Oh one last note I forgot - Hidden Palace of Sonic 2 is *not* mobile exclusive anymore. While a questionable quality package overall, it is nevertheless in the version of Sonic 2 featured in Sonic Origins, so it is accessible on PC and all modern consoles. Just thought that was worth mentioning.
Part 2 guesses: Nearly every Sonic Forces Classic Sonic stage will be in the lowest tiers of the list, Superstars zones will dominate the middle tiers (perhaps a lot that would roughly fit into the C or low to mid B tier on this current list), and Generations levels will mostly fill the upper tiers, being easily the most fun to play and replay despite their lack of optimal physics. My top two of the whole bunch is Classic City Escape and Classic Crisis City. Hoping at some point there will be a boost level ranking (at least Unleashed/Colors/(Shadow if it's out) Generations/Forces)! It would definitely be cool.
Thank you for taking the time and effort in making this video. Personally i think oil ocean has the best industrial theme in any Sonic game, as it perfectly sums up the destruction Robotnik has done to nature and the importance for Sonic to stop him. Plus the music is an all timer!
If you know this, then you don't need to read this anyway... In 2013, he released the mobile port of the classic games: sonic 1, 2, and CD by christian whitehead, and he made some changes to them. One of them being an accessable secret zone in sonic 2, which is hidden palace, which was once a scrapped zone. Remember the mystic cave zone you talking about, the soft lock part... that's where the biggest change he made to sonic 2 game.
I’m defending Wacky Workbench with my life bro. Maybe I’m just a Sonic CD stan, but it’s my favorite level, of my favorite game of the four classics. In my opinion, the style of the level works really well with how Sonic CD is played- exploration, and finding a way to gain speed to time travel. The bouncy floors are my favorite part. They can either work for you, or against you. I personally just think it works so well with the explorative design of Sonic CD. Okay, getting crushed for the generator is pretty dumb though.
Yeah, like I said, I'm happy to hear other people's perspectives on the levels.And Wacky Workbench is just one of those divisive zones that you either love or hate, I guess
23:51 I actually think the boss is a cool part of marble garden zone. Now I mean sure maybe they could have technically done this in any zone in any Sonic game as long as tails can fly Sonic around but no I just kind of like the idea that hey you get to actually control tails and fly sock around without tails tiring out and the ways you attack Robotnik are not the typical ways you would do so and I actually think it's kind of cool. Although I noticed you didn't talk about the difference with knuckles where you're actually underground against the boss and he's drilling through the ceiling and the floor and stuff and you have to get out of the way of the path of his you know chains that he follows.
Imo, While Speed and Momentum is the main thing about these games. These games are also about how fast you can clear these levels and cut down on your time. with that in mind, there are no real bad zones once you've replayed all of these games to a certain point. Even Labyrinth or Sandopolis. These are arcade-like speed games at heart with arcade elements. So the devs put in things in the levels for you to use to your advantage or shortcuts for you to find and Sonic 1 has a lot of this in its level design. Labyrinth Zone is long, for sure. But there are ways to you can make it shorter. there is even a shortcut that takes you to the end in Act 3. Right before the moving blocks in Marble Zone you can just wait and sit on the platform while waiting for it to get to the other side, or you could go for the 2 floating blocks and completely clear the lava floor below. This one is super obvious when they say the top path is often the fastest path in some levels. Thats because it is and there are quite a few levels that are faster if you stay on the top. Or this other instance on Casino Night where there are speed shoe monitors and you can completely blaze the level if you know where to go. I learned a lot of these levels always have something for you to use or find. Its all there waiting for you to discover and utilize. Its kinda hard to articulate through a text comment. But its all there and I love it. I've come to love all of these levels from the classic trilogy and really looks for those alt paths to use and learn what is there I can use. I'm not a speedrunner nor do I consider myself a Classic Sonic Elitist (Tho I am a huge fan of the Classic Sonic games). But there are no bad zones in Classic Sonic and Enjoy every single one of them My fav zone is Canrival Night Zone btw, kinda tied between Pinball Carnival as well :)
20:07 honestly I don't even mind the ghost mechanic. It's so easy to avoid the ghost going bad. There's plenty of opportunities to turn the lights back on. My issue with act 2 has nothing to do with the ghost at all. It's just at the level is just too damn long. Now at least the last time I played the game I didn't really have any issues getting through the level because I understand a lot more than when I was first playing the game but act two of sandopolis is such a chore when you first play it. It's an extremely long level and it even has that mirage kind of thing where you slide down and then you just cycle through the same area over and over again that you saw at I think it was act 3 of labyrinth zone in Sonic 1 and you see that early on and I think act one of ice cap zone in Sonic 3 and you have to actually time and know when to jump to get away from the repeated area so when you're brand new you're not really going to have that already figured out You're going to waste time cycling through it a few times until you realize oh crap you're going to have to jump out and stop wasting time. But even on top of that the level in itself is just so long. I remember the first several times I played through so like a knuckles I would almost always time over at act two of sanopolis. Thank goodness they don't make you actually start the level all over again and then just let you try again from the checkpoint with the timer back at zero, but yeah my issue really is the fact that the level is just too long. I can get through without doing the time over anymore but when that's like a big problem before you're used to level that is really bad design.
