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10WaysinWhichSonictheHedgehog
WasntAboutSpeed
byRadekKoncewiczon08/10/1703:42:00pm
PROGRAMMING
2comments
ART Thefollowingblogpost,unlessotherwisenoted,waswrittenbyamemberofGamasutrascommunity.
ThethoughtsandopinionsexpressedarethoseofthewriterandnotGamasutraoritsparentcompany.
AUDIO
DESIGN WhenSonictheHedgehogwasfirstreleased,thegamewasmarketedasaspeedyantiMario.Insteadof
slowlyploddingthroughsmall,geometriclevels,Sonicblazedupanddownrollinghillsinlarge,open
PRODUCTION areas.
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Eventhetitlescreenstuckaroundforonlyafewsecondsperfectlytimedtofadeoutasthe
August15,2017 musicendedasiftellingtheplayertogetonwithit.
MakingaGameMaker: Speedwasn'tjustashallowthrilleitherasthegamedidagreatjobofencouragingplayerstomove
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10WaysinWhichSonic
theHedgehogWasnt
AboutSpeed[2]
ABriefHistoryofGame
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Thehorizontalspringprovidesaninstantspeedboosttorocketuptherampandontoa
August15,2017
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BuildingupvelocityandpressingdownallowsSonictorollupintoadestructiveballandbust
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BryantFrancis Jumpingontocertainislandsfloatinginlavacausesthemtodipandcatchonfireontheleft
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TheupcomingSonicManiaseemstobeembracingthisspeedelement,evenaddinganewmoveto
Sonic'srepertoire:thedropdash.ItmightprovefairlyusefultootheoldSonicalwayshadabitofa
ContactGamasutra
slowaccelerationcurvebutIhopethebacktorootsapproachalsopayshomagetotheoriginal's
ReportaProblem precisiontraversal,improvisationalmaneuvering,andoptionalexploration.Inotherwords,theslower
pacedelementsofSonic.
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I'mnotsureifpinballwasabiginfluenceontheinauguraltitle(beyondthebumperthemedSpringYard
CommentGuidelines Zone),butit'sanaptcomparison.Sonic'sgameplaymimickedboththethrillingmomentumofrocketing
aroundaboard'splayfield,andtheprecise,nailbitingnavigationthroughitsclusteredobstacles.
BloggingGuidelines
HowWeWork InaninterviewwithGameDevelopermagazine,HirokazuYasuhara,thechiefleveldesignerforSonicthe
Hedgehog,elucidatedonhisdesignphilosophy.Whatstruckmeinparticularwashisdescriptionof
creatingsmallerscalechallenges:
...Amoreshortdistancegoal,meanwhile,wouldbeifyou'reinabaseballgameyourgoalistoget
onbase,andthereareanynumberofsimple,linearwaystoachievethatgoal.Anexampleofa
Gama Network middledistancegoalwouldbeifyourunintoabridgeintheforestthatyoucan'tgainaccessto
Ifyouenjoyreadingthissite,
somethingIdoalotingames.Maybeyouhavetodoasequenceofjumpstoreachit,butit's
youmightalsowanttocheck visible,atleast...
outtheseUBMTechsites:
Thesesortsofshortandmediumdistancegoalsareaconstantsourceofinterruptionstotheplayer,but
GameCareerGuide theyalsocreategameplayvarietyandchangeuptheoverallpace.TheoriginalSonictheHedgehogis
largelyrememberedforitsspeedandattitude,butitalsocontainednumerouselementsdesignedtoslow
IndieGames downtheplayerandcreatetheseminichallenges.
1).Teases&Secrets
Asthequoteabovealludesto,oneofthebestwaystomaketheplayerstopandconsidertheir
surroundingsistoteasethemwiththingsjustoutsideoftheirreach.Sonic'slevelsarequitebigandtheir
intertwiningpathslinkedbyspeedramps,automaticallymovingplatforms,verticalsprings,andallsorts
ofothergadgetsthatfacilitatetraversal.Changing"lanes"inSonicisfairlycommon,whetheronpurpose
orjustbygoingwiththeflow,andthisteachesplayersthatthereareextrastocollectiftheydon'tjust
rundirectlytotheendofthelevel.
Simplydashingthroughthemapsshowcasesplentyofalternativeroutesanddifficulttoreach
locations.
Someoftheseextrasarealsofairlytrickytoreach,especiallytheonesthatrequireexploratory
platformingormovingthroughhiddenpaths.
