Initial Impressions: SONIC & KNUCKLES

Perusing my little brothers game collection I ran across Sega’s SONIC MEGA COLLECTION for the GameCube and decided to get my old school game on and play one of the Sonic games I never got around to when I was younger.  I was a Sonic follower when I was little and I had a small collection of the games on the Genesis.  I’d never gotten a chance to play the fourth installment, though, so I was actually kind of excited to finally try out SONIC & KNUCKLES.  (The collection includes SONIC THE HEDGEHOG, its two sequals, SONIC & KNUCKLES, SONIC 3D BLAST, SONIC! SPINBALL, and DR. ROBOTNIK’S MEAN BEAN MACHINE.)

The first SONIC THE HEDGEHOG, in case you haven’t played one of the original Sonic games before (I know, I’m getting old), was built for the SEGA Genesis and was a 2D platformer to compete with the Mario games from Nintendo.  The big sell-point was the amazing speed at which Sonic could traverse his tile-based levels and  the fun roller coaster design that resulted from all that speed.  SONIC & KNUCKLES was the fourth installment of the series and was the final 2D version.  The game plays exactly like its predecessors, though the designers added a couple new abilities for both Sonic, and his new rival, Knuckles.  These abilities allow the designers to create sections of a level that are character-specific, only Knuckles could reach some places with his smashing power.  Basic mechanics included moving and jumping (the basics of a platforming game precedented by SUPER MARIO BROS.) to progress from platform to platform, avoid dangers, and attack enemies.  The Sonic games also added the ability to roll into a spikey spinning ball in order to attack some enemies from the ground.  Springs and loop-de-loops are characteristic of most Sonic levels and spinning gold rings were the collection item of choice.

It was interesting to go back to this game and see how strongly the arcade mentality influenced the design of the game.  The arcade industry was still fairly strong and console designers were constantly chasing arcade-quality.  Generally big successes were games that were big arcade hits and were then ported to the consoles, though with lower quality graphics due to the limitations of the console hardware. Despite (as far as I’m aware) never being an arcade title, SONIC & KNUCKLES still held on to a three lives, no continues philosophy, leading to a very challenging game.  The player has to earn new lives and learn the levels in order to progress to the later stages.  If he fails to get to the end before his life stock has run out, the game is simply over and the player must restart from the beginning.  Game design since has changed to favor helping a player play through and enjoy the game, with automatic saves, infinite “lives” (see my REPUBLIC HEROES post), and a focus on playing levels again after completing them in order to find other bonuses or increase score.  This is in contrast to having to play a level over before completing it due to failure to reach the end and having to learn how best to accomplish the task.

As a side note, I still find it amazing to play a Sonic game on a Nintendo platform.

A Long Absence

Hello all you beautiful people.  It’s been a while since my last post here.  A lot and not that much at all has happened since the last post.  I’ve tried out quite a few games and been reading through 10-year old Game Developer magazines.  I’ve also gotten up to speed on general iPad/iPhone development using Objective-C and the iPhone SDK.

I’ve been getting into the habit in the last few weeks of sitting down with a game I’ve never played and trying it out for an hour.  I have a few reasons for doing this: a) as a designer, I want to look at what other games are doing/have done, b) I want to analyze how well other games pull a gamer in within the first moments of a game and how much of the game the player can get a feel for in those moments and c) I like to play games.  My plan was/is to write up my impressions of the games I’ve been running through.  So pretty soon you should be able to look forward to some notes on Muramasa: The Demon Blade, Assassin’s Creed, NickToons Unite!, Open Season, Sonic Heroes, Sonic & Knuckles, Jimmy Neutron: Attack of the Twonkies, Kirby Air Ride, and World of Warcraft. As you may have noticed, I’ve been raiding my little brother’s library for titles I hadn’t played.

Reading through the old Game Developer magazines has been interesting.  Not only has there been a lot of great information I’ve left sitting on my shelves for all these years, but it’s pretty fun reliving the history of game development through articles written when I was in college.  I’ve been reading them chronologically and just got to 2002 last night, a time when the Front Line Awards were praising the nVidia GeForce 3 graphics card, Maya 4, and the “new” Titanium Powerbook G4.  It was also funny to notice an ad for the 2002 Game Developers Conference while wearing the freebie shirt I got from attending the 2002 Game Developers Conference.

lastly, I just want to mention that the Pragmatic Programmers’ iPhone SDK Development by Bill Dudney and Chris Adamson is a great book for getting up to speed on the basics of iPhone/iPad development using Apple’s iOS SDK.  I found it well written and the progression of topics well thought-out.  I also liked that the authors chose to be tutorial-level detailed with new topics, but as the reader progresses through the book, the authors leave the implementation of previously learned material to the reader.  It does the dual job of forcing the reader to actually learn what there doing and practice it, while also making the book itself more readable and hold more information (since they don’t have to reprint the same instructions over and over again, lots of space is saved).  so yeah, good book.  Great resource.  It’s been super helpful in getting me my first iPad gig.

Laters!

~R

Currently playing: World of Warcraft Trial Edition