![]() I honestly don't care about them but it does get pretty repetitive mashing the X button to cross a bottomless pit. ![]() This game is where those small badniks turned into the "Homing attack bitches", basically their only purpouse in the level is to serve as a homing attack tool for Sonic to cross a bottomless pit. Skipping over a few forgettable games, Sonic finally makes the true jump to 3D in the form of Sonic Adventure and this game's level design is pretty unique, at least for Sonic's stages. The classic games perfected badnik placement at this point in my opinion and Mania is a proof of that as I rarely find myself saying "That was bullshit" to myself whenever I get hit by an enemy on a level. Things improved a bit in CD and a LOT in 3&K where you could see everything clearly. There were some springs specifically placed to send you into an enemy, some enemies like the one in Aquatic Ruins burst out of the wall without a warning and do I even need to talk about Metropolis zone with it horrible enemy placement? ![]() Sonic 2 had it worse when it comes to level design, at least in my opinion. Aside from that tho, there are still some clever badniks that keep you on your toes like cater killer who can split his body into 4 parts that can hurt Sonic and Orbinaut who can't be killed due to the spikes around him and even those suicidal bombs, etc. Although most of them could be considered filler who barely do anything and are just waiting to be killed, they can catch you off guard sometimes due to the enemy placement in the level design which is one of the main problems with the classic Sonic games that make them look outdated. ![]() In the early classic games, badniks were full of variety, every single zone had it own unique badniks to keep things from getting stale. ![]()
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