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  • Sonic and Speed

    I apologize for the length of this video. Halfway through editing it I realized it didn’t know if it wanted to be an essay on Sonic’s signature speed as a mechanic or a retrospective of a majority of the Sonic games. Sometimes it honestly takes that long to decide what I’m doing, and this episode is weaker for it.

    Still, I think it manages to capture the overall arc of the franchise nicely, and manages to at least convey my key point – that Sonic was never really about speed originally, but is very much so now.

    31 Comments

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    • Alex the Too Old

      April 23, 2012 at 9:21 AM

      I have to say, as somebody who values ideas and spectacle over photorealism where visuals are concerned, some of the 3D Sonic stuff had me saying “DO WANT” just because it looked so cool. Too bad I can’t just take a rent payment and go buy a current-gen console instead. :-P

      Thanks for the tip on Marble Blast as well, that also looks like it is relevant to my interests. I have fond memories of the original Marble Madness on the NES, terrible minimalist graphics and all…

    • Mac

      April 23, 2012 at 1:05 PM

      You hit on a lot of good points, but, if you’ll forgive me for being blunt, it seems to be the product of someone that was offput by Sonic Adventure going 3D trying to come up with a reason for why.

      You’re correct that early Sonic games were less concerned with raw speed, but Sonic’s platforming has always been about conserving momentum. You could slow down for the platform segments if you wanted to, but they weren’t as much fun that way. Crucial jumps for the best paths relied on you having made it to the jump at top speed.

      Sonic Adventure was very much like this. Did you have to go fast? Not always, but it was far more satisfying to go fast. The segments forcing you to go at top speed were generally eye candy segments that provided a breather from the maintenance-of-momentum-rewarding platforming. It’s true you were forced down a particular path, but it was designed to feel like an open environment, as platformers in 3D tend to be.

      But Unleashed and Generations, were the ones that actually brought the implementation of raw speed *itself* as a game mechanic to the forefront. It’s less about conserving momentum in a (narrow) platforming environment than rationing your boost meter on a rails runner. Which still makes for a fun game, but between that and their horrible bugs they certainly seem to be more what you accused Sonic Adventure of being than Sonic Adventure was.

      Your analysis of the marketing beast and specifically how Unleashed and Generations refined the recipe are very apt, but, if you’ll forgive me for being more blunt, your conclusions seemed to have less to do with your analysis than with justifying your existing opinion.

    • Nidokoenig

      April 24, 2012 at 2:06 PM

      I’m not sure how you could do the platforming sections in the Marble Zone, Labyrinth Zone or Wacky Workbench at high speed, and there were plenty of other sections in places like Spring Yard Zone or Chemical Plant where the speed at which you could go were set by things like the speed of strings of swinging or rotating blocks. In fact, looking at Sonic 1’s levels, you see a pattern of fast, slow, fast, slow, fast, then finally fast with high precision required. The Marble Zone and Labyrinth Zone were meant to be slow and enforced that rigorously, Marble Zone especially had its tempo set by the clinking of the chains that lifted platforms and the rumble of stone blocks as you pushed them. Sonic 2, 3 and & Knuckles blended these styles more within the levels, but there was still this loose dichotomy of fast sections and sections that centred around platforming that had a slower tempo.

      The main problem Sonic Adventure had was that these two gameplay styles were separated out completely. You played as Sonic and had pure GOES FAST for several hours, you played Tails and had GOES FAST with flight added so you could do little tricks for a few hours, then Knuckles with slower paced exploration with climbing and gliding, then Amy’s slower paced but under pursuit levels that emphasised efficient movement and problem solving that built on everything else you’d learned. Oh and Big and Gamma doing… stuff.
      Sonic Adventure 2 addressed one of the biggest problems with this by rotating which characters you played and thus giving you blocks of different gameplay. Gamma’s third-person shooter gameplay was back to fill out time(Much like the Werehog in Unleashed) and apparently nobody but me liked the emerald hunting segments with Knuckles and Rouge, but rotating between characters who had different focuses on a per level basis pretty definitively worked a damn sight better than the clunky switching of Heroes or the cack-handed jack of all trades that was Shadow the Hedgehog. And Sonic 2006 going back to single-character storylines instead of rotating was the least of its problems, but still a problem
      Sonic Riders was the next important game, in my opinion, because it refined the fast gameplay with a strong sense of momentum and supported it with a drifting mechanic, which heavily influenced the handling of the over-the-shoulder segments in Unleashed, Colours and Generations and heralded the start of differentiating between 3D fast segments and 2D fast segments that were a more traditional mix of fast+platforming.
      Unleashed by day and Colours blended the two into the same levels with some pretty clunky transitions, whereas Generations made it feel much more natural by splitting it off into two separate characters. While I can still moan for hours about how the physics of Generations in Classic mode isn’t totally right(Sonic doesn’t “stick” to platforms in precisely the right way for my Mega Drive-honed instincts, for example), it’s pretty much succeeded in producing two full game modes that capture the twin essences of 16-bit Sonic, super fast twitch gameplay and more thoughtful platforming gameplay based around precision and/or momentum, switching between them as you progress, with extra challenge stages based around pure precision platforming with little chance of speed to scratch the itch that the Marble Zone and Labyrinth Zone did.
      Whether it’s possible to completely synergise both extremes of the styles in one character in 3D is debatable, but the fact is that Sonic’s been around long enough and been experimented with enough that there are enough unique, equally valid and well-liked ways to make a game using him that making them distinct modes at the very least gives the player an easier time picking which level they want to play.

