Sonic's Loop Problem

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  • Опубліковано 19 гру 2024

КОМЕНТАРІ • 515

  • @SplashDash_
    @SplashDash_  Рік тому +69

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    • @spongebobmaster
      @spongebobmaster Рік тому +3

      SpongeBob SquarePants: The Spongy Construction Project is a fan-made online multiplayer video game based on the SpongeBob SquarePants franchise

    • @NileFive
      @NileFive Рік тому +4

      how tf did you get sponsored by sony 😭

    • @DatDrawingKid011
      @DatDrawingKid011 Рік тому +3

      Um actually Apple Arcade does have its own controller you can connect to your phone or other apple devices so you can play Sonic dream team with a controller 🤓

    • @Inactivechannel-r6
      @Inactivechannel-r6 Рік тому +1

      @@spongebobmasterno its not!

    • @blimbam
      @blimbam Рік тому

      good job a sponsor that i actually somewhat want. thanks for not geting sponsored by raid

  • @jackhumphries1087
    @jackhumphries1087 Рік тому +533

    I think a good middle ground would be taking the sonic speed simulator approach of having control while going through a loop, but having you be somewhat magnetized to the Center of the path, making it interactive while still making sure that little Timmy doesn’t go flying off into the abyss

    • @CHICKENRAN34
      @CHICKENRAN34 Рік тому +15

      Perfectly said 🤣

    • @Gogs-mf8do
      @Gogs-mf8do Рік тому +33

      I was surprised they weren't mentioned in the video, but the only problem I have with them is that some have the path starting way too early, making so if the player tries to jump out of them they will just fuck up the loop and stay stuck in the loop now stopped instead of just jumping through them, or some rare cases like the loop of the City escape race where no one uses it due to how unrelaible it is using it, 80% of the time you will just go to the top and fall.
      But in general, yeah I do like them a lot!
      (Please someone make stop playing that dam game, it's been almost 2 years now!)

    • @peacefulskies9320
      @peacefulskies9320 Рік тому +9

      Yeah, TheGreenDeveloper made basically the entire fundamental code for that game, shame he got laid off the way he did.

    • @PapiTheMenace
      @PapiTheMenace Рік тому +5

      good example, but i think a better one would be "Sonic Encore" which completely takes away any magnetization and is all based on the players input

    • @AK46supr
      @AK46supr Рік тому +2

      Tea frontiers implemented this & works like a perfect charm

  • @sirprower
    @sirprower Рік тому +851

    The loops in the classic games were obstacles, but in the modern games theyre just spectacle

    • @ALegendaryBlueHedge
      @ALegendaryBlueHedge Рік тому +9

      Bars

    • @Qoobon_
      @Qoobon_ Рік тому +15

      Maybe not in chemical plant

    • @yoshihammerbro435
      @yoshihammerbro435 Рік тому +65

      Wow, a thing that requires me to press down and a to pass. Such a challenge.

    • @rynobehnke8289
      @rynobehnke8289 Рік тому +48

      its like people forgot that every 2d Sonic game with loops ended up making them just spectacle anyway thanks to the spindash or boost. (or in case of the DS games both)

    • @wisdomforest_
      @wisdomforest_ Рік тому +2

      the loops tickle my tes-

  • @derpyfailz572
    @derpyfailz572 Рік тому +120

    In the original Sonic the Hedgehog games loops were a huge technical achievement. They had never been seen in a platform before and were a crucial part of building momentum. Today they’re mostly included because they’re synonymous with the brand.

    • @assassin8636
      @assassin8636 9 місяців тому

      Um that's always been that way since the first game so it doesn't matter if it's a brand

    • @IMightBeError
      @IMightBeError Місяць тому +4

      @@assassin8636Please reread the comment you replied to and use your brain this time.

  • @dylanobrien3785
    @dylanobrien3785 Рік тому +34

    I think an interesting approach to 3D loops would be to have *_two types of loops._* A big, traditional _spectacle_ loop, and a _breathing_ loop.
    For this new breathable loop, the difference is with the camera. Instead of having the camera follow Sonic, the camera will hang in the middle of the loop and stay looking forward to show you what's coming next. Sonic runs up off the top of the screen, completes the loop offscreen, and then comes shooting out from behind the camera and the camera latches back on.
    These new loops would give the player a moment to breathe, would let spectacle loops feel rarer and more special, these would let the player plan ahead for the next obstacle, and they would give a big sense of speed once Sonic returns onscreen.

  • @DesignDoc
    @DesignDoc Рік тому +144

    Wish they would actually let you control Sonic while in a loop. The Spark series as well as several fan games like Sonic GT make manually running through loops exciting because you can feel the physics at work as you run through with speed slowing down as you work to the top and then all of the speed rushing back as you descend. If you're speed running you generally skip em if possible but it just feels good to do casually. Sure you don't get the camera spectacle but I don't think we really need it anymore.

