the Scrap Brain alike Metallic Madness has an actual loop that you must find your way out of or be doomed to repeat it to a time over.
Yes I'm babbling (sorry, I like to talk about Sonic, not trying to be an ass or anything), but I really think the "go" you're describing here and in your earlier post was really the focus in Sonic 2, where the majority of the levels allowed for that kind of rushing. The only zones that really slow you down there are Oil Ocean and Metropolis.
That's the game that most people remember, and its design influenced the constant speed background that a lot of folks complained about for years through many modern Sonic games.
I guess the point of all this unfocused talky is... I disagree! heh.
Anyway, sorry again for going on. I think the real point is that after years of following this series religiously, its still funny to see the arguments from people who don't play a lot of Sonic vs. people who probably play it too much, and all those in between. Everyone's vision (including Sega's) of and for these games clashes horribly and no one wins.
