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A Trope A Week - Part 6: Flying Fortress


Jolt_TH

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I know a lot of people have already mentioned it, but my favorite Ruins level is the Generations version of Sky Sanctuary. I don't know where to begin with how beautiful it is! Tied for second are Aquatic Ruin and either version of the Water Palace.

Edited by ElectroKyurem
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Sorry for the delay guys! Had some stuff going on this week! Anyway onto this weeks Trope.

This week we are exploring one of the biggest and definitely one of the most interesting tropes, Casino/Carnival Levels.

Usually found in MOST Sonic Games, these levels are always wacky, bright colourful and visually loud. With bright primary colours on a darkish background (usually night time) and are filled to the brim with Gimmicks, usually in the form of Pinball slot machines, bingo runs, balloons and other such items making them both the most fun and sometimes the most frustrating levels to play (DAT BARREL!)

Some Examples

Spring Yard Zone

Casino Night Zone

Carnival Night Zone

Casinopolis

Circus Park

Casino Street Zone

Casino Park

Bingo Highway

Starlight Carnival

This one is VERY hard to choose for me, but I think the winner is...

Casino Night Zone

While there are bits from other casino zones that I like, none are quite as good all round as the original casino zone, technically it looses that title to Spring Yard, but this was the first casino zone to introduce all the different gimmicky ...gimmicks? It introduced Pinball flippers, slot machines and badnicks with springs, Spring Yard may be its spriritual predecessor but Casino Night is the finished product, it's the Shadow to Spring Yard's Boilizard if you will.

I find the level fun to play and all of the gimmicks work really well together, the flippers, the slot machines, the colour changing bouncy oblongs they all fit and slot into place making this one bouncy, hectic but still fun level. It is also arguably the first time we see Sonic really control how he was meant to, the whole series was built on pinball physics...it's a whole freaking Pinball machine! It feels so right flinging Sonic across the level from a flipper, or aiming him into a slot machine. I also find this level incredibly well designed, I am constantly finding new areas to explore (unlike the Gens DS version which is linear as a ruler). Music is a big part of me and my life and so it is too in my games, I love the music of this zone, unlike some casino levels it doesn't feel annoying and repetitive (Casino Park!) but still has that casino-y feel to it. All in all, I think the level is great and cemented the Casino/Carnival trope into the games, it's well designed in layout as well as gimmicks and is a real blast to play!

The only carnival level I don't like (with a passion) is Bingo Highway!

Anyway over to you guys! :D

Edited by Jolt_TH
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Casino levels in Sonic games? ALL. OF. MY. YES.

 

I absolutely adore the casino trope; probably my favourite in the franchise. The crazy momentum you can gain in Spring Yard, the introduction most of us got to gambling in Casino Night and that bit in Carnival Night; they're honestly one of the most memorable and enjoyable in the franchise.

 

My favourite level out of the lot? Probably Music Plant from Advance 2.

 

It doesn't just slap bumpers, slot machines and pinball flippers around; it incorporates musical instruments into the mix too. Toy Kingdom from Advance 3 would come close for me for trying to add more to the trope such as spinning teacups.

 

My favourite out of the regular casinos, though? Carnival Night. Say what you will about this; the music is awesome and the blackout is an excellent idea that I wish could be attempted for another Sonic level. Really adds a kinda spooky, gothic feel to a previously upbeat and happy level.

 

Least favourite? CASINOPOLIS. NO. DOUBT.

I really dislike Casinopolis. Not so much Tails' or Knuckles' versions, but moreso Sonic's. The pinball tables with NiGHTS and all is a nice easter egg, Dilapidated Way is pretty awesome, the shower room always gets a chuckle out of me; I just dislike collecting all of those freaking rings to reach the Chaos Emerald; it's pretty much grinding in an RPG, but in a Sonic game. Not fitting whatsoever. Maybe if the amount was lowered, or Sonic just had to hit switches in the pinball tables to lower the platform the Emerald is on or something, it wouldn't be half as bad.

Yet, I still don't HATE it. It's just tedious; I have a slight soft spot for it.

