Using the Avatar Emerald Power, I make quick work of the evil doctor, but in my excitement to use the power, I neglect to consider that it could be a multi-phase fight. Even as a designer, it was a lot of fun to create these drastic changes in the world, drastic changes in gameplay that created that fun element when you play through from Act 1 to Act 2."Īfter Act 1's boss battle, which was essentially just a chase sequence involving a giant fish robot, Act 2's boss battle is a proper fight against Eggman in a walker with boxing gloves. But it was really impactful when we got to Sonic 3 to be able to change the visuals and also change the gameplay style to bring this variation in Act 1 and Act 2, and as a, that dynamic shift was very fun. "That system was put in place because for Sonic 1 and 2, things were kind of static, and you'd have the same kind of fun and same gameplay in Act 1 just carry over into Act 2. "That kind of dynamic change all started with Sonic 3," Iizuka says. In Act 2, Bridge Island Zone transitions from daytime to sunset, immediately setting this second act apart from its predecessor. I also discover a giant gold ring and a giant blue ring, both of which take me to this game's Special Stages (learn more about Special Stages and Chaos Emeralds in Sonic Superstars here). In Bridge Island alone, I find the standard blue shield power-up, a magnet power-up that pulls nearby rings to you, and the always-fun running shoes. ![]() That's why multi-pathways are essential for level design even if you fall, there's another route below, or if you play well, you can get to the path above."Įxploration is crucial in these stages, with power-ups and other important points of interest littering each zone. If you die every time that happens, you won't want to go fast. When you combine Sonic's speed with side-scrolling, there's no way to avoid sudden falls or places where you can't see where you will land. "Multi-pathways are one of the critical elements in designing a Classic Sonic 2D platformer," Iizuka says. It's safe to say that the branching-path level design is back in full force in Sonic Superstars. As I speed through the stage, I'm rewarded for exploration. It's our very standard, go-to, 'this-is-a-Sonic-experience' zone."īridge Island features several familiar enemies, including Crabmeat, Buzz Bomber, and Chopper, but it also includes new wall-run sections. It feels very true to the Classic Sonic games. "We see the water it's got that oceanside, beachside, waterfront kind of feel, it's got bright colors, and it's very fun to run around in. "Bridge Island is that quintessential Sonic-y feel," Iizuka says. Sonic Superstars' first zone, Bridge Island Zone, features similar themes and aesthetics to other starting zones like Green Hill and Emerald Hill, but its design is wholly unique from those. Many, many hours have been spent making the engine accurate enough to support a margin of error of a few hundredths of a second.While you won't find Green Hill Zone or Chemical Plant, the inspiration from past games is clear. "a rad Rhythm Paradise-esque game." - Jeffrey Matulef, Eurogamer (.) Rhythm is in everything, and I'm glad the developers found it in medicine." - John Polson, "The base mechanic and premise of Rhythm Doctor are gold for me. ![]() if those don’t mean much to you, don’t worry - it’s designed to make you learn rhythm theory without even realising it. But every level has a twist on that concept: polyrhythms, offbeats, hemiolas, irregular time signatures. The core mechanic is simple: slam your spacebar on the 7th beat to save patients in a hospital. Rhythm Doctor is a one-button rhythm game that aims to invisibly teach complex music and rhythm theory. Rhythm Doctor is a title featured at IndieCade 2017.
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