Despite being sort of a "platonic ideal" of 3D Sonic in terms of level design and general structure, I find myself coming back to SA2 more than I do SRB2.
The problem, for me, is that most of the levels feel optional; rather than in the 2D games, where you'd just collect rings and items naturally as you progress through the level, in SRB2 you have to go out of your way to get items. Some items are worth it, like elemental shields, but most of them aren't.
Sonic Team's early 3D games (SA2 to Shad05, specifically) encouraged you to engage with the level design through its scoring and ranking systems. I feel that SRB2's scoring system, like most "classic Sonic" games, needs to be overhauled. Most of the points you get are from rings and especially the NiGHTS special stages, rather than speed. It should be balanced and you should be ranked on your performance during normal play and not just Record Attack.
(Me)
Also, the spin dash, and rolling in general, are really underpowered and situational. The fact that you can't control your movement if you jump from a roll is a big problem. Compare it to here in SA2, where I can easily access the upper route with a spin dash off a slope. In SRB2, to do this, I'd have to thok into the slope and then jump, which is something exclusive to Sonic and isn't as appealing as spin dashing to me.
I think the only thing SRB2 has on the Adventure games, in terms of control, is accurate badnik bouncing, which is a lot of fun and can be used for huge shortcuts. Besides that, though, I really prefer the gameplay of Adventure.
you...do know how rail grinding works in SA2 right?
You wouldn't out yourself as a zoomer by thinking it's the same as the other auto rail grinders in Sonic..
right?
It's a big shame that they dropped this level design because SA2 really improved the 3D platforming from SA1. If they did one more game with purely Sonic stages, it could've been the best
I think Heroes and Shadow still have pretty good level design, personally.
1 month ago
Anonymous
Haven't touched Shadow since launch but I agree with Heroes, it's a shame that the constant "you must beat up X enemies to continue" and replaying them all four times has made people forget Heroes has good design
1 month ago
Anonymous
>"you must beat up X enemies to continue"
level 2 tails/knuckles kill entire rooms of enemies with 1 move or you hit team blast > replaying them all four times
just don't play them lol. super hard mode is really cool but you can just download a save
1 month ago
Anonymous
What the fuck kinda cope is this? >uh just download a 100% save
who the fuck says that as defense for a game's flaws???
1 month ago
Anonymous
I dont find playing as tails fun in sonic 3 so I don't. I don't find playing as team chaotix fun in sonic heroes so I don't
for me, it's Crazy Gadget
hated it as a kid so much I dropped the hero side to beat the dark story first
but now it's one of the more fun levels to mess with
1 month ago
Anonymous
Nah fuck you this is the worst speed level in the game, even worse than Final Chase
1 month ago
Anonymous
>he got filtered by the creative level design and chaos 0 clones and fun as hell ending gravity segment
1 month ago
Anonymous
The only bad part is having to pull the levers. I hate it when SA2 makes you jankily pick up items or pull switches. The gravity switches should have been items you can easily run into or homing attack.
1 month ago
Anonymous
You know you can skip most of them, right? Man, people really do just suck at Sonic and bitch at the game for their own failures, huh?
1 month ago
Anonymous
>You know you can skip most of them, right?
Yeah, with a fucking speedrun exploit that nobody would ever know about on their own. It doesn't count.
1 month ago
Anonymous
They shouldn't exist, homosexual. Sonic being perfect is the only reason to entertain the idea of his existence in the first place.
Otherwise he shouldn't have came to be for the sole reason to compete with Mario. It's that simple. Don't fuck around if you don't wanna find out.
1 month ago
Anonymous
What does this post have to do with what it's replying to? Was this written by a bot?
1 month ago
Anonymous
>""""Optional"""" content being bad is ok because you can just skip the bad content!
I paid for 60USD for a game that should be worth 60USD, if not it's a dogshit product. I don't skip $10 worth of content just because it's """""optional"""""
Either make it good or don't add it at all. Just homing attacking switch alone fixes all issues with them, instead of some shitty animation for 5 secs.
1 month ago
Anonymous
s-skipping a single stage element with a shortcut isn't robbing you of $10, anon
are you okay?
1 month ago
Anonymous
Sonic fans are just aggressively and unrelentingly autistic, anon.
And I fucking get it, 3D Sonic can be disappointing, some people liked Frontiers, some didn't. Some people like Adventure, some didn't. Some people liked Unleashed, some didn't.