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Casino/theme park/carnival/whatever bouncy crazy shit levels are often some of the best or some of the worst in their respective games. Casino Night, Carnival Night, Collision Chaos (massive hills, scenery porn, bouncy shit all over the place, and the US Good Future music), and stuff like Twinkle Park are good/great. But then you've got Casinopolis where it's not really a level but an exaggerated minigame, or Casino Park and Bingo Highway with their wonky controls. I also don't think Starlight Carnival does anywhere near enough with the concept it presents. Night Carnival in Rush also sucks so much, barely any level gimmicks, and a whole lot of instant death shit.

 

I'm gonna give props to Shadow's Circus Park though too. It's one of the few levels in that game that would fit a Sonic game, but one that also has a LOT of level gimmicks. The giant gongs, the balloon shooting galleries, the massive rockets, the barrel shout outs to Carnival Night, the suspended rollercoaster thing, the flame rings, and the giant tent sequence. It's a lot of fun and I wish the rest of the game was this fun. It's dark, twisted, eerie, but so colourful.

 

I guess Eggmanland could also fit here in terms of theme. It doesn't do a massive amount with the carnival thing aside from the epic rollercoaster sequence, a lot if it is more the factory and the laughing Eggman blocks and stuff, but it's one of the few levels in Unleashed with level gimmicks too. I suppose there's the battle arena in the first Werehog section with flaming teacups going round, but eh.

 

Collision Chaos is my favourite though, mainly for the visuals and music, but also the massive hills as I said before. CD didn't do as much with the rolling physics as the rest of the classics, but this zone is full of it. It also doesn't have the typical "casino" theme. Pinball levels in Sonic games almost always have the casino theme and by now it's a bit overdone to say the least with Sonic 2, Sonic 4, Generations, Heroes, SA1, Pocket Adventure, Advance and some spinoffs all abusing it. Music Plant and Toy Kingdom are also pretty novel so they get props for that.

 

EDIT: I guess there's White Park as well, it has loads of different things in the background but all we get to play with is rollercoasters with excessive speed boosters, and it doesn't integrate with the ice level motif at all aside from the very beginning of Act 3 for a few seconds because they separated it in each of the acts. Wasted opportunity all round there.

Edited by Semi-colon e
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I love casino levels! The best in my opinion would be Casino Street, because of the way it takes the original Casino Night and makes it 100x more beautiful. Honorable mention goes to Neon Palace from Sonic Rivals 2 for being one of the more colorful levels without there without hurting my eyes in the process.

For the amusement park levels, my favorite is either Tropical Resort or White Park. Both areas have such an amazing sense of atmosphere, so it's hard for me to decide!

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Suddenly Vegas!

 

Anyway here are my favorites:

Spring Yard Zone: Bouncy and fun with a great, hip music theme.

Casino Night: *goes inside slot machine and gets three Sonics* Awesome! I wonder what else I can get! *goes in again and gets three Eggmans* 

FUUUUUUUUUUUUUUUUUU....

Carnival Night: Fucking Barrel. Press Up and Down guys.

Casinopolis: Sonic Pinball, a huge NIGHTS reference, and Dilapidated Way. Fucking Win!

Twinkle Park: Bumper Hover Cars (Oh hi Puppet Panic!) and Pleasure Castle. Also Damn Mirror Room, You scary! This is my #1 favorite btw.

Casino Paradise: No slot machines but I needed to curb my gambling addiction anyway. Plus the music's nice.

Casino Park: Good luck getting in that VIP room.

Night Palace: Blaze's first zone! Ska Cha Cha!!

Tropical Resort: Act 3 Music. That is all.

White Park Zone: Winter Zone is realized, Twinkle Park returns, and killer mechanical polar bears.  Act 3 still sucks though. (Sonic + Labyrinth still equals fail). Made up for it with the best boss fight in S4E2.

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I feel like Casino Park/Bingo Highway was the last true casino level (e.g. pinball flippers, slot machines). Everything else is usually just a level with lots of gold.