WhenIoriginallydiscoveredhiddenpathsinthegame,Iobsessivelycheckedallthewallsto
seeiftheywerecollidableorifthey'dleadmetosecretgoodies.
Theincentiveforextracollectiblesisfairlyconsistentthroughoutthegame.Themoreringstheplayer
possesses,theeasieritistoabsorbahit,andextrashieldsandtemporaryinvincibilitypowerupsprovide
furtherprotection.Collectingenoughringsalsograntsextralives,andachancetoenterthespecialstage.
2).SpecialStages
Intheseminigames,Sonicisalwaysinhisballmodeandthestageslowlyrotatesaroundhim.It'sa
constantfightagainstthetideasSonic'smobilityisseverelydiminished,andgettingtotheChaos
Emeraldinvolvespatientlynavigatingtoitscage.
Afullmapofthespecialstagecourtesyofsoniczone0.com.
Oncediscovered,SonicmustpressagainsttheindividualdiamondsthatsurroundtheEmeraldinorderto
graduallychangetheircolours.InBreakoutfashion,oncetheallthecoloursarecycleddown,the
diamondsdisappearandopenapathtotheprizeinside.ObtainingalltheChaosEmeraldsactuallyalters
thegame'sending,sothere'saconcreteincentiveforcollectingthemthroughoutthegame.
Specialstagesalsoallowtheplayertocollectextraringsandpointsinordertogainadditional
livesandcontinues.
3).UniqueEnemies
Mostoftheenemiesinthegamedieafterasinglejump/spinattack,andthecollisionneverslowsSonic
down.However,afewofthemcontainuniquepropertiesseeminglydesignedtomaketheplayerpause,
orevenbacktracktoasaferspot.
TheOrbinaut,oftenfoundintightcorridors,issurroundedbyfourspikedballsthatmakeit
difficulttohitwithoutalsoharmingSonic.However,theenemy'smainattackistoslowlylob
itsprotectivespheresstraightahead,graduallyleavingitmoreandmoreexposed.
Bombscan'tbehitthemselves,buttheyinitiateaselfdestructsequencewheneverSonicgets
close.Ifclusteredtogether,Sonic'ssafestbetistotriggerthemandretreatuntilthebombs
clearthemselvesout.
4).TimedHazards
Unlikeenemies,hazardscanneverbedefeatedandtheirtimingisn'talwayssyncedupwitha
straightforwardrunthroughofalevel.
Whileit'spossibletohastilymaneuverpastvarioushazards,somewillinevitablyrequire
carefulnavigationinordertoovercomethem.
Muchtothechagrinofspeedrunners,parkouringthroughtheseobstaclesisnotalwaysanoption.Sonic
hasalimitedmoveset,lackingwalljumps,dashes,gliding,etc.,sooftentheonlywaytogetthrough
unscathedistosimplywaitfortherightopening.
5).MomentumModifiers
Inadditiontoobstaclesthataredangeroustotouch,thegamealsocontainsvariouselementsthatslow
down,stop,oreveninvertSonic'smomentum.
BumperssendSoniccareeningaway,waterslowsdownallmovement,automatedfanscan
completelycanceloutSonic'svelocity,andconveyorsmakenavigationthatmuchtrickier.
6).TraversalObjects
ThemostcommontraversalobjectsareautomaticallymovingplatformsthatallowSonictogettoanarea
heotherwisewouldn'tbeabletoreach.Theseareessentially"alwayson,"buttheirscriptednaturemeans
thatwhentheplayergetstothem,theobjectmightbesomewhereelse,orinaninactivestate,requiring
ashortwaitforittobecomeavailable.Inaddition,theactualprocessofusingtheseobjectsisusually
slowerthanSonic'sregularrunningandjumpingspeed.
Certaindoorsandbridgesalsofollowanautomatedschedule.
Playeractivatedobjectsexistaswell,requiringvarioustypesofactionstomanuallyinitiate.
Ricketybridgeslowerwhenhitfromunderneath,whileseesawscancatapultSonichighupif
heproperlyusestheweightofthespikedballs.
7).Switches
Notalltraversalobjectsareautomaticoractivateddirectly,whichiswhereswitchescomein.Locatedon
thefloorsofvariouszones,theseallowSonictolowerbridges,opendoorways,andgenerallycreatenew
traversalpaths.Switchesrarelyaffectanythingoffscreensotheydon'tcausemuchconfusionor
backtracking,buttheydorequiretheplayertoslowdownandexecuteanextrastepbeforemovingon.
