its been a long time but, IIRC, that's where my favorite skip is, It's the rail on the right side that goes into that part of the station. If this is where I'm remembering (there's multiple points where a rail does that), you can jump off the rail as soon as you're inside, and just drop down, and catch a rail way down near the bottom, skipping a good chunk of the level. It's my favorite because it's the first skip I found on accident on my own.
@@BaldorfBaldorf dude I found that skip before I knew what a skip was and before I knew what speedrunning was. it felt like playing sonic 2 with knuckles and just climbing a pillar and gliding over the whole stage, chemical plant, aquatic ruin, didn't matter.
The pyramid in one of the 2-player mode stages can be ran on if you jump off the rails onto it. If you run up its slope, you will proceed to _run straight up in the air_ for a while after reaching the peak. My brother and I would goof around doing that on the GCN version of the game, no idea if it's on PC.
I used to do the same! There's even more as well: If you run towards the right side of the pyramid after going past the peak, you'll eventually fall onto some invisible floors (ceilings?) way above the grinding entrances. There's so much random collision in what should just be a grinding level, it's amazing.
I'm actually of the opinion that what this game TRIED to do with Sonic's movement is the gold standard Sonic Team should shoot for instead of Generations which was my previous fave
I love boost era because it's moreso about reacting and spectacle, especially with the earlier ones where there was always some kind of set pieces. It's gotten worse over time. Adventure era gameplay is my favorite Sonic gameplay because I feel more in control of Sonic and the cast than the rest of the series (also bonus points for letting me play as the rest of the cast even though they're less fun than Sonic overall). Also because there's actual level design in the levels from beginning to end (no offense, boost era)
Agreed, wholeheartedly. For all their warts, I think SA1 and SA2 are the closest to really getting the *feel* of classic Sonic in 3D done right. I'd really like it if Sonic Team gave the Adventure formula another shot, or took some heavy cues from it for Frontiers.
Sonic Adventuers 2 does love to react oddly when you try to do something it doesn't expect you to do, like try to go backwards, try to go up a hill, or try doing both at once. Sometimes it flings you into the abyss.
I've always thought a Sonic game (particularly Dreamcast era) should just use skating-game mechanics, with a dedicated trick system appended to the normal high-speed platformer.
I've thought of this but the problem I've had is, when you prioritize both tricks and speed at once, you end up with the problem where you can't balance the fact that you can just farm tricks in certain parts of the stage. All of the things that give you points in SA2 are one time use (rails, one ups, rings, enemies, etc.) so that you get the points and move on - a skating game style trick system would run into the problem where now you can spend a bunch of time tricking on a rail or a ramp instead of making your way towards the goal. Any trick style system would have to work like SA2's current points mechanics, where every "trick" is something you can only do once and move on.
I feel like Colours had a pretty decent counter for this - insofar as once the timer passes a certain threshold, you don't get any more points no matter what you do. No time bonus, no trick bonus, no Wisp bonus, nothing. I can see a system like that working in some more open-ended levels with multiple paths. (also I just want to say that the skating comparison is really on point because appropriately enough skate 3 does a damn good job of capturing the kind of impact momentum in a 3D sonic game should have IMO)
Really insane how much influence michael jackson had over the sonic franchise
Frfr
You've convinced me, big fan of this ramp now
they just don't make em like they used to
Suh dude
@@user-vi4xy1jw7e dude suh
I feel compelled to ambulate at a medium speed.
You know I just realized. Playing through this game at a young age, NONE of this weird shit stood out to me. I just accepted it.
its been a long time but, IIRC, that's where my favorite skip is, It's the rail on the right side that goes into that part of the station. If this is where I'm remembering (there's multiple points where a rail does that), you can jump off the rail as soon as you're inside, and just drop down, and catch a rail way down near the bottom, skipping a good chunk of the level. It's my favorite because it's the first skip I found on accident on my own.
That skip is what got me into speedrunning
@@BaldorfBaldorf dude I found that skip before I knew what a skip was and before I knew what speedrunning was. it felt like playing sonic 2 with knuckles and just climbing a pillar and gliding over the whole stage, chemical plant, aquatic ruin, didn't matter.