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Ugh, I suppose I'm in the minority here but I really can't stand casino/carnival levels and there's one very specific reason for that: bumpers. They come in various shapes and sizes but each and every one of them has managed to piss me off in some manner. Maybe I just suck but I can never figure out a way to avoid getting bounced around like an idiot for 30 seconds whenever there are a couple of bumpers on screen. It's just ridiculous.

 

So with all that in mind I suppose there is only one zone I can call my favorite and that is none other than Starlight Carnival. It has great aesthetics and music and I love that tower area at the end of act 5. It just looks soooooo amazing! The level design could use a bit of work but hey, at least I feel like I'm in control all the time. Well, except by during the first 40 seconds of act 1... and that part when the battleship appeared... and that part where those weird spring-platforms bounced you around... Uhhh, just screw this level trope in general. I've never been a fan of it and I probably never will be. It's a shame though since everybody else seems to enjoy it. Am I just doing it wrong? : (

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I fucking hate the Casino levels. Every single goddamn one. They are either so fucking infuriating that I just throw the fucking controller(Look at you, Sonic 3) or so mundane that it becomes more of a choir than an actual stage(Looking at you Sonic Adventure 1). Ugh. The memories are coming back. And the aesthetics are so god fuck irritating and obnoxious. Mess around and get some goddamn cataracts looking at this shit. They are often at odds with everything else that was in the game and are so fucking out of place. And the fucking gimmick with the bumpers and the slot machines and the fuck! I just want to finish the goddamn stage! I understand that Sonic was physics based, but these levels took that shit too far.

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Casino levels I'm all right with. I always like trying my luck in the slots at Casino Night and Casinopolis (which I don't get all the hate for). I'd say the only one I don't care too much for is Casino Street, which is pretty much Casino Night except ehhhhh.

 

Carnival Night is decent once you learn the barrel trick.

 

Spring Yard I think I might enjoy more than Green Hill Zone. I think it's the music.

 

Starlight Carnival is okay, but it looks spectacular.

 

If we're counting Collision Chaos, I'd call it the most annoying, especially if you're trying to get a good time on it.

Edited by Longshoreman X
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Time for me to display the results of me wasting about five hours of my time once again, talking about all the zones that I think count as "bouncy" and all that jazz. I tend to prefer the ones that aren't modeled after a casino, and instead create their own sense of visual inspiration.

 

Spring Yard - Sonic the Hedgehog
Previously referred to as the "Sparkling Zone", this was the "bouncy" zone that started it all, and it wasn't even a casino. No, this place was more within the plain suburbs of South Island, sitting under a cloudy purple sky, and home of many a bastard Roller (who I used to believe was Metal or Mecha Sonic, back when I first got into the series and didn't know as much about the Sonic mythos, and also never realised until later on it was a Roller despite seeing it's artwork in the Mega Collection manual section). It introduced the star-patterned "Bo-bin!" bumpers, but it also had those rotating half-pipe spike balls that I'd always end up colliding with. I think it was a good introduction to the bouncy trope, and as such I think it should get a little more credit. But I suppose I'll just have to cope with it.

 

As you'd expect, it was featured in Sonic Drift. As you'd also expect, there were little differences.

 

Casino Night - Sonic the Hedgehog 2
But not unlike Mega Man 2 being the game that really got the Mega Man series going, it was Casino Night that really got this particular Sonic staple going. Based on Sonic Team's visits to Las Vegas and other casinos, this introduced the kiddies to the light and fluffy world of gambling only without the inevitable coke addict aftermath. At first, the zone would have been about pink and cards, but instead it was retooled to being about gold and slots. It didn't matter how good you thought you were at the slots, you would get three Robotniks sooner or later.

 

As with Emerald Hill and Hill Top, Casino Night became a race course in Sonic Drift 2. Visually it was the same, but it was slightly odd in that it came with ramps and control-inverting spheres.

 

Later still, it became the fighting ring for Nackfang the Sniperweasel in Sonic the Fighters/Sonic Championship. All it had to show were some cool neon cards and the use of guns by a character who actually needs them.