    • @Excelsior1937
      @Excelsior1937 Рік тому +2

      @A_Person_64Yeah I was thinking that “Shouldn’t loops act like ‘Speed gates’ to an extent?” Where you have to have a certain amount of momentum to get through them unless you can get past it in some other way through skilled gameplay. I think making the exit point higher up than the entry point is the only real way you can make the loop a functional speed gate in 3D the way they are in the classic games

    • @markandrew287
      @markandrew287 Рік тому +1

      Also regarding spectacle, keeping the pace up and running through the practically open world of Spark and many Sonic games ARE the spectacle. The loop provides a little time to breath before you're thrust into the action again and it's damn satisfying because you know how fast you're going

    • @phiphi2209
      @phiphi2209 8 місяців тому

      I was hoping someone would bring up the spark games, because the games don’t feature “dynamic” camera angles and always stay fixated behind the characters you get to truly feel the loop as you lose a bit of speed running up them before BURSTING DOWN THEM, stages like Floria highway and planetary stripe showcase these perfectly or the loops on grind rails in historia hysteria which are always so much fun

    • @jadendafinger
      @jadendafinger Місяць тому

      I hated running through loops in Spark 2 because the camera would always be slightly off angle and Fark would fly off into death. Though I've only had this probelm with a controller. Never with mouse and keyboard.

  • @seematahir5970
    @seematahir5970 Рік тому +345

    Something that's a real shame about Unleashed is that the game DOES actually have the physics to facilitate running on loops and walls without any automation, but the game rarely takes advantage of it.

    • @robomike276
      @robomike276 Рік тому +32

      This applies to SA1, SA2, and Gens too! It's like they forgot they added scripting everywhere because it was limitation of the time and now think it's what everyone loves about the games.

    • @marvelfannumber1
      @marvelfannumber1 Рік тому +48

      @@robomike276
      If you've ever played the test level for SA1 you'll realize why they did this. Sure, Sonic can make it through the loop on his own *some* of the time, but it's so glitchy and unpredictable that half the time you either don't run across it, or you fling yourself into the air.
      It's clear from the test level that they initially wanted SA1 to be more physics based like the classics. But either they didn't have enough time, or the engine was just too buggy, so they took the easy option. Then Sonic Team continued with the easy way and never looked back since, even though it isn't 1998 anymore and this should be possible to do well in 3D

    • @TheSultan1470
      @TheSultan1470 Рік тому +2

      ​@@marvelfannumber1 Except not really, no

    • @HyenaFox
      @HyenaFox Рік тому +5

      Sonic Unleashed is imo the best Sonic has ever handled in 3D. He's fast, responsive, fluid, and he responds realistically to the terrain and physics in a way that hasn't been replicated in any Sonic game sense. The only thing that feels noticeably off is that the drift (especially while boosting) feels like it either doesn't have a strong enough turning force or doesn't have a short enough turning radius for the angle of the turns the game clearly intends you to use drift to take. Almost like someone added a 0 somewhere in the code for how the drift is supposed to behave. They fixed it in generations, but they also slowed him down significantly compared to Unleashed and added a speed cap for 2D sections, something that I believe was in certain 2D sections of Unleashed but it was rare and nowhere near as low. Generations was the beginning of Sonic Team no longer treating speed as a significant core gameplay tenant- it was the beginning of Sonic Team TRYING to slow Sonic down wherever possible.

    • @Starpotion
      @Starpotion 11 місяців тому +3

      Frontiers has the exact same issue where loops are possible within the game's physics, they just didnt add any for some reason

  • @SuperSonic68
    @SuperSonic68 Рік тому +45

    I've actually done a lot of research on the subject. Loops can be an obstacle for a new player, but a tool for gaining speed for an experienced player, by running up it and rolling down it.
    And, in regards to fangames like GT, that philosophy works great in 3d.

    • @retrorebootmusic
      @retrorebootmusic Рік тому +5

      That's already a fun speed boost, but have you tried jumping from around the upper left of the loop? Sonic slams into the bottom slope of the loop and builds SO much speed.

    • @sikosonix901
      @sikosonix901 Рік тому

      @@retrorebootmusic I thought that only worked in 2D, guess it's time to boot up GT after 3 years.

    • @retrorebootmusic
      @retrorebootmusic Рік тому

      @@sikosonix901 I was specifically talking about 2d, I... apparently didn't read the whole comment

    • @sikosonix901
      @sikosonix901 Рік тому

      @@retrorebootmusic nah u good Bro, and I can confirm that it works in both GT and project hero. But with GT you have to make sure you immediately roll to maintain the speed.

  • @TheJPooka777
    @TheJPooka777 Рік тому +105

    Splash Dash can really find any random ass Sonic topic and make it interesting

  • @atake176
    @atake176 Рік тому +53

    Interesting enough, Sonic Frontiers can do 3D loops without automation. I remember seeing someone porting Dragon Road from Unleashed into Frontiers. And there was a loop. And Sonic, surprisingly, easily managed to run through it.
    So Sonic Team can do 3D loops. And if I'm not mistaken, in the Final Horizons update for Sonic Frontiers, in cyberspace, there's loops that work similarly to how you described them at 8:00

    • @AK46supr
      @AK46supr Рік тому +4

      For that frontiers part- yes they have

    • @vixtheexistent6390
      @vixtheexistent6390 Рік тому +6

      Yeah final horizon gets really experimental with quite a few things. Loops are kinda a pretty good example actually, as theres some where the camera rotates with sonic, some are a transition into running down a wall dodging stuff, theres even one where it’s not fully automated until your about halfway through the loop.