Great video! I binged it in a single sitting; well done! Here's some food for thought: what about a potential fourth installment with the Game Gear/Master System games (so Sonic 1, 2, Chaos, Triple Trouble, and Blast), plus Pocket Adventure and Knuckles' Chaotix? Their exclusion kind of bugs me lol, and I've never seen anyone discuss or rank their zones before, but it's your prerogative.
Dang, you're crazy. Thank you so much, though. Also, regarding the game gear titles, I wasn't going to cover them, but I did consider do fangames from Sonic such as Sonic Atfs or Sonic BTS/ATS
Mirage Saloon also has an amazing Knuckles and Encore Act 1 that, in my opinion, would elevate it to #2 above Press Garden and below Studiopolis if they were factored in. Do you like either the Knuckles or Encore Act 1? (These Acts come with yet another banger soundtrack too, making it I believe the only Sonic zone covered on this list to have three different Act songs.) Hydrocity Act 2 in Mania definitely has some of the most 'reheated' level design, but Act 1 infuses the boats and water level switches and some references to other water levels in the franchise. Either way I still agree it's the least distinguishable zone in Mania in terms of its overall quality compared to the original zone. There's other gimmicks not mentioned in the video that I felt were excellently infused into at least one Act of the recycled zones in Mania: Wing Fortress chickens or Wacky Workbench electric grids in Flying Batteries, Marble Garden pulleys and the growing plants in Stardust Speedway, and elements from Hill Top and Quartz Quadrant in Lava Reef. I'd lastly argue that many of the unoriginal zones in Mania have at least one Act in them that feels more original than several of the 'fully original' zones in Superstars. Definitely an irony of sorts...though I don't think Superstars is actually a bad game - more a relative letdown of sorts after everything Mania accomplished - and look forward to Part 2.
Yeah, but I was sadly only ranking the zones that Sonic actually goes to. If I were to rank character exclusive zones or pathways, this video would have been WAAAAY longer than it actually is, lol. Also, I wanted to mention many of the reused assets that were repurposed for Manias levels, bit Ifelt, like I could save that for a later video because of the aforementioned, time issue.
I will be honest, I never understood the hate Metropolis Zone always gets. It's gorgeous, and it's theme slaps. I think most people tend to forget that this is the last true zone (Sky Chase and Wing Fortress don't count for me, they are too short) and thus *IT IS MEANT TO BE DIFFICULT*. Also, I know this is more of a subjective thing, but the only thing that bothers me with the level design is the crab placement (and some spike platforms, but that's because of Super Sonic making it harder to platform), everything I find relatively easy to dodge. Another take that is hotter than the steam of Metropolis Zone, Oil Ocean is way too fookin' hard and is, in my opinion, *the worst zone of all classic Sonic* (yes, I am being serious), and that is before Metropolis. It's music and visuals suck and I am genuinely baffled by how it returned in Mania (the only good thing is how you can burn that horrid level, but that's a rehash of 3&K's 2nd worst zone) Edit: I wrote this rant before finishing the Metropolis section and I am soo glad OOZ is also at the bottom, but also a bit disappointed that Metropolis isn't higher, as it genuinely some of the most fun I've had with classic Sonic -Metropolis Zone's #1 Fan, 30/6/2024
I'm glad that you typed out such a passionate and well detailed response. I know it's kinda generic to hate on Metropolis Zone, but I do see the appeal in it to a certain extent. These ranking my have come across way harsher than I meant for them to, but just know that I don't actually hate most of the Classic Sonic zones. They have a nice unique charm to them that make them hard to hate genuinely (except Labyrinth Zone lol).