 

Then, it appeared in Sonic Generations... as a DLC mini-game. Unless you're playing the 3DS Generations, in which case it most certainly was a full-fledged zone. A fairly simple adaptation, with the biggest innovation being the Robotnik-faced roulette wheels.

 

Collision Chaos - Sonic CD
What is Collision Chaos, exactly? It's not a casino or fun-filled facility of any kind, nor is it in a clearly-defined urban state. The biggest guess would be that - going by the occasional girder and mountainous background - it's a sort-of overly bouncy construction site. The location is probably most famous for being where Metal Sonic whisks away an unsuspecting Amy (even though I'd imagine rocket-power crashing through spikes would cause a loud ruckus), and also for the addition of the background turning upside down if you reach high enough (I'm guessing it was meant to represent Never Lake, since this is the Little Planet and all). Already bizarre on it's own, but after you go back in time...

 

The Past depicts the place as... er, a more natural construction site? It's still a little hard to make clear. Whatever it is here, the Bad Future changes it to a broken down wasteland full of poisoned lakes and disrepaired machinery... But it's all okay, because the Good Future wishy-washes that away and replaces it with a scene much more vibrant and lovely, and with residents, seeing how there's now a city in the vicinity, making it more akin to a Spring Yard expy (which is fitting, given we've established how the Sonic CD zo-sorry, rounds are designed after the Sonic 1 zones).

 

Collision Chaos is truly one of the geographical mysteries of the Sonic universe, but it doesn't matter in the end, because you can forgive the incomprehensible if it brings upbeat jammin' and/or surprisingly somber tunes to the table.

 

Carnival Night - Sonic 3 & Knuckles
Barrel.

 

There, you got what you came for. Now go away.

 

Carnival Night definitely stands out from the rest of Angel Island's more natural and ancient environments, so it's a good assumption that this distinctly non-rustic carnival was likely Robotnik's doing (perhaps to further convince Knuckles that he was a good guy?), and if that's true, it would explain a hell of a lot. Various electric enemies and traps, partly underwater, anti-gravity systems everywhere, and generally being a little nightmarish... Look, all I'm saying is that I don't see Pachacamac being it's designer.

 

Balloon Park - Sonic 3 & Knuckles
As with Azure Lake (and, well, the rest of the multiplayer zones, really), I'd like to see a full-on zone with these visuals and gimmicks, even if it's similar to the aforementioned Carnival Night. The background actually reminds me of Sonic CD (mainly Stardust Speedway Past), and the music sounds vaguely Kirby-like, even when it went on to be remastered in Sonic Generations.

 

Speed Slider - Knuckles' Chaotix
The first time I heard this zone's music was when it was used in that old Sonic Time Attacked fangame. Anyways, this is Knuckles' Chaotix resident Gotta Go Fast Zone, and you will be going fast here, and then you'll be cursing as you miss where you were meant to go, just like the rest of the game. Well it is Robotnik's theme park, so it can't be all that surprising.

 

Amazing Arena - Knuckles' Chaotix
The gimmick this time is all about clocks. When you enter, it's all grey and lifeless and has little-to-no-activity going on. All very bleak, but then you turn the switches, and suddenly HURRAY BRIGHT WONDERFUL HAPPINESS SUNSHINE DA-DA-DA KATAMARI. From then on, it's a simple case of going up the towers and dealing with those creepy Robotnik polygon-arm mini-bosses.

 

Spring Stadium - Sonic 3D Blast: Flickies' Island
Not unlike Carnival Night, this was probably built by Robotnik (if the giant statue of him wearing a top hat wasn't enough indication). How else do you explain all the spike floors and spears and cannons? It's also one of the only two zones to have this game's unnamed pufferfish Badnik, whose floating makes it one of the more tricky ones to hit. Either way, regardless of whether it's the Genesis or Saturn music you're listening to, you can be rest assured that the Spring Stadium is what clowns look at when they want to crack one off.

