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Map Gab / Re: Sonic Advance - Sonic Colors Maps' sizes
« on: December 19, 2024, 10:12:43 pm »That's a fascinating breakdown of Sonic maps and their evolution in scale! Long levels like those in Sonic Advance 2, Sonic Rush, and Sonic Colors DS can be incredibly satisfying to conquer, especially when they test both speed and precision. What I enjoy most about tackling them is the sense of flow you get when mastering the level design—finding the fastest routes, chaining boosts, and nailing those perfectly timed jumps can make even enormous levels feel smooth and rewarding.
The strategy I lean on is patience during the first few runs to explore the routes and mechanics, then refining it with practice until I can sprint through sections without hesitation. In Sonic games, the challenge of balancing speed with control is what makes long levels shine; you’re not just racing against the clock, but also your own skill ceiling. And nothing feels better than hitting that perfect line through a massive stage!
That's a neat strategy to follow! Many people that played such levels that get longer and longer tend to feel more hesitant in finishing them, even in their blind runs, then, falter quite more in trying to get to the goal.
The maps from "Sonic Rush Adventure", the main stages, that is, from what I've seen, were designed to be a bit far more straightforward in harnessing the Boost, but the consequence, they're made shorter to finish than Rush's levels, many, at least, despite few made larger in size.
They were less labyrinthine, cut down the sense of flow that made the Boost kinda less enjoyable, and made less alternate routes to take, which is the point of having longer, larger levels, not to mention having the fun in taking them in repeated playthroughs for multiple characters.
Made the adventure less fun, too, even though the amount of written dialogue to convey some lore and filler chatter were crammed in to accommodate Sonic and Tails' time being stranded in Blaze's home dimension.
I have no quarrel of storyline exposition and lore in games, though. It was the overall writing vision, pacing, and execution that dragged that game down. At least, the writing there kept everyone in-character within their personalities.
By comparison, Plant Kingdom's maps were made quite shorter than Leaf Storm's, which is, to me a letdown. A skilled Sonic player using Boost a lot could clear them in less than a minute, tops, compared to past 2D Sonic games having maps in many levels that were beaten in that same estimate.
I'm kinda sure whatever upgraded proprietary computer tech Dimps had in making those Sonic games at that time benefited them to making such longer levels, but that stopped as they made more different games for later systems.
People expected slightly longer maps time and again, but prior to us knowing their sizes and being able to chart more larger maps, their expectations briefly changed.
Yet, still, the persistence to withstand longer and larger levels can't truly go away. All it takes for people to get used to them is some gradual adaptation.