7:42 This is a lie. The reason it's 3 acts is because there was supposed to be a Genocide City zone which was renamed to Cyber City zone for obvious reasons. But it was scrapped altogether and was filled by Metropolis Act 3
I know maniacs angel island is encore mode exclusive & even then really just a visually improved version of the 1st half of the 1st act, but I'm asking anyway since it's not included, despite what i just said. But where would ya put mania's angel island?
14:20 I can't believe you didn't know about that block coming out of the wall up there and you thought that the game would soft lock you. Sonic the Hedgehog was the very first video game I ever beat as a child in the '90s and getting soft locked at marble zone literally has never once happened to me and it never will. Also it's not really a soft lock even if that platform isn't there because you can just go kill yourself in the damn lava anyways just to go back to your last checkpoint or start the level all over You don't have to reset the game
(Replying here) For Part 2 I actually count a somewhat more modest (though still quite respectable!) 26 rankings compared to the 49 in Part 1, but I'm not familiar enough with Dimps to know how many zones make up Advance, Rush, and Colors DS, and Generations 3DS games. (Also most of the Part 3 games have some kind of notable difference in their gameplay style, for instance many are actually 2D boosting.) I do think Superstars easily gets the physics the best of the games in Part 2, but there's so much more exciting stuff happening in Generations (together with music) that I'd still rank most Superstars zones below at least half if not most of the Classic Generations stages anyways. Pretty much the reasons you already referenced in the Mania vs Superstars video when Generations was talked about there.
The difference between hydrocity from sonic 3&K to sonic mania is that, in sonic 3's hydrocity act 2, its ost sync well to the level design, while in mania doesn't. The sonic 3's hydrocity gas fast paced level design while mania is balanced paced level design.
They won't be in these lists but what's your favorite individual zones you've played in 2D Classic Sonic fangames? (Either finished fangames or demos or fanmade stages for official games.)
Ask me today what my favorite classic Sonic level is, and I would probably say S3&K Hydrocity. But ask me tomorrow and you will get a completely different answer. Choosing a definitive favorite is impossible, and I think that goes to show the consistently great quality of the series. Sure, there are clunkers here and there, but there isn't a single level I would say I hate.
I respect your opinion on most of these levels, but I just have to disagree for the water and oil statements for labyrinth and oil ocean zone. The reason you don’t go fast in the water is because of the currents and properties of water, and of course you die if submerged in the oil as, oil is way denser and thicker than water meaning if your lungs fill up with oil your already dead unlike water, where you actually have a chance to survive.
invoking realism as an excuse for unfair/fun level design isn't really a good idea, because game developers often break the rules of reality constantly, in order to make for a more engaging experience. Example: Coyote time in most platformers where if the player falls off a platform, there's a timing window where they can still press the jump button and it registers.
Like what you like, i see laberyth as kinda alright, more of a generic platformer than what sonic is. But hydrocity GOOO HARDDD! Dissagree tho lol. @abc_4285
Hot take incoming but I do not care for Hydrocity at all, I actually think its a bad example of how to do a water level in a Sonic game. Its very automated, opting to wow the player with water running and water slides rather than actual engaging gameplay. It dilutes the whole point of water by having you just speed through it. You could remove the water entirely and the level would be largely the same, and I dont find that to be compelling design. It feels like people like it for being flashy and for making the water a non-element, which isnt much of an achievement. Imo Aquatic Ruin is basically a perfect water level, which is why its a shame it gets pretty dunked on in this video. It puts the "high route, low route" philosophy to great use, and works as a great teaching tool for players who might not understand that idea by making it clear from the get go. The water is a punishment for poor play, so you want to avoid it and remain high as much as possible. However, even skilled players can speed through the water sections with some creativity, so there's a high skill ceiling too. Its just brilliant imo
Would that mean that Hydrocity Zone in Sonic Mania is better because it has more of that high-route low-route built into its design? (I think there's a large difference between the Sonic 3 & Mania versions, especially with how many gimmicks Mania took from other water levels. It keeps the speedy parts of Hydrocity, while slowing things down every once in a while depending on the route you take)
@@QualityGarbage I'd say so but I'm not fan of a lot of the gimmicks Mania pulled for Hydrocity, I especially could've done without the Gamegear bubble reference
Ngl I have to defend Sky Chase [Sure it might be Boring But It’s no where near close to The hate Of Metropolis NGL] it’s a Good breather Of The Absolute Garbage Called Metropolis Zone… but it’s not That bad
So what youre saying is that Hydrocity is already so perfect that they didn't need to change it
I guess in a way you could say that lol 😂.