 

Radical City - Sonic R
It's called "Living in the City", but a more accurate name would be "Living in the Part-City-Part-Giant-Casino-Built-on-a-Mountainside-in-the-Middle-of-Nowhere-That's-Haunted-by-Some-Muppet-That-Created-Stupid-Memes"... but that wouldn't make for a good song title. But yes, the Tails Doll is here, not Resort Island like many would have you believe. With Sonic R's controls, things already get a little tough here, with a few tight corners and tricky jumps. Ah well, still a nice metropolis to look at.

 

Casinopolis - Sonic Adventure
Ah, so the exit is right here! That was ea-oh right, I have to collect about 400 rings. In-between listening to that alluring lounge music, you have a go at the Sonic and NiGHTs-themed pinball tables. Did you get less than 100? Too fucking bad, you're dropped into the sewers instantly. Which isn't very nice, but it does have Dilapidated Way playing, so it's not all bad. Casinopolis may be a bit of a "grinding" level (the RPG term I mean, not actual Sonic grinding... you know, since that started in Adventure 2), but I don't mind the level that much. As I said, it's probably due to the music.

 

Twinkle Park - Sonic Adventure
Plenty to see here. First you have the bumper car racing, where you'll have Kart Kikis gang up on you, and you'll get to hear a high "WHOHOO!" for even the tiniest of ramp jumps. Then there's the main center of attention, the Pleasure Castle, which comes with red carpets, rollercoasters, bowling alleys, and a giant pool for fishing good measure. But don't get too hasty about going inside, because you'll come across a hallway of mirrors, and fiction has informed us that mirror hallways are never good news.

 

Cosmic Casino - Sonic Pocket Adventure
"I swear it's not Casino Night, officer!"

 

Casino Paradise - Sonic Advance
It may look like a Casino Night copy, but personally I don't think it's that bad. The music's pretty nice, the slots are dropped in favor of neon letters spelling "SONIC" or "SEGA", it's set by a lake and castle instead of a city, and you also have the Pierrot enemies trying to pull a Lemmy Koopa. The Egg Ball boss could be easy or hard, depending on who you were and how fast it was going.

 

Music Plant - Sonic Advance 2
OH. OH. Music Plant. Fucking Music Plant. Holy shit.

 

...*ahem* Sorry about that, just my usual nostalgia bliss with the zone in full swing there. Now obviously, I would later go on to learn that this place was basically taken from Ristar's Planet Sonata, but with or without that knowledge, Music Plant will always have a place in my heart, and might even be my favourite "bouncy" zone of them all. For a start, it loses the tried casino motif for once and instead utilises musical instruments against a pink sky backdrop, right down to the traditional springs being replaced with cymbals. Then there's the tremendously catchy music, which is one (well, two) of my favourite zone tunes in the Advance series. And then there's the fact that this is where you get acquainted with Tails in this game, who would eventually go on to be my second favourite Sonic character.

 

So yeah. Music Plant is a very special zone to me... I love it very much.

 

Casino Park/BINGO Highway - Sonic Heroes
Truth be told, I always liked Casino Park's (and Casinopolis' as well) music over Casino Night. The visuals pull off the image of a casino-molded-into-a-city relatively well, even if Shadow apparently can't decide on whether he likes it ("Cool city...") or not ("What a worthless city!") On the other hand... pitfalls. Pitfalls everywhere. It may feature in the majority of Heroes, but it's really noticeable here. Still a nice enough level aside from the pits. BINGO Highway, on the other hand... let's just say it took a bit of time for me to get through back in 2004, and the only thing keeping me going were the thematic Egg Pawns.

 

Toy Kingdom - Sonic Advance 3
Like Music Plant before it, it's time for a change of pace. Rather than be about gambling and other adultery, this is more kid-oriented, being about plushies and panda cups and elephant slides and all that. Those spring boxes will always be a thorn on your side since you pretty much have to get yourself hurt half the time, but otherwise it's all good. Topped off with a jack-in-the-box themed boss, and the general atmosphere comes off like some sort of beta Sonic Colours.