    • @diegomedina9637
      @diegomedina9637 11 місяців тому +4

      They could do it since SA1... And if you played SA1 you'll know why they choose to automate then ever since (Most specifically the DX release)

    • @atake176
      @atake176 11 місяців тому +4

      @@diegomedina9637 Sonic Adventure is very janky when it comes to loops, I tried to play few levels with all automation removed. They all become very annoying/impossible to complete, because the loops were designed with "spectacle" in mind. So this applies to both Dreamcast and DX versions

  • @OffAirProductions
    @OffAirProductions Рік тому +25

    The last time I can remember loops in 3D Sonic having any kind of mechanical depth was Unleashed. If you see a ring of rings within a loop that's just out of reach, you're meant to be going at a fast enough speed to perform a Nights Into Dreams "paraloop". I'm pretty sure less than 10% of everyone who played Unleashed even knows that's a thing.

  • @ClassicBentobox
    @ClassicBentobox Рік тому +19

    Something I feel you left out or maybe didn’t know is that in 2d Sonic you can time a jump in the middle of the loop, and if you hit the bottom angle right you’ll immediately hit full speed.
    Even for less casual players they represent an engaging obstacle and element.

    • @solgaladeus9273
      @solgaladeus9273 Рік тому +7

      YES! This is what made those loops so great! You can really gain real momentum with that loop trick and achieve speeds so fast the camera can’t catch up to sonic

  • @lesterwilliamsjr649
    @lesterwilliamsjr649 Рік тому +4

    It really feels forced how Sonic Prime makes it seem like the loop was such a sentimental symbol.

    • @TheSultan1470
      @TheSultan1470 Рік тому +2

      You could say that about a lot of things Sonic

  • @demetriusnp49
    @demetriusnp49 Рік тому +72

    There’s more than one style of Loop. Spiral, Corkscrew, Figure 8, Lancher, etc. 2D Sonic was full of those, bring them back into the 3D space and experiment the physics with them to make em just as good. Or heck, have Sonic create his own loop as a means of traversal through the environment.

    • @Takato
      @Takato Рік тому +4

      The issue with doing that, my friend, is that it would take time to test and tweak the physics engine for it to be both satisfactory and functional. And SEGA doesn't allow Sonic Team to have time.

  • @anga156u1
    @anga156u1 Рік тому +9

    Over the years, it seems that Sonic Team came up with what to do with the loops which I was hoping you would point out.
    Levels are being divided in sections, usually the 3D area and then 2D area, but also other areas more focused on gimmicks.
    With this, Sonic Team has used loops to connect these sections, it's spectacle but also a moment to breath, it subtly let you know that the next section is going to change the pace.
    Some major examples:
    -Sonic Forces' Sunset Heights has the loop (the one you showed), you reach it playing the 3D section of the level and after passing the loop, the camera adjusts to set the 2D section of the level.
    -Sonic Generations' Seaside Hill is the best use of this formula, the first loop of the level translate you from the 3D area to the 2D section, the 3-way loops also translate you from the regular 3D area to an area of your choice that its either a 3D area with thigh platforming or a car racing section, the rail loops at the top path prepare you to go from the 3D area to the running on the wall.
    This is usually how Sonic Team have handled the loops, they are pace divers, they give you a moment to breath and prepare yourself from the next challenge, I personally really like this from speed running because it those long or hard levels to speed run, those loops give me a moment to rest and prepare myself to what come next.

  • @mredbadger
    @mredbadger Рік тому +4

    Green Hill Act 1 has a moment that’s intentionally designed to teach you about rolling, with the narrow tunnel forcing you into a ball and and ending with you flying off the ramp into the sky and hitting enemies. The game efficiently demonstrates the benefit of rolling. That you get faster, can take shortcuts and can’t be hurt by enemies
    But Sega have reused that moment so many times as a scripted sequence that just ‘looks cool’ that people don’t even register what it’s supposed to be in S1. And cause the meaning is so diluted, ppl don’t even know that rolling is the core mechanic. Hence all the video essays where ppl say the game is bad cause they keep running into shit

  • @Joshi_ForReal
    @Joshi_ForReal Рік тому +10

    And to think that this issue could be solved by making the loops bababooey shaped 😞

  • @RogersPS5
    @RogersPS5 Рік тому +7

    Imagine having to construct all these loops irl,seems like a nightmare to do

  • @CaptainCat101
    @CaptainCat101 Рік тому +74

    When i first played the Sonic games as a kid, the loops were my favorite parts. They were so satisfying.
    Nowadays, they can be fun, but aren't as exciting anymore

    • @LoliconSamalik
      @LoliconSamalik Рік тому +3

      Hell, it's even become a basic speedrun strat to run through the loop instead of riding it in 3D sonic games. Want a slightly faster time? Don't go through the loop, skip the cycle any way you can.