But to constantly see this in every single fucking thread by that same guy who keeps going "THE PERFECT 3D SONIC WAS ALREADY MADE OVER 30 YEARS AGO HAHA!" and fuck me this shit is not that good. It's fun as hell, especially the multi-player. But this is not what I consider "peak" Sonic
It's an open-source game. You can make a fork of SRB2 called "Sonic nagger Blast" and replace all the enemies with israelites if you want. Some of the developers being pozzed isn't an issue.
I’m a newfag to this game, just got it yesterday. I downloaded a handful of modded characters, but how do I get that Jim Jecks 3D models mod to work with the modded characters? So far it only makes the base game characters change
Not all the modded characters have models. If you downloaded the latest version of the 3D models mod, it should have a list of the characters supported in the thread.
Ah I see. I feel like I somehow did something wrong because non of my modded characters have it and I only got the really popular ones like Shadow, Silver, Mario & Luigi, Kirby, and Blaze/Marine.
Shadow and Blaze definitely have models, and I'm pretty sure Silver does too. You must not have the latest version if they're not showing up. They should work automatically.
It should be latest since I just got it yesterday right? All I’m supposed to do is drop the models folder into the root and let it replace the other files right?
This level is kino. I can't get enough of Halloween levels. Need a witch skin for Rouge the Bat so I can have the 100% Halloween kino experience in SRB2.
Not enough full-conversion mods (i.e. full map packs with their own progression, enemies, bosses, etc) aside from the Level Design Contests.
Still waiting for the SUGOI Trilogy part.
Otherwise it's great.
Is there still no way to put custom levels together into their own custom campaign? Or add them to the main game? I always felt like the actual main game was too short and adding my favorite custom levels would have been perfect.
I mean, you can make mods that are custom campaigns, that's what the mods essentially are. It's just not many people actually bother making some connecting tissue between the levels, like transitions, or a hub, or bosses.
I don't think you can "add" levels to the OG campaign, but you can probably just made a new mod that has all of the OG levels + new ones. In fact I am sure there are some of those that are like that out there.
In fact, go to Multiplayer, and find the SRB2 EX server. Join it so it downloads a bunch of shit to your game. Then you can play something called SRB2 EX offline: you first play the original SRB2 campaign with some added bells and whistles, and then there are a bunch more levels after that. They are not really connected, though.
That makes things a lot more simple than I thought, thanks. Asking because it's been a long time since I've actually played SRB2 and I know the mod scene has gotten way more robust since then.
It's fun and they better not remove Sonic's thok gimmick. I don't give a shit if it's "confusing/hard for new players" or whatever the wiki said, I got used to it and love it.
I love the thok because it fits the style of arsenal Sonic has always had: moves that may not make the game easy like Tails flight but can let you clear the game faster once you become an experienced player. The Instashield in 3, the Drop Dash in Mania, and the Thok all accomplish this extremely well and it fits Sonic perfectly. He should have moves like this that let experts go fast. If you want an easier time, you pick Tails.
It hurls you a lot faster and farther than the Adventure air dash so people send themselves flinging everywhere when they first play SRB2 and they cope by saying it's hard to control.
I played through it with a friend a couple of years ago or so, and had so much fun fucking around the stages and finding all sorts of secrets and cool landmarks
||We have distanced each other in recent times, and when I now think of these memories I got a bit miserable inside. Oh well||
I really wish there were more levels like Neo Palmtree Zone.
This game also is objectively the best game in the entire series sprite/animation wise, which I know is rather unfair but think about the fact no other game sprite or otherwise got animations this detailed and creative and where each ANGLE has to be considered per action. Mania doesn't even 1% of this amount of customization.
I think the game gets a lot of incidental milage out of its engine. Most modern game engines create a wide open space that needs to be populated with terrain. But the way doom engine games are constructed is the opposite. there is no 'outside' or decorative models. Every polygon is a part of the real game world. I think this helps avoid the problem a lot of official games have where the stage is a bunch of arbitrary platforms floating in the void.
The dev's and level designer's abilities to create huge open feeling environments, is amazing.
I especially love how there are almost no 'high speed' sections. throwaway straight shots that are everywhere in the mainline games.
Again I think the engine kinda helps find and mitigate this. the small repeating texture means a large flat surface will look ugly if it gets too large, and its easily mitigate by breaking up the terrain with something, broken tile to change the texture, ancient pillars, A rock, Some actor based decorations like the flowers.
