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. While you won't find Green Hill Zone or Chemical Plant, the inspiration from past games is clear.
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