    • @sikosonix901
      @sikosonix901 Рік тому +1

      Bruh you grew up. Going through loops over and over are obviously gonna get more boing as time passes.

  • @octakhan4673
    @octakhan4673 Рік тому +3

    Loops in the 2-D games were a challenge because they'd place ramps immediately after them. This makes it so you can take advantage of your momentum to jump off the ramp and fly in a new direction, often to find secrets/powerups. It's how you can get the powerups on top of the ramps in Green Hill Zone.

  • @cullbear55
    @cullbear55 Рік тому +6

    Loops in the classic games were amazing. Because if you jumped at just the right time going up or down them, you could immediately go even faster thanks to the physics engine and sloped corners.

  • @ReSetAMV
    @ReSetAMV Рік тому +8

    I think the DLC Cyberspace levels in Frontiers are a good middle ground between spectacle and practical loops. I may be misremembering, but I swear the loops in those levels were more momentum based than in any 3D Sonic game before or since. I don't recall there being dash panels before them, and I remember leaving them faster than I entered them.

    • @Terminal_Apotos
      @Terminal_Apotos Рік тому +2

      They didn’t have Dash Panels but they were still automated, basically what he recommended they do where you have to get about a Quarter way through the loops and then it takes control.

    • @ReSetAMV
      @ReSetAMV Рік тому +1

      @Terminal_Apotos Yeah, I think it was something like that. I certainly remember my momentum dropping some before I reached the apexes of those loops.

  • @ThatShikushi
    @ThatShikushi Рік тому +13

    Since it's hard to go through loops without automation in 3D, the loops could be turned into "skill checks" that affect where you end up in the levels.
    For example, have it so that if the player can't clear the loop (by having enough speed and maintaining control), it crumbles and leads the player down the "lower path" which is less skill intensive but slower than the "higher paths". This would fit in with prior Sonic level design and turn the loops into an obstacle to clear again.

    • @eMorphized
      @eMorphized Рік тому +2

      Or just stop you dead in your tracks like the 2D games

  • @SporianSummit
    @SporianSummit Рік тому +8

    nice to see LS mark explore new avenues of content, mad respect

    • @PlXOLL
      @PlXOLL 11 місяців тому +1

      this is NOT LS MARK
      this is SPLASHDASH
      duhhh 😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡

    • @SporianSummit
      @SporianSummit 11 місяців тому

      @@PlXOLL actually is dolan
      Much regards

    • @PlXOLL
      @PlXOLL 11 місяців тому

      @@SporianSummit no is actually elon musk

  • @Yuti640
    @Yuti640 Рік тому +18

    I remember watching a video that said that loops in the 3d games are a great way to have a break from the gameplay action while still having the content be visually engaging, and i tend to agree with that, i feel that the main problem arises with the fact that everything surrounding the loops *isnt* very engaging so the loops feel less like a breather and more like just another basic cut and paste piece of content
    (I made this comment before watching the video)

  • @ATomatoIsAFruit
    @ATomatoIsAFruit 10 місяців тому +1

    I just look at other games, namely racing games, which do include loops and loop physics with little automation. Your Trackmanias, Distance, Rush, Hot Wheels and so on. They have guard rails and barriers on the sides, preventing you from completely veering off-course, but you still need to have some amount of speed to get through them. The camera also usually stays focused on your vehicle, so the pure visual spectacle aspect is downplayed for the mechanical spectacle (ie. fast in, fast out).
    I sincerely refuse to believe it's that difficult to design a fully freeform and interactive loop in Sonic games, when there's clear evidence of games that are just as, if not *faster* in gameplay, doing it for far longer and with generally greater success.

  • @nothingrhymeswithorange5294
    @nothingrhymeswithorange5294 Рік тому +6

    There isn't really a way to get loops in 3D to be anything more than spectacle is there?
    It works in 2D (when there isn't a boost pad in front of it) to naturally build up speed. But when it's applied to 3D, with changing camera angles and such, it doesn't really work unless it's automated

  • @meta13gaming
    @meta13gaming Рік тому +3

    Bro the new cyberspace levels in the Final Horizon is the first instance of Sonic going through a loop in 3D for the first time ever

  • @HyenaFox
    @HyenaFox Рік тому +2

    Are loops really an obstacle? The classic games give you a spindash, which, except in I think literally one instance in all of Sonic 1, 2, and 3, is more than enough speed to make it through the loop. I think acting like loops are a big challenge that have to be dumbed down in 3D with automation is a bit insulting, no? Especially in the boost games where the level ASSUMES you have the gameplay talent to keep up your max speed at all times, rather than that being an optional extra. The classic games allow you to beat them without ever spin dashing once and taking the low, slow, Mario esque platforming paths all the way through. Generations and Unleashed both basically want you to demonstrate with your reaction time the ability to not let go of the boost button and maintain your speed the whole way through.

