Here are the level maps for Sonic 2.
https://info.sonicretro.org/Sonic_the_Hedgehog_2_(16-bit)/Maps
Point out to me the instance where you have a downhill slope with any enemy that cannot be damaged by rolling, spikes or bottomless pits. Here's a hint you won't find them.
At most you'll find a spring, which is at most annoying, but it doesn't actually punish you or something like this:
So I actually booted up Sonic 2 again for this specific reason and played the first 4 levels (emerald zone 1 + 2 and Chemical hillzone) and while playing these four levels, two things become apparant. The first is that your previous claim that the player in the video "Wasn't playing properly and was going slow because he didn't ball going down slopes" is complete nonsense. In the vast majority of cases, the game actually "forces" sonic to slow down almost instantly after going down a slope. In fact, the game forces you to go slow down for a lot of sections like jumping on blocks, waiting for platforms or for breaking parts so you can enter pipes.
Second is that the game does actually punishes you. Emerald Hillzone act 2 has 2 clear instances. The first is near the large waterfull with the 1up. Its right after the double looping. The map shows that there are two vertical spikes on the floor. They are vertical, but they actually go up and down. When you go at full speed, you can get hit by them with no way to avoid them (Unless you know its already there). Whether you get hit by them or not is random. I've tried that section twice (I own the PC version of Sonic 2 and it has a rewind feature) and got hit the first time, passed the 2nd time without being hit. Botht times were at full speed. Something similar happens with the downhill slope with the red monkey a little bit further up. This spike, like the previous examples, also go up and down and has spikes above it too to discourage you from jumping over it. If you go at full speed, whether you get hit by it seems to be random...Unless you know its already there.
Chemical Plant Zone has less of these issues, aside from the falling blue blobs which damage Sonic and the spring at the start of the first slope which literally servers no reason to be there. The reason why Chemical Plant Zone has less of these issues is because CPZ has two modes: Very slow or autopilot.
Notice how the game stops you, by either placing a rock or sometimes a vertical set of spikes, never horizontal. Almost as if the game had some kind of thought put into it, nah it must have just been a collective fever dream where the game was never good.
You can call it utter fanboy nonsense all you want, you can mix upper case and lower case all you want, but yes you don't understand the design of classic sonic games. Apparently a early 90s 2D platformer is too difficult for you to grasp.
Mate, I do understand the design of "classic" sonic games. Everyone understands the design of "Classic" sonic games. These are platform games made for kids.
I don't understand how a game that has a moveset built around fast and easy way to deposing of enemies, you can either roll or jump and you damage enemies in every direction instead of just down like most platformers, extremely forgiving health system where you only need 1 collectible to keep going, level design that goes out of its way to hint you and even stopping you when you have upcoming hazards or when you can thread free and minimal bottomless pits, is in any way at odds with being played fast or does, in any way shape or form, punishes you for it.
Because you nitpick, and that's why you don't understand it. I showed you a video of a typical playthrough of Sonic 2 and your only take from it was "Well he wasn't going into a ball during some downslopes so obviously he has no idea how to play the game". The fact is, most slopes either punish you or "force" you to slowdown almost right after the slope (I put it in quotation marks because you can avoid being slowed down IF you already know whats coming) but the slopes are only a small part of the game. The game allows you to go fast without slopes as well, but if you do that, you will most likely walk into enemies, spikes or other hazzards. Again, a typical playthrough of a Sonic game goes fairly slow unless you play the game several times and memorize the layout. I think that's bad design.
I wonder if it is even possible to be more wrong than you.
Well it appears that you can, as you're about to demonstrate.
Also read the nonsense in your following posts. You have no clue about why Sonic games are good, and your complaints demonstrate it. If you don't enjoy Sonic games for whatever reason, that's fine. It certainly doesn't make the games bad or unplayable or whatever. I think 3D Mario games are shit overall, with the exception of 3D Land/World which were okay, not great. I am not making up stuff to try to feel better.
I didn't say the games were bad. Well most of them, anyway. I said they were average to mediocre in quality.
Sonic games on MegaDrive where cleverly designed, and Sonic 3 & Knuckles is particularly great in terms of level design. These games where never about going fast all the time, they involve a ton of platforming and exploration. Your complaints are the usual complaints "this is Sonic I gotta go fast I hold right but I don't win Sonic games suck". Maybe there is more into it.
Controls were perfectly fine and super responsive. There is a physics engine in Sonic games, it is meant to be used to achieve what you want to do. It is not like the simplistic Mario physics from SMW or SMB3.
And that's where you're right. And also very wrong. You're right in the sense that Sonic isn't actually about going fast due to the level design. Thats why most Sonic playthroughs are actually fairly slow besides a few autopilot sections here and there. The character, however, is absolutely designed to go fast and his controls are certainly not "Perfectly fine" or "Super responsive" when hes not going fast. His jumping ability is both imprecise and Sonic is slow to respond when hes building momentum. But lets entertain your way of throught for a moment. Lets say, for the sake of argument, that the controls aren't bad. As you yourself have admitted, Sonic isn't about going fast. So then what does Sonic actually have going for it? He doesn't have an interesting moveset. There are no power ups in most of the games. He can jump on top of enemies or roll into a ball in some instances..speaking of which, the enemies have nothing special going on and aren't interesting. The boss fights are terrible and the games aren't very long either. So then what remains? Outside of some interesting branching paths level design, all that you're left with is a mediocre platformer who's entire early success is based on its marketing campaign.
Sonic Rush was a new take on the gameplay, it was meant to go fast this time, and build up score using tricks. It was a lot of fun. Sonic games often try new things and this what keeps the series fresh to this day. 3D games are the same, and you can be sure that Frontiers will bring novelty to the table as well.
Okay I will certainly give you that, The franchise is not afraid to try new things.
As for the fact that Sonic never found its 3D formula, this is again some nice bullshit. The 3D formula that was by far the most used is the one introduced with the Hedgehog Engine in Sonic Unleashed (which clearly finds its roots in Sonic Adventure 2), and it was present in almost every Sonic game afterwards. Sonic Team simply doesn't feel constrained to this and do different things each time, not making direct sequels, but the overall feel and level-design is present every time. This is like saying Mario never found its 3D formula because M64 is different from Sunshine which is different from Galaxy which is different from 3D World which is different from Odyssey. No shit. All different games.
When I say that it never found its 3D formula, I meant that it never found a 3D formula that works. Sonic 3D games range from terrible (Most Sonic 3D games fall into this category) to ehh...alright. There are countless 3D Platform franchises that are much, much better than Sonic. I am very curious what they plan to do with Frontiers.
With all of that said, having a debate with 2 - 3 people at the same time is proving to be too much work, so I'm going to leave it at this. I'm sure no minds were changed, mine certainly has not, but I've said my piece as far as Sonic is concerned: Fantastic Character Design, Great visuals and music that accompany farily mediocre to average games. That will be all, dear gentlemen.