Hittingthisswitchreversesthedirectionoftherotatingcylinder,allowingSonictoenteritand
bedepositedontherightpathinsteadofbeingdroppeddownintothegauntletbelow.
8).MovableBlocks
ExclusivetoMarbleZone,blocksareuniqueinthatthey'retheonlyobjectsthatcanbeslowly
maneuveredaroundthemapbySonic.Thisresultsinavarietyblockbasedgameplaythat'smandatoryto
completingthezone.
Whileindividualblocksexistinotherzones,onlyinthisareaistheplayerrequiredtomove
themtokeepswitchespresseddown,usethemasplatformstoridelavedrifts,orpushthem
asidetoopenupanewpath.
9).Destructibles
ThemajorityofdestructibleelementsinSonictheHedgehogcomeintheformofcrumblingplatformsthat
encourageforwardmovementratherthanslowingit.However,thereareafewspecificexceptionstothis.
Unliketheoccasionaldestructiblewallsthathidesecrets,theseblocksmustbedestroyedone
atatimeinordertoproceed.
OnceagaintheseobjectsareonlyfoundinMarbleZone,andwhiletheyslowSonicdownbyproviding
extraindividualbarriers,bustingthroughthemisalsoafunmechanicthat'sabitdifferentfromtherestof
thegame.
10).BossArenas
PerhapsthemostbluntforcewayofpreventingSonicfrombuildingupspeedislimitinghisavailablereal
estate.AllbossencountersasidefromtheoneinLabyrinthZone,whichisjustaraceagainstthetide
dothisbyforcingtheencountertotakeplaceonasingle,nonscrollingscreen.
Eachbosshasauniqueattackpatternthatneedstobestudiedandexploitedinordertodefeat
thevileDr.Robotnik.
Whileit'seasytoassumethattheseriesevolvedpastthesespeedbumps,theoriginal'ssequelslargely
themostbelovedSonictitlescontainedthemaswell.Thegameswerestreamlined,providingshorter
pausesandmoreopportunitiesforbuildingupspeed,buttheywerestillfilledwithcrazygadgetsthat
facilitatedmovementandexploration,interestingenemieswithuniqueabilitiesandproperties,andlotsof
secretsthathelpedtheplayerprogressandunlocktheultimateending(s).
ShortandmediumdistancegoalswereclearlyaguidingelementinthedesignofSonicthe
Hedgehogasexemplifiedbyitsearlyconceptart.
AnexcessivefocusonspeedwasprobablyamajorreasonforthedeclineoftheSonicplatformer(atleast
intermsofgameplay),buttheissuewasalsoabitmorenuanced.Theproblemwasn'tjusthowmuchofa
backseatothergameplaytooktospeed,butalsohowthespeedelementsthemselveswereimplemented.
NotaSonicmap,butratheralevelfromUniracerscourtesyofvgmaps.com.It'swhatalways
popsintomyheadwhenItrytorecallmyexperienceplayingSonicRush.
InrecentSonicgamesbuildingvelocitywasnolongeranorganicpartofalevel,butratheritsmain
feature.Mapsturnedintoonewayobstaclecourses,lackingininterestingchallengeswhileforcibly
rocketingSonicahead.Thethrillofthespeedbecameroutine,anditturnedtheexperienceintoa
somewhatpassiveandboringrollercoasterride.Whilethatsortofdesignmethodologycanworkinsome
genresitcertainlydidwiththethelanerunnerSonicDashitjustdoesn'tmakeforverygood
platformers,2Dor3D.
Originallypublishedby@JustRadekonthegamedesignblogSignificantBits.
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Comments
GarrickWilliams 14Aug2017at5:27amPST
Youbeataroundthebushbydescribingmanythings,butonlylightlytouchonthebig
picture.TheoriginalSonicgameswereplatformers.Everylevelwasstructuredby
alternatingbetweenaplatformingchallengeanda"rollercoaster"sectionthathelpedgive
thestagemomentumaswellasprovideforsectionswheretheplayercanjustrestand
enjoywatchingSonicgothroughloopdeloops.FuturegameslikeSonicAdvanceandSonic
Rushnixedthestructureandmadeitmorelikearollercoasterwithquicktimeevents.
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PieterSmal 15Aug2017at7:42amPST
Greatanalysis!Welldone!
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