What are SRB2's Inspirations?

Status
Not open for further replies.

MrBreada

Also known as David G.
I know the basic stuff, like how it was a Doom engine, and why it's Sonic, but I'm talking about the art style of the levels and the music. Even though this is a Sonic fan game, it has this feel that makes you know it's not just Sonic.

It's in a way I can't really describe, because, being 13, I'm not really wordy. Anyways, I just wanted to ask what were the inspirations behind the stuff we see in the game, like the levels and the music?
 
Sonic the hedgehog 1 2 3, implement it into 3D
And Doom itself...
 
Last edited:
I'm not a developer, but I've been around in the community long enough to know a few of the inspirations the developers had.

Outside of the classic Sonic games, which are obviously what the game is based on in the first place, there are a few inspirations from the Sonic OVA present, such as Metal Robotnik being a boss and Metal Sonic using the pink after-image dodge he uses in the OVA as well.

A lot of the theming for Arid Canyon Zone came from SSNTails being a fan of the Road Runner cartoons.

The game NiGHTs into Dreams was the inspiration for the special stages in SRB2 2.1, which were planned from the beginning.

But for the most part, because SRB2 has been worked on by so many different people, several who have left after so many years and several who have joined the dev team part way through, there are so many inspirations brought to the game by different people and I couldn't possibly list them all because I simply don't know.
 
You can't forget Earthworm Jim! that pled a part when SSN was on the project as evidenced by one of the trailers and the Disco room and the music used in both.
(Snot a problem and Disco zombie)
 
I'm pretty sure the animations Sonic uses in-game are mostly inspired from scrapped Sonic Xtreme sprites, especially since they were being used as placeholders for actual sprites when SRB2 was beginning to develop.
 
This isn't exactly the answer you're looking for, I know, but the strongest yet most subtle inspiration for SRB2 is SRB2 itself. It's recursive. The game has been in development for 16 years, and no one on the current development team has been around since the very beginning. It creates an amusing situation where a lot of the new stuff in the game is subconsciously inspired by old stuff in the game (as well as maps created by the community and such).
 
Minus for example had it's sprite based on my fan sprite that I gave to SSN Tails upon request. witch in turn was based on the Old TGF sprite that was used in the Christmas demos.

(I still have the important PMs saved)
 
Last edited:
Don't forget the original Srb2 TGF for the Zone ideas. And even Srb2 TGF got it's inspiration from Srb1.
 
SRB2 feels really un-Sonic because of it's level design and controls. It's reminiscent of Sonic, but the game has no slopes like the classic Sonic games, and the level design is...well, not really speed oriented in my opinion. At least, not in the same way as the classic Sonic games.
 
SRB2 feels really un-Sonic because of it's level design and controls. It's reminiscent of Sonic, but the game has no slopes like the classic Sonic games, and the level design is...well, not really speed oriented in my opinion. At least, not in the same way as the classic Sonic games.

SRB2's levels aren't designed around slope physics, obviously, but more of them feel just as fast as (or even faster than) your average classic Sonic stage. It's perfectly possible to play through zones such as Greenflower, Techno Hill, Arid Canyon, Red Volcano, and even Castle Eggman to an extent while maintaining your character's maximum ground speed at least half of the time, and that's a lot more than can be said for Marble, Labyrinth, Scrap Brain, Casino Night, Mystic Cave, Oil Ocean, Metropolis, and most of the levels from S3&K.
 
Status
Not open for further replies.

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Back
Top