  • @lazymorris5293
    @lazymorris5293 Рік тому +1

    I’m glad you went over this topic, loops were my favorite part in the classic Sonic games but nowadays I don’t really feel anything while going through them.

  • @DanielKariuki-er5gi
    @DanielKariuki-er5gi 11 місяців тому

    0:21 I remember when i was in elementary school I LOVED loop-de-loops but even though I'm never going to be fast enough to run a loop the loop and not fall from the top I will still enjoy cartoons running or driving on loop-the-loops.

  • @Scott...
    @Scott... Рік тому +3

    Why are there so many 2D segments in modern games, yet most of them STILL have automated loops? I thought the Z axis was the whole problem?

    • @TheSultan1470
      @TheSultan1470 Рік тому +1

      Because a 2D loop is automated by default.

  • @spinodino6170
    @spinodino6170 Рік тому +3

    I was Binging your videos today so it’s nice there’s also a new upload too

  • @eMorphized
    @eMorphized Рік тому

    There's an old BlitzSonic level that solves this by putting an invisible wall in the middle of every loop, which prevents you from skipping past the loop but also somewhat steers you in the right direction at the beginning and end of the loop and stops you from falling to your doom without enough speed.

  • @plentyofpaper
    @plentyofpaper 11 місяців тому

    I've seen some additional use for the loops beyond the acceleration purpose of early games, and the cinematic use of later games.
    The boost era often uses them the transition point between 2D and 3D gameplay.
    They take control away from the player for a couple of seconds, but this means the player has time to adapt to the new playstyle instead of scrambling to change from moving forward to moving right. You can see this with a pseudo-loop at 8:17.
    A 270 degree loop can be used to nicely transition from horizontal to vertical. 3:47 is a pretty good example (although it then changed again to horizontal.)
    And kind of interestingly, when I was trying to get good times in Sonic Forces, I found myself bypassing the loops to save time by just jumping from the start of the loop to the end of it without gaining substantial height. So they're actually kind of an obstacle here.

  • @bowserbreaker2515
    @bowserbreaker2515 Рік тому +1

    I prefer the "Spectacle Loop." Part of Sonic's identity are cool set pieces.

  • @ironicallyuncreative
    @ironicallyuncreative Рік тому +2

    Final Horizon Cyberspace levels gave us manual loops

  • @TrustNx7
    @TrustNx7 11 місяців тому +2

    I'm not sure how often this comes up but, bro you sound just like LSMark lol

  • @guacamolen
    @guacamolen 11 місяців тому +1

    Frontiers solution was to make it so you had to press a trigger to stay on the sloping floor. I think it’s a nice middle ground, though it can lead to some Sonic '06 jank.

  • @malachiallen1517
    @malachiallen1517 Рік тому +1

    Be honest, we all jumped once we reached the left and bottom left corner of the loop to pick up some speed. I ALWAYS do that in any 2D Sonic game, 3D Sonic is just holding right or holding Y to go fast. Though I do enjoy the Boost formula because of the magical feeling of the effects that make you truly feel like you are Sonic, I find it more fun to jump to the left and/or bottom left corner of a loop after doing a Spin Dash just to run fast independently with skill and no Dash Pannels or what not (the same can't be said for Sonic Forces because the programmers ripped out Classic Sonic's speed and called it a day and that the only way to go fast, from experience and based on what I did, is to Spin Dash).

  • @andrewdowell6474
    @andrewdowell6474 Рік тому +1

    I can't wait till Christopher Nolan makes a Sonic loop movie.

  • @bubbles46853-ep9if
    @bubbles46853-ep9if Рік тому

    I always have a soft spot for the spectacle loop at the very beginning of Palmtree Panic. That was the first Sonic setpiece I ever played.

  • @pass_
    @pass_ Рік тому +8

    all these years playing sonic and i never reallu thought about the loops in years lmao

  • @legdig
    @legdig Рік тому +1

    Spark the electric jester is all practical loops and I adore it for that.

  • @kaobunn
    @kaobunn Рік тому +3

    im curious on what your thoughts were on the final horizon cyberspace loops
    i think they almost stroke a balance between spectacle and practicality in those
    because yes there are dash panels but youre also encouraged to make your way through the loop on your own

  • @koolcu1l
    @koolcu1l Рік тому +2

    Loops in sonic speed simulator are lowkey the best 3d loops

  • @MyStellarSpace
    @MyStellarSpace Рік тому +1

    Unless the loop rewards you with some speed or at least rings, I just try to skip them by jumping through the gap to the other end in the 3D games, really cuts down those seconds so I can carry on forward

  • @AccelerateHedge
    @AccelerateHedge Рік тому +1

    0:24 Levitated Ruin, Skeleton Dome, Night Palace, and Dragon's Lair: *Are we a joke to you?*

    • @mauriceisaac3646
      @mauriceisaac3646 Рік тому

      Night Palace also had corkscrews in some of its missions.

