Stuff You Want In the Final Version of SRB2

HenryStickminFan2

Creator of the LotM web series
SRB2 is almost complete, with 6 out of 9 zones complete (if you don't count black core as it's own zone), and even then, red volcano's first act is finished and there's a mod that adds dark city to the game, so it's really more like 7 and 2/3s complete. So, as the final version approaches ever so slowly, what do you want in the final version of the game? I'll give a few examples:
  1. Adventure mode from the final demo to return
  2. Red the 16th (aka RedXVI) to return
  3. A true final boss that you fight with Super Sonic
If you have similar ideas, you can post them here!
 
i'd like chaos back, red crawlas actually doing something different instead of just being fast, the 109.4 cez boss for dark city zone, doomship, and srb1 levels back.
 
SRB2 is almost complete, with 6 out of 9 zones complete (if you don't count black core as it's own zone), and even then, red volcano's first act is finished and there's a mod that adds dark city to the game, so it's really more like 7 and 2/3s complete. So, as the final version approaches ever so slowly, what do you want in the final version of the game? I'll give a few examples:
  1. Adventure mode from the final demo to return
  2. Red the 16th (aka RedXVI) to return
  3. A true final boss that you fight with Super Sonic
If you have similar ideas, you can post them here!
Not really much reason to bring Adventure mode back. It was just mediocre to begin with.

Although, I do agree with your two other points. Can’t be a classic Sonic game without a Super Sonic boss.
 
Not really much reason to bring Adventure mode back. It was just mediocre to begin with.
well, i think it could be improved upon, especially if they make it so you aren't restricted to analog control mode. I mainly want it back because I like using the homing attack (please don't hate on me for wanting classic sonic using the homing attack)
 
well, i think it could be improved upon, especially if they make it so you aren't restricted to analog control mode. I mainly want it back because I like using the homing attack (please don't hate on me for wanting classic sonic using the homing attack)
The homing attack is still in the game. The only aspect of Adventure mode that was removed was the light-speed dash.
 
ik, but you need to use devmode to do it. adventure mode doesn't need devmode.
So? All that Adventure Mode was is just a mediocre recreation of Adventure gameplay that could only be enabled in specific levels.
Not to mention the fact that Adventure Sonic (which is a much better emulation of the Adventure formula) exists.
 
I'd like the drop dash to be an unlockable feature, Although, I don't want the peel out.
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I'd like for Knuckles to not have a momentum Cabcel When you stop gliding. And I wish gliding speed was based on your current speed. And I like for us to curl into a ball agaub when you aren't in jump-state.
 
Can’t be a classic Sonic game without a Super Sonic boss.
Sonic 1 didn't even have Super Sonic at release, and Sonic 2 doesn't have a Super Sonic boss. Sonic 3 without the & Knuckles content doesn't have a Super Sonic boss either, and that doesn't even get into the spinoffs such as 3D Blast and Chaotix.

I'd obviously like the complete set of zones to be in the final major release, but I'd also like to see an overhaul for Pandora's Box at some point. A lot of the unlockables within it basically boil down to just cheats, but it could also be a good place for a concept art gallery, sound test, and other interesting tidbits. I also wouldn't mind a name change for it, as "Pandora's Box" has a dark, negative connotation to it. Something like "Sonic's Box" or "Tails' Box" might be a more appropriate name.
 
Sonic 1 didn't even have Super Sonic at release, and Sonic 2 doesn't have a Super Sonic boss. Sonic 3 without the & Knuckles content doesn't have a Super Sonic boss either, and that doesn't even get into the spinoffs such as 3D Blast and Chaotix.
Exactly. And people still call them Sonic games.
but I'd also like to see an overhaul for Pandora's Box at some point. A lot of the unlockables within it basically boil down to just cheats, but it could also be a good place for a concept art gallery, sound test, and other interesting tidbits. I also wouldn't mind a name change for it, as "Pandora's Box" has a dark, negative connotation to it. Something like "Sonic's Box" or "Tails' Box" might be a more appropriate name.
Yeah, Pandora's Box feels unfinished. Maybe call it "Eggy's Badnik Box" with the stuff you said.
 
Sonic 1 didn't even have Super Sonic at release, and Sonic 2 doesn't have a Super Sonic boss. Sonic 3 without the & Knuckles content doesn't have a Super Sonic boss either, and that doesn't even get into the spinoffs such as 3D Blast and Chaotix.
S3K and Mania both have Super Sonic bossfights. (Superstars kinda counts, but the way you access that one is really different)
I feel like it makes sense for it to be a tradition now.
 
