When Sega of America took over Sonic 2, they kept Yu Suzuki and his programming excellence but lost all Japan.
What this meant was, the game needed to be easier and move focus away from gameplay and towards crowd pleasing graphics where the controls are taken away from you.
In Sonic 1 the controls are never taken away from more than 2 seconds tops. You can always control Sonic even at the crest of loops.
Sonic 2 gave you switches to hang onto, ropes to swing and boring flying around sequences to watch until you can start moving again.
The reason Sonic 1 is one of the best platformers ever is not it’s polish but in its unique core mechanic of maintaining inertia and ability to spin and roll for extra speed.
The platforming tropes of Sonic 2 such as rope swinging is a reversion to more standard platforming and has its roots in European game design of the 80’s and not the fast paced Japanese design which sees fewer puzzles and greater emphasis on speed and control like Strider or Flicky.
So when Sega US designed the subsequent Sonic games they needed to remove the effort of achieving the core game mechanic which is to gain a fast momentum speed and maintain it without getting hit, with the spin dash.
The spin dash is however, game breaking and a gimmick. When you remove the punishment of taking a hit, your brain devalues that consequence just as a way to seek optimal performance as the punishment is less severe so getting hit is now more desirable. Where’s the reward in holding down and hammering any button?
This de-emphasis on maintaining speed for extra points made for a game design which is at odds with the core gameplay mechanic of momentum and avoiding being hit.
This is missing the point that this is a momentum game and this oversight continues into the 3d era with Sonic Adventure, moving too quickly from side to side, making it more akin to Mario 64 than a game where building up speed and collecting rings is not that hard - but jerky controls made it almost impossible.
Add to all that, that level design then ignores that a level should take anything from 25 seconds to 5 minutes to complete given how you choose to approach it.
These were the factors which were unique to Sonic the Hedgehog and why it remains the only true Sonic the Hedgehog game.
Aside:
There are two opposing mindsets or game design philosophies between Sonic 1 and two.
In Sonic 1 reward is based on player performance and as such, you are punished for not playing well and therefore your reward is proof you played well.
Modern western game design philosophy is less strict however and regards games as something which are more to be consumed and experienced than actively fought with and as such, tend to be easier. The reward is getting to enjoy their wonderful game they made (as I watch this, Sonic 3 snowboards down perfectly horizontal and 45 degree slopes (only 3 animation frames) in Super Sayan (paid Funimation for that yet Sega?) mode with no threat at all), wow!
US: “Consume this, monkeys!”
Japan: “You must be better! You play! You play harder!”
EDIT: a low point in 2d Sonic games came with Chris Whitehead’s Sonic Mania which saw more convoluted platform mechanics and a more traditional and slower platforming style with controls regularly taken away to demonstrate the programmers ability to move a screen as you watch in awe.
As Sonic taps his foot impatiently, waiting for the boss to eventually arrive, I find myself feeling the same way.
Then here’s the story for every following game.
Everyone wanted the gems. The end.
Watch that for hours of your life. Storytelling by an obsessive compulsive hoarder.
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