    • @AccelerateHedge
      @AccelerateHedge Рік тому

      @@mauriceisaac3646 That too.
      EDIT: And Skeleton Dome had that loop shortcut.

  • @taekwonjoe1996
    @taekwonjoe1996 8 місяців тому

    I'd like it if a stage had multiloops where the camera is placed behind Sonic and gave you the sidestep mechanic to avoid obstacles and enemies. To avoid motion sickness, it would obviously need to be designed like the inside of a hex nut. Then, at the very least, there would be a reason for their existence.

  • @Endaiyada
    @Endaiyada Рік тому +3

    The new cyberspace stages in frontiers update 3 have loops where you control how you move so i think those can work

  • @banobobot
    @banobobot Рік тому

    Sonic Speed Simulator got it right. In fact, the idea you propose in 7:58 is fairly similar to that: after running past a certain part of the loop, the game would lock the player into the center of the path as long as you keep running, allowing the player to make going through a loop both swift and easy.

  • @TylerMcNamer
    @TylerMcNamer Рік тому

    The loops gave identity.
    Part of that identity is making Sonic go faster when he's curled up into a ball.

  • @crabcakeenthusiast692
    @crabcakeenthusiast692 Рік тому

    In 3d boost games, I'd say when you reach the front of a loop, it enters a quick time event, and if you do it correctly, you go through the loop and gain speed, if you fail, you go through it but don't gain speed.

  • @JEZ346
    @JEZ346 Рік тому +2

    Maybe when you enter a loop you could sidestep within it and hit dash panels along the loop to build up speed for a big jump at the end and it allows you to reach different areas depending on how much speed you built up.

  • @zekromfan1
    @zekromfan1 2 місяці тому

    I guess you could say Sonic Team is stuck in a loop trying to figure out loops.

  • @renderpeach
    @renderpeach Рік тому +1

    Have you played the Sonic P-06 demo stage thingy…? There’s a huge loop in that stage that you have to run through manually…..

  • @12DAMDO
    @12DAMDO Рік тому

    sonic did a loopty loop neuron activated

  • @beefstew5168
    @beefstew5168 Рік тому

    My favorite loops are like the one at the end of Wave Ocean's mach speed section, a corkscrew where you dont feel halted, Sonic's still zooming forward just upside down now, and that is way past cool

  • @Scruptt
    @Scruptt Рік тому +1

    Only Sonic fans could make a video about a stage gimmick

  • @Xxx-pk3vi
    @Xxx-pk3vi Рік тому +1

    One thing I think you could have touched upon was the speedrunning tricks you can do with the loops. SA2 especially had a lot of these where if you used half the loop and jumped, you could get massive shortcut. Outside of the Sonic Adventure games and Heroes, I think it's something that can be more incorporated again.
    Other than that, really good video on an often overlooked topic!

  • @angrycheeto6464
    @angrycheeto6464 Рік тому +1

    Rank the loops based on difficulty. Have lower difficulty automate. Middle difficulty automate the harder ones, and hard difficultt letting you fend for yourself.

  • @TrainRstudios
    @TrainRstudios Рік тому +2

    What is funny is the touch controls in dream team is so good

  • @justsomerandomguy7539
    @justsomerandomguy7539 Рік тому +1

    Next video he’s gonna complain about sonics shoes

  • @samuelpierce2.088
    @samuelpierce2.088 11 місяців тому

    For Boost-style Sonic games in particular, I think the best approach to handling loops is to convert them into bite-sized Sonic Dash-style obstacle course; Ones where you’re lightly magnetized to the loop’s surface, but have to continually avoid hitting obstacles spread across multiple “lanes” to ensure you don’t lose speed and fall off the loop.
    The reason I think this approach would work best for Boost-style Sonic games is because it would strike a good balance between being a fun bit of spectacle for the player to indulge in, and being a legitimate challenge that can have its difficulty gradually ramped up as the player progresses through the stages.
    For example, starting out in…say…Green Hill, these loops would be relatively small and possess only a handful of enemies and obstacles to help the player get their bearings. But by the time the player gets to Dr. Eggman’s newest operating base, these loops could not only be massive in size, and contain tons of obstacles and enemies to dodge, but could also lead the player onto wildly varying paths through the levels, with some transitioning into other types of obstacle courses like pipes, corkscrews, etc.
    And best of all…these loops could be made of modular bits of geometry, which would let the devs run wild experimenting with other kinds of spectacle, such as having rivers of lava cascade through holes , chunks of geometry break apart and fall away from the main loop structure, etc.

  • @Kuhazan
    @Kuhazan Рік тому +1

    the Adventure 1 and 2 loops were the best for 3D. For a first play through they are spectacle but when you learn the games they are obstacles to be avoided which you can do.

  • @callanfox9870
    @callanfox9870 Рік тому

    “What’s the deal with video essay thumbnails having a big word on the thumbnail, but most of the letters are covered up?”