S3K and Mania both have Super Sonic bossfights. (Superstars kinda counts, but the way you access that one is really different)
I feel like it makes sense for it to be a tradition now.
If its only one game in the actual classic era, and then 2 in what i guess we have to call the "Neo Classic Era" for the sake of this conversation

the amount of times one doesn't exist to does is still very much in the "you don't need it" camp, especially since how would even it control in srb2? would it just be a NiGHTS boss? since thats the only time we see super sonic flying (not just floating).

besides i rather them focus on the "normal/emeraldless" final boss first anyways as those tend to be kinda eh in most classic games or sonic in general-
 
Buff Fang. His playstyle is already awesome, but anything he can do with his tail bounce, Tails can do with less effort and not too much slower, not to mention the vanilla Gunslinger being a bit mediocre.
As for how I would specifically go about it?
  • Remove the speed cut when starting the bounce
  • Shorten the pause when hitting the ground with a bounce
  • Make bouncing on even ground faster
  • Let Fang use Gunslinger while moving or in the air
  • Shorten the end lag on Gunslinger
  • Make the auto-aim account for things moving faster than a blue Crawla
Also, a couple more specific things:
  • Cut down on the puzzle elements in the levels (looking at you, THZ2 piston puzzle, the bane of every new player's existence) (and you, those few rooms in DSZ2 where you have to slow down to push around some finnicky gargoyles)
  • Make the ACZ2 minecarts less boring somehow (maybe take some cues from how rails worked in the Adventure-style games?)
  • Change out Sonic's thok to something more beginner-friendly, since most people do their first playthrough as Sonic, and having a speed tool where your platforming tool feels like it should be as a new player who's still getting used to the controls can be rough. Maybe the Speed Thok could be given to Metal Sonic instead?
 
I'd like there to be digital clock events triggered by specific dates, just like in the final demo era of releases

it was a really neat concept, and although there isn't a "Final version" per say- I'd like them to try it again, especially since we would have a more "complete' stage roster to work with.
 
...especially since how would even it control in srb2? would it just be a NiGHTS boss?
I've actually had an idea of how this could work for a while! Essentially, I'm imagining it just being regular boss gameplay, but with the ring mechanics of a typical Super Sonic final boss. You start off Super with 50 or so rings, and if you run out, you die. The boss's attacks only remove some rings. Probably some amount of rings floating by that you can collect.

Aesthetically, it would look like you're floating in space, with an invisible floor in a space backdrop, but it would function identally to a plain old arena, maybe with conveyor belts of some sort to give the chase vibe of most Super Sonic final bosses.
 
I've actually had an idea of how this could work for a while! Essentially, I'm imagining it just being regular boss gameplay, but with the ring mechanics of a typical Super Sonic final boss. You start off Super with 50 or so rings, and if you run out, you die. The boss's attacks only remove some rings. Probably some amount of rings floating by that you can collect.

Aesthetically, it would look like you're floating in space, with an invisible floor in a space backdrop, but it would function identally to a plain old arena, maybe with conveyor belts of some sort to give the chase vibe of most Super Sonic final bosses.
I see, this may actually work, my concept if it was to be made, to take some pointers from old brak (2.0 brak). Using your blue print, hes less attacking you but more stalling for time, the glue attack would very much still work under this context, might be easier since a more open "area" and being faster and higher jump to start with.
 
would it just be a NiGHTS boss?
There has been official consideration for this idea in the past, but last I heard IIRC there's been no outright confirmation they're going ahead with the idea. I'm also very much against it using the NiGHTS mode controls as while NiGHTS mode is fun it's also primarily a 2D (or 2.5D if you insist) playstyle while the vast majority of the main campaign is entirely 3D. I don't really like the idea of having the player experience almost everything up to that boss (aside from maybe special stages) in 3D only for the game to suddenly become 2D just for that fight.

I feel like it makes sense for it to be a tradition now.
To be clear, I'm not outright against Super Sonic fights, or even SRB2 specifically having one. I was just pointing out that the majority of the "Classic Sonic" games don't have one, and as such it's silly to regard the inclusion of one as a defining qualification for a Classic Sonic game being a Classic Sonic game.
 
There has been official consideration for this idea in the past, but last I heard IIRC there's been no outright confirmation they're going ahead with the idea. I'm also very much against it using the NiGHTS mode controls as while NiGHTS mode is fun it's also primarily a 2D (or 2.5D if you insist) playstyle while the vast majority of the main campaign is entirely 3D. I don't really like the idea of having the player experience almost everything up to that boss (aside from maybe special stages) in 3D only for the game to suddenly become 2D just for that fight.
Thanks for clearing that up, I share this opinion on how this wouldn't fit as one anyway- don't think you should be thrusted in a control scheme like this even though you would have done this 7 times already

your supposed to be rewarded for doing the special stages with the form of course, a cool final boss in this case, and the "good" ending

that final boss should be everything you learned in the main game, not a stage where you just do what you did to get the 7 emeralds to begin with.
 

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