 

Circus Park - Shadow the Hedgehog
Definitely one of the best (if not the best) stage in all of Shadow's game... not that this is saying much, but I like to think I can give credit to where I feel it's due. It's got plenty of gimmicks, there's no "I run like this because I've got worms up my arse" Black Arms to be found, and - most importantly of all - being an Eggman theme park, it's not drab like most of the game's levels. (And it happens to be one of the two levels with Tails. Funny, that.) Amongst all the tightropes and fire hoops, one of my favourite aspects has to be the clown-themed Ball Pawns, doing their best to make a mockery of Shadow with their juggling skills.

 

...Oh, and it has the little scene in the beginning about Chaos Emerald #4, but you already knew that.

 

Night Carnival - Sonic Rush
Change the S3&K zone's name around, and you get the Ska Cha Cha, bat-themed Egg Flappers, giant light-up roads, metal boulders, and signs that proudly display the faces of both the world's supersonic hero and a cat princess that has never actually been to this world until this very point in time, so the guys behind the carnival's creation must be clairvoyant or something.

 

SEGA Carnival/SEGA Illusion - Sonic Riders
So here's the plan: in the daytime, we dance with the monkeys, steal a pirate ship, raid the castle of dreams, get three strikes, and then have a good old fashioned drive-by. Then when it gets dark, we'll giddy-up on some Opa-Opas, vandalise the dreams again, and then have a final standoff in space. Any questions?

 

Sky Park - Sonic Rivals
Unfortunately, this was made by Nega, not the true Robotnik. Putting that information aside however, it's got an interesting concept, all set up on wooden boardwalks high up in the air... and with giant Tails/Amy balloons, for some reason. (Then again, Casino Night had Sonic and Tails' faces all over the place...) But then you race Metal Sonic in Act 2, and suddenly, the whole circus is on fire!

 

Neon Palace - Sonic Rivals 2
Now this one did belong to Robotnik, but that bee-shoe wearing inferior stole it from him. Nonetheless, Neon Palace is another one of those zones I'd like to see them make a traditional zone of, because the visuals are fairly unique for casino level standards (the colours in particular reminding me of the future levels from Crash Bandicoot 3). It's also the only zone from either Rivals in which I can actually remember what the music sounded like.

 

Eggmanland - Sonic Unleashed
After years of building up since Sonic Adventure 1 (not counting other adaptations like the Japanese version of the OVA), Eggmanland finally made it's debut in Unleashed. And what a zone it was. It proved to be notoriously difficult, but it's only fair for it to live up to the hype of such a location's inception and subsequent creation. It combined the Blade Runnery scope of Scrap Brain with Robotnik's penchant for carnivals, and then dipped the whole thing in a vat of molten lava and spread it all over, because fuck you. It was a dream come true for me, and the climactic Egg Dragoon battle at the end sealed the deal.

 

It made a brief reappearance as the boss arena for the Sonic Generations version of the Egg Dragoon. Still fiery, still mechanical, still great. (In fact, I find the fight itself is actually even better, but that's another story.)

 

Casino Street - Sonic the Hedgehog 4: Episode 1
With the additions of playing cards and flying card decks, Casino Street is a fair adaptation of Casino N... oh wait, my mistake, it's not a remake of Casino Night. They said it wasn't inspired by it, so I'm sure it's not. It's not. Trust me. It isn't. Does this yet-to-be-seen-since-I-still-haven't-actually-posted-in-that-Picture-Thread face look like a face that lies?

 

Starlight Carnival - Sonic Colours
"We gotta find Dr. Eggman's Coney Island Disco Palace!"

 

In a word: Neon. Neon everywhere. The roads are neon. The signs are neon. The statues are neon. The ships themselves are neon. Everything is neon, and that's okay with me. Proving once again that he has more money than Bill Gates and Oprah put together, Robotnik churns out yet another fleet of ships, only this time they're... well, neon, as I've continuously stated beforehand. A few enemies from the past return here, such as Sonic 1's Motobugs and Sonic Unleashed's Aero-Chasers. It's probably the most linear of the Colours zones, but it's not that much of a bother for me, and it's a shining example of why the game is called Sonic Colours. (Although there is a slight difference in the DS version in that it's Act 1 is completely indoors, and is more like a grey Machine Labyrinth.)