In my opinion though, SRB2 is more then just a good sonic fangame. you don't have to be a fan of sonic to enjoy it. Its a very good 3d platformer and I wish it got more respect.
>This is what sonic in 3D shold actually be, it's just like the classic genesis games. fuck you sega! >btw the way everyone plays sonic is to mash 1 move and automatically builds speed to skip the whole level instead of actually having to build momentum or know the level design
its corny just like everything people obsessed with 'old school' sonic make
>2.1 is better though
I'll never agree with this opinion although I understand it. SRB2 looks like it will continue to become more like a traditional Sonic game unlike the earlier versions that were like Quake meets Sonic. Maybe, one day, a spiritual successor to pre-2.2 SRB2 will be made, since SRB2 itself won't be returning to that direction.
I've considered that before actually. Maybe someday
[...]
Is there really such a drastic difference between 2.1 and 2.2?
Can you elaborate?
<=2.1 didn't have slopes, so it was more of a traditional 3D platformer. I don't particularly mind the slopes but some of the redone versions of levels are confusing and badly designed. The old artstyle was very soulful though 2.2's is mostly just a refined version of it. The new team also shitkicked the lead dev Mystic because he was a bit too mean (I do mean this honestly) towards the children that have now turned the forum into an ipadbrained amongus shithole.
>Mystic
lol, I heard about this one from some children in SRB2 multiplayer. Him and another dev called Rob. Supposedly they justify Mystic being kicked for being a e-boifag (although I'm sure at least one of the artists working on the game has drawn Tails shota shit, looking at the probabilities). I heard Rob went out of his way to fuck over speedrunners by patching glitches which is based.
Weren't they booted for bullying some guy who made an overpowered character mod or something?
That was part of the final straw I think, Mystic fucking SEETHED for a literal decade over the mere existence of Super Mystic Sonic. He definitely was a e-boifag and also put multiple cirno references into the game.
He meant well but unironically turned into a monster from years of dealing with retarded 8 year olds, the threat of being PERMANENTLY banned over bad grammar was literally how I learned proper capitalization and spelling.
I don't remember anything about patching glitches to spite speedrunners or Rob, the only thing close to that is you used to be able to gain alot of speed by rolling on a conveyer belt
>2.1 is better though
I'll never agree with this opinion although I understand it. SRB2 looks like it will continue to become more like a traditional Sonic game unlike the earlier versions that were like Quake meets Sonic. Maybe, one day, a spiritual successor to pre-2.2 SRB2 will be made, since SRB2 itself won't be returning to that direction.
Is there really such a drastic difference between 2.1 and 2.2?
Can you elaborate?
2.2 added slopes and rolling physics, and most of the levels were altered heavily as a result. The soundtrack was also completely rearranged. I think the only level that's basically unchanged from 2.1 to 2.2 is Egg Rock. I was really young when I played SRB2 before 2.2, and I don't remember much, but it seemed like much more of a Doom-like game then, with the current "Strafe" control option being the default.
The SRB2 devs are going more and more away from that direction into being more of a traditional Sonic game. I've even heard rumors that they're going to remove the deathmatch Ringslinger gamemodes, and replace Sonic's thok with the instashield.
On an SRB2 server, I once spoke with someone who claimed to be 13 years old who created this character, Milne, when she was 8 years old, and that she was groomed by another member of the "SRB2 community" on the SRB2 Discord when she was 9 years old. She became very offended when I claimed that everyone on Discord is a pedophile.
It was after this interaction that I decided to stop playing SRB2 multiplayer with randoms because it was probably going to put me on a list of possible sex offenders
Despite being sort of a "platonic ideal" of 3D Sonic in terms of level design and general structure, I find myself coming back to SA2 more than I do SRB2.
The problem, for me, is that most of the levels feel optional; rather than in the 2D games, where you'd just collect rings and items naturally as you progress through the level, in SRB2 you have to go out of your way to get items. Some items are worth it, like elemental shields, but most of them aren't.
Sonic Team's early 3D games (SA2 to Shad05, specifically) encouraged you to engage with the level design through its scoring and ranking systems. I feel that SRB2's scoring system, like most "classic Sonic" games, needs to be overhauled. Most of the points you get are from rings and especially the NiGHTS special stages, rather than speed. It should be balanced and you should be ranked on your performance during normal play and not just Record Attack.