Still better than Sonic 06's anti-gravity loops.
The more I watched the more unhinged sonic became
He's building up speed for 24 hours
Gotta go fast, slooowlee
Why are you so good at breaking games
Needs cartoon shoe tapping noises.
Lol, wow. Had no idea that ramp was so jank if you mess around on it. Honestly, I can’t even tell you when I last even touched that ramp.
dunno what I expected honestly
That Sonic quality
Videogames
The pyramid in one of the 2-player mode stages can be ran on if you jump off the rails onto it. If you run up its slope, you will proceed to _run straight up in the air_ for a while after reaching the peak. My brother and I would goof around doing that on the GCN version of the game, no idea if it's on PC.
I used to do the same! There's even more as well: If you run towards the right side of the pyramid after going past the peak, you'll eventually fall onto some invisible floors (ceilings?) way above the grinding entrances. There's so much random collision in what should just be a grinding level, it's amazing.
Omg same, used to do this with my friend all the time. There are loads of places you can jump off inside the pyramid as well
he skedaddling
I said this is my favorite game ever, not the most polished game ever
as a kid I played 10 seconds of it and said "what is this bullshit this is terrible" now I have 14 hours in it and I see why people love it so much
I'm actually of the opinion that what this game TRIED to do with Sonic's movement is the gold standard Sonic Team should shoot for instead of Generations which was my previous fave
I love boost era because it's moreso about reacting and spectacle, especially with the earlier ones where there was always some kind of set pieces. It's gotten worse over time.
Adventure era gameplay is my favorite Sonic gameplay because I feel more in control of Sonic and the cast than the rest of the series (also bonus points for letting me play as the rest of the cast even though they're less fun than Sonic overall). Also because there's actual level design in the levels from beginning to end (no offense, boost era)
Agreed, wholeheartedly. For all their warts, I think SA1 and SA2 are the closest to really getting the *feel* of classic Sonic in 3D done right. I'd really like it if Sonic Team gave the Adventure formula another shot, or took some heavy cues from it for Frontiers.
Gotta go at a reasonable pace.
Professional Final Rush enthusiast HELIXSNAKE celebrates the birthday of beloved video game icon the way both parties are known for.
♪ Maaaaagic... mooooooments...
When two hearts are caaaariiing... ♫
Sonic Adventuers 2 does love to react oddly when you try to do something it doesn't expect you to do, like try to go backwards, try to go up a hill, or try doing both at once. Sometimes it flings you into the abyss.
vibration speen
I love how at the end he just yeets Sonic into the seafloor of the universe.
Just building up de-facto speed for 12 hours.
This is my favorite place to shit my pants
Ngl this is one of my favorite games, even if it's a bit buggy
speed responsibly, kids.
the bugs in this game are amazing.
god I wish that were me
I don’t get it
SPEEN
I've always thought a Sonic game (particularly Dreamcast era) should just use skating-game mechanics, with a dedicated trick system appended to the normal high-speed platformer.
I've thought of this but the problem I've had is, when you prioritize both tricks and speed at once, you end up with the problem where you can't balance the fact that you can just farm tricks in certain parts of the stage. All of the things that give you points in SA2 are one time use (rails, one ups, rings, enemies, etc.) so that you get the points and move on - a skating game style trick system would run into the problem where now you can spend a bunch of time tricking on a rail or a ramp instead of making your way towards the goal.
Any trick style system would have to work like SA2's current points mechanics, where every "trick" is something you can only do once and move on.
I feel like Colours had a pretty decent counter for this - insofar as once the timer passes a certain threshold, you don't get any more points no matter what you do. No time bonus, no trick bonus, no Wisp bonus, nothing. I can see a system like that working in some more open-ended levels with multiple paths.
(also I just want to say that the skating comparison is really on point because appropriately enough skate 3 does a damn good job of capturing the kind of impact momentum in a 3D sonic game should have IMO)
The pinnacle of game design, SA 2 is perfect.
someone should slow it down and put it to a michael jackson song
First