 

Rooftop Run - Sonic Generations
Rooftop Run was a fairly ordinary Venice-esque city in Sonic Unleashed, but in Generations, it was given an overhaul to be celebrating the festival of... swinging blades? Perhaps it's best that Professor Pickle was on holiday. It's got balloons and confetti, the music is even more shamelessly happy, and it brings back the famous clock tower from it's original incarnation. But there's also the Flying Battery Robotnik blimp to be on the lookout for, as it's on your tail throughout your escape from the city. It's many a fan's favourite zone in Generations, and it isn't hard to see why. It's a great representation of a past level.

 

White Park - Sonic the Hedgehog 4: Episode 2
It is a shame that the two seperate motifs weren't all that fused together, but I still like the concept behind this zone as a winter funfair wonderland. It's basically two Sonic Adventure 1 levels in one, incorporating the snowy caverns of it's version of Ice Cap with the rides (and music) of Twinkle Park. Metal Sonic picking a fight with you is all well and good, but I was much more invested in the Snowy Badniks, which are big enough to constitute as Mavericks from Mega Man X... only then he'd be called something like WINTER GRIZZLY or some shit.

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Look, all I'm saying is that I don't see Pachacamac being it's designer.

Can you imagine if he was though?

 

Pachacamac: Tikal, this amusement park is essential to our survival. It is for the good of all our people.

Tikal: How can I make you understand? Barrels that nobody can get past, floods and blackouts... can't be the right path to peace!

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I thought maybe it was something Knuckles built to distract visitors to the Island, I mean he must have been a kid once, I'm sure he wasn't always anti social :P

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Ah, Casino levels. Always interesting to see. My favorite would have to be Casino Night Zone from Sonic 2.

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I never found the interest in casino levels, especially when the level focuses solely on the slot machines and such whilst the actual platforming is kind of blocky and weird to platy through, ala Casino Night. That being said, I do quite enjoy Casinopolis.

 

As for bouncy levels in general, they're alright as long as they're done right. Wacky Workbench, love ya.

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As for bouncy levels in general, they're alright as long as they're done right. Wacky Workbench, love ya.

 

I thought you said "if they were done right".

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To be fair it was done right...it's bouncy, if not frustrating!

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Wacky Workbench isn't that bad.

 

 

Collision Chaos act 3 is faaaar worse.

 

They're both pretty crap in their own ways,

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Ok guys new week and you know what that means! New trope!!

This week our trope is another Sonic staple (in 2D anyway) and is a frequent recurring element in other tropes aswell as its own.

Underwater Trope

As I said above this trope is usually mixed in with other level tropes to give underwater parts, if not a whole level that are submerged in the water! not the best considering our blue friend is a hydrophobe and cant swim! These levels can be tricky to navigate, with multiple underwater hazards to avoid as well as battling with the slowdown of underwater physics and the ever present problem of running out of air! All of these levels always have one gimmick that stays, the air bubbles themselves, either found on the floor or in balloons this gimmick is essential and life saving (as long as you keep Tails at bay!). the Badniks in these levels often have a fish theme and the boss follows suit often manipulating the water itself in an attempt to defeat you. I'm pretty sure we have has an h defeated level in every 2D sonic game to date and only In a few 3D levels designated to Sonic Adventure 1 (Enerald Coast, Twinkle Park, Ice Cap and Hot Shelter) of course mostly that was for Big as you kinda can't fish without water! Aquarium Park only has you going underwater in the 2D sections so that doesn't count!

Some Examples

Labyrinth Zone

Aquatic Ruin Zone

Hydrocity Zone

Tidal Tempest

Water Palace

Blue Marine

Ice Paradise

I think my favourite water level would have to be...

Hydrocity Zone

These ruins under angel island are filled with traps that make the level a hazardous death trap... Oh by the way did I mention it was filled with water!

Consisting of about 50:50 water and dry ground Hydrocity Zone breaks the flow of slow underwater levels, as long as you can maintain your speed from the higher up areas you can zip through the water at high speed. This level is expansive having both and upper and lower route aswell as multiple points of divergence for each. It is unknown whether Hydrocity is actually a city, some ruins or just a giant death trap for unsuspecting travellers.

