You're intended to get the emblems and whatnot over multiple playthroughs with every character.
And either way, the emblems are bonuses that don't really give you anything overly amazing, just a few extremely challenging stages, that you shouldn't be attempting if you can't get the emblems anyways.
Elijah Price
>this game done by amateurs has questionable game design
Why is it so hard for so many of people on Yas Forums to think on their own?
Nolan Ross
Because this fan game is so old people have unreasonable nostalgia for it. And basic ass contrarianism deciding fan projects are better because they're more niche.
Lincoln Perez
>unreasonable nostalgia for it You mean like adventurefags saying SA1 and SA2 are better? Those games don't even have branching pathways. It's clear most of the people here shitting on SRB2 are terrible at the game, because it's the only 3D sonic game with a high skill ceiling. If you can't get the time emblem on Black Core Act 1 your opinion on the game is meaningless.
Aiden Wright
>Those games don't even have branching pathways Shows you haven't played them in a while, huh? A number of stages have branching paths. But really, how important is branching paths in the first place? There's no meaningful alt paths in any of the SRB2 stages I played except to confuse the player when they see a route they didn't take to get there, and end up turned around and heading up said alt path back to the beginning. Wow, what a meaningful addition.
>Your opinion is worthless unless you've wasted the amount of time on this garbage that I have Uh huh, if you say so.
Camden Morales
>Shows you haven't played them in a while, huh? A number of stages have branching paths. Skipping part of the level by abusing spindashes isn't a branching pathway. The only stage I can think of off the top of my head is Final Rush, which is a terrible stage.
>There's no meaningful alt paths in any of the SRB2 stages The fuck do you mean by meaningful? They're just there to give you different ways to play the level on subsequent playthroughs. And many of the emerald tokens and emblems are hidden in them anyways. Just because you have no sense of direction doesn't mean the game is bad. SRB2 shits on Adventure. >SRB2 has more Sonic stages than Adventure 1 and 2 combined >SRB2 has actual special stages based off Nights >SRB2 has super forms >SRB2 has 6 playable characters that are actually fun Cope adventuretoddler.
>Skipping part of the level by abusing spindashes isn't a branching pathway. I wasn't even counting that. There's a number of alternate pathways in many of the Sonic/Shadow stages of SA1 and 2. Green Forest is a good example. So is Crazy Gadget which literally presents you with a choice of gravity switches leading into different segments.
>The fuck do you mean by meaningful? They're just there to give you different ways to play the level on subsequent playthroughs. Meaningful as in, what the fuck difference does it matter if I head down the left fork or the rright fork? They all contain the same 1 enemy of the level, and the same 2 or 3 gimmicks. That's not real variety. It's even a problem, because they're poorly defined, and usually have clear methods to traverse BACKWARDS down them like those steam vents in the second level that boost you up, instead of ushering you in a clear direction. With a 3 dimensional game there's no clear "right" to head in and it's easy to get turned around. And if you give players the means, they'll assume it's developer intent.
Cope yourself. SRB2 will go down as "hey isn't it weird they made Doom do this?" Meanwhile Adventure is widely regarded as peak 3D Sonic.
Carter Adams
youtube.com/watch?v=qSIiEKKMOoE&t=34s Here you fucking Adventurefags ITT, THIS is why SRB2 is better than your shitty half-assed 3D Dreamcast games. THIS is an EXACT translation of the way you speedrun Knuckles in the 2D games. Bouncing off badniks to gain glide height and speed. They NEVER did this in any official 3D game. SRB2 may be a sloppy DOOM mod, but the reason people love it is because this sloppy DOOM mod still manages to be more faithful to the foundation of Sonic than any of the Adventureshits.
Luis Nguyen
>Green Forest Are you shitting me? That level is linear as fuck. It's almost a straight line.
>Meaningful as in, what the fuck difference does it matter if I head down the left fork or the rright fork? They all contain the same 1 enemy of the level, and the same 2 or 3 gimmicks. That's not real variety. Oh, so you haven't actually played the game at all. The branching pathways in SRB2 could be levels all on their own. You're holding SRB2 to a higher standard than the adventure series. You think the janky snake that doesn't fucking work or light gimmick in Lost World is better than the mine carts in Arid Canyon? And we haven't even mentioned the other characters in the adventure series. The mech and treasure hunting stages in SA2 are abysmal and take up 2/3 of the game's action stages. In SA1 you have to play both sky chase stages twice and fight chaos 4 and 6 three times each.
The thing is, you're not even completely wrong, I can absolutely see someone getting lost in Castle Eggman Act 2, but you're getting lost in fucking Techno Hill, which is easy as fuck.
Lincoln Long
>That level is linear as fuck. It's almost a straight line. I was probably thinking of White Jungle then. One of the forest stages had a few alt paths for much of it.
The minecarts of Arid Canyon are the better parts of that level, because it herds you in one direction and there's a clear right and wrong way to do them. You fuck up, you immediately know and don't waste minutes heading down an incorrect path or something.
Yes, treasure hunting and shooting stages are subpar. I think people blow out of proportion how bad they are, but obviously people are playing for the Sonic stages. I don't hate the idea of alt objectives, they just could be handled better. The alt character handling is better in SRB2 than Adventure. No one will deny that. But I don't think SRB2's alt character design is perfect either. I gave Fang a shot and the pogo stuff could have been much more enjoyable. Also, his gun brings him to a halt, IIRC. And that's just a bummer. I'd even take the lock-on mechanics of SA1 and 2 over that. At least they can fire while moving.