(Me)
Also, the spin dash, and rolling in general, are really underpowered and situational. The fact that you can't control your movement if you jump from a roll is a big problem. Compare it to here in SA2, where I can easily access the upper route with a spin dash off a slope. In SRB2, to do this, I'd have to thok into the slope and then jump, which is something exclusive to Sonic and isn't as appealing as spin dashing to me.
I think the only thing SRB2 has on the Adventure games, in terms of control, is accurate badnik bouncing, which is a lot of fun and can be used for huge shortcuts. Besides that, though, I really prefer the gameplay of Adventure.
>Hold Forward: The Game
3d sonic has always sucked balls
You never played SA2.
>grinding rails constantly
>not holding up because you technically don't have to press anything
damn you sure showed him
>Yes, I DID never play SA2
I knew already. Now you can leave.
you...do know how rail grinding works in SA2 right?
You wouldn't out yourself as a zoomer by thinking it's the same as the other auto rail grinders in Sonic..
right?
It's a big shame that they dropped this level design because SA2 really improved the 3D platforming from SA1. If they did one more game with purely Sonic stages, it could've been the best
I think Heroes and Shadow still have pretty good level design, personally.
Haven't touched Shadow since launch but I agree with Heroes, it's a shame that the constant "you must beat up X enemies to continue" and replaying them all four times has made people forget Heroes has good design
>"you must beat up X enemies to continue"
level 2 tails/knuckles kill entire rooms of enemies with 1 move or you hit team blast
> replaying them all four times
just don't play them lol. super hard mode is really cool but you can just download a save
What the fuck kinda cope is this?
>uh just download a 100% save
who the fuck says that as defense for a game's flaws???
I dont find playing as tails fun in sonic 3 so I don't. I don't find playing as team chaotix fun in sonic heroes so I don't
I recently replayed SA2 and as a kid I never understood the appeal of Final Rush. It really is such a kino stage.
for me, it's Crazy Gadget
hated it as a kid so much I dropped the hero side to beat the dark story first
but now it's one of the more fun levels to mess with
Nah fuck you this is the worst speed level in the game, even worse than Final Chase
>he got filtered by the creative level design and chaos 0 clones and fun as hell ending gravity segment
The only bad part is having to pull the levers. I hate it when SA2 makes you jankily pick up items or pull switches. The gravity switches should have been items you can easily run into or homing attack.
You know you can skip most of them, right? Man, people really do just suck at Sonic and bitch at the game for their own failures, huh?
>You know you can skip most of them, right?
Yeah, with a fucking speedrun exploit that nobody would ever know about on their own. It doesn't count.
They shouldn't exist, homosexual. Sonic being perfect is the only reason to entertain the idea of his existence in the first place.
Otherwise he shouldn't have came to be for the sole reason to compete with Mario. It's that simple. Don't fuck around if you don't wanna find out.
What does this post have to do with what it's replying to? Was this written by a bot?
>""""Optional"""" content being bad is ok because you can just skip the bad content!
I paid for 60USD for a game that should be worth 60USD, if not it's a dogshit product. I don't skip $10 worth of content just because it's """""optional"""""
Either make it good or don't add it at all. Just homing attacking switch alone fixes all issues with them, instead of some shitty animation for 5 secs.
s-skipping a single stage element with a shortcut isn't robbing you of $10, anon
are you okay?
Sonic fans are just aggressively and unrelentingly autistic, anon.
Good
>not shown, the uncountable failed attempts due to shit rail block collision
love the stage but god that got aggravating.
Give Sonic GT a shot.
It was a fun novelty but that's about it. I'm glad someone made it.
Its controls suck.
It's a very fun fangame but EXTREMELY overrated.
And I fucking get it, 3D Sonic can be disappointing, some people liked Frontiers, some didn't. Some people like Adventure, some didn't. Some people liked Unleashed, some didn't.
But to constantly see this in every single fucking thread by that same guy who keeps going "THE PERFECT 3D SONIC WAS ALREADY MADE OVER 30 YEARS AGO HAHA!" and fuck me this shit is not that good. It's fun as hell, especially the multi-player. But this is not what I consider "peak" Sonic
it would help if sega made a single 3d sonic better than srb2 (they havent)
Oh man what an original opinion
Pozzed garbage.
>inb4 it's not in the main game, it doesn't count
Official content approved by the people who work on it.
It's an open-source game. You can make a fork of SRB2 called "Sonic nagger Blast" and replace all the enemies with israelites if you want. Some of the developers being pozzed isn't an issue.
