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Thread: Which crossover would work better - Sonic & Mario or Sonic & MegaMan

  1. #31
    Senior Member PandaChao~'s Avatar
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    Quote Originally Posted by Mark_the_Dephiles View Post
    No use jumping on to a sinking ship.
    LMAO! This is hilarious. Isn't Sonic that sinking ship?
    http://forums.sega.com/image.php?type=sigpic&userid=163480&dateline=14877  30777
    STOP SPREADING FAKE REVIEWS ON SONIC!

  2. #32
    Senior Member Mcmadness's Avatar
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    Quote Originally Posted by Reichskommissar View Post
    Honestly, Mario and Megaman probably have more in common than either of them have with Sonic. Neither of them would really gel with Sonic and its design conventions. It'd probably be a better idea to just make a cross over between the two rather than between Sonic and one of them.
    No I definitely think Mario has more in common with Sonic than he does Megaman.

    Quote Originally Posted by Mark_the_Dephiles View Post
    This. Sonic needs to distance himself from other platformers. No use jumping on to a sinking ship.
    Well Megaman is dead in the water to be sure but Mario is hardly sinking.
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  3. #33

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    Quote Originally Posted by Mcmadness View Post
    No I definitely think Mario has more in common with Sonic than he does Megaman.
    From my experience with the three series, Megaman does have more in common with Mario, between the approach to level design being very precision platforming oriented with smaller levels that demand more from the player whereas Sonic has larger levels that usually don't require the kind of precision that Mario and Megaman does. The way platforming is done, both Mario and Megaman have slow methodical block platforming, whereas Sonic has more speed and momentum based platforming akin to an extreme sports game than a conventional platformer, using ramps to launch off to reach higher ground is something you don't see so often in either Mario or Megaman but is quite common in Sonic.

    The slower pace and gameplay the both have in common, whereas Sonic is faster paced and focuses more on flow. Then there is the power ups that both Megaman and Mario have a much greater focus on than Sonic does.

    The only aspect that Mario and Sonic have more in common vis-a-vis Megaman is the enemy and combat design, but that is pretty much the only aspect where.


  4. #34
    Senior Member Mcmadness's Avatar
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    I wouldn't call megaman levels short, at least not the later ones. There was usually only about 12 levels or so in the average megaman game so they were much longer than anything in Mario and Megaman's stages are more oriented towards shooting things while platforming using his various weapons that he could switch to on the fly. Mario's power-ups are more in the line of those bubble shield things from sonic 3.

    That being said you are correct that Mario is more about completing a large variety of smaller stages compared to the bigger ones. However Mario could easily adapt to the more speed oriented Sonic gameplay because while he's obviously not Sonic fast he isn't that slow either and they could build special obstacles in stages that only he could access.

    Thats why I think if was primarily a Sonic game guest starring Mario it would work best that way, just throw in some Mario themed levels that have sonic aspects in them with some token Mario elements that don't disrupt the Sonic gameplay and it will be fine.
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  5. #35

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    Quote Originally Posted by Mcmadness View Post
    I wouldn't call megaman levels short, at least not the later ones. There was usually only about 12 levels or so in the average megaman game so they were much longer than anything in Mario and Megaman's stages are more oriented towards shooting things while platforming using his various weapons that he could switch to on the fly. Mario's power-ups are more in the line of those bubble shield things from sonic 3.

    That being said you are correct that Mario is more about completing a large variety of smaller stages compared to the bigger ones. However Mario could easily adapt to the more speed oriented Sonic gameplay because while he's obviously not Sonic fast he isn't that slow either and they could build special obstacles in stages that only he could access.

    Thats why I think if was primarily a Sonic game guest starring Mario it would work best that way, just throw in some Mario themed levels that have sonic aspects in them with some token Mario elements that don't disrupt the Sonic gameplay and it will be fine.
    I didn't say the levels in Megamana were short, just that they were small. Sure they could take a while to finish, but that is because of the slow gameplay, a feature it has in common with Mario more so than Sonic. The platforming in Megaman is much more similar to Mario, slow, methodical and requires precision, sure there are those kind of sections in Sonic as well, but not exclusively so, or to the same extent.

    As for the power ups, Sonic's are generally more passive upgrades to his base abilities, whereas powerups in Mario can alter how the game is played similar to Megaman.


  6. #36
    Senior Member Mcmadness's Avatar
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    Well Sonic levels (at least the genesis ones) were generally based around the concept of speed gained through memorization of the level. Sonic ran fast naturally but for first time playthroughs of levels it was generally not a good idea to do that. Mario is no different. In fact many Mario levels often gave you plenty of running space to move around on with precision platforms and the like mainly being an every now and then thing or castle levels.

    And Megaman's upgrades are definitely more passive than Marios are since you keep all of them permanently and you can switch between em on the fly. Sonic seems to go back and forth on it.
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  7. #37

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    Quote Originally Posted by Mcmadness View Post
    Well Sonic levels (at least the genesis ones) were generally based around the concept of speed gained through memorization of the level. Sonic ran fast naturally but for first time playthroughs of levels it was generally not a good idea to do that. Mario is no different. In fact many Mario levels often gave you plenty of running space to move around on with precision platforms and the like mainly being an every now and then thing or castle levels.
    The approach to level design is completely different though, Sonic levels take advantage of speed through various ways such as slopes and ramps, which is incorporated into platforming, the higher your speed the further you'll launch off a ramp, it was similar to an extreme sport game than a traditional platformer. Neither Mario nor Mega man does that, and it's the reason why speed is not merely a gimmick in Sonic games, but an integral part of the gameplay.


