I think the most interesting aspect about the NiGHTS stages has more to do with its forced 2.5D axis than it does the rest of the core game mechanics. There's no reason why we should necessarily be copying off of the official Sonic games, especially considering that SRB2 already has a full 3D perspective.
Agreed 100%, I'll be happy if I never have to go through those again.if you replace them dear god don't replace them with halfpipe i'll do anything to not have another halfpipe
Forreal. Such an overrated special stage!
On that note, what if we made the special stages platforming challenges like I suggested in my previous post, except they are fully 2D sections? Especially if the physics are being adjusted to feel more like the classic games, it could make for a nice homage to how those games played while also giving the 2.5D more of a reason to exist outside NiGHTS mode.
I'm not sure how I feel about putting bonus stages where you can get shields into SRB2. If the stages are to be entered at star posts or something, it feels like it would make record attacking levels significantly different from playing them normally, since record attack doesn't have star posts. Also, those stages would fit better in SRB2 if whirlwind wasn't by far the best shield (don't @ me).I'd rather not replace NiGHTS stages outright. Too much work went into them to just be discarded. Plus, they are fun once you get the hang of them. But if there were to be Sonic 3 & Knuckles style Bonus Stages added, those could maybe make use of 2.5D platforming. But I'm not sure if that idea is worth the effort, since many would probably just ignore them anyway. Maybe if there are some unique powerups you can only get from them, like new shields or something? Might also make that one emblem you need the Armageddon Shield for in Azure Temple Zone a little bit easier if you can get it from a Bonus Stage too.
Can you elaborate on this? I just played NiD -> JoD -> SRB2 NiGHTS back to back to back this past weekend. I think SRB2 NiGHTS is much more fun than JoD, but I'm still not sure I'd pick SRB2 NiGHTS over the original NiD.
Specifically, what kind of control scheme do you use for SRB2 NiGHTS? A lot of the special stages require "hold right at a perfect 90 degrees" which I can't quite manage on a control stick. (This is why I play on a D-pad, mostly.)
I've considered making custom NiGHTS stages (but who knows if I ever actually get back in the habit of mapping), but I lost interest after spending more time with SRB2 NiGHTS mode. If you can change my mind, maybe I'd be interested again in making custom NiGHTS stages.
(I actually did make a couple WIP NiGHTS stages back in the day, so I have a taste of what it takes to map for NiGHTS technically, but those never really saw the light of day.)
I'm gonna be honest, apart from SS7... I actually really like the NiGHTs stages, but I feel like they don't fit as special stages in my opinion due to feeling out of place compared to everything else. I think this may be the same case as the Puyo Puyo boss CPZ2 has in Mania??? I feel like if this has to be replaced with a different idea completely, that the NiGHTs stages should be moved to be a unlockable of sorts at least. Mainly because there's so much work that's been put here that shouldn't go to waste. Also bonus stages for SRB2 sound nice.
Aren't Special Stages always out of place in Sonic games? You never do half pipes in Sonic 2 apart from them. Or do Blue Spheres in Sonic 3. Or chase UFOs in Mania. They've always been these challenges with completely different mechanics from the rest of the game. SRB2's Special Stages are at least based on another SEGA title.
This is largely true, but compared to most other Special Stages, SRB2's are rather out of place as well. Special Stages are usually just minigames that are rather simple and straightforward. NiGHTS however is fleshed out to the point that it could be (and is) it's own entire game, and has an entire skill ladder to climb.
I generally agree with the notion that NiGHTS mode shouldn't be outright removed, it is a fun side distraction. However, something more straightforward would probably work better, and indeed something that plays more closely to the primary gameplay would be innovative in that the player wouldn't be thrusted into an entirely new gameplay style that they have to master just to unlock the Chaos Emeralds, something that the majority of other games don't do (The only potential exception I can think of is Rush Adventure).