      I think the freedom of having a spin-off to just go nuts with and try a crazy experiment really benefited the franchise, and we could have been spared the agony that was the Werehog if a Knuckles-based brawler had been tried as a side project to get feedback iron out the problems rather than let it sink or swim(in this case, sink) in a flagship product.

      The addition of all the extra characters was, to me, more a function of needing to fill out fully voice acted stories with diverse antagonists(Shadow, Rouge and the Babylon Rogues) or provide a way to deliver a mechanic(Big, Gamma, Cream, Blaze, Silver). While there’s been a certain amount of dedication to using existing characters in novel ways to reduce the need for new characters, the way modern Sonic games have introduced new mechanics in a somewhat half-arsed way and then stripped them out and left a lot of characters who have outlived the purpose they were designed for and just make cameos.
      Personally, I think a lot of these characters could be saved by letting small teams on smaller budgets take them to the side and make more focused titles for digital download services that focus more on the essence of what those characters were supposed to do, gem-hunting or Metroidvania games with Knuckles, Espio and Rouge, slow puzzle games with Silver, Tails and Blaze, brawlers for Shadow, Vector and Omega.
      This way, they can be dropped from mainstream titles unless they actually are needed for or just useful to the story, and the fans who would miss them if they weren’t in the main games get dedicated spin-offs that use them for the original purpose that made them popular with their fans, without pushing that gameplay on all of the wider Sonic fandom who didn’t like it. It also keeps their trademarks fresh(this may have been part of why Team Chaotix appeared in Heroes).
      Spin-offs that do well can have their best bits refined and added to the mainstream Sonic games, or the Sonic franchise can evolve beyond its title character and put out bigger budget versions with side characters in the lead role.

    • krellen

      April 24, 2012 at 6:22 PM

      I think the Mega Episode was worth the effort. Sonic’s a pretty big meal to digest, so it makes sense that it takes a bit more time to do so. Especially with how many different hats and variation Sonic has had over the years trying to find its niche.

      I haven’t played the later Sonics, and being an old grognard I don’t think I could ever make the newer, 3D Sonic “mine” (I’ll probably never move beyond 2D platforming), the footage you showed (and your explanation) does a pretty good job of selling the later attempts as far more successful.

    • Dragomok

      April 26, 2012 at 10:32 AM

      I just wanted to say that by no means the episode is “weaker” by being longer – it would be if you, say, didn’t have enough points to cover to fill the whole time. As for the content itself… I suppose krellen’s first paragraph above sums my reception pretty nicely.

    • Jake

      April 29, 2012 at 5:26 PM

      I really enjoyed this video, but I was kinda bummed you didn’t devote too much time on Sonic Colors (my favorite modern game in the franchise). If you have any more thoughts on Colors that weren’t in the video, I would love to read/hear them!

    • sonic

      May 3, 2012 at 12:10 AM

      Sonic the Hedgehog, on average, is known to run faster than the speed of sound. sonic could instantly accelerate faster than the speed of sound with ease as shown in sonic x episode 1.

      he could increase his speed by using his Super Peel-Out technique. as shown in Sonic the Hedgehog CD, Sonic Chaos, Sonic Triple Trouble, and Sonic Blast.

      in sonic unleashed the checkpoints posts. also act as radars that clock Sonic’s speed when he passes them. which clocked his fastest speed of being able to go over 2,500 mph.

      It is also stated in the Sonic Adventure DX manual that ”He’s the world’s fastest, hypersonic hedgehog” which is at a staggering speed of 3,840 mph.

      Sonic can move at the speed of light. as shown in Sonic Adventure, Sonic Adventure 2, Sonic Heroes and in sonic generations.

      In those games sonic has specific light speed set of moves. the light speed dash and light speed attack.

      Since Sonic Heroes, he can perform the light attack fast and didn’t need to charge anymore. for the dash, he no longer needs to charge as of sonic adventure 2.