  8. #38
    Senior Member Mcmadness's Avatar
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    Quote Originally Posted by Reichskommissar View Post
    The approach to level design is completely different though, Sonic levels take advantage of speed through various ways such as slopes and ramps, which is incorporated into platforming, the higher your speed the further you'll launch off a ramp, it was similar to an extreme sport game than a traditional platformer. Neither Mario nor Mega man does that, and it's the reason why speed is not merely a gimmick in Sonic games, but an integral part of the gameplay.
    Mario has speed incorporated into his gameplay all the time. It's just the execution is different. Mainly since unlike Sonic Mario has a run button that gives Mario greater momentum to clear gaps or allows him to jump higher when you hold it down.
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  9. #39

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    Quote Originally Posted by Mcmadness View Post
    Mario has speed incorporated into his gameplay all the time. It's just the execution is different. Mainly since unlike Sonic Mario has a run button that gives Mario greater momentum to clear gaps or allows him to jump higher when you hold it down.
    If by speed you mean SLoW. I don't think anyone wants a repeat of that.
    Rip Sonic: 1991 - 2010.

  10. #40
    Senior Member Iko's Avatar
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    Quote Originally Posted by Reichskommissar View Post
    The approach to level design is completely different though, Sonic levels take advantage of speed through various ways such as slopes and ramps, which is incorporated into platforming, the higher your speed the further you'll launch off a ramp, it was similar to an extreme sport game than a traditional platformer. Neither Mario nor Mega man does that, and it's the reason why speed is not merely a gimmick in Sonic games, but an integral part of the gameplay.
    Mario is more gimmicky, but occasionally Mario does that too, and one of those examples is in Super Mario Bros 3.

    Mario doesn't focus too much on interacting with the shapes of the environment to alter the speed and the jumps, though in some places the element is present; on the other hand, the platforming in both Sonic and Mario is speed and momentum based, it's just that Mario has a lower speed cap compared to Sonic, but on similar speeds the two play very similar (play Mario Maker using the Sonic sprite and you'll notice how similar they are in basic movements).

    Megaman uses momentum, though a very small amount of it, it almost feels like the momentum is absent from the game.
    Power ups are "modes" and are permanent, they have an energy gauge, while in both Mario and Sonic the power ups are shields that give you different abilities as long as you preserve them (and you can lose them if you are hit), or just temporary power ups with a timer.
    The closest thing of Sonic to Megaman is the boost, but it's a very stretched similarity.

    Mario's platforming is fast, not Sonic fast, but definitely fast and with a lot of flow.
    Megaman's platforming is closer to those fanmade "Kaizo Mario" levels/hacks, or Super Meat Boy, it's a lot more punishing and it gives you few option to complete the levels and part of the challenge is to figure out how to procede by trial and error.
    Both Mario and Sonic instead give you freedom in how to go through the levels... another difference is that Sonic has multi layered levels while Mario has most of the times single layer levels, that means that you have only 1 route (though there are exceptions occasionally).

    The main difference from Mario and Sonic is that in Mario you must jump on enemies while in Sonic you must collide with an enemy in a curled state, no matter if you are above, below or on ground.
    Mario can kill enemies in a similar way as Sonic's rolling by sliding on slopes, since Mario Bros 3 on NES.

    I once (years ago) proposed a team based concept of a Mario and Sonic platformer (featuring the two characters interacting a la Sonic Advance 3 but even more, inspired by Mario & Luigi RPG series special moves), and I got attacked in all possible way, though I'm still convinced that it may work, but it can't be taken too much seriously, it must be cartoony like Mario & Luigi RPG.

    But you can have Mario running at Sonic's speed by giving him a Yoshi... it would feel a lot more natural to see Yoshi running that fast compared to Mario alone.
    Also, the mechanics of losing Yoshi and trying to get it back vaguely resembles losing the rings in Sonic (you can make the game so that when you are hit you lose Yoshi, you get a speed cap when running as Mario and Yoshi runs in panic only around you and it kinda follows you if you try to escape, you must jump on it in order to get it back, but if enemies hit you before, you lose a life).
    Speaking of Yoshi alone, I feel like he would fit well enough in a Sonic game, he can roll in an egg and can adapt to Sonic's gameplay just fine, he also has a special type of jump to make him unique, and the thing of eating enemies.

    As ridicolous as it may seem, another character that would play well in Sonic's gameplay is Samus Aran from Metroid.
    And as obscure as it is, I'd also like to see Koopa the Quick from Mario 64 playing in a Sonic level, with rolling replaced by the shell form.
    Last edited by Iko; 02-17-2017 at 08:19 AM.
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    Wanted characters: Sonic, Tails, Knuckles, Blaze, Cream, Big, Fang, Chao, Animals, Eggman.
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