I’m a newfag to this game, just got it yesterday. I downloaded a handful of modded characters, but how do I get that Jim Jecks 3D models mod to work with the modded characters? So far it only makes the base game characters change
Not all the modded characters have models. If you downloaded the latest version of the 3D models mod, it should have a list of the characters supported in the thread.
Ah I see. I feel like I somehow did something wrong because non of my modded characters have it and I only got the really popular ones like Shadow, Silver, Mario & Luigi, Kirby, and Blaze/Marine.
Shadow and Blaze definitely have models, and I'm pretty sure Silver does too. You must not have the latest version if they're not showing up. They should work automatically.
It should be latest since I just got it yesterday right? All I’m supposed to do is drop the models folder into the root and let it replace the other files right?
Yeah, if you did that and it's still not working, then check the thread again and make sure you put it in the right place.
Did you actually enable the 3D models in OpenGL settings?
The most kino 3D Sonic.
This level is kino. I can't get enough of Halloween levels. Need a witch skin for Rouge the Bat so I can have the 100% Halloween kino experience in SRB2.
Not enough full-conversion mods (i.e. full map packs with their own progression, enemies, bosses, etc) aside from the Level Design Contests.
Still waiting for the SUGOI Trilogy part.
Otherwise it's great.
Is there still no way to put custom levels together into their own custom campaign? Or add them to the main game? I always felt like the actual main game was too short and adding my favorite custom levels would have been perfect.
I mean, you can make mods that are custom campaigns, that's what the mods essentially are. It's just not many people actually bother making some connecting tissue between the levels, like transitions, or a hub, or bosses.
I don't think you can "add" levels to the OG campaign, but you can probably just made a new mod that has all of the OG levels + new ones. In fact I am sure there are some of those that are like that out there.
In fact, go to Multiplayer, and find the SRB2 EX server. Join it so it downloads a bunch of shit to your game. Then you can play something called SRB2 EX offline: you first play the original SRB2 campaign with some added bells and whistles, and then there are a bunch more levels after that. They are not really connected, though.
That makes things a lot more simple than I thought, thanks. Asking because it's been a long time since I've actually played SRB2 and I know the mod scene has gotten way more robust since then.
Co-op races are fun
gets MOGGED by SRB2K
You know Sonic fans are autistic because they make fangames of fangames.
and thats a good thing
It's fun and they better not remove Sonic's thok gimmick. I don't give a shit if it's "confusing/hard for new players" or whatever the wiki said, I got used to it and love it.
I love the thok because it fits the style of arsenal Sonic has always had: moves that may not make the game easy like Tails flight but can let you clear the game faster once you become an experienced player. The Instashield in 3, the Drop Dash in Mania, and the Thok all accomplish this extremely well and it fits Sonic perfectly. He should have moves like this that let experts go fast. If you want an easier time, you pick Tails.
>confusing/hard for new players
Huh? Isn't it basically just the jump dash from the Adventure games? What's not to get?
It hurls you a lot faster and farther than the Adventure air dash so people send themselves flinging everywhere when they first play SRB2 and they cope by saying it's hard to control.
Good, but it just came and went for me. Got much more mileage out of kart
I dislike that the devs keep on changing everything about it. They're even planning on overhauling the physics so that it resembles Sonic Utopia
I hope it's finished in another 25 years
I played through it with a friend a couple of years ago or so, and had so much fun fucking around the stages and finding all sorts of secrets and cool landmarks
||We have distanced each other in recent times, and when I now think of these memories I got a bit miserable inside. Oh well||
Back to whatever hole you crawled out of
pretty great
the upside down lava section in the metal sonic race was such a bitch
You can turn off the flipped camera in the options somewhere. It takes out the challenge but fuck flipped camera
I really wish there were more levels like Neo Palmtree Zone.
This game also is objectively the best game in the entire series sprite/animation wise, which I know is rather unfair but think about the fact no other game sprite or otherwise got animations this detailed and creative and where each ANGLE has to be considered per action. Mania doesn't even 1% of this amount of customization.
>kart could use udmf extremely well
>team sits on an outdated build/branch because content creep has them by the balls
What would you like to see in 2.3?
Red volcano act 2 & true final boss when all emeralds collected
I like it simply for the fact that there's no air drag.