      The Light Speed Dash returns in Sonic Generations as one of Modern Sonic’s normal abilites.

      in Sonic CD Using his unrivaled speed, Sonic managed to travel through time and ensure a good future for the Little Planet.

      Omega also stated in Sonic Colors (DS) that with Sonic’s current progress, he would surpass the speed of light.”

      in the Archie Comics. in the early going, Sonic outraced shadows and was faster than light. by vibrating his molecules at super-speed, Sonic can break free of chains and can create a force-field.

      In Hyper Sonic #134: Something about 2 missiles on opposite ends of continents about to hit. He pushed himself to his extreme limit, and really straned himself, entering a realm where time was stopped. He then proceeded to take out the threats in no time. After this, he had trouble getting out of this accelerated mode and was nearly stuck permemantly , until he found how to slow himself down to get out of it.

      sonic has different forms of speed, regular, super, ultra, hyper, sonic can also hit warp zones and use chaos control (with an emerald).

      Chaos Control :
      CC is a completelydifferent level, you could “try” assigning a speed to a few of the times they use it in certain ways, but not really.
      For STARTS , CC allows teleporting,warping of space and time,generally anything related to what i just mentioned(like timetravel and dimension hopping) so… seriously? a measure of speed? lol.

      Super Sonic transformation- Super Sonic enhances his speed- that’s all they officially say about him.

      Super Sonic could fly and float in the air for a unlimited amount of time. What’s he’s performed in feats-he’s faster than light without effort, and doesn’t strain to go faster at all. Sonic X- in Sonic X he travels through time and space -under his own power.

      Archie gave Super Sonic some feats such as crossing the planet in under a second(Super Sonic’s first archie fight), but…not much .

      He did avoid a black hole, but it’s not that impressive, though physics says you must be FTL to escape those.(as if Super Sonic could have been hurt anyway.

      Sonic Shuffle:
      Super Sonic’s Sonic Rumble move- he dashes with afterimages behind him, up to a opponent, seems to do nothing, then just instantly appears where he started ,and then a glowing haze forms where he was at,caused from attacking X enemy numerous times at such a speed; it was a “delayed effect”.

      In Sonic CD “Using his unrivaled speed, Sonic managed to travel through time and ensure a good future for the Little Planet.” that’s only BASE Sonic just using his speed to travel through time.

      Finishing up: The archie feat lets him move at anywhere in no time- which equates to infinite speed due to that factor. And that was him in his BASE form.

      He could just use CC and ‘time stop’ to get that^ or externally, seriously Stop Time for all, (Sonic X), but he prefers his speed over CC.

      Sonic the hedgehog is beyond the speed of light. his top speed is immeasurable it’s unknown.

    • sonic

      May 3, 2012 at 12:10 AM

      Sonic the Hedgehog, on average, is known to run faster than the speed of sound. sonic could instantly accelerate faster than the speed of sound with ease as shown in sonic x episode 1.

      he could increase his speed by using his Super Peel-Out technique. as shown in Sonic the Hedgehog CD, Sonic Chaos, Sonic Triple Trouble, and Sonic Blast.

      in sonic unleashed the checkpoints posts. also act as radars that clock Sonic’s speed when he passes them. which clocked his fastest speed of being able to go over 2,500 mph.

      It is also stated in the Sonic Adventure DX manual that ”He’s the world’s fastest, hypersonic hedgehog” which is at a staggering speed of 3,840 mph.

      Sonic can move at the speed of light. as shown in Sonic Adventure, Sonic Adventure 2, Sonic Heroes and in sonic generations.

      In those games sonic has specific light speed set of moves. the light speed dash and light speed attack.

      Since Sonic Heroes, he can perform the light attack fast and didn’t need to charge anymore. for the dash, he no longer needs to charge as of sonic adventure 2.

      The Light Speed Dash returns in Sonic Generations as one of Modern Sonic’s normal abilites.

      in Sonic CD Using his unrivaled speed, Sonic managed to travel through time and ensure a good future for the Little Planet.

      Omega also stated in Sonic Colors (DS) that with Sonic’s current progress, he would surpass the speed of light.”

      in the Archie Comics. in the early going, Sonic outraced shadows and was faster than light. by vibrating his molecules at super-speed, Sonic can break free of chains and can create a force-field.

      In Hyper Sonic #134: Something about 2 missiles on opposite ends of continents about to hit. He pushed himself to his extreme limit, and really straned himself, entering a realm where time was stopped. He then proceeded to take out the threats in no time. After this, he had trouble getting out of this accelerated mode and was nearly stuck permemantly , until he found how to slow himself down to get out of it.

      sonic has different forms of speed, regular, super, ultra, hyper, sonic can also hit warp zones and use chaos control (with an emerald).