I feels they changed it in a wrong way, or a way that makes it more slog, at least for mania:>
Oh one last note I forgot - Hidden Palace of Sonic 2 is *not* mobile exclusive anymore. While a questionable quality package overall, it is nevertheless in the version of Sonic 2 featured in Sonic Origins, so it is accessible on PC and all modern consoles. Just thought that was worth mentioning.
Oh, I never touched Sonic Origins with a 10 foot rod, so I wouldn't possibly know that, lol.
The slander of Oil Oceans visuals isn't going to be forgiven .
Bro, why does everyone keep cooking me on this 💀
@@Plexi.T Can't stop me from telling the truth .
I LOVEE OIL OCEAN, what yall talk'n bout!
Part 2 guesses: Nearly every Sonic Forces Classic Sonic stage will be in the lowest tiers of the list, Superstars zones will dominate the middle tiers (perhaps a lot that would roughly fit into the C or low to mid B tier on this current list), and Generations levels will mostly fill the upper tiers, being easily the most fun to play and replay despite their lack of optimal physics. My top two of the whole bunch is Classic City Escape and Classic Crisis City.
Hoping at some point there will be a boost level ranking (at least Unleashed/Colors/(Shadow if it's out) Generations/Forces)! It would definitely be cool.
Damn you're completely spot on, lol. Also, geez, I just thought about all of the levels I'll have to rank 😥
Thank you for taking the time and effort in making this video. Personally i think oil ocean has the best industrial theme in any Sonic game, as it perfectly sums up the destruction Robotnik has done to nature and the importance for Sonic to stop him. Plus the music is an all timer!
My first thought coming out of A tier:
how the heck is hilltop top tier
Because it's just that good :)
YEEEEE!!!!!
@@JadielGamerPlayzYEE YEE YE!!!
39:07 There are 2 kind of enemies in Mystic Cave Zone (the light bug and the blue caterpillar one that comes out of the walls, see at 38:20).
If you know this, then you don't need to read this anyway...
In 2013, he released the mobile port of the classic games: sonic 1, 2, and CD by christian whitehead, and he made some changes to them. One of them being an accessable secret zone in sonic 2, which is hidden palace, which was once a scrapped zone. Remember the mystic cave zone you talking about, the soft lock part... that's where the biggest change he made to sonic 2 game.
I’m defending Wacky Workbench with my life bro. Maybe I’m just a Sonic CD stan, but it’s my favorite level, of my favorite game of the four classics. In my opinion, the style of the level works really well with how Sonic CD is played- exploration, and finding a way to gain speed to time travel. The bouncy floors are my favorite part. They can either work for you, or against you. I personally just think it works so well with the explorative design of Sonic CD. Okay, getting crushed for the generator is pretty dumb though.
Yeah, like I said, I'm happy to hear other people's perspectives on the levels.And Wacky Workbench is just one of those divisive zones that you either love or hate, I guess
Stay away from me
8:27 I LOVE THIS LEVELL! NOOOO.
You and me both, friend :(
23:51 I actually think the boss is a cool part of marble garden zone. Now I mean sure maybe they could have technically done this in any zone in any Sonic game as long as tails can fly Sonic around but no I just kind of like the idea that hey you get to actually control tails and fly sock around without tails tiring out and the ways you attack Robotnik are not the typical ways you would do so and I actually think it's kind of cool. Although I noticed you didn't talk about the difference with knuckles where you're actually underground against the boss and he's drilling through the ceiling and the floor and stuff and you have to get out of the way of the path of his you know chains that he follows.