Bless that one guy who keeps making Rayman 2-based levels for the OLDCs.
for me, it's sol sectancia guy. His levels ooze soul
I think the game gets a lot of incidental milage out of its engine. Most modern game engines create a wide open space that needs to be populated with terrain. But the way doom engine games are constructed is the opposite. there is no 'outside' or decorative models. Every polygon is a part of the real game world. I think this helps avoid the problem a lot of official games have where the stage is a bunch of arbitrary platforms floating in the void.
The dev's and level designer's abilities to create huge open feeling environments, is amazing.
I especially love how there are almost no 'high speed' sections. throwaway straight shots that are everywhere in the mainline games.
Again I think the engine kinda helps find and mitigate this. the small repeating texture means a large flat surface will look ugly if it gets too large, and its easily mitigate by breaking up the terrain with something, broken tile to change the texture, ancient pillars, A rock, Some actor based decorations like the flowers.
In my opinion though, SRB2 is more then just a good sonic fangame. you don't have to be a fan of sonic to enjoy it. Its a very good 3d platformer and I wish it got more respect.
>This is what sonic in 3D shold actually be, it's just like the classic genesis games. fuck you sega!
>btw the way everyone plays sonic is to mash 1 move and automatically builds speed to skip the whole level instead of actually having to build momentum or know the level design
its corny just like everything people obsessed with 'old school' sonic make
Good game, a bit overrated
It's the best controlling video game ever made.
2.1 is better though
>2.1 is better though
I'll never agree with this opinion although I understand it. SRB2 looks like it will continue to become more like a traditional Sonic game unlike the earlier versions that were like Quake meets Sonic. Maybe, one day, a spiritual successor to pre-2.2 SRB2 will be made, since SRB2 itself won't be returning to that direction.
I've considered that before actually. Maybe someday
<=2.1 didn't have slopes, so it was more of a traditional 3D platformer. I don't particularly mind the slopes but some of the redone versions of levels are confusing and badly designed. The old artstyle was very soulful though 2.2's is mostly just a refined version of it. The new team also shitkicked the lead dev Mystic because he was a bit too mean (I do mean this honestly) towards the children that have now turned the forum into an ipadbrained amongus shithole.
>Mystic
lol, I heard about this one from some children in SRB2 multiplayer. Him and another dev called Rob. Supposedly they justify Mystic being kicked for being a e-boifag (although I'm sure at least one of the artists working on the game has drawn Tails shota shit, looking at the probabilities). I heard Rob went out of his way to fuck over speedrunners by patching glitches which is based.
Weren't they booted for bullying some guy who made an overpowered character mod or something?
That was part of the final straw I think, Mystic fucking SEETHED for a literal decade over the mere existence of Super Mystic Sonic. He definitely was a e-boifag and also put multiple cirno references into the game.
He meant well but unironically turned into a monster from years of dealing with retarded 8 year olds, the threat of being PERMANENTLY banned over bad grammar was literally how I learned proper capitalization and spelling.
I don't remember anything about patching glitches to spite speedrunners or Rob, the only thing close to that is you used to be able to gain alot of speed by rolling on a conveyer belt
There was the hole in the glass in Techno hill zone 2 that let you skip the first dive into the goo.
Is there really such a drastic difference between 2.1 and 2.2?
Can you elaborate?
2.2 added slopes and rolling physics, and most of the levels were altered heavily as a result. The soundtrack was also completely rearranged. I think the only level that's basically unchanged from 2.1 to 2.2 is Egg Rock. I was really young when I played SRB2 before 2.2, and I don't remember much, but it seemed like much more of a Doom-like game then, with the current "Strafe" control option being the default.
The SRB2 devs are going more and more away from that direction into being more of a traditional Sonic game. I've even heard rumors that they're going to remove the deathmatch Ringslinger gamemodes, and replace Sonic's thok with the instashield.
The fact they nerf this shit in Superstars just to justify their 9 min bosses really piss me the fuck off
I will basically denounce a Sonic style game from being considered good if this fundamental aspect of the engine is ignored.
On an SRB2 server, I once spoke with someone who claimed to be 13 years old who created this character, Milne, when she was 8 years old, and that she was groomed by another member of the "SRB2 community" on the SRB2 Discord when she was 9 years old. She became very offended when I claimed that everyone on Discord is a pedophile.
It was after this interaction that I decided to stop playing SRB2 multiplayer with randoms because it was probably going to put me on a list of possible sex offenders
Amy Rose