time gear
Eternity in an hour
This topic is intended less as a critique and more as a general comparison/contemplation.
The classic games on the Genesis/Mega Drive followed a general mentality of rewarding players for going slow by placing various hidden goodies along the path to find if you were looking for them, while also rewarding players for going fast by allowing them to maintain their momentum for longer stretches of time and get to the goal much quicker if they could stick to the right (Typically the upper) path. While skill was a factor in this, it boiled more down to what kind of mood the player was in. Did they want to go fast or slow? They could be rewarded for either choice. This generally lead to a lot of the levels being made in an overall downhill design mentality, so that remaining in your spin state was easier and therefore it was easier for the player to surpass their top running speed if they knew how.
SRB2 on the other hand seems to be made with going more slowly in mind for the majority of situations, only occasionally allowing the player to speed up before returning back to the slower paced sections. There's plenty of the hidden goodies for more explorative players, but maintaining speed can be something of a challenge as doing so tends to be based more on the player's moveset and their ability to make use of it rather than on the geometry of the levels themselves. There seems to be a tendency in the levels to lean towards going uphill a lot, a sort of "climbing the mountain" type philosophy.
There's definitely merit towards both philosophies, they both have their own way of handling player speed in a skill based manner, while still rewarding those who slow down and explore a little with hidden goodies. There are also some noteworthy exceptions to the downhill philosophy of the classic games, such as Sky Sanctuary in which the player works their way up the level to get to the Death Egg. Though it does make me curious what a level following the classic design philosophy would even look like in SRB2's more large and open style of level design. There would probably need to be some way to prevent Tails from just skipping the entire stage.
The classic games on the Genesis/Mega Drive followed a general mentality of rewarding players for going slow by placing various hidden goodies along the path to find if you were looking for them, while also rewarding players for going fast by allowing them to maintain their momentum for longer stretches of time and get to the goal much quicker if they could stick to the right (Typically the upper) path. While skill was a factor in this, it boiled more down to what kind of mood the player was in. Did they want to go fast or slow? They could be rewarded for either choice. This generally lead to a lot of the levels being made in an overall downhill design mentality, so that remaining in your spin state was easier and therefore it was easier for the player to surpass their top running speed if they knew how.
SRB2 on the other hand seems to be made with going more slowly in mind for the majority of situations, only occasionally allowing the player to speed up before returning back to the slower paced sections. There's plenty of the hidden goodies for more explorative players, but maintaining speed can be something of a challenge as doing so tends to be based more on the player's moveset and their ability to make use of it rather than on the geometry of the levels themselves. There seems to be a tendency in the levels to lean towards going uphill a lot, a sort of "climbing the mountain" type philosophy.
There's definitely merit towards both philosophies, they both have their own way of handling player speed in a skill based manner, while still rewarding those who slow down and explore a little with hidden goodies. There are also some noteworthy exceptions to the downhill philosophy of the classic games, such as Sky Sanctuary in which the player works their way up the level to get to the Death Egg. Though it does make me curious what a level following the classic design philosophy would even look like in SRB2's more large and open style of level design. There would probably need to be some way to prevent Tails from just skipping the entire stage.