      Chaos Control :
      CC is a completelydifferent level, you could “try” assigning a speed to a few of the times they use it in certain ways, but not really.
      For STARTS , CC allows teleporting,warping of space and time,generally anything related to what i just mentioned(like timetravel and dimension hopping) so… seriously? a measure of speed? lol.

      Super Sonic transformation- Super Sonic enhances his speed- that’s all they officially say about him.

      Super Sonic could fly and float in the air for a unlimited amount of time. What’s he’s performed in feats-he’s faster than light without effort, and doesn’t strain to go faster at all. Sonic X- in Sonic X he travels through time and space -under his own power.

      Archie gave Super Sonic some feats such as crossing the planet in under a second(Super Sonic’s first archie fight), but…not much .

      He did avoid a black hole, but it’s not that impressive, though physics says you must be FTL to escape those.(as if Super Sonic could have been hurt anyway.

      Sonic Shuffle:
      Super Sonic’s Sonic Rumble move- he dashes with afterimages behind him, up to a opponent, seems to do nothing, then just instantly appears where he started ,and then a glowing haze forms where he was at,caused from attacking X enemy numerous times at such a speed; it was a “delayed effect”.

      In Sonic CD “Using his unrivaled speed, Sonic managed to travel through time and ensure a good future for the Little Planet.” that’s only BASE Sonic just using his speed to travel through time.

      Finishing up: The archie feat lets him move at anywhere in no time- which equates to infinite speed due to that factor. And that was him in his BASE form.

      He could just use CC and ‘time stop’ to get that^ or externally, seriously Stop Time for all, (Sonic X), but he prefers his speed over CC.

      Sonic the hedgehog is beyond the speed of light. his top speed is immeasurable it’s unknown.

    • Joe Larson (@CymonsGames)

      May 7, 2012 at 3:06 PM

      You seem to be missing one very important point, something that I myself had to come to terms with. You see, I, too, was the right age to see the Sonic vs Mario conflict in it’s original iteration and I was Team Sonic all the way. But the reality is that as a game Sonic never was very good. This is the point. Sonic games were always kind of lame. They were essentially “get from beginning to end” prettied up with interesting environments, but Sonic himself and by extension the player never really did get to do anything interesting.

      The only thing about sonic games that “worked” was that they were on superior hardware, and that advantage was tenuous.

      So the problem with Sonic games is that on a level playing field they’ve always kind of sucked and any attempts to make them suck less has been met by the fan base as being an unwelcome derivation, but keeping them true is to make a game that sucks. Sonic can’t win either way.

    • Alan Wake EP16: Product Placement – Twenty Sided

      May 18, 2012 at 1:52 PM

      […] lot of this ties in with stuff Chris said in his retrospective on Sonic the Hedgehog and how Sonic was marketed next to Mario. Check that out if you missed it. Also Penny Arcade […]

    • Aquin

      May 19, 2012 at 12:20 AM

      Man. I really like Sonic Rush on the DS; never even came up. T_T
      (although I totally get why; I guess I should give Generations a shot)

    • Alex

      May 19, 2012 at 10:47 AM

      Good point about Marble Blast, now that I think about it.

      If only it wasn’t taken off of XBL before I could buy it. D:

    • Loafy

      May 20, 2012 at 3:08 PM

      Oddly enough I have… I guess the opposite problem? I was part of the Adventure generation, so to me Sonic was about having stories with big colourful characters and variable playstyles and finding a balance between going fast and those tricky platforming segments that were still based on timing and momentum. Sure there were some tricky points and dodgy camera angles, but those were features of all early 3D games. So when I go back and play the 2D ones they’re not as enjoyable, and neither are the ones afterwards that are so obsessed with recapturing the “glory days” that they’ve tossed out all the original mechanics that made me love the Adventure series.

    • Noumenon

      May 22, 2012 at 12:00 AM

      Suspiciously appropriate ad was for the Chevy Sonic. It’s speedy!

      I also want that 3D sonic based on the screenshots.

    • Kriss

      May 28, 2012 at 5:18 PM

      I enjoyed the retrospective a lot, you don’t have to worry about the length, but how come you never mentioned all those 2D sonic sidescrollers dimps did for the GBA and the DS? Surely if you preferred the 2D, it would be better to look for good 2D sonic games on systems which still utilized that a lot(DS) or couldn do 3D(GBA).
      I also want to pick up Generations now, but I sort of doubt it’s gonna rival Mario galaxy in terms of nice platforming. Looks really fun, though.

    • 15+ Analyses, Post Mortems, and Game Design Docs | Gamedevtuts+

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