Imo, While Speed and Momentum is the main thing about these games. These games are also about how fast you can clear these levels and cut down on your time. with that in mind, there are no real bad zones once you've replayed all of these games to a certain point. Even Labyrinth or Sandopolis. These are arcade-like speed games at heart with arcade elements. So the devs put in things in the levels for you to use to your advantage or shortcuts for you to find and Sonic 1 has a lot of this in its level design. Labyrinth Zone is long, for sure. But there are ways to you can make it shorter. there is even a shortcut that takes you to the end in Act 3. Right before the moving blocks in Marble Zone you can just wait and sit on the platform while waiting for it to get to the other side, or you could go for the 2 floating blocks and completely clear the lava floor below. This one is super obvious when they say the top path is often the fastest path in some levels. Thats because it is and there are quite a few levels that are faster if you stay on the top. Or this other instance on Casino Night where there are speed shoe monitors and you can completely blaze the level if you know where to go. I learned a lot of these levels always have something for you to use or find. Its all there waiting for you to discover and utilize. Its kinda hard to articulate through a text comment. But its all there and I love it. I've come to love all of these levels from the classic trilogy and really looks for those alt paths to use and learn what is there I can use. I'm not a speedrunner nor do I consider myself a Classic Sonic Elitist (Tho I am a huge fan of the Classic Sonic games). But there are no bad zones in Classic Sonic and Enjoy every single one of them
My fav zone is Canrival Night Zone btw, kinda tied between Pinball Carnival as well :)
20:07 honestly I don't even mind the ghost mechanic. It's so easy to avoid the ghost going bad. There's plenty of opportunities to turn the lights back on. My issue with act 2 has nothing to do with the ghost at all. It's just at the level is just too damn long. Now at least the last time I played the game I didn't really have any issues getting through the level because I understand a lot more than when I was first playing the game but act two of sandopolis is such a chore when you first play it. It's an extremely long level and it even has that mirage kind of thing where you slide down and then you just cycle through the same area over and over again that you saw at I think it was act 3 of labyrinth zone in Sonic 1 and you see that early on and I think act one of ice cap zone in Sonic 3 and you have to actually time and know when to jump to get away from the repeated area so when you're brand new you're not really going to have that already figured out You're going to waste time cycling through it a few times until you realize oh crap you're going to have to jump out and stop wasting time. But even on top of that the level in itself is just so long. I remember the first several times I played through so like a knuckles I would almost always time over at act two of sanopolis. Thank goodness they don't make you actually start the level all over again and then just let you try again from the checkpoint with the timer back at zero, but yeah my issue really is the fact that the level is just too long. I can get through without doing the time over anymore but when that's like a big problem before you're used to level that is really bad design.
Great video! I binged it in a single sitting; well done!
Here's some food for thought: what about a potential fourth installment with the Game Gear/Master System games (so Sonic 1, 2, Chaos, Triple Trouble, and Blast), plus Pocket Adventure and Knuckles' Chaotix? Their exclusion kind of bugs me lol, and I've never seen anyone discuss or rank their zones before, but it's your prerogative.
Dang, you're crazy. Thank you so much, though. Also, regarding the game gear titles, I wasn't going to cover them, but I did consider do fangames from Sonic such as Sonic Atfs or Sonic BTS/ATS
Quartz Quadrant love is always appreciated
29:54 "You can't do anything so don't even try, get some help"
"Don't do what Sonic does"
"Sonic, dead or alive. HES M-M-MINE"
22:14 YOOOO Sonic and the Fallen Star😁
Mirage Saloon also has an amazing Knuckles and Encore Act 1 that, in my opinion, would elevate it to #2 above Press Garden and below Studiopolis if they were factored in. Do you like either the Knuckles or Encore Act 1? (These Acts come with yet another banger soundtrack too, making it I believe the only Sonic zone covered on this list to have three different Act songs.)
Hydrocity Act 2 in Mania definitely has some of the most 'reheated' level design, but Act 1 infuses the boats and water level switches and some references to other water levels in the franchise. Either way I still agree it's the least distinguishable zone in Mania in terms of its overall quality compared to the original zone.
There's other gimmicks not mentioned in the video that I felt were excellently infused into at least one Act of the recycled zones in Mania: Wing Fortress chickens or Wacky Workbench electric grids in Flying Batteries, Marble Garden pulleys and the growing plants in Stardust Speedway, and elements from Hill Top and Quartz Quadrant in Lava Reef.
I'd lastly argue that many of the unoriginal zones in Mania have at least one Act in them that feels more original than several of the 'fully original' zones in Superstars. Definitely an irony of sorts...though I don't think Superstars is actually a bad game - more a relative letdown of sorts after everything Mania accomplished - and look forward to Part 2.
