I recently redownloaded Super Meat Boy on Steam, and it's a good game. I love it. But there's something missing from it. It's something that basically no platformer besides Sonic gives you: a feeling of freedom and a physics engine that lets you fly around and do awesome stuff.
You know, the more I play the Genesis triology of Sonic games, the more I realize how they are different from every single platformer ever made. All other platformers are "reactive": they throw you into a level, with a strict set path with few deviations, and expect you to figure out that path and follow that as cleanly as possible, reacting to any obstacles.
Sonic 1, 2, and 3&K, however, are the exact opposite: they are "proactive", meaning that they throw you into huge massive levels with tons of ways to get to the end. The levels are more like massive playgrounds that let you do whatever the hell you want, and honestly, I feel, personally, that this style is objectively superior to the "follow our path or die" method other platformers use.
But literally every other platformer is reactive. Besides Sonic, I cannot name a single platformer game or series ever made that was proactive, except for Freedom Planet I guess, but that was a fucking Sonic fangame at first. Even in the currently-going boom of indie platformers, ALL of them are reactive, with Super Meat Boy pretty much being the epitome of that style.
On a more minor note, the Genesis triology is also like the only series which actually has a physics engine and uses slopes and curves frequently. Other platformers whenever they use slopes just hack a way through them and never incorporate them into the level design; for instance Super Meat Boy's engine completely goes nuts on anything but small slopes and cannot handle curves at all (the creators' response to this for the level editor was "well don't use them then").
This seriously mystifies me. Why has NO ONE ELSE tried to make a proactive platformer? You'd think with Sonic being one of the most famous platformer series ever, on equal relevance as Mario (which is reactive), people would try to follow in its footsteps. But no, everyone follows in Mario's footsteps. If I want a proactive platformer, I gotta play the Genesis triology or fangames like our lovely Sonic Robo Blast 2 here.
I'm learning coding right now (just a complete beginner though). I think after I get out of college (I'm a high school senior now) I'm gonna try coding my own engine for a proactive 2D platformer that tries to follow in Sonic's footsteps, because goddammit the lack of them is bugging me. I have a few ideas for how it would work and sketched out some level design concepts and maps, but that's neither here not there
You know, the more I play the Genesis triology of Sonic games, the more I realize how they are different from every single platformer ever made. All other platformers are "reactive": they throw you into a level, with a strict set path with few deviations, and expect you to figure out that path and follow that as cleanly as possible, reacting to any obstacles.
Sonic 1, 2, and 3&K, however, are the exact opposite: they are "proactive", meaning that they throw you into huge massive levels with tons of ways to get to the end. The levels are more like massive playgrounds that let you do whatever the hell you want, and honestly, I feel, personally, that this style is objectively superior to the "follow our path or die" method other platformers use.
But literally every other platformer is reactive. Besides Sonic, I cannot name a single platformer game or series ever made that was proactive, except for Freedom Planet I guess, but that was a fucking Sonic fangame at first. Even in the currently-going boom of indie platformers, ALL of them are reactive, with Super Meat Boy pretty much being the epitome of that style.
On a more minor note, the Genesis triology is also like the only series which actually has a physics engine and uses slopes and curves frequently. Other platformers whenever they use slopes just hack a way through them and never incorporate them into the level design; for instance Super Meat Boy's engine completely goes nuts on anything but small slopes and cannot handle curves at all (the creators' response to this for the level editor was "well don't use them then").
This seriously mystifies me. Why has NO ONE ELSE tried to make a proactive platformer? You'd think with Sonic being one of the most famous platformer series ever, on equal relevance as Mario (which is reactive), people would try to follow in its footsteps. But no, everyone follows in Mario's footsteps. If I want a proactive platformer, I gotta play the Genesis triology or fangames like our lovely Sonic Robo Blast 2 here.
I'm learning coding right now (just a complete beginner though). I think after I get out of college (I'm a high school senior now) I'm gonna try coding my own engine for a proactive 2D platformer that tries to follow in Sonic's footsteps, because goddammit the lack of them is bugging me. I have a few ideas for how it would work and sketched out some level design concepts and maps, but that's neither here not there