  • @Looneytunesfan08
    @Looneytunesfan08 Рік тому +1

    Sonic fans trying to not nit pick everything ever (impossible):

  • @DeadwingDork
    @DeadwingDork Рік тому +1

    One of my favorite Sonic games is the fan game Robo Blast 2, which has no loops whatsoever because the Doom engine is super old and can't do it properly (there are mods for it, but they're janky). And the levels still feel more like classic 2D Sonic than a large number of actual official 3D Sonic games, because the Sonic Feeling is achieved through other means.

  • @Pinkanator
    @Pinkanator Рік тому +1

    For the record? No. No Chaotix does not feature a single loop in its level design. The very buggy code for it does exist, but it goes completely unused.

  • @biggy-pi
    @biggy-pi Рік тому

    surprised this wasnt mentioned, but you can jump around the top left area of a loop to gain a ton of speed, it is pretty difficult to pull off though, you might just end up losing speed instead
    but when you do manage to do it, it feels better than drinking water after being really thirsty

  • @RMarr-uy9hf
    @RMarr-uy9hf 11 місяців тому

    I spent a lot of time thinking about that problem in 3d sonics, I have a few ideas to solve it. All I have are some drawing on a notebook for now but hopefully I'd find time to make a playable proof of concept at some point :)

  • @pointwoods
    @pointwoods Рік тому +7

    Personally, I'm a big fan of sonic utopia's loops. They're fairly challenging to complete, but reward the player with a huge burst of speed, along with the satisfaction and spectacle of having completed the loop. The key to this style of loop is that they are all optional, it's only something the player will do if they really want to. That said, I do think they could be just a little bit wider to compensate for the 3D controls.

  • @andrestapia1493
    @andrestapia1493 Рік тому +1

    Mark hasn't been on a roller coaster before lol

    • @mredbadger
      @mredbadger Рік тому

      Loops in modern Sonics are more like watching someone else on a rollercoaster

  • @kbxthegamemaster06
    @kbxthegamemaster06 11 місяців тому +1

    "is this FUN?"
    *yes* 🗿

  • @garrtoons4303
    @garrtoons4303 Рік тому +1

    The loops are pretty much just there because.... they are. 😅

  • @Laekith
    @Laekith Рік тому +2

    The only video about this that I completely agree with.
    But you probably haven't played Final Horizon's Cyber Space levels where they do manual loops and they work perfectly.

  • @playbossthebest936
    @playbossthebest936 Рік тому +1

    I called it! Loops retrospective! Cool

  • @DanielKariuki-er5gi
    @DanielKariuki-er5gi 11 місяців тому

    I can't believe the Sonic movies haven't had loops yet and even though they had really well in the first movie for a few seconds with baby Sonic and Longclaw I wish we had more of that and also more Sonic levels.

  • @dominicjannazo7144
    @dominicjannazo7144 10 місяців тому

    Mom, can I have open space in the middle of this level?
    To add gameplay?
    Yes
    [Actually adds LOOPS like a boss]

  • @wesshiflet2214
    @wesshiflet2214 Рік тому

    according to Sonic Retro, there are *no* loops in _Knuckles’ Chaotix_

  • @DisKorruptd
    @DisKorruptd 11 місяців тому

    Just starting the video, I'm noticing how the later games go to the spectacle camera angle, spinning the screen around... the earlier ones can instead use the loops as a brief pause in order to highlight this specific screen and go "okay, now you can look at what's going on here."
    If Sonic ever got a Mario Maker equivalent, I could see the loops being used as "look at this" points like they use in Troll levels for "here's the thing you want or don't want"

  • @nightlydata2181
    @nightlydata2181 Рік тому +1

    Maybe a neat idea could be that loops could become a risk reward thing that make u go through parts of a level faster but wit the risk of careening off like in 06. The catch bein that it's part of a faster pathway u chose over the normal 1 which wouldn't either kill u or send u to a much slower path as punishment for failin

  • @azimuddin1890
    @azimuddin1890 Рік тому

    (2:53)
    Apparently I’m not the only one that somehow have this problem with this part of Green Forest Zone.

  • @KaleBennett
    @KaleBennett Рік тому +2

    I feel like ever since Sonic 2 with the spin dash, Sonic games haven't been about earning speed so much as maintaining and utilizing it, so loops have rarely ever been more than spectacle to me. I think in order to make loops a fulfilling gameplay mechanic again like in Sonic 1, there should be some kind of interactable gimmick applied to them, like in Heroes where you can pick which of the three loops to go down. Maybe you could break the loop by going too fast through it so you're launched to a different area, or you could run up a big loop but stop running at the tallest point to fall down into a different path exposed by the sweeping camera. Without something to accomplish beyond just getting past the loop, I think it will always feel like just a setpiece, regardless of if it's automated.

    • @snakey888
      @snakey888 Рік тому

      Thing is, even in a game like Sonic 2 where you have access to the spindash, you can still interact with loops to possibly gain more speed, at the risk of losing speed.
      Also, the way the spindash originally functioned, you still needed to earn speed as even a fully revved up spnidash would not put you at full speed.