Yeah, but I was sadly only ranking the zones that Sonic actually goes to. If I were to rank character exclusive zones or pathways, this video would have been WAAAAY longer than it actually is, lol. Also, I wanted to mention many of the reused assets that were repurposed for Manias levels, bit Ifelt, like I could save that for a later video because of the aforementioned, time issue.
"If you platformer doesn't have fun levels.."
*Shows Megaman 2*
I will be honest, I never understood the hate Metropolis Zone always gets. It's gorgeous, and it's theme slaps. I think most people tend to forget that this is the last true zone (Sky Chase and Wing Fortress don't count for me, they are too short) and thus *IT IS MEANT TO BE DIFFICULT*. Also, I know this is more of a subjective thing, but the only thing that bothers me with the level design is the crab placement (and some spike platforms, but that's because of Super Sonic making it harder to platform), everything I find relatively easy to dodge.
Another take that is hotter than the steam of Metropolis Zone, Oil Ocean is way too fookin' hard and is, in my opinion, *the worst zone of all classic Sonic* (yes, I am being serious), and that is before Metropolis. It's music and visuals suck and I am genuinely baffled by how it returned in Mania (the only good thing is how you can burn that horrid level, but that's a rehash of 3&K's 2nd worst zone)
Edit: I wrote this rant before finishing the Metropolis section and I am soo glad OOZ is also at the bottom, but also a bit disappointed that Metropolis isn't higher, as it genuinely some of the most fun I've had with classic Sonic
-Metropolis Zone's #1 Fan, 30/6/2024
I'm glad that you typed out such a passionate and well detailed response. I know it's kinda generic to hate on Metropolis Zone, but I do see the appeal in it to a certain extent. These ranking my have come across way harsher than I meant for them to, but just know that I don't actually hate most of the Classic Sonic zones. They have a nice unique charm to them that make them hard to hate genuinely (except Labyrinth Zone lol).
16 minutes in and already there are some of the hottest takes I ever heard .
7:42 This is a lie. The reason it's 3 acts is because there was supposed to be a Genocide City zone which was renamed to Cyber City zone for obvious reasons. But it was scrapped altogether and was filled by Metropolis Act 3
Oh damn 0-0. I did NOT know that to be fair.
@@Plexi.TYO IM BIG FAN
I know maniacs angel island is encore mode exclusive & even then really just a visually improved version of the 1st half of the 1st act, but I'm asking anyway since it's not included, despite what i just said. But where would ya put mania's angel island?
Great video. Subscribed. Also can you do all the classic Sonic enemies ranked?
14:20 I can't believe you didn't know about that block coming out of the wall up there and you thought that the game would soft lock you. Sonic the Hedgehog was the very first video game I ever beat as a child in the '90s and getting soft locked at marble zone literally has never once happened to me and it never will. Also it's not really a soft lock even if that platform isn't there because you can just go kill yourself in the damn lava anyways just to go back to your last checkpoint or start the level all over You don't have to reset the game
nice opinion, even if some of it is wrong.
(Replying here) For Part 2 I actually count a somewhat more modest (though still quite respectable!) 26 rankings compared to the 49 in Part 1, but I'm not familiar enough with Dimps to know how many zones make up Advance, Rush, and Colors DS, and Generations 3DS games. (Also most of the Part 3 games have some kind of notable difference in their gameplay style, for instance many are actually 2D boosting.)
I do think Superstars easily gets the physics the best of the games in Part 2, but there's so much more exciting stuff happening in Generations (together with music) that I'd still rank most Superstars zones below at least half if not most of the Classic Generations stages anyways. Pretty much the reasons you already referenced in the Mania vs Superstars video when Generations was talked about there.
The difference between hydrocity from sonic 3&K to sonic mania is that, in sonic 3's hydrocity act 2, its ost sync well to the level design, while in mania doesn't. The sonic 3's hydrocity gas fast paced level design while mania is balanced paced level design.
Now do the handheld classic zones!!!
-_-
I'm honestly at worst just ok (neither loving nor hating it) with labyrinth zone, or actually every single any genesis era zone, exept wacky workbench
They won't be in these lists but what's your favorite individual zones you've played in 2D Classic Sonic fangames? (Either finished fangames or demos or fanmade stages for official games.)
