Moose the Fat Cat
Member
This was a tangent discussion from the S.A.D. locked thread that I find to be interesting and curious to your thoughts. There's two prompts at the bottom - a question about how the game functions in 2.2, and a hypothetical.
Classic Sonic is famously "1 button gameplay." Unlike in Mario, there is no run button. Your run speed is determined by your momentum. Rolling is caused by directional input; ie. down.
1 button = jump.
It was then added down+button was a charged roll jump. Then it was added that Jump+Jump was a jump ability, different for Sonic, Tails and Knuckles.
3D Sonic is 2 button gameplay. This is true of both SRB2 and the Adventure games.
1 button = jump
2 button = spin/roll
Obviously with 3D movement, down input can no longer point to the ground, it points backwards. Sonic needs to roll/spin dash, so the second button becomes necessary.
Where SRB2 and Adventure diverge is "Jump Spin." Adventure provides the character a default ability, and SRB2 does not. Sonic's jump/jump in SRB2 is thok, in adventure it's homing. Sonic's jump/spin in adventure is bounce, in SRB2 it's nothing without a shield.
The Dev view of SRB2 is that "Jump Spin" is inherently antithetical to classic Sonic, because classic jump abilities are based around 1 button. But SRB2 is already 2 button, and "Jump Spin" is an input, but only for Shield Abilities. If the input is already in use, why deny the player a default ability?
SA and SRB2 both have camera controls that work along the same axises. Functionally they are completely different. But SRB2 thankfully does not deny camera control to the player, despite Classic Sonic never having buttons for the camera.
1. How is the player supposed to know "Jump Spin" activates a shield in v2.2?
Based only on the game design, it's an illogical assumption. You need text in the tutorial. Otherwise, the player has already realized before finding a shield that "Jump Spin" is not a valid input other than "cancel", and "Jump Jump" ability doesn't change with the shield power (as it does in Classic Sonic), so the game design suggests that the shield's only ability is its passive ability. The player needs to arbitrarily guess a button combination that is otherwise not used, rather than the shield being a trade-off for an existing ability, like it is in Classic Sonic (at least for Sonic).
If you agree that's illogical, then how do you fix the design so it doesn't require an explanation and instead is supported by the logic and intuition of the game design itself?
One is to move the shield ability to cancel out the jump+jump ability, like it does in Classic Sonic. Though the 2nd button is still needed for roll/spin dash, this more accurately imitates the 1 button design of 2D Classic.
The other is to add a default "jump spin" secondary ability for each character, one that is replaced by the shield. The secondary ability is a bonus move, essentially; the levels are built without their use in mind obviously. The point of them is to (a) empower the player character, and (b) fill the incomplete button combination and logic gap in the design, while still maintaining that shields work as they already do.
2. Hypothetically if you were to assign "Jump Spin" to characters, what abilities would be useful or interesting or additive to the experience as the character?
Adventure Sonic is bounce, which doesn't really work for SRB2 since that's for Fang, so it ought to be something new. IMO it should be Thok instead of Thok being removed from Sonic entirely, but you knew that one.
Adventure Knuckles is drill-claw. I think it's a great ability for the character conceptually, and it'd be more fun with the SRB2 level & enemy layouts than the SA levels. Similarly, I like "Punch" instead of Spin Dash for Knux, preferring to keep Spin Dash to only Sonic & Tails.
Obviously, the rest of the SA abilities don't really translate as well, but most of the SRB2 cast do have implied abilities they have when they're not playable.
Tails -> There's the "tail spin" attack from adventure, but I think it's truer to classic Tails if this ability is "Carry". He can pick up monitors above his head, or carry them in the air if jump is pressed repeatedly. He's able to carry around Sonic so why not other things.
Fang -> Bomb. He drops or throws a black bomb. Cancels out bounce.
Amy -> Spins like a top swinging the hammer in a circle around her.
Metal -> Charge blast like the boss fight.
Classic Sonic is famously "1 button gameplay." Unlike in Mario, there is no run button. Your run speed is determined by your momentum. Rolling is caused by directional input; ie. down.
1 button = jump.
It was then added down+button was a charged roll jump. Then it was added that Jump+Jump was a jump ability, different for Sonic, Tails and Knuckles.
3D Sonic is 2 button gameplay. This is true of both SRB2 and the Adventure games.
1 button = jump
2 button = spin/roll
Obviously with 3D movement, down input can no longer point to the ground, it points backwards. Sonic needs to roll/spin dash, so the second button becomes necessary.
Where SRB2 and Adventure diverge is "Jump Spin." Adventure provides the character a default ability, and SRB2 does not. Sonic's jump/jump in SRB2 is thok, in adventure it's homing. Sonic's jump/spin in adventure is bounce, in SRB2 it's nothing without a shield.
The Dev view of SRB2 is that "Jump Spin" is inherently antithetical to classic Sonic, because classic jump abilities are based around 1 button. But SRB2 is already 2 button, and "Jump Spin" is an input, but only for Shield Abilities. If the input is already in use, why deny the player a default ability?
SA and SRB2 both have camera controls that work along the same axises. Functionally they are completely different. But SRB2 thankfully does not deny camera control to the player, despite Classic Sonic never having buttons for the camera.
1. How is the player supposed to know "Jump Spin" activates a shield in v2.2?
Based only on the game design, it's an illogical assumption. You need text in the tutorial. Otherwise, the player has already realized before finding a shield that "Jump Spin" is not a valid input other than "cancel", and "Jump Jump" ability doesn't change with the shield power (as it does in Classic Sonic), so the game design suggests that the shield's only ability is its passive ability. The player needs to arbitrarily guess a button combination that is otherwise not used, rather than the shield being a trade-off for an existing ability, like it is in Classic Sonic (at least for Sonic).
If you agree that's illogical, then how do you fix the design so it doesn't require an explanation and instead is supported by the logic and intuition of the game design itself?
One is to move the shield ability to cancel out the jump+jump ability, like it does in Classic Sonic. Though the 2nd button is still needed for roll/spin dash, this more accurately imitates the 1 button design of 2D Classic.
The other is to add a default "jump spin" secondary ability for each character, one that is replaced by the shield. The secondary ability is a bonus move, essentially; the levels are built without their use in mind obviously. The point of them is to (a) empower the player character, and (b) fill the incomplete button combination and logic gap in the design, while still maintaining that shields work as they already do.
2. Hypothetically if you were to assign "Jump Spin" to characters, what abilities would be useful or interesting or additive to the experience as the character?
Adventure Sonic is bounce, which doesn't really work for SRB2 since that's for Fang, so it ought to be something new. IMO it should be Thok instead of Thok being removed from Sonic entirely, but you knew that one.
Adventure Knuckles is drill-claw. I think it's a great ability for the character conceptually, and it'd be more fun with the SRB2 level & enemy layouts than the SA levels. Similarly, I like "Punch" instead of Spin Dash for Knux, preferring to keep Spin Dash to only Sonic & Tails.
Obviously, the rest of the SA abilities don't really translate as well, but most of the SRB2 cast do have implied abilities they have when they're not playable.
Tails -> There's the "tail spin" attack from adventure, but I think it's truer to classic Tails if this ability is "Carry". He can pick up monitors above his head, or carry them in the air if jump is pressed repeatedly. He's able to carry around Sonic so why not other things.
Fang -> Bomb. He drops or throws a black bomb. Cancels out bounce.
Amy -> Spins like a top swinging the hammer in a circle around her.
Metal -> Charge blast like the boss fight.
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