    • @osc-omb47896
      @osc-omb47896 Рік тому

      So Sonic 1 is the only game pandering to casual speedrunning 💀

    • @snakey888
      @snakey888 Рік тому

      @@osc-omb47896
      What?

  • @mechajay3358
    @mechajay3358 Рік тому

    There needs to be a balance with the Looptiy Loops with the 3D Sonic Games.

  • @afroarts6047
    @afroarts6047 Рік тому +1

    Maybe what sonic team could do is put invisible walls on the sides so you can’t fall off of the sides but you still need enough speed to go through the loop just like the 2d games otherwise you’ll fall back down. It’s a bit of both of the previous 3d and 2d s as styles

  • @jaxjams7921
    @jaxjams7921 Рік тому

    sometimes i feel like sonic trapped in a loop

  • @thegoldenblob69
    @thegoldenblob69 11 місяців тому

    You're like Chills, but if he was a pure-blooded Canadian.

  • @thebombingsoda
    @thebombingsoda Рік тому

    I feel like the perfect balance would be have invisible bowling line bumper like things around the loops but still have full control. You can still control sonic, but not fly off the loop at the same time.

  • @kaxcommentssomethingREAL
    @kaxcommentssomethingREAL Рік тому +2

    i think it's strange to say... but i have never felt such a negative feeling about them, but they become less fun when you don't get proper momentum to have a reason to go through them, why go through them? you're going fast, and you get rewarded with MORE speed as you come down, take Generations for example, the loops in that game are fun... but you don't really think much about it, classic Sonic is there, but since you don't have the accurate physics of the older games, the momentum you get doesn't feel as rewarding (oh yeah you also got the absolute busted spindash).
    and for modern Sonic, it's kinda the same thing, but they're only there for spectacle, you get a dopamine rush for going through them, but it's nothing more than that.
    tldr; loops in Sonic games aren't as fun as they used to be, depending on what you feel, they're mostly fine, or they have nothing to offer.
    apologies if something here doesn't seem so coherent

  • @CrimsonMoonM
    @CrimsonMoonM 8 місяців тому

    Honestly, I remember being absolutely mesmerized after seeing Sonic go through a loop for the first time as a kid. It didn't matter to me that spindashing in front of a loop essentially made them play themselves in the post-Sonic 1 2D games since it just looked so cool. Stopping to spindash is at least less optimal than just letting your forward momentum carry you through, so there is at least some incentive to treat 'em like Sonic 1's loops, but the automated loops of the 3D era or the trend of putting speed boosters right before one in the later 2D entries kind of stinks.
    I understand that you need some degree of automation to keep the player from rocketing to their doom in 3D space, especially since adding rails won't always stop a player from falling off the stage if they lose speed halfway up the loop, but it still feels kind of gross.

  • @keygelleop3072
    @keygelleop3072 Рік тому

    You can tell mark is running of ideas but I love how unique they are

  • @ataladin87
    @ataladin87 Рік тому

    Pretty sure Sceret rings had loops especially in Levitated ruins.
    Its just.....upside down.

  • @GUNS_jk
    @GUNS_jk Рік тому

    There are loops in Dino Jungle and Molten Mine. Thus making Secret Rings and Black Knight legitimate Sonic games.

  • @phorchybug3286
    @phorchybug3286 9 місяців тому

    I got a cool idea for a loop:
    Remove the roof to make a unique momentum jumping challenge.

  • @supercinos229
    @supercinos229 Рік тому

    This is an interesting concept because you’re operating under the idea that loops are meant to be momentum based and give you advantage when you use them. As time goes on the loops became only spectacle. Something cool to look at while you’re running through. I grew up with sonic after sonic heroes forward were the loops were always spectacle so I never considered this to be a problem. The thing is Sega never gives us a momentum base sonic game, so I don’t see this improving until then, but I’m fine with them just being spectacle because big loops are cool.

  • @Roosader
    @Roosader Рік тому

    I'm really working to try to make loops in my 3D game (Not directly Sonic-like, more Sonic adjacent I guess lol) by having loops always be approached from a side on perspective and have the only factor of the player's movement that'll be affected by any sort of spline or anything of the sort is just the forward and back movement on the Z-Axis so that just holding right or moving right through a loop will feel very similar to a classic Sonic game, but holding forward or backwards will allow you to go against this slight automation or as I call it, coaxing.
    Loops/Sonic-like movement aren't the main focus of my game, I just wanted to share my thoughts on Sonic loops and how I'd change them I guess lol.

  • @_bc_why_not
    @_bc_why_not 7 місяців тому

    They should implement a gimmick into the loops, where the camera locks onto a good view of the entire loop, there aren’t any dash panels, and we are forced to mash a button to give Sonic enough energy to pass the loop. Idk

  • @cyldavor991
    @cyldavor991 10 місяців тому

    here's a fun idea, sonic gets trapped in a mobius strip and builds up infinite speed, then breaks out of the loop and it leads to an area called infinite speed zone.

  • @markandrew287
    @markandrew287 Рік тому

    If Spark The Electric Jester can have us run through loops freely, then I don't see why Sonic can't.