Dark Metal
ZNemeald
The advance series has a lot of curves and slopes and was not as bad on the automation.
The advance series has a lot of curves and slopes and was not as bad on the automation.
Keep in mind that most of the people who worked on the Advance series aren't working at DIMPS anymore, at least from what I recall.
Sure the first zone should count. Look at Angel Island Zone. Anyway, just to refute that claim, I played Hot Crater Zone. In the first act, I had to jump three times to avoid a few spikes and enemies. The rest of the time I held right, except for one instance where the path went left for a short while and once when I had to enter a zoom tube. In act 2, I had to do slightly more directional work, but I didn't jump once. I can safely say that the levels played themselves. None of the first four games and not even Sonic Advance 1 allowed to do that.I don't know, Sonic Advance 2 did have a lot of player input. The only exception is the first zone but that shouldn't really count.
Sure, I could have explored, but there's still something wrong when you can beat the levels without jumping.You especially had to know what you were doing to collect all those special stage rings.
I can safely say that the levels played themselves. None of the first four games and not even Sonic Advance 1 allowed to do that.
The first zone is stream lined as a player introduction. With the new fast mechanics in Advance 2, it makes sense not to have a ton of input so players get used to it. I know previous Sonic games did it differently, but it isn't always the case.Sure the first zone should count.
I seriously don't see the big deal with it.Sure, I could have explored, but there's still something wrong when you can beat the levels without jumping.
Sonic 1, 2, and 3 never included boost pads
Now that's simply not true. More than any of the following games, Sonic 1 requires you to do a lot of platforming. If you don't jump, you won't keep going for more than a few seconds.There aren't alot of instances in Sonic 1 where it's not holding right.
Such is the nature of platforming games. You run and, when necessary, jump. My complaint about Sonic Advance isn't that you have to hold right, my complaint is that you rarely ever have to jump at all! Running alone suffices for 90% of the level. This makes for a very boring experience.Some zones required you to sometimes go left, but for the most part you were holding right, jumping here and there. Hell, most Mario games- even in SMB, you hold right a lot and jump when necessary.
I'm not blaming it for using the basic mechanics of a platformer. I'm blaming it for seriously neglecting the jumping half of the equation.You cannot blame Sonic Advance 2 for doing something alot of platformers do.
Since when are Advance 2's mechanics substantially different from those of the classics? If you've ever played a Sonic game, you can pick up Advance 2 and play. And even if it's your first Sonic game, that doesn't mean that jumping is too much to ask of the player in the first level. After all, this is an introduction stage, it should introduce the jumping mechanics just like anything else. Streamlining and usage of the jumping mechanic are not mutually exclusive.The first zone is stream lined as a player introduction. With the new fast mechanics in Advance 2, it makes sense not to have a ton of input so players get used to it.
Now let's imagine I neither want to explore nor do I want to speedrun. I want to casually play the levels and get to the end. I'm not enjoying that activity because it requires almost no input from my part. That is a big deal.I seriously don't see the big deal with it.
The game gives you the choice of exploring, or going toward the goal. If you head toward the goal without a lot of input, you won't be able to reach the end in the shortest amount of time.
Essentially, you classify Sonic as a action/racing game rather than a platformer. Which is fine by me. I myself want platforming and thus the automation bothers me.Dimps games are basic, but I love them like that. You can easily make it to the goal, but the point of the game is to make it in the fastest amount of time. Take Sonic Rush for instance, just boosting and an occasional jump will net you poor times every time. The true fun is timing your jumps, taking the higher paths, piling tricks to maximize score, and using boost at the right moments to cut down on time.
It becomes obvious when you play online. If you play it by holding right and the occasional jump, you're going to lose.
I have trouble believing that you were able to pull this off without actively trying to avoid jumps. You can't possibly avoid the fish enemies without jumping unless you either get hit or stop and wait, neither of which anyone would do unless they're trying to use as few jumps as possible. That's not how I did it. I held right until I was blocked by something or about to get hit, i.e. a playing style of "least resistance". Any other jumps beyond that are only necessary for reaching another path (which I don't consider interesting by itself since those alternate paths are just as automated as the other ones, they just require a single jump to access), reaching secret items or cutting off time (neither of which are enough to satisfy me). I demand that the game challenges me even when I'm not actively seeking challenge (and trying to reduce your jump count is an actively sought challenge). And that's exactly what the accusation of automation is all about: that the game is not sufficiently interactive unless you go out of your way to seek interaction. Whether or not you consider that a problem is entirely up to you.I just booted up Sonic 2. I beat Emerald Hill Act 1 in 2 jumps and only holding right. I didn't even have to gain momentum either. I then beat Emerald Hill Act 2 in 2 jumps excluding the boss.
This is silly. If you don't enjoy it, then don't play it that way!Now let's imagine I neither want to explore nor do I want to speedrun. I want to casually play the levels and get to the end. I'm not enjoying that activity because it requires almost no input from my part. That is a big deal.
Don't buy Dimps games. Just stick with the main titles such as Sonic Generations and Sonic Colors.Essentially, you classify Sonic as a action/racing game rather than a platformer. Which is fine by me. I myself want platforming and thus the automation bothers me.
And what if the fish didn't pop up at the time I was crossing over?You can't possibly avoid the fish enemies without jumping unless you either get hit or stop and wait, neither of which anyone would do unless they're trying to use as few jumps as possible.
I still love how you're suggesting a game that does silent scripted automation, which is arguably worse.Sonic Generations
犬夜叉;724204 said:I still love how you're suggesting a game that does silent scripted automation, which is arguably worse.