Act 1 starts with your fall from the bridge giving you your first choose of path, the high up high speed loop and slide filled route or the lower water and trap filled route. Act 2 has a similar style in paths but the higher up route is harder to reach as you start off on the lower route.

Hydrocity also contains one of the most memorable set pieces from S3&K if not the entire franchise...the wall! A curveball thrown at you by the developers considering this is only the SECOND LEVEL! It can be pretty challenging and it was a reason I used to hate Hydrocity!

I found it to be one of the larger levels with tons of secret alcoves containing giant rings and the always useful water shield and I almost always find something new on each playthrough.

Tied for second is Aquatic Ruin and Water Palace.

Well as always...over to you guys!

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Admittedly I had forgotten it, but I knew it was good! Also writing with a wriggling toddler in your lap is hard :P

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Water levels are often pretty varied, even when they stick to the typical ruins theme. I like most water levels in Sonic games (ie, ones where you can still get some pace going) because there's always that challenge of trying to get to air and it adds something to some of the easier games.

 

I'm a big fan of Hydrocity for the alternate paths, water segments, and music, but Aquatic Ruin is also really good because of how you can skip most of the water if you're really good. I like the Rush water levels for the lesser focus on air bubbles, which makes you have to use the speed you've got effectively to not drown, but even then levels like Pirates Island have some really fun underwater gimmicks like the dolphins.

 

Aquarium Park in Colours is beautiful and you're able to drill almost everywhere. The water sections are also really pretty and Act 6 in Colours is my favourite single act in the game with the extended water sections with the fishies, but also that fantastic 3D waterfall segment. Being able to jump infinitely is also cool and I wish it would come back. The DS version was also decent, using the wisps decently and generally having more consistent level design.

 

Chemical Plant in Generations was more of a water level than it's original namesake, but like Aquatic Ruin you can avoid all the water (there's even an achievement for it in Act 2!), and while it's not one of my favourite levels in the game, I did really enjoy the Modern act anyway for it's progression. It starts out all fine and normal, then the sirens go off, while water tanks are broken in the background, then the water fills up, and finally the whole plant starts exploding around you. There is also Seaside Hill in Generations, with the hybrid water levels of past games in the Classic act, which is alright but not one of my favourite levels in the game, though it does have the nice Aquatic Ruin thing of being able to skip most of the lengthy underwater sections, and Modern's only has a small underwater section near the end which is easily skipped, and is a great level less for water and more for alternate pathways and the beach/ruins thing.

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The only aquatic level I can honestly say I enjoyed was the Water Palace, especially the version we saw in Generations. Don't get me wrong, other levels of this nature have things I like, but too often they feel like the designers just took some ruins (or a factory, or whatever) and partly submerged them. Not so with the Water Palace, which from the look of it was designed to be half under water. The level gimmicks were particularly inventive, and really incorporated the aquatic theme in a way few other levels have done. Add to this the music and the beautiful Apotos-esque city in the background, and you can see why this my favorite of the water themed levels.

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Underwater Levels. *sigh* yeah these levels have a pretty harsh reputation for sucking but that's not to say they can't be done well.  And as fortune would have it, there have been some great ones. Some of my favorites(?) include:

Aqua Planet Zone: For being in Soniic Chaos

HydroCity(Hydrocity? Augh! Fuck you Sega) Zone: Really dug this level in Sonic 3K and music (especially Act 2) is some of my favorite tracks in the series.

Launch Base Zone: Fast, Fun, and full of Action. (Go GoGoGo GO!)

Tidal Tempest: Think Labyrinth Zone only not nearly as frustrating and with much better music. (Japanese: Atmospheric, American: Sexy!)

Water Palace: Boosting through the water sections made all the difference. Also Back 2 Back!

Lost Labyrinth Zone: Suck it again Labyrinth Zone!

Aquarium Park: Quite possibly the best Water level in the entire series and my personal favorite! Also wonderful music is wonderful!

Sylvania Castle Zone: Honestly I just think it's a little more interesting than the level it's based on. That may be just me though...

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