Probably carnival crater from Sonic Atfs and Foliage Furnace from Sonic ATS
Ask me today what my favorite classic Sonic level is, and I would probably say S3&K Hydrocity. But ask me tomorrow and you will get a completely different answer. Choosing a definitive favorite is impossible, and I think that goes to show the consistently great quality of the series. Sure, there are clunkers here and there, but there isn't a single level I would say I hate.
I respect your opinion on most of these levels, but I just have to disagree for the water and oil statements for labyrinth and oil ocean zone.
The reason you don’t go fast in the water is because of the currents and properties of water, and of course you die if submerged in the oil as, oil is way denser and thicker than water meaning if your lungs fill up with oil your already dead unlike water, where you actually have a chance to survive.
invoking realism as an excuse for unfair/fun level design isn't really a good idea, because game developers often break the rules of reality constantly, in order to make for a more engaging experience. Example: Coyote time in most platformers where if the player falls off a platform, there's a timing window where they can still press the jump button and it registers.
This is a good video 👍
And this is a good comment 😁
1:24 Math ain't mathing
what’s your opinion on sonic unleashed it was the first game i ever played and its my favourite sonic game 2:14
Sky base at the bottom, you love to see it
Sky Chase, but I don't respect it enough to care lol 😂
When he said everyone could agree Labyrinth Zone sucks I might have felt offended if I wasn't the only person ever who likes that level
Ikr, labyrinth zone is one of my favorite sonic water levels and is probably my second favorite zone in sonic 1. It’s so good
@@thesaveofethopia As a professional Hydrocity disliker I can confidently say that Labyrinth is my favorite Sonic 1 level and water-based level
Like what you like, i see laberyth as kinda alright, more of a generic platformer than what sonic is. But hydrocity GOOO HARDDD! Dissagree tho lol. @abc_4285
@@abc_4285 Personally i think hydrocity is pretty fun but i prefer labyrinth zone
@@JadielGamerPlayz GO!
GO!
GO!
GO GO GO GO!
GO GO GO!
GO GO GO!
GO GO GO!
GO GO GO GO!
Hot take incoming but I do not care for Hydrocity at all, I actually think its a bad example of how to do a water level in a Sonic game. Its very automated, opting to wow the player with water running and water slides rather than actual engaging gameplay. It dilutes the whole point of water by having you just speed through it. You could remove the water entirely and the level would be largely the same, and I dont find that to be compelling design. It feels like people like it for being flashy and for making the water a non-element, which isnt much of an achievement.
Imo Aquatic Ruin is basically a perfect water level, which is why its a shame it gets pretty dunked on in this video. It puts the "high route, low route" philosophy to great use, and works as a great teaching tool for players who might not understand that idea by making it clear from the get go. The water is a punishment for poor play, so you want to avoid it and remain high as much as possible. However, even skilled players can speed through the water sections with some creativity, so there's a high skill ceiling too. Its just brilliant imo
Would that mean that Hydrocity Zone in Sonic Mania is better because it has more of that high-route low-route built into its design? (I think there's a large difference between the Sonic 3 & Mania versions, especially with how many gimmicks Mania took from other water levels. It keeps the speedy parts of Hydrocity, while slowing things down every once in a while depending on the route you take)
@@QualityGarbage I'd say so but I'm not fan of a lot of the gimmicks Mania pulled for Hydrocity, I especially could've done without the Gamegear bubble reference
List DIES at Green Hill being B. These is a really solid argument it’s an S. But not being an A is ABSURD.
@mikeclark7026 Yeah, I know it seems crazy, but I would feel weird putting the Sonic 1 Green Hill so close to the Sonic Mania one.
Stay mad kid 🫵
Ngl I have to defend Sky Chase [Sure it might be Boring But It’s no where near close to The hate Of Metropolis NGL] it’s a Good breather Of The Absolute Garbage Called Metropolis Zone… but it’s not That bad
Wing fotrees is S tier for me
HOOOOOOOW, man 😭
Well Wing Fortress is FF Tier
17:44 yeah uhhh. I'm going to need to see your music taste card. You're being suspended. Also, your opinion status is under review.
I don’t like flying battery zone
nice game
I dont like oil ocean to bro
I'm your thousand view
Nice to meet you. How's your hundredth view been doing. I hear she's been having medical problems as of late 😌
EXCUSE ME YOU’RE BLACK?! Me too can we be friends?
@malharezyoutube lmao. I have a discord server you can join if you're interested 😀.
Skibidi Zone is S Tier